Post by ashimbabbar on Jun 15, 2024 10:15:16 GMT
When I proposed rules for Undersea HOTT, Baldie mentioned Underground HOTT as a new frontier to be breached. I am not one to resist the lure of a new frontier.
Here are a few ideas and reflexions that I have come up with.
• some underground settings can be extremely labyrinthine and logically a general’s command range can only be through physical connections ; this means PIPs are going to vanish.
A possibility would then be to make an army several smaller commands each with a general, say 3x12 AP
• You could have one more place to hide Lurkers : in the walls of the caves or tunnels, representing a small tunnel or tunnel network or cave
• The battle ground can have several levels with one or more point of access between them, possibly one being on the surface.
In that case it would be better to have one army per level, with units switching levels switching the army they belong to if the player wishes so
• The local denizens might interfere in the battle. I’d envision this as rolls on a table when entering given areas, the table to be agreed beforehand. Basically they would attack the closest stand.
Also in a scenarized battle those interlopers could be integrated more fully in the objectives.
Example 1 : both dwarves and goblins are trying to acquire a zone that had been a buffer between them by killing the local denizens
Example 2 : two or more armies are attacking locals in possession of a magical macguffin. Although you could give the locals’ forces to a player, it is possible to let them act automatically if they’re of low intelligence ( undead or primitive creatures )
Here are a few ideas and reflexions that I have come up with.
• The board setting will have to be agreed beforehand, this could mean an unbalance against the defender. More generally every game will be different in its setting and provisions.
• I wonder if it would be possible to prepare many elements beforehand: cave, corridor… and adjust them randomly one to the other as the armies advance and discover new terrain ?
Of course if completely randomly there's the risk the armies will never get in contact
A possibility would then be to make an army several smaller commands each with a general, say 3x12 AP
• You could have one more place to hide Lurkers : in the walls of the caves or tunnels, representing a small tunnel or tunnel network or cave
• Aerials will find their manœuvering capabilities severely hampered by the low ceiling ( except possibly in huge caves or such if the setting includes them ). I’d suggest it means although they move at full speed they’re destroyed if doubled by any unit or if defeated and flanked.
• I think Magicians could be allowed to attack any enemy within range, never mind if they're in a totally different place and unconnected to them.
• The battle ground can have several levels with one or more point of access between them, possibly one being on the surface.
In that case it would be better to have one army per level, with units switching levels switching the army they belong to if the player wishes so
• The local denizens might interfere in the battle. I’d envision this as rolls on a table when entering given areas, the table to be agreed beforehand. Basically they would attack the closest stand.
Also in a scenarized battle those interlopers could be integrated more fully in the objectives.
Example 1 : both dwarves and goblins are trying to acquire a zone that had been a buffer between them by killing the local denizens
Example 2 : two or more armies are attacking locals in possession of a magical macguffin. Although you could give the locals’ forces to a player, it is possible to let them act automatically if they’re of low intelligence ( undead or primitive creatures )