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#1
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We have been enjoying a number of evenings playing Medieval Spain of the 11th cent; Medieval Spanish, Andalusians and Fanatic Berbers. To add interest we used Forest topography for the northwest part of Spain, Hilly for the central area to Arable in the south.
Rivers are present in each topographical area however, for esthetic variation I decided to make some dry river beds. In order to have the game remain simple I am thinking about using the same river crossing conditions to determine the speed which an element can negotiate the dry river bed. However, I had also thought about classing this as rough ground, but some thought should be given to the river banks and troops under cover while in the river bed. Still, the village of dried honey colored stone and an olive grove are quite nice. This is intended for friendly games so some suggestions would be welcomed. cheers, |
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#2
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This is an interesting idea. Perhaps you can consider the top of the dry river bank to be the same as a hill for defending. I am not familiar with the terrain of a large dry river, but it seems like it would be not too difficult to cross for cavalry, nor to fight in. Perhaps a minus of 100p for going down or up the banks as these might be steeper than a regular hill which does not effect movement. Also,maybe troops in a river bed can not be shot at unless the shooting is within a certain distance of the edge.
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#3
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If you have ever seen a dry river bed in spain during summer, you'll notice that the bottom is rock-hard
So IMO no movement penalties BUT to climb the river bank is another thing. It should be a good thing to use the uphill combat factor. If it is a dry ford, then of course no penalties whatsoever.Cheers, Anton |
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#4
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Quote:
Still thinking. cheers, |
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