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We're a fairly limited number of 4 players (Woodelves, Highelves, Daemons, Lizardmen, Empire) and learning the game together.
We've been following the book in how to deply terrain, we take turns in choosing a piece of terrain and place it on the field farther than 12" from the center, then after one of us passes, the other places 1 more.
Lately however, our Daemons player has been doing something (since he hates us shooting his units ), each time I place a hill, he takes a small piece of "impassable rocky hill" and places it right infront of my hill to screen its shooting as much as possible.
hehe I know this sounds non-sprotsmanship, but we're all good friends and don't mind the extra bit of competitiveness. But we're hoping for a better system for laying out terrain, when terrain features give one side an advantage.
So the "don't play him again" response is not helpful here
What's an alternative system that would make things go smoother? Thank you all
Besides the, just set up the terrain so we can get startet, technique, I can think of two other methods.
You can ask a third party to setup the terrain, while the involved players go to another room.
You can take the scatter and two/three regular dice, roll it and see where it lands. Sometimes, though, the result of the rolls needs a bit of tweaking, if it looks too abnorm.
Hope this could help.
both players make a drawing of one half of the board with the terrain on it, then exchange drawings and let eachother build up the terrain like on the drawing.
after that dice of to see which side you get.
(you could also decide to draw two opposite quarters of the table for instance)
'Its better to have a swordmaster and not need her help, then to need her help and not have her'
Byjugo's WIP Thread
We sometimes use a league setup rules.
Take turns, pick a quarter of the table, roll a D6.
1-marsh or pond
6 special (players choice of any other terrain: example building, ruins, impassable rock formation, hill with a cliff on one side, etc.
Minimum of 2 pieces of terrain each. No piecd may be setup within 6 inches of another piece or 6 inches of the centre (different from the normal rule book). You can place a maximum of one more piece than your opponent.
I am right 94% of the time, why worry about the other 3%.
We've got a chart we roll off of. We break the table into 6ths. Each player gets a 3 of them. You choose 1 of your 3 sections and roll 3D6 and look at the chart. Can't have the same result twice. Place whatever terrain came up wherever you want in that section. Then we scatter all terrain 2D6. Then each player rolls a die and whoever rolls highest may remove 1 piece.
It makes for a more fun game. Dwarfs don't always have 5 hills to choose from and WEs don't get 7 woods. It still happens from time to time, but at least its random. We still give the Welfs their free woods though.
Let's see if this works:
Part 2 has a diagram I can't get to show up. It basically is Method one the table is divided 3x2 and Method two is 2x3. We modified the result table to better suite the terrain we have available at our local store.
Method for generating random terrain
Each player rolls a d6. The one with the higher role is player 1 and the one with the lower role is player 2. In the event of a tie, re-roll.
Player 1 rolls a d6. On a result of 1, 2, or 3 the playing field is divided into zones using Method 1. On a result of 4, 5, or 6 the playing field is divided into zones using Method 2.
Player 2 rolls a d6. On a result of 1, 2, or 3 Player 1 places terrain in Zone 1, then Player 2 places terrain in Zone 2, then Player 1 places terrain in Zone 3 and so on until all 6 zones have terrain. On a result of 4, 5, or 6 Player 2 places terrain in Zone 1, then Player 1 places terrain in Zone 2, then Player 2 places terrain in Zone 3 and so on until all 6 zones have terrain.
The terrain placed in each zone is generated using the table below. Re-roll any previously rolled results (including a 3 or 1.
The player places the terrain piece anywhere fully inside the assigned zone, oriented any way (s)he wishes. However, no terrain pieces may be placed
within 12” of the center of the table.
Roll 3 d6
3 Player’s Choice (from items in this table)
4 Impassable Terrain (large rock, tomb, ruins, etc,), blocks line of site
5 A river (very difficult ground), place edge to edge of zone, will not scatter.
6 Single house – 1 floor
7 Single house or guard tower – 2 floors
8 Single wood
9 Single wood, will not scatter
10 Single wood
11 Single one level, small, “round” hill
12 Single two level hill, ¼ piece placed at table edge or with cliff (cliff face counting as difficult terrain)
13 Single two level hill, ½ piece placed at table edge or with cliff (cliff face counting as difficult terrain), will not scatter
14 Two woods
15 3 stone walls / fences, obstacle, retain line of site, hard cover if defended
16 Single deep bog (use wood base), very difficult terrain, does not block line of site
17 Impassable Terrain (large rock, tomb, ruins, etc.), blocks line of site)
18 Player’s Choice (from items in this table)
In the same order as placing the terrain as determined in step 3. above, the players take turns rolling the scatter dice and 2 d6 to
determine the direction and distance in inches the piece scatters.
In the case of a “hit”, the terrain won’t scatter. If the terrain hits the table edge or another piece, it stops immediately (i.e., it will not bounce, slide, etc.).
Terrain can scatter out of its zone and can scatter within 12” of the center of the table.
5. Once all terrain has been scattered, each player rolls a dice. If one roll is higher than the other, the higher-rolling player may remove any one piece of terrain
if (s)he wishes. In the case of a tie, no action is taken.
Roll dice to choose sides as usual.
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Wow, so many complicated ways of setting up terrain.
I find it easier for: Player A to set up terrain, then Player B picks his table edge.
PLAN CLAN MAN!!
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Something that was brought to my attention during a small tourny just last month is that you can't place terrain within 12" on the middle of the board. I'm at work so I can't rember what page it was on but I think it was in the front when they cover setting up terrain. (I'll try to rember to check when I get home.) Try setting up your hill so that he dosen't have enough room to place the impassabel terrain in front of it without being 12" from the center.
You're correct the BRB does suggest this 12" from the center.
And I do appreciate your suggestion, but my aim was to have a method that makes fluffy sense as well as being fair.
I mean, choosing a hill and placing it makes sense to me because an army general has some control over where he wants to meet his enemy, a valley with some woods in between being the classic example.
However, for hills to almost always have "screens" seems a bit too "designed" and unnatural to me.
We ended up using the scatter dice and 3 D6 for displacement suggestion and it worked nicely.
Thanks to all who contributed