Organising the SELWG wfb Competition – Part 5 – Terrain

In the final post of this series (thank god I hear you say, I can’t deal with any more of these wordy posts, where the hell are all the pictures!) I’ll look at the terrain table.

I will hold up my hand and say right now that i’m not a fan of the terrain table in whfb 8th edition. I know it can be argued that it was designed to work in conjunction with the rest of the rule set but it bugs me that almost everything has to have some special ability. Why can’t a river just be a river. Isn’t it enough that it has impact on movement or removes steadfast etc. Why on top of that must it give you the ability to cast spells etc. Having something that also gives you loremaster of Death seems massively overpowered. I’ve also found that when playing games, most of the time people forget about the terrain abilities too.

Well because it was my comp pack, I decided to follow Steve’s lead from last year and get rid of most of that crap (If you don’t like the decision, you can step up and run it next year and include all of it 😀).

If you read the blog, you will know that i’ve been playing Kings of War this year and in that rule set, the norm is to use Map Packs (one of the best known in the community is a random map generator from http://www.epicdwarf.com/. Like everyone his site is struggling a bit from the recent photo bucket change of terms but the random terrain generator still works fine). Although it is a fantastic tool, I don’t actually like the presentation (see below example) so instead thought about producing my own in battle chronicler (again example below). The issue with this was the amount of effort it would take to produce on top of everything else.

Epic Dwarf map example
Epic Dwarf map example
1. Terrain
Battle Chronicler example map

Neil (who is running our KOW comp) decided to go down a different route and put together his own terrain chart. In this he created 6 separate maps with fixed terrain but the placement could be variable and was down to the players (within certain limits). I think everyone in the competition really liked using this table and a number of the additional comments on the survey asked to use something similar. So with Neil’s permission I adapted it for use in the whfb competition.

You will note that, despite my personal dislike for the magical element of all terrain in 8th ed. I didn’t completely get rid of all the random terrain ‘abilities’. I appreciated that some players actually like this randomness, so I kept the rules for woods and marshes and also included the odd other item in some of the maps (all items I deemed to be not game changing)

So below is the current version of the terrain setup document (edit: updated with v2)

WHFB 2017 Competition Terrain setup v2

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. (This was adapted from Neil’s KOW pack).

After 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:

If placing terrain using the exact measurements proves difficult, use the distances stated as a guideline

Buildings: All have three levels (including Fozziks folding fortress) and can be no more than 6” across. A maximum of 20 wounds worth of models may garrison a building. (e.g. 17 HE Archers & an Archmage) Count the number of starting wounds (e.g. Archmage always counts as 3).

Woods: Can be no more than 12” across – roll a D6 when entering to decide the type. In addition: Dangerous Terrain if Ca/MC/Ch march, charge, flee/pursue, overrun or if Flyer entering/leaving; No Steadfast (unless Stubborn); Lone infantry characters and Skirmishers characters count as Steadfast.

  • 1-3= Normal Forest,
  • 4= Venom Thicket [Unit has Poisonous Attacks; counts as Dangerous Terrain],
  • 5= Abyssal wood [Unit causes fear]
  • 6= Fungus Forest [Stupidity]

Rivers: – all normal.

Marshes: Can be no wider than 9” – roll a D3 when entering to find the type. In addition Dangerous Terrain except Skirmishers; Ca MC and Ch fail test on a 1 or 2.

  • 1= Earthblood Mere [any unit in the marsh has Regen (6+)]
  • 2= Khemrian Quicksand [Mo/MI//MC removed on Dangerous Terrain failure]
  • 3= Mist wreathed swamp [Hard Cover; In test or D6 models are removed]

Walls/hedges/fences (WHF): all normal and all give hard cover. 1 WHF length = 12”, so 3*WHF= 36”

Hills: Can be no wider than 12” – all normal unless stated.

Unless otherwise stated all terrain should be 3” apart (exception WHF, which touch/link buildings).

 DZ = Deployment zone

 

Terrain table (D6 roll).

Map 1) 2*Buildings, 1* hill, 2* woods, 1*WHF, 1*Elven Waystone* [Impassable; Channelling at +1 w/in 6”]

Map 2) 1*River 1*building, 3*hills (2*normal, 1*Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]), 1* woods, 1*WHF.

Map 3) 2*Marsh, 2*woods, 2*hills.

Map 4) 1*River, 4*hills (2*normal, 2*Scree slope [Dangerous Terrain]), 1*woods.

Map 5) 4*buildings, 1*woods, 2*WHF, 1 hill (Scree slope [Dangerous Terrain])

Map 6) 2*woods, 2 hills, 2*marsh.

 

Terrain deployment instructions Map 1.

  1. Player A places the 2*buildings, anywhere on the table except in any DZ and at least 6” from any table edges. Also each building must be between 6”-9” of 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* Elven Waystone anywhere on the table except in any DZ and at least 12” from any table edge.

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 places 3*hills (2*normal, 1*Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]) 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 2*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 anywhere on the table, except in a DZ.
  3. Player A places 2* hills (1*normal, 1* Scree slope [Dangerous Terrain]), 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 (1*normal, 1* Scree slope [Dangerous Terrain]), one in any DZ no nearer than 6” from any table edge, & the other hill anywhere on the table other than in a DZ. (it is allowed that 2 hills end up 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, The buildings being 6” apart with WHF linking both buildings in any configuration.
  2. Player B places 2*buildings & 1*WHF anywhere, but In any DZ at least 6” from any table edge The buildings being 6” apart 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*trees anywhere on the table at least 9” from any table edge.
  4. Player B places 1*hill (Scree slope [Dangerous Terrain]) anywhere on the table at least 9” from any table edge.

Terrain deployment instructions Map 6.

  1. Player A places 2*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 B places 1 hill anywhere on the table 9” from any table edge.

 

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