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Coup-De-Grace: Arena Design
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==Doors== Consider the following tactical effects to make your arenas more interesting: ===Doors as LOS blockers=== Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open. <br>Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes. <br>If you're playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map. ===Locked Doors=== Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can't access that route without going into the centre of the board. <br>Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump! ===Breakable Doors=== These can be an alternative to locked doors, or can just be an additional way to break open a locked door! <br>You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons. <br><br>
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