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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| Mark Stone Moderator
 
  
  
 Joined: 12 Apr 2006
 Posts: 2102
 Location: Buckley, WA
 
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				|  Posted: Fri Jul 29, 2005 8:10 am    Post subject: terrain constraints |  |  
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				| As long as we're brainstorming ideas....
 
 I've probably spent more time than anyone else in the hobby "engineering" what
 you can do with roads to turn them to your advantage as a terrain pick. There
 were addenda to WRG7 specifically to deal with things I figured out how to do.
 And I generally play armies that want to be in the open. So I'm really shooting
 myself in the foot here, but, on the other hand, no one knows "road abuse"
 better than I....
 
 When road is most commonly seen in Warrior it runs across the width of the
 table, from flank to flank, rather than from rear zone to rear zone. In my
 opinion, this really does run counter to history. Armies marched along roads,
 and hence the most likely way -- I would go so far as to say only way -- that a
 road crossed a battlefield was with the two armies straddling it, rather than
 the two armies fighting across it.
 
 A simple fix would be to say that a road must start at one rear zone table edge,
 and end at the other.
 
 Finally, someone (Todd maybe?) once suggested that roads are the corollary of
 minor water features, and hence should be required to be diced for _last_,
 after all other terrain features. That makes a ton of sense to me.
 
 If nothing changes, that's fine, I'll continue abusing roads to maximize open
 space. But as long as we're kicking around ideas, those are two changes in road
 placement I'd like to see.
 
 
 -Mark Stone
 
 
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
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				|  Posted: Sat Jul 30, 2005 5:28 am    Post subject: Re: terrain constraints |  |  
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				| In the pre-industrial era (until the steam locomotive) water-borne
 transport was much, much more efficient than land transport.
 Furthermore this fact was known by military logisticians and
 utilized wherever possible.
 
 Where a road runs perpendicular to a water feature of any
 signifigance (navigable even by barge) I would expect it to be more
 likely that the armies are moving along the water feature and the
 road would be crossing the battlefield.
 
 Off hand no examples to back this up, just an opinion worth what
 most opinions are worth.
 
 I like the idea of dicing for roads last, however, although I would
 permit them to go thru features already placed for 1E width.
 
 My main beef with an otherwise pretty decent terrain system (in that
 it has some flavour and avoids the pitfalls of overly stereotyped
 battlefields you see in some other rules) is the lack of gentle
 hills produced by the feature choosing system. Maybe both sides
 should be required to dice for an additional gentle hill feature, or
 even two.
 
 --- In WarriorRules@yahoogroups.com, Mark Stone <mark@d...> wrote:
 > As long as we're brainstorming ideas....
 >
 > I've probably spent more time than anyone else in the
 hobby "engineering" what
 > you can do with roads to turn them to your advantage as a terrain
 pick. There
 > were addenda to WRG7 specifically to deal with things I figured
 out how to do.
 > And I generally play armies that want to be in the open. So I'm
 really shooting
 > myself in the foot here, but, on the other hand, no one
 knows "road abuse"
 > better than I....
 >
 > When road is most commonly seen in Warrior it runs across the
 width of the
 > table, from flank to flank, rather than from rear zone to rear
 zone. In my
 > opinion, this really does run counter to history. Armies marched
 along roads,
 > and hence the most likely way -- I would go so far as to say only
 way -- that a
 > road crossed a battlefield was with the two armies straddling it,
 rather than
 > the two armies fighting across it.
 >
 > A simple fix would be to say that a road must start at one rear
 zone table edge,
 > and end at the other.
 >
 > Finally, someone (Todd maybe?) once suggested that roads are the
 corollary of
 > minor water features, and hence should be required to be diced for
 _last_,
 > after all other terrain features. That makes a ton of sense to me.
 >
 > If nothing changes, that's fine, I'll continue abusing roads to
 maximize open
 > space. But as long as we're kicking around ideas, those are two
 changes in road
 > placement I'd like to see.
 >
 >
 > -Mark Stone
 
 
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