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Arthadan

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Everything posted by Arthadan

  1. Great job @Florentin I finally got some job done. I give you the Trampling Doom and the Galloping Fang!
  2. Thanks man! But for now I prefer to keep the focus on the first scenario. I have all the graphic reference material I need thanks to you, just need some spare time. Hopefully I'll get some more tiles done tomorrow.
  3. I've been thinking about the map as well. Let me share an anecdote, playing the Death Star mission in a computer game I decided to try another approach. I flew far above the surface, parallel to the trench and only got into the deadly trench when I was close to the exhaust port. Mission was a success and far easier. What I mean with this is that a clever OL will avoid the monolith field, surrounding it with the fast moving cavalry. Then taking the princess, thus winning, will be a piece ok cake. It's not "cinematic" but it is the clever way. Now we have to think how to fix this without altering the layout of the map. My first thought was to include the heroes death in the OL victory conditions, and this may work. As long as Thorgrim and Rexor are alive, OL victory conditions would be: - Take the Princess out of the board. - Kill Conan and Subotai. Once Rexor and Thorgrim are dead, the OL victory conditions would be simply killing the Princess, or an automatic win of she's out of the table. I'm thinking about adding more traps for the heroes to set outside the monolith field, making less attractive for the OL to grab the Princess right from the start and make some areas impassable for mounted miniatures (palisades). Also, some areas inside the monolith field will be too small for a horse base to fit in, meaning they're impassable for them. But definitely, I want horses inside some other areas of the monolith field because that's what we see in the film. When I start working on the map, I'll try to release a printer-friendly map without zones. Just blank space, with circles for hills and a rectangle for the monolith field (all this respecting the layout from Florentin 's map) , with some other important features represented in an equally schematic way. And then we all can print it and play around with good old pen and paper, trying different zones division after setting the guidelines for designing them. But we're not there yet...
  4. Well, we have skills like Counterattack (Riposte, in French) which grants a free attack of a every time you're attacked. This is just costing 2 movements points out of 4 for a Mounted tile. Heroes will have armor, meaning they'll ignore the attack without even spending gems most of the time and the OL may need to spend gems on movement benefit. Also, Mounted units have big bases, meaning zones will get saturated pretty easily. Anyway, this is a late campaign scenario. Heroes are supposed to have leveled up now. At level 1 they will lose one skill from their hero sheet, at level 2 they'll be as they come in the hero sheets and at level 3 they'll get a new skill. So, yes in this scenario they'll be more powerful. I want it to be epic!
  5. I think a rider on the horse would be too distracting, this will be a tiny image on the tiles. About cost, I like the idea the horse can trample an enemy itself, while the rider can make his own attack. Tiles have just one attack per activation so making it cost 1 attack means you sacrifice the rider's attack plus spend 1 movement point to trample. I think that's too much.
  6. And here you are the Trample skill pictogram!
  7. @Xaltotun Looking at Conan's tabletops, it seems that a single area is too large to allow a miniature to move this way, while dodging an attack. What do you think? Agreed. No free movement to an adjacent area for the defender. Still not sure about how much it must cost in movement points. I'm thinking it should be 2, same as Wall breaker. So for the trampling attack do I have to spend only movement points? Then can I spend melee points to attack normally too? Yes, trampling only spends Movement points. I'm thinking if the defender goes prone after the trample, he couldn't be attacked in melee by mounted miniatures. Thoughts? I'm also thinking about giving the option for raiders to dismount. This would spend all movement points. Horse would be lost permanently (no possibility to mount it again), but the raider gets to attack (and can be moved spending gems on a movement benefit).
  8. Sorry, I didn't understood the question right. I agree with @Pallantides , is possible to move around the fence crossing those two areas.
  9. I think that part is fence. In some scenarios all the entrances are blocked by barricades and none is placed there. I'd say there is no exit in that point.
  10. @FlorentinW any player can make a 3D version of our 2D map for a more immersive experience, if they are so inclined. I'm simply thinking that's going to be rather exceptional, so devoting time to adapt the scenario to a game variant using a 3D board most players won't have doesn't seem specially productive. Of course if somebody is interested, he's more than welcome to do it.
  11. Defence is possible interpreted as dodging (meaning no parry possible neither with weapons nor with shield, you only get to roll the Defense dice). Now that you mention it, yes an armour would neglect the damage so probably damage should be instead. Also, besides the damage, I think the defender should also go prone (same as if Dismouted) if the attack is succesful. I think this kind of attack will also slow down the horse, so it should be a special movement action costing 1 point of movement. About this: I'd obly the attacker to move to the following straight area This could be tricky, sometimes a zone won't have a "straight" adjacent one or more than one, also you may wantto trample with your horse at the end of your movement. Summarizing everything: -The trample attack will be a new movement skill available only to Mounted models. - The cost will be 1 movement point (perhaps 2?). Mounted models will have 4 Movemnt points (except Doom, having 5). - The attack can be Defended but not Parried. - If the attack is succesful, the defender goes prone as if Dismounted. - If the attack is avoided, the Defender must move for free to any adjacent area. If this is not posible, the attack is avoided all the same. Sounds good?
  12. MAP @Stonewolf while the idea is great, I'd rather make people print as less as possible. Custom boards will never have the same replayability value as official ones simply because they are not so widespread and far less people will make scenarios for them, plus there is no shortage of official maps. I think the enlarged map is the way to go, but two boards could be too much.
  13. I hear you! Somebody is not very happy when I spend my time making tiles and such.
  14. This is the realism vs playability debate. Following the philosophy of the game design, I'd keep things simple. Riders already have an attack dice upgrade to reflect their advantage and while the charge thing could be fun and the spear vs riders accurate, I'm not sure if the added complexity is worth it specially as the game seems to avoid rules for that kind of specific combat situations. In an earlier version of the mounted combat rules I contemplated the possibility of a "trample attack". It's quite similar to the "attack while moving" you suggest, only that is a free attack made by the horse that can only be dodged. If dodged, the defender moves for free to any adjacent area, if the attack succeed, the defender suffers . Does the trample attack sound like a good enough compromise solution to add more meat to the mounted combat? So, is the Overlord using both tiles at the same time for warriors? Some of them will be still mounted, while others are unhorsed at the same time... They are to separated units tiles with different positions in the River and different activation cost. As the Mounted tile loses warriors, the Dismounted tile gains them. I'll clear that out in the document.
  15. Mr. Doom has movement 5 and armor 5, a deadly spell and he won't be short of life points. And the heroes should be pretty busy defending the Princess. Anyway, to prevent a premature hero victory he could come into game after some turns, so heroes are already focused in protecting the princess and far from him.
  16. If I'm understanding you correctly, you are suggesting to actually create a 3D map, right? But then, should anybody wanting to play make their own 3D map? That would limit the number of potential players for sure...
  17. MAP I'm fine with releasing the map with and without zones, but I think the scenario should be made using the standard version with zones. It can be adapted to in a later stage, but that would be a different project and I can't commit to that. The campaign is ambitious enough as it is. MOUNTED TILES I think lieutenants should lose some skills when mounted. I'd remove as his persuasive talking and hypnotic gaze should be hard to use from the saddle. Thorgrim would lose And Rexor . Thoughts? FANGS OF SET I have to make the different color tiles and I'm thinking to make a small variant, adding the skill to represent warriors on foot fighting with a spear, I'll keep the original tile without that skill for the Battle of the Mounds scenario to represent the Dismounted warriors with hand weapons like swords and axes. Each scenario will indicate the correct tile to use.
  18. View File Life Token Template Life token templaye in PNG format. Printing size may need to be adjusted. Submitter Arthadan Submitted 09/26/2017 Category Resources  
  19. Version 1.0.0

    244 downloads

    Life token templaye in PNG format. Printing size may need to be adjusted.
  20. I've seen it, it's good. I was expecting more on Conan creation, but it's interesting as it is.
  21. Glad you like it! There is no GIMP file for life tokens, I'll share my PNG this evening in the Download section.
  22. I needed a break from the tiles, so I made this cover for the campaign:
  23. I'll work on that as soon as I'm done with the tiles, only three left!!
  24. If we are true to the battle, a monoliths rows must allow to place a horse base between them (lion or tiger base) and a person should be able to move between monoliths of the same row. I think if we resize the map, say a 30% bigger will still look true to the movie and we can have bigger zones for horses. However you gotthe printed version, so you know better.
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