Terrain to wage war on

It seems that more often than not, huge amount of time is spent to build and paint splendidly beautiful armies and then have them fight on tabletop which does not even remotely represent reality (or that fictious planet far far away). I have started to prefer terrain that looks realistic, even if there is cost in functionality.


Of course I am perfectly aware of potentially endless debates wether shrubbery ‘A’ poses problem for fire or movement, if the shape is not perfect square and it has been positioned in precise angle. However, the hobby ought to be fun? 


One interesting little problem that I found in DSLB rules is that they allow one to shoot over own troops in open field in certain ranges. Of course explanation from author is quite correct – artillery always assumes position that offers best field of fire – small elevation etc. However, I think that the field of fire and slight elevations are actually a problem that game table designer should resolve.

Experimental terrain board with slight elevations and minor obstacles.

Experimental modular terrain board with slight elevations and minor obstacles.

Experimental modular terrain board with fixed features.

I have attempted to resolve the problem of negligible elevation differences by building terrain where both negative and positive features are present. Differences are small, and certainly additional testing is needed but so far it seems to increase deployment decisions.

First time, artillery cannot find perfect firing position everywhere in the map and even battalion lines may find temporary relief from bombardment. Perhaps these would also work for Song of Drums and Shakos – the skirmish level game that I do not have at the moment. Of course, SDS with 6mm figures would be really compact indeed.

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This entry was posted in Drums and Shakos Large Battles, Impetus, Scenery and tagged , , , , , . Bookmark the permalink.

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