A
few years ago, I played in a tournament where the table was a tan
bed sheet with some pillows underneath it to simulate large, gently
sloping
sand dunes. Not only was it difficult to decide what units were out of
line-of-sight, but almost impossible to determine which ones were
concealed by being hull down. Players spent much of the game, bent over
like two angry Quasimodos arguing about which units were visible and
which had "sanctuary". To make matters worse, the heavier Battlefront
metal and resin models actually sank down into the terrain, allowing
their hull-down position to follow them around the board, while lighter
plastic models sat fully exposed. (Brand loyalty does have its
rewards.) As the futility of playing on this table continued, we
started debating if the heavier models needed a bog check
to move, as they were constantly moving out of deep holes. After a few
hours of players' complaints, the table was removed from play.
I spend far too much time carefully painting and basing my figs so they will look nice (hence the huge painting queue), so I want to have a table that looks as good as the armies that fight over it. This means making the terrain looking both good and realistic is important to me. Unfortunately, natural terrain does not always fall into the game categories defined in Flames of War, so it becomes necessary to diverge from realism when it begins to interfere with playability.
We also have to accept that Flames of War is not a realistic simulation of World War 2 combat, but is a game that compromises realism for smooth gameplay. During tournaments in particular, we see these historical compromises all the time, such as blue-on-blue matchups, armies clashing in environments that they never fought over (Finns and Soviets in the desert), attackers and defenders always being evenly matched, and attackers or defenders operating in terrain that they would almost always avoid. We accept these fictions as they make the game more playable, so strict adherence to "realistic" terrain actually runs counter to the nature of the game.
I spend far too much time carefully painting and basing my figs so they will look nice (hence the huge painting queue), so I want to have a table that looks as good as the armies that fight over it. This means making the terrain looking both good and realistic is important to me. Unfortunately, natural terrain does not always fall into the game categories defined in Flames of War, so it becomes necessary to diverge from realism when it begins to interfere with playability.
We also have to accept that Flames of War is not a realistic simulation of World War 2 combat, but is a game that compromises realism for smooth gameplay. During tournaments in particular, we see these historical compromises all the time, such as blue-on-blue matchups, armies clashing in environments that they never fought over (Finns and Soviets in the desert), attackers and defenders always being evenly matched, and attackers or defenders operating in terrain that they would almost always avoid. We accept these fictions as they make the game more playable, so strict adherence to "realistic" terrain actually runs counter to the nature of the game.
For
scenarios and historical scenarios the layout of the terrain can
already be determined, but for random games and tournaments the
requirements can be quite different, so this article will attempt to
deal with creating tables for general tournament play. Tournaments that
have themes that require extreme or unusual terrain can ignore a lot of
this, as the terrain can have as much of an impact on the battle as the
armies themselves. A Cassino tournament without sheer cliffs, rugged
ridges and nearly uncrossable rivers would not have the elements that
defined the battle, and players will build their lists to contend with
these challenges.
A
tournament should be an even match between players, and not one player
fighting an opponent and the table. This not only requires making the
terrain fair for the attacker and defender, but also for the various
types of lists that players are going to field.
Like
most things in life, this becomes a balancing act -- providing adequate
cover for infantry but also lanes of fire for tanks and other
long-ranged weapons, some barriers to movement and areas where vehicles
can exploit their speed. On top of that, games are fought,
side-to-side, end to end, and corner-to-corner across the table, so
making terrain work in all directions is important if you don’t want to
place one player or the other at a huge disadvantage before the first
dice is thrown.
For example, a narrow forest running the entire width of the table on the edge of the defender's deployment zone... |
This doesn’t mean that all quarters of the table need to be identical, but each quarter of the table should offer some terrain that benefits each type of list, but should provide this in different proportions. Deciding where a player decides to deploy should not be a completely obvious choice, but each section of the table should present them with a different set of choices about how they will attempt to win the game.
So, with that said, what does a good tournament table need to have?
Make
sure that the various terrain features are very easy to understand and
have clear borders. Roads, walls and buildings are easy to determine
where they begin and end, so determining line of sight, and how they
affect movement should be simple. But when building a woods, just
placing a group of trees in a loose clump can look good and realistic,
but can often make it hard to figure out where the edge of the woods
actually begins. Hills with gentle slopes can be tricky in the same
way, as determining what can and cannot be seen often devolves into
arguments with both players crouching down (progressively less fun as I
get older) and arguing about how much of the tank or infantry stand is
actually visible, and debating if the stand where all the figs are
standing can be hit, while the stand where they are all lying down
cannot.
The
table actually needs to allow the armies to fight. Placing multiple
rows of hedges that are slow going and skill checks, unbroken rows of
buildings and rubble, rivers that require skill checks to cross, and
uncrossable hills will make the players fight the terrain as much as
each other, or force all the action into a very tiny portion of a
relatively large table. Again, for historical games, certain themed
tournaments and specific scenarios, this can be fun, but in a tournament
where the table shouldn’t strongly favor either army -- or force the
game to be six hours long -- it can be a bad idea.
When
a tournament is themed so that such a table is appropriate, consider
adjusting the parameters of the game or terrain accordingly. It might
make sense to start the armies closer together or allowing extra time to
play, (and providing the players with extra “Bogged Down” markers). Be
sure to announce that such tables will be used so players can build
lists that can actually fight on that terrain. After that, if a player
runs an conscript armored car list on a heavy snow table, it is their
own fault when their entire army is bogged by turn three. Still, be sure
to provide a number of avenues for players to quickly move into contact
with each other.
Don’t
link several terrain features together to create a continuous barrier
in any direction. If you want to break up the lines of sight, have
several layers of blocking terrain that can overlap in such a way to
allow movement through the gaps. This still offers good concealment for
defenders, but still allows the attackers to move forward with some
speed, and not rolling dozens of skill and bog checks each turn. If you
do want these long, linear obstacles, make them run at angles to the
deployment zones, so that it is both a challenge and a benefit to both
players.
This arrangement still block LOS, provides good concealment for the defender, and still allows the attacker to move forward without bogging. |
This doesn't really improve the defensive position much, but makes advancing harder as it will be two bog checks and slow going. |
Now the attacker has to make four bog checks just to cross the road, while the defenders don't gain much additional improvement for deployment. |
Be
sure your gaps between features are of a usable width. A half-inch gap
is rather ambiguous as to what can see, move or shoot through it, while
a two-inch gap is not. If you don’t want a vehicle to be able to pass
through a certain gap, it is easier to simply place the terrain features
so there is no gap to argue over.
When
placing woods, consider placing a piece of fabric under the trees to
clearly show where the edge of the woods are. This should drastically
reduce the number of arguments about who is concealed by the woods and
who is not, and when you need to start rolling for bog checks. Also it
means that a player can move the trees around to facilitate moving or
placing vehicles within the woods without changing the location of the
woods. Ents are the only woods that should move during the game.
For
playability don’t permanently affix trees to the the terrain, as it
makes moving vehicles hard, and harder to use the artillery templates.
If you do want to have the trees affixed to the terrain, consider
making them removable (with holes in the terrain base or magnets) so
that players can move them when necessary, but can replace them
afterwards.
City
tables look great, and can make for fun and challenging games, but can
be problematic in tournaments as many players might field lists not
designed for fighting in urban areas, and infantry fights in lots of
bulletproof cover can take many turns to resolve. This is not to say
that built up areas should be omitted, but they should be balanced out
with parts of the table that offer freedom of movement and clear lines
of sight, such as parks, wide boulevards and plazas, or that the city
only covers a part of the table. Large buildings can be tricky as they
are often divided into several rooms and many floors, which can
complicate lines of sight and movement. Issues like spotting and
shooting from the middle of -- or back of -- a building need to be
determined as well as deciding how units fighting between different
rooms and floors need to be handled. If the TO wants players on a
specific table to use the City Fight rules, it should be stated in the
tournament description ahead of time, so players can review them before
the day of the tournament.
With the objective in the church tower, only the mighty Jumbo was tall enough to contest. |
Rivers
present their own challenges as they can extend across the entire
table, and really place the attacker and certain kinds of list at a
severe disadvantage. As a general rule our gaming group has found that
providing at least three crossing points (bridges or fords) that do not
require a bog check give the attacker a good chance of success. Making
the river itself slow going or slow going with a bog check, makes the
river a piece of terrain that must be dealt with, but not such a
challenge the it unbalances the game.
If
you want to use non-standard terrain features, feel free to create a
sheet showing how to play these features. Be sure to note if the
feature blocks line of sight, provides concealment and provides
bulletproof cover. Dikes, olive groves, certain kinds of rubble and
hills can be played many ways, so a sheet outlining how to play them on
your table can simplify things for the players.
Remember
that every table outside of a completely featureless plain will have
terrain features that are open to different interpretations, so it is
always up to the players to discuss how they want to handle the terrain
before every game, or ask their opponent “Am I concealed here?” when it
is not clearly defined. This is especially important as different clubs
often treat the same terrain types in very different ways. I can think
of at least three different ways I have played crop fields in just the
past year.
Making
a table fun is also the responsibility of the players using the table,
as well as the person setting up the terrain, so some compromise on
terrain that could unbalance the game might be necessary. I'm not
suggesting that if the attacker is a tank list, that the buildings no
longer require skill checks to enter -- but maybe not EVERY road is
blocked by rubble. If a board has a broad river with only one bridge,
the defender should consider making the river slow going and/or a bog
check, instead of impassable or multiple skill checks to cross, in order
to give the attacker a chance. The river will still present problems
for the attacker, but it doesn't make the game unwinnable. If the table
is a heavy snow table with no roads, it won’t be a fun game for the
attacker when he can’t even reach the objectives by turn six. If the
tournament is themed where such tables are expected, than play it as
intended by the TO, but in an open tournament where any combination of
lists and terrain is possible, be willing to compromise for a better
gaming experience for both players.