22 Oct 2011

Da Town Plannin’ Kommittee

Filed under: Campaign Stuff, Ere Be Stuff, Experimental, Terrain

Before we go into scenarios for Da Town and the extra rules which exist you first need to understand a little about map layout.

You’ve no doubt seen some photos of our buildings under construction but I don’t know if you realised that they were built to a careful plan. We could of course just create whatever shape of buildings we felt like but that could lead to some fairly unbalanced games. Instead we planned out a layout that would provide a nice mix of cover, bottlenecks, elevation, and general chaos.


As you can probably see, in the middle there’s a big empty space, the market square. This serves as the focal point for the map as well as the main crossroads for all in-game traffic. Heading off it are multiple “big roads”:


The idea here was to ensure that there was at least three routes into or out of the square for vehicles. If a mob is trying to get in, or defend the area, there’s not just a single way in, forcing the players to spread their forces out.

The mekshop and brew house are not highlighted above as they don’t lead anywhere. In actuality they have arches allowing a vehicle to drive right through them, also handy as a deployment location for a scenario.

There’s also several breakable fences, should a player wish to risk smashing through them, highlighted below:


Next thing to point out is that in addition to those there are a great many places through which mounted models can find their way (i.e. Muties, Orks, Diggas, and Dust Rats on bikes, Feral Ork squig riders, Snortas, etc..). These are labelled below:


As you can see, mounted warriors have a bit of an extra advantage here. Foot models can of course also use these routes but they don’t have the speed that mounts confer.

Returning to the main map there’s a the verticality aspect of things. Instead of the mostly flat plain that Gorkamorka is normally played on one instead has alleys, roof tops, and interconnected roof top escape routes. These walkways aren’t illustrated on the map as we tend to change them each game to keep things fresh. Some of the larger ones can also be traversed by mounts, allowing one to rain fire down from the roof tops. There’s nothing like a biker chasing a warrior throwing stikkbombs down on him!


The Dok’s serjery is on a relatively tall hill, creating a vantage point for warriors with decent ranged weaponry such as Muties, Diggas with archeotek gunz, and Dust Rats. On the other side of the map there’s the two storey slaver barracks, the mek shop, and the brew houses. Sluggas and six shootas can be handy in an alley but there’s something delightful about catching a warrior out in the open at range!

Next we’ll be providing the tiered rule sets for Da Town but in the mean time you should have a bit of a think about your town design.

Tags: ,

5 Responses to “Da Town Plannin’ Kommittee”

  1. brad Says:

    If you are making this to be a town, will orks have to start the game on a vehicle or can they go around hot-wiring random vehicles in the town?

  2. Flamekebab Says:

    It depends entirely on the scenario!

    We’re taking a break from work on Da Town at the moment, but I’ll make a note of your suggestion.

  3. Redsunz2000 Says:

    Just found your website. Would love to see more on Da Town.

  4. Flamekebab Says:

    I’ll pass that on to the rest of the team when I see them today. Work on it is on pause for the moment due to life getting in the way.

  5. My basing still needs work | Fox Box Says:

    […] I’m working on a test building for an Ork town that I planned a while ago (*cough*). I’m in the process of figuring out how to effectively detail, paint, and base these […]

Leave a Reply