With the Objective Rooms coming back (and hopefully staying), I wanted to get a solid answer about their set-ups. I've always played it the way the map has it and I have never thought it had to be played that way, but I did it cause the community plays it that way. The thing is that the missions says "an area of 8x8in" it never says that it has to be parallel to the edges. There are no maps nor Mission descriptions that give measurements for where the room should be on the map, yet all over items in the missions have pre-determined measurement on the map AND the mission itself. Also, CB has said, follow the Mission description and not the map if there are differences. In that case, all the missions ever say is "an area of 8x8in..." The community as a whole has chosen to do what the map says, but technically, there is no set way to put the room other than in the center of the table. Am I crazy or do I have a case here?
For the OCD among us, it'd be cool if we could angle the room to match the angle of the surrounding buildings.
Depending on the surrounding buildings, we've been placing them in a vairety of angles, always respecting the center of the room being placed in the center of the table.
To me, I don't see what the big deal is if it's at an angle. I guess it gives "safer" entry to the room but not having to go to the side doors where the opponent can see you?! No one has come in to this thread and said other wise so I'm gonna start doing it that way if the terrain layout dictates it.
Depends on the angle, it's not the same thing to have an HMG in line with the door and when an enemy opens the door and wants in, eats Suppresive Fire (the room is of 20cm side, that is 8 inches or so. The HMG is deployed about 30cm to the center, which is 12 inches. That means anything entering through the front door eats 4 shoots at +0, suffering a -6 to returning fire...). By placing the doors in angle, you go from a line in the center of the table (side to side) to a diagonal from one side to the other, thus favouring more sniper use to clean the other side of the door. That's why hackers are useful there with their lockpick program. Or Antimaterial shooting against the door.
Well, we don't play "through the building." We play you can shoot into and out of but not through. Also, I think the door doesn't count as open till the end of the Activation Order. I mean, I get what you are saying but I don't think that's a huge deal...
We shoot through the 2 open doors, it's a time honored tradition of "you better use smoke before going in, or else...", not through the building! XD The deal is the Suppresive Fire Dakini HMG in cover (-9!!!) versus a more common sniper or missile/rocket... :p
this gets tough if someone is hanging out in the doorway and the only way to shoot him is to enter the building and forfeit cover. We make a special exception in that case. on another note: do you guys put cover in the building itself or do you just leave it empty? I always thought it HAD to be empty, but upon further inspection I couldn't find anything in the rules stating this
That's why they made the interior of the room a saturation zone. So shooting through it is less powerful.
Only in engineering deck, the Armoury doesn't have the saturation zone. Though you can use a hacker to only open one Armoury door if you want to.
Some objective rooms I have encountered had some stuff inside. I like it - it is not boring and sterile, but a nice place to defend.
I always go for terrain in the Room. We try to block shoot-through in at least one direction, although it's pretty fun to leave it on the "horizontal" direction if possible (through the two doors that open towards the board sides, not the DZs). Having interior furniture for this is pretty sweet.