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"Container terrain WiP and in-game shots (FDM prints)" Topic


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Cerus43227 Apr 2026 11:57 a.m. PST

I've been working on a container-based terrain setup for skirmish games and thought I'd share a few WiP shots along with how it's been playing on the table.

The aim was to keep things fairly simple – mostly spray-painted pieces straight off the printer, then used in bulk to build up height and block lines of sight.

WiP / painting stage (mostly rattle can work):


These were all just base coated and lightly weathered. Nothing too involved, just trying to get a usable board together quickly.

In-game shots from a recent skirmish:

Cerus43227 Apr 2026 12:07 p.m. PST

Just adding a few more thoughts and a couple of extra angles from the same setup.


One thing that's worked well with the containers is how easy it is to reconfigure the board between games. Even using the same pieces, just changing the stacking and spacing gives a completely different layout.

Because everything is based around a single repeatable piece, it's also been fairly quick to build up over time without needing to design or print lots of unique terrain.

It's still a bit of a work in progress, but I've been gradually expanding it into a larger modular setup.

If anyone wants to follow along, there's a Kickstarter preview here:
kickstarter.com/projects/wargamegeeks/container-city-3d-printable-terrain-for-skirmish-games

Curious how others approach vertical terrain or container-style boards, especially for skirmish games.

Oberlindes Sol LIC Supporting Member of TMP27 Apr 2026 7:05 p.m. PST

They came out very well.

Vertical terrain in my science fiction skirmish games usually means buildings, which are usually small. I'll make a table cross-referencing the type of unit with the size of building to determine movement effects.

For example, a unit in powered armor can jump to a rooftop one level above for a movement cost equal to the vertical distance. Jumping down costs 1 unit of movement. No powered armor: you'll need a ladder or something. Greater vertical distances: double movement costs for 2 levels up, triple for 3, 4 not allowed. Jumping down still costs 1 movement unit, but roll for potential damage at levels 2+, with more damage and worse odds at higher levels.

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