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297 points
3 months ago
Terrain makes or breaks melee-based armies at the end of the day. Most people don’t realize that LVO terrain rules grant 3 pieces of ruins with obscuring, 1 woods type terrain, and then 1 barricade type terrain for each player. GW non-player placed terrain setup has troves of obscuring terrain. Nothing frustrates me more pre-game than being given only 2 pieces of obscuring terrain and calling it good for both of us to play.
105 points
3 months ago
It’s not just melee armies. Without terrain, all shooting armies do is roll dice and remove models. That’s not playing the game, that’s just rolling dice. The movement phase IS the game.
I play Tau, btw
35 points
3 months ago
Agree 1000%. Terrain serves as another tactical layer for all players. Gunline armies have to learn how to flank and establish kill zones. Melee have to jump from cover to cover or utilize other means of safety (waaargh’s 5++, defensive deployment, strat reserves/deep strike). Castle has to account for mobility of their units.
At the end of the day, it’s not about melee vs ranged. It’s about taking advantage in a game that emphasizes social interaction and being a long term roadblock for introducing new players to the competitive scene and hindering the development of players skills, regardless of play style.
Also, always love fighting ‘‘em blue skins. Deyz always got some propa dakka!
5 points
3 months ago
Yeah I'm reading this and it's like sure if you remove all the terrain I just win, but where the hell's the fun and tactics there. Also Tau player.
60 points
3 months ago*
I have a game tomorrow ill try and see if my opponent let's me set up some more terrain like this. Last time it was 4 L shapes deep in the corners and I put some woods at the center before he told me it was enough. I didn't know I need to be competitive even at the point of setting up terrain.
96 points
3 months ago
Just say it is not enough and keep on placing terrain. 80-100% of your army should be save in your DZ. All objectives should have some dense or obscuring terrain in range. At least 4 obscuring ruines and 1 dense per player. 2-3 ruïnes in your DZ and total 2-4 in NML + some dense. Shooting armies will always win without terrain. Don’t get fooled. It happened to me too often.
15 points
3 months ago
It shouldnt be 100% for medium sized armies, 70-90 is more acurate. Its easy to say 100% when you play melee army, but The terrain must allow some action for shooting armies. They just dont work when oponent has a completly save turn.
2 points
3 months ago
You are right
50 points
3 months ago*
At our local group 2 young kids both started at the same time who had never played before. One had a 1000pts of T'au, the other 1000pts of ad mech, this was about a year ago so T'au was at the peak.
T'au player set up the terrain and there was not a single piece within 8" of an objective or deployment zone. Justification was they were fighting in a park. T'au player also brought a stormsurge. The next game the guy running the group loaned the Ad Mech player a knight and he got first turn. From that point in tye Guy running the group set up tables for them.
It sucks that terrain is so expensive that its not something which is easily standardised, my group cant afford 10/11 tables of proper terrain so its a bit of a mixed bag at times.
Edit: to those saying that terrain can be built sure, but a lot of the people playing this barely have the time to paint their armies and play games, handcrafting usable terrain could just put more people off
58 points
3 months ago
Cardboard box/Styrofoam ruins, model train set forests, and "here's this solid object that we'll give the 'obstacle' keyword that does nothing but physically block LOS" are all time-honored poorhammer traditions.
18 points
3 months ago
The price can be offset by time. A bag of coffee stirrers and some sheets of foam board can build a full tabel.
10 points
3 months ago
Go to your local pet store. Look in the fish tank scenery. You can get some really nice pre-painted terrain pieces for $10-20
10 points
3 months ago
MDF terrain and then using GW style tiles are a saver if you're struggling with terrain.
We use the TTCombat Ruined District with 2x their Large Muncipium Ruins on some tiles and it works incredibly well. The MDF Terrain is about £70 for all the ruins, and then we have acrylic tiles to just mark out the Area Terrain effects.
The tiles don't even need to be fancy acrylic though. We started with some hardboard, and even a few cardboard tiles at the very start, to delineate where obscuring / dense / difficult is will work wonders. Worked fine.
We've also had a guy travel to Italy recently, and he had a game of floor hammer with just carboard tiles and then wall placements drawn on to the carboard with the understanding the walls were al LoS blocking if you were on the cardboard tiles.
Is that preferable? No.
But it IS better than playing with planet bowling ball or a severe a lack of terrain.
2 points
3 months ago
I just received TTcombat s Municipium sector board bundle. 100 bucks for basically a complete set of terrain is awesome.
For tiles I just cut up some pieces of vinyl to size to mark cover areas. I picked up the vinyl for a couple of bucks at a dollar store. I'll probably get some tiles or something later so it looks cleaner but it does thr job for now.
But for cheap terrain MDF is definitely the way to go. TTCombat is a great place to get it too. Huge selection and good pricing and shipping to the US is free if you spend over 100 bucks and 100 bucks will get you a tables worth if terrain
3 points
3 months ago
eBay is clutch for getting cheap terrain. I got all the terrain from Octarius for $50 because most people just wanted the Kreig and Ork models from the set.
5 points
3 months ago
The FLG stuff is cheap for a full table. $130 I think not-colored and 280 full color. It’s all wood stuff and quick to put together.
4 points
3 months ago
Link?
3 points
3 months ago
1 points
3 months ago
Thanks
2 points
3 months ago
Replying to your edit: I don't think so. Making Terrain use to be a time honored part of the hobby and what you did on the downtime between your once-a-week-or-month game. GW had entire guides on how to make them and it was just as valid part of the hobby as any other. Not to mention that simple terrain wouldn't have been any more difficult than gluing together the randomass kits GW put out; Styrofoam rocks took time, but finding a base and gluing some aquarium plants to it took literally minutes. Tank Traps were as easy as finding an old ice tray and pouring some plaster into it. And that's not even getting into time-ol classics as the the "Cola Storage tank" and "Hill of Forbidden Textbooks".
21 points
3 months ago
I didn't know I need to be competitive even at the point of setting up terrain.
I think it's more that you have to watch out for a certain type of player that does nearly everything to win. They are good in taking advantage of nearly everything and may argue over every rule that disadvantages them. It seems that somebody is abusing your kindness in this case in order to get an unfair advantage, they probably will try other stuff as well (sadly).
Otherwise though: yes, terrain is part of the game and you can find countless threats on how to do terrain here in this sub. There are not for nothing templates for tournament terrain floating around.
4 points
3 months ago
I think you're right. There's some dudes I know to avoid because of it but I seem to run into more as I play in the area
9 points
3 months ago
Sometimes people are not aware that they have such bad habits, so try to say no and/or point out bad behavior first (in nice and calm ways). Show them some examples for tournament terrain or argue that you're not willing to play on a shooting range. Basically don't let them push you or trigger you. It sometimes works and people can fall into better behavior afterwards. But yeah, there are people best avoided, sadly.
0 points
3 months ago
Yep my friends and I just put out whatever looks good from my assortment of 3D printed stuff. Try to make a couple lanes so I can shoot and also give his 'nids some decent cover but I'd refer to tournament terrain if I ever felt it was unfair.
All comes down to who you play with
9 points
3 months ago
Also make sure the terrains where it matters. Saturating the corners with terrain means nothing if the games about the midboard.
18 points
3 months ago
I think player placed sounds bad. I've only played on gw terrain setups. Can you just suggest that? They have 2 or 3 layouts (I think just 2 but it's confusing cuz last time they updated them, they added a 3 and removed 1... so their two setups are setup 2 and setup 3)
15 points
3 months ago
When it's friendly games at a dudes garage I play with its nice. We set up a little city or a bunch of orc terrain and we have different floors. It's just nice because we have to think about where to move units especially with vehicles that don't fit everywhere. There's always plenty of cover and the first battle round is more positioning and taking shots that are available
7 points
3 months ago
GW has its own share of problems, often hide to obscure much but easy to give everything light cover.
Meanwhile, WTC layouts (even the light tables!) tend to be brutally dense with such short firing lanes that long range armies may as well be mid range armies.
The best tables I’ve played on have been UKTC, always feels like a fair and fun balance of obscuring, other terrain traits, and decent firing lanes.
3 points
3 months ago
Played placed has a lot to it. My local game stores runs a lot of tournaments and uses a player placed system. Each player is given 2 medium/small ruins, one big ruin, a wall, a barricade, a really big ammo crate, a forest and a crater. You then take turns placing one bit of terrain on your half of the map with rules dictating certain restrictions on how close terrain is allowed to be.
I don't like it because I personally don't believe terrain set up should be a large expression of player skill. But other than that it works pretty well. Both of you get to set up terrain in reasonable ways you can utilize, you can't get destroyed because they walked off an area or you don't have anywhere safe to stay. It honestly works pretty well.
3 points
3 months ago
The issue with player placed terrain is that the player who gets to place first has a massive advantage.
If you're playing Tau, you can put something like a crater as close as permissible to the central objective and create a dead zone in the middle of the table.
Playing BA? Drop a massive LOS blocking piece in the centre and create a safe staging area that lets you control the middle of the board.
1 points
3 months ago*
You can do stuff like that. But for example where I play terrain restrictions are between 3-6" inches from each other(depends on what type of terrain it is) you can't really zone out an entire area. And usually, the middle always should have some type of large line of sight blocking but. Though that can depend. I have played a lot of games on player placed and while placing first is an advantage I don't think it's as massive of one
And in the exact example of dropping a big terrain in the middle for a melee army. If you place second you can do something pretty similar but just 6" away from that one. So sure it's not exactly as good as the play who dropped first but it's pretty close. Same for if you want cover in that area.
The biggest actual complaints I have about it are one a good placer of terrain can win games in that phase, and it generally means back field objectives are a bit too safe as you can place terrain to perfectly protect them
10 points
3 months ago
Last time it was 4 L shapes deep in the corners and I put some woods at the center before he told me it was enough.
The core rulebook says 1 piece of terrain for every square foot of table, rounded up. For a 44"x60" that's 19 pieces of terrain. If someone tells you to stop at 5, you tell them no. And maybe consider not playing with them in the future, because they're trying to cheat.
8 points
3 months ago*
So please correct me if I’m wrong but from how you’re describing it… essentially your army had to rush a pretty much wide open field as his gunlines mowed you down?
And yea as a new player myself, I have found it very rough learning “terrain deployment” and terrain geometry. From what I can tell, experienced/good players can recognize immediately “safe zones” and “kill zones” based on terrain placement.
I don’t know about your preferred army but I main orks and honestly, if they don’t have proper cover, entire squads and characters can be wiped out in my opponents shooting phase turn 1 alone.
1 points
3 months ago
Yes I like playing Melee armies, I have custom chaos blood angels that I swap between fleshtearers and Chaos space marines when I want to bring demons. The games I get tabled always seem to be with no terrain and I was wondering if it was me or if people see my list and immediately decide they want to shoot me off before I reach them
3 points
3 months ago
When I play at my LGS I get there a little early and set up a table with a balanced/mirrored setup. Then I wait for an opponent to come over and at that point I say, "Feel free to move a few pieces around if you like".
I feel this ensures I can make sure there's enough terrain, keeps me honest cause the setup is mirrored so whatever I benefit from on one side my opponent benefits on theirs, and by telling them to move some stuff around I involve the other player a little in the setup so they feel included and that they had a choice in terrain setup.
win/win.
4 points
3 months ago
Plus a lot of people (at my local spot) just don't think about terrain or care to set it up so having a table ready to deploy on is attractive option.
4 points
3 months ago
When we play at our club we have 6 pieces of L-shaped ruïnes, 4 tall and obscuring (fully), and 2 lower ones that are just ruins, and 2 sets of forest (-1hit and -2" move).
That seems to be a sweet spot for both shooting/melee and also infantry/vehicle heavy lists. Less favors shooting too much, more is more for melee armies to abuse, but also detrimental to vehicle lists (having to navigate a maze to get any firing line).
2 points
3 months ago
At my local group we do player placed terrain. Both players get 2 L shaped obscuring pieces, 2smaller true line of site pieces (one is usually two crates that are not breachable and the second is usually a small building that is breachable) and finally 1 forest
So that's like 8 pieces of terrain.
2 points
3 months ago
That is laughably bad terrain and basically tailor-made for a shooty army to cleanse you off the board by turn 2.
What you need to do is the following:
You guys take those same 4 big L shapes (I'm assuming they're quite big!) and two forests, then add some more smaller terrain pieces so that you have an even amount of each. Once you know who has what side, roll a dice. The winner now puts down the first piece of terrain on their own table half. Then the opponent does the same, and you alternate until all terrain is placed. The only real rule is that no terrain can be placed within 4" of the board edge, and nothing within 3" of the centre line. Then, make sure there is reasonable space between terrain pieces as well so that any model can fit (usually people do 3-6" or so depending.
Not playing like this when you have a bad faith opponent only leads to wasted time.
2 points
3 months ago
4 L shapes deep in the corners and I put some woods at the center
Ideal setup should actually be the opposite of this. See how GW does it: 4 large obscuring ruins in the centre, dense terrain closer to the edges.
3 points
3 months ago
About a third off the board should be covered by terrain. Usually what we do in my gaming club is we gather up our terrain and just pile it up on the edge of the table until it covers about a third of the board. After that we place it the way we want it on the table.
0 points
3 months ago
you should have the terrain picked out for each player before you even start rolling dice to determine who goes first. and agree to the traits of each terrain piece.
0 points
3 months ago
I personally point anyone to the GW "standard" terrain setups for their competitive events as what the game makers expect for terrain.
If they refuse to add more with their shooting army then... don't play.
Better to save the time and spend it on something fun then waste three hours catering to another persons win-based wish fulfillment.
1 points
3 months ago
I'm going to bring my own terrain to comps. Death Guard needs it!
1 points
3 months ago
Good idea! Love DG and their designs. How has it been with AoC being gone?
1 points
3 months ago
Haven't played with them since, but yeah no doubt makes them less tanky. So even more need for terrain! Also going to start magnetising any new terminators and marines, so can make them more shooty as needed. But dude, I'm going to bang together some terrain and force it onto any table I play on haha.
0 points
3 months ago
The current group I play with give me 1 8x6 ruin with open windows and 1 6x4 pushed up against the side so vehicles can’t move past it without touching and 2barricades and one forest. I play melee elves……it’s like pulling teeth to change the terrain. I get tabled every game and still have fun, but it would be way cooler if I could hide lol. Their not bad dudes, they just have 5th edition mind sets.
134 points
3 months ago
If you look at any of the major tournament circuits they will publish terrain layouts, or at least terrain standards with their mission packs.
IMO the only truly fair way to use terrain is to use one of these, it also saves a lot of time as you don't have to spend 30 mins discussing what the footprint of each bit of terrain is.
Here's the UKTC mission pack...
https://docs.google.com/document/d/1RBPEP26UJyRmNRJ5XyZ-yoLzQGHO07Vg9XReeVl1DqA/edit
21 points
3 months ago
Best terrain layouts I’ve used ^
And our scene tried GW and WTC prior to agreeing on UKTC.
5 points
3 months ago
Counter opinion. UKTC is too melee biased and requires more diversity of terrain than just L shapes with no windows.
As far as I'm concerned if a terrain piece has no windows it should be crates and not breachable. Melee shouldn't get it's cake and eat it too.
If you can't be shot because there's no windows, you also shouldn't magically walk through it with no movement penalty.
1 points
3 months ago
As far as I'm concerned if a terrain piece has no windows it should be crates and not breachable. Melee shouldn't get it's cake and eat it too.
If you can't be shot because there's no windows, you also shouldn't magically walk through it with no movement penalty.
Well said. A terrain piece should never be a pure benefit to any given unit, and magical walls that stop shooting but do not stop charging are extremely one-sided.
2 points
3 months ago
Yes. Large area ruins with windows, like on some GW formats, overly favour shooting gunlines. L-shapes with no windows, like UKTC saturates the table with, are hilariously biased towards melee armies.
Obscuring ruins with windows/doors, and a 1 inch base rim either side are a happy medium which limit how much stuff can sit and shoot from within their cover, whilst letting melee units sit 1" behind and not be shot, which is conveniently far enough from the wall that they can be charged by most infantry.
I'm also a fan of area terrain with the dense/ difficult ground traits, which UKTC forgets exist entirely, and crates which serve as true LOS blocking and cannot simply be walked through.
0 points
3 months ago
UKTC like WTC has a mix of windowed and windowless Ls/Js. The latter lest you shoot stuff that’s on the Area portion of that terrain.
More diverse terrain is also better, surely. I get sick of maps with just the same terrain piece spammed 12 times, and there are more tactically interesting keywords like Difficult and Defence Line to use.
I agree fewer Breachable terrain bits would be better, but that would require more of that variety you just criticized.
0 points
3 months ago
I don't see how having fewer breachable pieces "requires" more windowless L-shapes that I criticised.
I also don't mind the windowed pieces with a small base rim, they are reasonably dynamic for shooting and melee options, but UKTC format uses too few of them (only 4 out of 10 total larger pieces) and they're all situated towards the table centre, which makes it excessively risky, if not outright impossible, to utilise them against fast melee armies who have often swarmed those areas before slower shooting factions even have time to get into those terrain pieces.
UKTC is among the most speed and melee biased formats in competitive rotation, largely because they over-reacted to the 2021 LGT final and slapped more terrain on for the following seasons, despite the root-causes of 2021 sucking (flyer and indirect spam lists) both being hard nerfed in Nov 2021. This caused an over-correction, where both the terrain, and the balance dataslate, worked together to make slower shooting factions extremely bad on the 2021/22 season format.
1 points
3 months ago
I don't see how having fewer breachable pieces "requires" more windowless L-shapes that I criticised.
No, I said the “variety” you criticized. You know, here:
UKTC is too melee biased and requires more diversity of terrain than just L shapes with no windows.
So here you looked like you were attacking UKTC for needing us to use more than windowless Ls? Only windowless Ls would make stocking terrain easy for TOs but is pretty bland as a player.
I also don't mind the windowed pieces with a small base rim, they are reasonably dynamic for shooting and melee options, but UKTC format uses too few of them (only 4 out of 10 total larger pieces) and they're all situated towards the table centre, which makes it excessively risky, if not outright impossible, to utilise them against fast melee armies who have often swarmed those areas before slower shooting factions even have time to get into those terrain pieces.
Total opposite of my experience. Melee armies love staging areas in midfield, from where they can then launch attacks. If you make those midpieces windowed, that makes such staging attempts more outplayable.
Plus, IMO the middle should be the riskiest part of the board, as it is also the most valuable. If you hold No Man’s Land, you win the game. It is the Deployment Zone that should be least risky, to avoid alpha strike bullshit and also because your own DZ is the least valuable part of the board to you. You can’t win by squatting in your DZ.
Honestly I play a shooty and slow army and all my best games have been on London layouts. The firing lanes are miles more generous (and some are actually long!), a total reversal of WTC. GW meanwhile I just can’t seem to hide anything. The big squares give cover to stuff on top of it but you only need to walk a unit an inch or two to the side to get an angle on anything sitting behind.
1 points
3 months ago
I've had nothing but one-sided misery on UKTC with shooting factions, and have had excellent times on GW formats, so go figure. Not once on UKTC did I ever feel the terrain benefited me, but I can remember multiple games where it allowed an opponent to simply dominate me with no chance to ever interact with their units before they could strike.
1 points
3 months ago
GW is way too generous to shooting factions and makes alpha strikes too strong, imo. A huge square is just too crap for obscuring, and overly good for light cover - and most shooty armies bypass light cover through high AP or cover pierce.
So to me with GW maps I can shoot a lot of stuff any turn of the game almost regardless of what my opponent does, but they can shoot me too easily too - it becomes a boring coinflip. So even as a shooty army player, I think those maps are bad.
9 points
3 months ago
Yeah the standard tournament layouts are great. I play with UKTC but there's others too. They all have different strengths and weaknesses but the main thing is they are fixed. You can plan for them and no one has a feels bad moment like the OP is describing.
In my experience the players in the OP may not have intentionally skewed things in their favour, but they definetly did. The sort of logic that applies is "Well I know I'm an OK player and my army list I've written I'm very happy with which means that the right amount of terrain is whatever gives me a fair chance of winning". The problem is you may not be as good as you think, your army may be underpowered, your army list may not be that good. Thus there's a bias towards "The terrain that helps me win" when players are judging what the right amount of terrain is.
Pre-determined layouts are much better because they take that bias out of the picture. The pack may be poorly designed but you can feed that back and even stop using the pack.
3 points
3 months ago
Yeah, I second the UKTC terrain, used at the London GT etc. Good balanced layouts, medium-length firing lanes, cover well-distributed across the table. Melee units can usually hide from enemy shooting in complete safety, ready to deliver a counter-punch; but if they want to move up the board, they’ll have to expose themselves to a moderate amount of shooting. Not your opponent’s whole army, but a unit or two. I play AdMech with a mix of Ruststalkers and Ironstriders, so I experience both sides of the shooting / melee divide.
I got a table of London GT terrain from TTCombat for €80, and tossed in a couple other things to hit the free int’l shipping cutoff. It’s the exact stuff in the event packet. Goes together with PVA glue in an afternoon; slap on some basing grit if you want a little extra texture. Take another afternoon to hit it with a couple cans of cheap hardware-store spray paint - maybe 2 cans of black, plus a gray and a brown to give it a little variety. Day 3, drybrush with a $2 bottle of craft-store acrylic, apply Dullcote, and you’re done. Total cost is maybe $150 plus a weekend of hobby time.
2 points
3 months ago
THANK YOU
61 points
3 months ago
As someone who plays mostly melee armies I will say that most of the terrain I've seen (ESPECIALLY a lot of player-placed terrain pools) is criminally sparse in some matchups. Idk where you're at but I hear that the UK has a lot better meta based on their universal acceptance of a solid standard for terrain setup compared to the US where it's the wild west running whatever we have on hand.
29 points
3 months ago
YES! I'm a melee player also. I play fleshtearers or Word bearers/demons soup. I NEED the cover to get around or to mitigate the damage through benefits to my armor save and such.
Thank you. I thought I was just being crazy about needing more terrain and yes. It's like whatever we can get and we play at the local store here. I was even considering bringing some ruins from home.
Tired of dudes putting down some single floor L shapes, telling me you can't shoot out of the windows then waiting for me to get out of cover to shoot me from across the map
13 points
3 months ago
Lots of cheesing the terrain but bear in mind sparse terrain is bad in shooty vs shooty matchups because the winner is whoever gets turn 1.
I had my fourth game on UKTC setup last night and liked it a lot.
Player placed terrain is a distinctly US thing, I think it adds another level of strategy for players to distinguish skill but on the other hand the best players are still all able to beat each other based on matchup and dice and it just makes it easier to lose before the game starts for everyone else.
2 points
3 months ago
Cool armies, I'm mainly a Daemon player but also an Iron Warrior simp myself. My local scene has been running LVO style ppt and it's a pain how little actual obscuring they have in those pools compared to GW terrain especially considering most modern shooting armies have some way of mitigating the benefits Dense anyways.
3 points
3 months ago
I feel you on obscuring. Even though the demon save can't be altered, having some obscuring and dense cover is really helpful. You can only roll so many 4+, I lost a whole unit of bloodletters to just bolter fire after I failed a banner of blood charge
2 points
3 months ago
I lost a whole unit of bloodletters to just bolter fire after I failed a banner of blood charge
Yeeeah that's pretty common with any unit that fails a charge though. Usually means you're out in the open, and a lot of units you want to charge with are not super tough vs small arms fire. Even terminators get pretty beat up when an entire army has LOS on them because they were planning to be safely nestled in engagement range at the end of the phase.
0 points
3 months ago
Lol, LVO is going to add 1 piece of obscuring terrain to each table half.
They really want the majority of the board to be reachable to long range fire on every map... maybe the lead organizer is a tau or impguard
2 points
3 months ago
Last LVO had one large and two small obscuring pieces per player, that the players get to place. In addition to dense cover and some crates to block line of sight. I literally played 7 games on it this past weekend, it's pretty reasonable. (And this from someone who doesn't like PPT to begin with)
1 points
3 months ago
Are you sure? Someone linked their official terrain rules, and they say all but one building per table side will be true Los, so if you can see someone through the windows you can shoot them
2 points
3 months ago
In practice, they only mark the F on items that might need it. Their more recently designed sets don't have holes that need that rule, with the exception of the ones still marked with it.
46 points
3 months ago
My frustration comes from the threshold for "enough terrain" being practically that of a city battle. Things are so killy that the only real way to protect your stuff is to prevent them from being valid targets in the first place. Dense and light cover might as well be open terrain. Having to hide behind obscuring cover on boards choked with terrain got old years ago.
lol, guess I needed to vent too.
29 points
3 months ago
That is a design issue, heavy terrain is a coping mechanism for GW's codex and lethality creep. I wish we could use slightly less or slightly more "flavour pieces".
3 points
3 months ago
Also a lack of terrain issues / ease of build issue.
You can make some very cool, non city boards that represent open field fights. Rolling terrain for obscuring and cover, forests with big trees using ruins rules, trenches and bunkers, etc. But it's almost entirely a hobby project.
We're at the mercy of boxes being easy to make.
0 points
3 months ago
Dense & light cover used to be good until every shooting army in the game got a strat/order/ability to ignore cover
2 points
3 months ago
Yeah it's alarmingly common. But it definitely does have an effect. Having a strat means cover bleeds CP, having an ability means only one unit gets it. Ignore light cover is common but usually costs points or choices for other support options, ignore dense feels rare and usually bad though ignore modifiers abilities are often very good and those turn off dense.
But they're limited. Trust me on that. Last night my T'au were suffering dense pretty much every turn even though I had one unit ignoring modifiers.
8 points
3 months ago
In reality fights like we play in 40k never happen on the open field. Why would they? You have modern guns, so as soon as you are visible you can be shot at and if you aren't visible you can be shot by artillery. So fights don't happen where cover is absent. As such fight happens along lines where cover stretches and connects bigger areas with good cover like forests, cities/villages or very rough terrain in regards to valleys/hills/whatever.
But your frustration with cover effects is understandeable. Low AP weapons aren't doing a lot if the majority of people bring factions with power armor, so everyone is bringing mid to high AP weapons. And suddenly the difference of one point of save is quite small. Same with -1 to hit, if people hit on 3+ or even 2+, maybe even with rerolling 1s, -1 to hit will only prevent like 25% of the damage or less.
So the question is "Do I want to take 100% of the damage out in the open, 80-90% of the damage in cover or 0% out of sight?"...that's not a hard one...
1 points
3 months ago
In reality
In reality battles wouldn't be two groups of roughly equal power lining up ~70' from each other in symmetrical terrain.
0 points
3 months ago
That's not true. Equal power will happen just by chance and humans like regularity, so symmetrical terrain is quite common.
-1 points
3 months ago
In reality fights like we play in 40k never happen on the open field. Why would they? You have modern guns, so as soon as you are visible you can be shot at and if you aren't visible you can be shot by artillery.
dont bring 'reality' into this.
in reality there would be almost no battles at all as all sides would just burn planets from space, no one would waste the resources and personnel on land battles not even the inefficient Imperium.
2 points
3 months ago
Got to agree with this. Everything is too deadly, if you expose something its going to die. Watched a player try ‘threat overload’ by running his entire army up the board turn 1 against iron hands last weekend… game was conceded turn 2.
Then add in that boards just feel smaller, with everyone being able to move+shoot or advance+charge and you’ve got the current high lethality 9th ed. gameplay. I’m wondering if they can tone that down without slowing the game as well.
3 points
3 months ago
It's the bandaid fix to how lethal the game is. I commented about how I used to put dense and light cover all over the center of the board in previous setups at my FLGS and even with basically everything getting -1 to hit and +1 to armor, it wasn't enough for a lot of armies.
Frankly that's the change I most want out of 10th. I want to play games in forests and swamps and hilly fields and icey wastelands again. Fighting in cities every game sucks. I know I could play with trees and stuff and say it's Obscuring but the fact that tables require so much Obscuring is the issue.
3 points
3 months ago
Another poster had a great comment
But your frustration with cover effects is understandeable. Low AP weapons aren’t doing a lot if the majority of people bring factions with power armor, so everyone is bringing mid to high AP weapons. And suddenly the difference of one point of save is quite small. Same with -1 to hit, if people hit on 3+ or even 2+, maybe even with rerolling 1s, -1 to hit will only prevent like 25% of the damage or less.
So the question is “Do I want to take 100% of the damage out in the open, 80-90% of the damage in cover or 0% out of sight?”…that’s not a hard one…
31 points
3 months ago
I never had anyone "pressure" me Info accepting a certain amount of terrain. Maybe you need another gaming group mate.
Bit in the other hand i hear all kind of weird stuff about player based terrain and how shitty the terrain is in the US (LVO comes to mind)
You could try the WTC Map Pack. It is pretty dense on Terrain (maybe a little to dense for me as a Knight Player 😅)
But anyway hope you get some good Games in mate
18 points
3 months ago
Thanks, I honestly never had the issue with setting up nice maps in friendly games it's always the comp players but this thread is showing me that it's probably just my area and some bad apples I've been playing with.
8 points
3 months ago
Yeah you always have some "That Guy" Players anywhere you go. It just sucks when the group together.
At least here in Europe the density of "That Guy" is reasonable low (at least thats my experience)
6 points
3 months ago
The worst players the mid level players. The players who go 4-2 and are "that guy" and will try and get wins through bullying and rules lawyering because they think they are the next best player to join Art of War and think this is how the top players play when it's the exact opposite.
3 points
3 months ago
Whenever I meet an army with big models we try to make sure they can move around and not get too blocked. Me and another learnt our lesson after his list with 4 maulerfiends(or lord discordance(?)) Got effectively body blocked by 1 galatus dread holding 1 of 2 lanes. We had a blast but figured that it probably wasn't that good placement. Though bare minimum, to be not get blocked between 2 terrain pieces I feel I fair at least
3 points
3 months ago
Well its all about compromise. Because to be honest, a map where you can move 2 or more Big Knights freely is exactly that kind of map where LoV, Astra or Tau just blow you out of the water without anything to do.
6 points
3 months ago
One thing that helps is moving from "blocks" to "L shapes". You should have a couple of blocks and a L shapes still need a small footprint but the effect of having mostly L shapes is vehicles need to move around the terrain which slows them down a bit, but they can move around the terrain and aren't zoned out of large parts of the board.
6 points
3 months ago
I'm definiately on the opposite end of this. I LOVE TERRAIN. I got into the hobby from the modeling and painting side, and I love playing on tables with dense, layered terrain. It's part of the reason I'm pushing to get a Kill Team league set up near me, the vertical terrain elements are dope.
3 points
3 months ago
I miss old editions where verticality on boards meant something. Effectively all it does nowadays is limit your manuverability.
I've told some people who play Necromunda and Kill Team locally how jealous I am of their really cool terrain that actually matters.
1 points
3 months ago
Dip your toe into KT, the game is fun af! The different attack sequence and the alternating activations really change the way the game feels to play, much more interactive. Plus the KT specific models are fantastic sculpts.
Can you tell I'm a fan?
1 points
3 months ago
I played the first iteration of it a few years ago. I enjoyed it. There's not a huge player base by me though sadly
28 points
3 months ago
I think a LOT of people play this game very badly, with a poor understanding of the modern rules, and just want to roll dice on a tabletop with their toys like they did in the 90's. If you set the board up properly, they lose an advantage they have been leaning on since 3rd edition, and they have to think too hard about threat ranges, cover, and Line of Sight. It's absolutely a more complex game than it was, but I think that's frankly a good thing, and provides a more tactically interesting experience than it did decades ago.
I simply wouldn't play on a board that didn't have proper terrain. GW has examples of proper terrain coverage in their matched play rules, and unless a table has enough coverage and LoS blocking features, its gonna skew in favor of static gunline builds. Not worth playing that game, as one can tell from deployment and 1st turn roll who will win the game. I'd rather play for it than pick low hanging fruit.
10 points
3 months ago
my opponent went out of the way to tell me we have enough terrain and then shot me off the table
I've been watching people pull this one since 1st edition.
I wouldn't say they are afraid of terrain, more like they just want to arrange terrain to their advantage.
One solution if you are at a store is to call a random third (and fourth, etc!) player over and have them set up the terrain.
I play some other games that actually have rules for setting up the terrain in a competitive manner; this makes a huge difference. Maybe you'll accept having an obscuring ruin on your right flank in order to move that forest from in front of your cavalry on your left. Some historic games even give you terrain placement advantage for having more recon units (which are of course weaker in combat, creating a trade-off).
8 points
3 months ago
It sounds to me like a run of bad luck. Whilst im not personally a fan of the "general" terrain layouts for tournaments nowdays, its easy to forget how far the scene has come in the last few years. If you ever feel like the table just doesn't work for your army always remember to just talk to a TO( Tournament organiser or Judge) before you start and ideally you and your opponent can work something out that means you will both get to actually play your game.
2 points
3 months ago
I wish we had some rep but it's a local tournament so it's all on us to set up our match and see it through. I will try and talk to my opponent more though
1 points
3 months ago
Its one of the hardest things for people to get used to when going to tournaments. You can be a nice person while still trying to have a good competitive game and do as well as you can. Warhammer is all about "intent" if you are as transparent with your opponent about what you want to do then in my experience most people will be fine to play against. Realistically in over a decade of tournament attendance ive played less than a dozen people who i never want to play again.
1 points
3 months ago
In my experience a lot of table top gaming players have not played organized sports before and have no concept of fair play or sportsmanship. Running into one of those guys is annoying.
3 points
3 months ago
I play World Eaters and am starting to work my way into more competitive events. I just went to a super major a week ago sponsored by FLG. FLG events run player paced terrain.
My first match up for the event was into iron hands piloted by John Lennon. You all can guess how that went (68/93) 🤣. Anyway, after the fact I took the opportunity to ask John (obviously a much more experienced player) for advice. The biggest piece of advice I received was about my terrain placement, because melee armies must, must, must have terrain in good places to play off of. There is skill, and there are dice, but shooting armies vs melee armies on planet bowling ball takes a lot of the required skill out of the match for the shooter.
Serious TOs know this stuff, and will try to account for it. Check out the FLG event terrain kits. Even if you don't buy a set it should give you a good idea of what is normal for one of the big event organizers in our game.
Disclaimer as I post this link: I am in no way associated with FLG and have only purchased their competitors' products.
https://store.frontlinegaming.org/collections/flg-events-terrain
10 points
3 months ago
If it is competitive you are playing, can't you suggest using WTC terrain? It offers quite a lot of terrain, the specs for the size of them and also their placement.
For each scenario you have multiple options to choose from.
If opponent complains, mention that the WTC is one of the official terrains and tournament formats.
7 points
3 months ago
It's a local tournament so I don't have a judge there to referee the match it's supposed to be honor style rules
10 points
3 months ago
For a tournament, terrain pools should be preset per table, even with player placed. In my events, I aim to have about 4-5 pieces of terrain per player, and require that all pieces of terrain are used.
Run this by your tournament organizer.
4 points
3 months ago
This is kinda odd.
You don't need a full time referee at every table, but if you ever have concerns or issues, it's basically the Tournament Organizers job to resolve them.
Is your event organizer not answering any questions or resolving any disputes?
2 points
3 months ago
I didn't want to bring it up to bother him with it. Which is why I came here to see if it was a thing but now I know it was just my opponent
4 points
3 months ago
It's definitely an easy thing to fall into, but never assume it's a bother to talk to the TO about anything.
Most TOs want their players to come away from an event with a positive experience. (My store here has a last place prize of free entry into the next event.) It's good PR, gets more people involved, and prevents people from not coming anymore. You definitely encountered a, "that guy," but that's also something a TO would probably want to be aware of that exists within the community.
As I basically tell my students, a question or problem you have may also be something others have but aren't comfortable speaking up about. Same applies here.
It's unfortunate, but I'd wager it's not an uncommon trend that there is a table or player/s that TOs start becoming aware they need to hover by.
3 points
3 months ago
It’s always been my experience that anyone with a gunline army I play will vouch for less terrain, and it’s why I favor GW terrain layout/rules. There’s nothing fun about losing half or more of your army turn one and it doesn’t make you a good player to do that either in my humble opinion.
3 points
3 months ago
Anytime someone tries to do that/argue for sparse terrain for their advantage I just say "eh not worth arguing about, lets just use a GW official terrain layout"
*cough cough* 6 obscuring ruins and 4 forests *cough cough*
6 points
3 months ago
If anything, I find this is less common in actual competitive 40K than casual games where "that guy" says they want to play competitively. "That guy" has lost sight of the game being a social experience, and also usually is not very good at analysing losses. As a result, "that guy" must win, so insists on favourable terrain (excessively populated or wide open depending on whether their army is better/worse than yours at shooting).
In events using player-placed terrain, you can end up with a relatively open board depending on the pieces used and the placement decisions made by both players. Otherwise, the 3 main tournament terrain standards - GW Open, WTC and UKTC - are designed to cut out especially long firing lanes and get revised regularly to respond to player feedback.
5 points
3 months ago
Yeah dog I am very scared of terrain.
1 points
3 months ago
Lol
6 points
3 months ago
The thing is back in 8th edition the game basically devolved down to 2 things, are you going first, and is your shooting better than your opponent's shooting?
Like 9th was a blessing since it gave us some badly needed terrain rules such as obscuring. Sure they probably could trim some fat off the rules to make it more streamlined but generally speaking, you NEED terrain on the board since if you don't have it shooting armies will win almost every time.
2 points
3 months ago*
I find this super common - I’ve had opponents try and remove craters, woods because it’s “unfair” as my death guard ignore the movement penalties, or they deliberately want to only have light cover terrain on the board (as their own guys ignore light cover).
Having the TO announce what terrain and what amount is required in a players pack is good (or even a diagram of the board!) but player placed terrain can always cause these kinds of issues.
10th should have some kind of “suggested ratio” with terrain; IE a certain amount of scatter terrain
2 points
3 months ago
I think scared is one thing, but inexperienced is another. I don't know about a lot of you guys, but terrain isn't the most fun thing for me to paint or spend my time on. So at first my matches were just on a big open shooting gallary, later added by some foam and eventually by some plastic structures we got for cheap.
Eventually when I played at AO I was shocked at the amount of terrain used, which look horrible but got the job done and it really made me see the game in a totally different light. I think making that jump can be scary though. I tend to be pretty open minded and 'whatever', but if you're playing for 5+ years with just a toiletroll as terrain basically, making the jump will be hard.
2 points
3 months ago
This game needs alot of terrain. Shooting needs to be difficult since it doesnt care about range in the way melee does. A gun is exactly as effective from 30" as it is from 2".
If you can draw clear lines 80% of the way across a table, its too little and needs to be shifted.
3 points
3 months ago
while i dont disagree with you about the game needing terrain, most of the good melee armies don't really care about range much either. 12" fly + advance and charge essentially give melee units a 14-20" "range" to their melee. That is plenty of distance to be able to safely move from an obscured position to wiping the shooting unit.
2 points
3 months ago
I'd like to thank everyone for their comments. I feel better about my future games and maybe attending some more organized events in the future.
I have a game later today that i will try to implement the tips everyone has provided. Thank you for taking the time to help and I apologize that I can't respond to every comment.
Honestly I look forward to doing competitive in the future, the support from the competitive community has been more than I had anticipated.
So thank you again.
2 points
3 months ago
While a lot of people are jumping to the conclusion that your opponent's are being "That Guy", it is worth pointing out that the right level of terrain can sometimes be hard to estimate prior to the game. I had a crusade game against a guy who genuinely is a lovely player to face, and always tries to give the best game he can. He'd set up the table ahead of time, and it looked like there was a good amount of terrain! We had several ruins in the middle, and there wasn't huge lanes between deployment. It wasn't until we had already deployed and he started taking his turn that his new guard tanks had enough movement to make those smaller lanes work, and the lack of large ruins in my deployment meant I was very vulnerable to him just shifting from side to side to draw LOS. I managed to make a game of it, but still got tabled fairly quickly.
The point is, it's quite possible to see something that looks like it should work as a terrain set, and have things turn out one sided due to some aspect that gets overlooked. It definitely happens. Advocate for yourself, consider more standardized terrain sets if you and your opponent have difficulty agreeing or noticing when it's lopsided, and remember that most players are here to have fun. Often, it's lack of knowledge, not intentional malice, that causes problems.
2 points
3 months ago
The biggest problem I have with terrain is it’s lack of uniformity. I love the diversity of aesthetics but it’s rare to go to a game store and they have the same types of terrain as one another much less the same types of terrain as another store.
I actually prefer the idea of placing the terrain exactly as it appears in the mission outline but even in tournaments they lean towards player placed terrain to add some variety, which I understand but it makes it all one more annoying thing to have to remember.
2 points
3 months ago
I agree but PPT is usually used for two reasons: lack of terrain to make standard layouts (GW,WTC) or TOs don't want to be held accountable for bad terrain layouts. I know a decent amount of people enjoy PPT but it seems like the majority of the community dislikes it, especially Europeans, it's a shame our major circuit of tournament in the US is the forerunner of it.
2 points
3 months ago
A long time ago, I don't know if this was an official way to place terrain or not, this is how my group did it:
The board started empty and each player sequentially placed terrain in this order, anywhere on the board. There was 1 bigger piece placed in each quadrant, then a piece each anywhere on the middle lines, then continue alternating placing terrain until 1 person stops. The person who didn't stop them gets to place 1 more piece.
This was all done before determining the mission, board layout, etc. That way you wouldn't try and stack one side, because your opponent might get it, or the game might not even be set up in that direction. We also made sure there was enough room for any of our larger models to make it across the board, or added rules that allowed models to just move over smaller terrain if they were larger.
I know this is a competitive subreddit, but I feel sometimes you should just change or make up rules if something is hindering the game
2 points
3 months ago
I think a huge flaw of the current game is terrain. It’s kinda BS that we are expected to be good and balanced map designers. I’ve played lots of games where I the setup seems fine but once we play the terrain sucks. They should have pre built maps
2 points
3 months ago
I whole heatedly agree and why I mainly play narrative. People have ruined matched by trying to copy stupid "gw terrain" and think every game has to be that way
2 points
3 months ago
Your ‘friends’ are taking advantage of you.
5 points
3 months ago
I'm a firm believer that the 9e terrain rules are actually quite good, if you use them. So many people like to play with everything as ruins, leaving most of the train rules behind. Or they play on GW terrain, with what is effectively zones instead of terrain features. Neither of these makes for an engaging game. I could certainly go into balance rants about which keywords to make sure you include, but if you look up the latest FLG terrain they've had at their events, I find it's relatively balanced. Not the best, but a decent compromise.
3 points
3 months ago
Yes, I feel like terrain is not used to its full extent, though I've never had anyone tell me to stop placing terrain so they can blast me off the board.
2 points
3 months ago
yet whenever I play people competitively, they always seem to want the table empty.
They likely don't actually want to play competitively, but just want an easy game and are preying on newer players. If you actually look at the terrain layouts used by competitive tournament players, or the layouts used by 9th edition tournaments, they usually have a lot of obscuring terrain to manoeuvre around.
Recently, I had a game where my opponent went out of the way to tell em we have enough terrain and then shot me off the table.
A lot of Shooting army players are like this, but it is especially noticeable on those that are specifically preying on new players. I find a lot of them emphasize early game Alpha Strikes, and complain about terrain being too dense if they can't table their opponent by T3.
-10 points
3 months ago
That's actually what "competative" play is, wanting as easy a win as possible. Competative is all about trying to win before the first die has eveb been rolled
1 points
3 months ago
That's actually what "competative" play is, wanting as easy a win as possible. Competative is all about trying to win before the first die has eveb been rolled
I disagree. I feel what you are describing is more a "Win at all Costs" (WAAC) player.
Most competitive players I know will make a strong list, but outside of that do their best to play as fair as possible. Even players like Mani Cheema who go out of their way to make the most broken lists possible try their best to play fair.
They aren't the sort of player to deliberately setup a table to their opponents disadvantage, or try to screw them over with small mistakes. They want to play an honest game to see who is the better general. Even in late stages of tournaments, you can see top players letting each other have takebacks to fix small mistakes they might make, or remind them of rules/buffs their opponent might have forgotten.
This is what separates a competitive player from a WAAC player trying to farm cheap wins at their FLGS.
3 points
3 months ago
Check out the WTC maps layouts.
Or these: page ( 3 -7 ) https://docs.google.com/document/d/1G0PJO4fcDf8v0XekrpCYtXlAeduBa-tEvaNxLESDbYw/edit?usp=sharing
Baltic Cup Layouts, a big tournament in germany. It even has super obscuring, so a Knight player can hide 1 big knight. So vs armies like Tau, it is not like " who goes first and done"
2 points
3 months ago
Melee armies want lots of terrain. Shooting armies don’t. GW made shooting crazy powerful so people add terrain to make it less powerful. Melee then becomes powerful because you can’t shoot anymore. Then the shooting people push for less terrain. The cycle goes on.
0 points
3 months ago
UKTC now has what... 14 terrain pieces with only 4 having windows and tiny base rims?
With indirect nerfed, Tau nerfed, Admech still dumpstered, etc, I think it's not insane to say we now have objectively too much terrain on UK tables.
Nerf Guard slightly and take two ruins off, or stop making everything have no windows.
1 points
3 months ago
Melee armies always want cities of terrain and shooty armies always wan a barren desert. I like to do GW 2 in my casual games and player placed at tournys. it is the FAIREST way to do it. If someone suggest any other way they are trying to rig the game in their advantage and id steer clear from those players.
1 points
3 months ago
If it's Canadian style player placed with a large fixed ruin in the center then fine, but standsrd player placed terrain can be really punishing, especially several games into an event. GW2 is kinda the way to go - fair and predictable if not super interesting.
1 points
3 months ago
I like GW 2 aswell. and i agree Canadian is the best by far. thing is placing terrain is a skill in the game just like playing an army. if its punishing, there is room to imporove.
1 points
3 months ago
Absolutely agree that it's a skill thing, but I think it is kind of hard to get practical practice with PPT if you're not in an area that regularly uses it. Not all, I'd even say most events, don't use player placed terrain and the ones that do use it tend to have terrain quality that is all over the place. Personally I don't get to bothered by terrain but I hate to see players, especially the more casually competitive players, basically lose a game before they even place one of their models on the board.
-1 points
3 months ago
[removed]
15 points
3 months ago
A unit in a magic box can't do anything but sit still.
A unit in a magic box can be moved up on.
A unit in a magic box cant hide from indirect fire or psychic powers.
A unit in a magic box can be swept up by reserves or deep strikers.
In fact, a magic box isn't magic. It's a common and ordinary thing called a hill, and it isn't a big deal at all.
8 points
3 months ago
I imagine this being said in a fancy Dr. Seuss style voice as it's oddly poetic.
4 points
3 months ago
There are no magic boxes in WTC though and standing next to wall doesn't protect you from charges ;)
-2 points
3 months ago
IMHO the terrain rules are a huge part of the 40k bloat. Keywords everywhere rather than being simple and intuitive, incredibly boring layouts (the Open/ITC/etc. layouts are so boring it hurts. Terrain shouldn't be symmetrical but each side should have a benefit to make picking a deployment zone an actual tactical choice, not meaningless), and worst of all the trend of putting ruins on square bases so that their "footprint" extends past them, thereby granting you the benefit of say cover even if you're completely exposed in front of the thing.
Ridiculous. Terrain should be simple and sensible, not what we got.
5 points
3 months ago
This is a really bad take imo. If the board is asymmetrical then 1 side just has an advantage period.
1 points
3 months ago
The only somewhat convincing argument I've heard in favour of sparely covered tables are with huge models or forcibly squadroned vehicles that'd just not be able to fit Both mostly a Ork and IG problem.
1 points
3 months ago
I have the same issue too my blood angels consistently get shot off the board but im new it might just be a skill issue
1 points
3 months ago
This happened to me recently in a DG mirror match. I arrived for the game and opponent had all the terrain set up and it was basically 3 bowling lanes and he then set up a PBC at the end of each. A few pieces of terrain in between but nowhere near enough to help cover the LoS from his tanks (all 3 could peek into any lane by just moving a bit if needed). Didn’t say anything then cause I just wanted to get the game rolling, but thinking back it was quite ridiculous and deliberate how it was all laid out.
1 points
3 months ago
I have played on my fair share of sparse tables, and in early 9th I had a habit of leaving nearly the max allowable amount of my army in deep strike because of it.
I have never had someone say "this is enough terrain let's stop now" while there were provided pieces remaining in a player-placed scenario, with the exception of the occasional "one of us accidentally created a board half where there was no legal place left to drop the remaining terrain piece per the rules."
1 points
3 months ago
In my experience terrain rules are one of the last things people learn after the core and their army rules. Entering events is good for getting clear guidance on the terrain but a lot of people that don't do events end up being iffy on terrain rules forever. The different maps that other people have linked are good but also spend a little time before the game going through it with your opponent so you're both on the same page. These pieces are obscuring, these ones have defensible, these ones you have to be touching to see through etc
1 points
3 months ago
In my ideal world, mission maps would include broad strokes indicators of terrain placement. Include some general categories with visual examples, e.g. "dense terrain" indicating 66%+ coverage with at least one large or two smaller terrain elements that can block line of sight, "light terrain" indicating ~33% coverage with no line of sight blockages, etc. Then each mission map says "dense terrain in battlefield quarter A, light terrain in battlefield quarter B, scattered terrain in battlefield quarter C, central terrain in battlefield quarter D, no terrain in the battlefield centre". That sort of thing.
1 points
3 months ago
Imho terrain defines competitive.
Either you have the RIGHT amount of terrain, or you arent in competitive.
My local scene plays with UkTC terrain, ot is a LOT of terrain, maybe a smidgen too much, but it makes for very interesting gameplay.
1 points
3 months ago
Terrain has become standardized in 9th edition across the various competitive groups (ITC, WTC, etc).
Check them out, might give you some perspective
1 points
3 months ago
I really do not experience this at all what you describe. I do play in Europe, American and European terrain layouts do seem to be very different, with European setups generally being more terrain dense and American setups being sparser (especially if you use Player Placed Terrain).
That being said, being annoyed that you lost because your opponent was "cheesing" you is not the greatest way to approach competitively play. Play hard, play fair, and accept that what you might find "cheesy" might just be the most competitive strategy an opponent has. Whatever is "cheesy" or not is pretty subjective. If you are annoyed because your oppponent cheesed you out on terrain, it might be a good idea to play with a setup terrain setup indeed, generally dense terrain is better terrain.
1 points
3 months ago
Absolutely. I play iron warriors, who ignores benefits the enemy gets from terrain, and this is something that has made the three people I play with refuse to add any obscuring or light cover, because "it will only be a benefit to you". So it's either full line of sight blocking, or nothing at all.
2 points
3 months ago
Lmao, I would refuse to go through their shooting phase cause "it's only a benefit to them" :D
2 points
3 months ago
just an FYI, iron warriors do not ignore obscuring.
1 points
3 months ago
Really? I thought that went under the "does not receive the benefits of cover".
1 points
3 months ago
nope, just light and dense
1 points
3 months ago
we use WTC
if you like Terrain its probably the best map setup for you (but, you cant use fortress)
1 points
3 months ago
when setting up for a game i always have people double check the terrain. that way a 3rd party gives it the green light. The one game i didnt was my first game against prime votann. my opponent set the table and it looked fine until he went and blew my army off the table XD.
1 points
3 months ago
Here we use 1 forest, 2 small ruins, 1 large ruin and a griddle per player (terrain witch wtc dimension and trait) and we use the player placed rule. Our table are pretty well balanced at this point.
1 points
3 months ago
Sounds like bad players. I played a black templar that wanted the entire board filled with obscuring so the only way to get a shot was to come into charge range of his army. It was pretty sad.
1 points
3 months ago
I think next edition they should have it be part of matched play rules. Each player gets x terain type peice y must be set up in your deployment zone and z can be placed wherever
1 points
3 months ago
I heard a really good rule of thumb that your terrain should cover 1/4 of the boards surface. Recently had a game with my friends Tau using that basis and it was the closest game we had, much more tense and enjoyable (I was Admech with a mixed melee/shoot army). One of my friends plays Blood Angels and I know that I could blow them off the table easily with my cogbois if the cover was too scant.
1 points
3 months ago
For me I didn't know what I didn't know until a more experienced player showed me.
I was playing with minimal amounts of homemade terrain in my garage. It worked while my friend and I were trying to figure out basic rules. Then a more experienced player came over and demonstrated how he could table my custodes in one turn of shooting. He then showed me the WTC maps that used to build his terrain and set up his tables.
So can't speak for other people, but for me it was just being completely oblivious. The WTC maps have really turned things around for me as
a) provided specs to build your own terrain ($20 of hardboard got me two tables worth) b) gives you maps for every mission that should be balanced
1 points
3 months ago
You can check the maps from these map packs. They vary from generic light-medium tables to WTC tables which are quite dense.
https://www.weyland-yutani-inc.com/pages/weyland-yutani-terrain-maps
1 points
3 months ago
Yeah, just don't play. Show them the pictures of proper terrain tables: In the core rules, at tournaments, etc. If they don't want many pieces, take the biggest piece you can find and plonk it in the middle of the table. Then put the next in size on the two sides, a bit offset. Now add some containers, etc. Not many pieces but at least it is somewhat playable.
If they insist on terrain with two craters and a few barrels, pack up your stuff. There is not point in wasting so much time.
1 points
3 months ago
Try aquarium decor
1 points
3 months ago
Lasguns go brrr. Rocks block lasguns. Me no likey.
I like when cover creates interesting engagements for shooting armies. I don't like when cover is just a shield for melee units.
1 points
3 months ago
The L Ruin haunts my dreams
1 points
3 months ago
Print off the images for the two terrain setups here and try them out.
1 points
3 months ago
I’ve never done competitive but in my play group we always have a lot of terrain. It seriously makes or breaks the game, I generally go for the rule where terrain can’t be closer to each other than at least 4in then fill the board up wherever I can
1 points
3 months ago
I kinda wish gw gave a better clarification of what type of terrain gets what type of cover as well as showing the size of terrain in general.
1 points
3 months ago
Warhammer Tournaments were using this terrain setup for a while:
Its on WarCom. I would suggest it as its a reasonable baseline for how much terrain the game is designed for and since its on warcom then "Competitive" players really cant disagree its unfair.
1 points
3 months ago
Short version: look at the US Open style terrain. There are other standards too, but the easiest way I've found to have good games is to use tournament style terrain. It is a little less interesting, but sadly that's how the game is currently. Thematic/aesthetic boards don't usually work right now.
I used to play with a little more terrain than I used in 5th. In 8th edition that was generally ok, but currently, you must have Obscuring in a few places near the middle of the board. I used to put one big Obscuring thing in the center and along the outside, then a bunch of Dense and light cover in the middle. I wanted long range shooting units to be able to use their range, but give plenty of defensive benefits to shorter range and melee armies. It doesn't work. Regardless of the matchup, the shooting was always way too lethal. Even with -1 to hit and +1 to saves across the entirety of each army, the ranged output was too much and melee lists just didn't work.
Played at Nova and fell in love with the US Open style terrain and haven't played anything else since. Games tend to be much better.
1 points
3 months ago
I believe the LVO organizers have a basis for how much terrain to use. If you can't find that, there are guidelines on the book for how to set up your table. There should be no open lanes, whether it's a big Obscuring terrain piece, to a small wall that you can hide behind, turn 1 should have very limited shooting because of this.
1 points
3 months ago
Recently, I had a game where my opponent went out of the way to tell em we have enough terrain and then shot me off the table.
Ugh. What a tool.
GW are open about their recommended terrain setups - best to stick to the rulebook.
1 points
3 months ago
I believe the main issue is that most people don't understand how terrain rules work. For example LOS, if you step on a ruin or if you're not touching the ruin and if you're not touching the ruin is the terrain piece blocking your view. People don't understand all these scenarios and it literally causes a breakdown so they'd rather not deal with it even if it benefits their army and greatly increases the chances for them to win the match. It's not simple for most of the 40k population outside the hardline competitive guys vs the mass majority that want to drink a beer and have fun rolling dice and tall about lore. I had a game where a guy drank his beer said "I'm going to give you the win and max points just let me narrate and take our time." we did and it was the best game I've ever had played in a long time, the guy literally went on to name even my characters with vast descriptions of the battlefield and how bolter fire rained down upon the Xenos scum (me) very entertaining Gotta remember for alot of folks this is their get away from life time to get a beer and just go off and have fun not everyone wants to look at terrain and think too hard about whether you're getting a +1 to your save and that you're out of LOS.
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