-Produce interesting, dynamic games.
-Force players to make meaningful choices.
This article isn't about positioning terrain to guarantee a win. It's all about setting up a board to produce a fun game for everyone involved.
Guidelines1. Don't put terrain on the outer edge of the board.
|Not sure where I got this image. It's a nice board overall but the stuff around the edges is just decoration.|
|Not sure where I got this one either. The buildings in red are in deployment areas. The models in them will just sit there all game sniping away.|
Tall terrain on the outer edge of the board also means you'll spend all game leaning over and trying not to snag a sleeve on a parapet. The official GamesWorkshop boards can trick you into putting buildings along "roads". Not the best plan.
2. The best positions require movement to reach.
|Image provided by Ramanan S. The red soup can tower has two snipers on it. The poor models in white can hide in the green areas, but the snipers can hit any other part of the board.|
3. Place objectives carefully.
|It's surprisingly hard to find images of objective placement, so here's an example of good placement I set up. There are multiple ways to get to the objective.|
I recommend using the objectives rules from the 2018 Nova tournament (PDF) for Kill Team. They create much more dynamic and close games.
Terrain PlanOk, this might be a bit difficult to follow but bear with me.
Top left: It's a skirmish board. The white areas have no line-of-sight-blocking terrain in them. The mid grey areas are places where one-story terrain should go. The dark grey square in the middle is for two-story terrain or higher.
Top right: Here's a potential layout. The light grey areas represent the back side of buildings.
Bottom left. The board divided into quadrants. In most games you'd deploy either in opposite quadrants or opposite board edges.
Bottom right: The board with examples of good objective placement. Corners are good. Objective 1 is out in the open, but there are no better locations in that quadrant. It's OK to have one or two objectives out in the open, just not all of them.
Guideline: Gap -> Ring of Buildings -> Gap -> Taller Central Building
I set this up a earlier today. The outer edges of the board are empty. All the two-story terrain (and all the best firing positions) are near the middle of the board. The objectives are accessible in several different ways. One objective marker is on the upper level; I could put marker (1) up there too to drive a bit more conflict, but it's already a fairly powerful position to hold. Moving models in the centre of the board will be tricky but not impossible. There's a completely open side to the catwalks.