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Friends and i have always played on flat terrain-less battlefields. we have model trees, housing etc. , but how do you propose setting this stuff up "fairly" so that one person doesnt place it purposely to their advantage ie: high ground chunks for ranged or LoS blockers for scout placement?
we thought of making a grid like a chess board and roll dice for each object's placement location. any other ideas?
I have the same exact problem as you. I play as HE, a very ranged focused army. and we have a large hill that we use. i rolled first and chose the hill and placed it perfectly. Then my opponent took a boulder we had, and dropped it right on the hill, rendering it useless. This happenes to me every game. What we find usefull is to agree with each other to make the battlefield realistic, or nice looking instead of in advantageous positions.
This is the only solution we have come up with, so im curious to see what other people do.
The way I usually play is one person sets up the terrain. Then the other person looks it over and adjusts it till they're satisfied. This requires bother players to be mature and realistic about what terrain goes where. Then we roll to see which side each of us get. So in case one edge get stacked for or against one opponent, there's still the chance that you'll end up with the "bad" edge.
Another way I've heard about is each player rolls a D6. Winner places terrain. Alternate till all terrain is used up. Each player than rolls a D6 and the number is the number of terrain pieces each player can reposition. Then roll to see which edge each player gets.
Hope that helps!
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One way is to have one player set up the terrain and then his/her opponent picks the side that they want.
It forces the first player to make a board that is pretty competative on both sides or risk getting the side that they designed to be a death trap.
Personally, I get to play so rarely any longer that when I do, it is usually only on special occaisions with lots of other players around.
We then get one of them to set up the terrain, and they do so according to artistic/esthetic reasons.
Ie: Forests are usually grouped together, streams run downhill ect.
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We play on pre-set up boards and add some terrain. We usually roll randomly to select the board. Sadly this means that on the 75% terrain map altaioc rangers ruin all, as they start in terrain with huge cover saves. On the same note if they end up on the desert board they are more or less screwed, as the player now has a huge amount of units whose cover abilities are useless. So overall we just do it randomly at our local store.
Last edited by mephistophales; March 30th, 2006 at 02:34.
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Originally Posted by Grey
That's a really good idea. I'm going to have to start doing that!
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We usually pick a piece of terrain of similar size each until we have all the pieces split, then take turns to place it and then scatter it d6''. After that we roll for sides so fairness is guaranteed almost all the time.
I like the one-player-sets-up-other-player-chooses-table-edge approach. Or I make use of a handy flatmate, nearby club member or designated terrain deployer (although she prefers the term 'girlfriend'). It's nice to have someone independent but aware of the way the game works (girlfriend is learning) as they can deploy 'nice' looking scenery but without making it unfairly disadvantageous to one side. I find neutral players often include a focal point like a crossroads or farm-stead that makes for a nice tactical and thematic difference, too.
No more NG spearmen, thanks! Now I need some pump-wagons!
great ideas guys... good thread