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Florentin

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Posts posted by Florentin

  1. 1 minute ago, Arthadan said:

     

    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).

    Ok I understand for area 32.

    I'm agree with you about the changes as much as possible, thus it will be easier !

    • Like 1
  2. 2 hours ago, Arthadan said:

     

    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. 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

    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 !

     

    • Like 1
  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! 

    • Like 2
  4. On 23/11/2017 at 12:29 AM, 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

    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!

  5. On 21/11/2017 at 9:31 AM, Arthadan said:

     

    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? :

     

     

    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! :icon_mad:

    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!:wink:

     

    For 22-26 it is possible ! Ok for the stake, It will be removed !

     

    • Like 1
    • Thanks 1
  6. 7 hours ago, Arthadan said:

    And back to the map...

     

    I have to say it's amazing both in side and quality. @Florentin has made a great job and the progress from the first version is impressive. I must confess I had my doubt about the large areas, but they play out pretty well with the big cavalry bases.

     

    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. .

     

    I've discovered during playtesting is we have a small issue with the wall of sand (areas 27, 82, 83).  Horses cannot run on top of it, area 81 is never used and the small unumbered area to the right of area 83 is so small not even a dismounted miniature can fit in there.  I guess heroes could use it to hide behind it (same as within the monolith field), but for that we would need a much thinner wall with bigger areas behind it (on its right side). Going back to an old idea, it could be something like this:

     

    map2.thumb.jpg.5e93ac1bf8a4a2c59c410998c3a096b4.jpg

     

    This way heroes can hide between Princess Hill and the top segment ofthe wall and behind the long vertical section. Doesn't really matters it it has this shape or the current one, I'm using this image to illustrate my suggestion about a thinner wall with space to it's right for heroes to hide.

     

    Thoughts on this?

     

     

    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...

     

  7. 7 minutes ago, Xaltotun said:

     

    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.

    Yes a document is something I would like to have too in order we share the same view !

    • Like 2
  8. 19 minutes ago, Arthadan said:

     

    In the oficial maps, all conected areas have a common border line long enough to allow the crossing of a miniature base (that is, the miniature base fits in the initial area, the common border and the final area). 

     

    Regarding stones, all stones but F can be crossed only by miniatures on foot because no mounted miniature base will fit on them because they are between other stones. 

    Now, stone F is between  empty flat areas and we could place a mounted miniature base on it without any space issue. What I mean is if it's a low stone and we have room to place a horse base over it, then horses should be able to jump over it. 

     

    I suggest this rule for black stones: 

    Any miniature can jump over a black stone as long as its base can move over it, paying 1 extra movement point, or without any extra cost if the miniature has the Jump skill.

     

    What do you think?

     

     

    Then, we have some areas conected by a border line so narrow that not even a dismounted miniature base would fit:

     

    55<-->18

    38<-->40

    Stone B <-->37

    Stone F <-->14

     

    I'm afraid this would cause confusion among players, but I've thought about some solutions that may fix this:

     

    #1 Easy solution: if base does not fit on the common border line , no crossing allowed.

    #2 Solution (I bet you'd like it best): only characters on foot with the Feline Grace skill can cross between those areas paying one extra movement point. 

    Second one makes sense because big guys (think of Baal Pteor for example) wouldn't be able to cross the narrow gap, but nimble fighters would be able to do it.

     

    Everybody agrees on solution #2?

     

    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:

    5a120c7e05618_Map_191117_MovBS.thumb.jpg.fc12514d8462215b03ad6d343a872138.jpg

     

     

  9. 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?
  10. 4 hours ago, Vincent255 said:

     

    Well I know that in the Novelisation, the Sword Rexor Wielded (the one that was made by Conan's Father) did remain intact, and Conan reclaimed it upon killing him.  

     

    For Valeria, I think what you're describing is indicative of Gameplay/Story Segregation.  So I'm not all that sure how it could be adapted into the Game.  

    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 :w00t:...) 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.

    >>

  11. 1 hour ago, Arthadan said:

    Thing is black stones represent low stones in narrow spaces. That's the reason why only miniatures on foot can move through them.

     

    But in the case of stone F is between two open spaces (62 and 63), so there is plenty of room for a horse to jump over it.

     

    So, should we complicate things a bit and make F usable by mounted and on foot miniatures or keep it easier and leave F as a normal stone so all black stones are only for miniatures on foot?

    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 ?

  12. 5 hours ago, Arthadan said:

     

    there is a border but it's so narrow no miniature base can pass through it. I think we should kepp it.

    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:

    5a11ba8438697_Map_191117_MovBS.thumb.jpg.a1a0dde964e97e3243dcba81179e4429.jpg

    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.

  13. 12 hours ago, Arthadan said:

     

    I think that one doesn't need to be changed. There are gaps wide enough to be understable a character on foot can move from 61<-->62 <-->14 and 61<-->63<-->22.

    I suggest changing just the previous ones (A to E).

    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 ?

    Map_BOTM_191117_wth_arrows.thumb.jpg.7d40d4caa5715bef462447ea84fcd674.jpg

     

  14. 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.

    Map_BOTM_191117_wth_arrows.thumb.jpg.6b976bd67cf97a43339da37b99da5ff8.jpg

     

     

    • Like 1
  15. 1 hour ago, Arthadan said:

    I kind of like a final duel between Conan and Thulsa Doom with the broken sword, just like the movie. @Xaltotun what do you think?

    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.

    • Like 2
  16. 48 minutes ago, Arthadan said:

     

    Thing is it's nearly impossible to kill Thorgrim and Rexor. To begin with they are in the last positions of the River, so they arrive late to the fight (just like in the movie) and heroes are a bit beaten up by then. Also, keep in mind Thulsa Doom will never appear before turn 6 so heroes will have a good chance of protecting/recovering the Princess even after killing the "sacrified" OL character.

     

    Besides, if we follow your suggestion,  heroes will  try not to kill both, Thorgrim and Rexor, so Thulsa Doom will never appear and OL's victory conditions change for the worse.

     

    Anyway, further playtesting will give us the answer. 

     

     

    I kind of like a final duel between Conan and Thulsa Doom with the broken sword, just like the movie. @Xaltotun what do you think?

     

     

    Thanks! 

    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 !

    • Like 2
  17. 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

    Map1_yellow.thumb.jpg.18112b03a0b3e039572f57c1775b96d7.jpg5a10b9e9e9ba9_Anotheryellowstone.jpg.ebe4966f7338e70271967c828a436c5a.jpg

    That could allow to go from 62 <--> 63 & from 61 <--> 14 !

     

    The .jpg file here:

    5a10bb075c38c_MapBOTM181117areascirclesyellow.thumb.jpg.a057446910ec758a30f2fdd1188f85f4.jpg

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