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The rulebook has some vague guidlines and examples of how terrain is put down. I was wondering what some of the rest of you do.
Typically I just try and get someone else outside the game to cover the table to about the 25% recomendation.
Unfortunitly I had a game today where the right amount of terrain had been put down but the person had, I suppose for asthetics, arranged all the square pieces so that if you viewed them from your game edge they made diamonds not squares. Similarly the long terrain pieces were long not wide.
The net result of this was that there was absolutly no place to put my falcon and wave serpent such that they couldn't be targeted on the first turn(They're really vulnerable until they move once).....and then I didn't get to go first. A couple lucky rolls by my opponent and the battle was essentially over.
Anyway my point is that terrain has a massive impact on the game. Easily more than fleet of footing after deployment or most of the other rules questions we deal with, but it's just not covered. So I was wondering what other groups do.
So far I've seen "have somebody else do it and hope for the best" and "The two of you just start putting terrain down until the board's about 25% full and nobody complains because you don't want to look like a whiner" I suppose I could go more to the second method. At least then I could guarante that both deployment zones have one spot I can hide units that need to go before their defenses kick in (Seer council(fortune), falcon, wave serpent, and to a lesser degree vypers.)
This is a good question... Also, how close together can terrain peices go? Using the second method, can I plunk a bunch of large terrain peices out of the way touching on one edge of the table so I can clear up fields of fire over the rest of the board?
Cadian Enforcement Taskforce(1500) (3/3/2)
181st Cadian (1500) (0/1/4)
For my local tournaments all the boards are set up prior to the games by a bunch of the players. everyone gets a say though, and we don't start until everyone's looked at the tables. All of the games for that day on those tables have the exact same set up then. I personally think the peeps that set up said terrain are pretty bad about covering the board too lightly, but that's my own personal beef.
For home games, the book says that the host sets up the terrain, and if I'm under a time crunch I normally do, but I keep in mind that I don't know what table edge I'm going to get, and plan accordingly. If we do two games in a row, my opponent gets to set up the terrain in between, while I take a break or get something to eat.
At my club we either pick out enough terrain to cover 25% of the table or roll a d3 in each quarter to determine how much terrain is placed (1-3 per quarter, so the board would have 4-12 pieces in total). Then someone places the first piece, and players alternate setting terrain. Once all the terrain is placed, normal set up rules apply (dice off to determine who gets what table side/quarter, who sets up first, who goes first per the rules for each mission). This way, the terrain is almost always randomly set up and there is no way for one player to get an advantage in set up, since you may not get the table side you want when terrain is done. We also try to make sure there are 2-3 size 3 pieces for players to hide tanks behind.
No matter what you do, there are going to be games where you can't protect a model that you want to from first turn shooting.
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just set it up so that its equally spread over the entire board. make sure it doesnt give anyone an unfair advantage.
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Naturally, terrain density is related to the size of your terrain. If every terrain piece is less than 12" square/round then 2 or 3 pieces per board quarter seems okay. If you terrain is larger than things will obviously get crowded right away.
At my local club we place a piece of terrain in the center of each 2'x2' "quadrant" of the board so we'll have 6 pieces on a 4x6 table and 8 on a 4x8 table. Then each terrain piece is scattered 2d6 using the artillery dice. This makes for some interesting terrain as sometimes its gets bunched up and sometimes its really spread out. If the scatter would take it off the board edge or overlap another piece of terrain then it "bounces" off the remaining distance.
An alternative setup is to roll for who will place the first piece of terrain and it is placed so a portion of it touches the center point of the table. Then the next player places a piece of terrain in such a way that it is no closer than 12" to the first piece of terrain and no closer than 6" to a board edge. This continues until there are about 6 pieces of terrain and each is at least 12" from another one.
[COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]
(By the way I mostly play pick up games at stores.)
Gojiratoho's method doesn't sound bad and I like Jon's second method.It ensures that if you want to you can get a hiding space set up in both deployment zones and the rest of the terrain can't be set up that badly (say stuck in a corner). I would have liked some of the other methods except I've learned to appreciate how the nature of terrain can drastically change when someone rotates it.
And yeah I know I might have to deal with some first turn shooting. There isn't much you can do about indirect fire (which at least is pretty inacurate in the current rules), and a number of armies may be able to shoot a fast unit down the edge of the board and get an angle on a hidden unit. But I think it's only fair that an opponent should have to pay for the indirect fire or commit a unit to get that shot in. As opposed to the skimmers having to just stand around with their pants down while most of the opponents army has a go at them.
We usually decide on the terrain type and density before we choose our forces. Knowing if you are fighting in either a table wide jungle, heavy city, small village or open plain can make a big difference to the troop we choose.
We then set the table up to look like real terrain, ie a city with intelligently layed out streets, hedges that make fields, proper walled enclosures - not how as I have sometimes seen, with items scattered at random with no reason other than to give cover to troops.
The main point that we always stick to is, One person sets up the terrain, the other person picks the sides. Though f one person is defending, they are then allowed to place bunkers, traps and obstacles as they see fit.
Badruk's method seems fun for people who know each other and are willing to spend a good amount of time setting up. Though it leaves itself open for exploytation. For example if IG is going up against tyranids they could set up terrain as a couple rows near the back on both sides and a kill zones in between. Either way they'll get to set up in plenty of cover, deny infiltrators anything resembling a good position, and get to use all their guns to full effect every turn. And so on.
However in a similar thread I made in another forum someone mentioned that before placing terrain their group first picks out pieces to completly fill up a table quarter(maybe edge a little out make up for having some dead space between oddly shaped terrain but you get the idea). I think this is a great idea as a table quarter is an obvious amount of space and filling it ensures the 25% terrain requirment. I think a lot of people don't realize how much 25% is and don't have enough terrain around. After that you can just do whatever other method for placement you'd like.
Last edited by sunnyside; June 19th, 2006 at 18:35.
While this can still be still be unbalanced it is one of the strongest ways to keep each other honest. I will go out of my way to make sure that the terrain is relatively balanced since my opponent would get automatic first pick.Originally Posted by Badruk the Mighty
Of course if I'm CC and my opponent is Shooty then I make sure neither side is advantageous for shooty.
Then again, since I play friendly games, my opponent will not let me get away with this and we'll change things.
[COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]