Hey folks--I'm building some terrain out of 1.5" foam and will have an awful lot of hills and cliffs on the table… I've only been able to play a few games of Dust (so my grasp of the core rules isn't 100%), but I've been thinking about playing around with some house rules for handling elevation to make the table play more. Anyone else trying to house rule elevation?
The terrain I'm building will basically have several 1.5" levels, with ramps between levels in some specific defined places… Here's a few ideas I had…
1. Cover--treat shooting at terrain of the same elevation (or lower) as soft cover, treat shooting at higher terrain as hard cover…
2. Vertical movement--moving up ramps are regular movement rules. For regular squads, climbing one level of terrain (1.5" height) costs 3" of movement, while climbing two levels of terrain (3" height) costs 6" (ie, they have to start adjacent to the cliff to arrive at the top in one move). Regular squads can't climb three levels of terrain (4.5" height). "Climb" and "Jump" squads have no penalty for climbing one level, 3" for climbing two levels, and 6" for climbing three levels.
For regular troops descending down a cliff, one level is no penalty, two levels is a 3" penalty, and three levels is impossible. For "Climb" and "Jump" squads, one and two levels is no penalty, and three levels costs 3".
3. Close Combat--melee is limited to +/- one level of elevation. The higher elevation squad gets the benefit of cover. If more than half the units have an elevation advantage, the squad gets hard cover. If less than half the units have an elevation advantage, the squad gets soft cover.
What do you think?
Here's the test pieces I built earlier this week… I'm just starting work on some bigger, modular pieces that will stack…