okay. so i don't own a scanner and therefore cannot upload and share my map, but i took a mordheim map from google and made my own, adding several key places.- this place is one kind of merchant, this place is another, this place is rumored to X, etc. the map is under a grid that is marked square-by-square with a number that represents the availability of wyrdstone- which after 5 battles tends to go downwards.
outside of the city are warband camps for each band (excluding the sisters, who of course have the rock to call their own, as well as the skaven and possessed.)
we haven't implemented it yet- and suggestions on how to do so are sort of why i made this thread.
so far it looks like there will be 'intelligence' rolls conducted to see if an army can use their contacts to locate or track other warbands, and then attack each other willfully- depending on when and where a warband is attacked, they will face a different scenario. there are also tunnels and even sewers that add a bit of dimension to the game map, which is large enough that there are no shortage of fights to have.
i'm considering including some external towns as well, it kind of depends whether rob and little ian join us for our next campaign, because without them we only have seven teams.
but making maneuvers on the map (specifically ones that don't involve combat) is tricky- do we have them move a certain distance every turn? it would make moving to intercept a warband difficult, as well as make moving from shop-to-shop easier. but there isn't much strategy in simply appearing wherever one wishes to go.
i just thought you guys might have some opinions on the whole map concept and maybe a pointer or two. the idea was to make the game feel more real.