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Author Topic: Warmaster: Are there any terrain pieces you consider "essential"?  (Read 3117 times)

Offline Stormwind

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I was just thinking that I had a good bare bones spread of terrain  with trees, hills and terrain templates but did not yet have rivers, buildings, walls or crop fields.

I have some marshes and lakes - and am planning on buying a 3 inch river system with some fords for crossing.

I'm also planning on some cliffs / enbankments so that artillery or missile units have some nasty little nooks and crannies to hide on! Something I've really wanted for "embattled defenders" type scenarios.

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But it still seems like I've got some big gaps.  I've no crop fields, no towns or stone walls.  In my mind when I see the larger scale WM models and bigger terrain, it looks to me like a neater, tidier Warhammer with a less abstract nature.  So I am tempted to get some 10mm rather than 6mm buildings to see how they look even if they are just to make the battlefield pretty.

Do you guys use dirt roads - and if so what's your favourite supplier of them?

What pieces of terrain have you got - either for flavour or for function that you think I and others might be missing out on?
My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline Draccan

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #1 on: October 02, 2014, 11:19:20 PM »
You have seen my Kallistra castle thread, and I got a bunch of village buildings (FW and non-FW) and a forge world wind mill as well as a couple of the FW Irish castle and some Kallistra bridges and a BoFA ruin. I also got a lot of trees and 3 hedges.

Next I would like a river system, some wheat fields and I would love 2 sets (4 quarters) of a BoFA hill to match my citadel game board.

I have no idea what is essential. I just like to have a really broad collection to choose from and to give flavour to games.
I really would love to buy some Warmaster Kislev, Araby, Bretonnia, Vampire Counts, Chaos demons ...

Offline captPiett

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #2 on: October 03, 2014, 12:59:11 AM »
I think you've got a pretty good list already. For warmaster, the "essential" terrain is anything that breaks up the open spaces/line of sight, and is impassable to cavalry and monsters. As long as you have enough of that type of terrain, the rest is up to personal taste.

Offline Stormwind

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #3 on: October 03, 2014, 11:24:46 AM »
They're not as pretty as the now discontinued OOP Games Workshop plastic ones but these guys do great static grassed hills that are really smooth sloped so your stands don't fall down them:

http://scenics.co.uk/index.php?option=com_rokecwid&view=ecwid&Itemid=141#!/Scenery/c/2594716/offset=0&sort=normal
My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline calmacil

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #4 on: October 03, 2014, 07:57:27 PM »
these guys do great static grassed hills that are really smooth sloped so your stands don't fall down them

Nice tip on those flocked hills, i've just ordered some of those. I've noticed lots of my terrain pieces take up too much surface area. I have two hills that measure 40cm x 22cm. Huge for warmaster

I think anything that improves an infantry unit is essential with WM terrain. So mainly hills

Offline Jo

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #5 on: October 03, 2014, 08:13:47 PM »
Hi there,

You ask an interesting question there. As somewhat of a terrain freak I have spent quite some time in my gaming table.Nothing beats playing a game of warmaster with well painted minis on an interesting and well finished table. Here is what I would do in retrospect:

Hills are the first think to put on the table imho. Otherwise you get the feeling you're playing pool.

After that I would certainly foresee some villages as they create perfect objectives and give you a reason to really advance those infantry units. Combine them with some small walls and hedges that can also be placed anywhere else on the table.

Fields are very easy to make and give a clear advantage to infantry, a good choice when you don't have a lot of terrain yet. They fit in nicely with the villages. Also they provide slightly different rules as they are passable by cavalry as opposed to the villages.

Next would be woods. They block line of sight for everyone yet are passable for infantry. They have more or less the same gaming effect as villages but you can put more of them on the table without getting the feeling you're playing Mordheim.
I have recently made some larger woods (40+ cm diameter) and use them in combination with roads that wind through them. Cavalry can go over the road but you never know what might be lurking in those forests ;). This combination is quite interesting as well. So the roads would come right after the woods.

My next choice would be river or cliffs whatever you prefer most. Maybe best to take cliffs first, they add more 3d to the battlefield. I also have some cliffs that can be combined with more gentle slopes. About 10cm high is enough - you don't need higher as it will only increase the storage space requirements. The combination is quite interesting:
- You can use the cliffs as a narrow gap to be defended/broken through.
- You can create impassible obstacles in the middle of the table with these cliffs.
- By combining cliffs on one side and a gentle slope on the other you can create interesting objectives as well. Ideal if you also put a village on top.
- You can also use the cliffs over the length of the table with slopes in the deployment zone. This creates two different battlefields so you have to think wisely during deployment which troops to take the high side and which the low side.

A river is interesting for some battles but creates a clear attacker and defender, unless if you use it to split the battlefield in two parts using the river. When made properly it is a real eye-catcher though. For me rivers are more to look at than to play with.

Swamps and lakes are identical when it comes to gaming effect. They allow interesting spots for artillery but block to the table for most troops. Having one is more than sufficient imho. So don't overdo those.

Then there are some more exotic pieces of terrain such as stone circles etc. They mainly provide objectives and the occasional special effect (like spell casters having higher chance of success when they are within the terrain piece). They basically add flavor but you don't want to put it on the table each and every time as they quickly become boring.

I'm thinking about creating some brooks next. They will be impassible for chariots and provide defended status to infantry. So they provide a less obtrusive version of rivers. Crevasses would also be fine if you would be fielding a chaos or undead army.

That would be my preferred sequence, not only for playability but also when it comes to complexity and time to make them. 10mm houses can be bought, painted and deployed. Hedges too. Big forests can also be made quite fast (I recently posted a link somewhere). Cliffs require more time and certainly rivers if you don't want to put them on top of the table.

There was this great article about building warmaster terrain by Stephan Hess quite a while ago. I don't know if I have an electronic version, maybe someone else here does?

Good luck,

Jo

Offline marell le fou

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Re: Warmaster: Are there any terrain pieces you consider "essential"?
« Reply #6 on: October 05, 2014, 11:26:52 PM »
For my part, i love beautifull terrains, and i can't imagine having them in an other range than WM's.

You can have on the same table a castle, a river, a small village, two hills, a forest, a road, a windmill... And still have some place to play.

My point of view is that a cool table is a must have when you play. So i have bought loads of things from here and there.

But about the true gameplay, i woudl say it does not change things that much.

You already have what is really needed.

A river is fun but only in some special scenarios, for it has a strong impact on game if placed in the middle.

The rest of the elements are not that important in game. More a way of playing :)