"FoW/TY Table generator" Topic
6 Posts
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Saber6 | 23 Sep 2016 10:09 a.m. PST |
I've tried to use the Flames of War table generator for Team Yankee but the results seem too empty. Of course I can use other methods but I'm looking for something I can take on the road that will be familiar to other players. Looking for a good system with decent definitions of the size and shape of terrain features to use. Realize that I'm coming to this as a non-tournament player with a huge stash of GeoHex, buildings and trees. |
Mako11 | 23 Sep 2016 10:37 a.m. PST |
Seems to me you could just set up a grid map, with 1' x 1', or 2' x 2' sectors, and then use Excel to randomly generate numbers for you, which correspond to various terrain types, e.g. open grasslands, fields, forests, town/cities, etc., etc.. Hills don't seem to be a factor in TY, so can probably be omitted, or included, as desired. Placement of roads and rivers is a bit more problematical, but again could be done – just have the system randomly select entry and end points using a perimeter numbering system, and then connect them as needed. Frequency can be adjusted using a random number generator too. |
Saber6 | 23 Sep 2016 12:08 p.m. PST |
but what is the "official" answer? |
Lion in the Stars | 23 Sep 2016 12:49 p.m. PST |
IIRC, the desert terrain generator divided the board up into 12" squares and had a 1-5 chance of something there. And that's for the "flat, featureless" desert! If you have a v2 rulebook, I'd use the terrain generator from there. I think v3 shifted to 24" squares. |
Saber6 | 23 Sep 2016 12:57 p.m. PST |
I tried that (or the one on the BF site). Still seemed too empty. I used Western Europe tables |
Mako11 | 23 Sep 2016 4:55 p.m. PST |
I don't think there is one for TY. They've left a lot of rules out for Modern combat, in order to make it simpler to play. |
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