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Arthadan

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Posts posted by Arthadan

  1. 12 hours ago, Florentin said:

    As we already said we will study the need to change it in a second time like a lot of things for the expert mode!

    Moreover, I'm not convinced at all about the need to change the sand wall before xmas and ...even after xmas!

    There are many reasons for this !  Let's have a look to my last post on the subject...and a new reason is that it could be seen as a decor (as it exists in the Picts map)  and to an area that prevents the dooms riders and foot men to reach the princess too easily!

     

    We have enough worked on the map now...the urgent matter are the rules...

    I would like to test the scenario by myself urgently because you are alone to do this and it is not the right way !

    It is not only to you to do the test but to all the team!

     

    You have well understood that I would like to test the scenario with the map as it is but for this we need ...the rules!

    I don't understand why you do not send us the rules synthesis faster in order to allow the team to share a same vision and to be better able to discuss of improvement together or to congratulate each other because result would be perfect ?

    But for this, one more time, you have to send us all the rules fastly...

    But if you do not want to  or not have the time to write them, I could spend time to  write this document this week!

    In fact, we don't have time left: in less than one month it will be Xmas...

    For me we have lost a week of useful time and I begin to believe that we will not have enough time to test the scenario efficiently...

     

    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?

     

    • Like 1
    • Thanks 1
  2. 4 hours ago, Florentin said:

    Hi @Arthadan! Find the updates requested!

    5a1add149b110_MapBOTM261117areascircles.thumb.jpg.0d7cf9bed356dbf36d7d34845247983e.jpg

    Map_BOTM_261117_Paths_number.thumb.jpg.c41ab5b3c37b46892514eb338e28e59b.jpg

     

    If all is ok for you guys, I begin to draw the line of sights ?

    Let me know !

     

     

    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.

  3. 52 minutes ago, Florentin said:

    @Arthadan are the rules synthesis could be  available ?

    I have well understood hat the map rules will be updated but what about all the other rules ?

    Without them it is difficult to share a commun vision and to study the globality of the scenario and its balance ! 

    Thank you for your response !

     

    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.

  4. 1 hour ago, Florentin said:

    For me the monolith is not an obstacle because the two top hills are not at the same height than the small monolith !

     

    It is not because a line of sight is going through  a monolith that the line of sight is not compatible with a direct shooting !

    Moreover, even if there is no obstacle between two white circles, maybe the line of sight can not permit a shooting...consequence of an high topographic element between the both circles. As an example the sand wall, sides of a hill, ... !

    I think a discussion should occur to identify which line of sights can lead to a successful shooting...then how to easily get rid of the players doubts?

     

    However, I think multiple white circles in a same area is a good idea, I already thought to this without knowing that Batman is going to use this concept !

    For area 25 ! Of course it could be increased !

    conan00004.thumb.png.02b7818e476b4540e598feec0961a522.png

     

    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).

    • Like 1
  5. 1 hour ago, Florentin said:

    I have placed the white circles in a specific manner to improve the fun on the top hills! But if you think another settings is required we can discuss about this! 

    In fact,  I would like to freeze them as much as possible because lines of sight are quite difficult to draw with "Artrage" so I would prefer to avoid to begin from zero too frequently as much as possible. Thanks! 

     

    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?

     

     

    5a19b70343a07_MapBOTM251117areascircles.jpg.60d2f87f850e81c452f3f7a276b7a4ae.jpg

  6. 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!

     

    :orthoseveres:

     

    • Like 3
  7. 14 hours ago, Xaltotun said:

    By the way, all my last suggestions to @Florentin for changes are here.

     

    The only difference between the 2 is the area 80 extension:


    1 (split 80 in two)

    Image1b.thumb.jpg.f1e364b80257efe973d5eafd5f44a2f2.jpg

     

     

    OR


    2 (one bigger 80)

    Image2c.thumb.jpg.b36eeebbb5d5f0123f48e26467f8a927.jpg

     

     

    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.

    • Like 1
  8. 55 minutes ago, Xaltotun said:

     

    If I'm not wrong, is it this what you mean?

    Image1.thumb.jpg.c65a1feca6a79dda3f8451c8bd7aedc0.jpg

     

    This is not the last version of the map, anyway I'll make these changes in red, to realize what Arthadan purposed: I'd enlarge a bit the Monoliths hill top.

    This way could should be good for the lines of sight. What do you think, @Florentin?

     

    @Arthadan 
    Add the yellow die icon on the rules. ...I know, it's a stupid suggestion, but it helps to visualize immediately the rule.

     

     

    Yes, will do. I had the rules in a TXT file and I forgot to replace the text with the icon.

    • Like 1
  9. 9 hours ago, Florentin said:

    I'm sorry but I do not understand what you want to say when you write "Monolith Hill top could be two areas" ! In fact, there are already two areas at the Monolith HillTop (even 3 with the area for the princess)...

    Could you take the right & last map and then draw new areas in red  if you are thinking that something is missing ?

    Thank you!

     

    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.

    • Like 1
  10. 18 hours ago, Arthadan said:

    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

     

    First thing to fix is that the altar should follow the same rules as the fallen monoliths.

     

    Waiting for your comments, guys!

    • Like 1
  11. 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

  12. 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 :orange:

    - 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?

    • Like 1
  13. 1 hour ago, Xaltotun said:

    Honestly, I think it could be easier for to add 15 single arrow tokens: everytime the 5 arrows token on the map is swapped, 5 single arrow tokens are given to Subotai. Maybe this could help to have less sheets on the table... this was maybe a @Florentin idea.

    ...though @Arthadan counter is really nice!

     

    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.

     

     

    • Like 1
  14. On 8/11/2017 at 11:45 AM, Zubor said:

    Are the stairways to the underdeck considered to have lower elevation thank the deck? I.e. is it possible to shoot to that space from the deck of the other ship?

     

    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.

  15. On 19/11/2017 at 10:37 AM, Primeval said:

    The Emerald Lotus in the book enhances magical powers but is also highly addictive, so perhaps it offer a bonus on spellcasting - fewer gems to cast or perhaps a bonus die for spells requiring rolls? Not sure the addictive part really matters in a scenario based game though.

     

     

    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.

  16. 15 minutes ago, Xaltotun said:

    Send me the hq image, please. Thanks!

     

    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 :jaune: and uploaded the new version of the cards file.

     

  17. 1 hour ago, Florentin said:

    Thank you @Arthadan!

    If we consider your last remark:

    For me this area is not used in the movie during the battle! Its goal is more a kind of decoration (as it exist sometimes in Conan map) and to bock riders! 

    I will study better your remark when I will have time, but at present I think major update of the map as sand Wall should wait the advanced version for many reasons: heavy impact on work time, difference with the movie, end of year...

     

     

    Of course!

    The map is perfectly playable as it is and we can use it for our "open beta" playtesting version in December.

    I think in the movie Subotai fires some arrows from behind the wall, surely @Xaltotun can tell if I'm wrong or not.

     

    What about my question? :

     

    Quote

    One last doubt: Is it possible to move from 26 <--> 22? (I've played like it is possible) f so I'd delete the stake separating both areas because it's not very clear. .

     

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