". . . we call it the Last War, not because it was mankind's final battle, but because the world which started the war no longer existed by its close. It lasted forty years, and it saw the destruction of four mighty empires. Two generations never knew a world without conflict; few were not personally touched by its ravages, and fewer still remembered a world without Ogres . . ." – from "After the Long Winter: Roots of the New World" University of Melbourne, 2250

Wargaming in the ADZ

 ADZ Terrain Rules


In keeping with the spirit of OGRE and GEV, we have come up with some generically different but no very complex terrain modifications to simulate the extreme weather conditions in the ADZ. Any comments or playtest feedback would be greatly appreciated.

Broken Ground - some obstacles but no real difficulties to movement. DEF x 2, Double movement costs, nil effect to LOS

Water - as per GEV, but colder!

Ice - Basically a plain of Ice, flat & smooth. Treat as road for movement. INF get +1 to DEF due to ease of diggin in. Otherwise it’s a big, open killing ground that is the home of the GEV

Thin Ice - it ice covered water rather than the ice plains above…it may crack & break beneath you. Adjacent to water, it is treated similar to swamp. ANY unit except OGRE is destroyed on 1 or 2. OGRE and SHVY fall through on 1-3, take d6 damage and are then treated as underwater.

ICE Cliffs - Huge imposing slabs of Ice that block LOS through the hexside except for adjacent hexes. Impassable to all vehicles except Gorse which may try to bash their way through. They automatically take d6 tread damage form the attempt and on a 1 or 2 are unsuccessful and remain in the starting hex.

Infantry Effects - Clear & Ice - may dig in quickly using thermal charges to get a +1 DEF

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