While I am happily playing a few games of WW2 as part of my campaign, I thought I would throw in an AWI game over the next week or two. As mentioned a couple of posts ago I will be trying out randomly generating terrain for some of my one-off games. My current method for positioning terrain works well for WW2 Northern Europe games, but might be more problematic for AWI games because of unit scale and the choice of battlefields by the armies, which required a certain level of open ground for their unit formations.
My immediate thoughts were to do the opposite of what I currently do, which is to increase the terrain features in the centre 16 squares based on the campaign map area being fought over (The rules for this are in a series of posts call WW2 mini-campaign). Thereby, reducing the potential clutter of some types of terrain, particularly woods, in the centre of the board.
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| Beginning the setup of terrain using a random method |
Another approach is to keep the current random method, but to treat open ground as a terrain feature. Now an open terrain feature could be something like three squares by three squares on my gridded table (or 18 inches square) and comes with the advantage of a centre square to help positioning. A couple of these open ground terrain features would be positioned first using a random method, and only certain terrain such as hills, fields and buildings can be placed on these open areas. There may even be a limit of one piece per open terrain feature.
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| Two open terrain features are randomly laid out first. Their centres must be within the marked centre area. |
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| The remaining terrain is all randomly positioned anywhere on the table with one field allowed in an open terrain feature. |
The above pictures show a trial run which seemed to work. Some additional rules included were no terrain features are allowed in any squares adjacent to a building feature (except roads) and fields come in pairs, rolling for the first one and laying the second field north, south, east or west of the first one.
The other ingredient is the order of placement: 2 x open terrain, 1 x roads, 1 x buildings, 2 x paired fields, and finally 8 x woods.
I will need to consider other features such as marsh, ravines, roads, etc. Along with the numbers of features allowed.