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Florentin

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Everything posted by Florentin

  1. Ok I understand for area 32. I'm agree with you about the changes as much as possible, thus it will be easier !
  2. 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 !
  3. 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!
  4. Hi guys! Find the new updated map ! (new update below)
  5. 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!
  6. https://m.facebook.com/story.php?story_fbid=1531886440262665&id=596063407178311&ref=page_internal The best project of the last 35 years is launched!
  7. For me Subotai took 3 arrows in 67. Shooting on two riders from 22 on the first rider (first arrow). And then shot from borderline 14-22 on the last one (second arrow). Then two new riders appeared ! Then he ran from 14-22 to ....the borderline of 67-14...I think there is a movie problem there ! In fact Subotai went away from the middle of the 14 area towards the 22 area but at the begining of the new scene is set backward at the 67-14 spot! Moreover, Subotai had a last arrow...but I think he lost it or it became invisible...Then he frightened the two last riders with its bow and they fall! For 22-26 it is possible ! Ok for the stake, It will be removed !
  8. 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...
  9. Yes a document is something I would like to have too in order we share the same view !
  10. Thank you very much @Arthadan for this post that allows me to clearly understand your proposition. Ok for the jump rule ! It is fun ! I love it ! But jump maybe cause of trouble: In fact what happens if in the destination area there is no more space ? To make is horse jump is not an easy thing...Should not do a test to allow this for riders ? I find #2 a good compromise and I'm agree with it ! Is your response take into account all the narrow paths showed on the map I add earlier (see below) ? I would like to have your opinion on the different paths possibility we have ! Should we keep all of them ? If so, best solution could be to apply #2 If not, how to avoid misunderstanding and discussions between players for path that are not considered by #2 ? See file in .bmp format in the post with the following picture:
  11. I begin to represent line of sight: Note: line in yellow (not in orange) must be discussed because may be cause of trouble !
  12. A question: Does the principle of "Opportunity attack" exist as an option in the Conan Core game ? If an opponent arrives in your line of sight, is it possible to shoot him! Or if he enters in your area, without attacking you and live it in the same game phase could you strike him?
  13. What about dividing area 32 & 36 in two ?
  14. I remember to have talk about this on the french forum, there are ages (~April 17th 2017). This is in french...do not know if every one can understand what was written (see below PS) so I summarize the conclusion: << Heroes that should not die escape out of the map to avoid to be killed when their hit points are under 0. People that should die are killed at the end of the scenario...the OL read a small text that will tell the story who is going to die & how. >> However, this solution is not the one I would like now. In fact, if Valeria was not killed, she would had certainly participated to the Battle of the mounds... If Rexor and Thorgrim had escaped the battlefield in the BOTM maybe the last fight against Thulsa Doom would not have been as easy as it was. So I think it would be great to try to find a game system that could allow to live new "Conan the barbarian adventures". PS: post April 17th << A cette heure nous nous sommes plutôt focalisés sur l'objectif de revivre des batailles (voir même, mais cela n'engage que moi car je n'en ai pas parlé avec @Arthadan, de les revivre différemment (nouveau sort...etc. Ex.: et si Thulsa Doom se transformait en serpent géant lors de la bataille des tertres ça ferait quoi ...) à la façon des BDs "Star wars Infinities": que ce serait-il passé si Han solo n'avait pas été libéré par Luke dans le retour du Jedi lorsqu'il était captif de Jabba le Hutt...). Il est clair que si l'on recrée un scénario où le village de Conan est attaqué alors qu'il est enfant et que Thulsa Doom se fait tuer lors de l'attaque...il n'y a plus trop de film "Conan le barbare"... Donc nous allons empêcher que ceci se produise sans pour autant réduire la joie des vainqueurs de la partie: ici le camp des héros ! L'idée à ce moment là serait d'avoir des paragraphes de type "pirouettes scénaristiques" qui protégeraient, tel ou tel perso à un moment de la partie pour le préserver pour la suite de la campagne...mais à ce moment là cela pourrait le faire sortir du jeu. De même, un personnage qui devrait mourir mais qui ne le serait pas à la fin de la partie pourrait lui même avoir un destin funeste suite à l'application d'un paragraphe du type "pirouette scénaristique" pour remettre l'histoire sur les rails. Ex.: Quand il y a encore peu, je jouais à "Imperial Assaut" et que Dark Vador devait mourir...en fait on le faisait s'échapper et sortir de la carte...Dark Vador ne meure pas à ce moment là ! Idem pour Han Solo, lui s'évanouissait juste mais cela n'empêchait pas le camp impérial de gagner la partie ! Ainsi, si je reviens à Conan et si je prends l'exemple de la "bataille des tertres" et qu'à la fin des tours de jeu "Rexor" se trouvait toujours vivant mais plus Thorgrim ainsi que quelques soldats , il y aurait peut-être un petit paragraphe à lire à l'ensemble des joueurs de la table. >>
  15. Ok! So I consider in this scenario version that access from 62 to 22 is forbiden consequence of the "cheval de frise" presence.
  16. At present, @Arthadan I'm not certain to well understand the purpose of the low black stones you talk about. My understanding of these stones was that they could be used to allow movement for on foot miniatures while blocking mounted miniatures. For on foot miniatures, an extra gem cost is necessary to climb on the low black stones and go in the nearby area. So for me stone F could not be used by mounted miniatures. Why are you talking about usage by mounted miniatures for stone F ?
  17. Thank you ! Your response rises an other question. Some areas are connected but only by narrow paths! So If I understand your point of view, even if the areas are nearby, a miniature can not reach the other one... I'm afraid that may be a great cause of misunderstanding between players, don't you think ? In fact, if areas are nearby with a clear white borderline (even a dot) , normally a character may go in the other areas...maybe it is going to slide between the stones, i.e: he is going to threw his sword and his shield and sneak between two stones before to pick up its weapons? That could be possible...but maybe an extra gem would be necessary ! The map below indicates all the paths that exist between areas... for a better definition use: Better definition here: Map_BOTM_191117_Paths_and_BlackStones.bmp What are you thinking of this ? Moreover, some areas can not be reach by riders because they have no space to enter in (for example areas between Monoliths). Are you agree with this ? i.e.: area 75.
  18. I saw this post after I worked on the new map! I draw the red movements arrows to show the interest of the stone F. So, move could be realized between: 61 to 14 while avoiding areas 62 & 63. 62 to 63 while avoiding 61. Thus, I think it would be great to keep the stone F as a lower black stone that offers capability to change area for on foot characters. Note: for me 63 to 22 is forbidden consequence of the "cheval de frise". Or, we can imagine that the F black stone is the only way to go from 61 & 62 & 63 to 22 by jumping from it in area 22 ? It could be epic to see Conan to do a such action to protect Yasmina !? But, if so it should be forbidden to go back from area 22 in the three others areas or that means that on foot characters should climb on the "cheval de frise" to reach the F black stone top...But quite dangerous and that would need an additional gem so: 2 gems to use this way... What are you thinking about this ?
  19. Stone D: passage between 46 and 43 seems useless ! In fact, there is already a border between the both areas.
  20. Hi all, do you think it could be interesting to write a battle report as lessons learn of the next playtests we are going to do in the next weeks ? As an example, by game phases, it could be recorded: movements of heroes and OL troopers actions results energy managements problems that would occur (to build, in the future, a FAQ or a tactical book and to justify apparition ) As an option could be recorded: time between actions some pictures could be great (photo or drawings as the picture you already used) to set the heroes at the beginning of the game Maybe we should establish the template of a document to fil during our next playtest to share & identify: strength & weaknesses of the rules, map & tiles and of course best fun actions. What are you thinking about this ? See the new map with indications. Easier for exchanges.
  21. That Sword be broken or not at the end of the BOTM scenario is not very important for me! It was only for fun! But the right question is different! Could we obtain a scenario end that is not exactly the movie one ? i.e.: Valeria wasn't killed at the end of the "caves rescue" mission ! And if so, how to adapt the scenarii in campaign mode to be consistent with the end of previous scenario.
  22. The new map with the update you required @Arthadan. Note: Update from 19/11/17 - 10:52 stone C was darkened!
  23. Thank you ! Moreover, would it be possible to have a document that regroup rules in the download part of the forum ? And so each time it would be updated we would all share the same full version ? It could be in .txt format !
  24. The map could be this ! A new area that I could propose would be one of the stone near the Yasmina's hill (in yellow too). At first sight, I believe that it would be useless but now I think it could be interesting because That could allow to go from 62 <--> 63 & from 61 <--> 14 ! The .jpg file here:
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