As a tabletop wargamer I have been toying with the idea to translate Conan to the tabletop with as little change as possible. I suspected it might yield a quite decent skirmish game that way. And it would look even better on a 3D tabletop!
When replacing the board with a 3D environment one needs to replace the board’s funcionalities with environmental rules. Here's what I have thought up:
Speed & Movement
The figures’ speed is their Movement factor combined with the board’s areas. I don’t want to change anything in the use of the dashboards so the changes must happen in the translation from board to tabletop.
This is best accomplished by translating the Move factors to fixed Move distances on the tabletop. An average board area is about 5” across so this seems a good standard distance. I use CDs cut in half as pre-made rulers during play to avoid measuring tapes and such.
1 Movement Point equals a CDs radius. That means you can use a CDs diameter for the ususal 2 Standard Movement Points.
In the board game this is facilitated by the board areas. Figures can interact with all figures and objects in the same area and are Hindered by them.
Using similar distances as in Movement figures may interact with and are Hindered by all figures and objects within 5”/can be covered by a CD’s disk.
Measurements are taken from base edge to base edge. This gives large creatures a longer Range, which does not seem unreasonable or undesirable. When using very large creatures measurements are taken from the right front limb or edge, whatever is present.
Line of sight
This seems easy, as physical terrain pieces will block line of sight instead of the LOS dots. In the boardgame terrain is either Blocking or not. Not wanting to add any fundamental changes to the game this means that no rules are necessary regarding partial cover and such.
Since the dots are now replaced by the figures’ relative position to each other, LOS will become more complex and influential.
We used The Amazon's Dragon from the Mythic Battles/Conan crossover set as a test scenario because the terrain could be easily represented with my own collection. It played perfectly and retained the exact same feel as the boardgame but with more freedom of movement. The scenario is a real cliffhanger so it went undecided in both test games up until the last turn.
Care needs to be taken that the table doesn't get too big as Conan games need to be finished in a set number of turns and distances need to be covered in about the same time on the tabletop as on the board. Apart from that (and building copious amounts of terrain) it all went smoothly.
So in building more terrain for this game there is even more fun to be had from this great game!