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Sacred Lye Warrior
 184 Posts




 | | 03/14/2006 3:12 PM |
| Here are three simple Scenarios with a common theme.
Common Denominator: Besides your Warlord, your warband must consist of Common figures only. No rares or Uncommons.
OR
Uncommon Spirit: Besides your Warlord, your warband can only use Uncommon figures.
OR I'll take mine Rare: Besides your Warlord, your warband can only use Rare figures.
It makes it a lot harder to build warbands and may cause you to choose figures you normally would not. Another take on this is to choose figures who's rarity matches your warlord.
Sacred
| | My Trade/Reference List is Here | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 03/14/2006 3:56 PM |
| quote: Originally posted by Sacred Lye
Here are three simple Scenarios with a common theme.
Common Denominator: Besides your Warlord, your warband must consist of Common figures only. No rares or Uncommons.
OR
Uncommon Spirit: Besides your Warlord, your warband can only use Uncommon figures.
OR I'll take mine Rare: Besides your Warlord, your warband can only use Rare figures.
It makes it a lot harder to build warbands and may cause you to choose figures you normally would not. Another take on this is to choose figures who's rarity matches your warlord.
Sacred
I like each of these =) The best scenarios are those that force you to use creatures you wouldn't normally use, and I think this accomplishes that!
Very Simple too. I think we should give Common Denominator a try!
Gotta make sure everyone has access to the rarity of creatures so If we do this lets post some links. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
| oldcoast Sergeant
 394 Posts




 | | 03/14/2006 4:43 PM |
| Here's three streamlined scenarios I think fit well with the new rules.
KING OF THE HILL
Map -King of the Hill
Special LoS rule- all units can only see one elevation ring ABOVE but ALL below them
Shrines-gaining the shrine bonus requires a unit to "replace attacks" during its turn
Pillars- The corner pillars are "walls", the side pillars are "statues"
Scoring- The player with the most units in the victory area at the end of the round gains 10 Victory Points Note: its total "number of units" not "cost of units" so 3 orc warriors scores 10 points over 2 large blue dragons
Victory- The first player to score points equal to his warbands size (100 or 200) wins.
EDIT: You do get VP for kills in this version, make sure you read the new terrain rules in the WD manual. They explain how use the forest terrain on this map. Only the trees marked with difficult triangle are considered "Forest"
RESCUE
Map - Kobold Sewers
Shrine- use requires a unit to "replace attacks" during its turn to gain healing +5 hp
Scoring- Each player must have at least one unit enter his own victory area and "replace attacks" To "free" the prisoner. On the following round add "Barbarian Mercenary" Unit to victory area. Unit is injured so it is reduced to SPEED 4, but other wise acts as normal. Unit must escape via opponents exit grid.
Killing enemy prisoner counts as 9 points for your warband.
*The is only one prisoner per side, per match.*
Victory Conditions- Either be 1st player to get prisoner to escape or score points equal to your starting warbands total by elimination.
SIEGE
Map- Magma Keep
Scoring - Each victory area is neutral ground. Capturing a victory area requires having your units occupy it uncontested at the end of a round.Once it's captured the victory area is then your territory until recaptured.
* unit must be active to capture victory area, i.e routing, stunned, paralyzed, or confused units can not capture areas despite them being uncontested.*
Victory- 1st player to capture all four victory area wins or score points equal to your starting warbands total by elimination.
Reinforcements- While your commanders live all destroyed common units respawn on your exit grid at the start of the next round.
| | Check out The Old Coast my online Greyhawk campaign featuring all maxmini's members!, and.........Champion of Aspect of Zuggtmoy | |
| zephyrstorm Sergeant
 528 Posts




 | | 03/14/2006 5:45 PM |
| Here's a scenario idea. Thoughts?
The Sky has Fallen Large meteors have fallen from the sky and contain valuable materials for creating magic items. Upon arriving at the landing site, you find that some of the meteors have already been picked over. In addition, you spot another warband attempting to harvest the meteors. You'll have to act quickly if you want to claim what's left of the prize!
Terrain Setup: Use the Field of Ruin map. The two large boulders closest to the center line on this map are considered to be mineable meteors for this scenario.
Warband Setup: In addition to their warband, each player sets up a collection plate in their starting area. This will be used as a point to place collected meteorites to score victory points. Treat this plate as a statue for movement/cover purposes.
Special Rules -- Mine Meteor: To mine a meteor, a unit must be adjacent to one of the two mineable meteors and spend a "replaces attacks" action. Roll on the following table to determine what you extract --
01-04 You find nothing<br>05-06 You find caustic ore (acid damage on activation, DC below)<br>07-08 You find frigid ore (cold damage on activation, DC below)<br>09-10 You find charged ore (electric damage on activation, DC below)<br>11-12 You find red-hot ore (fire damage on activation, DC below)<br>13-14 You find acoustic ore (sonic damage on activation, DC below)<br>15-16 You find blessed ore (healing on activation, no save)<br>17-18 You find hallowed ore (negative damage on activation, no save)<br>19-20 You find magical ore (magic damage on activation, no DR)<br> Whenever a creature with a meteorite activates, it may make a save DC 10+(highest warlord level) to possibly avoid damage inflicted by the meteorite (not all meteorites have saves). The damage is 5 for warband sizes up to 150 (non-inclusive), and 10 damage for 150+ pt armies. You may transfer the meteorite to/from another adjacent creature with a "replaces attacks" action. You may do this while threatened, and if the creature you are giving it to is hostile, you must make a melee attack against them (you keep the meteorite if you miss). Transferring the meteorite to the collection plate is the same as transferring it to an allied creature. If a creature holding a meteorite is eliminated, the meteorite is also destroyed. Each creature may only carry one meteorite at a time.
Victory: Standard Victory conditions (gain victory points equal to the warband size limit). For each meteorite a warband returns to the collection plate, they earn 10% of the warband size in victory points. Your opponent scores victory points for any of your units killed by meteorites.
Bonus!: The warband that recovers the most meteorites (minimum 1) will receive an additional minor magic item at the conclusion of the battle. If the bands are tied, they will each receive a extra minor magic item. If no meteorites are returned before the end of the match, no bonus item is rewareded. Meteorites that have been mined but not yet returned to the collection plate are counted towards this total, but do not score victory points. | | Champion of the Hellwasp Swarm New subscriber to rule #0: bshugg is always right. | |
| jjbeezer Sergeant
 633 Posts




 | | 03/15/2006 10:42 AM |
| Wow! Lots of good stuff here.
Overall, I don't like the idea of giving out extra XP or extra items that you keep at the end of the scenario.
The sky has fallen will obviously have to wait until we get that map in Vassal.
Rescue: Could you have more than one "prisoner" from your team on the board at a time?
On the common/uncommon/rare scenarios. I think that you would not be able to build a 300 point band using all commons except the Warlord. My take on that one would be to combine it all into 1.
Warlords and Lts could be used regardless of rarity levels. For 100 points and under use commons, 125-200 use uncommons, and >200 use rares.
If you like the suggestions I (or anyone else gives) make sure you edit your first post with those changes so I can grab them easier for the main thread. Also, we will have a copy saved of the old scenarios that way. | | | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 03/15/2006 11:11 AM |
| quote: Originally posted by jjbeezer
Overall, I don't like the idea of giving out extra XP or extra items that you keep at the end of the scenario.
=O WHAAA!!!! hehe. doh! I thought it was cool! How come!!! | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
| Sacred Lye Warrior
 184 Posts




 | | 03/15/2006 11:38 AM |
| quote: Originally posted by zephyrstorm
Here's a scenario idea. Thoughts?
The Sky has Fallen Large meteors have fallen from the sky and contain valuable materials for creating magic items. Upon arriving at the landing site, you find that some of the meteors have already been picked over. In addition, you spot another warband attempting to harvest the meteors. You'll have to act quickly if you want to claim what's left of the prize!
Terrain Setup: Use the Field of Ruin map. The two large boulders closest to the center line on this map are considered to be mineable meteors for this scenario.
Warband Setup: In addition to their warband, each player sets up a collection plate in their starting area. This will be used as a point to place collected meteorites to score victory points. Treat this plate as a statue for movement/cover purposes.
Special Rules -- Mine Meteor: To mine a meteor, a unit must be adjacent to one of the two mineable meteors and spend a "replaces attacks" action. Roll on the following table to determine what you extract --
01-04 You find nothing<br>05-06 You find caustic ore (acid damage on activation, DC below)<br>07-08 You find frigid ore (cold damage on activation, DC below)<br>09-10 You find charged ore (electric damage on activation, DC below)<br>11-12 You find red-hot ore (fire damage on activation, DC below)<br>13-14 You find acoustic ore (sonic damage on activation, DC below)<br>15-16 You find blessed ore (healing on activation, no save)<br>17-18 You find hallowed ore (negative damage on activation, no save)<br>19-20 You find magical ore (magic damage on activation, no DR)<br> Whenever a creature with a meteorite activates, it may make a save DC 10+(highest warlord level) to possibly avoid damage inflicted by the meteorite (not all meteorites have saves). The damage is 5 for warband sizes up to 150 (non-inclusive), and 10 damage for 150+ pt armies. You may transfer the meteorite to/from another adjacent creature with a "replaces attacks" action. You may do this while threatened, and if the creature you are giving it to is hostile, you must make a melee attack against them (you keep the meteorite if you miss). Transferring the meteorite to the collection plate is the same as transferring it to an allied creature. If a creature holding a meteorite is eliminated, the meteorite is also destroyed. Each creature may only carry one meteorite at a time.
Victory: Standard Victory conditions (gain victory points equal to the warband size limit). For each meteorite a warband returns to the collection plate, they earn 10% of the warband size in victory points. Your opponent scores victory points for any of your units killed by meteorites.
Bonus!: The warband that recovers the most meteorites (minimum 1) will receive an additional minor magic item at the conclusion of the battle. If the bands are tied, they will each receive a extra minor magic item. If no meteorites are returned before the end of the match, no bonus item is rewareded. Meteorites that have been mined but not yet returned to the collection plate are counted towards this total, but do not score victory points.
This Scenario is Couatl heaven. You fight against someone with a Coutal, your probably gonna loose.UNLESS you combine this with one of the Scenario's I suggested above that would be common's only, and then no one would have the rare Coutal dominating this scenario.
Sacred | | My Trade/Reference List is Here | |
| zephyrstorm Sergeant
 528 Posts




 | | 03/15/2006 12:07 PM |
| quote: Originally posted by jjbeezer Overall, I don't like the idea of giving out extra XP or extra items that you keep at the end of the scenario.
Yeah, that's one of the reasons I made it a minor item, to keep the impact minimal. Though I wanted the match rewards to be related to something other than just killing the other person. Perhaps instead of awarding extra items, it could just determine who gets the medium item. So the winner of the match (VP) gets the experience and campaign points for winning, but still might receive only a minor magic item if he doesn't collect the most meteorites. Ties for meteorites would still however then award two mediums, rather than a medium and a minor.
And yes, I know we'd have to get the map in VASSAL first. I figure we wouldn't be playing it in the near future anyway since there'd be others already lined up, so perhaps this could be used as a debut for when we do get the maps.
quote: Originally posted by Sacred Lye This Scenario is Couatl heaven. You fight against someone with a Coutal, your probably gonna loose.
Not necessarily. I thought this might be the case too, but if you look at the boulder placements, they're dead center of the map. So you're either going to be exposing your miners to the frontline, or your couatl. So while I see it as one of those in theory exploitations, I don't think it'll work in practice. Especially with two meteorites (negative/healing and magic) still not being couatl resisted, and the number of actions required in order to mine the stones and return them to begin with. Plus, think of the impact when your opponent has mined a bunch on his creatures, and then you kill their Couatl. Now he's stuck with a bunch of damage each turn. [)] | | Champion of the Hellwasp Swarm New subscriber to rule #0: bshugg is always right. | |
| oldcoast Sergeant
 394 Posts




 | | 03/15/2006 12:38 PM |
| quote: Originally posted by jjbeezer
Rescue: Could you have more than one "prisoner" from your team on the board at a time?
The idea is one prisoner per side, per match. But you "could" play it with multiple prisoners, having each unit in a teams warband "replace attacks" once in the victory area to free "one" prisoner. However, that could be a bit much. I would try it with "one" per side first and see how you like it. | | Check out The Old Coast my online Greyhawk campaign featuring all maxmini's members!, and.........Champion of Aspect of Zuggtmoy | |
| Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 03/15/2006 4:47 PM |
| quote: Originally posted by Sacred Lye
Here are three simple Scenarios with a common theme.
Common Denominator: Besides your Warlord, your warband must consist of Common figures only. No rares or Uncommons.
OR
Uncommon Spirit: Besides your Warlord, your warband can only use Uncommon figures.
OR I'll take mine Rare: Besides your Warlord, your warband can only use Rare figures.
It makes it a lot harder to build warbands and may cause you to choose figures you normally would not. Another take on this is to choose figures who's rarity matches your warlord.
Sacred
How about Warlord + one Lt. and rest of warband = [as you suggested] [?]
Prevents a warlord from having to show on the field without their favorite sidekick.
| | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| Sacred Lye Warrior
 184 Posts




 | | 03/15/2006 5:00 PM |
| quote: Originally posted by Zippy
quote: Originally posted by Sacred Lye
Here are three simple Scenarios with a common theme.
Common Denominator: Besides your Warlord, your warband must consist of Common figures only. No rares or Uncommons.
OR
Uncommon Spirit: Besides your Warlord, your warband can only use Uncommon figures.
OR I'll take mine Rare: Besides your Warlord, your warband can only use Rare figures.
It makes it a lot harder to build warbands and may cause you to choose figures you normally would not. Another take on this is to choose figures who's rarity matches your warlord.
Sacred
How about Warlord + one Lt. and rest of warband = [as you suggested] [?]
Prevents a warlord from having to show on the field without their favorite sidekick.
I did mean to include that, but I would probably limit it to only one LT that was NOT of the specific rarity.
| | My Trade/Reference List is Here | |
| Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 03/15/2006 5:30 PM |
| Week 61:
Is the Dire Boar considered no alignment or all alignments [?] | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| jjbeezer Sergeant
 633 Posts




 | | 03/15/2006 5:49 PM |
| | A dire boar is "Any" alignment. That means it would be affected by all allignment affecting special abilities. Ex Prot from evil, Smite Chaos, etc | | | |
| B.A.Baracus Skirmisher
 39 Posts




 | | 03/16/2006 12:27 AM |
| I agree with wish's statement in the week 61 thread. Below I have three suggestions that could help make the boar more balance at low and high points.
#1: Roll boar control. The winner of boar control is limited in thier options. If an enemy is in base with the boar, the boar must attack!(it is a wild beast after all) It can then move after its attack. This will force conflict around the boars to help prevent people winning boar control and then double moving it behind thier lines so it can be dismantled fast in the next round.
#2: New Boar control after placement: When a new boar comes onto the battlefield it will move and attack of its own accord. If it is in base contact with more that one model, dice off like you do for deathstike, and resolve an attack(the boar stays put after the attack/attacks). If there are no models in base it will move and try to attack the closest unit. That means it can charge the closest if it meets the conditions, move and attack, or double move to base in that order(the opponent of the model being attacked this way rolls for the boar).
#3: Celestial and Divine Boars: The first boar is for game of the 100-175 points range. While the second is for 200+. Happy Hunting! Also points are only scored on these boars by doing dmg.
Celestial Boar Lvl: 10 Speed: 8 AC: 18 HP: 75 Melee: +14(20) Type: Large Magical Beast Special AB: Deathstrike, fearless, powerful charge +5
Divine Boar Lvl: 14 Speed: 8 AC: 20 HP: 105 Melee: +16/+10/+10(30/10/10) Type: Large Magical Beast Special AB: Deathstrike, Fearless, powerful charge +5, DR5 | | | |
| HailSpork Sergeant
 545 Posts



 | | 03/16/2006 1:58 AM |
| I like these ideas, though I might do the improved boar stats differently; I'd make the celestial boar gain more of the celestial traits: add Spell Resist, Resist 5 cold/acid/electricity To the Divine boar, I'd increase the resists to 10.
I think the most important part is the increased HP. | | CHAMPION OF THE CURRY GOLEM! | |
| zephyrstorm Sergeant
 528 Posts




 | | 03/16/2006 10:04 AM |
| I'll also pipe in that for 50 point games, the boar scenario isn't that great either. It pretty much comes down to who can control the boar more (rather than boar placement), since the boar is able to whip on pretty much anything in a 50 point game. So the main reason I won my game yesterday was because I won every boar control, and Qalpa was effectively fighting a much larger army than his.
So something has to be changed for smaller games too. Perhaps if we built a small celestial badger... | | Champion of the Hellwasp Swarm New subscriber to rule #0: bshugg is always right. | |
| jjbeezer Sergeant
 633 Posts




 | | 03/16/2006 11:21 AM |
| I realized from reading game reports that the removal of the Difficult Rush and Attack rule hurt the scenario some. Plus considering the boar as part of the controller's warband hurt as well.
I believe the origninal scenario took into acount the old difficult rules such that if the boar popped up, it rushed to the closest target of either team regardless of who was controlling it. And it would attack a creature from either team regardless of who controlled it. Plus it could only move 4 if no creature was near enough to rush.
Sorry about not seeing how this would work out with the rules update. I think it will be a very long time before we see this one again (moving to maps, bad rules, lots of scenarios to choose from). | | | |
| Wish Sergeant
 399 Posts




 | | 03/16/2006 1:56 PM |
| | If that was the case under the old rules, then perhaps the scenario would work. Under the current rules, in three games, the boar attacked once or maybe twice (other than deathstrike), and that only because I didn't need to move it more than 8 squares to get it to one of my hitters. Control of the boar meant it walked over to the winner's biggest hitter, took an apple in its mouth, laid down on a platter and waited to be turned into victory points. | | | |
| Lodgar Sneak
 120 Posts




 | | 03/16/2006 2:58 PM |
| Forge Master and Stone of Power
The High Wizard of Callisto has scryed an unfortunate turn in the battle of Good and Evil. Evil Spies have discovered the secret location of the Famed Forge Master Bregan Black of the Silver Anvil. Your Good Warband has been sent to protect the Forge Master from an evil warlord determined to gain a mighty stone of power. If you succeed you will be rewarded handsomely. If you fail evil will gain a stranglehold on the realm.
Set up Use the Mithril Mines map. Good Warband begins in Start area B with Bregan Black part of their warband he may not be assigned any magical items. Evil Warband in Start Area A.
Bregan Black (Duergar Champ) stats differ at different point games.
50-75 pt game Bregan Black LG/CG Lv 6 SP 5 AC 17 HP35 At +12/+7 10 magic dmg Arrogant and Spell Resist All
100-150 pt game Bregan Black LG/CG Lv 7 SP 6 AC 18 HP50 At +14/+9 10 magic dmg Cleave and Spell Resist All
175-200 pt game Bregan Black LG/CG Lv 10 Sp 6 AC 20 HP75 At +16/+11 15 magic dmg Cleave and Conceal and Spell Resist All
225-300+ pt game Bregan Black LG/CG Lv 10 Sp 6 AC 22 HP90 At +18/+13 15 magic dmg + 10 acid dmg Cleave and Conceal and Fearless and Spell Resist All
Special Rule. On games of 50pts - 150 pts if Bregan fails MC he immediately receives a -3 speed.
Victory. Good Warband wins if Bregan Black can make it off the board at the exit designated for A. Evil Warband wins if it can kill Bregan Black.
Spoils: Winning Warband rolls on the Major Powers chart to see what power the Ioun stone contains. They may roll three times (re-roll duplicates) and choose one of the three powers that their stone will possess. The Losing Warband will roll on the Medium Powers chart three times (re-roll duplicates) and choose one of the three powers for their medium Ioun stone.
Would love some feedback and suggestions. :) | | | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 03/16/2006 3:12 PM |
| quote: Originally posted by Lodgar
Good Warband begins in Start area B with Bregan Black part of their warband he may not be assigned any magical items. Evil Warband in Start Area A.
Are all matches Good vs Evil?
*Schedbot explodes*
hehe | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
| HailSpork Sergeant
 545 Posts



 | | 03/16/2006 4:53 PM |
| quote: Originally posted by zephyrstorm
So something has to be changed for smaller games too. Perhaps if we built a small celestial badger...
I hope that one was a Monty Python reference... With BA's #1 and #2 suggestions, boar control won't mean as much. I'll point out that with those suggestions, it needs to be pointed out that the boar only *moves* as part of your warband (can move through your allies, doesn't provoke AoO from your figs, etc) and can still attack you. | | CHAMPION OF THE CURRY GOLEM! | |
| zephyrstorm Sergeant
 528 Posts




 | | 03/16/2006 5:06 PM |
| quote: Originally posted by Lodgar
Forge Master and Stone of Power Victory. Good Warband wins if Bregan Black can make it off the board at the exit designated for A. Evil Warband wins if it can kill Bregan Black.
Who controls Bregan? Dice off? If it's just the good army, is he considered as part of their army? (which could be just for movement purposes, or included in point totals too)
Spork-- Yes, it was a MP reference. | | Champion of the Hellwasp Swarm New subscriber to rule #0: bshugg is always right. | |
| Lodgar Sneak
 120 Posts




 | | 03/16/2006 8:02 PM |
| Zeph,
Well originally I thought Bregan would be controlled by the good band. He does not count point wise to their band cost. So yes the Good team will be bigger by one figure. The balance is that the evil band only has to focus on that one figure to win, while the good band has to focus to keep him alive. I see it as an evening factor.
Gal
Of course we could change the story line around so that two evil teams could play but if it were anyway possible to sched good against evil I think it could be fun. If it would be alright with you I could try to put a practice good vs evil schedule together to see if it were possible. and not a total nightmare!
Thanks guys | | | |
| Athril Skirmisher
 31 Posts




 | | 03/16/2006 10:46 PM |
| quote: Originally posted by zephyrstorm
I'll also pipe in that for 50 point games, the boar scenario isn't that great either. It pretty much comes down to who can control the boar more (rather than boar placement), since the boar is able to whip on pretty much anything in a 50 point game. So the main reason I won my game yesterday was because I won every boar control, and Qalpa was effectively fighting a much larger army than his.
So something has to be changed for smaller games too. Perhaps if we built a small celestial badger...
Boar scenario was a horrible pick. Getting a win from killing 2 Boars is ridiculous. In my game vs Empty Kay, he would have had little chance left if it wernt for the boars. Please think a little harder next time..getting pts for how much damage you do is worthless.
Now, with MAPS, this might not be as bad cause you cant put the damn boar in a Treasure Room facing you. All the victory areas are scattered.
In short, next time...lets all take a look before we play an old scenario. | | "With my blade, all dragons shall fall" -Athril the Dragonslayer | |
| eMpTy Kay Underboss
 1068 Posts




 | | 03/17/2006 6:30 PM |
| quote: Originally posted by Athril
Boar scenario was a horrible pick. Getting a win from killing 2 Boars is ridiculous. In my game vs Empty Kay, he would have had little chance left if it wernt for the boars.
Very ture, but I had built my warband for the purpose of killing the boars, not your warband. I would have designed my warband differently if I had to kill your warband to win.
All that said, it is agreed, the Boar Hunt should be scraped from the list of possible EC scenarios. | | | |
| Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 03/17/2006 10:25 PM |
| quote:
KING OF THE HILL
Map -King of the Hill
Special LoS rule- all units can only see one elevation ring ABOVE but ALL below them
Shrines-gaining the shrine bonus requires a unit to "replace attacks" during its turn
Pillars- The corner pillars are "walls", the side pillars are "statues"
Scoring- The player with the most units in the victory area at the end of the round gains 10 Victory Points Note: its total "number of units" not "cost of units" so 3 orc warriors scores 10 points over 2 large blue dragons
Victory- The first player to score points equal to his warbands size (100 or 200) wins.
EDIT: You do get VP for kills in this version, make sure you read the new terrain rules in the WD manual. They explain how use the forest terrain on this map. Only the trees marked with difficult triangle are considered "Forest"
OK, so scoring is like a modified version of assault, that's cool.
Trees:All rough tree terrain uses the p25 Forest terrain rules from the new rule book.
Shrines-gaining the shrine bonus requires a unit to "replace attacks" during its turn with at least part of its space on any of the 4 center grid squares of the shrine
How about that? BTW I (among others) thought this was a fun scenario last time we did it for EC. With the new simpler rules it should appeal to an even broader audience. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| ShadowLord XT Commander
 2627 Posts



 Plane of Shadow
 | | 03/17/2006 10:55 PM |
| Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 enemy. If your warband kills that mini it counts as 2x it's value for victory points. If it's an enemy that is carrying a medium or minor magic item, you may take one of their medium magic items if you win or a minor magic item if you lose instead of rolling for an item in the end. You can't trade in a medium item and steal a major item and you can't trade in a minor item to steal a medium item, and so on. If you win and the enemy is carrying a minor item instead of a medium item you get that minor item, or you get a choice if there are multiple items. If the enemy is only carrying a major item, you can't take anything (Except extra VPs of course [:D]).
This look good? Please, you're killing me here. This is my 3rd try. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| oldcoast Sergeant
 394 Posts




 | | 03/17/2006 11:47 PM |
| quote: Originally posted by Zippy
OK, so scoring is like a modified version of assault, that's cool.
Yeah after the playtest, that seem the simplest way to handle the scoring. You get kills with a modified scoring opportunity based on how many bodies you can keep in the VA per round.
| | Check out The Old Coast my online Greyhawk campaign featuring all maxmini's members!, and.........Champion of Aspect of Zuggtmoy | |
| HailSpork Sergeant
 545 Posts



 | | 03/18/2006 12:38 AM |
| Eternal Shogi (Variant of MHB Eternal Battle) In this scenario, you capture your enemy's creatures, and force them to join your own warband. Units are worth VP each time they are eliminated, and victory areas allow the return of captured or routed units. Victory areas: Instead of granting victory points, positioning a unit in a victory area allows you to replay a piece you have captured or one that has routed. Doing so replaces attacks for the unit in the victory area, and units may not activate the same round they are re-played. Put new units in your starting area(s) with half-hp (round up). For morale purposes, they count as if they had already made their MC. Captured pieces always keep the alignment of the warlord controlling them. Capturing pieces: Whenever you destroy an enemy piece, it is considered captured. Put it aside in a staging area and keep track of which units are yours. Routing: When one of your units routes, put them aside with the pieces you have captured; they may be replayed (though with half hp) Enemy Warlords: If you destroy or route an enemy warlord, it does not go to the staging area. Warlords may not be captured or replayed. Victory Points: You gain victory points whenever you destroy a unit, as per normal. As earlier stated, victory areas do not grant victory points. Once you have victory points equal or exceeding the match's warband size, you win. LT Experience: If a unit routes or is captured, it may not recieve LT xp. You may not give XP to a unit you have captured either.
I haven't tried this out yet, but it seemed like an interesting idea. | | CHAMPION OF THE CURRY GOLEM! | |
| jjbeezer Sergeant
 633 Posts




 | | 03/18/2006 8:08 AM |
| quote: Originally posted by ShadowLord XT
Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 mini, that mini gains Bounty Hunter(This Creature chooses 1 enemy at the beginning of the skirmish. If this creature kills the marked enemy you warband gets one of 2 things: If your warband is victorious, you roll a major magic item instead of a medium magic item. If your warband loses, but you bounty hunter was able to kill it's marked target, your warband rolls a medium magic item instead of a minor magic item)
This look good? Please, you're killing me here. This is my 3rd try.
Please try to refrain from changing prize payouts based on things that happen in the game.
Make destroying the Targeted creature worth some extra amount of VP. (1/4 VP required, 1/2 VP required, 2X the creature cost, etc)
I like that you get to pick which of your opponent's creatures is the Target. Would the scenario lose too much if you took out that the Bounty Hunter had to destroy that creature and instead just give the credit for destroying the Target creature if anyone destroys it? Also, consider what happens if I see my targeted creature hit a MC. If I apply my CR as a negative to make him run off the board, my opponent loses out on the bonus VP. This seems to fit in with the whole Bounty Hunter theme, the target "got away."
This looks like a great one! A few changes and this one will go on the schedule for sure. | | | |
| ShadowLord XT Commander
 2627 Posts



 Plane of Shadow
 | | 03/18/2006 10:15 AM |
| quote: Originally posted by jjbeezer
quote: Originally posted by ShadowLord XT
Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 mini, that mini gains Bounty Hunter(This Creature chooses 1 enemy at the beginning of the skirmish. If this creature kills the marked enemy you warband gets one of 2 things: If your warband is victorious, you roll a major magic item instead of a medium magic item. If your warband loses, but you bounty hunter was able to kill it's marked target, your warband rolls a medium magic item instead of a minor magic item)
This look good? Please, you're killing me here. This is my 3rd try.
Please try to refrain from changing prize payouts based on things that happen in the game.
Make destroying the Targeted creature worth some extra amount of VP. (1/4 VP required, 1/2 VP required, 2X the creature cost, etc)
I like that you get to pick which of your opponent's creatures is the Target. Would the scenario lose too much if you took out that the Bounty Hunter had to destroy that creature and instead just give the credit for destroying the Target creature if anyone destroys it? Also, consider what happens if I see my targeted creature hit a MC. If I apply my CR as a negative to make him run off the board, my opponent loses out on the bonus VP. This seems to fit in with the whole Bounty Hunter theme, the target "got away."
This looks like a great one! A few changes and this one will go on the schedule for sure.
Fixed. I added stealing one of the other warlord's item if he's the target. If that doesn't sound good than I'll take it out. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 03/18/2006 8:25 PM |
| quote:
Routing: When one of your units routes, put them aside with the pieces you have captured; they may be replayed (though with half hp)
I haven't tried this out yet, but it seemed like an interesting idea.
1) Probably you meant when a unit exits the battle grid instead of when a creatures routes (as in it routes off board). 2) Find one of us and let's do a playtest to see how it goes. Sounds like an interesting twist. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| Zippy Underboss
 1992 Posts



 Whitewater, WI
 | | 03/18/2006 8:30 PM |
| quote: Originally posted by jjbeezer
quote: Originally posted by ShadowLord XT
Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 mini, that mini gains Bounty Hunter(This Creature chooses 1 enemy at the beginning of the skirmish. If this creature kills the marked enemy you warband gets one of 2 things: If your warband is victorious, you roll a major magic item instead of a medium magic item. If your warband loses, but you bounty hunter was able to kill it's marked target, your warband rolls a medium magic item instead of a minor magic item)
This look good? Please, you're killing me here. This is my 3rd try.
Please try to refrain from changing prize payouts based on things that happen in the game.
Make destroying the Targeted creature worth some extra amount of VP. (1/4 VP required, 1/2 VP required, 2X the creature cost, etc)
I like that you get to pick which of your opponent's creatures is the Target. Would the scenario lose too much if you took out that the Bounty Hunter had to destroy that creature and instead just give the credit for destroying the Target creature if anyone destroys it? Also, consider what happens if I see my targeted creature hit a MC. If I apply my CR as a negative to make him run off the board, my opponent loses out on the bonus VP. This seems to fit in with the whole Bounty Hunter theme, the target "got away."
This looks like a great one! A few changes and this one will go on the schedule for sure.
I like this idea. 2x creature cost for the marked target is excellent, since it scales the bonus gain with the difficulty in downing the target (higher cost creatures give more bonus VP but won't go down so easily). Repost with refinements and updates - this one's close to play-ready!
I'd vote to leave out magic item theft, but either way's fine. If left in, it should be a (med or min as appropriate) item that the marked target was carrying at the start of the match imo. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| ShadowLord XT Commander
 2627 Posts



 Plane of Shadow
 | | 03/22/2006 10:31 AM |
| quote: Originally posted by Zippy
quote: Originally posted by jjbeezer
quote: Originally posted by ShadowLord XT
Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 mini, that mini gains Bounty Hunter(This Creature chooses 1 enemy at the beginning of the skirmish. If this creature kills the marked enemy you warband gets one of 2 things: If your warband is victorious, you roll a major magic item instead of a medium magic item. If your warband loses, but you bounty hunter was able to kill it's marked target, your warband rolls a medium magic item instead of a minor magic item)
This look good? Please, you're killing me here. This is my 3rd try.
Please try to refrain from changing prize payouts based on things that happen in the game.
Make destroying the Targeted creature worth some extra amount of VP. (1/4 VP required, 1/2 VP required, 2X the creature cost, etc)
I like that you get to pick which of your opponent's creatures is the Target. Would the scenario lose too much if you took out that the Bounty Hunter had to destroy that creature and instead just give the credit for destroying the Target creature if anyone destroys it? Also, consider what happens if I see my targeted creature hit a MC. If I apply my CR as a negative to make him run off the board, my opponent loses out on the bonus VP. This seems to fit in with the whole Bounty Hunter theme, the target "got away."
This looks like a great one! A few changes and this one will go on the schedule for sure.
I like this idea. 2x creature cost for the marked target is excellent, since it scales the bonus gain with the difficulty in downing the target (higher cost creatures give more bonus VP but won't go down so easily). Repost with refinements and updates - this one's close to play-ready!
I'd vote to leave out magic item theft, but either way's fine. If left in, it should be a (med or min as appropriate) item that the marked target was carrying at the start of the match imo.
There. How does that look? I think it's ready. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| jjbeezer Sergeant
 633 Posts




 | | 03/27/2006 12:59 PM |
| quote: Originally posted by ShadowLord XT
Might of the Bounty Hunter
Map: any
Victory: Standard assault format
Special Rule: Each warband chooses 1 enemy. If your warband kills that mini it counts as 2x it's value for victory points. If it's an enemy that is carrying a medium or minor magic item, you may take one of their medium magic items if you win or a minor magic item if you lose instead of rolling for an item in the end. You can't trade in a medium item and steal a major item and you can't trade in a minor item to steal a medium item, and so on. If you win and the enemy is carrying a minor item instead of a medium item you get that minor item, or you get a choice if there are multiple items. If the enemy is only carrying a major item, you can't take anything (Except extra VPs of course [:D]).
This look good? Please, you're killing me here. This is my 3rd try.
I am testing this one out in my home campaign as it is written in the main post. It is a freaking BLAST! Of course it could just be my first few games on the Teleport Temple Map. That thing is Wacky. | | | |
| eMpTy Kay Underboss
 1068 Posts




 | | 03/27/2006 7:36 PM |
| Hey jjb! Isn't it time for a new thread, since this is up to 10 pages? Not to mention this says it is for V2 and we are now EC V3!!
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