Sunday, 20 April 2025

Trying a different approach to woods on the tabletop

Having recently completed my French and Indian War mini-campaign and not yet having set up a new campaign, I thought I would post about how in some recent games I have been trying out a different approach to visually representing woods on the tabletop and the house rules I needed to apply.

My usual go-to method has been to use cut-out felt cloth to mark the area of the woods, with a few model trees added for visual effect. However, this often turns into a balancing act between placing enough trees to give the impression of a wooded area which is visually appealing, without adding so many trees that they interfered with unit placement and require constant repositioning of trees as units moved through the terrain.

My usual go-to approach of using felt cloth to show the wooded areas with a few trees added for visual effect.

Trees getting moved around to accommodate units in the woods.

Sometimes, instead of using felt cloth, I will use green wool to define the boundaries of the woods, especially when there are large areas of woodland in a game. However, this can become problematic, as unit bases have a tendency to catch on the wool when they are being moved.

Green wool being used to define the boundaries of a wooded area.

There are times when the rules I am using do not permit units to enter woods (One-Hour Wargames Medieval rules being one such ruleset) and in these cases, I will clump the trees together as I find this to be more visually appealing on the tabletop.

In my medieval games no units can enter woods so I can clump trees together, my preferred way to visually represent wooded areas.

This got me thinking about how I could continue to represent wooded areas as clumps of trees, while using some house rules for units that are allowed to take cover in woods. 

The house rules I started to use treat any unit with a base touching one of the trees in the wood as being in cover. While the clump of trees itself blocks line of sight, so any units positioned behind it are out of view and cannot be targeted. My reasoning is that woods are generally denser toward their centre with understory and ground vegetation. While the edges, where troops typically operate, are more open with less undergrowth, but still suitable for providing cover.

British troops and 6 Pounder in cover at the edges of the wood.

The infantry and 6 pounder are both in cover, but can be observed by the advancing German tank. The Bren Gun carrier remains out of sight.

Where the rules allow certain units, such as light infantry, to move through the woods. These types of units can move through a clump of trees and emerge on the far side, provided they have sufficient movement allowance. If not, then they are unable to pass through. This can create interesting opportunities for ambushes where troops can suddenly appear along the edge of a wood.

German infantry in hiding behind the woods.

German infantry emerge at the edge of the woods and can still claim cover.

Where there is a need for a larger wooded area or forest, this can be represented by multiple clumps of trees, with the spaces between them suggesting paths or areas of lighter vegetation that troops can move through more easily.

A column march through the woods.

So far in my recent games this approach seems to be working out. Giving the visual appeal I am looking for without hindering the games. In my WW2 games I have extended this approach to buildings and towns.

German units take cover in the town.

My search online did not show many alternative options, mostly the results were about how to make more realistic trees. If you know of any other options, feel free to share them in the comments.


26 comments:

  1. Hi Peter - your method seems like a reasonable compromise. At Julians (and on my own solo table) we use your previous method ie place the model trees within a boundary and move them around to accommodate units - I don't really have an issue with that to be honest. At our Sunday games, we use woods that were modelled 30 or 40 years ago, along the lines of a model railway layout - they look good but can be challenging to put figures in, notwithstanding the fact they have been designed with this use in mind. If you ever find a perfect solution, please do a post about it!

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    1. I suspect I will flip between both approach’s, the felt cloth to mark boundaries and clumps of trees. At the moment my leading is towards the clumps of trees.

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  2. For me I would jut carry on the way you already do it, all options you have shown all work really well in my opinion.

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    1. The felt cloth certainly is quicker to set up on the tabletop when deciding where to place the woods.

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  3. Very well thought through. Thank you for sharing. I will take it up in my next 'trees' game.

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    1. Thanks. So far the house rules have worked for most of my games.

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  4. Hi Peter - at the end of my playing life, I’d finally sorted something that worked (everything had to be portable) for my AWI and Napoleonic games. I just had a clump of 2 or 3 trees on a round coaster which I would place on patches of felt marking the area of the wood. Every ‘wood’ was counted as a single terrain piece with room for one unit; forests were made up of several woods with a gap between them. It took a whole move for infantry to enter or leave a terrain piece, so if you were moving through a forest it was a slow process and each attempt to move into an enemy controlled wood was a close combat. To make life harder, skirmishers were treated as formed units when fighting in woods. Difficult to explain in a short post, but I think you get the drift!

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    1. I like the way your rules treat contact between units in woods as close combat.

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    2. Yes, that’s because it was initially designed to deal with woodland fighting under Loose Files. Because random movement was used I decided it was unnecessary to differentiate between anything other than open ground and really difficult ground! All my notes and rules have been binned now, so please don’t ask me to elaborate…😁

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  5. Personally the felt type wood base works for me, as it is easy to know where the starts and finishes as it were. Most of my woods can accomodate quite a few troops at a push, due to either 1" square bases per figure stand, or 2" x 1" for WWII. So normally I have enough trees still in the wood to make it look like a wood. Not perfect but it just works for me.

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    1. An interesting note about stand sizes. Most, if not all, of my bases are 4x3 inches so I generally limit the number of units in a wood when using the felt approach, else all the trees are displaced by bases. I will no doubt flip and flop between both felt and clumping approaches.

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  6. A useful analysis of options, Peter 👍🏼. I tend to use the ‘felt+moveable trees’ version, as in some rules I use (DBA, Hott) any part of a base in the trees has a significant effect upon combat outcomes. I can see your chosen method could work well with your OHW adaptions...
    [As an aside, I’m inclined to disagree on wood density- in ‘my neck of the woods’ (excuse the pun) the edges of woodland tend to be dense with undergrowth, due to the higher level of light reaching that area, while having passed through the edges the interior is often more open and less restrictive of visibility].

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    1. The type of rules would definitely have an impact on the choice of approach. As for the undergrowth I am sure there are many variations, or I have been watching too many horror movies :-)

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  7. There is, I suggest, no “perfect” answer to this quandary. However, if you play solo then you just accept whatever option you placed down on the tabletop.
    Depending on how many trees you have you could try “clumping” some together. Perhaps have 6 trees based together on an irregularly shaped thin MDF or card base, mostly in the centre (try leave a clear 10-20mm around the edge of the base). Base another 4+ trees on a similar base. Your remaining trees could be based in groups of 3 or 2 trees and the remainder based singly.
    To represent Large woods you could place together 2 or more of the larger tree bases. You can then place some smaller tree bases or even single trees as appropriate to give an aesthetically pleasing look.
    Cheers,
    Geoff

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    1. Thanks for the ideas. I am sure I will be trying a few different approaches until I settle on any new approach.

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  8. Interesting reflections as always Peter. I can't say that moving trees around a piece of felt has proven to be an issue, but always good to get a different take on things.

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    1. Thanks. The look of the woods look on the tabletop is the main motivator. Agree, shuffling trees around a unit is no big issue.

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  9. This is an interesting idea!

    So if I understand this right, looking at the 6th picture with the Bren gun, if a figure is allowed to go into the woods, per rules, you'd put it behind the clump if it's in the middle?

    If you had a situation where enemy forces were flanking or even "behind" the woods, with that stand there, that might get confusing a bit... how would you differentiate between a unit that is fully within the woods vs one that is just behind the woods, in cover along the edge?

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    1. If a unit is allowed to use the cover of woods and is touching then it can claim cover. Any unit that cannot claim the cover of woods, is always treated as in the open. The house rules tend to work with OHW rules. I should have clarified in the post. Thanks.

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    2. OK, makes sense, especially now that you mention OHW. I thought you were doing a third option of "in the woods" (like lurkers from HOTT) as versus having cover from the woods.

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  10. Your games are always visual feasts Peter so I can see what you are doing is something that will enhance the battlefield. A great post on some different options.

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    1. I will probably use both options, felt and clumps, the choice will depend on the rules and overall effect.

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  11. A most interesting blog post and approaches to woods and buildings.
    Thanks for sharing!

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  12. I think your approach is an excellent compromise between utility and appearance, and very old-school in keeping with your armies and grid-based type rules.

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    1. In some ways the games without a grid and using free movement are more likely to use this approach.

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