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Arthadan

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Everything posted by Arthadan

  1. I felt exactly the same when I played it for the first time!
  2. When you have time, please tell me if everything is clear in the Scenario or there is something confusing which would need a better explanation. I'm eagerly awaiting your battle reports this weekend!
  3. Version 0 of the scenario, for internal use only, as promised. Let the playtesting begins! BotM Scenario.pdf
  4. @Florentin I think it would be a good idea to upload the Gameboard rules with the map, in the "Battle of the Mounds" Map files. Would you mind to upload this file there? Battle of the Mounds - Gameboard rules.pdf And yes, working on the scenario file right now!
  5. Last week I was out of town and I couldn't work much on this. Regardless, we have progressed, releasing new versions of the token file, mounted combat and ranged combat, and closing the map. Besides, I needed the map with the last changes we've made with the definitive zone division to make the graphic with units deployment (and the other one with valid zones for setting up traps, and lay objects and decoys) which we happen to have closed yesterday. Anyway since you fear we risk missing the deadline, I'll release an "internal" scenario version tomorrow as latest. It will have two River setup, the one I tested and the "aggressive" one I plan to test this weekend, so we all can decide which one works best. Would that be fine for you?
  6. It's perfect, thanks! Would you mind if I make the thinner more vertical wall of sand? I think you have the zone division and zone centers in a different layer. I'd just need the "base map" without zones in JPG or BMP format. I'm saying that because if you draw lines of sight and then we change the wall, many of them would need to be drawn again. I understand you can't the change the wall before Christmas but I'm confident it won't take me long.
  7. I'm trying out a new River setup this weekend and making the initial unit setup and I'll upload an internal version of the scenario next weekend or early next week. Special rules remain all the same.
  8. I meant line of sight is interrupted by monoliths on Altar Hill (area 32), I agree with you that the one on wall of sand (area 27) shouldn't block it. About making the map easy to interpret by players, I think the best way is to be consistent with the rules. For example, it would be difficult to understand that there are some monoliths blocking line sight (monolith field, for example) , and them some others that don't (the small one on area 27). We should study the exceptions and either remove them or change them by rocks without their own zone (so it's easy to see they are not blocking monoliths).
  9. Now that you mention it... We need to have line of sight from area 91 to area 1, but curently monoliths on area 32 are blocking it. I suggest we adopt one of the innovations presented in Batman and draw two centers in area 91 to address the problem. Please leave the original center where it is (no need to move it, I have rethought that after drawing the map). We also want line of sight from 91 to 47. Also, I'm not sure we can fit horses in the new area 25, would it be possible to make it a bit bigger?
  10. Remaining tasks (all mine) : - Update the map rules document with the last map and add it to our download section. If there is any map rule you want to discuss, now is the time! - Make my last playtesting session, trying the new map and a more aggressive enemies setup in the River (Thorgrim and Rexor appearing earlier). - Release the scenario for internal use to give you a chance to playtest it before we go public. Just need to add some graphics like initial heroes and enemies setup on the map, River setup and so on. And that's all! Then I'll wait for your feedback after playtesting it, discussing any changes you may want to suggest, and then we launch the open beta! An early Cimmerian Christmas present is coming!
  11. Thanks for your infinite patience with our constant changes and your good disposition!
  12. Area 25 is not such a big issue for this scenario. Riders have a long way to reach Princess Hill (they can enter only by its upper part). But thinking about reusability of the map, I think it's a good idea. Area 80 is not currently used (no mount base can fit in there), but it's the same for any area right to the wall of sand. @Florentin agreed to study the possibility of changing the sand wall, making it thinner and perhaps more vertical, so miniatures on foot could use all areas to its right to hide, but he can't until after Christmas, so that modification is on hold. For the time being I suggest leaving 80 as it is and review the issue when we talk about the wall.
  13. That's exactly what I meant, thanks for illustrating it!
  14. Yes, will do. I had the rules in a TXT file and I forgot to replace the text with the icon.
  15. Sure, will do sometime during the weekend. I think you're talking about Princess Hill though, Monoliths Hill is the one on the upper part of the map. The idea is to differentiate the top of the hills from the rest (Princess Hill has this kind of zone division already), because it's best for drawing lines of sights from one hill to another.
  16. Perhaps we can use for the Narrow Passages the Evasive skill as well, since it's more common.
  17. First thing to fix is that the altar should follow the same rules as the fallen monoliths. Waiting for your comments, guys!
  18. Board rules, as promised. This is the version 0, just for internal use until we all agree. I think I have downloaded an old version of the map, I'll update the image with the last one but it serves to give you an idea. I'm afraid I'd need a last change, just making the top of Altar Hill and Monolith Hill new areas (in yellow in the map). Perhaps Monolith Hill top could be two areas. Also, it would be a good idea to draw line of sights from the hilltops. Thoughts on this? Map.pdf
  19. I'm updating the Mounted Combat document, adding the bit about hindering (1 mounted miniature = 2 miniatures on foot regarding hindering), and replacing the term "stunned" for "fallen" as suggested by @Primeval. There is one more thing I'd like to change, the Trample skill. Until now Armour applied against this attack and the attacker rolled a normal attack. Problem was that this a movement action, so the unit could make 2 attacks in one turn (trample one with movement points and normal one) which was overpowered. I think is more balanced now. Trample Skill The Trample attack is a new Movement skill available only for Mounted models. - It cost is 2 Movement points. - The trampling model performs an attack rolling - The defender may perform a Guard action but may not parry, only dodge. Armor does not apply. - If the attack is successful, the defender is Fallen (see below). Thoughts?
  20. Any solution is viable. Disadvantage of the sheet is that it takes more space, but advantage is many heroes can share it and is easier to read than counting tokens. Disadvantage of the single arrow tokens is that is a lot of work to cut them (imagine a scenario with 2 heroes with proyectiles, that would be 30 tokens!, even more if they have a bow and a secondary throwing weapon). Advantage is that it takes less space. I suggest leaving it as it is for now, and we can offer the alternative single arrow tokens in the future.
  21. They are considered to have the same elevation level as the rest of the deck, so it's possible to shoot to that space from the other ship.
  22. The addiction part could be represented as a loss of focus. The hero move one gem from his reserve zone to his fatigue zone at the start of his turn during X turns after consuming the lotus. Or perhaps he must consume the lotus every X turns (perform a simple manipulation action, as long as he has enough doses on him) and if he does not, then he suffers the gem penalty.
  23. Proyectile Tracker sheet done! I've update the Ranged combat optional rules with this new tracker image.
  24. Done! By the way, we need to readjust tokens as well as follows: 1) We have no decoy tokens!! Three decoys are enough. Easy fix would be: - Replace 2 potions with decoys. - Replace spear with decoy (no token needed because it's Subotai's starting equipment) Regarding the Decoy illustration, I suggest to use the same illustration we have for the facedown (the skellie with the monolith in blue tones). 2) We need a new Horned Helmet token since it wouldn't be in Conan's starting equipment (in playtesting I've discovered that's too much armour from the start). - Replace the blank token with the helmet. - Do you need me to do the token or can you do it? 3) Resizing the life point tracking sheet page. It's a bit bigger than a hero sheet. That's no biggie but since it's quick to make and we're uploading a new version of the file anyway I think it's worth it. - I'll do it and send it to you by PM. 4) Proyectile tracking sheet. - That's on me, I'll do it and send it to you. On my side I have changed the Horned Helmet defense dice to and uploaded the new version of the cards file.
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