Okay, so we know FFG has some pretty light weight guidance on what is required or even desirable for setting up a table...
QuoteMost of the battlefield will generally be open terrain.
The [next] most common type of terrain on the battlefield, area terrain, includes woods, tall grass, rivers, and the ruined shells of blownout buildings.
[Barricade] type of terrain is often found in multiple small segments that can be combined to form defensive lines.
And only slightly more concrete guidance for competitive terrain setup...
QuoteThe players set aside an even number of terrain pieces that cover roughly a quarter of the battlefield, choosing some pieces that will block line of sight and some that will simply provide cover.
Now I fully support this kind of hands off approach that allows players to reuse and explore many different types of games (for reasons I have exhaustively defended in other threads and do not wish to re-hash here). However I have found some rule of thumb guidelines that I am finding make for certain kinds of games and I thought it would be interesting to share and see what other folks have been using as well!
With that said, here is my not very well organized or thought out rules of thumb:
- Bring LOS blocking terrain for every type of unit. Yes even the AT-ST and T-47 Air Speeders! Having an opportunity to manuver and control when you get shot at makes for much more dynamic games. As more units get sharpshooter, just having heavy cover is not enough.
- Place some LOS blocking terrain near the center of the table. One big one in the middle, or offset to one long edge or the other, or even two big ones, with a narrowish (range 1-2) corridor in between is fun and again creates positioning and maneuver games. Too big an empty zone in the middle table though, and it can become a WWI style no-man's land.
- Place some LOS blocking terrain at range 1 from the blue and red edges or the table, and at the center of the short edges. Create the opportunity to mitigate a turn 1 Veers or Leia. Don't you want to surprise folks playing those cards later anyhow?
- Place some cover at range 1 from the table edges (includes the above) and some more at range 2. Knowing that most deployments are at rage 1 creates the opportunity for defensive positions and initial positions
- Make sure you have room for large bases to pass between 1/2 of the terrain pieces. Conversely create choke points where only small bases can squeeze through. Makes players consider different units differently. Don't scatter small low terrain so tightly that large bases are denied large ares of the board unthematically. While you are at it ingnore the overhang rule for repulsor vehicles.
- Create good sniping corridors. Best of all when there's lots of low cover or even low LOS blocking terrain, but some corridors are open from height 1.
- Use LOS blocking area terrain. Gives you milage for both LOS blocking and area terrain useage, and you can make it difficult area terrain for more variety.
- Be aware of the center of the board and the two flanking positions for "intercept the transmissions". Knowing that objectives might be placed here allows you to be both intentional and balanced in how you place the terrain. Are both exposed to the attacker making them risky to hold or both out of LOS? Is the center defensible? Elevated?
What kinda guidelines do you all use?