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A couple of basic questions about hexsides
02-03-2022, 08:07 PM,
#5
RE: A couple of basic questions about hexsides
(02-03-2022, 05:49 PM)Rob_by_the_river Wrote: Regarding b:
Embankments show very steep elevation changes. Walking up a gently climbing hill is more tiring than flat ground, hence the +1 for Elevation change.
But it is way harder clampering up a very steep section of slope, so extra points get added. Way less of a problem on the way down, but note that Embankments are obstruction hexsides, so will disorder Line Infantry and Cavalry.
Since it is so steep, it can act as an imprompto trench for infantry on the lower side.
Think about the sunken road in the battle of Antietam for example.

By the way, are those modded counters in your screenshot? They look very nice!

There isn't a requirement that an elevation change is involved, for example the EAW engine uses them as a version of fortified hexside. The same can be coded in the Napoleonics and Musket & Pike engine to represent something maybe less full on as the fortified hexsides in the engine as well.

I was using them as German Wehr boundaries in that way, which were a little like smallish canals with a version of built up earthen works on either side; for this you'd just put them on opposite sides of the same hexsides.
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RE: A couple of basic questions about hexsides - by -72- - 02-03-2022, 08:07 PM

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