I prefer to play with hexes in BT, playing with the mini rules just slows things down as measurements and line of sight get vetted by players. The game can be a little slow as is with hexes and without just adds length without much else.
I'd like to use Heroscape terrain for the game as I have plenty of it and I was just wondering of others experiences with this route.
The only real wrinkle I can see with HS terrain is the issue over forest hexes. Arranging green and brown hexes just so can get the detail of having forest hexes without creating elevation, but I was also thinking of buying a bunch of the swamp hexes from the newer HS sets to lay atop other hexes to represent woods, or perhaps use those for heavy woods.
Any thoughts of pics are welcome!
I just bought some metal BT hexes and based them with lichen or a few really small trees to represent light wood and heavy wood respectively when the mech enters the hex put the counter on his sheet to remind you what kind of woods they are in, Also I use the Ice hexes over traditional water hexes to represent level 1 water and bare water to represent level 2 water. hope these ideas help
Melting souls with cuteness since 2007
We use 2 heroscape levels = 1 BTech level.
With this, and moderate elevations in the map, i estimate that one complete set of HeroScape would be roughly equal to one BTech map in size.
As for trees, i wouldn't use the colors from Heroscape (unless you have TONS of Heroscape sets).
It just creates way too much forest, does not difference between light and heavy, etc.
You should use modeling stuff for trees, building and "rough".
The problem is that by adding a 3D dimension to your maps, adding 2D elements for building and trees really look ankward (maybe it's just me though).
We have played two marathon sessions of Battletech using Heroscape terrain. IT IS THE BEST AND CHEAPEST SOLUTION AVAILABLE for 3D hex gaming.
We had 5 sets of base terrain, plus expansion stuff (tiles, bridge, etc.), to cover a 4' x 6' table, including valleys and mountains, and a nice river.
For light and heavy woods, I actually used a template of a 1" hex to cut cardstock, then put yellow lichen (only lichen, no trunks) on light green hexes (light woods) and green lichen on dark green hexes hexes (heavy woods). The lichen allowed us to see the terrain under a 'mech without blocking it.
We also used the two HS levels = one Btech level. It matches the scale and minis pretty well. Plus, most mechs could fit under a bridge that was raised by 4 HS levels.
I used a simple HS map planning program to lay out my plan in advance... this was crucial, as it ensured I had not forgotten to build the two levels into my design. I should also note that you mustn't forget that you will have to use HS tiles for the entire map surface, even under your other tertain, and that using the base terrain for the whole surface will gobble up a lot of tiles.
I have a few pics of the game and setup. Send me your e-mail via GeekMail and I'll send a few over.
I think B'tech takes too long for me these days, but those battles we had over the last couple years on HS terrain ALMOST brought me back.
Classic Battletech was the reason I bought a few RotV HS sets to begin with, I figured that if the HS game was crap at least I had the hexes for CBT. Does anyone remember GroxBlox??? Heroscape hooked me so bad it took over a year to settle down and figure out where I had stashed my CBT books & minis.
I use the 2 HS hex levels = one BT level as well, it works out fine. I also house rule that a mech ascending/descending one (HS) hex level does not pay the additional 1mp cost since it is a more gradual incline. It does take some work initally figuring out paths but all in all works well.
We started using the swamp tiles for the forest but it lacked the visual impact that we had hoped for. After all, why have the georgous HS terrain and have to imagine trees? I dont have any pics yet (my mechs are not painted yet) but here is what I came up with.....
-First off I didnt want to screw up my limited # of swamp tiles so I started with single green hexes from the RotV base set. I painted the green hex surface a darker green to enhance the difference between it and open terrain. The hexes to be used for heavy woods were further drybrushed with an even darker green.
-I also prepared some mini trees by cutting down some fake flowers my fiancee had purchased for our forthcoming wedding. I used the stems which had plastic around a stiff wire core. I stripped the plastic off of the bottom end about 1/8" - 1/4" leaving bare wire.
-I dabbed the tops of the "stems" with hot glue and dipped them in some appropriate flocking. (I am sure this would work with pre-made model RR trees, as long as they have a wire core.
-I prepared the hexes further by drilling appropriate sized holes in 1-3 corners of the base. (light woods=one hole, heavy=two or three holes) Keeping the holes towards the edge of the hex.
-I stuck the wires in the holes and hot glued from the bottom.
-I also affixed some flock here and there around the edge of the bases to represent bushes.
They are a little tricky to arrange on the board while you are building up the battlefield but once they are down it looks great and is functional. Even what you see LOS-wise matches well with the modifiers. If there are two heavy woods hexes between you and your target you cannot see much metal. Now using the WizKids MW minis will not work with this setup as the bases are larger than the hexes and cannot fit in the trees but the CBT lead hex based minis work fine. (we also use de-based Wizkids tanks and the infantry units with their bases for combined arms battles) I will post pics soon, they really look great IMHO.
Using the HS terrain and the tip of using the different colored dice to track movement modifiers have revitalized my groups interest in one of our favorite games of our youth. If we have many people playing we take one mech, one tank and 4 infantry and the play does not drag out quite as long. The beauty of the terrain setup even enticed my fiancee to play a game or two, though I was dropped due to head shots both games.............