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Steep Hills too easy to cross
Posted: Sat Jul 03, 2010 5:53 am
by kujalar
Hi
I find the movement costs too small for hill-terrain types. I am trying to improve my scenarios and cannot make slope that would restrict cavalry from charging up to down.
I think the "steep hills" terrain is too easy to cross. If I look at the graphic, it looks like a cliff, but still if units come from up to down, crossing the hex does not cost any extra. Climb from down to up costs only 0.5 move points.
I think the normal gentle slope should cost +0.5 move points when climbing up, and steep hills should cost +1 move when going up and +0.5 move when coming down.
If there is no adjustment to these numbers, charging downhill from "steep hills"- which look like no cavalry or any heavy formation could cross safely - do not make any trouble.
An idea, there should be "hex side" terrain types, like hedges and stone walls, you could add these kind of terrain to simulate cliff-hexsides or citywalls or very small streams.
Posted: Sat Jul 03, 2010 4:55 pm
by deadtorius
Steep hills will very disorder your cav and heavy foot. They lose 1 die per 2 in impact and melee while very disordered. The movement cost might not be too bad but its like fighting while fragged, not exactly a good choice. Some unit types like pikes will lose POA's for being very disordered.
Hope that helps make them seem less easy to you
Re: Steep Hills too easy to cross
Posted: Sun Jul 04, 2010 9:45 pm
by omarquatar
[quote="kujalar"]Hi
I find the movement costs too small for hill-terrain types.
Try to attack as the Romans in the Gergovia scenario. It takes forever to get to gaul's baggage train

Posted: Wed Jul 07, 2010 9:52 pm
by kujalar
deadtorius wrote:Steep hills will very disorder your cav and heavy foot. They lose 1 die per 2 in impact and melee while very disordered. The movement cost might not be too bad but its like fighting while fragged, not exactly a good choice. Some unit types like pikes will lose POA's for being very disordered.
Hope that helps make them seem less easy to you
I was talking more of how slopes affect the movement. Now the lost cohesion is regained for free after leaving the steep slope (or any other difficult terrain). Knights can now come down 2 steep hills , enter the level ground and attack the same way as coming on level plain all the time. Lighter horses can do much more miracles.
The steep slope does not slow the attacker coming from up to down. I think it should cost some move points. The unit coming down the slope, should spend some more move points to regain cohesion it did lose when crossing the steep slope.
Generally speaking, bigger the unit, the more it should slow when crossing those choke points.
Now days we cannot for example have a terrain which is faster for an infantry but slower for a cavalry, or which would forbid cav but would allow infantry to cross.
Maybe regaining the lost cohesion should cost some movementpoints?
I also think that advancing uphill is always more difficult than advancing on level ground. The gentle slope should cost a little extra to climb up.
Posted: Wed Jul 07, 2010 11:36 pm
by deadtorius
I t should cost you MP to move through certain terrain types depending on your troop type, heavy foot, cats, knights, cav, chariots and battle wagons are all affected by terrain the most in the TT version of the game. Could be since it is not a 1MU from the table top = 1 hex in the PC game, (HF move 3 MU as opposed to 2 hexes in the PC game for example) it might have affected the MP cost for the PC game slightly so that certain terrain types are lumped together. On the TT is clear, uneven, rough and difficult. Steep hills are difficult and affect most anything except light foot for moves and cohesion. Not sure about how the PC game handles this. Perhaps you could find it in the online manual? I do believe that troops are slowed going on steep hills as opposed to moving across open ground, but as you say if its a 1 hex hill you can move through it and be out of it in 1 turn I guess.