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(TFT) Melee and Heroscape - House Rules
Its been way too quite on this list lately. I thought Id try to
generate some discussion with something I promised a few months ago.
Ive toyed with 3 dimensional terrain for Melee for many years but the
dimensional hexes are very time consuming to make. I was therefore very
happy to see Milton Bradley produce Heroscape. Ive been working on
this set of rules for a few years and it was interesting to see how
Heroscape handled the same problems that I had and how they had come to
some of the same conclusions that I had. (There is a lot of
similarities between the two games. One of my gaming friends calls
Heroscape Melee Light - looks great, less fulfilling.) So I decided
to finally flesh out and finish these rules. Here are the results.
This will eventually be put up on my web site complete with pictures
that better show how the rules work. Since this list doesnt handle
photos Ive tried to describe these rules clearly. If anyone is
interested in the way my tiles look e-mail me and Ill try to send a
few shots. Sometimes seeing something visually helps clear up the
rules.
--David O. Miller
Heroscape Tiles - Bringing Melee into the 3rd Dimension, V1.0
The Milton Bradley game Heroscape comes complete with a large supply
of 3 dimensional, interlocking hex tiles that are perfect to play TFT
with. By combining these tiles in different ways you can create
endlessly variable terrain. Unfortunately, bringing Melee into the 3rd
dimension presents problems that the original rules did not cover or
even anticipate. This is my attempt at a set of house rules that
captures both the simplicity and the playability of the original TFT
rules while allowing one to enjoy the tactical situations that the
added dimension of height brings. At first glance they may appear
complicated but after you understand them they are very easy to play.
Consider this a beta test version. All comments or suggestions would
be greatly appreciated.
Height:
All figures have a Height (H) number. Height is how tall the miniature
figure is compared to the height of a stack of Heroscape hex tiles.
The numbers below were arrived at by simply comparing the height of my
28mm miniatures that I use to play TFT with against the height of the
Heroscape hex tiles. Feel free to adapt these numbers to match your
own miniature figures in your collection. You can of course also have
individual figures that are taller or shorter than the average.
Shorty the barbarian or Stretch the dwarf readily come to mind.
************************************************************************
*************************************
H 1D6
Falling 2D6 Falling 3D6
Falling
Damage
Damage Damage
Hobbits 1 2 tile heights 3 tile heights
4 tile heights
Dwarves and Goblins 2 3 - 4 tile heights 5 - 6
tile heights 7 - 8 tile heights
Humans and Orcs 3 4 - 6 tile heights 7 - 9 tile
heights 10 - 12 tile heights
Elves 3 (+1)* 5 - 8 tile heights 9 - 12 tile heights
13 - 16 tile heights
* Elves are nimble so they get a +1 to their Height when determining
what height they can climb.
2 Hex Horseman 4 (-2)** 3 - 4 tile heights 5 - 6
tile heights 7 - 8 tile heights
** Horsemen get a -2 to their Height when determining what height they
can climb. Damage from a fall applies to both the horse and the rider.
************************************************************************
*************************************
The H (height) of larger hex figures should be determined by the actual
miniature figure. The below numbers are only guidelines.
3 or 4 Hex Figure 4 (+) 5 - 8 tile heights
9 - 12 tile heights 13 - 16 tile heights
7 Hex Figure 5 (+) 6 - 10 tile heights
11 - 15 tile heights 16 - 20 tile heights
************************************************************************
*************************************
H represents two things: A.) The number of hex tile sides that a figure
can reach up and still be able to effectively attack with a weapon and
B.) the number of hex tile sides that a figure can climb up at one time
during movement. Each hex tile side counts as one movement point.
When you jump down (or fall) you dont count the hex tile sides (except
to determine falling damage).
Determining who can Attack who:
You always start with the lower of the two adjacent figures. If the
lower figure can attack the higher figure (or could attack if he was
facing the correct way) then the higher figure can attack the lower
figure. (Designer note: This rule takes into account the different
heights of the different races and is a easy way to quickly determine
if, for example, a man can attack a hobbit who is on a much lower level
than he is.)
Prone Figures:
All prone figures have a H of 1 for determining who can attack the
prone figure and also for movement purposes. Since a prone figure has a
MA of 2 he could crawl up one level and end his turn in an adjacent,
one tile higher hex.
Height Advantage (Disadvantage):
Figures get a plus 1 (or minus 1) to their adj. DX depending on the
number of levels higher (or lower) they are compared to their opponent.
Example: A Dwarf two hex tiles higher than a Human would get a +2 to
his adj. DX while the Human would get a -2 to his adj. DX. This makes
holding the high ground strategically important.
Engagement:
Engagement is the physical action of not allowing an opponent to simply
move away from you. By moving and feinting you keep your opponent from
dodging backwards away from you. This works great on level ground,
however, being higher (or lower) than your opponent makes it difficult
to keep him from easily stepping away. Engagement also has to take into
consideration the size of the figures facing each other. A taller
figure like a giant can hold at bay a smaller, human size figure even
if the human is standing on much higher ground.
To determine if a front hex falls under a figures control (and thus
engages another figure) you simply count the number of hexes the figure
occupies. This number is the number of tile hex sides up or down that
the figure controls. Therefore, if you are a one hex figure, you only
engage figures on the same level, one level higher, or one level lower
than you. At two levels or more engagement rules do not apply to one
hex figures, the intervening terrain height allows them to move away
from each other easily.
Heres another example: A three hex giant will engage any one hex
figure that is one, two or three hex tile sides higher (or lower) than
the giant. Of course the giant is not engaged by a single, one hex
figure but he would also not be engaged by 2, one hex human figures if
the 2 figures were next to him but standing on a two hex tile high
hill. The humans only engage figures one tile hex higher (or lower),
not two. In this case they would be engaged to the giant but the giant
would not be engaged to them.
Disengage:
A figure that disengages can move backwards staying on the same level
or step up a number of levels equal to the number of hexes it occupies.
It can, of course, step down as many levels as it wants but the Jumping
or Falling rules described below take effect. Thus a one hex dwarf can
disengage backwards and up one level but not two. He could also step
off an edge 20 hex tiles high and hope to survive the fall if he really
felt compelled to do so.
Jumping or Falling Down:
Any figure can jump down a number of hex tiles equal to or less than
its Height number with no penalty. The movement cost is only 1 since
you move forward into another, lower hex.
If you jump, fall or are knocked down more than your Height (up to and
including double your Height) then you must roll 3D6 vs adj. DX to see
if you were able to prepare yourself for the drop. If you make your
roll then you jump down successfully and can take away one of the D6s
you must roll for damage (in this case the only D6 you must roll). You
end up standing in the lower hex. If you miss the roll then you fall
prone in the bottom hex and take 1D6 damage. Armor, regardless of type,
will stop only 2 points of this damage.
If you jump, fall or are knocked down more than twice your Height (up
to and including three times your Height) then you must roll 3D6 vs DX
to see if you were able to prepare yourself for the drop. If you make
your roll then you jump down successfully and can take away one of the
D6s you must roll for damage (in this case you would therefore roll
D6). You end up standing in the lower hex. If you miss the roll then
you fall prone in the bottom hex and take 2D6 damage. Armor, regardless
of type, will stop only 2 points of this damage.
Up to three times your height you would take 3D6 damage and so on.
Side View Example:
Here are some examples of movement and attack eligibility. The boxes
represent hex tiles as seen from the side.
___________
[__________]
___________ ___________
[__________] [__________]
___________ __________ ___________ X
[__________] [__________] [__________] X
A: 3 tiles high B: 2 tiles high C: 1 tile high
The hobbit pictured to the right and represented as the two Xs has a
H (height) score of 1. He could attack a figure (if he was in position
to do so) standing on top of hex column C but not hex columns A and B.
These hexes are too high and out of his reach. A human figure (H 3)
standing on hex column B or A could not attack the hobbit simply
because the hobbit is too short for him to reach easily. He would have
to lean over to reach him (see Swipe Attack below).
If the hobbit moved on to hex column C from the position he is in it
would cost him two points of movement (one for the hex tile side and
one to move onto the top of the hex). He could continue then up on to
hex column B at an additional two points of movement and if he had
enough MA left over he could go two more and end his movement on top of
hex column A. This would be a total move of 6.
If, however, he was standing next to hex column A or B he could not
move up onto them since his H is only 1. He can only climb up 1 hex
tile side at a time due to his small size.
If he was on top of hex column A at the start of his turn he could move
down to the right and end up in the position indicated by the Xs at a
cost of 3 movement points. It doesnt cost any movement points to move
down one tile hex side for hobbits since their Height is a 1. However,
if he jumped down from hex column B he would have to roll his adj. DX
on 3D6 or risk taking 1D6 points of damage from a fall.
Force Retreats:
A force retreat is the physical action of pushing an opponent backwards
after a successful attack. Terrain, however, can interfere with being
able to do so. A much higher opponent has the advantage of height and
becomes difficult or impossible to push back from below.
You can force retreat an opponent if:
A - Both of you are on the same level.
B - If your opponent is standing on a number of higher tiles equal to
or less than your base size.
C - If your opponent is lower.
You can only move the force retreated figure backwards:
A - keeping him on the same level
B - moving him up one level only
C - moving him down as many levels as available (see the stumble rule
below)
Stumble Rule:
When you force retreat a figure backwards and down there exists the
chance that the figure might loose his balance and stumble, possibly
falling down. Any figure pushed back and down a number of levels less
than or equal to his H must roll 3D6 vs. adj. DX to avoid tripping and
falling prone in the hex he is force retreated into. Use the falling
rules if he is pushed back off of a drop more than his H.
Climbing:
You can always climb up a number of hex tile sides equal to you H at
one time during regular movement.
To climb up (or down) more than your Height requires time. First you
must have your hands free so all weapons and shields must be put away.
Second it takes a full round to scale a number of tiles equal to your
Height. The number of hex sides you can climb at one time is referred
to as a set.
To climb up (or down) you must start the turn adjacent to the wall you
wish to climb. You get the first set of tiles (equal to your H) for
free, no roll needed. Then, on the same turn, you must roll 4D6 vs DX
(3D6 with the climb talent) to see if you were able to climb the next
set. If you are successful and there are no more hex tile sides to
climb you may stand on the top most hex, otherwise you must continue to
climb the next set of hex tiles on the next turn. If you miss any of
your rolls then you fall prone in the bottom hex and take damage
appropriate to the number of hex tiles you fell counting from the top
most hex of the current set of tiles you are attempting to climb.
Armor, regardless of type, will stop only 2 points of this damage.
For example: Bob the Barbarian (H 3, DX 16, chain) wants to climb a
wall thats 10 hex tiles high. He starts the turn adjacent to the wall
and his hands free. The first turn he climbs 3 tiles for free and then
attempts to climb the next set of 3, rolls 4D6 and gets a 15. He goes
up and clings to the wall. The second turn he climbs 3 more tiles and
rolls 11. Still good. He only has one more hex tile side to go. On the
third turn hes not so lucky and rolls a 21. Bob falls.
Bob has to count the top most tile of the set he was currently climbing
when he fell so he falls 10 tile heights. He must roll 3D6 vs DX to see
if he was able to prepare himself for the drop. He rolls a 12. Success!
Since he was falling more than three times his Height he normally would
take 3D6 damage but since he made his saving roll he only rolls 2D6
damage and lands prone in the bottom hex. His chain only stops 2 points
of this damage.
Multi Hex Figures and Hex Tiles:
(Note: Its a fact of gaming that multi hex figures start becoming
difficult to physically maneuver and place on a 3 dimensional terrain
board. Whereas a real figure could twist and turn to match the
landscape, ridged metal miniatures do not. I have found that 2 and 3
hex figures work pretty well with Heroscapes hex tiles. The secret
with the 3 hex miniatures is to not make the bases too large. That way
you can place them a little easier into the terrain. I have found that
the large monster size bases made by Games Workshop make pretty good
bases for 3 hex figures and fit the scale and size of the Heroscape
hexes. They do, however, make it look like the attacking figures are a
little far away from the 3 hex figure. The real problem is with the 4
and 7 hex creatures. Again I try to make the bases for these figures
smaller so they can be fit into the terrain. By the way, the dragon
that comes with the basic Heroscape set makes a pretty good 4 hex
dragon.)
A 2 hex horseman must keep both of its hexes either on the same level
or one level higher or lower. (It can never overhang one of its hexes
over a drop off. If it does so it will fall.) Always use the front hex
of the rider/horse to determine which hex to measure H from.
A 3 hex figure can actually squeeze through some pretty tight areas.
Always lead with the front hex ignoring the rear two hexes while moving
(its assumed he squeezes through narrow areas). He must, however,
always end his movement with 2 of his hexes on the same level. The
third hex can overhang any size drop off or be one hex higher. However,
while he is thus off balance, he is at a - 2 DX. Measure H to what ever
hex you are targeting.
A 4 hex figure must always end his movement with 3 of its hexes on the
same level. The fourth hex can overhang any size drop off or be one hex
higher. However, while he is thus off balance, he is at a - 2 DX. As
with the 3 hex figure, lead with a single hex while moving or use
common sense when determining whether the creature could fit.
A 7 hex figure must always end his movement with 4 of its hexes on the
same level. The other 3 hexes can overhang any size drop off or be one
hex higher. However, while he is thus off balance, he is at a - 2 DX.
As with the 3 hex figure, lead with a single hex while moving or use
common sense when determining whether the creature could fit.
Optional Rule: Another solution (which Im not fond of but works) is to
make your 3 hex miniatures fit onto one hex but give them all of the
properties and abilities of a 3 hex figure. Again, the Games Workshop
large monster size bases fit a single Heroscape hex pretty well and
its easy to tell at a glance that the base is definitely bigger and
thus a 3 hex type of figure. This solves a lot of the problems with
movement. In the same regard a 4 hex figure could be represented by a 2
hex figure and a 7 hex by a 4 hex.
Pole Weapons:
All pole weapons (with the exception of javelins which are too short)
can do a normal jab attack 1 or 2 levels higher or lower than the
figures normal H. Height advantage (and disadvantage) does not apply to
this attack. In other words there is no plus or minus to adj. DX to hit
with this attack due to height.
(Optional Rule) Swipe Attack:
A higher figure who is just a little too high to attack a lower figure
can attempt a swipe attack. To do this attack the higher figure stands
still or moves up to 1/2 his MA and kneels in the hex above his
opponent. He then leans out and down to take a swipe at the lower
foe. This necessitates having one free hand to hang on with, therefore
it can only be attempted if you are not holding a shield and only while
using a one handed weapon. To figure out if the upper figure can attack
you simply negate the top most hex sides equal to the attacking figures
H. If, by doing so, the lower figure could conceivably hit the higher
figure then the higher figure can hit as well and the attack is
possible. The kneeling figure is at a -4 DX to attack but also gets any
height advantage. The lower figure can attack normally but remember not
to factor in the negated hex sides when determining his height
disadvantage.
Also, since the higher figure is kneeling he is at a +4 to be hit by
any figures standing next to him on the same level or a +5 (4 +1 due to
height advantage) if any attacking figures are one level higher. Any
figures higher than one level could not hit him unless they kneel as
well (remember a prone figure has a H of 1).
Missile Fire:
I gave up Mega Hexes a long time ago. Since a Mega Hex is 3 hexes
across I simply measure missile weapon range in increments of 6 hexes.
Therefore the first 6 hexes are no minus, the next 6 hexes are a -1 DX,
the next 6 a -2 DX and so on. However, because of the added third
dimension, a better way had to be devised to not only determine the
range but also the line of sight. This is where a Range String comes
into play. A length of string is marked with tick marks the same width
as 6 Heroscape hexes. Then you simply place one tick mark (near the end
of the string) next to the head of the miniature shooting the missile
and hold the other end next to the chest of your target. This
immediately gives you the range to the target as well as show you which
figures you need to roll to miss, which figures the arrow would pass
over head, or even if the shot is possible due to obstacles in the way.
Missile Fire and Concealment:
See page 21 Advanced Melee. These can complicate matters even more and
usually requires a judgement call on, for example, whose is half-hidden
and who is not. Use them if you like.
Sweeping Blows:
You can only attempt a sweeping blow to foes on the same level or one
level higher or lower than you. Foes can be on different levels
however. Example: Grundar the Stout attempts a sweeping blow at three
foes in his front 3 hexes. The first one is one level lower, the second
is on the same level and the third is again one level lower. If the
middle foe was two levels lower then Grundar would only sweep the first
and the third figures.
If there is a tile wall two levels or higher in the path of the
sweeping blow then you must roll to miss it. If you miss this roll you
hit the side of the tile wall and it stops your sweep.
Jumping Gaps:
Reference Actions During Movement - Jumping, Etc. on page 5 of
Advanced Melee for more information. Basically it comes down to this:
1 hex - 2D6 vs ST + DX
2 hex - 5D6 vs ST + DX
3 hex - 8D6 vs ST + DX
Missed roll gets a 3D6 vs. DX to grab the far side. To pull yourself up
next turn requires a 4D6 roll vs. ST, miss the roll take 1 hit from
exhaustion.
Broken Ground Rules:
Heroscape comes with three different types of painted terrain hex:
grass, dirt and rock. Feel free to apply the broken ground rules on
page 18 of Advanced Melee to the dirt and/or rock hex tiles.
Water Rules:
Heroscape also comes with water hex tiles. Using the water rules on
page 19 of Advanced Melee I assign depths to the tiles. In most cases a
tile next to the bank is ankle height. A water tile one tile away from
the bank is up to ones knees and a water tile two tiles away is about
neck high. Of course this can be altered so a player that steps into a
water hex may find himself up to his neck in trouble
Additional Thoughts:
Heroscape can be found at most toy stores. Twice a year ToysRUs
offers a buy one get one free sale on all Milton Bradley games. Since
Heroscape retails for around $40 this is a great time to stock up. (I
personally own 14 sets.) These sales usually happen around November and
the end of April. I was alerted to the last ToysRUs sale by simply
watching some of the Heroscape message boards.
Right out of the box the tiles look pretty good but I further enhance
them by painting and flocking them using material used for model
railroad enthusiasts. This gives them a much more natural look. I also
like to put together other scenery such as trees and boulders. Ive
enhanced my water tiles by adding static grass along some of the edges
to represent weeds.
Im currently designing and building an iron age hill fort out of some
of my tiles. Im also working on rules for sieges. After I get this
current set of rules finalized Ill try to post these new rules.
I hope you find these rules of use. The tactical use of the terrain
adds another dimension ( both tactically and dimensionally) to an
already great game.
--David O. Miller
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