Difference between revisions of "Structure"

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== Famous Buildings ==
 
== Famous Buildings ==
  
[[Hospital 555]]
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Famous Buildings are influential elements of the BrikWars Canon.  They help to define the setting and are well known to its players.
  
[[Yellow Castle]]
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'''[[Hospital 555]]'''
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 +
'''[[Yellow Castle]]'''
  
  
 
== Atmospheric and Tactical Buildings ==
 
== Atmospheric and Tactical Buildings ==
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Atmospheric Buildings are table dressing, meant to provide very basic wargaming needs such as cover and obstruction while simultaneously enhancing the play experience by providing a visual aesthetic pleasing to the players.  Tactical Buildings serve the same purpose, except they usually have some greater game based function.
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'''Airports'''
 
'''Airports'''
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'''Armories and Supply Depots'''
 
'''Armories and Supply Depots'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''Bunkers'''
 
'''Bunkers'''
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Bunkers are heavily fortified buildings where you can put gun emplacements and hold out from apoc-zombies, nukes, and invaders. They are usually underground. These structure can be devastating if properly defended and on the other hand, killing floors for the occupants inside due there obvious locations and lack of cone vision against flanking enemies, especially if the assaulters are armed with flame or hazard based weapons (ex: flamethrowers) or, bunker busting weaponry. Smaller versions are called pill boxes.
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''Possible Uses:''
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 +
''Tactical Considerations:''
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'''Castles and Defensive Installations'''
 
'''Castles and Defensive Installations'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''GasStations and TruckStops'''
 
'''GasStations and TruckStops'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''Large and Small Business Offices'''
 
'''Large and Small Business Offices'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''PoliceStations'''
 
'''PoliceStations'''
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*Reinforced walls and cells make for excellent cover.  Conversely, action-breakable walls make for enhanced mobility and possible deceptive movement.
 
*Reinforced walls and cells make for excellent cover.  Conversely, action-breakable walls make for enhanced mobility and possible deceptive movement.
 
*Trained allies may turn the tide of battle or, at least, give one time to deploy a new tactik.
 
*Trained allies may turn the tide of battle or, at least, give one time to deploy a new tactik.
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'''Residential Areas'''
 
'''Residential Areas'''
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''Possible Uses:''
 +
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''Tactical Considerations:''
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'''Restaurants and Other Food Service Businesses'''
 
'''Restaurants and Other Food Service Businesses'''
  
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''Possible Uses:''
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''Tactical Considerations:''
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== Environmental Structures==
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Environmental Structures can serve aesthetic or tactical designs, of course, but the primary reason for their inclusion is as a basic modification to the [[Battlescape]].  They alter the entire battle in some way, usually related to the environment detailed in the battle's narrative.
  
== Hostile Environment Structures==
 
  
 
'''Moon, Asteroidal, or Space Facilities'''
 
'''Moon, Asteroidal, or Space Facilities'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''UnderWater Installations'''
 
'''UnderWater Installations'''
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 +
''Possible Uses:''
 +
 +
''Tactical Considerations:''
  
  
 
== Specialized and Utility Structures==
 
== Specialized and Utility Structures==
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 +
Specialized Structures are pieces that represent a singular function, depending on player taste and the narrative of their battle.  This may be purely aesthetic or it may serve some very specific game-related function like an objective that does only one thing when captured.  Utility Structures are structures that facilitate an alteration to the basic ruleset instead of Battlescape, such as racing or roleplaying.
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'''Arenas'''
 
'''Arenas'''
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''Possible Uses:''
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 +
''Tactical Considerations:''
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'''Dungeons'''
 
'''Dungeons'''
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''Possible Uses:''
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''Tactical Considerations:''
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'''RaceCourses'''
 
'''RaceCourses'''
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''Possible Uses:''
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''Tactical Considerations:''

Revision as of 13:39, 30 January 2013

PAGE UNDER CONSTRUCTION

In BrikWars, there is probably nothing more satisfying than witnessing the complete and utter annihilation of a city block. Watching buildings get torn apart by artillery and having snipers fight each other from the rooftops probably has more awesome than anything else. With that in mind the Minifigs often construct houses, office buildings, bunkers, and restaurants from which to do battle and to destroy. In addition to the obvious, structures can also be used as objectives or they may house objectives in a tactical battle and may even serve to modify the Battlescape in some manner. As such, structures are often the players' most versatile terrain.


Famous Buildings

Famous Buildings are influential elements of the BrikWars Canon. They help to define the setting and are well known to its players.


Hospital 555

Yellow Castle


Atmospheric and Tactical Buildings

Atmospheric Buildings are table dressing, meant to provide very basic wargaming needs such as cover and obstruction while simultaneously enhancing the play experience by providing a visual aesthetic pleasing to the players. Tactical Buildings serve the same purpose, except they usually have some greater game based function.


Airports

Airports are locations that vary from a huge, crowded, self-contained community to a dirt streak in a pasture with a lifeguard chair for a control tower. It is here where planes take off after being loaded with passengers, snakes, bombs or whatever mayhem the Humans see fit. Planes, however, tend not to actually land at airports since they usually explode, crash, or make good use of Kamikaze tactiks.

Possible Uses:

  • Access to aviation vehicles.
  • The large number of civilians could serve as allies or neutral parties.
  • Planes could serve as explosive caches or deathtraps.
  • Planes could deploy reinforcements.

Tactical Considerations:

  • Airports contain lots of open space with very little real cover, even inside the terminals. If there are a lot of civilians, however, soft cover can be obtained by using the crowd to one's advantage.
  • High ground advantage exists from the tower and arriving or departing planes. Since the planes are temporary affairs, the tower is sure to be an objective of contention.


Armories and Supply Depots

Possible Uses:

Tactical Considerations:


Bunkers

Bunkers are heavily fortified buildings where you can put gun emplacements and hold out from apoc-zombies, nukes, and invaders. They are usually underground. These structure can be devastating if properly defended and on the other hand, killing floors for the occupants inside due there obvious locations and lack of cone vision against flanking enemies, especially if the assaulters are armed with flame or hazard based weapons (ex: flamethrowers) or, bunker busting weaponry. Smaller versions are called pill boxes.

Possible Uses:

Tactical Considerations:


Castles and Defensive Installations

Possible Uses:

Tactical Considerations:


GasStations and TruckStops

Possible Uses:

Tactical Considerations:


Large and Small Business Offices

Possible Uses:

Tactical Considerations:


PoliceStations

Many countries and empires maintain a strong police force to deal with the inevitable crimes that occur in a society where everyone aspires to become a mass murderer. Unlike in the Human world, such feats of violence are glorified parts of a minifig's everyday life, police forces don't exist to prevent or punish homicidal rampages, but merely to regulate them at a government-prescribed level and to otherwise maintain their governments' executive monopoly on mass slaughter. During periods of low homicide rates, police forces really have no good reason to exist other than to annoy and ticket speeding drivers, consume copious amounts of ABS donuts and coffee, and engage in the occasional shootout or awesome high-speed chase; these have the effects of disgruntling the local citizens and increasing their propensity to go on wild murder sprees. These cops are housed at police stations, of which there is usually at least one in every town or city. Police stations are quite large, but only have room to hold 1 or 2 kriminals at a time. This tiny inmate capacity is rarely an issue because every cell has at least one breakable or missing wall, a design innovation which has been found to be an effective means of preventing prison overcrowding.

Possible Uses:

  • A Station could serve as an impromptu weapons cache.
  • Officers could serve as allies or a neutral party that attacks and arrests interlopers.
  • Criminals could serve as allies if broken out or a neutral party that attacks nearby minifigs.
  • Stations could serve as a "doomsday clock," limiting the number of available turns before an Officer calls in government reinforcement to "contain" the situation.

Tactical Considerations:

  • Reinforced walls and cells make for excellent cover. Conversely, action-breakable walls make for enhanced mobility and possible deceptive movement.
  • Trained allies may turn the tide of battle or, at least, give one time to deploy a new tactik.


Residential Areas

Possible Uses:

Tactical Considerations:


Restaurants and Other Food Service Businesses

Possible Uses:

Tactical Considerations:


Environmental Structures

Environmental Structures can serve aesthetic or tactical designs, of course, but the primary reason for their inclusion is as a basic modification to the Battlescape. They alter the entire battle in some way, usually related to the environment detailed in the battle's narrative.


Moon, Asteroidal, or Space Facilities

Possible Uses:

Tactical Considerations:


UnderWater Installations

Possible Uses:

Tactical Considerations:


Specialized and Utility Structures

Specialized Structures are pieces that represent a singular function, depending on player taste and the narrative of their battle. This may be purely aesthetic or it may serve some very specific game-related function like an objective that does only one thing when captured. Utility Structures are structures that facilitate an alteration to the basic ruleset instead of Battlescape, such as racing or roleplaying.


Arenas

Possible Uses:

Tactical Considerations:


Dungeons

Possible Uses:

Tactical Considerations:


RaceCourses

Possible Uses:

Tactical Considerations: