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.
- 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.
- Player B places the hill in any DZ, at least 9” from any table edge.
- Player A places 1*tree base anywhere on the table, at least 6” from any table edge.
- Player B places 1*tree base anywhere on the table, at least 6” from any table edge.
- 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.
- 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.
- Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
- Player B 3*hills anywhere on the table except in DZ’s, and no more than 6” from any table edges.
- Player A places 1* tree base in any DZ no more than 9” from any table edge.
- 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.
- Player A places 3*trees, anywhere on the table except in DZ’s and at least 6” from any table edge.
- Player B places 1* hill in each DZ at least 6” from any table edge.
- Player A places 1* marsh anywhere on the table at least 9” from any table edge.
- Player B places 1* marsh anywhere on the table at least 9” from any table edge.
Terrain deployment instructions Map 4.
- Player A places river 18” from any long table edge running from short edge to short edge (6ft length).
- Player B places 1*tree base in the centre of the table, or as near as possible.
- 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.
- 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.
- 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.
- 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.
- Player A places 1*tress anywhere on the table at least 9” from any table edge.
- Player B places 1*hill anywhere on the table at least 9” from any table edge.
Terrain deployment instructions Map 6.
- 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.
- Player B places 2*marsh in any DZ at least 9” from any table edge. Both can be in the same DZ.
- Player A places 1 hill anywhere on the table 9” from any table edge.
- Player A places 1 hill anywhere on the table 9” from any table edge.
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