If one player is cutthroat and the other is unsuspecting, you tend to end up with terrain that gives an exaggerated advantage to one player – try to cross a board covered in swamps to get at an artillery train and you will see how much fun this can be. If both players are out to get the most out of the terrain, it tends to devolve into a game of checkers – you place a some walls there to take cover behind and I place a sheer cliff in front of it to make it useless. In my experience, this often leads to one of three things, depending on how many of the players view terrain placement as something you do to give yourself an edge in the coming game. Miniature wargames rarely go into any kind of dept with terrain placement, and commonly just say that terrain should be placed in any mutually agreeable manner. Not only does it take a fair bit of effort and / or money to get something that both looks good and is practical to use on the tabletop, but it also requires some effort (though probably no money) to place it in such a way that you get a battlefield that is both good looking and challenging for the players. Terrain for your fantasy miniature wargame presents several recurring challenges. Rivers should come with one crossing point per ~2 feet in length, either a ford or a bridge. Rivers should be long enough to connect the two closest table edges, passing through the position marked on the placement card. Obstacles should form a continuous line (not necessarily straight) no more than 18" long and where the end points are no more than 15" apart. Terrain pieces should be more or less 8" by 8" in size, or have an equivalent footprint. Hit the 'refresh' button in your browser to generate another sample. Placement cards for 4 by 8 foot tables - 40 KB.Placement cards for 4 by 4 foot tables - 30 KB.It does not contain copyrighted material and is not based on any terrain generating method in any rulebook anywhere.īelow you will find the standard generator, intended for tables 4 by 6 foot in size, as well as additional cards for tables of different sizes and some themed selection cards that can either complement or replace the standard ones. Note that the system is generic and intended to be used with pretty much any game system. The two main advantages of this is that the setup is not predictable ("Two hills and two woods, again!") but unlike completely random methods, you know how many of each type of terrain you will need ("SIX rivers!"). To achieve this, the system used two decks of cards, one card gives you a list of what terrain to use on your table and the other gives you a map showing where the terrain is placed. The goal of this system is to produce varied battlefields using a method that is Better Than Random (patent pending, honest!) - the number of possible combinations is finite, but high. I present to you what is quite possibly the quickest terrain generation system there is that doesn't simply involve grabbing whatever features you have in reach and plonking them on the table.
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