Tips For Building Your Own Wolsung: SSG Tabletop
February 28, 2018 by dignity
In this video, I'm joined by Lukasz to discuss and plan the best tabletop for your Wolsung games with amazing terrain from Micro Art Studio.
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Some of the best tabletops for Wolsung are areas with a lot of manoeuvrability, scope and dynamic settings for epic scenarios.
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Remember this is a game with plenty of acrobatics, explosions and whimsical magic flying across the world. Be adventurous with your building and let your imagination soar!
What's your favourite scenario for Wolsung?
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This was a cool video as I’m in the process of planning a Wolsung table. I want to build some akin to comedians end from the rulebook. Currently looking at lasercut pubs, hotels, theaters etc. Just bought the TT combat Burlesque house as a test piece.
Will definately buy that mat btw. Looks great, and without printed streets you can freely place terrain.
Very terrain heavy I need to start building my collection, as always BoW crew make great tables.
A nice video may be good to have a ring of buildings to have a running battle around on.
One of the problems I often have with table layouts for skirmish games is my strong inclination to ‘build’ what would actually be there, which can often lead to very specific lanes of movement that can limit how effective vehicles or models on larger bases can be. This can also be a problem when you consider verticality – why have a walkway that goes nowhere? Why have a tall observation platform and then surround it with other tall buildings just to prevent it from becoming an obvious spot from which a sniper can dominate the table. Even when I resist this temptation I often find myself struggling to find enough scenery appropriate to the environment to create a gamey – rather than realistic – layout.
Of course, even if you have the terrain to take it that step further, you can only really pull it off if the mobility of the models – or the need for mobility to score objectives – is a key part of the game and this seems to be one of the areas in which Wolfsung excels; In such cases you can throw down even more terrain as in the video and trust that the models have the ability to move in and out of LoS and scale vertical elements without relying entirely on traditional ‘choke points’ such as a limited number of ladders or stairs. That said, with so much of the game focused around two objective points such as the ticket booths, I wonder if the scenery elements on the outer border of the table will really have that much impact on gameplay and instead serve as the ‘arena wall’ that surrounds the main event of the elevated walkway and the market crates nearest to it. Perhaps some additional walkways connecting the centre to the left and right hand board edge would add more purpose to those buildings on the perimeter of the mat.