Cover Clarification

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Cover Clarification

Postby Otami N71 » Fri May 11, 2012 3:44 am

Hey guys, me again.

Figured i'd get some clarification on cover before me and my buddy start up a few rounds.

When it says three bricks high or more, does it mean what i'm assuming it means - I.e. three brick heights tall? I.e. three of your standard 4 studs by two studs by three studs high, "Lego Logo" red bricks high?

For some reason, at least with the scale we play with, it seems a little small.

Or is there perhaps another way to interpret this rule that i'm just not seeing?
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Re: Cover Clarification

Postby randolph » Fri May 11, 2012 3:46 am

Otami N71 wrote:Hey guys, me again.

Figured i'd get some clarification on cover before me and my buddy start up a few rounds.

When it says three bricks high or more, does it mean what i'm assuming it means - I.e. three brick heights tall? I.e. three of your standard 4 studs by two studs by three studs high, "Lego Logo" red bricks high?

For some reason, at least with the scale we play with, it seems a little small.

Or is there perhaps another way to interpret this rule that i'm just not seeing?

3 bricks or 9 plates high, yes. The idea is that you're not just standing there, you're actively using it as cover.

Note that every time cover is hit, it loses a piece, so cover that barely counts won't be cover after it takes a hit.
Last edited by randolph on Fri May 11, 2012 3:48 am, edited 1 time in total.
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Re: Cover Clarification

Postby Otami N71 » Fri May 11, 2012 3:47 am

Yeah, that makes sense. Thanks much
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Re: Cover Clarification

Postby Ced23Ric » Fri May 11, 2012 5:10 am

I will probably end up using 4 bricks / 8 bricks as my light/heavy cover, just for the sake of looks.
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Re: Cover Clarification

Postby Joshua A.C. Newman » Fri May 11, 2012 7:31 am

When cover takes a hit, it loses six pieces of the attacker's choice, not one. Most of the time, that's a waist-high wall or whatever. It usually takes only one hit to radically change it.

If you want to make it 4 bricks hi, that's fine. You should know that cover will be a little more durable that way.
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Re: Cover Clarification

Postby majincob » Thu May 17, 2012 12:50 am

Joshua A.C. Newman wrote:When cover takes a hit, it loses six pieces of the attacker's choice, not one. Most of the time, that's a waist-high wall or whatever. It usually takes only one hit to radically change it.

If you want to make it 4 bricks hi, that's fine. You should know that cover will be a little more durable that way.


Or if you are using 4 high cover just remove 8 pieces instead of 6. ;)
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Re: Cover Clarification

Postby Otami N71 » Thu May 17, 2012 1:10 am

I think what he meant was that the minimum is 3 bricks high, but if you built it four bricks high, it'd have more meat on it's bones to blow away haha.
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Re: Cover Clarification

Postby Dukayn » Thu May 17, 2012 1:14 am

Yeah that's what I took away as well. 3-brick high cover is minimum but say making it 6 bricks high means it's twice as durable
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Re: Cover Clarification

Postby randolph » Thu May 17, 2012 1:21 am

Yeah, it doesn't count as cover until it's 3 bricks high, and the attacker can remove any 6 pieces of that cover for each scored hit. If what's left is a) still structurally coherent, and b) is at least 3 bricks high, then it still counts as cover; otherwise, it's not.

While it's potentially open to rules-lawyering/abuse, it sounded like "one hit will destroy cover" is generally the case, and even if there's a particularly durable piece of cover, it's fair/symmetrical in that a frame can't carry it along, or prevent other frames from using it.

I don't think it'll be a problem in practice, unless you're building giant things entirely out of 1x2 plates, but then the problem there is more that you're going to cost yourself a lot in worn 1x2 plates.
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Re: Cover Clarification

Postby Joshua A.C. Newman » Thu May 17, 2012 11:42 am

It takes forever to shoot through a house. Even if it's a one-story adobe.

It doesn't lose six bricks in height; it loses six pieces, period. A Soren pointed out, you could build a wall out of 1x2 plates and it would take forever to chew through.

Remember that the attacker gets to choose the pieces; as long as you don't have to remove another pieces to get them out, you can pick any pieces. The pieces that come out are almost certainly the ones rot in front of the target.
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Re: Cover Clarification

Postby Wadmaasi » Thu May 17, 2012 12:44 pm

Joshua A.C. Newman wrote:The pieces that come out are almost certainly the ones rot in front of the target.

Well, that's what he gets for hiding behind a decaying wall!
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Re: Cover Clarification

Postby Joshua A.C. Newman » Thu May 17, 2012 12:48 pm

I should hire autocorrect to write comedy for me.
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Re: Cover Clarification

Postby randolph » Thu May 17, 2012 2:05 pm

I liked it so much, I mounted rotary autocorrects on my Daishi.
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Re: Cover Clarification

Postby Wadmaasi » Thu May 17, 2012 2:25 pm

That's what you get for using inferior IS trashtech.
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Re: Cover Clarification

Postby Xca|iber » Thu May 17, 2012 4:52 pm

Joshua A.C. Newman wrote:as long as you don't have to remove another pieces to get them out, you can pick any pieces.


I think it would be great to have this clause in the next draft of the rules, just to prevent any silliness from people playing "jenga" with the terrain.
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Re: Cover Clarification

Postby Axhead » Fri May 18, 2012 11:43 am

I kind of liked the idea of popping out the odd middle piece to make "bullet holes"...

Personally I would treat home made multi part trees the same as the single piece lego trees, and remove them as one brick/piece per tree. Having to chew through the leaves and then down the trunk just seems silly.
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Re: Cover Clarification

Postby ChaosChild » Fri May 18, 2012 11:55 am

On the subject of trees, could we get some clarification on how damage is applied to them? Removing 6 whole trees for every hit on an area of woodland seems excessive. You'd only need one burst of fire to level an entire copse.

To me, it makes more sense to treat trees as if they were "worth" 6 bricks for these purposes. So each hit on an area of woodland removes/fells one tree. That seems like it would remove a comparable area of cover.

It also means you're not left wondering what to do with the other 5 bricks-worth of damage once you've removed the single tree the target was sheltering behind.
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Re: Cover Clarification

Postby Ced23Ric » Fri May 18, 2012 12:06 pm

You could build trees out of multiple bricks. Unless you use the one-piece-lego-trees, those do feel like they'd count for 6 bricks. 3 at least. :D
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Re: Cover Clarification

Postby Mantisking » Fri May 18, 2012 12:15 pm

Ced23Ric wrote:You could build trees out of multiple bricks. Unless you use the one-piece-lego-trees, those do feel like they'd count for 6 bricks. 3 at least. :D

I guess it depends on what you use for the trunk. I built a bunch of trees for the demo at PAX East. I'll have to see how many parts I used for them.
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Re: Cover Clarification

Postby ChaosChild » Fri May 18, 2012 12:45 pm

Frankly, I'm going to cheat a bit and use the trees that our wargames club already has available. These are one piece trees designed for Warhammer and other "traditional" wargames, but the same principle would apply if I was using single piece lego trees.

I can accept that walls and other cover can be made of different sized bricks and therefore "6 bricks" may represent differing amounts of damage. To my mind, a wall made out of 1x2 plates is obviously made of much sturdier stuff than one made out of larger bricks. This actually allows you to represent things like reinforced bunkers and the like without needing special rules, which is great.

However a tree is a tree. A one piece tree should take the same amount of effort to destroy as a multi-piece tree of similar size.
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