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Subject: Eternal Campaign Scenarios V3

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Richard II
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06/12/2006 11:44 AM  
For week 74 I'm assuming since support troops don't count for VP normally they can't be marked for death this week?


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06/12/2006 1:35 PM  
I made a special rule section for the already existing note that said the squares with the red difficult terrian markers are all shared victory areas.

I updated the marked for death scenario to prevent support troops from being chosen as the marked creature.

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06/19/2006 3:47 PM  
Skullrunner!

http://www.wizards.com/dnd/files/dnd_mi_20060615b.pdf

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06/19/2006 4:13 PM  
quote:
Originally posted by jjbeezer

I made a special rule section for the already existing note that said the squares with the red difficult terrian markers are all shared victory areas.

I updated the marked for death scenario to prevent support troops from being chosen as the marked creature.


Are those all of the ones that aren't in one of the clusters connected to the starting areas?

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06/19/2006 5:15 PM  
quote:
Originally posted by HailSpork

quote:
Originally posted by jjbeezer

I made a special rule section for the already existing note that said the squares with the red difficult terrian markers are all shared victory areas.

I updated the marked for death scenario to prevent support troops from being chosen as the marked creature.


Are those all of the ones that aren't in one of the clusters connected to the starting areas?



No, if you look at the map on Vassal (I don't have a paper copy to see if there are red triangles), squares M5 - N6 have red triangles instead of white to mark the difficult terrain. There are more that are red, but that 4 square area can serve as an example.

By my count there are 12 different areas that have 4 squares marked with the red triangles. Man this map is huge!


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06/19/2006 5:23 PM  
Can I get a list of where they are?

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06/19/2006 5:25 PM  
quote:
Originally posted by jjbeezer & HailSpork
I made a special rule section for the already existing note that said the squares with the red difficult terrian markers are all shared victory areas.
>>
Are those all of the ones that aren't in one of the clusters connected to the starting areas?
>>
No, if you look at the map on Vassal (I don't have a paper copy to see if there are red triangles), squares M5 - N6 have red triangles instead of white to mark the difficult terrain. There are more that are red, but that 4 square area can serve as an example.

By my count there are 12 different areas that have 4 squares marked with the red triangles. Man this map is huge!



Actually there are 13 shared victory areas on the map. The following is a list of the upper left corner. All areas are a 2x2 area.

VP areas located at:
B1, P4, M5, H6, S7, N9, V11, Q13, M16, W18, S20, CC24, M25


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06/19/2006 5:50 PM  
Thanks.

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06/25/2006 7:29 AM  
I am assuming that week 78 will be the WotDQ release? And the figures will not be valid until that week.

Yes?


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06/25/2006 8:51 AM  
quote:
Originally posted by eMpTy Kay

I am assuming that week 78 will be the WotDQ release? And the figures will not be valid until that week.

Yes?



Yes, I have that marked in the History section of the main post. I am considering a one time only everybody plays a 500 point game scenario for week 79. Galnew will have to have the final say. Support troop assignment is the major issue I have not figured out. Plus, I have not talked to him about the proposal at all.


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06/28/2006 5:00 PM  
quote:
Originally posted by jjbeezer

I am considering a one time only everybody plays a 500 point game scenario for week 79. Galnew will have to have the final say. Support troop assignment is the major issue I have not figured out. Plus, I have not talked to him about the proposal at all.



How about making it easy and have it be you play a 2.5 times your normal point game? I come up with 2.5, by turning a 200 point game into a 500 point game (500/200 = 2.5). Have support also get the 2.5 multiplier and that should about do it.


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06/28/2006 5:31 PM  
How about this? I mentioned it a while ago...

quote:
Originally posted by HailSpork

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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06/30/2006 7:03 PM  
I have a question regarding the scenario for week #76. During my game with Nirbo, one of my units received damage during the decay phase which forced a morale check. Since it was almost at the end of the match and the results didn't matter too much we decided to roll it during the decay phase, my unit failed and routed, running for the exit and provoked an AoO that was also immediately resolved. For future reference and games during this week, did we resolved this correctly or is there another way to do it ?

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06/30/2006 10:26 PM  
quote:
Originally posted by madda

I have a question regarding the scenario for week #76. During my game with Nirbo, one of my units received damage during the decay phase which forced a morale check. Since it was almost at the end of the match and the results didn't matter too much we decided to roll it during the decay phase, my unit failed and routed, running for the exit and provoked an AoO that was also immediately resolved. For future reference and games during this week, did we resolved this correctly or is there another way to do it ?



That was correct. A creature makes a morale check when it drops below 1/2 max HP. It doesn't matter when it drops below 1/2 HP. If it does, it immediately makes the check.


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07/09/2006 4:58 AM  
In the Moon Scenario, could the xeph spend its turn flying 4 squares, then walking 8?

Edit: Also, what about speed enhancements? I'd think that Dash wouldn't apply, since it actually modifies the card, but what about items of striding, the psionic burst spell, haste items, etc? Would they increase the speed of both the land speed and flight speed or just land speed?

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07/09/2006 11:19 AM  
The F4 speed is a totally (unmodifiable) movement rate. Treat it like burrow. If you choose to use the moon "flight", you have to use that form of movement for all movement in the round.

See the glossary definition of Burrow for more details.


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07/12/2006 11:39 AM  
I also put this in the week 78 thread:

It might be too late in the week to suggest this, but with several epic units that cost more than normal EC games allow, why not play with doubled points values this week?

ex. My Urthok at level 9 would play in a 275x2=550 pt game this week.

If it's too late to try doubling the points this week, then perhaps we could have a genuine "epic" week to celebrate WotDQ next week too. The only problem I see with points doubling is that support (which already has the potential to be game breaking imo) could become ridiculous simply depending on who signs up. With that in mind, I'll be ok with signing up my warlords (who are now in a nice level spread 4, 7, 9) with the intent to minimize support first and play all 3 second.

Another possibility would be making the doubling of points optional, but both players must agree in writing to it and post on the board before their game. No take-backsies too! This way a 75 pt game wouldn't have to be 150 unless both players wanted to try it.

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07/17/2006 5:32 AM  
WORN OUT TELEPORTERS
[i]After many many battles, the teleporters have become somewhat unreliable. Use them at your own risk.
Terrain Setup: Use the Teleporter Temple Map.

Special Rule - Risky Teleportation Whenever a unit uses a teleporter pad, roll a d20; on a roll of 1-10, it takes damage, dependant on the level of the higher warlord. On a roll of 11+, it takes no damage.
0-4: 5 damage; 5+: 10 damage

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

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07/17/2006 4:55 PM  
quote:
Originally posted by HailSpork

WORN OUT TELEPORTERS
After many many battles, the teleporters have become somewhat unreliable. Use them at your own risk.


I like the concept. You should add a few more "risks".

Some possibilities:
-exiting a random teleporter
-nothing happens
-take damage
-heal
-sent to another dimension until creatures next turn (then reappears at or adjacent to teleporter if occupied)

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07/17/2006 5:37 PM  
I considered doing random teleporters, but I thought it might be too complicated... however, it might be fun to have "telefragging".

I suppose that could add to an increased risk without dooming units from smaller warbands though...

1-10: Teleporter functions normally
11-13: Nothing Happens
14-16: Unit takes 5 damage
17-18: Unit dissapears. Put it off the board (it is NOT considered eliminated, though it is inactive). When you activate it next round, choose a teleporter and roll on this chart again. If all goes well, the unit will reappear. This does not take a swift action.
19-20: Unit sent to a random teleporter; if you don't feel like labeling them, roll a d11 and go from top to bottom and left to right; so upper-right, then upper-middle, upper left, then O8, T9, etc.


You may not voluntarily teleport to an occupied pad, but if one of the above effects brings you to a teleporter that is occupied, both the teleporting unit and the unit on the pad take 10 damage. You may either move the unit to the nearest available space (as per below) immediately teleport again; this does not take a swift action, but does require a roll on the teleporter failure chart.

If the teleporter is unnoccupied but you are unable to place your fig in a legal position (due to enemy units and such), you may move it now (if you have movement remaining) or at the end of the unit's turn to the nearest available space. If you wait until the end of the turn, this may exceed the unit's normally allotted movement. Note that this does provoke aoo unless the fig has the means to avoid them. Burrowing creatures may move through walls to the nearest space. You may take other actions before moving, but you are considered threatened and enemies whose squares you occupy have cover (you do not have cover from them).

(See, it's a bit more complicated with variable effects)

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eMpTy Kay
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07/17/2006 7:01 PM  
quote:
Originally posted by HailSpork

I considered doing random teleporters, but I thought it might be too complicated... however, it might be fun to have "telefragging".


If the teleporter is unnoccupied but you are unable to place your fig in a legal position (due to enemy units and such), you may move it now (if you have movement remaining) or at the end of the unit's turn to the nearest available space. If you wait until the end of the turn, this may exceed the unit's normally allotted movement. Note that this does provoke aoo unless the fig has the means to avoid them. Burrowing creatures may move through walls to the nearest space. You may take other actions before moving, but you are considered threatened and enemies whose squares you occupy have cover (you do not have cover from them).

(See, it's a bit more complicated with variable effects)



I would say since GuyF ruled that a creature moving via burrow could not use the teleported, that a creature could not use it to burrow through the wall in this case. But that is me. [:D]

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07/18/2006 2:23 AM  
quote:
Originally posted by HailSpork

(See, it's a bit more complicated with variable effects)



Perhaps simplify it by stating that if an occupied/illigal teleporter is rolled, reroll. That might cut down on the wording.

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07/18/2006 6:18 AM  
Perhaps if there's somebody on the target pad, take 10 damage and re-roll on the mishap chart; if there's just no room to place your fig, re-roll on the mishap chart (no damage).

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07/20/2006 5:47 PM  
Per JJ's request for a Map rules write-up. Here is what Hougar had written up for GE's Epic campaign.

Steep Slopes: A nonflying creature that enters a steep slope immediately stops moving,takes 5 damage,and is pushed to the nearest legal space that is on the bottom of the slope.A flying creature that ends its turn on steep slope,or that is moved into steep slope on another creatures turn, is similarily affected.

Zone of Death: Any creature in a zone of death that takes damage from a melee attack must make a morale save.

Waterfall:The target of any ranged attack (but not spell or special ability) that passes through the waterfall gets a conceal 11 against that attack. Any ranged attack that touches any waterfall square,even at a corner,passes through the waterfall.

Forest: There are two types of forest now, lush and deadfall,both are treated in the same manner as described below.

Forest squares are considered difficult terrain. Forest provides cover versus ranged attacks. A creature in a forest square has cover versus melee attacks unless the attacker is adjacent to a non-forest square in the creature's space. (Reminder: Melee Reach attacks count as ranged attacks for purposes of all cover rules, including these.) Line of sight (but not line of effect) is blocked if the line touches a corner of a forest square or 2 edges of the same forest square. A creature can still trace line of sight to creatures and squares in its own space as well as to adjacent creatures and squares.
Details of the change: This clarifies how corners interact with forest's ability to block line of sight. To make this work, the criteria for forest blocking line of sight is now based on the line *touching*, not passing through. The last sentence was added to make sure diagonally adjacent creatures in forest (or with just one in forest) can still trace line of sight to each other. The cover rules were cleaned up so that large (and larger) creatures no longer automatically get cover versus all potential melee attacks when they are only partially in forest.

Answers to common Forest questions:
1. Blindsight does not allow a creature to see through forest. The Blindsight glossary definition lists the things that it counters, and neither Forest terrain nor the effects of Forest terrain is not among those things.
2. Against ranged attacks and Melee Reach attacks, a large or larger creature always gets cover from forest terrain when it's in just a single square of forest terrain. (See the last paragraph on page 24 of the War Drums rulebook for the rule about whether a large or larger creature counts as being in a type of terrain.)
3. Against non-Melee Reach melee attacks, a large or larger creature always gets cover when it is *entirely* in forest. However, a large or larger creature is only *partially* in forest, it gets cover only if the attacker isn't adjacent to a non-forest square in the creature's space.
4. If forest gives a creature cover versus all adjacent enemies' melee attacks, that creature can move without provoking AoOs, can make ranged attacks, and can cast non-touch spells even if it is threatened by those enemies.

Pits:Any square in an area whose name contains the word "pit" (such as Lava Pit) follows the rules for pits.

Pits do not block line of sight or line of effect, but only creatures with Flight or Incorporeal can voluntarily enter a pit square, and no creature can voluntarily end its movement in a pit square. This is true even when routing; a routing creature can't voluntarily end its routing movement in a pit square. Involuntary movement (such as that of a push or pull effect) can forcibly move any creature into a pit square, and involuntary movement can even end in a pit square. Stunning Attacks and other effects that prevent a creature from continuting movement can force a creature to end its movement in a pit square.

Any


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07/21/2006 9:48 AM  
So for the 500, will we still have the 70% point limit, or will we not have it for this week?


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07/27/2006 10:23 AM  
For Misty Ruins, let's be really really clear whether you select a group to place first, or roll where they are going first. Right now it is implied but not really expressed that you would pick a group, then roll where they are going, and I think that's how it should be, but we should have it crystal clear to avoid confusion and/or arguments. Thanks! :)

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07/27/2006 10:07 PM  
Updated to include three steps: chose, declare, randomly place.

Please don't put a Snig minion in each group and declare, "I chose the group with the goblin skirmisher in it." [:D]


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08/01/2006 1:56 AM  
It says "Each player places 1/3 of their warband at a time in 3 rounds of deployment." By rounds, do you mean place a group, play a round, or do you mean round as in just going back and forth?

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08/01/2006 9:36 AM  
quote:
Originally posted by HailSpork

It says "Each player places 1/3 of their warband at a time in 3 rounds of deployment." By rounds, do you mean place a group, play a round, or do you mean round as in just going back and forth?



The deployment happens in 6 different placements, alternating between players. After placement, the game starts as normal.


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08/08/2006 2:58 PM  
Do you ressurect before rolling init?

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08/08/2006 3:25 PM  
quote:
Originally posted by HailSpork

Do you ressurect before rolling init?



My thought would be yes because you res before a new round begins and rolling init happens at the start of a round.

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08/08/2006 3:48 PM  
As Chozyn said, rolling init starts a new round so ressurrect before rolling init.


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08/08/2006 8:14 PM  
Do items still drop when a fig dies? Do respawned creatures come back with items? What if they routed and never dropped the item? What about armors, which don't drop?

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Richard II
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08/08/2006 10:46 PM  
Do items drop when you die? No. Or at least they didn't last time we played this scenario.

Do respawned creatures come back with items? Yes.

What if they routed and never dropped the item? All figures respwan with their items they started with.

What about armors, which don't drop? All figures respawn with the items they started with.


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08/09/2006 9:22 AM  
quote:
Originally posted by HailSpork

Do items still drop when a fig dies? Do respawned creatures come back with items? What if they routed and never dropped the item? What about armors, which don't drop?



Richard II picked these up. Since a creature comes back with all the items it started with, items cannot be dropped this week.

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08/15/2006 2:41 PM  
Circles of Fate
Custom Scenario by galneweinhaw, Tiles

Ancient rings of power cover the battleground, benefiting those with the will to control them.

Terrain Setup:
As per the Old Standard Scenario with the following exceptions - All Assembly Tiles are legal, but terrain choices are limited to :
  • Ancient Temple
  • Hall of Heroes
  • Rock Shrine
  • Shrine (Magic Circle)
  • Shrine of Justice
  • Sun Temple
Special Rule - Circle Control: By replacing their attacks, any Warlord or Lieutenant may change the effect of the closest Sacred Circle within 6 squares.  Once the effect of a circle has been changed, it may not be changed again by any creature until the next round.  Choose one of the following effects:

  • Circle of Courage: Creatures gain Fearless while within this circle;
  • Circle of Resonance: Any creature in this circle that takes damage is Stunned (DC 17)
  • Circle of Calm and Cooperation: Any creature activating in the circle loses the Difficult, Wild, Incited, and Disruptive special abilities until the beginning of their next turn;
  • Anti-Magic Circle: Spells may not be cast within the circle, and all magic item and existing spell effects upon a creature cease to have any effect while the creature remains within the circle;
  • Circle of Decay: All creatures activating in this circle take 5 Negative damage;
  • Circle of Protection from Evil/Good/Chaos/Law: Creatures gain the benefits of the Divine spell of the same name while within this circle;
  • Healing Circle: All creatures activating in this circle Heal 5 hp; or
  • Summoning Circle: Castors gain Augmented Summoning Feat while within this circle.
Victory: Old Standard victory rules (eliminate the opposing warband or gain victory points equal to the warband size)



Thoughts??? =D

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08/15/2006 6:45 PM  

[QUOTE]galneweinhaw wrote
Circles of Fate
Custom Scenario by galneweinhaw, Tiles

Special Rule - Circle Control: By replacing their attacks, any Warlord or Lieutenant may change the effect of the closest Sacred Circle within 6 squares.  [/QUOTE]

I would say any commander instead of warlord or Lt.  Seems more like a commander related ability.  Of course by saying commander, warlords and Lvl 2 Lts would be able to change the circle abilities.

As an additional affect, maybe before placement of units, randomly roll for Initial abilities of the circles.

Just some thoughts.



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09/09/2006 8:21 AM  
How about this!!!

Crushing Catacombs

Map: Teleport Temple

Special: At the end of every round the walls on the left and right side of the map slide over 2 squares.
Any mini beside the wall slides in the direction of the wall (It gets pushed). If the mini gets pushed into an enemy, the enemy gets an AoO and the mini then goes to the next closest open space.
The player who controls that mini gets to choose the space if there are multiple open spaces available.
If it comes to a point where the walls touch each other in the center the minis left are destroyed and the player with the most points wins.
If a mini is between the wall and another wall that's part of the map and can't move one square to get out of the way it is destroyed.
Teleporters that are slid over by the walls obviously don't function and don't exist.
The sliding doesn't effect terrain at all.

Sound good?

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10/18/2006 7:00 AM  
So no one checks these anymore?

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10/18/2006 11:24 AM  
No, when we lost access to our stats, we moved to hordelings. The EC is alive and well there, but no one really checks here anymore.

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