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Subject: Eternal Campaign Scenarios V2 - Closed

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robbdaman
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01/08/2006 6:59 PM  
quote:
Originally posted by ShadowLord XT

quote:
Originally posted by eMpTy Kay

I have been looking at the King of the hill map and have a couple questions.

1) are the six stone pillars all treated as difficult terrain, or just the two, and the rest as impassable terrain?

2) are the shrine of war and wheel of luck a 2x2 or 4x4 area?



1) I think they are all difficult terrain.

2) It looks to me like 4x4.

Zippy when can I suspect to see this senario as an EC week senario?? Sorry, I'm so excited.



Actually there are only two pillars that are difficult terrain though that could be changed to all of them. It's a design thing since only part of the pillar is on each of those side squares. I'd say 4X4 as well.

R~

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01/08/2006 8:40 PM  
quote:
Originally posted by robbdaman

Looking at Risky Terrain tonight on the Mushroom Cavern map I thought we should do a Risky Terrain/Blood Rock type scenario where the whole map is both. Call it "Blood and Risk". We should make the Risky Terrain part optional because 10 damage at low point levels could be devestating. Creatures can choose to get the +5 damage bonus but in doing so they must roll the Risky Terrain where 1-5 is 10 damage. Blood Rock is always active. Perhaps do it on the Dragon's Horde since it almost never sees use. This might have already been done but I don't feel like looking back for the log of all the old games in the past 50 weeks. [:p]

R~



So no bites on the Blood and Risk scenario?

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lurch_E_bean
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01/09/2006 6:04 PM  
How about I read the stupid scenario before I go asking questions? Good one, me...

Oh well, one post closer to 1000, so it's not a total loss...

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Zippy
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01/09/2006 7:35 PM  
quote:
Zippy when can I suspect to see this senario as an EC week senario?? Sorry, I'm so excited.



I have no idea - maybe ask the scenarios master, jjbeezer!

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01/10/2006 9:43 AM  
quote:
Originally posted by ShadowLord XT

quote:
Originally posted by eMpTy Kay

I have been looking at the King of the hill map and have a couple questions.

1) are the six stone pillars all treated as difficult terrain, or just the two, and the rest as impassable terrain?

2) are the shrine of war and wheel of luck a 2x2 or 4x4 area?



1) I think they are all difficult terrain.

2) It looks to me like 4x4.

Zippy when can I suspect to see this senario as an EC week senario?? Sorry, I'm so excited.



ShadowLord XT: This one does look like a fun scenario. The best way to get this one on the schedule would be to keep editing one post with the rules for the scenario. Try to format it like the scenarios in the top post of this thread. The easier it is for me to translate your post to my post, the quicker I will be willing to use the Custom Scenario.

Some major factors I will need in your main post are what your rules are for the map and what it takes to win. Define what the fog does and how moving up the hill affects creatures. You have posted what you need to do to win. Just combine it all into one post so I don't have to go looking for all the rules.

One thing to think about: The fortress has spell resistance all, but a fireball seems like something good to blow up a fortress. Could it only be called a construct (see glossary definition and immunities), or should it also have Spell Resistance, All? It is your scenario. Whatever you make the rules I will translate for the rest of us to play.

Thanks for coming up with a new, fun-looking scenario.


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01/10/2006 5:47 PM  
Destroy the Fort
Two opposing warbands face off across a great land. Only a hill separtarates the two forces. Each force has one thing in mind, destroy the enemy's fortress and protect theirs.

We will be using the King of the Hill map. Take 3 double walls and set them up horizontally on A 10, 11, 12 for Starting area A then HH 10, 11, 12 for Starting area B.
You must either eliminate your oppoent's army or his/her fortress. The victory area on the map is not active. The 2nd ring on the hill is covered in the fog like from Hellspike.
Fog- blocks LoS (Unless you have blindsight), commanders have to be within 6 squares of allies to have them under command while they're in the fog, and if you're not within 6 you're OOC and don't benefit from commander effects and morale bonuses and all that jazz.

Fort stats:
lvl: 10
Highest warlord level X 10 + 30 =Total HP
Highest warlord level + 15 =Total AC
Construct
Spell Resisitance
Spell Immunity: Blur, Regen, and Rust Construct
Resist Cold 5 and Acid 5
Vulnerable Sonic, Fire

1st ring on the hill is normal movement. 2nd and 3rd rings cost 2 movement like difficult terrain. Trees and statues are considered difficult terrain and moving on them on the 2nd or 3rd ring doesn't cost any extra movement. The fog is located on the entire 2nd ring. When on the 3rd ring or on the top of the hill, a mini can see over the fog. The top of the hill is normal movement.

Good ideas SilentG. Thanks Em-ty-kay, I didn't check the construct in the glossary so I missed those general immunities and such, good catch.
Any more questions??

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SilentG
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01/11/2006 7:19 PM  
Destroy the Fort:

Why vulnerable to sonic over acid or fire?

Better give it immunity to resist elements, regen, cat's grace, bull's endurance, heal spells, etc... or just give it spell immunity:all in place of the elemental resists?

Just some ideas.

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eMpTy Kay
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01/11/2006 10:46 PM  
quote:
Originally posted by ShadowLord XT

Destroy the Fort

We will be using the King of the Hill map. Take 3 double walls and set them up horizontally on A 10, 11, 12 for Starting area A then HH 10, 11, 12 for Starting area B.
quote:
What exactly are "Double Walls"? Do you mean the one space thick walls?

You must either eliminate your oppoent's army or his/her fortress.
quote:
In other words, play until you score victory points equal to the warband size, the forts are worth warband size. right?
The victory area on the map is covered in the fog and acts like the fog from the Hellspike map.
quote:
Isn't the victory area the very top area? Doesn't make sence with infor farther down...

Fog- blocks LoS (Unless you have blindsight), commanders have to be within 6 squares of allies to have them under command while they're in the fog, and if you're not within 6 you're OOC and don't benefit from commander effects and morale bonuses and all that jazz.

Fort stats:
lvl: 10
Highest warlord level X 10 + 30 =Total HP
Highest warlord level + 15 =Total AC
Construct
Spell Resisitance
Spell Immunity: Mordy's Swords, Blur, Regen, Rust Construct, and all Heal spells.
Immune poison
Resist Cold 5 and Acid 5
Vulnerable Sonic, Fire
quote:
Constructs are immune to Poison and Heal spells. The fort does not "activate" so Mordy's sword would never activate.

I would think Acid eating through stone would be easier to imagine than stone burning...


1st ring on the hill is normal movement. 2nd and 3rd rings cost 2 movement like difficult terrain. Trees and statues are considered difficult terrain and moving on them on the 2nd or 3rd ring doesn't cost any extra movement. The fog is located on the entire 2nd ring. When on the 3rd ring or on the top of the hill, a mini can see over the fog. The top of the hill is normal movement.

Good ideas SilentG. I'm keeping acid out though. I can't see acid burning through stone (Probably me, but whatever).
Any more questions??



Just some more random thoughts.


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01/12/2006 8:43 AM  
1) Double walls are a misselanious item in the tiles/units button.

2) Yes

3)That is a miss-print that you have brought to my attention. The fog is on the 2nd ring, not the victory area. The victory area is not active. The game is elimination.

4) Ya, I guess, but I think I'll stick to what I got for resistances.

fixed. [:D]

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AesophDarkfable
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01/12/2006 4:22 PM  
Not that it should change the upcoming scenario, but ill be sitting out the spiderqueen thing as it just has too much stuff. I really like the more simple straight forward scenarios, saving these more complex ones for just an every now and then thing.

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01/13/2006 1:36 AM  
quote:
Originally posted by AesophDarkfable

Not that it should change the upcoming scenario, but ill be sitting out the spiderqueen thing as it just has too much stuff. I really like the more simple straight forward scenarios, saving these more complex ones for just an every now and then thing.



Awww - that's like a slap in the face, Aesoph. I'll let you know how awesome it was.

You really think it's that complicated? Web effect if you activate off a tile, tough NPC, cruddy NPCs - all activated one at a time by either player in place of other units... can only activate a spider that's not within 6 of one of your guys (simulates the spider wanting to eat whoever's closest) unless an opponent is also within 6. Place spiders randomly and evenly across feature tiles - queen in center on rock shrine.

I know it's got a bit to it, but I think I summed it all up in a short paragraph.

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01/13/2006 3:56 AM  
quote:
Originally posted by SilentG

quote:
Originally posted by AesophDarkfable

Not that it should change the upcoming scenario, but ill be sitting out the spiderqueen thing as it just has too much stuff. I really like the more simple straight forward scenarios, saving these more complex ones for just an every now and then thing.



Awww - that's like a slap in the face, Aesoph. I'll let you know how awesome it was.

You really think it's that complicated? Web effect if you activate off a tile, tough NPC, cruddy NPCs - all activated one at a time by either player in place of other units... can only activate a spider that's not within 6 of one of your guys (simulates the spider wanting to eat whoever's closest) unless an opponent is also within 6. Place spiders randomly and evenly across feature tiles - queen in center on rock shrine.

I know it's got a bit to it, but I think I summed it all up in a short paragraph.



too many extraneous activations. all of that stuff gets very hard to keep track of I think.

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jjbeezer
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01/13/2006 9:52 AM  
quote:
Originally posted by ShadowLord XT
1st ring on the hill is normal movement. 2nd and 3rd rings cost 2 movement like difficult terrain. Trees and statues are considered difficult terrain and moving on them on the 2nd or 3rd ring doesn't cost any extra movement. The fog is located on the entire 2nd ring. When on the 3rd ring or on the top of the hill, a mini can see over the fog. The top of the hill is normal movement.



When I read this, it sounds like if you are standing on ring 3 or the top of the hill you can see down into all of the rings. Is that correct? A better question is, what rings can you see from Ring 3 or the Victory area? Is the fog effectively negated when standing on the top of the hill?

Another clarification needs to be made with line of sight. Take an Archmage or Soth. They have blindsight so the fog does not effect them. Without some limitation on how LoS works they could start pouring the artillery into the fortress on the first turn all while standing next to their fort. (Effectivly seeing up the hill and down the hill from standing on the ground.) I know this is not intended, but it would work as currently written.


Zippy
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01/13/2006 11:39 AM  
Original KoH LoS rules included:
1) Cannot see up more than 1 elevation
2) Can see down any number of elevations
3) When tracing LoS across an elevation 1 higher, both origin and target of LoS must be same elevation or LoS is blocked (example: From level 1, LOS goes across level 2 area back to level 1, that LoS is OK. From level 1 corssing through level 2 back down to level 0 is blocked)

Fog: per misty ruins scenario (sim to eversmoking bottle item). In reality, a fog layer would extend ad infinitum at a given elevation, so if LoS is blocked up it would be also blocked down.

Keep in mind this scenario's getting pretty complex already, so perhaps having elevation LOS rules plus fog plus fort is a bit much.

Also note the original KoH map rules included movement limitations when moving within the elevation rings.

From the origianl KoH scenario, many folks loved it. Quite a few also had some trouble executing and understanding the rules clearly. So, simpler is better is the lesson, and yes it's a really cool map / concept.

The concept of a "Kill the Fort" scenario is very interesting and worth pursuing, so don't intepret this as a condemnation - it's just a little background & suggestion [)].

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01/13/2006 6:08 PM  
O.k. Here's the run down, the vets are given the ability to murder and cut up this senario as they wish. Exams are coming and I don't have time to keep clarifying.
Have fun. [:)]

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01/14/2006 12:55 AM  
I have a question concerning how summoned creatures work in this weeks event. If my cleric casts Summon Monster 2 and bring in two wolves, and the wolves and cleric are later killed, do both wolves and the cleric get res'd. In which case the cleric can then against cast two more wolves. Also, are the wolves that died and came back also considered summoned and are removed when my cleric is removed?



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01/14/2006 6:50 PM  
New Scenario ¨C TRAITOR!
EC Player Scenario, Premade Map


There is a traitor! You have to get him before he does any more harm to you!

Setup: Each player picks one of the maps available in Vassal and declares it with their warband. Map/placement initative is rolled and whoever wins can pick either their map (and place their warband first) or the opponents map (and place their warband second).

Warband: Warband size is 10% more than the normal size for the warlord. You must include one "Traitor" Unit. The "Tratior" unit may be any creature of your opponents alignment, as long as it does not have a higher commander rating that your warlord. It may cost no more than 25% of your warband. The "Traitor" retains its alignment, even though it is a member of your warband.

Victory: You must eliminate the warband size normal for your warlord, including the "Traitor" in your opponents warband.

Example: For two Zero level warlords; the players build a 60pt warband, that includes their warlord and a "Traitor". The "Traitor" could be at most 15 points. To win, the warlords need to kill only 50 points of units, including the "Traitor".


eMpTy Kay
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01/16/2006 11:05 AM  
Question for next weeks "into the web" scenario.

May be obvious, but do the spiders count for VP purpose? I would think so, but it does not explicitly state they do.


jjbeezer
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01/16/2006 11:25 AM  
quote:
Originally posted by eMpTy Kay

Question for next weeks "into the web" scenario.

May be obvious, but do the spiders count for VP purpose? I would think so, but it does not explicitly state they do.



I don't know. I sent SilentG an e-mail last week with a few questions, but I never did get a response. In the other scenarios like this (Restless Dead) they do not count as VP.


eMpTy Kay
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01/16/2006 12:04 PM  
Question on this weeks scenario:

One of my opponents is CG and has Rikka as a Lt in a 125pt game. Now, if Rikka is going to use Waylay and is off the board at the start of the game, technically she counts as victory points. Therefore the score could be 31-0 at the first inititive. 31 is more than 20% for the match (need only 25 for the 125 pt match) so would I get the quick boon as well? so the score at the first init would be 56 - 0? (I would drop by 31 points when Rikka came in, but I would still have the Boon.)

Or is Rikki an exception to this rule?

I can't really see it as fair either way it is ruled, since the CG player can keep Rikka "safe" from attack until the boon was scored, give him the advantage since there would be fewer targets for me to score by.

Overall I would say it should be ruled that rikka would give the boon if using waylay, since waylay is optional, as well as being optional to use Rikka.

Will post this is this weeks thread as well since could matter to other players as well.


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01/16/2006 12:58 PM  
The Boon goes to the first player who gets to 20% VP. This would include a Rikka who starts off the board planning to waylay or a Xill who starts off the board waiting to Planewalk.

To be fair though, if you opponent says they would like to start with their 2 Xill off the board in a 100 point game, it would be more sportsmanlike to warn them of the Quick Boon point issue in case they missed this ruling.

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AesophDarkfable
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01/16/2006 1:15 PM  
quote:
Originally posted by eMpTy Kay

Question on this weeks scenario:

One of my opponents is CG and has Rikka as a Lt in a 125pt game. Now, if Rikka is going to use Waylay and is off the board at the start of the game, technically she counts as victory points. Therefore the score could be 31-0 at the first inititive. 31 is more than 20% for the match (need only 25 for the 125 pt match) so would I get the quick boon as well? so the score at the first init would be 56 - 0? (I would drop by 31 points when Rikka came in, but I would still have the Boon.)

Or is Rikki an exception to this rule?

I can't really see it as fair either way it is ruled, since the CG player can keep Rikka "safe" from attack until the boon was scored, give him the advantage since there would be fewer targets for me to score by.

Overall I would say it should be ruled that rikka would give the boon if using waylay, since waylay is optional, as well as being optional to use Rikka.

Will post this is this weeks thread as well since could matter to other players as well.



Im in a similar situation and had thought of this, but wasnt gonna say anything :) but now that its brought up, yes you would get the boon. There have been several scenarios that favor one type of creature over another, this is just one that doesnt favor waylay.

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eMpTy Kay
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01/16/2006 2:27 PM  
quote:
Originally posted by AesophDarkfable

quote:
Originally posted by eMpTy Kay

Question on this weeks scenario:

One of my opponents is CG and has Rikka as a Lt in a 125pt game. Now, if Rikka is going to use Waylay and is off the board at the start of the game, technically she counts as victory points. Therefore the score could be 31-0 at the first inititive. 31 is more than 20% for the match (need only 25 for the 125 pt match) so would I get the quick boon as well? so the score at the first init would be 56 - 0? (I would drop by 31 points when Rikka came in, but I would still have the Boon.)

Or is Rikki an exception to this rule?

I can't really see it as fair either way it is ruled, since the CG player can keep Rikka "safe" from attack until the boon was scored, give him the advantage since there would be fewer targets for me to score by.

Overall I would say it should be ruled that rikka would give the boon if using waylay, since waylay is optional, as well as being optional to use Rikka.

Will post this is this weeks thread as well since could matter to other players as well.



Im in a similar situation and had thought of this, but wasnt gonna say anything :) but now that its brought up, yes you would get the boon. There have been several scenarios that favor one type of creature over another, this is just one that doesnt favor waylay.



8), I have to admit it was tempting to not say anything, but I have had players get pissy when "surprised" by the rules. Since that typically ruins my fun of the game, I at least try to get the "EC officail" ruleing to ba able to back myself up in the ensuing arguement. I don't expect any problems from my opponents, but it has happened just enough for me to prefer to check first.


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01/19/2006 5:46 PM  
jjbeezer, is my senario going to be used?? I would like to see it used.
It sounded like it was going to work.

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01/19/2006 10:37 PM  
quote:
Originally posted by ShadowLord XT

jjbeezer, is my senario going to be used?? I would like to see it used.
It sounded like it was going to work.



I ran 7 playtests with my home campaign. They were 150 and 175 point games. Only 2 forts took damage in the games. An Grant Move Actioned Archmage hit it before its Beholder enemy flew through the fog. A Gith Fighter Dim Doored through the fog after a LG band made it all the way up the hill. It was easy pickings after that.

I tried flying/fast bands going round on ring 1, but it was too easy to cut them off and prevent them from going after the fort.

I don't think that the scenario is bad. We just may not see many fort destroyed wins.

A few more questions (my guess): Do trees provide cover? (no). You can see over the fog from levels 3 and VA, but can you see any of level 2, the fog? (no)

Fog adds a huge challenge to the map. It has way more effect on the game than the Fort.

That is my thoughts from trying it out a few games.


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01/19/2006 11:47 PM  
For next weeks scenario. What is the point of Lise other than to get in the way. If your going to kill her why is she not worth VP? I think that should be changed. And from the one game I played, 100 pts, it wasnt to fun cause Lise was annoying and just got in the way. Cool idea, Not to fun IMO. She will get in the way far to much and lower the power of ranged attacks and spells.

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01/20/2006 3:44 AM  
I agree with Aravis and think all the extra activations are going to be a pain. The players are going to move the spiders first all toward the opponent and the limit of not being able to move a spider if it's within 6 squares of one of your creatures could be very annoying especially if it's not worth points. I propose perhaps giving pseudo VP called Engagement Points for each round a creature has to battle a spider and double them for engaging Liseucetryx. Using the normal scale of VP for points levels we usually use. 5% of total warband totals for normal spiders and 10% of warband totals for Liseucetryx. At least that way it's worth something and you don't get hampered just because you lost initiative. It just seems like it becomes free monsters for the opponent otherwise. I'm invisioning a battle where all you do if fight spiders and half your army dies before it even engages the opponent. Doesn't sound too fun to me.

R~

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01/20/2006 9:05 AM  
jjbeezer, would it help to take out the fog??

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01/20/2006 10:09 AM  
quote:
Originally posted by Aravis

For next weeks scenario. What is the point of Lise other than to get in the way. If your going to kill her why is she not worth VP? I think that should be changed. And from the one game I played, 100 pts, it wasnt to fun cause Lise was annoying and just got in the way. Cool idea, Not to fun IMO. She will get in the way far to much and lower the power of ranged attacks and spells.



The basis for this scenario comes from the Restless Dead scenario laid out in the Minis Handbook. (Place 1 zombie on each terrain tile, you can move a zombie instead of your unit, etc...) I have been trying to get a response from SilentG about VPs for the spiders and a few other questions.

I agree with the concern of the game turning into, "Please, spider, eat my opponent instead of me."


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01/20/2006 2:19 PM  
quote:
Originally posted by Bleys

Working Title: Cave of Confusion
A cloud of confusion effects commanders in this place. All commanders must keep their wits about them for victory.
Special Rule: Commanders gain special ability Incite. If other creatures are incited, Commander must activate first. Commanders must roll a dc save upon each activation. If they fail, they are confused (roll on confusion table. Confused commanders cannot put others under command, lose commander effect, lose CR for MC, rally checks, and next round init, or make attacks of opportunity.
1-4 controlled by other player/confused
6-15 no action/confused
16-20 normal activation/confused

Map: Dragon's Hoard

Victory Conditions (standard eliminate pts equal to warband)



Havent received any feedback for this, does that mean there is no interest and I should drop the idea? It seems pretty simple and straight forward to me, not interferring with the game too much.

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01/21/2006 10:25 AM  
Here's how I'd do it. How about everyone else? I think the incited commanders will make a lot of interesting strategy (including warband building with incited creatures and multiple commanders) on its own without the need for confusion rolls. It's a very cool twist to a very important aspect of the game - order of activation.

Commanders' Frenzy

The warlords are approaching the Dragon's Hoard. Intoxicated by the nearby riches, they're losing control. All commanders must keep their wits about them for victory.

Setup: Use the Dragon's Hoard map

Special Rule: Commanders and creatures with Independent gain the Incited special ability.

Victory Conditions: Standard

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Bleys
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01/21/2006 1:12 PM  
Ok Zip, I could go with those changes. Thanks for the feedback ΖD]

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eMpTy Kay
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01/21/2006 2:32 PM  
I would agree that incited would be better. If you are rolling for confusion each turn for your whole warband, it could end up one player winning with never having to engage (if his opponent keeps rolling badly). I think using incited or something like that would be better.


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01/21/2006 5:08 PM  
quote:
Originally posted by jjbeezer

quote:
Originally posted by Aravis

For next weeks scenario. What is the point of Lise other than to get in the way. If your going to kill her why is she not worth VP? I think that should be changed. And from the one game I played, 100 pts, it wasnt to fun cause Lise was annoying and just got in the way. Cool idea, Not to fun IMO. She will get in the way far to much and lower the power of ranged attacks and spells.



The basis for this scenario comes from the Restless Dead scenario laid out in the Minis Handbook. (Place 1 zombie on each terrain tile, you can move a zombie instead of your unit, etc...) I have been trying to get a response from SilentG about VPs for the spiders and a few other questions.

I agree with the concern of the game turning into, "Please, spider, eat my opponent instead of me."



Sorry I havn't been in touch.

I think that giving 5% of the warband total in VP for killing a spider of lolth and 20% for killing Liceusetryx should be fair.

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Aravis
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01/21/2006 7:21 PM  
quote:
Originally posted by SilentG

quote:
Originally posted by jjbeezer

quote:
Originally posted by Aravis

For next weeks scenario. What is the point of Lise other than to get in the way. If your going to kill her why is she not worth VP? I think that should be changed. And from the one game I played, 100 pts, it wasnt to fun cause Lise was annoying and just got in the way. Cool idea, Not to fun IMO. She will get in the way far to much and lower the power of ranged attacks and spells.



The basis for this scenario comes from the Restless Dead scenario laid out in the Minis Handbook. (Place 1 zombie on each terrain tile, you can move a zombie instead of your unit, etc...) I have been trying to get a response from SilentG about VPs for the spiders and a few other questions.

I agree with the concern of the game turning into, "Please, spider, eat my opponent instead of me."



Sorry I havn't been in touch.

I think that giving 5% of the warband total in VP for killing a spider of lolth and 20% for killing Liceusetryx should be fair.



A much better idea. Thanks! I hope this gets put in.

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01/21/2006 11:40 PM  
Aravis, just to let you know, this scenario is supposed to favor melee over ranged auto-damage. While it's fair to give some nominal VP awards to keep the game from boiling down too much to the first couple inits, I wanted ranged and spells to get hosed this week.

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Bleys
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01/22/2006 8:24 AM  
quote:
Originally posted by eMpTy Kay

I would agree that incited would be better. If you are rolling for confusion each turn for your whole warband, it could end up one player winning with never having to engage (if his opponent keeps rolling badly). I think using incited or something like that would be better.


In the original idea, the commanders were incited and the only members off the warband to roll for confusion. I thought it would be interesting to have to deal with confused commanders (with the possibility that your opponet could control it). But the edited version, taking out the confusion is ok too.

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Wish
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01/22/2006 10:32 AM  
Given how powerful commanders are in EC, even one failed confusion roll could be a disaster. Can you imagine a confused Jadelin? She'll fireball her own warband, and then quickcast it to do it again. Not only have you wiped out most of your own troops, but also spent a good chunk of your offensive capability. And since your troops are OOC, they can't do much to carry on the fight without you. The game is pretty much over if a powerful commander fails a confusion roll early. If it applied to followers instead, you could always make strategic and tactical decisions to minimize the risk of a bad confusion check, but there's no decision to make with the warlord, you're going to have one, and it will usually be the most powerful piece in your warband, until you reach very high prestige class levels (and thus point totals).

robbdaman
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01/22/2006 2:01 PM  
I think that'd be pretty funny to watch but to play it would be a nightmare. Considering a confused commander is no longer in command of it's former troops and as already stated if controlled by another player the brutal things some commanders could do to their own warband is devastating. Still it could be funny to watch. [:p]

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01/22/2006 2:43 PM  
The commanders would only be confused for one round, and then they would get another DC the next incited activation. The DC would be relatively low, so that confusion didn't control the game too much. However, the strategy would be totally different with a confuse commander. Rushing, charging, etc. Not only that, it would be cool to have the ability to control the other commander (but the odds are low to do so). Only the commanders would roll the confusion DC and if they pass the initial DC, they activate normally. If they fail the DC, they roll on the confusion table. At that point they have the equal ability to activate normally as they do to be controlled by another player. Next round they roll the DC again. Sounds cool to me, but I will go with the incited version as well.

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