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Accessible Building Interiors - Yay or Nay?

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12 posts • Page 1 of 1

Accessible building interiors - yay or nay?

Yes - I would like to access the interiors of buildings
23
96%
No - I don't like/play with accessible buildings
1
4%
 
Total votes : 24

Accessible Building Interiors - Yay or Nay?

by H1ghlander » March 12th, 2015, 11:58 pm

A quick question regarding preference regarding accessible buildings (i.e., buildings that models can go into and move around). What are people's preference? I know some people are of the opinion that inaccessible billings are just fancy blocks, while others prefer not to go into buildings for simplification.
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Re: Accessible Building Interiors - Yay or Nay?

by Hero of Man » March 13th, 2015, 2:35 am

Depends on the table for me. How many levels? How many buildings? I don't have a binary answer, sorry. :P
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Re: Accessible Building Interiors - Yay or Nay?

by Section9 » March 13th, 2015, 3:10 am

Hero of Man wrote:Depends on the table for me. How many levels? How many buildings? I don't have a binary answer, sorry. :P

Yeah, that too.

Generally I prefer accessible buildings, but I have a fluffy answer for why you can't enter some buildings: "The fire department access codes you stole are only good for the elevator and the front door, so there's no access aside from the ground-floor entrance and the rooftop terrace. All the intermediate floors are inaccessible due to the security lockdown."

I wonder if I could mod Impudent Mortal's Pool House to have an accessible garage floor? :?:
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Re: Accessible Building Interiors - Yay or Nay?

by Prophet_of_Doom » March 13th, 2015, 5:12 am

I'd love to have all accessible buildings, but I quickly realized that it is often impractical. I guess I agree with Section9s notion here.
I often like only one floor, two at the max.

Inaccessible buildings annoy me a bit because they cause problems such as of whether it is possible to open a door which is physically not removable or whether you can place an objective marker or a model worthy of protection inside.

Accessible buildings would be so much better if they had interior walls.
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Re: Accessible Building Interiors - Yay or Nay?

by Errhile » March 13th, 2015, 6:25 am

Definitely accessible buildings for me. Half of the fun with urban battlefield!

But I agree that countless floors and flights of stairs are not really playable. I did asked around on the forums, and hardly anyone goes for more than 3 playable levels of a building (ground floor, 1st floor and accessible / playable roof most of the time).

Lack of internal access is acceptable only in case of small, boxlike structures like freight containers - in most cases there would be no reason to get inside anyway.
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Re: Accessible Building Interiors - Yay or Nay?

by Dozer » March 13th, 2015, 1:12 pm

For the buildinsg that we have who's doors you cant open we just add one of the access tokens, from the token sheet, once it has been made open. Otherwise most of our buildings - Futura City Buildings, Comanche Bunkers & Barracks, Spartan Tunnels we've kept the doors aside, and deployed doorways as open and close when we set up.

Funny thing we only send the odd trooper or deploy the odd TO/Infil into the buildings, the rest of the time we fight in the streets with the scatter terrain. There is the odd fire fight that causes a troop to jump into a window (when there is one) but otherwise building interriors take up time to access and cross - just like real life. My futura city buildings have a great divider in the building forcing troops through doors.

Most of us are still serving (with one who got out recently - all your fingers and toes) and we looked really hard at changing interior access. In our AAR, since half of us are brand new players, we found that we prefer the options and freedom to send a troop in when you're adjusting plans. Pinned down? Spend a few order have someone get line on that sniper and open the way.

I understand non-accessable buildings, My Hab 3, Dice Tower/Logistics Building, and Op:Ice Storm Boxes are great but we like having some mix of both with a majority of open access buildings. Funny enough fluff wise, we've all sugested the same thing Section 9 did with EMS services access codes and Lockdowns... neat.

Just my 5 cents...
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Re: Accessible Building Interiors - Yay or Nay?

by TanKoL » March 13th, 2015, 2:43 pm

I prefer accessible as well, but I started with MAS buildings and am now playing mostly on Systema ones ... so I might be biased :)
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Re: Accessible Building Interiors - Yay or Nay?

by Prophet_of_Doom » March 14th, 2015, 8:19 am

Are S2 models allowed to climb through the windows of microarts buildings?
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Re: Accessible Building Interiors - Yay or Nay?

by Errhile » March 14th, 2015, 11:03 am

That's up to you.

If we were to base it strictly on the "silhouette / base wide opening", then, I guess it would be "no".

But that's why my cardboard buildings have 75mm entrances (exceeding the Cargo-sized doors of 70mm), 50mm windows & doors (Wide Access), 30mm windows & doors (Narrow Access) and 15mm windows (no access, but makes a convenient firing port).

IRL, a trooper in a full combat kit can move thorough pretty small openings (though I recall it was as funny as awkward to make two guys enter a room simultanously through a 70cm-wide doors, when they were wearing fully laden belt kit - type webbing... but doable with a bit of training. Still, a vest or a chest-rig is preferrable in CQB), especially is he doesn't have to do it at full speed. I've seen enough bloodied foreheads on morons who tried to get thorough a hole too quickly - and overestimeted the opening's height (and weren't wearing a helmet)...

If you'd want to houserule it, I'd allow a model to pass thorough any opening large enough to beliveably wiggle thorough it - as an Entire Order Skill (he's too much concerned with not getting stuck in that tight hole to do anything else).
They say there will be Heaven and the Fount of Kausar,
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Fill up the wine cup and place it in my hand
(For) ready cash is better than a thousand credits.


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Re: Accessible Building Interiors - Yay or Nay?

by Spears » March 20th, 2015, 6:22 pm

We play almost exclusively with accessible buildings and whilst I like the immersion it does bring up its own problems.
Suprise lof can be a bit of a pain, being able to see through multiple buildings can really slow down the game and setup.
It also makes it much much easier to defend your Lt which i'm not convinced is always healthy.
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Re: Accessible Building Interiors - Yay or Nay?

by Dozer » March 20th, 2015, 7:42 pm

Errhile wrote:That's up to you.
IRL, a trooper in a full combat kit can move thorough pretty small openings (though I recall it was as funny as awkward to make two guys enter a room simultanously through a 70cm-wide doors, when they were wearing fully laden belt kit - type webbing... but doable with a bit of training. Still, a vest or a chest-rig is preferrable in CQB), especially is he doesn't have to do it at full speed. I've seen enough bloodied foreheads on morons who tried to get thorough a hole too quickly - and overestimeted the opening's height (and weren't wearing a helmet)...
- Bloody hell, I've taught too many FIBUA/OIBUA courses at work to not laugh each time one of the troops fails to judge distance and space... it's been funny for fifteen plus years and I don't think it will ever loose it's charm.

We use a simple system, before each fight we make sure everyone is aware the AW Access Width (pg169) of any entrance on the board. When we play with those peices of terrain, we make sure to keep the same AW for each enterance between matches. For new players, or folks who've not played with us or our terrain, liberal use of post-it-notes on the peices keeps the new player in the know and not feeling cheated.

We use Zen Terrain, Futura City, Spartan Games, and Warsenal terrain. We have each window cover and door removable to make setting up and closing fire lanes simple on a case by case situation to avoid suprise LOF off the start.
I love it even more when I started to use a Hacker (pg 170) to close a door or window to break LOF as my troops advance through the table. Or blowing open a window to get LOF on an LT through a few buildings is awesome use of the rules and welcome. You work through the terrain or through my own forces to put a round down range on my LT, you earned that shot sir. It's one of the many reasons why I love me Infinity.
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Re: Accessible Building Interiors - Yay or Nay?

by BrandonKF » July 21st, 2015, 8:13 pm

So much good terrain out there. I am going for accessible myself if possible.

Moto.tronica and Hephaestus packs are cheap. Easy to put together. Also, cheap battle mats.

The recent double module I bought from PlastCraft, meanwhile, is clearly intended as a sealed building. I'm opting to lock one door and make the other accessible, so I can get some room clearing in.

As for deep urban FIBUA, it is very difficult to pull off. You can feasibly do one floor for a large skyscraper, but if you really wanted to dizzy yourself you could set up three or four small tables, and treat each one as a different level.

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