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New Terrain Element: Frozen Lake


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#1 FlorisH

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Posted 26 January 2011 - 10:49 AM

I've come up with a new terrain element for use in games of Dust Tactics.

A frozen lake is placed on the map at the same time as the wall sections and has the following rules:
"Moving over a frozen lake does not cause any penalties, however if an unit ends its movement on top of a frozen lake then you need to roll a dice for every model in the unit.
Infantry: on a hit result the model falls into the freezing water and dies.
walker: on a miss result the model falls in and is destroyed.
A frozen lake does not block line of sight and does not provide any cover."

To introduce the frozen lake I have made this simple mission: http://www.at43-conf...nice</font>.pdf

The mission PDF has two copies of the frozen lake at the correct size and below is a picture of the image used.

frozen lake



#2 FlorisH

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Posted 26 January 2011 - 10:51 AM

Sorry about that the correct link is:

http://www.at43-conf...tmissionice.pdf

This forum needs an Edit option.



#3 hey_yu

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Posted 26 January 2011 - 12:19 PM

Looks pretty neat.



#4 loken14

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Posted 26 January 2011 - 03:06 PM

that is a really cool piece



#5 Mordith

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Posted 27 January 2011 - 09:26 AM

I like the rules for that piece. Harsh, but it makes sense.



#6 reptilebro1

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Posted 27 January 2011 - 10:06 AM

Definatly going to try this out in my game next week.



#7 loken14

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Posted 27 January 2011 - 03:50 PM

i think its a pig risk as u can be slow and go around or risk death and go across



#8 FlorisH

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Posted 27 January 2011 - 09:33 PM

Remember that there is only a risk if you end your movement on the frozen lake so you can run across without any fear of your models falling in.



#9 Dcal12

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Posted 28 January 2011 - 02:54 AM

That negates the jump feature of the allied units.  If whether you cross or stop on the lake you had a chance of falling through, it would make jump a worthwhile skill.



#10 FlorisH

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Posted 28 January 2011 - 08:00 AM

Dcal12 said:

That negates the jump feature of the allied units.  If whether you cross or stop on the lake you had a chance of falling through, it would make jump a worthwhile skill.

That is why I'm also doing minefields and rocks for next week.

My version of those will be:
Minefields will do some damage when you move into them and will be represented by a card on the board, they are part of missions and their location is dictated by the mission map.

Rocks can not be moved into but do not block line of sight and do not provide cover.

Both these elements can be jumped over by models with "Jump"
Cards and more details (including a mission introducing each) will be posted next week.






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