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"Handling multiple buildings with multiple floors" Topic


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1,590 hits since 31 Aug 2011
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haywire31 Aug 2011 11:42 a.m. PST

I have an idea for a different terrain pieces that have Multiple floors. Buildings for the most part and I believe 4 is the largest number of floors.

I tried looking through older threads for some ideas and noticed the issue of when you remove levels, the minis will move.

Some suggestions were to use paper diagrams for each floor or setting the removable floors aside of each other.

If I was doing this as one building on the table, I do not see a problem with the above solutions, but I was hoping to do with with multiple buildings with lines of sight into those buildings.

Any good suggestions on how to handle that?

thanks

ScoutII31 Aug 2011 11:51 a.m. PST

Accurately…the best way I have found has been metal floors and magnets. You still need to move the floors out of the way to access miniatures inside the buildings – but the miniatures stay put.

You can do a doll house layout – where the side is open…but you then have to sacrifice realistic height for the space you need to get your mitts in to grab the miniature and access is limited to a single side.

Nappy2938831 Aug 2011 11:54 a.m. PST

chopsticks

John

Backyardpatrol31 Aug 2011 12:00 p.m. PST

I do the 3 sided, dollhouse method.

ScoutII31 Aug 2011 12:13 p.m. PST

The magnets / floor idea will hold minis in place but even still, I think dealing with more than a second story becomes problematic if trying to move the minis around on each floor while keeping in mind where they are within the room, as well as the fact that the gent on the second floor with the shotgun lacks the los to the roof of the two story across the street that has the slightly raised false front but the guy you have on floor number four can see him, etc.

Not too difficult, as long as the buildings are fully modeled (that is not boxes stacked on top of each other). When he moves next to a window (he may or may not be seen). A laser pointer also comes in handy (though do to the rigid nature of miniatures it is assumed that the guy with his arms raised in a victory pose has enough sense to crouch down behind a wall for cover).

I need to take some pictures the next time we set it up, but we have a fully modeled city block that we use for a few games. Goes from the sewers below all the way up to the top of a 6 story building (7 different buildings in total with the tallest being 6 floors). Each of the floors are positioned with alignment pegs and the floors are sheet metal with a finish material covering it.

Cacique Caribe31 Aug 2011 1:06 p.m. PST
Mark Plant31 Aug 2011 1:42 p.m. PST

From a gaming point of view, what difference does it make which floor a person is on?

Ground floor, interior, edge, roof: those are the only different options. If he occupies the second window across, not the first, what difference does this make? It's not like it takes more than a few seconds to cross most buildings internally.

There is no need to model all the levels with all the windows. A person is designated on a certain side (at a number of storeys, of no importance whatsoever, if that helps) and doesn't need to be placed inside at a specific spot.

I also think you are wildly optimistic with spotting. A man inside an unlit room cannot be seen from the outside without heat sensing gear, unless he is stupid enough to stand at the window's edge and move quickly. High-rise areas are basically sniper heaven and would have to be about the hardest thing to game with any realism.

If the opponent knows you have a man in the building at all, then you have already lost any "realism". At which point why fret about exact placement?

haywire31 Aug 2011 5:46 p.m. PST

Heh CC, did you notice I answered A in your link?

;)

That will be Phase II of my plan.

ScoutII,
I would be interested to see pictures of your setup.

Mark,

What I am thinking is an urban/cityscape with buildings close together and where people are running in and out of maze like buildings.

If you ever played it, think an X-COM Terror Mission or Counterstrike.

ScoutII31 Aug 2011 5:50 p.m. PST

If you ever played it, think X-COM or Counterstrike.

That was one of the scenarios we ran on the multi-level board. X-COM Apoc version…

Personal logo etotheipi Sponsoring Member of TMP31 Aug 2011 6:25 p.m. PST

Agree with Backyardpatrol about the dollhouse method. Depending on exactly what you need, you may be able to have two sides open, or possibly have different sides open on different floors. Also, if you just want the effect of multiple floors and lines of sight you could go with a parking garage.

Cacique Caribe09 Apr 2012 4:21 p.m. PST

Does this look cool or what?

link

Dan
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