Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 20 posts ]  Go to page Previous  1, 2

Observation on table top games and terrain

 Post subject: Re: Observation on table top games and terrain
PostPosted: Thu Feb 13, 2014 11:17 pm 
Brood Brother
Brood Brother

Joined: Thu Jan 31, 2008 9:15 am
Posts: 1832
Location: Oslo, Norway
Considering Epic's highly variable scale, how big should terrain be, really? Isn't the scale something like 15cm=200m, 30cm=1km and 90cm=5-10km?


Top
 Profile Send private message  
 
 Post subject: Re: Observation on table top games and terrain
PostPosted: Fri Feb 14, 2014 12:08 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
You are correct that E:A uses an 'elastic' scale for distance. IMO this is an interesting mechanism that allows the game to represent large distances across the battlefield as well as the claustrophobic sense of close quarter fighting.

So, it is not possible to use the same flexible scale to define terrain sizes.


Top
 Profile Send private message  
 
 Post subject: Re: Observation on table top games and terrain
PostPosted: Fri Feb 14, 2014 10:28 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 28, 2008 3:15 pm
Posts: 1316
Location: Stockholm, Sweden
Sorry if I came off as a complete realist, and thank you for all the great posts. Sometimes I do feel that terrain is neglected as a gaming topic. Most of us collect armies, and discuss tactics and lists, but terrain is probably more seen as a facilitator, and most of us probably strive for a fair terrain setup so the armies can slug it out. Funny Scotland was mentioned, I was going to use Edinburgh's Arthur's Seat to contradict myself as a prime example of hills being Irish (even in Scotland) next to Gothic buildings. :D

Image

When I play Epic, we mostly follow the Tournament set-up procedure with 12 pieces of terrain etc. I do realize that for a pick-up game, it is a good solution. I use the same solution for area terrain as Bissler does, a flat "base" which shows the exact limits of the forest for gaming purposes, and then token trees that can be shuffled around without impeding the troops' advance, or needing to balance them against fixed terrain pieces.

Example of Tyranid infested swamp for my ongoing Tyranid terrain project:
Image

But I live in Sweden, and if it is not a building or a mall or a field, we have plenty of trees. Living in the outskirts of the capital, I do notice that the few trees that are left mostly occupy unwanted land (expensive to exploit).

I lived for a while in Japan, and Japan is extremely rich in forests, but only due to it being extremely mountainous (and a shogunate who banned logging to stop increasing land erosion). When you travel in Japan, you'll quickly see that if it there is any flat land, it is appropriated and used.

That is why I named the thread "Observation". It was simply that. I do not think things are more "right" or "wrong", but I do believe in mixing things up and trying out new things, and I used the hill/forest example because I found some war gamers' knee jerk reaction interesting. Terrain usually comes in every possible flavour. I also think the comment on abstraction relevant. Movement rates are better thought of as abstractions of getting from A to B, not velocity. My memory from serving in the Army (in Sweden it used to be mandatory for men, optional for women), is that getting from A to B generally involves lots of map-reading, intelligence, recon and choices. You tried to follow paths and minor roads as well, since walking over a field or through a forest generally is not like a walk in the park, so you sort of zigzagged your way forward (roads themselves generally following land boundaries).

One idea I have right now, is to have a third player set up the board in advance, take pictures or draw a sketch beforehand, and send it to the two players who can choose forces accordingly. It would be like two Supreme Commanders picking forces for a key battle. City board, full of woods, desert with dunes etc. This would perhaps see some forces never being picked suddenly getting a chance. A terrain-filled board would favour infantry, which also would favour anti-infantry vehicles. Since AT is generally harder to obtain, people generally go for AT options (Predators, Razorbacks, Hammerheads etc). A desert battle with dunes could make for an epic tank-battle.

Thanks for all the comments. I spent a good day of the morning reading them.

/Fredmans


Last edited by fredmans on Fri Feb 14, 2014 1:24 pm, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: Observation on table top games and terrain
PostPosted: Fri Feb 14, 2014 12:04 pm 
Brood Brother
Brood Brother

Joined: Tue Feb 22, 2011 11:43 pm
Posts: 2556
Location: UK
I do keep meaning to try to play some games with specific terrain setups: "scenario lite" if you will.

_________________
Kyrt's Battle Result Tracker (forum post is here)
Kyrt's trade list


Top
 Profile Send private message  
 
 Post subject: Re: Observation on table top games and terrain
PostPosted: Fri Feb 14, 2014 2:41 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 21, 2013 6:45 pm
Posts: 455
I love the nature aspect of gaming tables and love to play with hills, forests, and hills. I also love buildings too, whether they be the early AT types, or the SM types. And of course, the Epic 40k ones are stellar, especially when used with the AT ones. But its important to me how it all flows together, and one reason why I typically do not use randomly generated tables. I prefer to spend some time creating a killer environment that looks awesome before a single unit is set on the board, with being sure there is proper cover and lanes to move around for anyone setting up anywhere. Then after I set all that up, I let my opponent decide which side they want to fight from. Not all towns and cities are laid out logically or are zoned from scratch, but to me the gaming board is why we play '3d roleplay' games to begin with, and whenever I see a gaming board in a demo where there are vast open areas, or buildings just along the edges, or no water or trees, I just want to smack someone.

A well made gaming table with unpainted minis is far better than well painted minis and a crappy table.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 20 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 24 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net