Re: [SGII] Nasty Cover
From: Robert Makowsky <rmakowsky@y...>
Date: Sat, 20 Mar 2004 04:25:20 -0800 (PST)
Subject: Re: [SGII] Nasty Cover
One thing that might be fun would be in a refereed
game to not let the participants know the exact value
of the cover until they are fired upon in it.
So they might think these large trees provide good
hard cover. However their tactical brief forgot to
mention that the trees synthesize benzine out of the
soil and are prone to explode when hit. Of course
after the first encounter the tactical manual will be
updated <G>
Magic
--- agoodall@att.net wrote:
> Yves wrote:
>
> > Also, having lighter type of cover (+1/0), (+2/0),
> also help to speed the
> > game. One can put a small marker for on the table
> those non-standard cover
> > type.
>
> You beat me to it! Also, with my comment about
> bullet proof glass, you could have (0/+1) and
> (0/+2).
>
> This can get complicated, with a pretty involved
> chart needed to tell the players which cover is
> what, but it does allow some scope for players that
> want the extra flexibility. As an example, thick
> jungle ferns may be +2/+1 (very hard to see through
> because of the big leaves, but not as much cover as
> an actual tree).
>
> I probably won't use this except for specialized
> terrain, but it does offer a lot of flexibility.
>
> --
> Allan Goodall agoodall@att.net
> http://www.hyperbear.com agoodall@hyperbear.com