View Full Version : Pleas explain the range rules!!!!!!!!!!!!!!!
Jedi Master Corazz
September 6th, 2006, 02:57 AM
Okay so how does range work when aiming up or down, do you count the hexs above or below you to your oponent. Example: I have a arrow grut below on the ground he cant shoot the guy in the castle because he's like 20 billion feet up there, his range is only 6. :blowup: Grrrrrr!
madmanmuzik
September 6th, 2006, 03:00 AM
You don't count height when determining range. You still need line of sight, though.
cbs42
September 6th, 2006, 03:38 AM
You can use the Pythagorean Theorem to determine the straight-line distance between the two pieces:
Distance = sqrt( (horiz. spaces)^2 + (vert. spaces)^2 )
But then you'll need to round off the remaining fractional portion in order to get the answer. This is complicated by the fact that your horizontal space count may not be perfectly aligned with a straight row of hex spaces. To solve this, simply measure the horizontal distance with a tape measure and divide by the distance between the centerpoints of two adjacent hexes. Input those numbers directly into the above equation (without rounding) for maximum accuracy. Then round the resulting square root result. To get a more accurate number, you can also measure from the muzzle of the attacker's gun, to the nearest viable portion of the target's body, rather than from base center to base center.
-- OR --
You can simply ignore the vertical distance as the rules describe.
Now aren't you glad engineers aren't game designers?
;)
madmanmuzik
September 6th, 2006, 04:14 AM
Actually, they ARE. Ever played Warhammer? :wink:
Rhydderch
September 6th, 2006, 05:21 AM
You can use the Pythagorean Theorem to determine the straight-line distance between the two pieces:
Distance = sqrt( (horiz. spaces)^2 + (vert. spaces)^2 )
But then you'll need to round off the remaining fractional portion in order to get the answer. This is complicated by the fact that your horizontal space count may not be perfectly aligned with a straight row of hex spaces. To solve this, simply measure the horizontal distance with a tape measure and divide by the distance between the centerpoints of two adjacent hexes. Input those numbers directly into the above equation (without rounding) for maximum accuracy. Then round the resulting square root result. To get a more accurate number, you can also measure from the muzzle of the attacker's gun, to the nearest viable portion of the target's body, rather than from base center to base center.
-- OR --
You can simply ignore the vertical distance as the rules describe.
Now aren't you glad engineers aren't game designers?
;)
LOL! Or another way to measure the diagonal distance would be to first measure the length of one hex from tip to tip with a ruler and then measure the actual length between the attacker and the defender. Divide this length by the length of one hex to determine the range required to attack the defending figure =P
Actually a number of wargames use a ruler and simply measure range in centimeters or possibly inches.
R˙chean
September 6th, 2006, 09:03 AM
which is why i never have and never will, play those "other" games
RichardD
September 6th, 2006, 10:43 AM
Noooo! Don't use Pythagoras! For my explaination why, see here:
http://heroscapers.com/community/showthread.php?t=2295
Measurements up and down in Heroscape are done to a completely different scale to measurements across; attempting to combine the two would be *massively* complicated, and would only ever mean a figure was "out of range" when counting horizontally if it was already at max range *and* the difference in height was significant.
Not only does it make a better game to ignore elevation effects on ranges; it actually makes perfect sense mathematically once you realise that the ground scale and height scale are different.
Most miniatures games are the same; take DBA/DBM. Played using 25mm figs, one inch is 200 yards on the gound; yet no-one would suggest that
ancient warriors were 200 yards tall!
GaryLASQ
September 6th, 2006, 10:52 AM
2nd edition rulebook, page 13, look at the first image in Example 16: Range and Line of Sight
cbs42
September 6th, 2006, 11:09 AM
Noooo! Don't use Pythagoras! For my explaination why, see here:
http://heroscapers.com/community/showthread.php?t=2295
Measurements up and down in Heroscape are done to a completely different scale to measurements across; attempting to combine the two would be *massively* complicated, and would only ever mean a figure was "out of range" when counting horizontally if it was already at max range *and* the difference in height was significant.
Oh wow. Yeah, see ... the thing is ... it was a joke. You actually do these types of calculations in your HeroScape games?
:shock:
Note to self: Don't join RD's game group!
:lol:
RichardD
September 6th, 2006, 11:56 AM
NO, of course I don't.
My point was, even if you DID do such calculations, it would make NO DIFFERENCE 99.9% of the time, so the designers clearly decided (rightly) that vertical separation would NOT count for range. The reason WHY it doesn't make a difference enough of the time to ever have entered the designers' minds is the differences between ground scale and vertical scale.
RichardD
September 6th, 2006, 12:01 PM
If you *wanted* to include such calculations, can I suggest that:
*true range* squared = (horizontal hex range) squared PLUS (*steps divided by 30* squared).
That should be pretty close, if one hex is 10 metres and one step is 1/3rd of a metre. You'll need to be on top of a TALL castle before it starts to make a difference.
sigmazero13
September 6th, 2006, 03:10 PM
That assumes, of course, that one hex DOES equal 10 meters ;) There are many mini games where horizontal scale and vertical scale are the same :)
Granted, in this game, it would mean that people couldn't shoot very far, but still - if two characters 10 meters away from each other are basically in "melee combat", they must have some pretty big swords, or are pretty quick on their feet to give someone a passing swipe if they try to go MORE than 10 meters away :)
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