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What are you guys doing for it? For my last two games, we've rolled a random number, then rolled on the table to see what we get. I play in a shop with a huge selection of terrain so it's handy.
Game 1 ended up having a mysterious wood (turned into a wildwood) a raging torrent, an arcane ruin and a big assed building, as well as a couple of normal hills. Not too OTT.
Game 2 got a blazing barricade, a Dwarf Brewhouse (which may be my favourite new terrain piece) an Anvil of Vaul, an Earthblood Mere, a normal hill, and a watchtower. Oh and two rivers. That is a huuuuuge amount of random wierdness on one battlefield. I think it's sorta cool that there are situational special rules to make the terrain have more of an effect, and I like that it no longer slows you down, but holy hell, from a narrative standpoint the new battlefields are completely crazy. Why was that fence on fire? Why was it even anywhere near the Brewhouse? What about that Anvil of Vaul? Or the magic swamp?
What the hell?
Is anyone else using this method to set up terrain, or are people limiting it to one wierd terrain piece per board or what. I'll be interested to see how TOs deal with this because it will have a major effect. Especially since some of the terrain pieces buff particular armies far more than others. I think the rules are nice and flavoury if used sparingly or as part of a narrative scenario game.
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