Ryoga Underboss
 1116 Posts



 Colombia - Bogota / Italia
 | | 11/19/2006 6:29 AM |
| In this week I finally get my own maps of "Mithirl Mines", "King's Road" and "Drow Enclave". I think that this maps have some especial essense to D&D RPG encounters, but Im starting to play it on DDM skirmish.
I like to question to MaxMinis community, What do you think about this maps??? Any secret??? Which are the best start area for each map??? ........ I listen
Thanks 
| | Champion of The Justicators Vindicated Champions of the Duergars Champions "The wings of Death before me" Fallen Solar of the Forgotten Arks. | |
|
TheDarklion Sneak
 131 Posts




 | | 11/19/2006 7:05 AM |
| You likely won't get a reply to this since it would take about 2 pages of typing. But i'll give ya some short answers.
Kings road looks simple its actually quite complicated with all Of the forrest to "hide" in.
Mitheral mines if played correctly has AWESOME lines of sight. and hard to get to/easy to block victory area's.Â
The enclave isnt' really played much competitivly. | | Crush your enimies, see them driven before you, and hear the lementations of thier women | |
|
Ryoga Underboss
 1116 Posts



 Colombia - Bogota / Italia
 | | 11/19/2006 7:29 AM |
| Thanks for your request, Darklion. Yes I like short answers. What about Start areas??? Which is the best??? ....... I see that Drow Enclave have distant Victory areas and Open spaces, meybe for archers can help a lot or Chaotic evil warbands benefit of Speed in this map. Mines is very weird map...... You initially thinks that this maps dont contain good LOS but you quick discover that this map have long LOS.
Enclave maybe have some secrets........ any advice???
| | Champion of The Justicators Vindicated Champions of the Duergars Champions "The wings of Death before me" Fallen Solar of the Forgotten Arks. | |
|
I Tyrant Warrior
 178 Posts




 | | 11/19/2006 8:51 AM |
| Posted By TheDarklion on 11/19/2006 7:05 AM
Mitheral mines if played correctly has AWESOME lines of sight. and hard to get to/easy to block victory area's.Â
What he said above is true, if you look at the map there are many long natural hall ways.
My observations of the mines:
*Victory Area B, the sacred circle, is a death-trap, Don't get fooled into thinking that magic circle bonus is worth it, it's not
*Dead ends in general, don't corner your self in a dead end, your more likely to loose, If you play it right your creatures will almost always have an escape rout to back out of and regroup.
*Creatures with higher speed will benefit more than not for two reasons: 1. they can zip through difficult terrain easier 2. they can stay out of line of sight easier using the stone walls as shields (blocking).
*large creatures (with lots of hps) are pretty good on this map, they can block the movement of enemy troops, effectively acting like a wall and forcing movement through difficult areas (look at exit A for a good example of this). Â *be aware that the difficult terrain on this map is clumped up in big spots and will pretty much absorb your entire base speed if you try and move through it, hence making it difficult to move and strike, in some places.Â
| | | |
|
Sirohk Commander
 3714 Posts



 USA
 | | 11/19/2006 12:39 PM |
| Here's a few more pointers on the maps you acquired.Â
I'm a big fan of the Kings Road map. Here are some tips:
1) It is the Archmages favorite map. Hands down.Â
2) Always try to grab the shared victory area near the top of the map.Â
3) There are a few nice LOS to certain starting areas from others. Some starting areas cannot be seen at all.Â
4) The Kings road map is a great map for spell casters and ranged attack bands to play on.Â
5) The Forest provides cover, and a +4 AC bonus.Â
6) Creature with Hide Special Ability cannot be taargetted when in the forest unles the attacker is adjacent.Â
7) Large creatures (and Huges in Epic play) can have a really hard time moving on this map.Â
I'll second (or is it third) that the Drow Enclave is not used too much, but IMO is an ok map.Â
Cheers.

| | Sirohk, the Bard of Heartstone Knight of the Rahshasa's And Crusader of the Zakya, Ak'chazar, Naztharune, and Naityan Rakshasa's | |
|
MAURIZIO Sergeant
 909 Posts



 Lima, Perú
 | | 11/19/2006 5:58 PM |
| | And what about fane of Lolth? If this map have some advantage in one sido or other? | | Againts the Giants Called Shot: Cattie Bri. Dungeon of Dread Called Shot: Cockatrice. Todas las batallas en la vida sirven para enseñarnos algo, inclusive aquellas que perdemos. Paulo Coehlo "DnD teaches you a valuable lesson, always loot the bodies of your dead enemies"
| |
|
Ryoga Underboss
 1116 Posts



 Colombia - Bogota / Italia
 | | 11/19/2006 7:54 PM |
| THANKS I Tyrant and Sirohk.... Your post is very usefull to me.... THANKS 
I usually play LE or CE ..... And find King's Road no soo usefull in 200pts or epic.
I think the same thing about TRAP Vicotry area with magic circle........
I dont find good usability for Drow enclave....... but maybe I can't see this map too much in tournament.....
I love Mithral Mines is really great map...... | | Champion of The Justicators Vindicated Champions of the Duergars Champions "The wings of Death before me" Fallen Solar of the Forgotten Arks. | |
|
SpiderMines Skirmisher
 21 Posts




 | | 11/21/2006 12:45 PM |
| King's Road: You may want to consider the forest on King's Road to increase the High AC on units like the Fire Giant Forge Priest.
You often want to start on the top left start (with Vassal's orientation of the map... with the Title rightside up) to grab the shared Victory area on King's road. You need a really fast unit or a unit with fly or incorporeal to get to the shared Vic Area.
King's Road is good against Arcane Ballista Warbands, but not a "counter" map since they can shoot while in forest.
Mithril Mines: Good for units that like enclosed spaces or walls. For instance, Cone effects, commanders that give bonuses due to walls, and ShadowDancers.
| | - SpiderMines | |
|