Karst

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Panama
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Joined: Fri Oct 30, 2009 1:48 pm

Karst

Post by Panama »

I guess since the Karst areas I'm trying to include on a map are of the sink hole variety and not really huge holes they could be represented by rock? Just adds to movement cost. +1 for infantry, +2 for vehicle. No combat effects. That sounds about right. Can't go in a straight line because you have to dodge all of them.

Does that sound right?
ColinWright
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RE: Karst

Post by ColinWright »

I'd go to Google Earth and look at some photos. It would kind of depend on the specifics of the area. Bear in mind that the photos will tend to emphasize the holes.
I am not Charlie Hebdo
ColinWright
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RE: Karst

Post by ColinWright »

Just to take two images.

Karst you don't care about:

http://t3.gstatic.com/images?q=tbn:ANd9 ... hhLt9-r3Rc

Karst you do care about:

http://www.karstdata.cn/uploads/Users/e ... uizhou.jpg

That last I would make 'badlands.' Assuming it actually covers most of the hex of course.
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Panama
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RE: Karst

Post by Panama »

Who would have known the steppes were not featureless afterall? [:D]
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Panama
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RE: Karst

Post by Panama »

After much searching and research it would seem Karst suffers from the same thing as Wadi. A Wadi is simply a dry river or stream bed. It can have steep sides, it can have gentle sides. It can be strewn with rubble. It can be smooth as a babes, er, babies bottom. It can be wide. It can be narrow. It can be deep. It can be shallow.

A Karst can be rough and nasty like badlands in all of it's bad meaning. It can also be flat like a parking lot with some pits. It can have a dip every now and then or it can have seemingly bottomless holes and endless caves like a chunk of Swiss Cheese. Mmmmm...cheese.

So having a particular tile called Karst and giving it a specific combat modifier would be as wrong as having a particular tile and calling it Wadi and giving it a specific combat modifier.

Guess I'll use the rock tile afterall for this particular instance. Google Earth is our friend. [;)]
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