KOW - 2017 SELWG Competition – Terrain Generator

Neil decided for the competition that, rather than players just agreeing terrain (it is a comp after all!)  and rather than using the pre-generated maps that helpful players have posted on the Mantic forum, that he would design his own terrain generator.

I like what he has done. It’s different and guarantees that there is a good amount of terrain and it is pretty fair too.

In Neil’s own words:

In most wargames getting the terrain setup acceptable without too many rules & taking a fair amount of time can be a challenge. So here is a process that hopefully will not be too challenging & avoids the dreaded barren table with a few sparse pieces stuck in the corners. Players will still have some input into the final position of certain items. It also saves me the aggravation of printing/designing maps.

 

Before deciding scenario/mission roll on the table below (D6).

Collect terrain listed, & determine player A & B with a roll off (player highest roll). Then follow the deployment instructions.

Some general points:

All hills are L2 height.

All buildings are L4 height & impassable.

All trees are L4 height. Please make sure you have a footprint/base for trees to determine if a unit is in/out of the trees. This is important for LOS & cover.

River difficult terrain & height Level zero (3”-4” width) Does not grant cover save modifier.

Marsh difficult terrain & height Level zero, grants cover save modifier.

Walls/hedges/fences (WHF) L1 height. 1 WHF length = 12”, so 3*WHF= 36”

Unless otherwise stated all terrain must be at least 3” apart (exception WHF, which touch/link buildings and buildings which must be at least 6″ apart).

DZ = Deployment zone

Should it prove impossible to place terrain as described, then it is ok to overlap areas/distances to full fill the instruction.

Please note the slight variation on rules for the rivers only. No cover save modifier.

Hopefully this will generate a table that looks sensible & yet playable with movement trays.

 

Terrain table (D6 roll).

Map 1) 3*Buildings, 1* hill, 2* tree bases, 2*WHF.

Map 2) 1*River 1*building, 3*hills, 1* tree base, 1*WHF.

Map 3) 2*Marsh, 3*tree bases, 2*hills.

Map 4) 1*River, 4*hills, 1*tree base.

Map 5) 4*buildings, 1*tree base, 2*WHF, 1 hill.

Map 6) 4*tree bases, 2 hills, 2*marsh.

 

Terrain deployment instructions Map 1.

  1. Player A places the 3*buildings, anywhere on the table except in any DZ and at least 6” from any table edges. Also each building must be no more than 9” from each other.
  2. Player B places the hill in any DZ, at least 9” from any table edge.
  3. Player A places 1*tree base anywhere on the table, at least 6” from any table edge.
  4. Player B places 1*tree base anywhere on the table, at least 6” from any table edge.
  5. Player A places 1* WHF in any deployment zone, at least 6” from any table edge in any configuration, but all pieces must be touching each other.
  6. Player B places 1* WHF in any deployment zone, at least 6” from any table edge in any configuration, but all pieces must be touching each other.

 

Terrain deployment instructions Map 2.

  1. Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
  2. Player B 3*hills anywhere on the table except in DZ’s, and no more than 6” from any table edges.
  3. Player A places 1* tree base in any DZ no more than 9” from any table edge.
  4. Player B places 1 building with WHF touching in the opposite DZ that the trees are in, no more than 6” from any table edge.

 

Terrain deployment instructions Map 3.

  1. Player A places 3*trees, anywhere on the table except in DZ’s and at least 6” from any table edge.
  2. Player B places 1* hill in each DZ at least 6” from any table edge.
  3. Player A places 1* marsh anywhere on the table at least 9” from any table edge.
  4. Player B places 1* marsh anywhere on the table at least 9” from any table edge.

 

Terrain deployment instructions Map 4.

  1. Player A places river 18” from any long table edge running from short edge to short edge (6ft length).
  2. Player B places 1*tree base in the centre of the table, or as near as possible.
  3. Player A places 2* hills, one in any DZ no nearer than 6” from any table edge, & the second hill anywhere on the table other than in a DZ.
  4. Player B places 2* hills, one in any DZ no nearer than 6” from any table edge, & the other hill anywhere on the table other than in a DZ. (both hills may be in the same DZ)

 

Terrain deployment instructions Map 5.

  1. Player A places 2*buildings & 1*WHF anywhere on the table, but not In any DZ, at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in nay configuration.
  2. Player B places 2*buildings & 1*WHF anywhere but In any DZ at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in any configuration. Also must be at least 12” away from nearest building in A above.
  3. Player A places 1*tress anywhere on the table at least 9” from any table edge.
  4. Player B places 1*hill anywhere on the table at least 9” from any table edge.

 

Terrain deployment instructions Map 6.

  1. Player A places 4*trees, anywhere on the table except in DZ’s and no nearer than 6” from any table edge & at least 6” apart.
  2. Player B places 2*marsh in any DZ at least 9” from any table edge. Both can be in the same DZ.
  3. Player A places 1 hill anywhere on the table 9” from any table edge.
  4. Player A places 1 hill anywhere on the table 9” from any table edge.

 

Advertisements

4 thoughts on “KOW - 2017 SELWG Competition – Terrain Generator

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s