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  AN ONGOING NEWSLETTER November 2012


On The Grid
Combat Zone with Squares
by Christopher Wilson

In an earlier article (Derelict by Robert Provan) the idea of using gridded floor maps was mentioned but no actual structure was suggested on how to play Combat Zone using such a system.

Grid Sizes

Although not an absolute, the common grid size of most floor tiles for 28mm figures seems to be 1 inch square so for this article this will be the assumed size of the grids being used. If you intend to make your own floor tiles but prefer to work in pixels this is around 96 pixels.

Movement

In Combat Zone different models can move at different distances per AP spent. Below is a chart to represent this:

MovementSquaresExtra/Cost
1 cm1All Cost 2AP
2 cm1 
3 cm1First 2 AP
4 cm1First 1 AP
5 cm1-
6 cm1First 1 Free
7 cm1First 2 Free
8 cm2-

So a model wearing Combat Armour pays 2AP for their first move then 1 AP thereafter, whereas a model capable of moving 8cm per AP may move up to 2 squares per AP.

All movement is either horizontal or vertical, models do not move diagonally. It costs 0AP to rotate 90 degrees but 1AP to rotate 180 degrees. To move backwards pay the cost for moving 2 squares.

In the case of a routing model they move 4 squares towards the nearest edge, exit or players start point.

Weapons Ranges

Other than Point Blank Range all ranges are divided by 4 then rounded up or down to the nearest whole number.

Point Blank Range is either 2 for 3cm or 3 for 5cm, it is worth noting that as shown in Distance Between Models 1 square range would be Close Combat.

Scatter weapons are treated slightly different on a grid. Roll 1d8, on a 1 to 6 it has scattered on a 7 or 8 it has hit the target. If scattered roll 1d8 to determine direction.

Now roll distance of scatter, green roll 1d8, veteran/average roll 1d6, elite roll 1d4.

Distance Between Models

To work out the distance between 2 models count the longest distance, either vertically or horizontally from the shooting models, then count half the shorter distance (rounding up) to the target.

Example. The Corp Troop with an auto pistol has come across two gangers. Ganger A is 5 squares away (3+half 3 rounded up) so short range but is dropped down behind a barrel (+1 to hit for short range, -1 for short range). Ganger B is 9 squares away (7+half 4) so long range but is neither dropped down or behind cover. The Corp Troop has the same chance of hitting either target but goes for Ganger B as Ganger A is in soft cover and will cause the Troop to have a -1 on the wound roll.

Close Combat

To make a Close Combat attack the attacker must be in one of the 4 surrounding squares around the target. The target rotates their facing for free to whichever square they are being attacked from.

Resources

Many games come with gridded tiles and interlocking tiles such as Space Hulk, Doom The Boardgame or D&D Adventure Series.

Other companies do Battle maps such as Heroclix or the wipeable ones at EM-4. Even the printable ones from the Old West Heroes-Shootout also available from EM-4 can be used.

A nice free printable set for an urban outdoor setting is available at www.skirmishtactics.com called Streets of Ruin which includes various types of cover as well as ruined buildings.

Weapon PBR Short Long
Light Pistol2310
Medium Pistol2412
Heavy Pistol2412
Auto Pistol2515
Integrated GL235
Machine Pistol2518
Weapon PBR Short Long
Shotgun235
Auto Shotgun235
Assault Rifle2620
Autocannon3631
Machine Gun3625
Recoilless Rifle3838
Missile Launcher-4-838


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