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"Multiple Level Terrain For HUGE Spaceships Like This?" Topic


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4,959 hits since 10 Aug 2010
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Cacique Caribe10 Aug 2010 2:12 a.m. PST

link

I've never done any Space Hulk type gaming before, but that picture has me thinking . . .

QUESTIONS:

For something of that size, what is most practical . . .

a) would each deck be a separate board, like this? (horizontal option – most of what I've seen)

spacehulk.beckerf.de

b) Or should each "block" be done as multi-level sections, like this? (vertical option)

picture
TMP link

c) Or would you try a hybrid of the two, like this?

ironhands.com/spacehlk.htm

Thanks,

Dan
PS. I was thinking of making the title of this thread "What's Your Orientation?", but I thought that would get me in trouble. :)

Mark Plant10 Aug 2010 3:10 a.m. PST

Space Hulk, the GW game, gains little by adding extra levels.

You have to ask yourself – what extra tactical options does more levels add, which more corridors and rooms would not add?

CPT Jake10 Aug 2010 3:23 a.m. PST

Extra tactical options? You mean like vertical envelopment, or having to fight up/down stairways and ladders, or having to worry about 6 possible aenues of approach (back/foreward/left/right/up and down?)

Ever have to clear a multistory building?

Jake

The Hobbybox10 Aug 2010 3:32 a.m. PST

Additional levels would also give more proactive tactical options, such as standing on a upper level and tossing grenades down into an enemy held area.

Have done that numerous times playing Halo, to great effect.

mad mac10 Aug 2010 4:04 a.m. PST

Dan

From the options you've given, I think the most straight forward method would be separate deck on a separate board.

Clearly the main problem with this is showing a multi level structure, such as a large reactor, or hanger bay and visualising the opprotunity for troops to attach from above / below. I think the trick with this is clearly aligning reference points on the various boards (perhaps some cunning floor markings etc. as an aid).

Neil

Battle Works Studios10 Aug 2010 4:14 a.m. PST

I think I'd go with a mixed approach. Do most of the board as a single level (not neccessarily flat – it could rise and fall via steps, etc, – but the playable space would be mostly one floor) but have sections of it built like the Necromunda tower there, or perhaps as small stackable modular levels. Having some "high rise" parts would add tactical complexity and visual appeal to the overall board.

Buff Orpington10 Aug 2010 4:27 a.m. PST

Space Hulk always had multi level options. Marines moving down corridors and 'stealers clawing their heads off from above.

Ed von HesseFedora10 Aug 2010 5:44 a.m. PST

GDW's Azhanti High Lightning covered this pretty well. It had something like 22 different deck maps:

link

Allen5710 Aug 2010 6:00 a.m. PST

I would go with a separate board for each deck because it is simpler and a multi deck structure has a center section which is not accessable. For areas found on multiple decks, for instance a two deck high bay. You could enter on the upper deck board and the lower board might have a high rim to which you transfer figures to show them above the floor of the bay.

While mega boards like that shown in Germany may look cool they really dont add anything to play and I like the fog of war aspect of not knowing where that door at the end of the room leads until you open it. It takes a lot less terrain pieces if you have a map and only put the terrain of the immediate area and levels on the table shifting as you move about.

Oh! you also need to think about the outside surface of the hulk and provide boards for that :<))))).

Al

Dragon Gunner10 Aug 2010 6:50 a.m. PST

I am a big fan of Space Hulk.

The best option is a table for each level with several access points (elevators, stairs, ladders, holes in floor). The hard part is getting the players to visualize in their minds that the elevator on the first floor puts them in the middle of the second floor without some kind of 3-D model. Some kind of marker is in order so they can match up the different levels and access points. A word of advice don't get to crazy with the layouts for your first multi level game. Start off with a simple two level hulk.

"having to worry about 6 possible aenues of approach (back/foreward/left/right/up and down?)"

It takes Space Hulk to a whole new level and practically becomes a different game. You really get the feel of the Aliens movie when the blips are moving through the corridor above you.

I'm using 15mm Litko tiles and creating some really nice layouts.

Dragon Gunner10 Aug 2010 6:51 a.m. PST

Option A

haywire10 Aug 2010 7:15 a.m. PST

Most practical is A.

Dragon Gunner10 Aug 2010 7:23 a.m. PST

"It takes a lot less terrain pieces if you have a map and only put the terrain of the immediate area and levels on the table shifting as you move about"

If the players don't keep their squads together you end up placing most of the hulk on the table. I also like to have the entire hulk laid out before the players arrive so game play is not slowed down by consulting maps or random generation systems. A compromise that I have come up with is the deep scan (ultrasound?) reveals the general layout it does not reveal what is in the rooms. A random generator for possible hazards and obstacles (i.e. electrical cables hanging from ceiling blocking line of sight but does not impede movement etc…)

napthyme10 Aug 2010 8:47 a.m. PST

Dan here is a vid your really going to want to see….

YouTube link

Wyatt the Odd Fezian10 Aug 2010 9:44 a.m. PST

As cool as it would be to make multiple decks, you have to consider how you're going to transport the set-up in the first place as well as storage.

When Space Hulk first came out we started on a modular set that could stack as well as be laid out side-by side. It was acrylic sheets where you could lay out the tiles – or draw the floor with an erasable marker. We never did quite finish the project, but that's the way I'd go.

Wyatt

Coyotepunc and Hatshepsuut10 Aug 2010 1:45 p.m. PST

Check out Codename: Titan, a soon to be released from Worldworks Games. It will be a reconfigureable multilevel spaceship/spacestation, perfect for any and all of the above.

Cog Comp10 Aug 2010 5:46 p.m. PST

Does no one put open spaces in their spaceships?

Phil McCrackin10 Aug 2010 6:18 p.m. PST

Ive always thought that space ships would be more like submarines than the big open airy star trek ships. I wouldnt put open spaces on a starship. I'd have it filled with pipes, and hoses, and strange machinery.

28mmMan10 Aug 2010 7:00 p.m. PST

I agree…the effort to get all of a given ship from one place to another, I hardly think this would allow for comfort space.

The biggest ships I have worked on had hallways, fair sized staterooms, etc. but those were topside ocean vessels…the contained atmosphere types would surely have to make use of every square inch…like submarines do.

Cacique Caribe10 Aug 2010 8:20 p.m. PST

I don't know Man, I think they look plenty roomy:

picture

Dan :)

commanderroj11 Aug 2010 2:04 a.m. PST

I dont know if such a thing is available, but i had the idea that if it was possible to purchase a piece of clear plastic/acrylic drawers (say a stack of four), you could build the scenery and insert in the drawers. Crazy idea?

alien BLOODY HELL surfer11 Aug 2010 4:05 a.m. PST

Flat build with seperate boards BUT at the points where you can go up or down, make that bit raised with the immediate section above it – as it's likely to be one room or a few squares either side of a hole or ladder or something. That way players can easily visualise what they can see on overwatch etc. Shouldn't need more than 2 squares distance around any opening.

richarDISNEY11 Aug 2010 7:33 a.m. PST

WOW! I remember seeing that cross shaped game years ago in a White Dwarf… "B"
Even thought about making one… Never did…

"The road to hell is paved with gaming/terrain projects."

I would go with "C". Looks great!
beer

Lion in the Stars11 Aug 2010 3:14 p.m. PST

Another idea is to use some clear plexiglass for the "floor", and some blocks to elevate the section. Gives a 3d effect without hard-to-store multilevel 3d terrain.

You end up with separate boards, but stacked vertically instead of horizontally. I have an easier time of tracking which level I'm on if I can see it in the stacking.

If you're *really serious about it, you can make half-walls (shaped like an L instead of like a U), and put the next level's floor about 6" above the top of the terrain. That gives you reach-in space.

Dragon Gunner11 Aug 2010 6:22 p.m. PST

"That gives you reach-in space."

I have found with any model players need to reach inside of to move minatures ham fisted players will cause all kinds of devestation.

chironex14 Aug 2010 8:39 p.m. PST

clumsy, unwieldy and difficult to store and transport terrain all in one piece, so laying the terrain piece by piece makes more sense, and it still will be improbable to reach minis in the middle of the ship without taking the upper decks off anyway.

Top deck insertions, however, may work if you assemble the whole ship and take off parts as characters go downwards…

Cacique Caribe09 Sep 2010 9:55 p.m. PST

I would love to make something like this:

link

Dan

Patron Zero11 Sep 2010 2:09 p.m. PST

No intentional hijack intended but I agree with the opinion of starships being more like maritime vessels-submarines than wide open spaced cruise ships.

Mind there would be exceptions to that rule such as the orbital luxury ship in the film The Fifth element.

Cacique Caribe09 Apr 2012 4:22 p.m. PST

Does this look cool or what?

link

Dan
TMP link

CAPTAIN BEEFHEART09 Apr 2012 9:01 p.m. PST

He won't do it anyway….

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