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"FoW/TY Table generator" Topic


6 Posts

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Comments or corrections?

Personal logo Saber6 Supporting Member of TMP Fezian23 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.

Mako1123 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.

Personal logo Saber6 Supporting Member of TMP Fezian23 Sep 2016 12:08 p.m. PST

but what is the "official" answer?

Lion in the Stars23 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.

Personal logo Saber6 Supporting Member of TMP Fezian23 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

Mako1123 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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