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Johntomass

Pre game set up, please read, please try :)

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Pre game set up.

So I've had a few messages and queries on how we do terrain in our group. I'm going to just vaguely waffle and put in some pictures as and when so bare with me and please give it a try, we have hugely rewarding games that are won on skill regardless of how you prefer to play.

So we start by deciding game size and TV total and what objectives are worth we do this as follows.

- we take what ever points we are playing divide by 100 and then add 30% (rounded up) so typical points would mean.

- 1000 = 13 TV

- 2000 = 16 TV

- 3000 = 19 TV

- 4000 = 52 TV

- 5000 = 65 TV

- 6000 = 78 TV

The primary objectives end up at 30% of the total TV the game ( this makes fighting for objectives actually worth the time) secondary's half of that and the tertiaries at minimal amounts, we found any amounts more than 5/6 Encourages camping. So to make it simple

Mfv. Total TV. Primary. Secondary. Tertiary

- 1000 = 13 TV. 4. 2. 1

- 2000 = 16 TV. 5. 3. 1

- 3000 = 19 TV 6. 3. 2

- 4000 = 52 TV. 16. 8. 2.

- 5000 = 65 TV. 20. 10. 3.

- 6000 = 78 TV. 24. 12 3.

Once that is decided we split the table into quarters and fill it with one of each relevant* terrain then add more of the type we fancy at the time. Until a quarter of the board is roughly filled. ( this includes the objective pieces, we found that having the objective pieces be buildings was the best and all of the same foot print.

A note on buildings all buildings are treated as armoured Los class unless they are taller than 4 inches, we tend to have our objectives as armoured class only.

Every time we put in a piece of terrain we find one of the same type with an approximately matching foot print.

https://www.dropbox.com/s/toxhmor0ydv8kvt/2015-12-19%2010.14.01.jpg?Raw=1

https://www.dropbox.com/s/dgsy218fm94eo9v/2015-12-19%2010.19.07.jpg?Raw=1

* relevant being ones that actually have an effect on one or more units involved in the game.

For example aquans vs Dindren with no infantry it would be pointless to use rough ground or rivers.

Once the terrain is selected, split it in half.

The players then take an apposed logistic test highest selects the first terrain piece and places it where they wish. The terrain then mirrors see here:

https://www.dropbox.com/s/dlcdez7p5ess4zi/2015-12-19%2010.40.46.jpg?Raw=1

*important to note that the rules for odd number of secondaries objectives is still used but the other secondaries are deployed a little differently ( primaries still the same)*

Then rinse and repeat until all standard terrain is deployed:

https://www.dropbox.com/s/hk5yrggjhl6hrot/2015-12-19%2010.42.48.jpg?Raw=1

https://www.dropbox.com/s/opht36hg4qpea2s/2015-12-19%2010.44.17.jpg?Raw=1

https://www.dropbox.com/s/vwe0c2o7jmey284/2015-12-19%2010.44.39.jpg?Raw=1

https://www.dropbox.com/s/hzklj5akeacav7c/2015-12-19%2010.45.19.jpg?Raw=1

https://www.dropbox.com/s/lsqygf362r2pu4u/2015-12-19%2010.46.59.jpg?Raw=1

https://www.dropbox.com/s/2vbexo0y1jbnqlt/2015-12-19%2010.48.04.jpg?Raw=1

https://www.dropbox.com/s/hmd8z1ibki67919/2015-12-19%2010.48.11.jpg?Raw=1

https://www.dropbox.com/s/ylfr7r9d6bgoo4j/2015-12-19%2010.49.14.jpg?Raw=1

We then take a logistic test to see who places first primary as normal.

Secondaries are done a little different:

- split the board in half

- find the centre of the two sections

- place a arti marker in the centre

- take a logistic test to see whom gets to pick the first placement of the secondary

- winner picks Which deployment zone the secondary scatters towards

- see picture https://www.dropbox.com/s/s89o1mix1zqtwb0/2015-12-19%2010.56.33.jpg?Raw=1

- between / including, 6 and 2 there are 5 points ignoring rolls of 6 the roll on the d6 determines direction of scatter. Then roll 3 d6 and that is the distance of scatter. ( this cannot bring the objective within the deployment zone nor within 8 inches of another objective)

- the centre of the building is placed at that point at any orientation of choice.

- make sure it is 4 inches away from any other terrain if is not move it the shortest distance to achieve that preferably not towards either deployment zone.

- the process is repeated in the other side but towards the opposing deployment zone.

I know the above seems complicated but it's not after a few gos.

Here's how a set up turned out

https://www.dropbox.com/s/cnajt6w6j0vhgz2/2015-12-19%2011.38.20.jpg?Raw=1

https://www.dropbox.com/s/lj1kokci95l9md8/2015-12-19%2011.38.24.jpg?Raw=1

Ironically the 2 secondaries in the above rolled exactly mirrored lol

And that's how we set up. I urge you to give it a try.

Thanks for reading.

JT

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And I still think that increased TV of the game and objective values skews the unit balance between combat units and take and hold units. This will only improve drop infantry and hinder forces without forcing a more static game in trying to decend against them. It also makes forces with more access to take and hold units and infantry better than others.

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It may seem that way on paper but it really doesn't.

My group knows how to deal with pod infantry well, we don't struggle with them.

The semi random secondaries was just to add in some difference into where objectives are. We found we always put them in the same place

But as you've stated before core you haven't played many games, the TV in the book is only a suggestion so using increased amounts is breaking no rules, the above is trialled and tested ('perfected') in well over 200 games and as always core please actually play test the above before critiquing it. Your speculation while respected is not very comparable to actual game play / play testing.

Once again I urge you to try it. It works and it's fun :) with any play style really and any force comp. especially as the terrain is placed tactically and mirrored adds a new level to the tactics it's a laugh

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More TV make infantry more useful because the game will rely more on objective TV because the overall TV of the armies is not increasing. However, infantry have to survive longer because the ZHT is set higher, making non scoring units more important to kill off infantry. I do think it balances out reasonably well.

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More TV make infantry more useful because the game will rely more on objective TV because the overall TV of the armies is not increasing. However, infantry have to survive longer because the ZHT is set higher, making non scoring units more important to kill off infantry. I do think it balances out reasonably well.

It does I promise you try it, we have such fantastic games :)

I do recommend 5/6k games though. On an 8x4 board. They are the best :)

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We did a huge game the other day and between 4 squads of Hirdmen (one GC) and 2 squads of Huscarls. They lasted the turns and claimed the objective. We played a slightly customised mission for 7 players 16k per team but you know..

We'll be trying your ZHT and objective ideas for sure Jono. We generally do really good terrain already and have never used the rule Book version as it is simply not enough.

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We did a huge game the other day and between 4 squads of Hirdmen (one GC) and 2 squads of Huscarls. They lasted the turns and claimed the objective. We played a slightly customised mission for 7 players 16k per team but you know..

We'll be trying your ZHT and objective ideas for sure Jono. We generally do really good terrain already and have never used the rule Book version as it is simply not enough.

Have you tried adding the tactical edge to the terrain like we do as above. Allows people to make the choice between picking terrain to Benifit them or hinder the enemy or both. I played games where I picked all the terrain and tried to 'gum up' a tracked and wheeled force's deployment zone but he gave himself a lot of Los blockers. It's great you end up playing a tactical game with terrain alone. Give our terrain a try too ;) (although I'm guessing knowing you gr1m you already do a quite fair set up ?)

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