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Arthadan

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  1. Time for an update! I've been playing around with some new ideas and I've playtested them this weekend. I wanted to know if they work before presenting them. So I came back with a bunch of new suggestions to hopefully improve the scenario: VICTORY CONDITIONS This is the major change. Our problem was that all the action was centered around Princess Hill and the monolith field saw little action. It felt wrong to play in a huge map and use just a corner of it. So I've changed a bit the OL victory conditions: - Take the Princess out of the board AND hit hard the Heroes (in game terms cause at least 6 wounds to Conan and 5 to Subotai). - When Rexor or Thorgrim are dead, the OL can win just killing the Princess with Thulsa Doom. If she's out of the board already when this conditions are met, it's also a OL victory. Effect: since Conan starts within the monolith and he is heavily armoured, the OL must send troops to attack him, specially the heavy hitters Rexor and Thorgrim. Also is a good idea to try to get one of them killed, since that would make victory much easier later when TD appears. Also it makes sense for Conan to stay within the monolith field because the smaller zones there makes more difficult for the enemies to reach him in great number. MOUNTED COMBAT Any Mounted miniature can be dismounted. You can now have Dismounted and Mounted units in the same tile. Just place the dismounted tile below the Skelos Book, next to the corresponding Mounted tile and move it alongside it. Effect: This gives more flexibility to the OL when attacking Conan in the monolith field or climbing up Princess Hill. However, Dismounted Units have worse attack dice and reduce movement, so in my games it's seldom used. THULSA DOOM He is available to join the fray from the start of turn 6 onwards (OL's choice), the OL replaces any two tiles from the River (dead tiles first) when he comes with the purple Riders of Doom. The biggest change here is that his spell has a cost of only 2 and can be used as normal (instead of being and event card effect). Effect: we get rid of one special rule (even card "crow" effect) and we give Thulsa a bit more prominent role. Also, Now is possible to have TD, Rexor and Thorgrim at the same time in game. ITEM TOKENS Some weapons tokens start in fixed positions: - The Heavy Axe is the more powerful weapon in this scenario. It is placed around the center of the monolith field. - The Helmet starts near Conan, forcing him to lose part of his free movement in the first turn if he wants to pick it up. - The Ancient Shield starts on Princess Hill: Heroes have parrying weapons from the start and its only real use is to parry Thulsa Doom spell if used against the Princess. Besides it is placed there in the movie as well. Pit Traps: Pit trap is slighthy changed. First effect is the same, remains in game as before, but it now reduces 1 movement point from Mounted units. Also instead of 2 pit traps, there is just one. Effect: Speed up game a bit, since the heroes have less tokens to decide where to place at the start, also Conan is hinted to remain in the monolith field / delayed there, since two very useful tokens are there. SUBOTAI He gets his weight allowance changed. It felt wrong he could carry as much weight as Conan before suffering movement penalties. Now is 7/9. THORGRIM He gets his damage increases to . Heavy hammer! Effect: It makes him more of a threat, increasing his chance to be killed. CONCLUSION This changes work well enough to divide the action between the monolith field and Princess Hill, but the two biggest zones of the monolith fild need to be smaller, because the whole idea is that heroes will prefer to remain there because they are saffer than out in the open. As always, I'd love to hear your thoughts on these ideas.
  2. @Vincent255 I hope you have had a great time as well! We are pretty close to a beta release, I just need to playtest an alternate River configuration. Currently we have one that works but it takes too long to bring Thorgrim and Rexor to the table, and we have tried a second one trying to solve that but it doesn't quite work. So I'll try a new one between those two and quite probably you'll have the two best River set-ups in the beta. I just want to present things as polished as possible even if it's just a beta.
  3. I've updated the gameboard rules with the clarification that nobody can stand on the black stones and I've updated the cards with the Heavy Axe layout we've discussed.
  4. There is something I'd like to point out: If you can place only one token per area (the bow token gives you 5 arrows, and the arrows token 5 each) and you have to make a simple Manipulation to pick up a token (thus losing the rest of your free movement) and crossing the pallisades is 2 extra movement points... Subotai must spend 7 gems out of 10 in his first turn to do all that! Then the OL will move his units (4 movements points) and he can double the movement points spending gems meaning he could attack a quite weak Subotai in his first turn! The OL can spend gems on movement benefit at any time, meaning he can have at least some of his units engaged since his first turn.
  5. Perfect, then I'be been useing it as intended! Then I'll change the card to follow the standard format if you don't mind.
  6. One more thing: BLACK STONES You can junp over them, but you can't stand on them! Only stones you can stand on are the fallen monoliths and the altar, tha black stones are supposed to be too small to stand on. Think of them as a banister or a fence.. Perhaps they shouls be a bit smaller?
  7. @Xaltotun thanks for your playtesting! I'm biased when testing it. Some quick comments: GAMEBOARD RULES I know there are some that won't be used in the scneario. Nobody will fly to the top of a monolith nor use Feline Grace to squeeze through the narrow gaps. My point here is to make the map reusable in other scenarios by other players. I was thinking in the bigger picture here. Besides, Valeria does have Feline Grace and in the campaign mode she may be alive in this scenario. MAP USE Adding the OL victory condition of killing the heroes means that the OL must come for them! Subotai can fire his arrows to Princess Hill from the border of the monolith field and Conan can figth his enemies inside the monolith fields (and Akiro is better protected inside the monolith fields as well). Imagine Subotai getting a free reroll to all his arrow shoots thanks to Akiro's support skill, both protected by Conan in the monolith field. In your game, the heroes decided to go to the Princess Hill, which leaded to using a small part of the map. It's a valid strategy but not the only one possible. REXOR & THORGRIM I guess you have tested the first River setup. It works but it's difficult to kill one of these before turn 6 because they appear late. I'm working on a new River setup, with Thorgrim coming in 3rd position and Rexor 7th or so, so the heroes have more time to kill one of them. It was cool Rexor got dishorsed by Conan during the fight, never happened in my games yet! TOO MANY WEAPONS FOR THE HEROES I agree obvious choice for Conan is the heavy axe, but the other one can be thrown! So if Subotai runs out of arrows and need to recharge, Conan can save the day throwing it. Also, the helmet is a great asset when playing defensive in the monolith field, it all depends on your strategy, this just give you more options. Regarding the design of the Heavy Axe card, it was made by @Florentin. I've always played it like but now that I think about it, maybe is meant to be an exception to the rules allowing a single reroll per dice (unless you spend gems on rerolling). @Florentin what was your original intention, two rerolls of a single red dice or two red dices with one reroll each? OL UNITS HIGH ARMOUR VS HEROES IGNORING 1 POINT OF ARMOUR This is on purpose! I want the players get the feeling their heroes are powerful and roll many dices. Besides, in the campaign mode they may get Level 2 for the previous scenario and in that one having those skills will make a greater difference.
  8. Added the gameboard rules to the Downloads section.
  9. Version 2.0.0

    160 downloads

    Gameboard rules for the Mounds map.
  10. At the start of every OL turn from turn 6 onwards you have to check if these two conditions are meet: - Thorgrim or Rexor is dead. - Any other tile is dead. If so, remove these two dead tiles from the River and place Mounted Thulsa Doom and the purple Riders of Doom at the end of the River. Place their miniatures in the area with the number 1 in the map (behind the altar). They can be activated as normal this turn.
  11. I see. There are no official rules for that. I guess it would be a bit messy to have the heroes ending their movement outside the tower.
  12. I plan to test it next weekend in a local games shop with new players. Thing is the game is almost unknown here, since it's not translated so I'll play with people new to the game. How is your testing progressing?
  13. Tried the "agressive" river setup. First OL victory, but I didn't like how it plays out because Thorgrim and Rexor teamed up against Conan and our hero was overwhelmed (no options left but playing defensive and eventually running away). I'll try a mix of the two river setup, with Thorgrim coming early in game but Rexor far later.
  14. If I recall correctly, you need the Climb skill and spend 2 movement points to move one floor up or down, from window to window.
  15. I suggest we try different ideas, once they are tested we can chose what we like best and works better.
  16. It's impossible to kill the heroes in 4 turns, trust me. Anyway, playtest your idea and let me know the result.
  17. But before that some soldiers try to grab the princess. That's what we see in the movie.
  18. Tried that as an OL and it didn't work. Subotai and his arrows took care of all the unit trying to capture the princess. I think it only makes sense the heroes are forced to defend her, and it's more like the movie. I suggest you try this out yourself, you'll see it's not easy at all to grab the Princess amd run all the way back to the reinforcement points.. And the point of killing the heroes = immediate OL victory is that when TD appears, perhaps his best shot to win the game is using his spell to finish off a heroe instead of shooting at the princess. In my last game, the princess wasn't on Princess Hill (has been captured, then the unit carrying her killed), so TD han no line of sight to her, but he did have Conan in line of sight and his spell ignores armour...
  19. Kill the heroes is an immediate win for the Overlord at any point. I suggest: - Before Doom enters the game: capture the princess (as it is) + kill the heroes (as you suggest) - when Doom enters the game: kill the princess OR kill the heroes Thing is heroes are tough as nails with their armours and with Thorgrim and Rexor coming late in game, they're pretty hard to kill. So doing this we ensure the game will last at least until Doom enters the scene, which is a good thing. This combined with the "aggressive" River setup could spice things up. What do you think?
  20. That's only at the start of the game, as part of the setup. Usually , heroes don't start with their full number of gems in Reserve, that's why it's specified. Our heroes are well-rested and expecting their enemies! Glad you like the scenario!
  21. Boris is working on Rexor, is taking shape!
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