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"Modelling trees, telegraph poles and streets lights" Topic


5 Posts

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508 hits since 13 May 2026
©1994-2026 Bill Armintrout
Comments or corrections?

UshCha13 May 2026 12:51 p.m. PST

Now I don't mean the physical modelling of these but there impact on armoured vehicles with long guns particularly. In many places these obstacles can be close, within a few feet of the edge of a road. In effect you cannot turn the turret of a tank fast enough to fire between them (typically in the UK they are only about 60m apart and a gun hitting them is bad news for both the gun and the pole). However many rules I see have little or no constraints about firing on the move in such circumstances, even our rules do not cover this well.
We cover it almost by other means in limited circumstances, our built up areas are far denser than the artistic buildings others use so deploying a model with the turret other than in line with movement invokes a collision anyway so it's covered by default. Moving at high speed (up 20+mph) has a simple rule that says the turret must be facing forward or aft to travel at these speeds. However this does not cover rural roads with large numbers of trees, street lights or telegraph poles. Now it would be self-evident if we put these models on table but that seems from a set up time far too costly so we do nothing which is a rather poor approach to the real world.
So do others have a simple approach to this issue or do you like us sweep it under the table like us, too hard to do in a simple and consistent way. We could rue all rod have such obstacles but it would be an overkill the other way. Marking on a map would lead to a lot of wasted time. Marking with models as had been said is not really practicable. So unique and novel approaches wanted.

Striker13 May 2026 1:58 p.m. PST

If it was me id skip it entirely if setup is an issue. Outside of your driving example I think they would have to be modeled if they will impact game play. I have a bunch for 28mm games but would use them for decoration or "impact" but in a 6mm game I'd leave them off.

huron725 Supporting Member of TMP13 May 2026 6:43 p.m. PST

In the 'sweep it under the table' camp.

Zephyr113 May 2026 11:18 p.m. PST

If there is a must-need to include them, represent them with dots on the ground to show their locations. You could then place actual model poles on dots nearby to the vehicle (and remove them after resolving the situation…) "Visual clutter" instead of lots of extra terrain pieces to set up… ;-)

Personal logo Yellow Admiral Supporting Member of TMP14 May 2026 5:42 p.m. PST

I'd use these things as scenario flavor. Don't model them at all most of the time, but once in a while, just for fun, make the poles or poplars along a road into a tank-specialized obstacle with special rules. While the long-barrel tanks are struggling through Y turns to get shots lined up, suddenly those light AFVs with short barrels and high rates of fire have a new advantage.

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