I have hit a bit of a road block in how to -clearly- handle elevation in a miniature game I am designing. I have been through a variety of options, but they all seem either too complex, too simple, or just...odd. For those of you familiar with miniature games, have you come across any systems that handled it very well, or have any ideas? I have tried elevation rules similiar to Warlod (Reaper Games), and though I like the system, it can be a little odd, plus I don't want to take their idea. I have tried ignoring it (which simply did not work).
A couple other questions:
Would archers and similar troops really get a bonus from elevation in real life? I don't have any archery skills, so I have no idea. I would think an arrow could travel much further, but I don't think they could aim any better, aside from some cover not helping the target.
What about in melee combat, does slight elevation really help any?
See, I tend to agree with you on this. At the moment I have kinda glossed over the higher ground aspects of elevation. I have the rules working, but I know such issues will come up so i am trying some different things in playtesting to see what works. I want to keep them quick and simple, but some aspects just don't lend themselves to that idea. Such as melee combat on a slope. I don't think either the unit on higher or lower ground really gains any actual melee advantage, but I could see a bonus being used for something like bull rushing, charging, or something along those lines. Or vise versa (penalty to unit on lower ground).
The only really big obvious aspect that I see is movement up the slope being slowed, and movement down being increased (though I doubt I will use the latter). And like you mentioned about the archers. Putting them on higher ground does give them a tactical advantage I would think. Any archers out there know if this is really the case? Would an arrow travel further (do to needing less elevation in flight). Perhaps even ignoring some types of cover...