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Terrain selection
Posted: Thu Sep 16, 2010 7:58 am
by vitriol
Dear friends, I’d like to be reassured about number of terrains to place.
As to the rules the situation is as follows:
- 2 compulsory pieces (the 1st selected by pre-initiative player and the 2nd by the opponent)
- minimum 2 and maximum 4 pieces selected by pre-initiative player
- minimum 2 and maximum 4 pieces selected by opponent
So on the table we can have:
- at minimum 6 pieces
- at maximum 10 pieces
Is it correct?
Thank you
luca
Posted: Thu Sep 16, 2010 8:06 am
by Robert241167
The maximum is correct but the minimum would depend on whether you manage to dice and remove some of the non-compulsory pieces and would you count opens as they are then removed?
Rob
Posted: Thu Sep 16, 2010 8:18 am
by vitriol
you're right rob I forgot the removing possibility.
I counted open terrain as selections, before removing them at the end of placing sequence.
Posted: Wed Oct 06, 2010 1:53 am
by gozerius
Well, large pieces count as two selections, so the minimum possible is 4.
Posted: Wed Oct 06, 2010 4:36 am
by expendablecinc
gozerius wrote:Well, large pieces count as two selections, so the minimum possible is 4.
And large pieces may not be able to all be placed if they all end up in the same region (flank edge) you may only get one on each flank in the same half of the board.
ie 2 pieces on table prior to any die roll to remove
Posted: Thu Oct 07, 2010 12:10 pm
by vitriol
thank you all guys.
Posted: Tue Nov 02, 2010 2:49 pm
by vitriol
one other doubt friends.
How deal with "village" terrain? How are they going to be prepared?
the houses that I want to put in must be removable to let BGs moving freely in or the BGs' movements should be blocked by the buildings?
for the latter even if I choose the large piece it's difficult to imagine 2 BG moving in. What do I not understand?
anyway, and which is the scale? If I use a 15mm scale I could, at most, put in a couple of little houses. I think that 1/300 could be better, despite the "Brobdingnag" effect...
please give me an advise or some pictures of your villages.
thank you
luca
Posted: Tue Nov 02, 2010 9:06 pm
by stenic
It is the template area that is important for the village, not the physical location of the buildings. Much like forests where the trees should be movable so should buildings in a village to allow BGs to move throug an occupy a village. Some people do go to the extent of creating a nice village efature with roads or paths through and specific area for buildings that can be removed but most tend to just have a standard template and place the buildings as desired.
One trick is to use buildings one scale down from your figures so as to get a better looking village.
Steve P
Posted: Tue Nov 02, 2010 10:47 pm
by azrael86
vitriol wrote:one other doubt friends.
How deal with "village" terrain? How are they going to be prepared?
the houses that I want to put in must be removable to let BGs moving freely in or the BGs' movements should be blocked by the buildings?
for the latter even if I choose the large piece it's difficult to imagine 2 BG moving in. What do I not understand?
anyway, and which is the scale? If I use a 15mm scale I could, at most, put in a couple of little houses. I think that 1/300 could be better, despite the "Brobdingnag" effect...
please give me an advise or some pictures of your villages.
thank you
luca
Mark the area. Buildings move. Typically as Steve says use smaller buildings or alternatively use less buildings - two are plenty. Out of interest - this is the same as for forests - or do you make your troops dodge trees?

Posted: Wed Nov 03, 2010 8:46 am
by vitriol
ohhhhhhhh, it was so simple indeed!
thank you for the picture Steve, it's rare to have one with village in.
Now I've only to prepare mine. Just found some interesting planimetry of ancient greek/sicilian farms.
luca
Posted: Wed Nov 03, 2010 11:51 am
by peterrjohnston
The minimum left on the table at the end of all terrain placement and removal would be 0. Not seen it yet though

Posted: Wed Nov 03, 2010 12:00 pm
by stenic
How so? Two surely since compulsories cannot ever be removed due to -1 on the dice?
Steve
Posted: Wed Nov 03, 2010 12:10 pm
by philqw78
stenic wrote:How so? Two surely since compulsories cannot ever be removed due to -1 on the dice?
Steve
Open spaces
Posted: Wed Nov 03, 2010 1:35 pm
by stenic

Doh!
Posted: Wed Nov 03, 2010 1:42 pm
by nikgaukroger
Technically the open spaces are still on table

Posted: Wed Nov 03, 2010 3:29 pm
by hammy
peterrjohnston wrote:The minimum left on the table at the end of all terrain placement and removal would be 0. Not seen it yet though

I have
It was a 650 point game on a 5 by 3 and the combination of open spaces and terrain removal plus the second player trying to get larger pieces on the board meant that with only one piece removed there was nothing but flat good going on the whole battlefield.
Posted: Wed Nov 03, 2010 5:09 pm
by peterrjohnston
nikgaukroger wrote:Technically the open spaces are still on table

p140, Terrain placing sequence, last item "9. Open area pieces are removed from the table"

Posted: Wed Nov 03, 2010 5:21 pm
by peterrjohnston
Actually, it also says "the whole of the battlefield counts as open, except where terrain pieces are placed". So
for a brief moment at deployment, an open space piece on the table means it's both open and not open...
Obviously something to do with set theory and infinity again. Phil's your expert on that.
Posted: Wed Nov 03, 2010 6:18 pm
by timmy1
Don't get him started...
Posted: Wed Nov 03, 2010 6:55 pm
by philqw78
peterrjohnston wrote:Actually, it also says "the whole of the battlefield counts as open, except where terrain pieces are placed". So
for a brief moment at deployment, an open space piece on the table means it's both open and not open...
Obviously something to do with set theory and infinity again. Phil's your expert on that.
Its probably more to do with cosmic inflation and multiverse. (So larger infinities still)