Monday, July 16, 2007

Cities of Death- Where it's broke and how to fix it

I am intrigued by how bad the rules are in Cities of Death. They are so incomplete as to be shameful even by GW standards and anyone who plays them will notice quickly that a hand to hand army is likely to win every time and by a margin of victory that makes one wonder how they didn't notice this...flaw...in play testing. I'm going to guess that they didn't play test.

Some minor points that have come up in our games.

  • Given the ammount of terrain on the board that's already difficult, is there any reason to put down 3-5 more strips. Come on. Can't we make razor wire do anything more interesting than that?
  • Can vehicles just drive through building walls where no opening is indicated on the scenery model?
  • Can troops just walk through building walls where there is no door, window, or hole on the scenery model?
  • Can troops and vehicles shoot through building walls that look solid for all intents and purposes?
  • Does height advantage allow a model to see further into shorter areas of rubble?
  • If a hover tank is shot (penetrating) while hovering over a building and it doesn't have the rappelling lines stratagem, are the troops inside killed if forced to disembark?
  • Why would anyone take all of the really crappy stratagems?
  • Can jump troops land on any level of the building? Can they jump over a building regardless of its height?
  • Can deep striking troops land anywhere or do they have to land on the top level of buildings?
  • What are shooting troops supposed to do to protect themselves from hand to hand troops? (this one is less a rule thing and more a MAJOR FAILING ON THE PART OF ALL CITIES OF DEATH GAMES)

At a certain point, what can I say. I love City fight terrain, but man these rules suck and games played with these rules just really aren't that fun.

But I think I can fix the problem. Here goes:

First of all. I would require that at least one square foot of the terrain placed on the table be declared dangerous. That's starters.

Second, razorwire should be dangerous terrain for charging troops.

Third, I would litter the board with terrain. I think Cities of Death boards aught to be thought of in terms of paths through the rubble rather than spots of rubble. More rubble means less advantage to hand to hand troops. It's as simple as that. This would mean that you have to be more inventive about paths through the rubble. Overhead walkways and roads become key board features.

Fourth, while all rubble and ruined buildings are at the very least area terrain, I would say that they have this characteristic by default. In other words, if they are nothing else, they are area terrain. If they have walls, then those stand in to block line of sight or stop firing or movement. One cannot walk through walls, and vehicles moving through walls must make a dangerous test on 1 extra dice.

Anything over 6 inches in height is vertically impassible even to jump troops. Jump troops do not have to roll 3s to get up 3 inches or 6s to get up 6 inches.

That's starters. I'll think of more after tonight I'm sure.

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