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Post by shakespear on Aug 17, 2016 2:44:20 GMT
Has the sizes of terrain changed in 3.0?
How do you determine terrain in 3.0?
Anyone make any flat friendly terrain or do I need just cut up felt?
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Post by bob on Aug 21, 2016 2:44:03 GMT
I don't know what you mean by "changed "but here is what the rule says now about terrain sizes. "Each must fit into a rectangle of which the length plus the width totals no more than 9 BW. Only 1 feature can have a length (maximum dimension) of less than 3 BW. Every feature must have both a length and a width (maximum dimension at a right angle to its length) of at least 1 BW. A Gully's length must be at least 3 times its width. The length of other features must not exceed twice their width. BUA and Plough can have straight edges; otherwise all features must be a natural shape with curved edges."
When you say "determine terrain" do you mean how to place it or how to make it? The former takes up about a whole page in the new rules and the latter you can get from Sue Barker's how to start ancient wargaming book. Check out the miniatures page for companies making terrain. Cut up felt will certainly do for a starter, but people are now putting quite a bit of effort into their terrain features.
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Post by twrnz on Aug 21, 2016 5:00:34 GMT
I think Bob has explained reasonably well the terrain dimensions. Which part of terrain placement are you confused about? I'm sure people would be only too happy to clarify any additional points. With regarding felt or printed terrain I find areas of felt are often used to define terrain, often with good results when combined with trees or flock. I personally have over the years attempted to refined my terrain a little. I use a range of three dimensional terrain these days and I find it adds considerably to the look of the battlefield. Even then it adds very little to transport. I recently travelled overseas and both my armies and terrain were easily transported in carry on luggage. Below is a sample very simple hill which is both three dimensional but very transportable. You may note some small areas of rocks which I place on a hill to note it is classed as difficult.  You will find examples of other people's terrain, as well of more of my own on my blog.
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Post by lkmjbc on Aug 25, 2016 1:55:58 GMT
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Post by shakespear on Sept 7, 2016 15:10:18 GMT
What is BW?
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Post by menacussecundus on Sept 7, 2016 16:19:13 GMT
A Base Width. (40mm for 15mm figures, 60mm for 25/28mms). Movement is also measured in BWs.
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Post by evilgong on Oct 3, 2016 8:29:43 GMT
Hiya
Having just played 11 games over the weekend I noticed that I and most of my opponents were placing pretty symmetrical and tactically bland terrain, unless one side was a particularly one-dimensional army.
Why would you not, with the invader choosing their side and the density and pallet of terrain features means you can't do much to put the invader on the back foot. Most of the tactical consideration of terrain really starts with the invader deployed.
Some ideas to kick around, add a "Rare" terrain item to go with Compulsory and Optional features, the defender can replace one Optional feature with a "Rare" which is any terrain item from any geography. However when dicing to place a Rare a score of 5-6 means the invader can place or discard it.
Or, allow the invader to choose to add one feature (from the defender's geography or to choose to delete one Optional feature as the defender places it. An invader making such a choice surrenders the ability to choose battlefield edge to the defender.
Regards
David F Brown
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Post by Cromwell on Oct 3, 2016 13:40:54 GMT
One of my hills. DBA Battle of Hastings.  Church representing a BUA. A wood and plough in the back ground. The Battle shown Is English Civil War (Using my own rules).  95th Rifles Skirmishing in a marsh. (Using DBN rules) 
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Post by lkmjbc on Oct 3, 2016 16:38:24 GMT
Hiya Having just played 11 games over the weekend I noticed that I and most of my opponents were placing pretty symmetrical and tactically bland terrain, unless one side was a particularly one-dimensional army. Why would you not, with the invader choosing their side and the density and pallet of terrain features means you can't do much to put the invader on the back foot. Most of the tactical consideration of terrain really starts with the invader deployed. Some ideas to kick around, add a "Rare" terrain item to go with Compulsory and Optional features, the defender can replace one Optional feature with a "Rare" which is any terrain item from any geography. However when dicing to place a Rare a score of 5-6 means the invader can place or discard it. Or, allow the invader to choose to add one feature (from the defender's geography or to choose to delete one Optional feature as the defender places it. An invader making such a choice surrenders the ability to choose battlefield edge to the defender. Regards David F Brown A fascinating idea David... What would you define as a "rare" terrain piece for various geographies? (I would think a small lake might be one for arable...) Joe Collins
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Post by evilgong on Oct 3, 2016 22:40:32 GMT
I was thinking 'Rare' meant any of the described terrain types, for any geography.
(IIRC DBA-1 had 'impassible' cliffs)
db
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Post by lkmjbc on Oct 5, 2016 17:02:51 GMT
I was thinking 'Rare' meant any of the described terrain types, for any geography. (IIRC DBA-1 had 'impassible' cliffs) db I think a specialty selection would be more interesting. Joe Collins
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Post by timurilank on Oct 6, 2016 6:13:44 GMT
Hiya Having just played 11 games over the weekend I noticed that I and most of my opponents were placing pretty symmetrical and tactically bland terrain, unless one side was a particularly one-dimensional army. ... Or, allow the invader to choose to add one feature (from the defender's geography or to choose to delete one Optional feature as the defender places it. An invader making such a choice surrenders the ability to choose battlefield edge to the defender. On page 31 Phil describes the term "home" terrain as being an army's heartland or a border area where the invader's army would be opposed.
In May of this year I designed a campaign set in post 2nd Punic War Hispania which offered players multiple terrain options; arable, hilly, littoral (5 major rivers) and dry.
Using other terrain options might be one way to handle the bland terrain. Another option is simply vary the size of your features, we prefer smaller size features as there is less chance of discard.
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