June 24, 2025, 06:46:19 AM

Author Topic: Random Terrain  (Read 2878 times)

Offline calmacil

  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Random Terrain
« on: September 20, 2015, 03:09:49 PM »
I'm thinking of creating a random terrain generator for a campaign

I would like to create a different "Random Terrain Generator" depending on where the battle is taking place (eg. a forest tile would mean you've got more chance of rolling woods, a river region will have a higher chance of a marsh, etc)



Each roll would represent a piece of terrain that's roughly 10cm to 20cm footprint

So my question to all you warmaster players is ......... how many rolls would you have?


Please note, the amount of rolls could also be random
« Last Edit: September 20, 2015, 03:12:53 PM by calmacil »

Offline Stormwind

  • Veteran member
  • *
  • Posts: 2750
  • Ben Sibbald | Newcastle, UK
Re: Random Terrain
« Reply #1 on: September 20, 2015, 04:33:20 PM »
In SAGA, both players pick a number between 1 and 5 - reveal it at the same time and average that out, to determine the amount of terrain on the battlefield.  This is because a faction of skirmishers like Welsh and Irish would want the most possible but cavalry figures like Bretons would want the least.

Likewise, cavalry heavy players might want the smallest amount possible in Warmaster.  So it might be best if the amount of rolls was random...
My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline jchaos79

  • Moderator
  • Veteran member
  • *
  • Posts: 2530
    • Loc: Vigo, Galicia, Spain
    • Fortunes of war
Re: Random Terrain
« Reply #2 on: September 21, 2015, 12:02:26 AM »
Depending on the size of the table. For 2,40 meteres x 120 we usually put 1d6+3 terrain pieces randomly from Warmaster Ancient chart or Warhammer rulebook (dont know now which edition is ) depending on where the scenario is played (wastes, empire, etc...)



Offline Geep

  • Full Member
  • *
  • Posts: 900
Re: Random Terrain
« Reply #3 on: September 21, 2015, 12:55:05 AM »
10-20cm doesn't seem very large to me, so I'd probably go the Man o War terrain route-
Divide the table into even squares (I'd divide a 6'x4' table into 6 2'x'2' squares), then roll a D6 for each square. 1= no terrain, 2-3 = 1 piece, 4-5 = 2 pieces, 6 = 3 pieces.
Depending on your campaign map you may find it appropriate to add a +1 or -1 modifier to the roll in some areas.

Offline calmacil

  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Re: Random Terrain
« Reply #4 on: September 21, 2015, 04:41:12 PM »
Thanks for the replies  :)

That sounds great Geep, i think i'll do that. That method should give an average of about 9 pieces of terrain per battle. I was thinking of around 9 or 10

Offline forbes

  • Full Member
  • *
  • Posts: 305
    • Loc: North West, UK
Re: Random Terrain
« Reply #5 on: September 21, 2015, 08:12:16 PM »
The Maurice rules, came with a set of cards for terrain. There are about 5 or 6 different ones, such has plains, steppe, forested, built up, and even tropical.

These show the types of terrain that can be placed, the maximum number of each type, and sometimes a core type, which I think was one that each player had to place at least one of. This gave a theme to the terrain, while still allowing a good amount of variety.

We have used a method similar to the Saga one, where each player chooses a number between 1 and 6, and the sum of the two numbers is the total amount of terrain placed, then the players choose their pieces of terrain, and then alternate placing a piece of terrain. 

Offline cjbennett22

  • Full Member
  • *
  • Posts: 570
    • Loc: Grand Rapids, Michigan
Re: Random Terrain
« Reply #6 on: September 22, 2015, 12:00:10 PM »
I second Geep.  After you place the terrain using the dice you can always contest them with another simple roll of the dice if one player likes the spot or not.  Then move it a certain distance.  THEN choose deployment sides.