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Arthadan

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Everything posted by Arthadan

  1. Thanks for your offer, it's most welcome! I'll send you the Mounted Combat rules (1 page) and text from the Campaign cards (about 3) for proofreading / clarification.
  2. Point taken. Yes, in that case the chevaux de frise and the surrounding stakes can be their own (impassable) area.
  3. Solution it's easy enough, make the walkable areas too small for a Mounted miniature base. This way only miniatures on foot can cross them.
  4. Last thing we spoke about chevaux de frise was this (from the preliminary special rules of the scenario, in the previous page) : Pallisades: nobody can pass through them, if a Mounted miniature suffers damage in an area adyacent to a pallisade, the rider may fall on it. The attacker rolls , if he gets two symbols on the dice, means the defender takes damage from the pallisade, roll another for damage. So, I agree with @Florentin on this: only path to reach the hill top was to pass behind the monolith!
  5. Let's keep it as it is now. When we have a "final" version I can resize it to 90x77 if we want to. Thanks!
  6. I think you said you had some issues resizing the map to be exactly 90 cm (now it's a bit more than 90 but less than 91). When doing so, I ended up with a size of 90 x 77'something. So I decided to change the 77'something of 75 because I like one numbers. So, shall we leave it as it is, resize it to 90x77 or to 90x75?
  7. I've resized the map to 90x75 cm, it looks like this: @Florentin if you think it's a good idea, I can send it to you so you can upload it. By the way I've made a post on the Facebook Conan Gaming Group about our campaign yesterday and we have 67 likes already!
  8. Awesome, great job @Florentin!!!!! Could you please update the map we have in our Downloads folder with this version?
  9. @Florentin, don't know if you've missed this post. Team, we also have pending the Ranged attacks Optional Rules I posted in the previous page. What do you think about them?
  10. I think we have a small missunderstanding. I like the position it has, just saying people who doesn't know Conan and Subotai placed those obstacles there would think it looks odd all those bushes in line and perhaps we can use another thing, like more stakes or something.
  11. My bad, I didn't remeber that. Anyway they look like real bushes, perhaps we can depict it in some other way?
  12. More on the map: GENERAL SUGGESTIONS I think monoliths and pallisades should be zones on its own (I know this would be a lot of work, so I offer myself to do it). Rules would be: -Standing Monoliths: this are pretty much obstacles. Block line of sight, block movement (nobody can pass through them) nobody can climb them except with the Flying skill. If perching atop one of them, elevation rules apply (not that it's going to happen in our scenario, but thinking in the broader picture to make the map attarctive for different scenarios and situations other than what we have planned). -Fallen monoliths: same rules as tables in the tavern map. -Pallisades: nobody can pass through them, if a Mounted miniature suffers damage in an area adyacent to a pallisade, the rider may fall on it. The attacker rolls , if he gets two symbols on the dice, means the defender takes damage from the pallisade, roll another for damage. Now my proposal for rezoning the the monolith field.: The idea is having wide "corridors" with big zones were the riders con pass through freely and smaller zones between monoliths were the heroes can "hide" ("hidden movement" rules would apply only for the smaller areas. The red color I've used doesn't satnd out too much, sorry. You may need to zoom in. Again, I offer myself to redraw zones and whatever is needed. Thoughts on all this?
  13. Getting back to the map, I think this is the last version: Is that right @Florentin? If so, I have suggestions: Further divide biggest areas: -Area 6: Perhaps leave the pallisade in one area and the part between the pallisade and the monoliths as another? - Area 13 and 11: perhaps divide the monolith part as an area o its own. -Area 30: I'm not sure about the bushes growing in a perfect line forming a "wall". Could they be moved to form a more irregular shape or remove some of them? I'll make a more detailed proposition for rezoning the monolith field.
  14. Next rule for the scenario: Ranged attacks Optional Rules Throwing Weapons Range in big maps In scenarios using maps bigger than the official size, the following rules will apply: RANGE - Range for throwing weapons will be as many areas as the attack power obtained when using it (same as when throwing an ord but using the Ranged Combat skill). First check if the target is within range, if he is, resolve the attack as usual, otherwise place the card in the area between the attacker and the target as many areas away from the attacker as the power attack. - Range for proyectile weapons is unlimited. Note: when determining range, the attacker own area does not count. Limited Ammunition for Proyectile weapons In some scenarios Heroes may have a limited number of proyectiles for their ranged weapons such bows. Use the Arrow Token and the Tracker Sheet provided to keep track of the ammunition left for each hero. The starting ammunition will and rules for getting more (if any) will be provided in the scenario. This rule is recommended for maps bigger than the official size. What do you think about these?
  15. Hi everybody! You may not be aware of the campaign @Florentin, @Xaltotun and me are developping based on Conan the Barbarian movie. This project started long ago and I have moved my equipment cards to the new project folder, to centralise everything. There you will find: - Hero sheets. - Enemy tiles. - Paper stand ups for mounted enemies. - Rules for Mounted Combat. - Life tokens and tokens for our first scenario, the Battle of the Mounds! - Brand new map for our first scenario, Battle of the Mounds. - Cards (equipment, spells, Hero level and campaign). And we are working on our first scenario, hopefully we'll have a playable demo version for Christmas! Take a look!
  16. Version 2.2.0

    204 downloads

    All cards needed to play the campaign (more cards will be added as development continues). - New Equipment cards. - New Spells. - Hero Level cards (following the format of the official campaign The Devil in Iron). -Campaign cards (a new category of cards created ad hoc, mainly to simplify special rules).
  17. There are no helmets in the core game, this is an innovation of our own. So, in the core game you can't because there are only armors, but in this scenario it is possible. Conan will wear armor and helmet just like in the movie (and depending on playtesting, Subotai may get one as well).
  18. Spike Trap: first Overlord unit entering this area will spring the trap, suffering damage with no armor applied. Trap token remains in game and any unit or Hero moving into the trap area using movement benefit (spending gems) may fall into the revealed trap. Roll and will fall into the pit (suffering damage as above) if rolling less than 2 symbols. The idea is that if you are walking at normal pace (free movement), you can easily avoid the trap once revealed, but if you are running (spending gems to move further) you may fall. What do you think? I'll use this image for the card,not exactly a pit with stakes but it will do.
  19. Thing is Conan will have the Old Armour and the Horned Helmet defense, meaning he is pretty much bulletproof. Losing the helmet to ignore just 1 point doesn't seem a deal good enough, I fear nobody will do that.
  20. I like that! Let's say 2 life points to make it more appealing. Text would be: "Discard to ignore the loss of 2 life points" Sounds good?
  21. Saw it this morning on my phone, but I couldn't the RAR file there. I've just checked it out now, it's pretty cool! Thanks!
  22. Preview of things to come: One "Spike trap" in the last page will be replaced with a "Pit trap" and two spells in the last page will be replaced with the Level 0 cards.
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