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		<title><![CDATA[Latest posts for the thread "How much of what kind of Terrain?"]]></title>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ So my friend has built me a table to play Warhammer at home, but I need to get some terrain on it. I already have a theme (toys soldiers in a bedroom), and I know that I will need around 15ish pieces of terrain for the new rules, but what I am not sure how much of what types I need. Is four ruins enough with the new rules or is all that matters the number total and me and my opponent can just throw rules on whatever?]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 17:10:41]]> GMT</pubDate>
				<author><![CDATA[ UncleJetMints]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ What is the table size? We tried the recommended size for a 1k game this weekend and used about  8 ruins(mostly the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> ruins) and an obstacle and it seemed like a pretty good amount of terrain, we both were able to move around pretty well, even with vehicles.<br /> <br /> I played a mostly melee <span class="glossaryitem" onmouseover='gp(10);'>BA</span> army with an ok amount of shooting, he played sisters with a little melee and a lot of shooting. Both of us discussed the game after it was over and felt the terrain was pretty fair.<br /> <br /> You could use other terrain but <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> blocking terrain seemed nice.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 17:14:44]]> GMT</pubDate>
				<author><![CDATA[ TheAvengingKnee]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ Your two most important traits are Obscuring and Dense.<br /> <br /> You want one large piece with either of these traits in every 15x15 square.<br /> <br /> Dense applies to area terrain, which must be &gt;3&quot; tall.<br /> <br /> Obscuring can be applied to Obstacles or area terrain, but it needs to be &gt;5&quot; tall.<br /> <br /> Then a smattering of smaller obstacles; some will have light cover, some will provide heavy, some will provide both.<br /> <br /> Before any scenery goes on the table, you may want to set up some hills for variety, but not 100% necessary.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 17:19:44]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ I follow three golden rules for terrain.<br /> <br /> 1. Don't count pieces. Pile your terrain up in a corner of the board and see how much of the board it actually covers- 25-33% is optimal. For a 44x60" table, this means you want around 165-220 square inches of terrain.<br /> <br /> 2. If a piece of terrain isn't at least 6" long in one of the horizontal axes, it's functionally decorative for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. I do a mix of sizes but try to ensure they meet this minimum (eg sandbag lines are at least 6" long, forest bases are at least 6x4", buildings/ruins are at least 6" one one of their walls, and so on).<br /> <br /> 3. Use a mix of types- around half of the terrain should block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, at least for general play. Too much <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking terrain makes for a maze-like game and too little <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking creates a wide-open no-man's-land, both of which can be fun but aren't what the core rules are based on. Try to vary area terrain vs one-dimensional terrain (like sandbags), traversable vs non-traversable, occupyable vs non-occupyable.<br /> <br /> From there, you can figure out exactly what sort of theme you want to go with, and then pick out types.<br /> <br /> So, worked example, if you want to do urban, I'd suggest a mix of:<br /> <br /> -Ruins (<span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking, can be occupied)<br /> -Free-standing walls (<span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking, block movement, can't be occupied)<br /> -Rubble piles and craters (don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, impede movement but provide cover)<br /> -Sandbag lines (don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, don't impede movement, provide cover)<br /> <br /> That gives you two types of area terrain and two types of 'line' terrain; and of those two block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, two don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> but provide cover, and one of the <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blockers can be occupied to act as cover. This gives you variety and makes the battlefield really meaningful and impactful to gameplay, rather than window-dressing.<br /> <br /> It might sound like a lot of work, but once you've decided what you want to use, it's quick to build up and paint.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 17:28:55]]> GMT</pubDate>
				<author><![CDATA[ catbarf]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/493e3914c3c1b175bb040d2385783e49.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/790531/10883348.page"><b>catbarf wrote:</b></a><br/>I follow three golden rules for terrain.<br /> <br /> 1. Don't count pieces. Pile your terrain up in a corner of the board and see how much of the board it actually covers- 25-33% is optimal. For a 44x60" table, this means you want around 165-220 square inches of terrain.<br /> <br /> 2. If a piece of terrain isn't at least 6" long in one of the horizontal axes, it's functionally decorative for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. I do a mix of sizes but try to ensure they meet this minimum (eg sandbag lines are at least 6" long, forest bases are at least 6x4", buildings/ruins are at least 6" one one of their walls, and so on).<br /> <br /> 3. Use a mix of types- around half of the terrain should block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, at least for general play. Too much <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking terrain makes for a maze-like game and too little <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking creates a wide-open no-man's-land, both of which can be fun but aren't what the core rules are based on. Try to vary area terrain vs one-dimensional terrain (like sandbags), traversable vs non-traversable, occupyable vs non-occupyable.<br /> <br /> From there, you can figure out exactly what sort of theme you want to go with, and then pick out types.<br /> <br /> So, worked example, if you want to do urban, I'd suggest a mix of:<br /> <br /> -Ruins (<span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking, can be occupied)<br /> -Free-standing walls (<span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blocking, block movement, can't be occupied)<br /> -Rubble piles and craters (don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, impede movement but provide cover)<br /> -Sandbag lines (don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, don't impede movement, provide cover)<br /> <br /> That gives you two types of area terrain and two types of 'line' terrain; and of those two block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, two don't block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> but provide cover, and one of the <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>-blockers can be occupied to act as cover. This gives you variety and makes the battlefield really meaningful and impactful to gameplay, rather than window-dressing.<br /> <br /> It might sound like a lot of work, but once you've decided what you want to use, it's quick to build up and paint.</div></blockquote>^I endorse this post and method, in particular the "Three rules of terrain."  That's a great set of guidelines.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 17:58:15]]> GMT</pubDate>
				<author><![CDATA[ Insectum7]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ Thanks, I was planning on using the recommended size for 2000 points. I will try the 3 rules and see if that gives us some good games.]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 18:31:04]]> GMT</pubDate>
				<author><![CDATA[ UncleJetMints]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ Dense Cover, Obscuring and Light Cover are the three most critical elements to put into your board. <br /> <br /> Terrain too small to qualify for the former two must be the latter, otherwise it will essentially have zero effect. <br /> <br /> Breachable, Scaleable, Defense Line, and Unstable Position are game-usability rules. Throw them on any terrain piece that seems like it should qualify for them. <br /> <br /> Exposed Position is a realism element. if it seems silly that someone would gain cover by being on top of a piece (usually because it has a big, flat top) then make it an Obstacle and make it Exposed Position. Area Terrain should never be Exposed Position unless it's something like a ruin with a large flat top but an area underneath a unit could hide.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 30 Jul 2020 18:39:52]]> GMT</pubDate>
				<author><![CDATA[ the_scotsman]]></author>
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				<title>How much of what kind of Terrain?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Terrain too small to qualify for the former two must be the latter, otherwise it will essentially have zero effect.</div></blockquote><br /> Luckily, in the advanced rules section of the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has stated that terrain with no listed cover get Light Cover by default.<br /> Also, because saves can be allocated to models in cover (like, if 1 model is in cover, and 9 arent, saves can be allocated to the one in cover), this actually can make what was previously useless scatter terrain actually pretty handy.<br /> Say you have a bunch of small crates or barrels: They're obstacles, and even if you don't assign them any cover type, they still provide cover to models within 3" behind them. A couple crates can actually shield a small squad pretty effectively!<br /> <br /> I also advocate for just giving pretty much every piece of terrain the following by default (exceptions for like, barbed wire): Scalable, Breachable, Defensive Line, and things with 'walls' Defensible. Most of those rules only really come up when they need to exist, so it doesnt make much sense to not have them.<br /> A forest doest care if it doesnt have scalable, but if you forget to give it to a 2 story building, then technically your opponent can drive a tank on top of it.]]></description>
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				<pubDate><![CDATA[Fri, 31 Jul 2020 04:49:22]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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