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Subject: Eternal Campaign Scenarios V3

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jjbeezer
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04/06/2006 9:56 PM  
IN 2 WEEKS - #84 - Tide of Battle
Minis Handbook Scenario, Premade Map

The spores of the mushrooms act to slow those warlords who are behind the Tide of Battle.

Terrain Setup: Use the Mushroom Caverns Map.

Special Rule - Impetus: Whichever warband has scored the most victory points automatically wins initiative. If players are tied in Victory Points (such as at the beginning of a skirmish), the tied players roll for initiative normally.

Victory: Old Standard victory rules (eliminate the opposing warband or gain victory points equal to the warband size)


NEXT WEEK - #83 - Vampiric Catacombs
Minis Handbook Scenario, Premade Map

In this place where so much life has been drained, power flows from those who die to those who kill.

Terrain Setup: Use the Dungeon of Blood Map.

Special Rule - Vampiric Boon: The first time a creature destroys an enemy creature, it gains a +1 bonus on all attack rolls and saves and a +5 bonus on damage rolls for melee and ranged attacks for the rest of the skirmish. Killing additional creatures provides no further benefit.

Victory: Old Standard victory rules (eliminate the opposing warband or gain victory points equal to the warband size)


THIS WEEK - #82 - Eternal Battle
Minis Handbook Scenario, Premade Map

The whims of the gods sometimes sweep mortal warriors into battles in which they fight, die, and rise to fight again.

Terrain Setup: Use the Dragon Graveyard Map.

Special Rule - Resurrection: Creatures eliminated from the battle score points for the player who eliminated them, then return to the battle grid at the start of the next round.
Before a new round begins, each creature eliminated in the previous round (including minions but not summoned creatures) returns to play. If more than one player has creatures that are due to be resurrected at the start of a round, the player with the highest victory point total resurrects creatures first. If there is a tie, randomly determine who resurrects first.
To resurrect a creature, randomly pick from the Starting Areas and Victory Areas on the map. You may be able to place your creature adjacent to one or more enemies. If the chosen Area does not have room enough for your creature, randomly pick a different Area.
Routing: Routing creatures are resurrected at the start of the round after they exit the map.
Special Abilities, Items, and Spells: Resurrected creatures reenter play with all the special abilities, spells, items, and statistics that they began the game with. They lose any benefits or consequences of previously granted spells (except those that affect their entire warband). Items cannot be dropped in an Eternal Battle.

Special Rule - Warlords and Lieutenants: Since the game ends immediately upon one side reaching the required victory point total, creatures still on the map at that time will be considered not eliminated for the purpose of Warlord and Lt. XP.

Victory: Victory goes to the first player to gain Victory Points equal to 150% of the listed Warband size.


LAST WEEK - #81 - Misty Ruins
Minis Handbook Scenario, Premade Map

Preternatural fog blankets the area around the waterfall. Enemies stumble halfway through each other's patrols before they recognize the danger.

Terrain Setup: Use the Forest Cliff Lair Map.

Setup: Warbands do not set up as usual on their starting areas but instead in smaller groups scattered across the map.
Each player places 1/3 of their warband at a time in 3 rounds of deployment. When revealing your warband, have it broken into 3 groups, divided as equally as possible by total creature count (including support troops and minions).
Roll set-up initiative. The player placing first selects to use either Exit Area A or Exit Area B. They then choose one of their groups, declares which group they chose, and places the group on a randomly selected Victory Area or Starting Area. The next player then chooses one of their groups, declares which group they chose, and places the group on a randomly selected Victory Area or Starting Area that does not already have creatures on it. Alternate until all creatures have been placed.

Special Rule - Fog: Line of Sight is limited to 6 squares. (Creatures with Blindsight can see normally.) Line of effect, however extends through the fog normally.

Special Rule - Scout, Wandering Monster, Waylay: Ignore these special abilities

Victory: Old Standard victory rules (eliminate the opposing warband or gain victory points equal to the warband size)


HISTORY

WK-Scenario-Map
84 Tide of Battle (3rd) / Mushroom Caverns
83 Vampiric Boon (2rd) / Dungeon of Blood
82 Eternal Battle (3rd) / Dragon Graveyard
81 Misty Ruins (3rd) / Forest Cliff Lair
80 The 500* / Dragondown Grotto
79 The Moon* (2nd) / Drow Outpost
78 War Drums Standard - War Drums Release
77 Split Warbands (3rd) / Keep of the Fallen Kings 1
76 Halls of Decay (3rd) / Telport Temple
75 Player's Choice* / Dragon's Horde
74 Marked for Death (3rd) / Dragon Shrine
73 Reconnaissance in Force (2nd) / Magma Keep
72 Life Force (3rd) / Tomb of Queen Peregrine
71 Quick Boon (3rd) / Fane of Lloth
70 Storm Fury* (2nd) / Fields of Ruin
69 Dungeon of Slaughter* / Dungeon of Blood
68 Contested Ground (3rd) / Keep of Fallen Kings 1
67 A Wayward King* / The Kings Road
66 Moral Victory (2nd) / Broken Demongate
65 Bounty Hunters* / Teleport Temple
64 Cave of Pain + Assault / Dragon Shrine
63 Warlord's Tomb (2nd)
62 Bounty / Mushroom Caverns
61 Boar Hunt (2nd)
60 War Drums Standard - War Drums Release
59 No Way Out!* / Mithral Mines
58 Misty Ruins (2nd)
57 Vampiric Catacombs (2nd) / Kobold Sewers
56 Sparse Ruins (2nd)
55 Chambers of Dread (2nd) / Fane of Lolth
54 Caught in the Spider's Web*
53 Quick Boon (2nd) / Drow Enclave
52 Eternal Battle (2nd)
51 Halls of Decay (2nd) / Tomb of Queen Peregrine
50 Greased Pig Contest*
49 Stone Dead*/ Lost Temple
48 Split Warbands (2nd)
47 Marked for Death (2nd) / Magma Keep
46 King of the Caves* / Drow Outpost
45 Tide of Battle (2nd) / Mithral Mines
44 Assault / Kobold Sewers
43 Standard Scenario (4th) Underdark Release!
42 Battle on the Plane of Fire*
41 Contested Ground (2nd)
40 The Moon* (1st)
39 Plunder Run (2nd)
38 Storm Fury* (1st)
37 Shattered Ruins (2nd)
36 Astral Battle*
35 King of the Hill*
34 Terror Not Forgotten*
33 Moral Victory (1st)
32 Lord of the Hoard
31 Prowling Marauder
30 Life Force (2nd)
29 Assault on the Drow Fane
28 Standard Scenario (3rd) Angelfire Release!
27 Statue Race
26 Vampiric Catacombs (1st)
25 Reconnaissance in Force
24 Eternal Battle (1st)
23 Chambers of Dread (1st)
22 Quick Boon (1st)
21 Misty Ruins (1st)
20 Boar Hunt (1st)
19 Sparse Ruins (1st)
18 Split Warbands (1st)
17 Quick Strike (2nd)
16 Restless Dead (2nd)
15 Magic Statues
14 Tide of Battle (1st)
13 Marked for Death (1st)
12 Life Force (1st)
11 Standard (2nd) Deathknell Release!
10 Contested Ground (1st)
9 Plunder Run (1st)
8 Quick Strike (1st)
7 Warlord's Tomb (1st)
6 Halls of Decay (1st)
5 Temple Raid *
4 Shattered Ruins (1st)
3 Teleporter Statues
2 Restless Dead (1st)
1 Standard (1st) EC Launched week of 16-Jan-05

* = non-standard scenarios
scenarios are open for discussion until the weekly sign up post for that week is posted

New scenarios or requests discuss below...


jjbeezer
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04/06/2006 10:00 PM  
If you have a scenario posted in the V2 scenarios thread and want to keep it, copy it over to the V3 thread.


Richard II
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04/06/2006 11:43 PM  
So for week 66 if you're good you basically only have half as many hps as you think you do?


zephyrstorm
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04/06/2006 11:52 PM  
quote:
Originally posted by Richard II

So for week 66 if you're good you basically only have half as many hps as you think you do?

Only if you're playing against another good warband. If they're evil, it's the usual carnage. Fortunately at least, you know who you're playing ahead of time.

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zephyrstorm
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04/07/2006 12:12 AM  
I've modified the rewards part to not have bonus items granted.



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 an action that replaces attack its attacks. 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 igneous 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 or larger armies. Treat the meteorite as a magic item for purposes of handing it off to other creatures and placing it on the map if a creature is eliminated, however it does not count towards the total items a creature is carrying. Transferring the meteorite to the collection plate or dropping the meteorite in a square that you occupy uses an action that replaces your attacks. 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 (rounded down). Your opponent scores victory points for any of your units killed by meteorite damage.

Special Treasure Rule: The warband that recovers the most meteorites (minimum 1) will receive an additional bonus. Meteorites that have been returned and mined (but not yet returned) are counted towards this total. When rolling the warband's magic item who has the higher total, that warlord may choose to roll directly on the ioun stone table rather start from the first table.

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galneweinhaw
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04/07/2006 3:45 AM  
quote:
Originally posted by zephyrstorm

I
Special Treasure Rule: The warband that recovers the most meteorites (minimum 1) will receive an additional bonus....

How about let them choose if they wish instead to roll on the Ioun Stone chart directly? Where one of the pieces of ore actually contains the stone.

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galneweinhaw
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04/07/2006 3:52 AM  
Scenario: A Wayward King

King Obould and his bodyguards find themselves caught between enemies on a battlefield

Special Rule - King and his bodyguards: Place King Obould in the center of the battle grid with one bodyguard on his left and one on his right after terrain setup. Any player may activate any of these orcs as if it were a member of his own warband. No Orc can be activated twice in a round, but different players can activate the same orc in successive rounds.
The King and his bodyguards always treat each other as allies, and the bodyguards can only be put under command by King Obould.
If caused to route, the King and his bodyaurds route towards the nearest exit of either player.

Special Rule - Obould's booty: If King Obould is killed before the match ends, the winner may instead of rolling a random medium item choose to take (Med) Obould's +1 Melee Flaming Burst Weapon, or instead of trading for a random major, take (Maj) Obould's Necklace of Fireballs (Gain fireball []). The defeated warlord may instead of rolling for a random minor item choose to take (Min) Obould's +1 Armour.

Victory Standard conditions. Eliminating the King or his bodyguards score no victory points.


Band Size...BodyGuards
50-75.......None and King Obould is injured (40/85hp, -2 Att, -5 dmg)
100-125.....2x Orc Spearfighter
150-175.....2x Half-orc Monk
200-225.....2x Orc Mauler
250+........2x Orc Champion

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zephyrstorm
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04/07/2006 10:45 AM  
quote:
Originally posted by galneweinhaw

quote:
Originally posted by zephyrstorm

I
Special Treasure Rule: The warband that recovers the most meteorites (minimum 1) will receive an additional bonus....

How about let them choose if they wish instead to roll on the Ioun Stone chart directly? Where one of the pieces of ore actually contains the stone.


Sure! Cause everybody loves Ioun stones. They're like parfait.

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TKort
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04/07/2006 11:16 AM  
I just want to say that I am totally stoked about the Bounty Hunters scenario, especially since I've never tried agame on the teleport map yet :). Woot!

TKort.


HailSpork
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04/07/2006 7:03 PM  
How about an Epic scenario?
Add 200 to the warband size (counts for tile points but not for support troops). Standard assault game on the map of your choice.

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galneweinhaw
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04/10/2006 3:36 PM  
Week 67 = Wayward King?? [:D]

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zephyrstorm
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04/10/2006 9:36 PM  
quote:
Originally posted by galneweinhaw

Scenario: A Wayward King
...
50-75.......None and King Obould is injured (40/85hp, -2 Att, -5 dmg)


Does this imply that Obould is already below half his max and probably won't be needing to make a morale check anytime? (unless he somehow got healed of course) Or should we consider him to have a maxmimum of 40 hp?

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galneweinhaw
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04/11/2006 12:05 AM  
quote:
Originally posted by zephyrstorm

quote:
Originally posted by galneweinhaw

Scenario: A Wayward King
...
50-75.......None and King Obould is injured (40/85hp, -2 Att, -5 dmg)


Does this imply that Obould is already below half his max and probably won't be needing to make a morale check anytime? (unless he somehow got healed of course) Or should we consider him to have a maxmimum of 40 hp?
Well...he's not routing so he must have made his mc =)

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04/11/2006 2:01 PM  
Scenario: Gladiators

The traditionalists will hate this one

Set-up: Each player must build a warband of exactly 6 creatures. For terrain set up up a gladiator ring as shown on the base map.


Special Rule - Gladiatorial Combat: Each game will consist of 3 different gladiatorial battles with 2 creatures from each side. Before each battle, roll initiative as normal. The winner of initiative chooses who picks the first creature. Both sides alternate picking a creature until both have chosen two. The next player then places his two creatures within left or right starting area, followed by the other player. Initiative is rolled and battle ensues as normal. Once both creatures on a single side have been eliminated, the next battle begins just like the first, and then the final (3rd) battle. Each creature in a warband may only be chosen once. All creatures within the gladiator ring are considered under command and gain the benefits of their warlord's Commander Effect unless the warlord has been killed already.

A creature with minions include their minions and count as 1 creature total. Instead of support troops, the support troop points are integrated into the regular warband, however the 70% rule still references the schedule warband size.

Victory: The warlord who accumulates the most VPs after all creatures have battled, wins. Creature's score VPs as normal


thoughts? =D

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eMpTy Kay
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04/11/2006 11:25 PM  
quote:
Originally posted by galneweinhaw

Scenario: Gladiators
(Edit for space)



Problem I can see, anyone with a speed three spellcaster and an area effect spell will do well (being able to hit the other start area with 1st turn fireball possible). The three round mitigates it some, but not entirely. Perhaps having the starting chambers turned around with a single corridor that they go through?

Do you get your commander rating for init in all rounds (unless warlord is killed) or just for the battle he is in? (I would say should only get the Init bonus for commanders in the ring.) What about commander effects that target the enemy? Do they apply until the commander is killed as well? (If so, everyone who can will be taking Mordy and playing him in round 3!)

Those are the inital thoughts/problems I see...

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galneweinhaw
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04/11/2006 11:34 PM  
quote:
Originally posted by eMpTy Kay

[quote]Since he is caught in the middle of a battlefield, I would say the field of ruin should be the map. Start him in the shared VP area.
I agree, good call!

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zephyrstorm
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04/11/2006 11:47 PM  
quote:
Originally posted by galneweinhaw
Once both creatures on a single side have been eliminated, the next battle begins just like the first, and then the final (3rd) battle.

Are units that survive a round removed from the arena after their round or left in?

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galneweinhaw
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04/11/2006 11:49 PM  
quote:
Originally posted by zephyrstorm

Hypothetical question using this week's scenario. Player A has support troops and builds an army that doesn't take up the full amount of the warband limit (say, 1 under). Player B then routes the target he marks off the board, so he doesn't score victory points. Then all of Player A's main army is eliminated, but player B doesn't have enough VP for the win yet. Player A then gains enough VP for the win by killing the mark on Player B.

Can player A win in this scenario with just support troops left? Or would player B win since he's gotten all the points he could possibly get?



Standard victory conditions are VPs or eliminating all creatures.

EDIT: it looks like this isn't stated...complete elimination IS one of the standard victory conditions in the EC and SHOULD be stated in each of the scenarios above. There are too many whacky scenarios where you might not be able to get full VPs

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galneweinhaw
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04/11/2006 11:56 PM  
quote:
Originally posted by eMpTy Kay

Problem I can see, anyone with a speed three spellcaster and an area effect spell will do well (being able to hit the other start area with 1st turn fireball possible). The three round mitigates it some, but not entirely. Perhaps having the starting chambers turned around with a single corridor that they go through?

I was thinking of adding one more row to each of the starting areas (so it goes one higher) mostly to allow higher levels to get a large and a huge if they wanted...but it'll help with this too

quote:
Do you get your commander rating for init in all rounds (unless warlord is killed) or just for the battle he is in? (I would say should only get the Init bonus for commanders in the ring.) What about commander effects that target the enemy? Do they apply until the commander is killed as well? (If so, everyone who can will be taking Mordy and playing him in round 3!)...

CR for all rounds unless dead. It would prolly be better not to include CFX expect for normal (within 6).

Also, what happens when they route?

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zephyrstorm
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04/11/2006 11:59 PM  
FYI galnew, my hypothetical question is more a question about victory conditions in relation to support troops rather than that scenario specifically. At least that's how it was intended. As most of the scenarios don't factor support troops into their victory condition. It'd probably be best to have some sort of sweeping statement for support troops on this rather than specifying it by scenario.

EDIT: So are support troops included in the "eliminate all creatures" or do you only have to eliminate the main force?

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galneweinhaw
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04/12/2006 12:00 AM  
quote:
Originally posted by zephyrstorm

Are units that survive a round removed from the arena after their round or left in?
Removed.

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zephyrstorm
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04/12/2006 12:03 AM  
quote:
Originally posted by galneweinhaw

quote:
Originally posted by zephyrstorm

Are units that survive a round removed from the arena after their round or left in?
Removed.


I'd change the victory condition to whoever wins 2 of the 3 matches then. Otherwise I'd see someone putting almost all their force into 2 units, and then just focusing on winning that match and making sure they score more victory points than they lose in the other two matches. Which is really easy to do with four kobold miners... It'd pretty much all boil down to the selection initiative roll at that point.

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04/12/2006 3:34 AM  
quote:
Originally posted by zephyrstorm

EDIT: So are support troops included in the "eliminate all creatures" or do you only have to eliminate the main force?
All creatures including minions and support and the wraith if you got him in that scenario =)

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04/12/2006 3:35 AM  
quote:
Originally posted by zephyrstorm

I'd change the victory condition to whoever wins 2 of the 3 matches then...
That sounds reasonable!

Maybe (since this will probably be pretty short as is) we could make it choose 10 guys and the first to win 3 of 5 matches wins? Would give more options in during the picking too.

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04/12/2006 3:13 PM  
A Wayward King scenario has been modified to no longer include the option to trade up for the Necklace of Fireballs. A third level spell, castable by anyone, that recharges each game did not sit right with me. The fact that 1/2 of the warlords in the EC could end up with a free fireball each game is a major concern. Plus, why would Obould have a necklace of fireballs and not use it in the battle?

I think it is reasonable for folks to have the option to take his sword and armor.


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04/12/2006 8:45 PM  
You could make it a minimum of 6 figs and just say that they need to field 2 per round; survivors from previous rounds may be played but they keep any damage or spent spells/abilities as per normal. Perhaps allow up to 1 support per round rather than merely increasing warband size?
Also, you could prevent first turn fireballs and such by including a "wandering monster" or two in predetermined positions. Wandering monsters will always rush or charge the nearest non-wandering-monster they can see... roll off for control...

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04/13/2006 5:51 AM  
I did a practice Gladiator game vs Galnew (and uploaded the map to here). We rolled init for placement, and placed one unit from our unplayed area into the arena, one at a time; IE, I placed a unit, then Galnew, then me, then Galnew. (Perhaps place minions with the fig that has minions?) We did init normally, with the winner activating 2 at a time; I must say, this makes initiative far too important. 1 at a time may be better. With routing, we had the unit run to the nearest corner and sit there cowering (stunned) until it rallies. I did like that it makes item drops a little more eventful, since items stay there for all 3 rounds.
We did this with Pivot (lvl 3) vs Oozemaster (lvl 4) so there was plenty of room for good units (I had 4 duergar champs...). Lower level warlords may find themselves... without so many options; Perhaps only 1 round for 50 point games? With a 35 point warlord, that leaves room for a decent 15 point fig... 75 points should be fine; a little stretched, but fine.
The fireball problem isn't too bad, since even a speed 6 unit can get just about anywhere in 2 turns and have room for an attack. Besides, it's only 2 units at a time that you're putting on the line.
All in all, it was fun. And I won. So I liked this scenario ;)

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04/17/2006 10:00 AM  
I just wanted to suggest that with the advent of gith monks I'm not so sure that the moral victory scenario is a fair one anymore. Giths + YM = auto 30 on any unit that doesn't have incorp or conceal. In good, that means about 90% of units will be at half hp immediately. Meanwhile the monks are about as good on defense as anything with their high ac.

I know Zarnof is dreading playing anyone good (in both senses of the word!) this week because of that.


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04/17/2006 11:48 AM  
quote:
Originally posted by SilentG

I just wanted to suggest that with the advent of gith monks I'm not so sure that the moral victory scenario is a fair one anymore.

While I accept this as a valid concern, I can't see it cropping up as much as you think it might. First, both players have to be both Good (and at least one Lawful Good). So that's only 2 matchups of 10 possibilities that it'll occur in. Then if you have one of those matchups, probably only about half of those matches will be of significant points to allow for your main warlord, a young master and enough gith monks to make the young master worthwhile. Then in those situations, both LG and CG would have a decent number of options at conceal or incorp creatures to try to negate this. Or just go with something autodamage on the monks that you counter them before they even get to you.

So I personally don't expect it to be that big of a problem.

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04/17/2006 12:09 PM  
quote:
Originally posted by zephyrstorm

quote:
Originally posted by SilentG

I just wanted to suggest that with the advent of gith monks I'm not so sure that the moral victory scenario is a fair one anymore.

While I accept this as a valid concern, I can't see it cropping up as much as you think it might. First, both players have to be both Good (and at least one Lawful Good). So that's only 2 matchups of 10 possibilities that it'll occur in. Then if you have one of those matchups, probably only about half of those matches will be of significant points to allow for your main warlord, a young master and enough gith monks to make the young master worthwhile. Then in those situations, both LG and CG would have a decent number of options at conceal or incorp creatures to try to negate this. Or just go with something autodamage on the monks that you counter them before they even get to you.

So I personally don't expect it to be that big of a problem.



Says the guy with a LG warlord in my Pool. :)

After SilentG's post I gave it some thought. I did not see a way around the issue other than putting in a new scenario. It is too late for that. As zephyrstorm points out, that is a lot of points for someone to put onto a team, but the Zarnof (LG) vs. Zippy (LG) Bounty Hunters match had an aweful lot of Gith Monks in it.

The point is, the scenario forces you to gameplan differently. That is the point of the scenarios. In a LG vs CG matchup, LG has some advantage. In a LG vs LG matchup, both players can use the Gith Monk equally should they decide to spend their points that way.

I have my eye on the results, and we may have to throw this scenario out. The Gith Monk almost ruled out my favorite scenario, Chambers of Dread, with its autokill on a 20 rule. The simple exclusion of 20s from Unavoidable Strike saved that one. For this one, there is no such easy fix.


Richard II
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04/19/2006 5:04 PM  
I'm a bit confused on how wild and beastmasters and collars works for this scenario. If I give a dire bear my collar of resistance, he loses his wild ability I think. So does that mean he's going to rout like any other creature? What about if I have a beastmsaster instead of the collar?

I'm just not sure on the whole "wild or difficult 20 creatures can rout as normal and rally" thing.


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04/19/2006 5:23 PM  
quote:
Originally posted by Richard II

I'm a bit confused on how wild and beastmasters and collars works for this scenario. If I give a dire bear my collar of resistance, he loses his wild ability I think. So does that mean he's going to rout like any other creature? What about if I have a beastmsaster instead of the collar?

I'm just not sure on the whole "wild or difficult 20 creatures can rout as normal and rally" thing.



Yeah, I was not real clear on this either. I just copied it over from the Minis Handbook text except that I added Wild alongside Difficult 20.

With collars and the beastmaster abilities, the affected creatures lose the Difficult or Wild ability. The spirit of the scenario is clearly that intellegent creatures should be saved and beasts that are typically wild animals can be killed without concern.

Due to that, I will adjust to rules to say that creatures with Wild or Difficult 20 on their card..., even if that ability is removed by some other condition.

That will mean a collared creature (or one charmed with the Charm Animal spell) with Wild or Difficult 20 (only difficult 20, not difficult 5) could rally. It also means that a beastmaster whose rating exceeds the Wild or Difficult 20 creature's level can rally that creature.

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AesophDarkfable
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04/19/2006 9:18 PM  
Idea for scenario

Assault on the Enchanted Wood
Kings Road Map

As normal assault except:
Animals, Magical beasts, and Plants all lose wild, difficult, incited, or inhibited.

Before each init roll 1d20, the result from the table below applies until the next init.

1-5: Animals and Magical Beasts gain +5 dam
5-10: Plants and Fey gain regen 15
11-12: All non elf humanoids when they activate must make a DC 15 save or be effected by sleep
13-14: All terrain is difficult
15: Call of the wolf: Whoever is ahead on points gains 3 timber wolves on their start area, they can activate this round and are treated as a normal member of their warband.
15-20: No effect



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04/20/2006 12:03 AM  
quote:
Originally posted by AesophDarkfable

15: Call of the wolf: Whoever is ahead on points gains 3 timber wolves on their start area, they can activate this turn and are treated as a normal member of their warband.



Guy's gonna give you 50 lashes with a wet noodle for that one. [:D]

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04/20/2006 12:15 AM  
quote:
Originally posted by Richard II

quote:
Originally posted by AesophDarkfable

15: Call of the wolf: Whoever is ahead on points gains 3 timber wolves on their start area, they can activate this turn and are treated as a normal member of their warband.



Guy's gonna give you 50 lashes with a wet noodle for that one. [:D]



Doh I knew Id get it wrong somewhere :P

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04/21/2006 2:18 PM  
Another idea:

Dungeon of Slaughter


The years of sacrifice in the mystical Dungeon of Blood have led to an increased power built up in the blood covered floor.
Creatures that are immune to criticals lose that immunity. All criticals deal x3 damage (This does not apply to unavoidable strike.) Bloodrock effects ranged attacks in this scenario. Creatures that fail a morale save must make a second morale save or die. (If a second is already required somehow such as a balor, they must make the Dungeon save before the Balor save).

On Dungeon of Blood
Standard Victory conditions apply.

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jjbeezer
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04/21/2006 5:00 PM  
quote:
Originally posted by AesophDarkfable

Another idea:

Dungeon of Slaughter


The years of sacrifice in the mystical Dungeon of Blood have led to an increased power built up in the blood covered floor.
Creatures that are immune to criticals lose that immunity. All criticals deal x3 damage. Creatures that fail a morale save must make a second morale save or die. (If a second is already required somehow such as a balor, they must make the Dungeon save before the Balor save)

On Dungeon of Blood
Standard Victory conditions apply.



What about limiting it to Critical hits where the die roll is 20 (excluding Unavoidable Strike)?

As written, the concerns I have are the Gith Monks hitting for 30 without being able to miss, Tiefling Captains giving followers chances at huge crit ranges, and the keen/ultra-keen weapons that seem to be around.

Maybe they are limited enough (except Unavoidable strike) to only warrant the exclusion of US from getting the x3 bonus.

That is a great scenario idea for that map!


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04/21/2006 5:26 PM  
quote:
Originally posted by jjbeezer

As written, the concerns I have are the Gith Monks hitting for 30 without being able to miss, Tiefling Captains giving followers chances at huge crit ranges, and the keen/ultra-keen weapons that seem to be around.

Maybe they are limited enough (except Unavoidable strike) to only warrant the exclusion of US from getting the x3 bonus.


Actually, blood rock makes crit ranges become 19-20. It doesn't double existing crit ranges or stack with any other crit-range modifiers. Aside from ultra keen, you can't get better than 19-20.
Yeah, my one concern on this is the added power of the unavoidable strike. Gith monk wasn't balanced with the possibility of dealing +20 damage on their crit...

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04/21/2006 5:51 PM  
I'd really like to see an option to ignore scenario based units for determination of closest unit. Right now, ranged warbands are severely hurting. Maps provide a lot more cover (and are smaller) than with tiles... you're lucky to get 2 rounds of shots before the melee begins. On top of that, in a standard tournament, you could at least try and pick a more favorable map if you win initiative... not the case here. Adding in free screening troops gives ranged warbands an even further kick in the boys.

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04/21/2006 6:41 PM  
oh yeah we'd have to limit unavoidable strike to not get it.

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