Post by knoffles on Jul 31, 2017 15:05:49 GMT
So this isn't a new Scenario but I thought this would be the most logical place for this post.
One of our club members knocked this together for our Kings of War competition but it got such good reviews from the competitors that I adapted it for our WFB competition. You will notice it deliberately excludes some of what I consider the extreme terrain pieces (lore of death anyone). I know it can be argued that much of the mysterious terrain was designed to fit in with the ruleset but personally I don't like that nearly everything has to have magical properties. Why can't a river just be a river with the normal drawbacks? Well as I stepped up to run the comp' I decided to get rid of some of it. Choices were almost completely arbitrary. I left some stuff in as I appreciated that not everyone felt as I did.
Edit: For user ease, I've attached the latest version of the file below but I haven't updated the main post with the amendments.
SELWG WHFB 2017 terrain table v2.docx (18.93 KB)
Terrain Setup
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.
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:
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 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 must be at least 3” apart (exception WHF, which touch/link buildings).
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.
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.
A) 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.
B) Player B places the hill in any DZ, at least 9” from any table edge.
C) Player A places 1*tree base anywhere on the table, at least 6” from any table edge.
D) Player B places 1*tree base anywhere on the table, at least 6” from any table edge.
E) 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.
F) 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.
A) Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
B) 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.
C) Player A places 1* tree base in any DZ no more than 9” from any table edge.
D) 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.
A) Player A places 2*trees, anywhere on the table except in DZ’s and at least 6” from any table edge.
B) Player B places 1* hill in each DZ at least 6” from any table edge.
C) Player A places 1* marsh anywhere on the table at least 9” from any table edge.
D) Player B places 1* marsh anywhere on the table at least 9” from any table edge.
Terrain deployment instructions Map 4.
A) Player A places river 18” from any long table edge running from short edge to short edge (6ft length).
B) Player B places 1*tree base anywhere on the table, except in a DZ.
C) 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.
D) 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.
A) 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.
B) 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.
C) Player A places 1*trees anywhere on the table at least 9” from any table edge.
D) 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.
A) 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.
B) Player B places 2*marsh in any DZ at least 9” from any table edge. Both can be in the same DZ.
C) Player A places 1 hill anywhere on the table 9” from any table edge.
D) Player B places 1 hill anywhere on the table 9” from any table edge.
One of our club members knocked this together for our Kings of War competition but it got such good reviews from the competitors that I adapted it for our WFB competition. You will notice it deliberately excludes some of what I consider the extreme terrain pieces (lore of death anyone). I know it can be argued that much of the mysterious terrain was designed to fit in with the ruleset but personally I don't like that nearly everything has to have magical properties. Why can't a river just be a river with the normal drawbacks? Well as I stepped up to run the comp' I decided to get rid of some of it. Choices were almost completely arbitrary. I left some stuff in as I appreciated that not everyone felt as I did.
Edit: For user ease, I've attached the latest version of the file below but I haven't updated the main post with the amendments.
SELWG WHFB 2017 terrain table v2.docx (18.93 KB)
Terrain Setup
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.
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:
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 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 must be at least 3” apart (exception WHF, which touch/link buildings).
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.
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.
A) 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.
B) Player B places the hill in any DZ, at least 9” from any table edge.
C) Player A places 1*tree base anywhere on the table, at least 6” from any table edge.
D) Player B places 1*tree base anywhere on the table, at least 6” from any table edge.
E) 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.
F) 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.
A) Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
B) 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.
C) Player A places 1* tree base in any DZ no more than 9” from any table edge.
D) 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.
A) Player A places 2*trees, anywhere on the table except in DZ’s and at least 6” from any table edge.
B) Player B places 1* hill in each DZ at least 6” from any table edge.
C) Player A places 1* marsh anywhere on the table at least 9” from any table edge.
D) Player B places 1* marsh anywhere on the table at least 9” from any table edge.
Terrain deployment instructions Map 4.
A) Player A places river 18” from any long table edge running from short edge to short edge (6ft length).
B) Player B places 1*tree base anywhere on the table, except in a DZ.
C) 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.
D) 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.
A) 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.
B) 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.
C) Player A places 1*trees anywhere on the table at least 9” from any table edge.
D) 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.
A) 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.
B) Player B places 2*marsh in any DZ at least 9” from any table edge. Both can be in the same DZ.
C) Player A places 1 hill anywhere on the table 9” from any table edge.
D) Player B places 1 hill anywhere on the table 9” from any table edge.