Title: Winter Terrain Development
Description: For me, you and everybody else!
theorox - August 28, 2010 03:50 PM (GMT)
Hi there guys, i'm building a gameboard, and my gameboard uses "terrain tiles" instead of "scatter terrain". (But that's not relevant, is it?) It's winterthemed, obviously. I'm sure some of you also have a Winter board and/or inspired army, or that you simply like playing a battle in the wind-flayed artic reaches of the Warhammer World. :yarr!:
I believe such battles can be very interesting, and not only a nice oppurtunity to model some great-looking scenery, but to make up rules for them as well!
What i want from you is help to make up and develop rules for this kind of terrain, and i will make it and use it sooner and later. (Hopefully, so will you!)
Everybody can participate, all aboard the terrain-train! Feed me ideas and i shall dung out for you...uh, finished terrain and post pics here, again, i would love you to do it too! :D
Any type of terrain will do, from simple hills to complex things as Special Features (Mystical Monuments from the Rulebook?) with some funny, interesting or just flat-out wacky rules! Some environmental special rules would be awesome too! :wub:
I guess i'll start with an example, here's sort of what i'm talking about:
Biting Frostwind (Environmental Special Rule)
In the far reaches of the North, Blizzards lash the landscape in an unending hail of needle-sharp shards of ice.
At every Start of Turn sub-phase roll a D6. on a 3+ nothing happens. On a 1 or 2, however, the skies crack open and a Blizzard enters the battlefield. To determine where the Blizzard is coming from, roll a further D6. On a 1-2 it enters on Long table edge A, on a 3-4 it enters on long table edge B, on a 5 it enters on short table edge A, and on a 6 it enters in short table edge B. Work out wich edge is wich with your opponent, they stay the same for the duration of the game.
To determine the area hit by the Blizzard the player whose turn it is places the large round template touching the correct table edge.(It may not be within 6" of another table edge.) It then scatters equal to the roll of an artillerydice multiplied by 3. The template cannot move of the board in the same turn it entered it, but is placed as close as possible to the point it would have scattered to.
In subsequent Start of Turn sub-phases the template moves equal to the roll of an artillery dice multiplied by 2, in a straight line. If a misfire is rolled the template does not move that turn. If the template ever stops on top of a unit it is instead moved in the direction it was travelling until it is 1" away from the unit. Only one Blizzard may be on the battlefield at any given time, there is no need to roll for a new Blizzard when one is already is on the table. If the template moves of the board you don't need to keep track of it anymore, simply roll again to see if a new Blizzard enters the battlefield.
A unit touched by the template as it moves takes a Str4 hit for each model in the unit with no Armoursaves allowed. A unit wich is within 6" of the template when it's in it's final position takes 3D6 str 3 hits with no Armoursaves allowed.
That's my first submission. Comments and criticism are welcome. :) (Oh, and i just made this up as i wrote it by the way, so it's not very refined.)
Now go make up your own! :lol: I'm looking forward to your rules for terrain and anything else you can come up with!
Theo
theorox - September 1, 2010 01:55 PM (GMT)
Nothing at all? Too bad. :(
Theo
Snikpik - September 3, 2010 09:06 AM (GMT)
The only things I can come up with are is a slippery slope instead of a scree slope and a frzen lake that could be dangerous - ice breaking and all that. Perhaps you could also have an extra terrain piece called a snow drift. I am sorry I am not that imaginative today.
MaoPesada - September 3, 2010 09:59 AM (GMT)
Great ideia :D
I remember playing shogun total war and you had all those crazy weathers and night fights, i think it will be really cool.
You could have zones where the snow would reduce movement. And Rocky roads to speed up units (or let them move normally).
Some woods could only count as soft cover for being stripped of leaves.
There is something that occurs rarely, wich i dont know the name, but it happens when the sun shines on the snow, this can even make someone blind. So the rule could by something like this:
for each shooting unit (i.e. archers or artillery) roll a d6 before shooting:
1 - Argh! Bright Light! (gremlin style :P ) you cant shoot this turn because of the reflection of sun in the snow.
2 - The sun reflects lightly on the snow, you get -1 for shooting (maybe -2 guess range, or -6 distance range for catapult like artillery).
3-5 - shoot normally
6 - The sun just pointed a unit to you! +1 o hit the target (no ideia how to effect artillery here)
Ah and no marching on the snow! :P
theorox - September 3, 2010 11:51 AM (GMT)
Cool! You guys inspired me now! :D
Here comes: (Remember most of these will take some cooperation between the players to work, they are best used in friendly games!)
Snowy Environments (Environmental special rule.)
Before the games begin, roll a D6 and apply the correct roll to the entire battlefield:
1: Snow-covered hellfield. The battlefield is wrought with biting chill, transforming forests into icicle-dropping deathtraps and hills to menecing icy slopes.
Any terrain feature is counted as dangerous terrain.(Hills only when moved on, not when a unit stands still on it.) In addition, a unit that marches takes D3 Str3 hits with no armoursaves allowed for each full rank in the unit after it has completed it's move, due to the soldiers lifewill running out and them lying down in the cold from exhaustion, never to rise again. (Each character takes one hit, chariots take a dangerous terrain test wich is failed at a 1 or 2. Warmachines take D3 hits wich are resolved against the crews majority toughness.)
2-3: Frozen Tundra. The snow lays thinly in this part of the world, barely concealing the ground wich is covered by a thick layer of packed ice.
Any hills on the battlefield are counted as dangerous terrain. (Again only when moved on, not when a unit stands still on it). Wibbly wobbley! In addition, a unit must pass a Leadership test to march, and if it does it must take a dangerous terrain test when the move is finished, due to the ice causing men and beasts to slip and careen into eachother and getting trampled, or getting injured from the fall.
4: Creatures of Winter. [I]This place is home to many evil beasts. Packs of Trolls in search fro fresh meat, great wolves roaming their territory, or even gargantuan Ice-wyrms luring in their holes, ready to strike the unwary traveller.
Roll a D6 every player turn. On a 5+ a unit of beasts enter the battlefield. They will come from one of the short tableedges, randomly determine wich. The unit is placed on the middle of the board edge, with all it's rear rank touching the edge. It then scatters D6 inches either to the right or left, chosen randomly.
The beasts will always move towards the closest enemy. (And face them if possible.) If within twice the creature's M allowance or less, they will always charge the closest unit on the battlefield. The unit makes a chargereaction as normal, the beasts will always pursue a fleeing enemy. Both players treat these beasts as enemy units. Beasts will always be deployed as wide as required to get a rank bonus.
Roll a D6 on the table below to determine what kind of horrors enters the battlefield. The unit should cost about 200-250 points. (As agreed between the players.)
1: Yhetees. See the Ogre Kingdoms Armybook.
2: Trolls. See the Orcs & Goblins Armybook.
3-4: Icewolfs. (12 points per model.) Icewolfs are Warbeasts with the following profile:
M=7 WS=4 BS=0 Str=4 T=3 W=1 I=4 A=1 LD=7
Special rules: Huntingpack. A unit of Icewolfs makes supporting attacks in 2 ranks.
5: Snow Giant. As in the Orcs & Goblins armybook with these alterations:
Additional Special rules:
Scaly Skin (3+), Snowgiant Special Attacks, Blizzard Creature.
Snowgiant Special Attacks: Roll a D6 and consult the table below. This is the attack the Snowgiant makes this round of combat.
1-2: Icy breath. Each model in the target unit takes a str 2 hit with no Armoursaves allowed.
3-4: Swing and Thump. Every unit in base contact takes 4D6 Str5 attacks.
5: Jump up and Down. (See the Giant entry in any Armybook. Note that the Snowgiant won't automatically do the same thing in the next round of combat, roll again.)
6: Eat! The giant picks 2D6 Random models from the target unit (Mounstrous infantry/Cavalry/Beasts count as 3 models. Cavalry count as 2 models. If this targets a monster, roll on the chart again until a different result comes up.), these models must pass an I test or be slain with no saves of any kinds allowed as the starving Giant gobbles them up!
Blizzard Creature: The Snowgiant is unaffected by any effects caused from any Winter special rule, positive or negative.
Great Frostwyrm: (Chariot base.) The frostwyrm is a monster with the following profile:
M=7 WS=5 BS=0 Str=6 T=5 W=5 I=2 A=2D6+2
Special rules: Scaly Skin(2+), Random attacks(2D6), Blizzard Creature.
Blizzard Creature: The Frostwyrm is unaffected by any effects caused from any Winter special rule, positive or negative.[/I]
There can only ever be 1 beastpack on the battlefield at a time. If a beastpack pursues an enemy off the board it will not return to the battlefield, it keeps hunting it's chosen pray into death.
5-6: Snowy field. A unit attempting to march must first take a Movement test. (A regular characteristic test.)
So there's another environmental rule loosely inspired from your suggestions. (Well, mostly taken from my insane mind, but i got inspired and carried away thanks to you guys! :D) It's supposed to determine what kind of battlefield conditions you are fighting under. if you roll "Creatures of Winter" the battlefield is treated like in "Snowy field" described above, but with the twist of those crazy creatures running about.
Right now you may be thinking: "200-250 points?? Those monsters are worth much more than that!!" you are right, they would be. That was just a guideline to use those other 3 kinds of beastpacks. :)
Cheers guys and hope you enjoyed this read, although the post is loooong! Next time i'll try to think out some specific terrain types based on your suggestions. Keep them coming!
Theo
MaoPesada - September 3, 2010 12:35 PM (GMT)
Nicely done :D
For terrain features:
Hot springs: units here wouldnt be afected by the winter rules nor blizzard.
Frozen lake: dangerous terrain, if failed unit takes 1 or 2 d6 wounds no armour saves allowed because ice breakes.
Meteor(warpstone) crater: the winds of magic are power full here, models here gain 6+ ward save, wizards gain 1d6 power dice to use.
Chaos shrine/residue/waste/portal:
Khorne: if a unit with +20 models is destroyed here roll a dice, on a 6+ the gods of chaos see the killings as fuel for some fun and a deamon rises :P
Tzeentch: if one or more models are killed roll a dice, on a 6+ a chaos spawn... spawns!
Nurggle: Same as above but go for some plague rats or something.
My gamemaster side (aka player killing thirst :P ) is getting the better of me so i'll stop before i suggest a legion of bloodthirsters and go to work for a while :lol:
theorox - September 3, 2010 02:11 PM (GMT)
I love that "Hot springs" Idea! :wub:
I can see it now...a big irregular one wich is treated as marshland, but offers protection from the cold? And a big stone-carved pool, wich isn't dangerous terrain like a swamp is...hmm...nice idea, food for thought! And well, please DO let your GM side come out and play! :lol: I'd love that, i bet he's a great advisor when making terrain!
Anyway, you inspired me to make up rules for frozen waterfeatures:
Frozen waterfeatures: When lakes and rivers freeze over they become a passable piece of battlefield. However, putting too much weight on the ice can cause it to break and swallow entire regiments of troops.
A Frozen Waterfeature is treated as open terrain. Unlike a normal waterfeature however, it can be attacked. When attacked, it has the following profile:
T=7 W=6
A unit wich is not engaged in combat can choose to direct it's attacks against a frozen waterfeature that they are within 1 inch or in base contact with. All attacks hit automatically. When the waterfeatures wounds drop to 0 the ice collapses and any model partially or wholly on the feature must take an I test or be slain outright. (Any characters on the feature may take a Look Out, Sir! roll if they are entitled to, but with a -1 modifier to represent them having trouble to get off of the (suddently very unstable!) waterfeature.
If a cannon bounces on the waterfeature, or a stonethrower's central hole of the template (Where the stone lands) hits the waterfeature, resolv the hit against the waterfeature. If just a part of a template hits the waterfeature, resolve D6 hits against it with the template's profile as normal. Any flaming attacks hitting the waterfeature has a +1 to wound modifier. When the waterfeature has lost it's last wound any models partially or wholly on it (Unless it's treated as impassible terrain, the models are then deemed to be lost.) must take a dangerous terrain test that they will fail on a 1 or 2 due to the cold, choking water and the flakes of ice tipping survivors back into their doom and crushing them. Cavalry, monstrous beasts, and monstrous cavalry will fail the test on a 1, 2 or 3. Chariots and similar constructions (Screaming bells, Warshrines and so on) treat it as impassible terrain. Any Monster failing this test takes D6 wounds with no saves allowed. Models with the fly, ethereal, amphibious or sea creature special rules are immune to these tests and pass them automatically.
Any survivors stay on the waterfeature until they are able to move off of it, wich they must do as quickly as possible. They have to take another test in the turn they move off the feature if they travelled more than half their M value in the water that turn. A model moving onto (Or rather, into!) the waterfeature in subsequent turns must take tests as described above. When the ice has lost its last wound the frozen waterfeature is treated as a regular waterfeature.
When you resolve damage against frozen waterfeatures, be reasonable. Discuss with your opponent whether or not the waterfeature is affected and use "The most important rule." :)
Cheers, and keep the inspiration and suggestions coming!
Theo
Kera Foehunter - September 6, 2010 05:43 PM (GMT)
Are you crazy !! me like the warm tropical climate
But there are people at the slayer site that plays colder climate
He is another idea ! Ski patrols there movement will not be hender much do to weather
they could down hill out do normal calvery??
and i do think he use old night goblin as the base to his figures
http://z8.invisionfree.com/SlayerBrotherho...p?showtopic=467
theorox - September 7, 2010 07:35 AM (GMT)
Oh look, the pirate queen dropped in! ;)
Ski patrols...that's so cool. Those figs were cool! :yarr!: Thanks for sharing them, i hadnt noticed those!
Cheers
Theo
theorox - September 15, 2010 01:55 PM (GMT)
Hmm...any suggestions? :)
Theo
MaoPesada - September 15, 2010 02:23 PM (GMT)
If you insist :P
So its winter, then its cold cold cold.... unless its Brazil style :D
How do cold blooded creatures behave? I cant even imagine lizzards running around :lol:
So you should see if the temperatures are South Pole style (today i just cant find the right words B) ) if its very cold the armies should get a -1 bonus to movement or somehing like that...
Fog should be an issue too, well this is good in all kinds of weather (or sand storm for deserts).
What about iceberg scenario? It would be a special scenario where the units would randomly drift :lol: :lol: :lol: :lol: :lol: then again you would have 2000pts worth of fanatics in a 2000pts battle
theorox - September 15, 2010 03:51 PM (GMT)
Lol at Lizardmen stepping on a patch of snow and screaming, then trying to dig a path to the enemy with their obsidian blades! :lol:
I'll try to come up with something...
Theo
Kera Foehunter - October 10, 2010 10:41 AM (GMT)
Snow Trolls ! Gobo Dog sleds or wolf sleds
and snow monkeys
BorkBork - October 10, 2010 10:54 AM (GMT)
You need pingo's and palsa's and polygon wedge ice
http://upload.wikimedia.org/wikipedia/comm...o_wedge_ice.jpgand what about a glacier (with lake and ice wall ) and craggy ice.
theorox - October 10, 2010 12:05 PM (GMT)
Craggy ice? Then i'd have to invent climbingrules! :P And where is the Avalanche coming from? :lol:
Ooohh....drift ice? You know... Maybe i could do a coastside board with driftice?? That would be cool! :yarr!: Like a 2x2' or more piece.
Here's some info from wikipedia:
Drift ice is ice that floats on the surface of the water in cold regions, as opposed to fast ice, which is attached ("fastened") to a shore. Usually drift ice is carried along by winds and sea currents, hence its name, "drift ice".
When the drift ice is driven together into a large single mass, it is called pack ice. Wind and currents can pile up ice to form ridges three to four metres high, creating obstacles difficult for powerful icebreakers to penetrate. Typically areas of pack ice are identified by high percentage of surface coverage by ice: e.g., 80-100%.
Ice floes / Pack iceAn ice floe is a large piece of drift ice that might range from tens of metres (yards) to several kilometres in diameter. Wider chunks of ice are called ice fields.
Theo
theorox - October 10, 2010 12:08 PM (GMT)
| QUOTE (Kera Foehunter @ Oct 10 2010, 10:41 AM) |
Snow Trolls ! Gobo Dog sleds or wolf sleds and snow monkeys |
Snowtrolls! Cool. They could probably use Stonetroll rules though... <_< Or rivertroll rules to represent the cold frosty aura around them (Yhetees?) And those wolf/dog sleighs could be converted wolfchariots and the smaller sleighs (1-man ones) could be my wolfriders! (If we get new common gobbo models, i have some spare wolves lying around... :D
And the snowmonkey are in my sig dancing, see? ;)
Theo
Kera Foehunter - October 10, 2010 12:56 PM (GMT)
No !! SNOW MONKEYS with hot tubs
theorox - October 10, 2010 02:50 PM (GMT)
| QUOTE (Kera Foehunter @ Oct 10 2010, 12:56 PM) |
No !! SNOW MONKEYS with hot tubs
|
Hot springs, regeneration 6+? :lol:
Dangerous terrain from stepping on monkey's tails and the monkeys exploding in your face in a tiny hurricane of razor-sharp claws? :huh:
Theo
Snikpik - October 10, 2010 08:54 PM (GMT)
| QUOTE (Kera Foehunter @ Oct 10 2010, 12:56 PM) |
No !! SNOW MONKEYS with hot tubs
|
Where did you get the shot of me and my mates relaxing on holiday???
theorox - October 11, 2010 07:08 AM (GMT)
| QUOTE (Snikpik @ Oct 10 2010, 08:54 PM) |
| QUOTE (Kera Foehunter @ Oct 10 2010, 12:56 PM) | No !! SNOW MONKEYS with hot tubs
|
Where did you get the shot of me and my mates relaxing on holiday???
|
She's an ONSSP-U-H! Orc Ninja Stalker Spy Pown-U'r-Head! :rolleyes:
Let me guess, you're the fuzzy one in the front? :lol:
Theo
Kera Foehunter - October 12, 2010 11:34 PM (GMT)
Hey snikpik !!! the sad thing is when i took a picture of you and your mates
here a picture of Theo sitting and wanting to join in the fun

you need to make this your new avatar theo
theorox - October 13, 2010 09:28 AM (GMT)
BorkBork - October 13, 2010 01:35 PM (GMT)
| QUOTE (Kera Foehunter @ Oct 12 2010, 11:34 PM) |
Hey snikpik !!! the sad thing is when i took a picture of you and your mates here a picture of Theo sitting and wanting to join in the fun
|
thx Kera,
you just brightened up this otherwise rather depressing day at the office :wub:
this is exactly how i expect theo to look like
Kees (aka Ghenkadh) - October 13, 2010 08:06 PM (GMT)
...haha!
I could use a laugh too...
BTW BorkBork, going to Crisis too?
cheers,
Kees
Kera Foehunter - October 13, 2010 09:06 PM (GMT)
Well i though that was theo to when i seen this picture !!
he makes me sad !! Poor little theo can't play in the reindeer games
BorkBork - October 14, 2010 04:57 PM (GMT)
| QUOTE (Kees (aka Ghenkadh) @ Oct 13 2010, 08:06 PM) |
BTW BorkBork, going to Crisis too?
|
nope, but few mates are going.
one of them will run a demo game of a new (self developed) 15mm fantasy game
http://thisonesplit.blogspot.com/
theorox - October 14, 2010 05:11 PM (GMT)
...That's all it took to get this thread offtopic...?
:lol:
Theo
BorkBork - October 14, 2010 10:22 PM (GMT)
| QUOTE (theorox @ Oct 14 2010, 05:11 PM) |
...That's all it took to get this thread offtopic...?
:lol:
Theo |
Crisis in in November...so its winter, and its in Antwerpen.
So you just need to model a few orcs sitting in the snow eating big fries with mayonaise and having some ice cold Belgium beers. :wub:
and we are right back on topic!
theorox - October 15, 2010 06:06 AM (GMT)
| QUOTE (BorkBork @ Oct 14 2010, 10:22 PM) |
| QUOTE (theorox @ Oct 14 2010, 05:11 PM) | ...That's all it took to get this thread offtopic...?
:lol:
Theo |
Crisis in in November...so its winter, and its in Antwerpen.
So you just need to model a few orcs sitting in the snow eating big fries with mayonaise and having some ice cold Belgium beers. :wub:
and we are right back on topic!
|
Smooth. :lol:
Theo
Kees (aka Ghenkadh) - October 15, 2010 07:31 AM (GMT)
ukorc - April 8, 2011 10:53 AM (GMT)
Some really nice ideas, i like the frozen lake idea :yarr!:
How about this one?..... idea is very rough at the moment, only just thought of it now.
A Snow Field Ambush
One army deploys first and they get to place camp fires at certain areas (maybe only in deployment zone?) The other army is trying to sneak up and gain the element of surprize. There's a blizzard so visability is restricted.
The defending army (the one that's made the camp) has x amount of units that do a patrol around the camp. They move each turn and can spot enemy units on a 5+ (numbers may need to be changed) They have a LOS range of x amount of inches, and only units within certain distance of camp fire can be seen.
Once the enemy is seen the patrol yells out a warning signal and the battle begins.
Defending army might have more points to represent the advantage the ambushers get.
It's a very rough idea at the moment, but you get the idea
theorox - April 9, 2011 02:35 PM (GMT)
I really love that to bits! :wub: Here's how I would do it, I'd appreciate help refining it too!:
(This scenario represents fighting in a blizzard or similar, a wind-swept plain of snow and ice with clouds of snow blowing across it.)
Snow Field Ambush:
Deployment: One player (the defender) deploys his army anywhere on the table, with no more than 6" to the nearest friendly unit. The attacker then deploys his army anywhere on the table at least 12" from the closest enemy unit. The
attacker goes first.
The Armies: Each player chooses an army from the appropriate Warhammer Army Book to an agreed points value.
Victory conditions: The winner of the game is determined by Victory points.
Special rules:
Lack of sight: A unit can normally only "see" 6". If one model can see something the entire unit is assumed to be able to as well. This means that unless you make a Spot Check (See below) you are not able to shoot, charge or in any other way target a unit wich is further away than 6". Elves, Patrols (see below) and models with the Sniper rule are assumed to "see" 8" instead, due to their keen eyes or helpful equipment.
Spot Checks: If a unit wants to take any action that requires it to see a unit more than 6" away it must first roll a 5+ on a D6.
Camp fires: These are considererd to be an Impassable piece of terrain of the "Mystical monument" category with a diameter of no more than 2". A unit within 6" of a camp fire may re-roll failed Spot Checks, but enemies may also re-roll their Spot Checks when attempting to "see" any unit within 6" of the fire.
Patrols: The defender may have D3 units of up to 30 models being patrols. These units enter from any table edge in turn 2 exactly like if they had pursued an enemy off the board.
Effects of the Blizzard: All BS-based shooting attacks suffer a -1 To Hit penalty in this scenario. Any non-BS based shooting must before firing roll a 3+ on a D6. Line of sight is required as normal and all Stonethrower shots aimed at enemies who can only be seen and targeted because of a passed Spot Check are counted as firing indirectly.
Anything I missed? Thanks for (hopefully) reviving the topic BTW! :D
Theo
ukorc - April 10, 2011 08:44 PM (GMT)
Looks great Theorox, i like what you've done refining it.
It's hard to tell if it's even unless you play the scenario. Do you think the 6" visability range is enough?
I like your earlier idea with frost giants and the other snow creatures.
You could deploy 3 giants across the centre line of the table and use the warmaster rules;
1) The giant sits down scratching his head, doesn't move
2) Move giant towards nearest table edge. If he moves into unit he attacks it
3) Giant picks up a rock or pine tree and throws it at the cloest unit (2d6 str6 hits, no armour)
4) Roll scatter dice, move giant that direction at full march. If he moves into unit he attacks it
5) Giant charges nearest enemy in LOS
6) Giant gives mighty bellow and rushes straight at nearest enemy in LOS. He attacks and rolls twice on the giant attack table.
Possibly a table for each creature. Maybe a frost worm that burrows into the ground and disrupts the ice slowing units down, or a white dragon that breaths icy breath, etc
theorox - April 11, 2011 06:49 AM (GMT)
Thanks for the feedback! I just looked on my Red Spankwhip from BfSP and 6" is actually less than I thought. I'd suggest a simple table to determine how severe the blizzard is before-game:
Roll a D6:
1-2, Howling Winds. Sight range 10".
3-4, Screeching Storm. Sight range 8"
5-6, Wind-whipped Fields. Sight range 6".
Is that better? I think I'll edit it in there. :)
Theo