Thoughts on structures

BuShips

Cosmic Mongoose
Enter this thread with caution, for herein lies madness... :lol:

On another forum topic I added some thoughts regarding tabletop structures and thought that it deserved its own thread. Yes, this is it :wink:. As can happen sometimes with me, I "over-thought" a simple rule quote. It never-the-less has got me thinking that I cannot quite drop my mistake and "move on", as I'm currently enamored with the ideas that are percolating at present :roll:. Here is the quote:

Size: The size of a structure is equal to the number of inches (rounded up) measured on its longest side, from the lowest point on one corner to the highest point on the opposite one.

Now, as some of you know, I love making structures and terrain. I missed reading the correct meaning of the rule though. My "3-dimensional" brain jumped to the conclusion that the base line that creates the structure's Size rating was measured as a diagonal cross-section in three dimensions, measured from the lowest corner point to the highest opposite corner of the shorter structure's side. That is incorrect for what the rule states. Fair 'nuff.

I'm not saying that I'm not happy with the rule. It is simple and it can work fine. I'm only curious as to how to enhance it for personal play I suppose.

His pattern indicates two-dimensional thinking. -- Spock, Star Trek II: The Wrath Of Khan

Just kidding, of course :wink:. The existing MGP rule is better than what I'm proposing for "house" play, but it does not go into further detail (which is why it is better after all, lol).

My "verbose" house rule does wrap in the shorter third dimension of the structure and add its measurement to the Size value total of the structure.
This can also be used to give a value to a more complex structure that has more than four right angles as well. This might appear as "thick", but I assure you I am no math genius. Heck, I've forgotten most of what I was taught those many years ago.

Instead of measuring the diagonal of the larger of the two rectangular sides of a structure, we'll be measuring the diagonal base line of a cube structure. It is easier that you might think.

One of the few math items that has caught itself in my fading memory is "A² + B² = C²". Since this is used with right-angle triangles in finding the length of the side opposite of the 90-degree angle , it is perfect for our use. There is an assumption that for this example that as with MGP's rule the structure is a box-like and non-complicated shape. First, measure the roof diagonally and "square" it with itself. Next, measure the height of the structure and again multiply that number by itself. Add the two numbers and calculate the square root of that sum. The "check-mark" key is on about every calculator on the planet Earth for no additional charge :wink:.

As the regular (and simpler) official game rule states, round this number up. This becomes a "3d" structure Size value. What this does is to include and to indeed merge the dropped smaller side of the structure into the final number. While not very much work, you should only need to calculate this number once. You can then place it on a sticker and attach it to the inside of the structure if it is hollow or disguise it by incorporating the Size value as a decal on the finished building (such as BUILDING #8) :idea:. Consider this an idea for your structures that you can accept as compensation for reading this far. Heck, that way you can at least get away from this topic with something :lol:.

Also, as math will teach you when calculating the area of a more complicated polygon, it is very helpful to break it into smaller, more easily handled rectangles. Using this method, you can come up with a Size factor for individual "boxes on top of boxes" and then combine them for a total Size value for the structure. I did this just awhile ago to test the idea, and it gives some interesting values when compared to the official Sizing rule.

Pegasus Hobbies makes a Large Gothic City Building that if built to the kit's packaging cover photo makes a two-story "T" shaped design. Whether it is measured across the head of the "T" or the other way, the 12+" equal measure gives it an official Size of 13 according to the previously stated rule quote. This is where the MGP rule ends which is fine, but what if "the longer path" is taken and care is taken to calculate the 3d diagonal lines of both cubed sections?

The larger cube is 6.5" high and 12.75" on the "skewed diagonal" measurement. This gives us Size 15 for the main section (2 more than for the normal rules) plus the smaller entry "cube" Size of 9 that raises the combined number to 24. While on the surface of it looking as if it is too high a number, the 50% increase in strength could be attributed to the compound 'zigs and zags' that the eight right angles add in stability over a simpler four-cornered structure. I could maybe justify that having double the normal number of right angles (8 vs. 4) that this "compound" structure could gain stability from the additional outside wall contours. As a pic will help more where text leaves off, here is a reference photo of the Gothic building by Pegasus.

http://panzer46.com/BuildingAndBridge/pages/Building1.htm

Any manner of methods could be used to make modular compound structures that could be collapsed by themselves instead of just removing the entire structure.

Or as an alternative, you could take my idea of 'hiding' the structure Size value from the advanced rulebook "in plain sight" as decoration on your structures and forget the rest of this topic. :lol:
 
I always pick the bottom corner to the tallest point even if the tallest is on the opposite side. Remember to multiple it by 1.5 to get the number of failed armor saves.

I don't use the KILL number nor even the TARGET number in the same way MP does. You can see the topic on www.evocommand.com in the rule section of the forum.

I can see your thinking in that a structure that is 2" deep but the same size other wise as a 6" deep model would have the same structure size. I would simple add the depth but in a straight line along with the other dimemention to arrive with a size and the number of failed armor saves.
 
Nice ideas, but as you said they aren't quick and easy. Have just had a quick measure of the buildings we commonly use and with 1 exception they are all easy to work out using the MGP rule, the other is a command watchtower on a raised platform, I am going to suggest we come up with a set number of failed saves for it and just stick to that. Giving it other rules will just be a nightmare.
 
Well I blew up a h otel in the tournament yesterday, max Kill score of any structure is 14, dq10 + 4 on a Challly, I just kept rolling until i got a 10. It was the only way I could kill the Fedayeen inside, and even one of them survived the building collapse.

LBH
 
lastbesthope said:
Well I blew up a h otel in the tournament yesterday, max Kill score of any structure is 14, dq10 + 4 on a Challly, I just kept rolling until i got a 10. It was the only way I could kill the Fedayeen inside, and even one of them survived the building collapse.

LBH

LOL sounds like fun....
 
On a slightly different thread but same subject....

It has been troubling me that even big Fortified military structures can be destroyed by 1 kill result... even if they have 15 hits. Wouldn't it make sense to say that a kill against a building causes it to automaticaly fail X number of armour saves (I would suggest 6 or 7, this would mean that the fore mentioned FMS would need 3 kills to destroy, where as most smaller buildings would only take 1 kill result with larger harder buildings taking 2.)
 
Here is how I handle structures in my games at home. Kill and Target numbers work differently.

If target number is reached, roll a D6, the building takes that many hits, you make armor rolls as normal, but with no modifiers.

If Kill number is reached, roll a D6, the building takes that many hits, you make armor rolls as normal, WITH modifiers.
 
lastbesthope said:
Well I blew up a h otel in the tournament yesterday, max Kill score of any structure is 14, dq10 + 4 on a Challly, I just kept rolling until i got a 10. It was the only way I could kill the Fedayeen inside, and even one of them survived the building collapse.

LBH

Allah obviuosly likes him. :lol:
 
I was thinking that a kill score on a building would be handled in a similar fashion as Huge targets in SST. Where a Kill Score evokes 2 wounds, except that a building should roll two armour saves keeping the modifier.

Although TOS's D6 roll thing is kind of cool too.
 
Captain_Nemo said:
I was thinking that a kill score on a building would be handled in a similar fashion as Huge targets in SST. Where a Kill Score evokes 2 wounds, except that a building should roll two armour saves keeping the modifier.

Although TOS's D6 roll thing is kind of cool too.

When you have buildings with 15+ hits, doing 2 hits for a kill is going to make them practicaly indestructable.

I do like TOS' idea, although I would modify it a bit, maybe make it a D6+2 for a kill, this would make it possible for 2 kill shots to destroy a building with a bit of luck, and that even with bad luck you would still do seriously damage to a building.
 
I might modify it, but the reason I don't tinker with the Kill is this. The weapon that will make such a high number will most likely already have a big penalty to armor roll number anyway.
 
The Old Soldier said:
I don't use the KILL number nor even the TARGET number in the same way MP does. You can see the topic on www.evocommand.com in the rule section of the forum..
http://forum.evocommand.com/viewtopic.php?t=668&postdays=0&postorder=asc&start=0
 
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