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Karst

Posted: Mon May 23, 2011 12:35 am
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?

RE: Karst

Posted: Mon May 23, 2011 2:46 am
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.

RE: Karst

Posted: Mon May 23, 2011 2:49 am
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.

RE: Karst

Posted: Mon May 23, 2011 12:06 pm
by Panama
Who would have known the steppes were not featureless afterall? [:D]

RE: Karst

Posted: Tue May 24, 2011 12:01 pm
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. [;)]