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Spotting enemy in a limited terrain hex from an elevated spotting hex
04-23-2024, 10:20 PM, (This post was last modified: 04-23-2024, 10:22 PM by brad_newcomer.)
#7
RE: Spotting enemy in a limited terrain hex from an elevated spotting hex
(04-23-2024, 11:49 AM)plloyd1010 Wrote:
(04-20-2024, 11:56 AM)Shad Wrote: In real world terms, you can see the copse of trees from even further away, but you certainly can't see into them any better just because you're up high. Smile

Now how about making things muddy.
If trees are involved, woods for example, being higher would be a disadvantage because the the canopy gets in the way.
If it's about buildings. Looking obliquely down into the town or village, it looks about the same as looking from the same elevation.
If looking into a field, being higher would likely be use full as one can look into the field better from above.

So in case you want different types of limiting terrain, that's where I would start. I can think of making things complicated.

Agreed.  Lol  Cool   I tend to overcomplicate things whenever I can also.   I think this is how our thought process went also.   Then ...... we settled on "limiting terrain was limiting terrain" and moved on with the game.  I guess I rationalize any weirdness like this as a "foginess of war" issue and hope it all comes out in the end of a game when these things average out for both side.    Heck, if I wanted a stupid level of rules granularity, I'd be playing ASL instead of PzG.   Lol  Big Grin
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RE: Spotting enemy in a limited terrain hex from an elevated spotting hex - by brad_newcomer - 04-23-2024, 10:20 PM

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