Welcome back to Firefight Fridays. Last week, in the second article, we discussed the action menus on counters and the interaction between those options and the dice draft. We’ve now covered the core engine of the game, but are missing one very large piece of the puzzle. This week we will be talking about the battle grid (basically the map), terrain, and Fog of War.
When first designing Firefight Tactical there were several things I was looking to reimagine about the tactical genre, and the top of that list was the maps. Don’t get me wrong; I love my tactical maps. In fact, as I am writing this, I have a huge binder of my starter kit style ASL maps on my immediate left. At the same time, I have some big problems with the status quo of tactical game maps.
Firstly, they don’t handle FoW very well. Really in most games FoW begins and ends with the enemy’s position and does not extend to the battlefield itself. Instead, the officer in command (you) has such godlike reconnaissance of the field that you have the precise location of every single feature perfectly mapped out. My other perennial gripe with them is that there is such little dynamism represented in the battlefield. Obviously in reality the field itself does not change, but the soldier’s perspective of the field is constantly changing. Seemingly irrelevant terrain features can become tremendously significant simply due to the enemy repositioning.
Both issues are addressed by way of Firefight Tactical’s battle grid. Let’s begin by discussing the battle grid as part of scenario setup.