Skip to main content

Our House (....in the middle of our street)

Table layout plays an important part of any game. Whether you are playing an old school game of Monopoly where the bank has to be laid out just right, or Flames of War, it all comes down to planning. Preparing a table layout with very little terrain isn't much fun and the same goes for having too much. How can you move around the board and find the enemy or have any fun? The answer is simple, balance. It's a fine line you need to learn, whether you are having friends over for a weekend gaming session, or you are setting up tournament tables, balancing terrain over a 6'x4' surface takes time.

Open sides with a little bit of everything in the center makes for a balanced table where there is something in every table quarter for either player. It also helps focus the action, as both commanders will be vying for territory. The biggest issue with setting up a gaming table is terrain, the simple fact is whether or not you have enough to make up a full table or even two without spending a lot of money. You may have a ton of buildings, but no roads, mountains/hills or any type of trees. What then? Being creative in your setup with a few buildings can make for an excellent table.

Desert tables can be barren, free of any clutter and it makes for some up close and personal fights over objectives.


Roads and a few buildings added to any table bring a little different feel to a table. Line of site becomes more of an issue, there are buildings for troops to take cover. Hills are a good way of stretching your terrain and filling up empty spots on a table, they're also very affordable.


Use your roads and hedges to cut your table into pieces, the best way is to make sure each table quarter has something in it. It sounds easy, but you can easily mess this up and end up with a table that has too much in one area. This causes games to be unfair and not a lot of fun to play. Both players should have enough terrain in their deployment zone to at least start some of their platoons in 'protected' areas where spotting aircraft or fast moving Recon units can't get to them in turn one. Of course, this also depends on how close to the front lines your opponent is willing to deploy his troops.


Having a small 'centerpiece' can also help. Here we have a few buildings, some roads and a fountain. Pretty much right in the middle of the table, helps break up the landscape of trees and rocky terrain.


A simple design, and very little terrain required to make up this table. Some linear terrain, a few area terrain pieces to hide your AT guns, and a pond keeps you from using it as an approach for assaults. Simple tables don't have to be boring ones to play on, even a fairly open table like this would be balanced for both players, each side offering something different but effective.


City boards are likely the only time where this a TON of buildings and debris on a Flames of War table. Truly a challenge to attack, but it's a defenders dream! Plenty of places to hide and cut off the enemy, small lanes of opportunity for you to get your shots in and skirt into a building or back around the corner. Be sure to discuss every building or rubble with your opponent, this type of table is open to more interpretation than any other table type.


Tournament tables are tough to do, you need to have a lot of terrain. Chances are your club or group of friends can each bring their stuff for a table or two. Add it up and you can host your own event, even if its just a club challenge or local event, playing on different tables is always challenging and will lead to new situations and new layouts you have likely never seen before. Each table will be unique, some are better than others. As long as they are balanced and fun to play on, that's the important thing.

Comments

Popular posts from this blog

Friday Night Fights & Project Ultra for WWPD

This week on the virtual battlefield, it was an all Infantry affair as I continued to test Rob's Canadians for the upcoming 2013 Historicon tournament. We rolled up 'No Retreat' as the mission. Seeing as we both field foot footsoldier lists, we had to roll over who would attack. I came up with the higher number after Rob rolled a big fat 1. After choosing which end he would defend, we began deployment and objective placements. Enjoy the video of the game and I happened to take some pics as well covering most of the action.

Looking at the board layout, Rob chose the best side from which to defend. No matter which way I wanted to approach from, there were going to be a lot of slow moving anti-tank guns and bog checks moving 4" at a time in order to get range on those dug in Canadians. I have to say after being bombarded nearly every turn, rocket batteries are the way to go for maximum effect on target.

I had a hard time breaking through all the terrain to get my guns go…

A forum?!

Who ever said imitation is the highest for of flattery? I guess I just did. So, I thought it was time we started our own forum, accessible by the public, to talk all things TableTop Tactician. Lists reviews, events/news, anything people want to chat about - so have at it!

So hope on over the to the Forum table and introduce yourself and get posting!

VERSION 4 Flames Test Game 1 DAK vs Desert Rats

"What do you say, old boy, shall we go kick the Jerries out of Africa?" Monty

Using the WWPD rules compilation, and stats and such from the preview copy of the rulebook that stores have, plus some from the latest WGI, we apply our Team Yankee prowess to run a Test game of Version 4.  TO make equivalent lists, I used V3 points for both (1340pts) and the DAK force comes out at 82 pts using V4 points.  Video with our opinions at bottom of article.   Lets see the lists: