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Mace Windu

Difficult Terrain

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With the impending map rotation, I have been studying the Nelvaanian Warzone map a bit in the last few days.


 


I noticed there is some difficult terrain within some of the deployment areas, I assume you can deploy within these zones?


 


Also, as I read from the RRG, you only suffer the movement penalty when entering difficult terrain, but not moving within difficult terrain or when you exit difficult terrain.


 


Is this correct?


 


If so I think Echo Base troopers just climbed to the top of my play list :)


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You suffer the movement penalty for every space you enter that is difficult terrain. So moving into a blue space always costs an extra movement point even if you are already in a blue space. You do not pay extra to exit a blue space.

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Like Mike says, although there seem to be areas on the tiles, movement cost is determined for each space the figure enters (extra cost for difficult terrain and hostile figures). It took a while for us to get that right in our heads on our first campaign too.

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This just always seems super weird when Trenches are concerned. 

 

 

It's easy to hop out of a trench. 

 

:\ 

Attack adrenaline?

Edited by Fizz

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This just always seems super weird when Trenches are concerned. 

 

It's hard to jump into a trench. 

 

It's hard to move along inside of a trench. 

 

It's easy to hop out of a trench. 

 

:\ 

I personally was hoping for a new terrain type that provides cover, but keeping it simple is fine by me.

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Adding Difficult Terrain Edges could be an advanced game rule (when you cross such an edge, you must suffer strain or a movement point), but I doubt FFG will go for such an addition. They appear to want to keep the base rules as simple as possible, the richness of the game comes from the interactions of abilities and base rules.

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Just for clarification purposes, is this correct?


 


Solid red line represents path figure is taking. Numbers are movement points required to enter space.


 


Feel free to correct by calling out the letter associated with the space.


 


Not sure with the FAQ if space D now requires 2 as well.  :wacko:


 


Final_Example.jpg


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Though I am not sure why you wouldn't just move diagonally into space B to begin with.

 

I am well aware that you can move diagonally, just wanted to show that it's 1 movement point for entering a space :)

 

I recognize that tile. No, that corner where D is is not difficult terrain. You are correct saying movement from C to D would be one point.

 

Ah, I just don't get what the FAQ is clearing up in that case.

 

“Spaces that are fully encompassed by a combination of a single terrain border and walls are considered to be fully encompassed by the terrain border."

 

So space D looks like it fits the description (terrain border + walls) = that entire space is considered difficult terrain?  :unsure:

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What the faq is saying is that since space B and C that he is moving through have a wall at the northern edge, but not a blue line, that still counts as difficult terrain.

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But yeah, now that you mention it, according to the FAQ, space D would also count as difficult terrain, (even though the intention may be that it does not), since space D is also "fully encompassed by a single terrain boarder and walls". Though one could argue that if they wanted the space D to be difficult terrain, the could have accomplished this by omitting the two blue lines on space D.

 

I would submit this exact picture to the Dev team (link in my signature), make sure that space D is what they say it should be.

Edited by Fizz

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In the case of D, the two blue lines separate the difficult terrain from D, not encompass D. This can be easily seen from the fact that only one side of a difficult terrain edge can be difficult terrain. (Putting aside the fact that so far we haven't had difficult terrain edges.) If D is difficult terrain, then the other side couldn't, which is clearly false. :D

 

We don't get edges inside a terrain type.

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But yeah, now that you mention it, according to the FAQ, space D would also count as difficult terrain, (even though the intention may be that it does not), since space D is also "fully encompassed by a single terrain boarder and walls". Though one could argue that if they wanted the space D to be difficult terrain, the could have accomplished this by omitting the two blue lines on space D.

 

I would submit this exact picture to the Dev team (link in my signature), make sure that space D is what they say it should be.

Hmm, will do so later tonight!

Also, can you explain why moving from space B to C costs 2 movement points. I understand now that it's easier to imagine every space within the border outlined in blue but I don't see how this is presented in the RRG.

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"Difficult Terrain", RRG Page 11:

 

A figure must spend one additional movement point to enter a space containing difficult terrain.

 

Space C is difficult terrain. It does not matter what space you are exiting, only the space you enter.

Edited by Fizz

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But yeah, now that you mention it, according to the FAQ, space D would also count as difficult terrain, (even though the intention may be that it does not), since space D is also "fully encompassed by a single terrain boarder and walls". Though one could argue that if they wanted the space D to be difficult terrain, the could have accomplished this by omitting the two blue lines on space D.

 

A mathematician is shown a herd of sheep and told to enclose them. After giving the problem a little thought, he puts a fence around himself and then declares, "I define myself to be on the outside!"

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"Difficult Terrain", RRG Page 11:

 

A figure must spend one additional movement point to enter a space containing difficult terrain.

 

Space C is difficult terrain. It does not matter what space you are exiting, only the space you enter.

To add on to this. Just bc you're already in difficult terrain, doesnt mean the next blue square you "enter" you are exempt from the double cost, you still have to spend 2 movement pts. If its easier, think of every blue spot as a hostile figure and relate to it that way.

~D

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If you wanna get technical.... the blue (and red) lines are actually "inside" the regular square outline. You can just see the grey dividing line on the outside of the blue. 
Not so clear on this image but check out your tiles or ibsh's map files. You can clearly see it there. 

 

That makes it fairly clear which spot the blue line refers too. 

I think any blue shading seems to be a by product of the art underneath... eg a river. 

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