Wow! Nice stuff bejart! Where have your posts been up to now?
Dougeagle:
As with bejart, I also use individual buildings. I game at 1-to-1 unit scale. The rules we used to use, by Mobius (who frequents this forum) recommended just using a cut-out to represent the limits of the built-up area, and a couple buildings scattered about for esthetics. We never implementated that.
I do use a cloth cut-out with a couple random trees on it to represent the wooded areas, or with lichen to represent swampy areas, when I use my own felt-cloth + tape approach to terrain. But I've never used a cloth cut-out (or cardboard or sheet plastic cut-out) to represent built-up areas. Always gone with seperate buildings.
http://www.microarmor.com/images/June2605/index.html
Here are a set of pictures of a game we did at my home, which uses my buildings on terrain boards done by Thunder (who also frequents this forum).
http://www.microarmor.com/images/Kursk/index.html
Here are a set of pictures of a game I put on at a gaming Con, re-creating a portion of the battle of Prokhorovka. This one uses my own felt-cloth + tape terrain, and shows a lot of steppes with only one village, but you can at least see a few free-standing buildings.
http://www.microarmor.com/images/MK1%27 ... index.html
Here are photos of a game run on superb terrain boards done by CG Erickson (who graces this forum on occasion). On his boards the terrain is done in great detail, and again each structure is a 1-to-1 representation.
There are several battles recorded on Thunder's website that you can review, that show seperate buildings used on felt-cloth battleboards (my terrain), seperate buildings used on terrain boards (my buildings, Thunder's terrain boards), or terrain boards with buildings mounted right on them (CG Erickson's terrain boards). We've never used a patch to represent the limits of the built-up area.
I have just come to prefer looking at a building and seeing it as a building. A house is a house, a barn is a barn. In the rules we play now, Mein Panzer (by ODGW), they recommend working line-of-site by the mechanism of the "string of death". You stretch a string between two models. If the string has to go around something in-between, they can't see/shoot each other. It is a very simple, intuitive, and effective approach. A building model is a building, and the line-of-site is related to what the model obstructs. Can also be implemented with laser-pointers, but somehow it is a bit more fun to call for the string, and say "just SOD 'em all!".
I realize that there are inconsistancies with scale ... ie: our ground scale is usually 1:1,000 or 1:2,000 even though our models are 1:285 or 1:300. So that little village church winds up covering an acre or more. Yawn. I can live with that, easier than I can live with one tank representing five. (Not that I'm criticizing a 1-to-5 unit scale. Go ahead and play it. It just isn't my cup of tea.) We always make some abstractions in gaming. A street that is 50 yards wide, or a peasant hut that is 100m long, is an adjustment to reality that I can accept.