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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| Todd Schneider Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 904
 Location: Kansas City
 
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				|  Posted: Sat Mar 26, 2005 2:58 am    Post subject: Re: Re: Terrain in Warrior Events |  |  
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				| --- John <jjmurphy@...> wrote:
 >
 > > From: JonCleaves@a... <JonCleaves@a...>
 > > 1.  Terrain features cannot be made from felt or
 > cloth.  Flocked
 > and/or
 > > painted card/gatorboard/roofing paper is the
 > standard.
 >
 > Are you totally insane? Cardboard looks better than
 > cloth or felt?
 > (to say nothing of stays in it's spot on the table
 > better) Geesh,
 > Jon, what did you drink for breakfast?
 
 ***I don't see Cardbaord in the list there.  But Heavy
 Card stock thats been textured and flocked looks quite
 good IMO, ecspecially for Brush
 
 The "standard" piece of material I would use is
 Gatorboard.  Lightweight, solid, doesn't warp, easy to
 work with, comes in various thicknesses as well (from
 1/8th to an inch).  To bad it generally runs about 80
 bucks a 4x8 sheet.
 
 
 >
 > > 2.  Hills must be three dimensional and must be
 > made in line with
 > 12.0.
 > > Flocked.
 >
 > See my other comments. Change the movement distances
 > to about double
 > or triple then so you are not measuring two-inch
 > moves with troops
 > who are falling over! There is a reason this kind of
 > thing works for
 > Warhammer - because there you have units that move a
 > foot at a time,
 > and I aint talking about march moves!
 
 ***OK.  Lets be a little realistic here.  I don't
 think anyones suggestting the hills have to be
 accurate in terms of topography.  And in every game
 I've played in, where a stand won't stay in place
 because of a slope, you tell your opponent where the
 forward edge is, and you go from there.  If a stand is
 a bit tilted or leaning over, and this is somehow
 throwing you off your game, well then...
 
 
 Todd
 
 
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		| Mark Mallard Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 868
 Location: Whitehaven, England
 
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				|  Posted: Sat Mar 26, 2005 10:29 am    Post subject: Re: Terrain in Warrior Events |  |  
				| 
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				| In a message dated 24/03/2005 17:22:53 GMT Standard Time,
 grimmetttim@... writes:
 
 Jon  --
 
 I hear you and admit to being a guilty bastard in bringing  minimalist
 kindergarden-quality terrain to conventions.
 
 But if I have  stands of trees or lichen stuff sitting on top of
 non-square-ish felt how am I  not meeting your intent?
 
 Tim
 
 
 
 We have always done this, the store bought stuff sits too high on the table
 giving false raised areas.
 
 mark mallard
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Mark Mallard Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 868
 Location: Whitehaven, England
 
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				|  Posted: Sat Mar 26, 2005 10:33 am    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
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				| In a message dated 24/03/2005 19:28:26 GMT Standard Time,
 mark@... writes:
 
 First,  there's no excuse for felt. Thin particle board or plywood (1/8" or
 1/16")  is cheap, easy to work with, easy to paint and flock. So guys, lose
 the
 felt.
 
 
 See my other post - this causes a false raised area. Felt/fabric is best,
 its what you put on it that matters.
 
 mark mallard
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Mark Mallard Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 868
 Location: Whitehaven, England
 
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				|  Posted: Sat Mar 26, 2005 10:35 am    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
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				| In a message dated 24/03/2005 19:32:50 GMT Standard Time,
 Turnerm@... writes:
 
 If it  had been a
 piece of felt, I might have been able to fold a corner up and  still
 fit my terrain in.
 
 
 Folding it should be a no no   but you could trim it.
 
 mark mallard
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Mark Mallard Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 868
 Location: Whitehaven, England
 
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				|  Posted: Sat Mar 26, 2005 3:14 pm    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
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				| In a message dated 26/03/2005 15:08:30 GMT Standard Time,
 jjmurphy@... writes:
 
 > In  a message dated 24/03/2005 17:22:53 GMT Standard Time,
 >  grimmetttim@y... writes:
 > But if I have  stands of trees or lichen  stuff sitting on top of
 > non-square-ish felt how am I  not  meeting your intent?
 
 Furthermore...
 
 A lot of terrain, well okay  some terrain, _is_ representing
 something man-made or man-trimmed and  "square-ish" might be more
 appropriate.
 
 For instance,  woods.
 
 Assuming you are not fighting in an area generally overgrown  with
 centuries of unabated forest - in which case your one or two or even
 three woods pieces are hardly going to be representative - then you
 are probably fighting in an area like many where cultivation of some
 sort (wether plowed fileds or cleared pasture) meets the wilderness.
 The impact of man on these areas tends toward straight-line
 segments,  if not segments following a grade (which are all too
 rarely put on table  probably).
 
 You could say the same for brush and perhaps some others  (i.e.
 farmers picking rocks out of their fileds except for that
 rectangular piece over there they have not gotten to  yet).
 
 
 
 
 
 
 ** was thinking the same, very true.
 
 mark mallard
 
 
 [Non-text portions of this message have been removed]
 
 
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
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				|  Posted: Sat Mar 26, 2005 6:07 pm    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| > In a message dated 24/03/2005 17:22:53 GMT Standard Time,
 > grimmetttim@y... writes:
 > But if I have  stands of trees or lichen stuff sitting on top of
 > non-square-ish felt how am I  not meeting your intent?
 
 Furthermore...
 
 A lot of terrain, well okay some terrain, _is_ representing
 something man-made or man-trimmed and "square-ish" might be more
 appropriate.
 
 For instance, woods.
 
 Assuming you are not fighting in an area generally overgrown with
 centuries of unabated forest - in which case your one or two or even
 three woods pieces are hardly going to be representative - then you
 are probably fighting in an area like many where cultivation of some
 sort (wether plowed fileds or cleared pasture) meets the wilderness.
 The impact of man on these areas tends toward straight-line
 segments, if not segments following a grade (which are all too
 rarely put on table probably).
 
 You could say the same for brush and perhaps some others (i.e.
 farmers picking rocks out of their fileds except for that
 rectangular piece over there they have not gotten to yet).
 
 
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
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				|  Posted: Sat Mar 26, 2005 6:10 pm    Post subject: Re: Terrain in Warrior Events |  |  
				| 
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				| And felt/fabric stays where you put it, that is what it is designed
 for, board slips every time someone brushes it.
 
 --- In WarriorRules@yahoogroups.com, markmallard7@a... wrote:
 >
 > In a message dated 24/03/2005 19:28:26 GMT Standard Time,
 > mark@d... writes:
 >
 > First,  there's no excuse for felt. Thin particle board or plywood
 (1/8" or
 > 1/16")  is cheap, easy to work with, easy to paint and flock. So
 guys, lose
 > the
 > felt.
 >
 >
 > See my other post - this causes a false raised area. Felt/fabric
 is best,
 > its what you put on it that matters.
 >
 > mark mallard
 >
 >
 > [Non-text portions of this message have been removed]
 
 
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		| Todd Schneider Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 904
 Location: Kansas City
 
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				|  Posted: Sat Mar 26, 2005 8:23 pm    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
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				| Well, truth be told, I haven't seen a woods thats
 perfectly rectangular/square shaped in all my travels,
 but I would agree straight lines do make for easier
 gameplay.
 
 The question is are we concerned about aesthetics, or
 gameplay, or are they bot equally important?
 
 Todd
 
 --- markmallard7@... wrote:
 >
 > In a message dated 26/03/2005 15:08:30 GMT Standard
 > Time,
 > jjmurphy@... writes:
 >
 > > In  a message dated 24/03/2005 17:22:53 GMT
 > Standard Time,
 > >  grimmetttim@y... writes:
 > > But if I have  stands of trees or lichen  stuff
 > sitting on top of
 > > non-square-ish felt how am I  not  meeting your
 > intent?
 >
 > Furthermore...
 >
 > A lot of terrain, well okay  some terrain, _is_
 > representing
 > something man-made or man-trimmed and  "square-ish"
 > might be more
 > appropriate.
 >
 > For instance,  woods.
 >
 > Assuming you are not fighting in an area generally
 > overgrown  with
 > centuries of unabated forest - in which case your
 > one or two or even
 > three woods pieces are hardly going to be
 > representative - then you
 > are probably fighting in an area like many where
 > cultivation of some
 > sort (wether plowed fileds or cleared pasture) meets
 > the wilderness.
 > The impact of man on these areas tends toward
 > straight-line
 > segments,  if not segments following a grade (which
 > are all too
 > rarely put on table  probably).
 >
 > You could say the same for brush and perhaps some
 > others  (i.e.
 > farmers picking rocks out of their fileds except for
 > that
 > rectangular piece over there they have not gotten to
 >  yet).
 >
 >
 >
 >
 >
 >
 > ** was thinking the same, very true.
 >
 > mark mallard
 >
 >
 > [Non-text portions of this message have been
 > removed]
 >
 >
 
 
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		| Mike Bard Legionary
 
  
 
 Joined: 12 Apr 2006
 Posts: 388
 
 
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				|  Posted: Sat Mar 26, 2005 8:34 pm    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| > A lot of terrain, well okay  some terrain, _is_ representing
 > something man-made or man-trimmed and  "square-ish" might be more
 > appropriate.
 >
 > For instance,  woods.
 >
 > Assuming you are not fighting in an area generally overgrown  with
 > centuries of unabated forest - in which case your one or two or even
 > three woods pieces are hardly going to be representative - then you
 > are probably fighting in an area like many where cultivation of some
 > sort (wether plowed fileds or cleared pasture) meets the wilderness.
 > The impact of man on these areas tends toward straight-line
 > segments,  if not segments following a grade (which are all too
 > rarely put on table  probably).
 
 All true.
 
 However, the primary purpose of this is to make the terrain look pretty.
 There is a human preconception that "wilderness" should look irregular.
 I.e. not square.  Yes, it is perfectly logical to make man-made items (BUA,
 Orchard, Vineyard, Field) square, and that helps the aesthetic nature of it.
 However, "wilderness" terrain needs, I believe, to look irregular to
 emphasize the non-manmade nature, and to be more pleasing to the eye.
 
 Which is what this is all about.
 
 Michael Bard
 That Greek Hoplite Guy
 
 
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Sun Mar 27, 2005 12:30 am    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| In a message dated 3/24/2005 11:22:28 Central Standard Time,
 grimmetttim@... writes:
 
 I hear you and admit to being a guilty bastard in bringing minimalist
 kindergarden-quality terrain to conventions.
 
 But if I have stands of  trees or lichen stuff sitting on top of
 non-square-ish felt how am I not  meeting your intent?
 
 Tim>>
 
 
 Tim, just to close the loop on this - it isn't my *intent*.  Green  felt with
 trees on it has a lot of good characteristics.  Bright yellow  felt with
 nothing on it serving as a 'brush' looks awful.
 I was also just throwing out ideas.
 We are a long way from doing anything on this, specifically.  But  I wanted a
 long lead time to get as many good ideas - as well as a feel from  the
 players - as possible.
 
 J
 
 
 
 
 
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Greg Preston Recruit
 
  
 
 Joined: 12 Apr 2006
 Posts: 244
 Location: Newcastle, Australia
 
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				|  Posted: Sun Mar 27, 2005 2:48 am    Post subject: Re: Re: Terrain in Warrior Events |  |  
				| 
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				| Dear All,
 
 Down here in Oz, it is a very rare tourney indeed if it allows terrain
 placement.
 
 The standard down here for comps is pre-set terrain.  While this hasn't
 always produced excellent terrain- at least we know who to blame :)
 
 A modification which we have used down here is that we make up sets of
 tables and designate them Open- Medium- Closed.
 Open might have 1-3  terrain features
 Medium might have 4-7  terrain features
 Closed might have 8-10 terrain features (for example)
 
 At the beginning of the tourney each player writes down their choice of
 terrain, and submits this along with their army list etc to the Umpire.
 
 The Umpire then uses this info to assign tables once the draw is done.
 
 Eg if both players want the same type of terrain eg "Closed" then they
 play on a closed table
 If One wants open and the other wants Closed they play on a Medium table
 If one wants closed and the other wants medium then they might play on
 a table with either a high feature count from the Medium range or a low
 feature count from the Closed range.
 You get the picture
 
 It is a fairly simple job for the Umpire to add or subtract the odd
 feature here or there to ensure a match between the tables required and
 those set up.
 
 Personally,  I am ALL for fixed terrain- but the system above gives a
 balance between terrain resources, and a quick start- and getting
 terrain which each player has some input towards.
 
 
 Greg Preston
 
 
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 Joined: 12 Apr 2006
 Posts: 10
 
 
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				|  Posted: Sun Mar 27, 2005 8:06 pm    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| Greetings,
 
 I once ran a tourney and did the terrain setup very similar to what
 Gregg described. I did get a few complaints but overall I thought it
 played out rather well.
 
 What I like about this idea is that it takes away the aspect of
 terrain being part of the army and makes the General have to best use
 whats at his disposal.
 
 KT
 
 --- In WarriorRules@yahoogroups.com, Greg Preston <edgdp@a...> wrote:
 > Dear All,
 >
 > Down here in Oz, it is a very rare tourney indeed if it allows
 terrain
 > placement.
 >
 > The standard down here for comps is pre-set terrain.  While this
 hasn't
 > always produced excellent terrain- at least we know who to blame
   >
 > A modification which we have used down here is that we make up sets
 of
 > tables and designate them Open- Medium- Closed.
 > Open might have 1-3  terrain features
 > Medium might have 4-7  terrain features
 > Closed might have 8-10 terrain features (for example)
 >
 > At the beginning of the tourney each player writes down their
 choice of
 > terrain, and submits this along with their army list etc to the
 Umpire.
 >
 > The Umpire then uses this info to assign tables once the draw is
 done.
 >
 > Eg if both players want the same type of terrain eg "Closed" then
 they
 > play on a closed table
 > If One wants open and the other wants Closed they play on a Medium
 table
 > If one wants closed and the other wants medium then they might play
 on
 > a table with either a high feature count from the Medium range or a
 low
 > feature count from the Closed range.
 > You get the picture
 >
 > It is a fairly simple job for the Umpire to add or subtract the odd
 > feature here or there to ensure a match between the tables required
 and
 > those set up.
 >
 > Personally,  I am ALL for fixed terrain- but the system above gives
 a
 > balance between terrain resources, and a quick start- and getting
 > terrain which each player has some input towards.
 >
 >
 > Greg Preston
 
 
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				|  Posted: Mon Mar 28, 2005 12:02 am    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| The warrior system uses the luck of the dice to  determine what terrain a
 player gets and where he gets to put it.  How does  this simulate a general that
 knows what the terrain is that exits between him  and the enemy and then
 maneuvers so as to end fighting on a field of his  choice?  I also take issue
 with
 the statement that Jon made many months ago  that it is impossible to have a
 closed in table unless both players roll for a  lot of terrain.  For years I
 have played cavalry armies.  I either go  for four opens or a road and three
 opens.  Once in awhile my fourth piece  is a hill.  I can't tell you how many
 times I have ended up on a table with  four woods.  By the same token I have
 seen
 many players with loose order  armies roll for four brush or woods and end up
 with one or even none.  This  is not a rare happenstance.
 The list rules for the Mongols are the first  thing I have seen that
 reflects the ability of mobile armies to chose where they  want to fight.  In
 many
 games I have played if it was a real battle I  would have simply rode off and
 looted the general's home town while he hid it  the woods.  Instead, my
 cavalry army with three times the scouting points  is forced to fight in the
 Black
 Forest.
 The terrain rules in Warrior can be fun and  interesting and certainly
 add a set of factors to consider when planning and  playing a game.  They do not
 represent a general's ability to out scout and  out think his foe.  Having
 good or bad luck rolling dice is not a  capability of real generals.
 As far as having fancy terrain, I understand Jon's  desire to put on a
 good show so he can recruit more players to buy his  products.  As a player of
 Warrior and TOG for about 30 years I applaud the  improvements of the Four
 Horsemen and would like the game to grow.  The  more players the better because
 then it pays for the company to support the game  and put out more products, and
 I certainly would like to see them make a  profit.  However, I must admit I
 prefer terrain that is easy to haul around  and won't be damaged.  I carried
 trees for several years, they take up an  entire extra box, tend to get damaged,
 and mostly get in the way.  I would  be happy with pre-set terrain if that
 meant I did not have to bring my  own.  I don't like any idea that gives someone
 an advantage because he has  prettier terrain.  Someone could have quite
 acceptable terrain, but someone  else, who is artistic, has great terrain so he
 gets an advantage, that does not  seem reasonable to me at all.  There are many
 armies that are painted  extremely well, others that are painted very well,
 but are not collector  quality.  Are you going to penalize the players whose
 armies aren't as  pretty as others?
 I don't write very often on this forum, but  sometimes I just can't
 believe what I am reading.  If people want pretty  terrain they can bring it.  I
 will be happy to use it.  If someone  wants to impress the tourists, okay, but
 don't say that I have to shell out my  money or work nights making terrain to
 pass your inspection.  As someone  noted, it does not and, as far as I am
 concerned, should not say in the rules  that terrain has to be attractive, as if
 you could really define that.
 
 Mike Kelly
 
 
 [Non-text portions of this message have been removed]
 
 
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		| joncleaves Moderator
 
  
  
 Joined: 29 Mar 2006
 Posts: 16447
 
 
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				|  Posted: Mon Mar 28, 2005 1:57 am    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| In a message dated 3/27/2005 20:04:49 Central Standard Time,
 mike400802@... writes:
 
 The warrior system uses the luck of the dice to  determine what  terrain a
 player gets and where he gets to put it.  How does   this simulate a general
 that
 knows what the terrain is that exits between  him  and the enemy and then
 maneuvers so as to end fighting on a  field of his  choice?>>
 
 Both generals would be vying for a field of their own  choosing.  By letting
 the players choose the terrain features that they  attempt to place we
 simulate that contest.
 
 <<  I also take issue with
 the statement that Jon made  many months ago  that it is impossible to have a
 closed in table  unless both players roll for a  lot of terrain.  For years I
 
 have played cavalry armies.  I either go  for four opens or a  road and three
 opens.  Once in awhile my fourth piece  is a  hill.  I can't tell you how
 many
 times I have ended up on a table  with  four woods.  By the same token I have
 seen
 many players  with loose order  armies roll for four brush or woods and end
 up
 with  one or even none.  This  is not a rare  happenstance.>>
 
 
 It is true that if the other player goes first, has the +1 due to  climate
 and rolls well he will often get 1-2 woods where he wants them or even  on both
 flanks before the opponent can open one up.  All cavalry armies  suffer in
 such open settings, as would an all-infantry army.  In open  events it is clear
 that typically a combined arms force provides an  advantage.  I do stick by  my
 statement that it is very rare that a  player can close both flanks if the
 other guy is trying to open them - but I  would suggest a deterministic terrain
 table to combat the possibility of some  bad luck - that is part of the game.
 
 Based on player suggestions I will be opening up a couple of polls to  get a
 feel from the folks on this list about some of these issues.  I  will also
 include a couple of terrain options in 14.0 that will save folks  having to come
 up with them on their own even though they want to try  something new.
 
 <<   The list rules for the Mongols are the  first  thing I have seen that
 reflects the ability of mobile armies  to chose where they  want to fight.
 In many
 games I have played  if it was a real battle I  would have simply rode off
 and
 looted the  general's home town while he hid it  the woods.  Instead, my
 cavalry army with three times the scouting points  is forced to fight  in the
 Black
 Forest.>>
 
 Again, this is because you are limiting yourself to a single event
 structure.  Try as we might, people keep using 14.0 like it is written in
 stone.  Make
 a cav-friendly terrain table.  Offer an alternative up  here.  Pre-set your
 event's terrain.  Do your own thing.
 
 I will say this again and highlight it for everyone to read:
 
 NO ONE IS MAKING ANYONE PLAY THEIR GAMES EXACTLY LIKE THE NICT.
 
 THE NICT FORMAT IS PRIMARILY CHOSEN BY THOSE WHO QUALIFY FOR IT.
 
 IF YOU DON'T LIKE THAT FORMAT, USE ANOTHER.
 
 IF YOU WANT TO CHANGE THAT FORMAT, OFFER ALTERNATIVES.
 
 You can play your games on any size table, at any point value with any
 terrain selection method.  We are not telling anyone how they have to do  this.
 
 But no matter how many times we say this, the majority of folks want to  play
 the same way it is done in Lancaster.  So, we have no choice but to  make a
 standardized solution that pleases the most people possible and is  clearly
 going to be nothing more than a major compromise solution.  Three  years of
 trying to get folks free of the way it is done in July in PA has been  like
 bashing
 my head against the wall.  So, we're going to give them what  they asked
 for....
 
 I am writing a new 14.0.  The base version will be what folks want  the
 national events to be, so the tourney judge can just say use 14.0 as  written.
 This also allows for some standardization between different  clubs (or
 countries)
 as a start point.  I am seeking ideas from every  source I can before we go
 final.
 
 Complaints that tables are too closed means you are choosing to use  14.3 as
 written with an all cav army.  I don't think that is a good  idea.
 
 If you want to take an all-cav army to HCon and 14.3 isn't helping  you -
 make your suggestions here.  In the end, we will have to go with  the majority
 for the baseline, but every good idea we get will be in the book  as an option.
 
 <<  However, I must admit I
 prefer terrain that is  easy to haul around  and won't be damaged.  I carried
 trees for  several years, they take up an  entire extra box, tend to get
 damaged,
 and mostly get in the way.  I would  be happy with pre-set  terrain if that
 meant I did not have to bring my  own.  I don't  like any idea that gives
 someone
 an advantage because he has   prettier terrain.  Someone could have quite
 acceptable terrain, but  someone  else, who is artistic, has great terrain so
 he
 gets an  advantage, that does not  seem reasonable to me at all.  There are
 many
 armies that are painted  extremely well, others that are painted  very well,
 but are not collector  quality.  Are you going to  penalize the players whose
 armies aren't as  pretty as  others?>>
 
 Mike, we are only collecting ideas at this point.  Nothing will be  done for
 this year and nothing will be done without a lot more  discussion.  I am
 saving all the terrain ideas in a big file and we will  go through them in about
 a
 month and repost the ones we will consider to  see what players think.
 Nothing we do will impact 2005.  No  decision has been made on anything.  But I
 have
 to let folks  brainstorm.
 
 J
 
 
 
 
 [Non-text portions of this message have been removed]
 
 
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		| Doug Centurion
 
  
 
 Joined: 12 Apr 2006
 Posts: 1412
 
 
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				|  Posted: Tue Mar 29, 2005 5:21 am    Post subject: Re: Terrain in Warrior Events |  |  
				| 
 |  
				| Hmmm, missed seeing a few msgs from some days ago:
 
 >Ok, so you propose then that writing down terrain choices contains
 >the size and shape of it, and not just what type?
 
 No you just pick up the pieces and put them on your lap, if you need
 to hide them from your opponent.  I don't think you should have any
 "reactive ability" at all.
 
 >
 >How well do I have to draw (no artistic ability here)?
 >What does happen if a piece I want now doesn't fit?
 >How does this apply to something like an open space?
 >How will this work with pieces that go in variable places? (minor
 >water feature)
 >Doesn't this take away from the reactive ability I have to what my
 >opponent places?
 
 
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