Burnley Wargames Club Logo

Burnley Home Page  Ancients DBM     Renaissance DBR
  Napoleonics   Fire &  Fury ACW
  WW2  Warhammer Links

Burnley Wargames Club

In Association with Amazon.com

DBx RANDOM TERRAIN SYSTEM

 This is the random terrain system adapted from the one on Ed Allen's web page by Pete Rushton and widely used at our club for DBM and DBR in preference to the systems laid down in the rule books.

The table is divided into 6 sectors and numbered as shown below:-

 

All features except WW, Rv, some BUA and Rd are placed according to the following rules.

Roll 1d10 and 2d6 for the location of the centre of each feature.

Roll for feature size: "long axis" 3d5 x 50p, "short" axis 2d6 x 50p.

Roll for orientation: 12 o'clock = attackers edge; 1d6 = 1 to 6 o'clock for the "long" axis.

Allow sensible overlap of features, adjust if necessary, otherwise remove if underwater.

 

Waterways

If Optional:

1d6, 1 - 2 = YES, 3+ = NO; (modify by -1 for each army declaring naval)

If YES or compulsory:

  1. 1d6, 1 - 3 defenders left flank, 4 - 6 defenders right flank.
  2. Extends 1d6 x 100p + 250p onto table, 1d6 per deployment area for depth of beach, 1 - 3 = 50p, 4 - 6 = 100p.
  3. For each 6" of WW outside deployment area, not part of a BUA roll 1d6, 1 - 2 = nothing, 3 - 4 = beach (as b), 5 = Dunes, 1d6 x 50p, 6 = Marsh, 1d6 x 50p.

 

Rivers

If Optional:

1d6, 1 - 2 = YES, 3+ = NO; (modify by -1 per army declaring boats)

If YES or compulsory:

  1. Roll 1d6 and 1d10 for entry and exit points. Defender places the river between the points, meandering not more than +25% of straight-line distance.
  2. 1d6, 1 - 2 = second river runs into first, 3+ = one river only. Roll 1d6 and 1d10 for entry point. Divide first river into 10 equal section and roll 1d10 to determine confluence. Defender places the river between the points, meandering not more than +25% of straight-line distance.

 

Built Up Area

If Optional:

1d6, 1 - 2 = YES, 3+ = NO; (modify by -2 if defender declares points paid for fortifying BUA)

If YES or compulsory:

  1. If defender has not declared fortifications roll 1d6, 1 = fortified anyway, 2+ = unfortified.
  2. If WW present, 1d6 1 - 4 = PORT, 5 - 6 goto c) below. If PORT then divide WW into equal sections and dice for position.
  3. Otherwise, dice 1d10 for sector position. If sector contains a river divide it's length up and dice for position, then 1d6, 1 - 2 = left bank, 3 - 4 = astride, 5 - 6 = right bank. Otherwise dice 2d6 for position.
  4. If positioned in a waterway BUA becomes an island town.

 

Roads

If Optional:

1d6, 1 = 2 roads, 2 - 4 = 1 road, 5 - 6 = None. (modify by -1 if BUA present)

  1. 1st road; roll 1d6 and 1d10 for entry and exist points. If BUA exists road runs from entry point to BUA and then to exit point. Defender places road meandering not more than + 10% of straight-line distance.
  2. If 2 roads roll 1d6, 1 - 3 = second road goes from table edge to 1st road. Divide 1st road into equal sectors and dice for position of junction, 4 - 6 = 2nd road goes between 2 table edges, roll 1d10 and 1d6 for entry and exit points. Defender places road meandering not more than + 10% of straight-line distance.

NOTE: if a road crosses a river in a BUA then place a bridge, otherwise 1d6, 1 - 3 = bridge, 4 - 6 = ford.

 

Area Features

Each player rolls either 1d3-1 or 1d6 (their choice) for the number of area features to be placed in addition to the features above. Determine the number of features to be laid before placing any items, defender completing before the attacker starts.

For each feature the player chooses a valid type from the defenders list then dices for location, size and orientation as above.

If the defenders list contains mandatory area features each player must place at least one of each before placing optional items.

 

Final Notes

Having laid out terrain, proceed as per rules for choice of sides, etc.

 

Back to the top.