Folks,
I'm currently designing a lite, beer & pretzels type miniatures war game (eclectic I know). I've never really designed a 'war' game (if this could indeed be called a wargame), so I'm really at a loss as how to implement a line of sight mechanic. The game is fairly simple. It is currently played on a square grid (I don't want to mess with hexes), and I'd like for 'units' to be able to hid behind cover, hence the need for line of sight. Anyone have any good ideas for how to implement this without using some sort of mechanical device?
Thanks in advance,
-Darke
It's LOS and cover idea is pretty simple. You go through every hex from you to the target.
Each hex (Square in your case) has a defensive value. Example Clear is 1, light wood is 2, heavy wood is 4. The way to calculate the defensive value of the target, you multiply each hex you go through. Let's say you have 3 light wood, 2 clear and one heavy, the defensive value will be 2*2*2*1*1*4 = 32.
This has two fonctions. The first one is: If the defense value is above 100 you can't see the target....
Actually I was looking for something even more simple than that. Technically this game could be considered a war game, but it's leaning more towards a paper miniatures game. In other words, it is *very* simple.
Yes! That's the sort of info I was looking for. I'm not sure I grasp why every second diagonal would be considered 2 squares. It seems to me like going at something diagonally is actually a shorter path than taking the same trip orthagonally. So basically I was thinking that if the shortest path to your target went through a square that was considered cover, then the target was considered to get the benefits of that cover. Now, is there an easy way to calculate shortest path? And by easy I mean EASY. Kids need to be able to calculate this fairly easily.
-Darke