So this was quite an adventure. I say was; it still continues to be.
I finally got some time to invest in building my game board.
The
plan was, and still is, to build a modular (ish) 6ft by 4 ft gaming
board, made from 2ft by 2ft squares of MDF. The board will have an urban
theme.
I'll kind of do it step by step for those that might want
use my experiences to help them build their own gaming board. 'Cus I'm
nice like that...
Enough lies. Onward!
Step 1. PLAN: Think, Design, Experiment. Rinse and Repeat.
Yup. Boring as it sounds I spent days just thinking about how to do
this thing, experimenting with materials, glues and designing bits and
bobs.
I'll break down some of the motions I went through to show you what I mean.
Modular design: The answer that produces ever increasing amounts of questions. Making a modular board brings a whole heap of problems to the surface.
Principally
what kind of features should it have, where should they be positioned,
and how will this affect the modular nature of the board.
I'll tackle them here in the order I did.
Features: Obviously, the first thing to think about is how you want your board to look.
Personally
I want a board you could swap and change around. The most customisable
board would just be 6 blank squares of greyish emptiness... But who
wants that? really?
So I decided I wanted to add some
permanent features to the board. Not only would these have to fit in
with the urban theme of my board, they would also have to be simple,
generic and quite flat.
This would allow easy transport and storage, and would make swapping other terrain features around much simpler.
Q. What to have?
A. What says city more than traffic?
I wasn't about to have abandoned cars, but roads!.
I
did consider removable roads, but in my honest opinion, the roads I saw
while researching this project were either unconvincing, or tacky (I'm
looking at you Games Workshop!).
This brings up many questions, such as shape and size and so on.
More planning then?How wide? This turned out to be fairly straight forward to be honest. (I guessed it and was fairly happy with how it turned out
).
As
I pointed out earlier I want my urban board to feel..well..urban. Not
just a featureless, blank battle ground, but to actually have urban
features.
A such I decided I wanted my roads to have pavements, ya'know, like real roads in a real urban environment.
Most pavements around where I live have enough room for two people to
walk down, with a little room between them, and either side.
The same principle applies to cars on most roads.
I know this sounds a little obvious, but that is essentially how I got my road and pavement size.
I put 2 Dreadnought/Land speeder basses next to each other and measured
their combined width (adding a little for extra room and to make a
round number).
I came out with 5 inches.
For the later I put 2
Space Marines next to each other and did the same. It was a bit of a
weird number...but close enough to 2.5
inches.
Round enough number? Yup!The foreseeable problem would be when someone put something like a landrai..NOPE! NOT ONE! ;)
Checked it with a drop pod too!
It actually turned out so much better than I expected! ha-ha.
Position. But the size of the roads posed a new problem; Terrain.
Depending on where I put the road would directly affect the space I would have for terrain features on the board.
While
the solution turned out quite straightforward in the end there were
many factors to take into account; Modular nature of board, space for
terrain.
For example. To
maximise the space on the square I would have to move the road closer to
one board edge than the other. This meant sacrificing the modular
nature of the board; there would be far less 'natural' configuration...
especially when connecting to other roads.The only
way to keep it modular would be to make sure all roads connected to at
least 1, if not 2, edges of the square they were to be modelled in.
That meant sticking the road right down the middle of the square.
Luckily this meant there would be plenty of room either side for terrain
Board layout.
I've been banging on about 'the modular nature of the board,' but what exactly does that mean?
For those who are unfamiliar with 'modular' things, it is essentially
pieces that can be changed around depending on how you want to make
something look. In the case of the board it means that it has the
ability for numerous different configurations.
An example for
instance is that I can have a road network running through the middle of
a city in one game, and then for the next game I can have a solid urban
block on one side of the board, width he road network on the other.
In this context, what was to be on the gaming squares was obviously
very important. 6 blank pieces would be boring and hard to fill with
terrain without looking like a confused mess. While being modular, it
needed order.
I had already decided I wanted roads, indeed, I had already planned them out in previous planning stages.
Two questions arose; how many? and what type?
For this I needed to see how many customisable options I could get out of my boards.
The easiest way to do this would be on some form of CAD programme... but I don't have one, and to be honest, you don't need one.
I
drew 6 scaled down squares onto pieces of paper, and cut them out. I
then drew the features I wanted on to the squares and chopped and
changed them.
My first configuration was 3 blank tiles and 3 straight roads.
This
meant there could be 3 unique combinations when put together. I felt
that this number was very limiting. In addition, no matter the
configuration, there would be a lot of interconnected wide open spaces,
which defied the principle of a modular urban board (i.e.: being able to
choose if you want open ground or a built up city).
My next configuration was 3 blank tiles, 2 Straight roads and a T-Junction/Crossroad.
This
configuration added another unique combination, the trade off was that
only a small number of combinations looked natural; roads ending going
nowhere. It was the problem the first configuration had, but a lot more
noticeable (cross roads in the middle of nowhere O_o).
By
this point I had decided that any more than 4 'feature' tiles would
probably detract from the space required by additional terrain (I put
the sky shield on a board piece, and man that thing takes up a lot of
room!).
So I went at it again.
This last configuration turned out to be my favourite; 3 blank tiles, 2 straight roads and 1 'bend.'
At first I thought this would have the same issue the crossroads did,
however, I managed to clock up almost double the amount of unique
configurations... most of which didn't look terrible either. Here is a couple of the bets ones;
We had a winner!Next time around I'll actually be building things!
I KNOW?!?! PROGRESS!!
Thanks for reading
-
DH-