View Full Version : Ladder to Ladder battles and movement
July 25th, 2006, 04:10 PM
I've scoured through the castle rules and everything makes sense to me except the ladder-to-ladder movement and battles. See figure 22. It just doesn't seem conceivable a non-leaping Tarn jumping that distance to land to the same rung on a ladder that far apart. I can see it working for flyers and leapers (range permitting) but the Tarn? Is there any limit to the distance one can jump? It sure doesn't appears so... If you have a ladder across an open courtyard from another.... Voila! Now everyone has flying/leaping power!
Then you have the ladder-to-ladder battling. See fig 30. I have no problem with range shooters since their behavior is quite conventional. But, again, a melee like a Tarn being adjacent with Carr that far away? Is there no limit to this madness?
Was Hasbro just concerned how useless squads like the Tarn could be for a siege team and had to create this non-sensical "special power" for ladders?
July 25th, 2006, 05:13 PM
If you look at the picture, the two ladders in question are adjacent to each other.
If the landing spaces are adjacent, then the ladders and therefor all the figures on those ladders are also adjacent.
It just seems far apart because the ladders are on opposite ends of their landing spaces.
July 25th, 2006, 05:19 PM
I guess with all that shoots and ladders around it can get pretty complex...
July 25th, 2006, 06:44 PM
Thanks for that clarification. I can see what you're talking about now. It still is a very odd looking in those example pictures, but if you were looking from above I bet it would seem more clear. You'd see the figures' bases occupying the "air space" above the adjacent landing spaces.
So I "get it" for the melee battling, but the ladder hopping still seems very wierd. If one can't leap or jump it is very wierd to traverse empty vertical space like that. It seems more natural to require one to descend a ladder to climb up the next unless the ladders are exactly next to another. You can't "hop" normal terrain vertical climbs unless the faces/facets of the climbs are exactly adjacent. I guess they are "simplifying" it for the kids. . .
Another interesting oddity: I'm not sure why the landing space is specified not to be water or other tiles with no height. In certain cases I think it would be good to have a ladder extending up out of water. I like how the ladder essentially grants one movement point for every two levels of vertical movement. Maybe the ladder pieces just don't fit on the even 2 level breaks anymore if they are above a water landing space.
July 26th, 2006, 12:09 AM
Yeah the water thing is weird. I grant you that.
But the jumping doesn't bug me in the least....I like it. A lot. Very Hong Kong.
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