Guidelines for Battlefield Creation:
1.) Rule of cool.
Never feel that you
HAVE to place a particular piece of terrain which doesn’t seem appropriate to
the scenario/looks silly just because the dice rolls it. Swap it for something more appropriate! Similarly, if there is a piece of terrain
which the particular combo of scenario and terrain type suggests (e.g. heaps of
swamps in a swamp terrain piece) then feel free to modify by swapping these for
less appropriate pieces. I would rather
both players (and a GM if available) create a battlefield which suggests a
STORY – this is NOT a tournament! If you
are fighting in mountains and don’t have any rocks or mountains, put ‘em
in! If you are playing in a destruction
HQ (e.g. Chaos) and you roll ‘settlement of order’, change it to ‘encampment of
destruction’ instead!
2.) Remember, 8th edition is
designed for slightly more terrain then previous editions.
I have been reading
quite a bit about people’s frustration with unbreakable hordes and the
uselessness of skirmishers in 8th – the general consensus is that
people are not placing enough terrain pieces.
Remember, the MINIMUM terrain pieces (for a standard scenario) is meant
to be d6+4! Obviously you don’t want things
to be TOO cluttered, but once you have that total (d6+4), I encourage you to
add a few pieces of ‘mundane’ terrain (normal forests and hills especially, but
also the occasional boulder, swamp etc. as appropriate) if it enhances the ‘look’/’appropriateness’
of the board or if the amount of terrain is a bit sparse.
3.) I have changed the chart up a bit
for standard games.
I’ve never really
liked the idea that buildings are more common then hills (based on the 2d6
mechanic) etc., so I’ve switched things around so that there is more chance of
getting mundane terrain – keeping the ‘special’ terrain more special. It doesn’t really make sense to me that there
are steadfast sanctums lying around as common as a peasant’s cottage wall, and
I’m the GM, so there J. I might modify it more for games in different
terrain a bit but we’ll see – want to keep this part pretty fluid.
4.) If you don’t have an item of
terrain, feel free to swap it w/ something appropriate
This goes w/ point
number 1 I suppose – don’t be slaves to the dice roll!
5.) In the case of special terrain, the
effects might apply to a different ‘thingie’
What the hell does
this mean? Well, imagine you are playing
a game in Tilea (or somewhere you wouldn’t expect a Nehekharan sphinx to be!)
and roll a Nehekharan Sphynx. You might
decide either to reroll the die, swap for something else, or else take a more
suitably ‘fluffy’ item which has the same effect – instead of a riddling sphinx,
place an interesting forest and have it mischievous faeries challenging the
intruders to a game of wits, etc.
WARHAMMER: TERRAIN REFERENCE SHEET
Random Terrain chart
Roll
2D6 and consult the chart.
2 Settlement of Order
D3
Buildings, D3 sets of obstacles, plus one roll on
the
Steadfast Sanctum.
3 Steadfast Sanctum
Roll
a further D6:
1 –
Grail Chapel
2 –
Acropolis of Heroes
3 –
Wizard's Tower
4 –
Sigmarite Shrine
5 –
Elven Waystone
6 –
Dwarf Brewhouse
4 Marsh
1-3
Normal Marsh
4 –
Earthblood Mere
5 –
Khemrian Quicksand
6 –
Mist-wreathed Swamp
5 Building (might also include ruins)
6 Hill
Roll
a further D6:
1-4
– Ordinary Hill
5-6
– Roll Below
1-2
– Temple of Skulls
3-4
– Scree Slope
5-6
– Anvil of Vaul
7 Forest (Mysterious on 4+)
8 Obstacles (might also include boulders, rocks, etc.)
Three
6” sections of one of the following. Roll a D6:
1-2
– Fence
3-4
– Wall
5-6
– Roll below:
1-2
Blazing Barricade
3-4
Blessed Bulwark
5-6
Ghost Fence
9 River
(Mysterious on 4+) (unless the scenario specifically calls for it this should
not dominate the battlefield – preferably entering and leaving in one table
quarter)
10 Magical Mystery
Roll
a further D6:
1 –
Sinister Statue
2 –
Arcane Ruins
3 –
Nehekharan Sphinx
4 –
Sorcerous Portal
5 –
Wyrdling Well
6 –
Magic Circle
11 Sinister Structure
Roll
a further D6:
1 –
Altar of Khaine
2 –
Charnel Pit
3 –
Bane Stone
4 –
Haunted Mansion
5 –
Idol of Gork
6 –
Tower of Blood
12 Encampment of Destruction
D3
Buildings, D3 sets of obstacles, plus one roll on
the Sinister
Structure.
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