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Xaltotun

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Everything posted by Xaltotun

  1. Everything is ready, but the game was delayed. I'll play by this weekend with 2 friends of mine, who played the official campaign already.
  2. Yes, I'll do it. 😉 Then I'll let you know!
  3. Sure, I know. But what's the point in attacking them directly, if you can attract them outside their best position capturing the princess first? This is could be a solution, but I'm not sure it can change the point: if I was the OL: I'd sacrifice some unit, to let the other move as fast as they can to the princess. If the OL hold her, then he'll be the defender and the heroes will be forced to go out their best areas and attack. My my idea is more simple: -Kill the heroes. -If Rexor and Thorgrim died then kill the princess (but the scenario will end in a kind of draw, or give the OL less victory points...) Not to sure it's the best solution, obviously. Personally I like more the original idea, but I really fear it can't work properly. This is something I began to think since I started my small tests at the table...
  4. I think that the OL objectives could generate some problems. If 'the Princess must be captured and taken outside the board bu the zone with the reinforcement token' the OL could eventually decide to sacrificste some figure in traps and engaging the heroes to move as fast as he can to the princess, ignoring the monolith field. Surely, the river system could slow him but, once he got her, the heroes will be oblied to play an offensive battle against overwhelming forces with high value of armour. I think in this way victory will be quite difficult for the heroes, maybe too difficult. Ithink that the primary object for OL could be to kill Conan and Subotai.
  5. Yes, please. Thank yery very much!
  6. A small request to @Florentin. Could you upload the last version of the map, please? I could print it again tomorrow, since I had printed it double sized the first one I'm using now. Thank you!
  7. @Florentin Thanks for your patience! Great work, as always! Thank you!
  8. 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) OR 2 (one bigger 80)
  9. Hoping to prevent from a further modification, I think it's better if we decide now about areas 25 and 80 near the Altar hill. It's not a secondary matter: remember that mounted troops have more movement do go up and down the hill. I think that a change in 25 is necessary (too quick to move around and up the hill from and to 25) Please, consider the changes in green: Regarding area 80 the question may be: is this small area useful someway? Two solutions: A B
  10. Here's a bigger version. Let me know what you think about. Cheers!
  11. If I'm not wrong, is it this what you mean? 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.
  12. I wasn't sure about the answer to your first question... luckly @Florentin gave the best one! THanks! I think that moving from 22 to 26 should be possible.
  13. 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!
  14. New Tokens/counter sheets uploaded in the download section As you can see, I kept the life potions and added one, and made 5 decoys instead of 3. That's because I had free spaces and I think it's better to have a bit more material for the tests than less. I hope it's ok for you.
  15. New version of the Tiles uploaded in the download section Tokens are on the way.
  16. Send me the hq image, please. Thanks!
  17. Good observations, @Florentin!
  18. I agree with solution 2: it makes more sense, I guess (I can't imagine a horse jumping over a slippery stone); all the miniatures have too large bases compared to their bodies. By the way, I just made some small tests about movements and similar; it'd be easier for me if there was a pdf with official rules available. At least we could start sharing it by email between us. It would be very helpful.
  19. I think I'm having problems in understanding too. sorry
  20. I will make my tests next week. Then I'll tell you.
  21. My suggest is to create the skill as general as possible, so that it can be applied to all minis, but specify the special use of it in this scenario, inside the rules. So we everyone can use this skill in other homemade scenarios. I think this is the game spirit: few general rules, and every scenario has his own particular ones / exceptions.
  22. Since I printed it, I've examinated the map - as you know I'm starting to become maniac of it! - ...this is the result of my first rough tests. Now the really last thing I want your attention for is the connection between 13 and 14: Is it possible to move from 13 to 14 and back? If so a bit of confusion could be generated, since there are many stakes and it seems there's a strange micro triangle area. I imagined 2 different solutions: 1) changing the border between 13 and 14 2) deleting one stake (I made it roughly and I'm sure @Florentin will do it better): Not sure and not really convinced... do you also see it as a problem? In case, any other solution?
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