Hades Sewer Entrances/Exits

By Major Mishap, in Dust Tactics Rules Discussion

How are you playing the sewer entrance on one board and the sewer exit on the sewer board? Do you count these squares as adjacent so you can combat from one board to the other?

we are playing it like its two levels in a building, can shoot up/down them (ie tossing grenades down the sewer "fire in the hole!!") but no hand to hand combat

Sounds good to me.

Ok, I'd go with that, but what about the metro entrances that are accessible by stairs, should be able to assault in close combat with these.

Got an answer from Zach, think I'll ignore it…

With the Hades campaign units can move between boards using the subway entrances and sewer entrances. Are these entrance squares assumed to be adjacent so you can attack from 1 board into another, if so is this restricted to C weapons?
These entrances are not considered to be adjacent. Units cannot attack from one board to another.


i think this falls into the category of 'time for a house rule' in my group….

part of the reason i think that is a stupid answer…is you can then use units to BLOCK entrances, with no consequences for that unit…just literally sit there, preventing anyone from exiting or entering…and cant be shot at!!

silly silly silly

GraniteGreysock said:

part of the reason i think that is a stupid answer…is you can then use units to BLOCK entrances, with no consequences for that unit…just literally sit there, preventing anyone from exiting or entering…and cant be shot at!!

silly silly silly

Yep and surely if a unit can move one square to the other it has to be adjacent and therefore units can target from one to the other.

I see their thought process in disallowing attacks from one board to the other. At first glance it seems like a good way of simplifying issues.

However, this is completely broken in light of the fact that you can then simply block an entrance with a single soldier, with complete impunity. Time to give this one another go, Zach.

I have been playing around with these rules:

After the first two rounds of a game I use a random dice role to determine where my added/reserve units can enter the sewer system. If there is an enemy unit in the entrance the players role a 20 sided dice. High score wins and the defending player is forced 2 spaces from the entrance in any direction they choose. Its like a scatter order. The player entering the sewer then places his squad in the sewer entrance position. If the entering player looses he cannot attempt entry until the next round. The defending player is allowed a reactive fire roll as per the rules if he looses the dice roll. This is to compensate for giving up the position and would figure any unit forced to move would regroup and attempt to fire on the new intruders.

My second play test rule is a CC style engagement. The player entering can attack the defending player with grenades. The defending player counts as being in soft cover. The defending player however gets an automatic reactive fire turn. The attacking player counts as in hard cover. This action goes on until either unit is wiped out or the defender moves. The difference in cover saves reflects being trapped in the sewer with no real cover other than darkness vs being above ground in possible cover or not being able to be targeted accurately.

While the second rule is more entertaining the results have been 50/50 in regards to units surviving enerting the sewer system. I have though been using the second rule more lately.

Any thoughts welcome.

I think the easiest way is to just count the entrances as adjacent and play by the normal rules.