Jadeberry Hill


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Post Thu May 10, 2018 7:35 pm

Re: Jadeberry Hill

I'm much more interested in Jadeberry Hill - the Farm's been done too often before (although granted many of them aren't very faithful to the original). Still feels very do-able, particularly if we can find another player to chip in with some orks.
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Post Thu May 10, 2018 8:36 pm

Re: Jadeberry Hill

Hell, if I had MY wishes come true, we'd be doing BOTH scenarios at BOYL 2018. First Farm, then Jadeberry.

I'm with you on the hill being less appealing if made tall enough to match the clearance of the underzoom entrance. That would be about 3' or so? Maybe 3 1/2". Even with 1/2" tiers, with the original footprint for Jadeberry hill, the steps would be very narrow in places. Perhaps the footprint of the hill could be broadened an extra couple inches in each direction, to make space for the tiers. Ahdunno. Part of wanting to just do Farm was to give us time to collab over beers and scribble out design solutions in person. ;)

EDIT: No, WAIT. Idea... How much of a PITA would it be to make a 2" thick foam-core table, 4' x 4' in four 2' x 2' sections? Don't modify the hill, keep it shallow. Instead, focus on the highway ramping down UNDER the hill, with a tilted faux underzoom entrance built into the terrain ground. Looking at the art, that entrance doesn't really go into the hillside at all. See attached diagram of my proposal. I haven't made scenery since working GW HQ 17 years ago, so maybe I'm assuming something.

PS: So I'm prepping 23 Crimson Fists Marines and 33 Space Ork Raiders. My pet Rynnsguard idea can wait for another time. Also, I'm supplying the jadeberry orchard.
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Jadebury hill test A.jpg
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Post Fri May 11, 2018 6:38 am

Re: Jadeberry Hill

That’s a beautiful drawing, I think it might be more realistic as an under zoom but it looks like more work and outcome would be a single layout table. Maybe if the Hill was moved north a bit it could be fitted on to two 2’ squares and the two in front could be flat squares with a road section on top.

On the Rynn’s guard front, I’ve got 30 or so painted imperial guard. Mostly the original metal range and done in grey with black armour as per wd 109.
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Post Fri May 11, 2018 8:12 am

Re: Jadeberry Hill

True, those tiles would be dedicated parts, but then the hills wouldn't be. And the hills could then be in the shallower style that suits you best. Your idea about not having that ramp cut into all the terrain quarters sounds challenging, but at least not as big a headache as that first approach.

The challenge would be to not let the ramp suddenly DROP under the hill and appear clumsy. Using this revised art (attached), I'd propose that the road be exactly 7" wide, and that it follows the same sweeping curve indicated in the original art (C. Crichtlow, or D. Andrews?). Between the thorough sweep of that arc and the 7" span, the transition downward will appear relatively graceful at an length of approximately 13"-14". Resembling some of the more ambitious freeway ramps we know in RL; describing a modern road engineered for high speed travel.

With this, only 2 of the 5 component fabricated will be dedicated to the scenario, and the hill and two blank quarters can be used for any other game setting. :)

I suppose there is also the road pavement. It's to be made using sheets of painted cork? I'd affix them to the terrain with blue tack, and they should pull up off to be used elsewhere nicely, if they are sturdy enough.
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Jadebury hillB.jpg
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Post Fri May 11, 2018 9:07 am

Re: Jadeberry Hill

Neatly replanned there. I was thinking that the hill would be cut from one big chunk (so not using the sheets of polystyrene as contours because that looks really artificial), however I would cut in terracing to make it look like the sort of thing you get in a Mediterranean olive orchard, for example, making it both playable and natural. The slope around the tunnel would be steep and more or less impassable. I think the top of the tunnel would need to be about 4-6" above road surface, but could go much nearer the top of the hill than is shown in the map - so hill maybe 4" above the main board surface. Maybe make the orchard end of the hill a bit lower than the tunnel end (because it can be).

I was imagining the hill being actually built into the terrain piece rather than removable. If the hill was shifted to the right, and the tile boundary ran through the left hand side of the C label, then there would be one tile with just a hill on it (i.e. generic hill), and the other tile would have the underzoom on it. There could be two plain tiles to the right, making it 4'x6'. As we are looking at scaling up the forces a bit bigger table seems reasonable.

The road technique I've seen is where very thin cork mat (2mm or so) is stuck to a surface, but you tear it up first so there are lots of random cracks between pieces. I was going to use 6mm hardboard (not sure what you call that in US, it's a sort of MDF stuff) and then it would just sit on top of the terrain. Where it's cut into the ground for the underzoom, it would be built in. I'm imagining the underzoom as a big concrete entrance like a motorway flyover (although it's just shown as a hole in a hill here.

As it's supposed to be an agricultural world, I've got a load of those fibre mats that look like fields of crops. Some of them would cover up the tile junctions, and provide a bit of interest. For the agricultural huts I could use some Warhammer townscape card buildings. They look a bit basic, but have great nostalgia value.
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Post Fri May 11, 2018 5:20 pm

Re: Jadeberry Hill

LOL And here I am trying to propose LESS labor. :D

I'll upload another sketch about my proposal for the tunnel just in case I wasn't being clear. It has to do with minimizing the workload, simplifying the approach, keeping as much produced generic, and hewing close as possible to the map for iconic reasons.

Scalene wrote: I was thinking that the hill would be cut from one big chunk (so not using the sheets of polystyrene as contours because that looks really artificial), however I would cut in terracing to make it look like the sort of thing you get in a Mediterranean olive orchard, for example, making it both playable and natural.


I think if you seal & flock layers of 1/2" thick sheets of foam or corrugated card, it could still look classy for much less effort. Again, I'm reminded of that McDeath table. Those hills were subtle, and lovely. Not the "Cliffs of Dover" that we often see.

Scalene wrote:The slope around the tunnel would be steep and more or less impassable. I think the top of the tunnel would need to be about 4-6" above road surface, but could go much nearer the top of the hill than is shown in the map - so hill maybe 4" above the main board surface. Maybe make the orchard end of the hill a bit lower than the tunnel end (because it can be).


If you use a little illusion painting technique, then the top of the entrance can remain flush with the plane of the terrain surface. By SLANTING the gap between the bottom of the ramp and the top of the entrance (which could be made using the bottom of the hill), you can make the 2" space 4". TRUE, the gap inside could not actually accommodate any vehicle models, but that space is not a playing area beyond the first few inches anyway. The underzoom is an objective piece. By painting the inside of the tunnel dark, you can create an illusion of depth. Enough to get by for the battle. The concrete detail defining the rim of the tunnel could be very minimal as well. Saving effort.

Scalene wrote:I was imagining the hill being actually built into the terrain piece rather than removable.


Oh? You've no use for a modular hill? I'm surprised. Could you make it in the same way as that McDeath table I'm always on about?

Scalene wrote: If the hill was shifted to the right, and the tile boundary ran through the left hand side of the C label, then there would be one tile with just a hill on it (i.e. generic hill), and the other tile would have the underzoom on it. There could be two plain tiles to the right, making it 4'x6'. As we are looking at scaling up the forces a bit bigger table seems reasonable.


Honestly, as I look over the limited time left and the preparations needed, I'm inclined to pull back my ambitions and try to keep this project closer to the original scale of 20 marines vs 20 Orks plus Ork reinforcements. If YOU guys should build a larger table with added figures for more players in a longer battle, I'll def wanna jump in that! But I feel we would be better off making as few changes as possible, to make sure we hit a clean target, and help me feel less guilty for prodding you guys into making it. :)

When you suggest shifting the hill to the defenders left, I worry that that could force the Marines backs into the corner, and cuts down the Ork's already limited tactical options.

So you're considering 4 plain 2x2 tiles, 1 generic hill tile, that aligns with 1 dedicated Underzoom Entrance tile? With the hill sculptures integrated to the tiles? I had assumed that 4 tiles would be easier for you, but if you're keen on 6 I'm surely not gonna try to stop you.

Scalene wrote:As it's supposed to be an agricultural world, I've got a load of those fibre mats that look like fields of crops. Some of them would cover up the tile junctions, and provide a bit of interest.


First, those junctions won't matter much if the tiles match and everything else looks good. Moreover I think that if the entire landscape is flocked green, and the orchard looks good, then those two things alone will be enough to describe a fertile region. I think the scene will look best with just three types of obstacles: The abandoned/ruined vehicles on the highway, freshly turned-up impact craters in the middle of the open green fields, and perhaps 1 or 2 small corrugated metal storage sheds beside the orchard (which are usually beside orchards anyway). Between those details, the orchard and the highway, the narrative of the battle will read clearly "Verdant agricultural land, recently attacked/bombarded."

BTW, how many impact craters do you guys have on hand? Do either of you have a crashed ork or imperial flyer to place in the open field?
Attachments
Jadeberry tunnel.jpg
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Last edited by Drew Williams on Sat May 12, 2018 8:17 am, edited 9 times in total.
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Satyr Design Studio is the home of the new Bog Trolls miniatures range!
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Post Fri May 11, 2018 5:28 pm

Re: Jadeberry Hill

It's the elegance of this table that I keep thinking about. As a professional artist, I found it to be the most lovely and inviting table at BOYL 2015. My eyes ate it up like candy. :D
Attachments
mcdeathA.JPG
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Satyr Design Studio is the home of the new Bog Trolls miniatures range!
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Post Sat May 12, 2018 8:08 am

Re: Jadeberry Hill

Here is that revised plan for Jadeberry Hill as a 4' x 6' that slides the Underzoom Entrance onto one tile only. Again, the span of the road should be no more than 7" with these proportions.

I still suggest that the hill can be made using fully flocked 1/2" thick contour layers, with no ridges or other changes. That approach will make the jadeberry trees much easier to position as well.

Note I've indicated 3 zones that could benefit from select scenery, the largest being on tile C, which now has the greatest amount of open space in the composition. I don't know what you guys have in stock, but scenery that I think would enhance the narrative of the engagement (and not dilute it) could be impact craters or downed flying vehicles. Everywhere else is best open and green.

How much will these supplies cost? I haven't done this sort of stuff in 17 years so I'm a bit out of touch. :lol:
Attachments
Jadebury hill C.jpg
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Satyr Design Studio is the home of the new Bog Trolls miniatures range!
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Post Sun May 13, 2018 7:45 am

Re: Jadeberry Hill

Here is my plan for the Jadeberry Hill tiles with the Underzoom Tunnel only on the middle tile, and in a West/East orientation. I'm liking this one more and more. The Orks can appear anywhere on the South edge, giving them a great deal of advantage. There is even an opportunity to bring the Pakomak River back onto the scenery. I would suggest that the river prop be modular, not necessarily modeled onto the terrain. I also place suggested locations for impact craters and the downed flyer mentioned earlier. If you guys should make this, I think it will be very impressive, and make everyone at BOYL very happy to see. :D
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Jadeberry Hill D.png
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Satyr Design Studio is the home of the new Bog Trolls miniatures range!
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Post Tue May 22, 2018 12:22 pm

Re: Jadeberry Hill

Hi chaps

I see that Scalene has some tables book for BOYL - I wasn't sure if one of those slots was to handle this game? If not, has a table been booked for this under a different name? I have assumed this is on the 6x4 for Saturday evening?

Thanks!
Regards,
Gaj

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