Polkovnik wrote:
No, I meant the terrain type should be randomly chosen. So list the possible terrain types each army can have and roll a dice to choose which one. Then make choices as per table in rules for this terrain type.
I like this idea, actually, as it eliminates some of the "sameness" that the current terrain rules yield. A dice for flavor rule like one of these could be pretty cool:
Single Die:
Terrain types are drawn by a single die roll. The players assign number to the available terrain types, initiative gets 1-4, non-initiative gets 5 and 6. No more than 2 numbers can be assigned to any one type, unless all available types have 2 slots already assigned. Terrain types that appear in both lists count as separate slots -- e.g., if both sides get Agricultural, there are two Agricultural slots to cover.
Two Dice:
This is a little more tricky, but a chart streamlines the math. Each player assigns the possible results of 2d6 to the available terrain types (both sides' terrain types get a slot as above) and can double up only on one terrain type, unless all types are doubled up already. The player with initiative gets 5-9 (five picks), the other player gets 2-4 and 10-12 (six picks). Note that this favors the player with initiative, even though he gets one less pick, because of the odds. (Craps playas, represent!) So the results would skew as follows with initiating player in bold:
2: 1/36 = 2.8%
3: 2/36 = 5.6%
4: 3/36 = 8.3%
5: 4/36 = 11.1%
6: 5/36 = 13.9%
7: 6/36 = 16.7%
8: 5/36 = 13.9%
9: 4/36 = 11.1%
10: 3/36 = 8.3%
11: 2/36 = 5.6%
12: 1/36 = 2.8%
Initiative = 24/36 (66.6 %)
Non-Initiative = 12/36 (33.3%)
Under this system, armies with limited terrain have a boost towards getting that terrain because there are fewer options to spread their picks over. Also, the initiating player gets some preference. OTOH, neither side can really "bank" on getting one terrain type, and both sides face the prospect of getting a type that neither side might have chosen in the first place. Moreover, where both sides share common terrain types, that terrain gets some weight, which makes sense because if both armies are familiar with Agricultural, then it should be more likely that they face each other in the common terrain.
I suppose it would mildly hamper big empire types (Romans, Chinese) because they have more types to spread their picks, but they also get a benefit in that an opponent with only one or two types must also spread their picks.
As I type this, I really like the 2d6 method. What am I missing here, other than the extra 2 minutes it might take to deal with this added complexity?
Spike