I use a similar terrain set up for forest/woods. The flat shape (blue water, green vegetation, grey rock, red lava, light blue ice) defines the extent of the terrain, then a token rock, tree, bush, or grass model defines the terrain type. That lets models move through and hold inside the terrain without being at weird angles or falling over. My hills are similarly gentle slopes or a series of flat horizontal steps for the same reasons. I just assign a height value where needed for blocking line of sight. For me, playability is more important than visual realism. I like the method of having separate neutral, Elven, and Dwarven objective markers to keep track.
Thank you for sharing this report.
I use a similar terrain set up for forest/woods. The flat shape (blue water, green vegetation, grey rock, red lava, light blue ice) defines the extent of the terrain, then a token rock, tree, bush, or grass model defines the terrain type. That lets models move through and hold inside the terrain without being at weird angles or falling over. My hills are similarly gentle slopes or a series of flat horizontal steps for the same reasons. I just assign a height value where needed for blocking line of sight. For me, playability is more important than visual realism.
I like the method of having separate neutral, Elven, and Dwarven objective markers to keep track.