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Tips For Using Terrain

by Gary James

Well, it's obvious, isn't it? You just plonk it down on your gaming

board. Not so - here are a few things to think about when placing and

using your terrain - **board balance, placement, knowing your terrain,

and special rules**. Of course, the challenges posed by different

types of terrain and landscape are part and parcel of the game. I am not

suggesting that you eliminate this challenge, but there are certain

pitfalls to be avoided.

Board balance Try to ensure that each side of the board is

reasonably balanced in terms of cover, difficulty of ground and height

of ground - unless you need a particular layout for a scenario or

re-fight. This does not mean that the board has to be symmetrical or

exactly the same on each side - it is more a matter of balance. One side

could have more cover, but at the expense of it being surrounded by

difficult areas of terrain. Another could have more high ground or

buildings on one side but they could be difficult to capture or get

into.

Placement Be careful about the placement of terrain in

deployment zones. Allowing deployment on a high building or hill with

good lines of fire could seriously favour one side. Availability of

cover in deployment zones is important too - especially for the person

who goes second! Think about the placement of buildings and hills and

don't disadvantage a player who has vehicles by making it impossible to

get between them - life shouldn't always be easy but deliberately making

things difficult for your opponent because you know they have large

vehicles and you don't is a subtle form of cheating. Consider breaking

up large areas of open ground with something that provides some cover -

a few rocks or trees for example - otherwise it might become a redundant

area because no-one wants to risk crossing it.

Know your terrain Having to stop and ponder about the effects

of a terrain type in the middle of a game is frustrating and spoils the

flow of the battle. Before commencing run through the terrain and agree

that, for example, that river can't be waded, that slope or hill is

difficult terrain, chain link fencing provides soft cover etc. Think

about making up some terrain datafaxes that carry these details

for easy reference. The datafax should include the armour value of the

terrain, effect on movement, type of cover it provides, type or degree

of obstacle, and any special rules that apply.

Special rules On the whole I don't recommend introducing lots

of special or complex rules to do with terrain - it complicates the game

too much. However, it can be interesting to use a special rule now and

then. Why not leave some of the details about terrain to be discovered

during the game?

Examples...

# When using rivers leave the decision about how deep they are, and

therefore how easily they can be crossed, until someone reaches it

during play. Place blank counters every 6 inches or so along one

bank. When a trooper or vehicle reaches the river roll a D10, D20 or

whatever. This becomes the depth of the river at that point. Write

this on a counter and place it face down - your opponent must reach

the river himself to discover the crossing points!

# Chain-link and other fencing could have variable armour value or

toughness rolled up when someone reached it. Once discovered this

could be kept secret from your opponent. Why not try randomly

deciding if the fence is electrified or protected by a stasis field

or something.

# These gameplays make scouts into true scouts, determining the lay

of the land before the main drive begins.