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Is there some kind of LOS aid (like for ASL in their VASSAL module)? There are some LOS-situations which are very difficult to handle.
There is a Thread on the map---click the button, click the start, click the end....

Any intersection with a hex containing town/woods/slope is blocked, basically
Remember, it's about the hexes---not the artwork....
(02-26-2024, 05:58 PM)cjsiam Wrote: [ -> ]Any intersection with a hex containing town/woods/slope is blocked, basically
Remember, it's about the hexes---not the artwork....

Largely correct. If the LOS goes through something like a woods or town hex, LOS is blocked. The criteria for determining a non-clear hex is if the limiting terrain covers 25% or more of the hex, rule 8.24. Slopes get weird. Crossing elevation lines (hence the artwork) is the usual determinant for LOS. Refer to rule 8.4 and pages 22-23 in the rulebook to understand (or be confused by) the mechanics.
Jan, the "Thread" (button) is on the Vassel map work up, not on the manual maps. Just to be sure you understand. For manual applications, a simple short straight edge will do, center to center in the hexes.

GG
It's especially LOS from lower to higher hexes which is very difficult to handle. Can a unit in a higher hex look over a town/woods hex or a combination of several town/woods hexes? Or is there a blind spot(s) like in other wargames? Can you look from a higher hex into a lower town/woods hexes when surrounded by other lower town/woods hexes or do they block LOS then?
In games like "Panzer" this is worked out as a kind of eternal repeating blind spot sequence. The first woods hex "blind spots" the following woods hex and so on.
Is this the same in this game?
(03-02-2024, 07:56 AM)JAN COLPAERT Wrote: [ -> ]It's especially LOS from lower to higher hexes which is very difficult to handle. Can a unit in a higher hex look over a town/woods hex or a combination of several town/woods hexes? Or is there a blind spot(s) like in other wargames? Can you look from a higher hex into a lower town/woods hexes when surrounded by other lower town/woods hexes or do they block LOS then?
In games like "Panzer" this is worked out as a kind of eternal repeating blind spot sequence. The first woods hex "blind spots" the following woods hex and so on.
Is this the same in this game?

Check sections 8.36 and 8.4 in the 3e rules. I was confused about exactly the same thing, but this helped me. There's also a LOS table at the bottom of the 4e TEC.

I love the PG series, but the rules do tend to be a muddled pain in the patoot.
OK, thx!