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View Full Version : The Siege of Dulhammer Crag - Custom Campaign - FINISHED!


Velenne
July 31st, 2006, 10:22 AM
This Heroscape scenario is actually a 7-part campaign designed to truly test the competitive strategist. This form will cover the special rules beyond those included in the latest Heroscape rulebooks. Maps in this campaign typically use two “Rise of the Valkyrie” Master Sets and two of every kind of expansion set. However, in many cases you should be able to modify the builds slightly if you have fewer sets. You will certainly need at least two “Fortress of the Archkyrie” sets to build many of these maps. It is critical that each player reads and understands the special scenario rules of each map before beginning the campaign!

“The Siege of Dulhammer Crag” pits two players against one another over seven maps. One player will be the Attacker for the duration of the campaign, and the other will play the role of either the Dulhammer Outriders or the Dulhammer Defenders. The Attacker’s ultimate goal is to eliminate the Defender’s “Monarch” character, chosen before the game starts, and thus take the crown and rule the Crag. The Defender, naturally, is resisting this attempt.

Campaign Victory Conditions

Attacker: Destroy the Monarch.

Defender: Successfully eliminate the Attacker’s army on any map. (Note: The “Barracks” scenario is an exception to this.)


Setting Up
Once it has been determined which role each player will take, it’s time to draft armies. Each player will draft an army from a single Valkyrie general except for Vydar, the mercenary, from whom either player may freely draft. Players are encouraged to use the accompanied sheets to track their armies. Sudema and Jotun may not be drafted by either player because they play specific story roles in the campaign.

Defenders: Defenders draft first. Select your “Monarch”. This may be any Unique Hero from among your chosen general’s army. Next, select an army for each scenario in the campaign. Common units may be duplicated throughout any number of scenarios, but Unique units may only be chosen to participate in a scenario once. You may not carry them over because the outcome of a scenario will be such that either your army has been eliminated, or you have succeeded in fending off the Attackers and won the campaign! The drafting requirements for each scenario are as follows:

Approach: 400 points

The Gate: 400 points.

The Courtyard: 400 points initially, then 300 points of reinforcements.

The Dungeon: None, your army is preselected.

The Barracks: 400 points of squads only.

The Furnace: None, your army is preselected.

The Throne Room: The Monarch and 200 points.

Attackers: Thanks to careful planning and cunning spies, the Attackers are armed with foreknowledge of what they will be facing and when, thus drafting second. Select a 1400-point army.


Campaign Rules
Non-combatant Support Units: The Attackers are assumed to have brought along clerics, mechanics, healers or herbalists (depending on the situation) who can potentially revive destroyed figures between scenarios. After each scenario, roll a d20 for each destroyed figure. If you roll 15 or higher, that figure is returned to your army. Otherwise, it is permanently removed from the campaign. Heroes with more than one Life return with only half of their normal total, rounded down.

Tundra: All snow tiles are played as Heavy Snow and ice tiles played as Slippery Ice.

Order of Play: Starting with the “Approach” scenario, play continues from one scenario to the next only if the Attackers are successful in at least their primary victory condition. The campaign continues with “The Gate”, followed by “The Courtyard”. From here, the Attackers have 3 options: send a small contingent into “The Barracks” to slay weary Defenders in their beds, search out “The Dungeon” for helpful artifacts and a back door to the final scenario, or go directly to “The Furnace” which leads to the “The Throne Room”. The Attackers may do these scenarios in any order, or proceed directly from “The Furnace” to “The Throne Room” without doing the other options at all! Note that “The Courtyard” scenario need only be played once no matter which direction the Attackers choose to go. Once past Jotun and his fiery bridge, the Attackers finish in “The Throne Room”. The Rulebook download contains a simple reference chart for this.

The Scenarios:
1.) Approach (http://www.heroscapers.com/community/downloads.php?do=file&id=321): A steadily rising map in which defender outriders begin with the high ground. Attacker must reach the opposite end of the map with all his units or destroy the outriders in order to move on.

2.) The Gate (http://www.heroscapers.com/community/downloads.php?do=file&id=322): Attackers continue to climb the Crag up to the gate. Once the doors are down, play moves on to the next map. (Requires castle expansion)

3.) The Courtyard (http://www.heroscapers.com/community/downloads.php?do=file&id=323): A square map with a central building. Armies vie for control of the courtyard with several exits from this map into the various areas of the castle. (Requires castle expansion)

4.) The Dungeon (http://www.heroscapers.com/community/downloads.php?do=file&id=324): Lava rock and narrow walkways characterize this map. Attackers can release prisoners to add to their ranks and find a hidden cache of permanent glyphs, but should beware of the gaolers which roam the halls.

5.) The Barracks (http://www.heroscapers.com/community/downloads.php?do=file&id=325): A large rectangular chamber housing the remnants of the castle's defenders. Taking this map will reduce the number of king's guard in the final map. (See page 2.)

6.) The Furnace (http://www.heroscapers.com/community/downloads.php?do=file&id=326): Jotun stands guard over a fiery moat which leads to the King's throne room. Only the giant and a narrow bridge stand in the way between the attackers and the monarch. (See page 2.)

7.) The Throne Room (http://www.heroscapers.com/community/downloads.php?do=file&id=327): The defender choose a Monarch (hero) who reigns with his/her elite guard from this room. The attacker summons his remaining force in a winner-take-all battle royale! (See page 2.)

Download the full Rulebook which contains a flow chart and helpful army tracking sheets here (http://www.heroscapers.com/community/downloads.php?do=file&id=320).

Download a zip containing all 7 PDF's and the Rulebook here (http://www.heroscapers.com/community/downloads.php?do=file&id=319).

HAVE FUN!
P.S. - I aware of prolific misspellings of the word "Siege". I before E except after C seems to have slipped my mind at several points. I hope you'll forgive me. ;)

MJtheHexer
July 31st, 2006, 02:04 PM
Sounds great Velenne. I'm looking forward to it... and to getting castles and more ice.

teekay
July 31st, 2006, 06:56 PM
Since I really like making maps, but havn't updated anything in awhile, I thought I'd challenge myself with a campaign.
Wow. I had been think of doing that very same thing, but due to my job I had to keep putting it off.

I was thinking along the same lines where you would have a starting map. If Player 1 wins go to "A" map/scenario. If Player 2 wins go to map/scenario "B" and repeat for about 4 or 5 stages, telling a cohesive story along the way.

For example; one map would be a somewhat narrow map with high walls on either side. Player 1 is armed with 3 "explosive charges" (the black turn markers that aren't being used if you have multiple Master Sets) with the goal of getting two of the three to a Glyph of Brandar which are located one on either wall.

The story being that Player 1 has 12 turns to complete the mission by blowing up both sides of the pass to create an avalanche and sealing the pass otherwise Player 2's overwhelming (non-playable) army will soon overtake the area.

If Player 1 succeeds the mission, game play moves to map 2 with the advantage going to Player 1. If Player 2 manages to keep the pass open by stopping Player 1, the game moves to map 3 with the advantage to Player 2.

Something along those lines.

Anyways, good luck with the project. I look forward to see it!

Teekay

Velenne
August 16th, 2006, 01:55 PM
The Siege of Dulhammer Crag (http://www.heroscapers.com/community/downloads.php?do=file&id=321)

Approach...

It took days to position your army up the lee of Mount Dulhammer, camping in caves during the day and moving by night. It took a week to clear an entry to a forgotten crevasse that will grant you
access to the Crag itself. But now the Fates have intervened and a wandering band of outriders have spotted you! Ascend the slopes quickly or the element of surprise, all you have worked for, will be lost!

Build notes: This map uses 2 Master sets, 2 TT's, and 2 RttFF's worth of tiles and objects. However, the 2 large glaciers and 2 large trees are easily replacable, lowering the number of necessary terrain expansions to 1 each. You shouldn't have any problem making minor adjustments to allot for your particular investment.

Glyphs Used: None.

Setup: Attackers must field their entire army (or as much as room allows) in the Red starting zone. Dulhammer Outriders deploy a 400 point army on any snow or ice tile.

Special Rules: For the first round of play, Attackers automatically win initiative. After the first round, roll initiative normally.

Victory Conditions:
Attackers - Move your entire army onto the snow or ice tiles, or eliminate all opponents.
Dulhammer Outriders - Destroy at least 600 points worth of units to demoralize the Attackers during the ensuing Seige map.

Special Victory Conditions:
Attackers - Eliminate all opponents before the end of the sixth round in order to retain surprise in the ensuing Seige map.
Dulhammer Outriders - Survive at least 6 rounds.

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Approach_-_Overview.jpg

Rear View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Approach_-_Rear_View.jpg

Velenne
August 16th, 2006, 04:08 PM
The Siege of Dulhammer Crag

The Gate...

Dawn. The sunrise illuminates the ominous gates of Dulhammer Crag before you, casting you in sillouette to any defenders on the battlements and masking your approach in long shadows. Do you attempt to worm through the sally port or take the doors head-on? Either way, controlling the walls is the next step toward glory.

Build notes: This map uses 2 Master sets, 2 Castle set's, and 2 TT's worth of tiles and objects. Since I've never used the castles before, I'm not sure if I've built them correctly in VS. You get the idea though...

Build notes: This map uses 2 Master sets, 2 Castle set's, and 2 TT's worth of tiles and objects. You get the idea though...

Glyphs Used: 1 Glyph of Rannveig (Wind)

Setup: Attackers field a 600 point army in the Red starting zone. Dulhammer Defenders deploy a 400 point army anywhere on or within the castle walls.

Special Rules:
- If the Attackers completed their secondary victory condtion from Approach, the Sally Port is open as indicated in the default map. If not, fill in this space with a
normal wall and battlements.
- If the Outriders completed their secondary victory condition from Approach, no reinforcements (see below) are forthcoming for the Attackers.
- Reinforcements - Before order markers are placed at the start of the 5th round, another 300 points from the Attackers army may be deployed in the Red
starting zone.
- This map uses heavy snow and slippery ice.

Victory Conditions:
Attackers - Both gates must be open and you must have at least one unit within the inner walls, or eliminate all opponents.
Dulhammer Defenders- Destroy all opponents.

Special Victory Conditions:
Attackers - Complete your primary victory condition before the end of the fifth round in order to retain surprise in the ensuing Courtyard map.
Dulhammer Defenders - Survive at least 5 rounds.

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Gate_-_Overview.jpg

Sally Port
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Gate_-_Sally_Port.jpg

Battlement View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Gate_-_Battlement_View.jpg

LilNewbie
August 16th, 2006, 05:13 PM
Awesome maps and scenarios, Velenne!

Newb.

Velenne
August 16th, 2006, 07:02 PM
The Siege of Dulhammer Crag

The Courtyard...

Within the towering walls of the Crag, your army presses through a gap into a lifeless yard dominated by a imposing structure. Two doors beckon your curiosity but no sooner do you contemplate a decision than Dulhammers' Defenders are roused to action. You have moments to decide, what do you do?

Build notes: This map uses 2 Master sets, 2 Castle set's, 1 TT and a few lava tiles.
Glyphs Used: Glyph of Kelda (Healing), Glyph of Brandar (Artifact), Any 3 decoy glyphs.
Setup: Attackers begin with 250 point army in the Red starting zone. Dulhammer Defenders deploy a 400 point army in the blue starting zone.

Special Rules:
- If the Attackers completed their secondary victory condtion from Seige, they may deploy a ranged squad or hero from their army in the green starting zone.
The Red and Blue doors are open.
- If the Defenders completed their secondary victory condition from Seige, they may deploy a ranged squad or hero from their army in the green starting zone.
The Red and Blue doors are closed.
- Reinforcements - At the beginning of each round, after order markers are placed, the Attackers may deploy any 4 small, medium, or large figures in the Red starting zone, OR 1 Huge figure until their full army has been deployed. Before order markers are placed at the start of the 5th round, another 300 points fromthe Defender's army may be deployed in the Blue starting zone.
- The Molten Lava and Water tiles are only used for demarkation on this map. Normal rules for these tiles do not apply.
- Use Heavy Snow and Slippery Ice rules for this scenario.
- Exits - There are three exits to this map: the Red Door, the Blue Door, and the Glyph of Brandar which marks the location of trap door to the Castle Barracks.
The Red Door leads to the Dungeon. The Blue Door leads to the Furnace and on to the Throne Room.

Victory Conditions:
Attackers - Destroy all opponents. Once all opponents are destroyed, even if it's not the 5th round, victory is attained. Then decide which exit you wish to use in order to determine the next map.
Dulhammer Defenders- Destroy all opponents.
Special Victory Conditions:
Attackers - The Kelda glyph and 3 decoys are placed face-down on deployed Defender army cards. Not even the defender may know which is which. When that unit is destroyed, reveal the glyph to the Attacker. All glyphs besides Kelda are useless junk. The Glyph of Kelda is a re-usable healing device. Once activated, place it on a Hero's army card, face up. On the Hero's turn, turn the glyph face down and remove all wound markers on this army card. Alternatively, if it is not the Hero's turn, you may turn the glyph face down to negate a single incoming normal attack on the Hero. Once turned face down the glyph cannot be used again until the next map.
Dulhammer Defenders - Close the Red and Blue Doors, if necessary, by moving a Hero adjacent to hinge-side of the door. These doors lock automatically.

Defender's View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Courtyard_-_Defending_View.jpg

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Courtyard_-_Overview.jpg

View From the Road
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Courtyard_-_Road.jpg

reapersaurus
August 16th, 2006, 07:08 PM
These look amazing, Velenne. :thumbsup:

This shows a lot of promise to the Castle components.

I'm hopeful that people can make more than just 1-sided defender vs attacker scenarios with the castle.

Velenne
August 16th, 2006, 08:45 PM
Thanks for all the positive feedback! This is really fun to do for me.

Reaper: I think it just depends on how many castles you have. I'm making these with 2 and it's really not all that many. I used just about everything for Gates. :oops:

Velenne
August 16th, 2006, 11:40 PM
The Siege of Dulhammer Crag

The Dungeon...

Your Commanders decend into a dank, sulphurous haze. The heat of the Crag's inner volcano is intense here, though the true core is still deep below. The cries of the beleagered souls of this place reach your ears and threaten your resolve. How long can you stand this place? How long can you survive its traps?

Build notes: This map uses 2 Master sets, 1 Castle set, and 1 VW. Don't be fooled by its simple design. There are a lot of happenings here...

Glyphs Used: Astrid (Attack), Gerda (Defense), Valda (Move), Sturla x2 (Revive). Defenders may not utilize these glyphs. See below.

Setup: Attackers field all their remaining heroes in the Red starting zone. Dulhammer Defenders deploy a force of 2 squads of Obsidian Guards and Brunak anywhere on the map that is not initially within line of sight of the Attackers, on a glyph, or on one of the 7-hex rock tiles.

Special Rules:
- Gaol Cells: The 7-hex Rock tiles house the dungeon's permanent residents, enemies of the Crag locked away and forgotten. Cells can be opened by moving an Attacker's unit to the Wall Base and declaring your intention to open the cell. This ends that unit's movement for the turn and removes the wall base from the map. At this point, roll a d20 and consult the following table:
1-5: The cell is empty.
6-10: TRAP! Roll 3 attack dice against the figure that opened this door. Defend normally. If the defender has the Tricky personality, roll 1 extra defense dice. The cell's former inhabitants long ago succumbed to this deadly trap.
11-15: You have discovered an ally you thought returned to Valhalla in a previous battle. Put any destroyed hero from your army back on the map adjacent to the figure that opened this door and add that unit's army card to your current army. If the Attacker has no more dead heroes, this room is empty.
16-19: A figure emerges from the rear wall and locks gazes with you. You feel your skin crawl and a freezing sensation work its way up your spine. Sudema stands in this room and has locked you a contest of wills. Roll a d20. Your opponent rolls a d20 for Sudema. If you roll higher, Sudema joins your side. If not, your hero is slain and Sudema crumbles into dust. If your hero has the Valiant or Disciplined personality, add 3 to your roll. Once you have gone through this test, further rolls of 16-19 result in empty cells.
20: You discover a secret door to the Throne Room! You may exit the map at any time through this room and continue directly to the final scenario!
- The Gallery: The Crag's most valuable treasures are locked away in this room, protected by fire and elementals long ago summoned from the volcano's core. The large room housing the five glyphs constitutes the Gallery. An Attacker's hero may step onto one of these glyphs and place it on his army card, ending his turn but gaining the glyph's benefit until the end of the campagin. If the Hero is slain, the glyph is lost.
---- The Glyphs of Sterla each permenantly add 1 to the Hero's hit point total.
- Exits - You may exit the Dungeon at any time through the Castle Door, but once you leave, you may not return.

Victory Conditions:
Attackers - Explore the map, leave at your leisure.
Dulhammer Defenders- Destroy all opponents.
Special Victory Conditions: None.

Gallery
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Dungeon_-_Gallery.jpg

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Dungeon_-_Overview.jpg

Side
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Dungeon_-_Side_View.jpg

Velenne
August 16th, 2006, 11:47 PM
The Siege of Dulhammer Crag

The Barracks...

Down a trap door to a dank room reeking of urine, sweat, and blood. It appears that not all of the Crag's defenders are as sharp as the spire whose shadow they currently rest beneath. A proper assault of this room could prove advantageous.

Build notes: This map uses 2 Master sets, 1 Castle set, and 1 RttFF.

Glyphs Used: None.

Setup: Attackers draft a 400 point army from their remaining forces and begin with units on their respective army cards. Dulhammer Defenders deploy 400 points worth of squads in the Blue Area.

Special Rules:
- Stealthy Entry: Attackers enter the map via the Red Starting space. When taking your first turn with a unit, the Red Starting space counts as your first space for movement. Units not yet on the map cannot interact in any way with characters who are. Attackers automatically win the first round's initiative.
- Sleeping on the Job: Dulhammer's Defender's suffer from a lack of discipline. These units are last to rouse to the call for defense and as such, the Defender may initially only use 1 Order Marker. In the second round, he is permitted 2 Order Markers. Finally, in the 3rd round he may use all Order Markers as normal.

Victory Conditions:
Destroy All Opponents

Special Victory Conditions:
Attackers: Assaulting the Barracks helps to ensure that the Monarch is left nigh-defenseless in a later scenario.
Dulnathan Defenders: A Victory for the Defenders here ensures that the Monarch is defended in the Throne Room. Add any remaining units from this map to the Defender's army total in the Throne Room scenario, even if this map is not played.

Long View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Barracks_-_Long_View.jpg

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Barracks_-_Overview.jpg

Side View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Barracks_-_Side_View.jpg

Velenne
August 17th, 2006, 10:47 AM
The Siege of Dulhammer Crag

The Furnace

As the great doors to this area give way, a searing wind blasts through the opening, abating as the portal spreads wider. The Furnace is a cavern lit in bright red by the molten lava that splits it. A sturdy stone bridge arcs over the pyroclastic flow but the lava is no longer your concern. A enormous head has crested the top of the bridge, obscured by the waves of heat, but unmistakable. The great giant Jotun's shoulders and chest continue to rise over the span. His massive club lifts and he beckons you with a rotten-toothed grin. Only one obstacle remains between you and your throne...and what an obstacle he is.

Build notes: This map uses 2 Master sets, 2 VW's, 2 castles, and 2 RttFF's worth of tiles and objects. However, the 2 doors are mostly for aesthetics and the roads can be replaced with rock if you're short on tiles. You shouldn't have any problem making minor adjustments to allot for your particular investment. Be creative. :)

Glyphs Used: None.

Setup: Attackers field a 400 point army in the Red starting zone which must consist of at least 1 Hero. Dulhammer Outriders control Jotun who begins in the Blue starting zone.

Special Rules:
A Hasty Exit - If they can manage it, the Attackers can escape Jotun's club by entering the far door from their starting zone. Stepping a unit under the door's frame removes it from the map.
Dragmar's Bounty - Jotun carries the decapitated, hexed head of Dragmar in his belt pouch. While Jotun is alive, he recieves +8 to all Initiative rolls. Slaying the giant frees Dragmar's spirit and grants the unit that slayed Jotun a permanent Glyph of Dragmar. Place this Glyph on the unit's army card. As long as the unit lives and is in play, the Attacker's army gains the benefit.

Victory Conditions:
Attackers - Kill Jotun, or escape through the far door.
Dulhammer Defenders - Destroy all opponents.

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Furnace_-_Overview.jpg

View from Entrance
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Furnace_-_Looking_Out.jpg

Bridge
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Furnace_-_Bridge.jpg

Velenne
August 17th, 2006, 02:45 PM
The Siege of Dulhammer Crag

Throne Room

At long last the gilded doors admit you to a room basked in wealth and power. The Monarch's gaudy display simultaneously sickens and inspires you. A long, red carpet leads to a central dias flanked by pillars and the Monarch's elite guard. Your prize is before you, will you seize it?

Build notes: This map uses 2 Master sets, 2 castles, 1 RttFF, and 2 VW's worth of tiles and objects.

Glyphs Used: None.

Setup: Attackers field a 450 point army in the Red Starting zone. Dulhammer Defenders field 200 point army in the Blue Starting Zone and place their Monarch in the Green Starting zone. Any remaining defenders from the Barracks scenario deploy in the Yellow Starting zone.

Special Rules:
Dulhammer Crag's Throne of Immortality - If the Monarch resides in the Green starting zone at the end of the current round, remove 1 wound marker from the Monarch to a minimum of zero wound markers.
Molten Lava and Water Tiles - These tiles are purely for decoration and do not serve their normal function for this scenario.

Victory Conditions:
Attackers - Slay the Monarch
Dulhammer Defenders - Defend your Monarch all costs! Destroy all opponents.

Overview
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Throne_-_Overview.jpg

Dais View
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Throne_-_Dais_View.jpg

Red Carpet
http://www.heroscapers.com/oldgallery/albums/userpics/10024/Seige_-_Throne_-_Red_Carpet.jpg

Teamski
August 17th, 2006, 09:09 PM
OK, I gotta ask....What program are you using for the visuals??

-Ski

netherspirit
August 17th, 2006, 09:12 PM
Looks like VirtualScape.

Edit - Yep, definately VirualScape
http://www.heroscapers.com/community/showthread.php?t=1145&start=0

Velenne
August 17th, 2006, 11:28 PM
That's correct; it's VirtualScape.

LilNewbie
August 18th, 2006, 12:06 AM
Again, nice maps and scenarios.

Newb.

Velenne
August 25th, 2006, 08:23 AM
Over 80 downloads but no feedback!??? :( :( :(

Before I can claim this as 100% finished, I would definately value some constructive criticism.

HuckmanT
September 9th, 2006, 12:34 AM
We're getting ready to start the campaign tomorrow. I will take notes and give you feedback, but you will need to wait a little bit longer. Thanks for what looks like an awesome experience!

Velenne
September 9th, 2006, 01:34 AM
I'm glad I caught this before I hit the hay.

I've played the 1st half of the campaign twice now. The first time the Attacker's got wiped out quickly by poor strategy decisions. This time they're doing, much better, but here's what I've learned so far.

Planning:

The great thing about a campaign is that you can't just throw all your heavy hitters into every map. The attackers losing Charos on Approach was a huge blow.

The healing power-up in Courtyard shouldn't necessarily go on your most powerful hero.

If you don't know what's coming in the next few maps, you're at a huge disadvantage. Both players should have looked over the campaign.

Secondary Goals:

-are huge!! It's almost worth your while to sacrifice a few more points for them.

Modifications:

Attackers may need 1600 points.

It may be necessary to allow the Attacker's their full army for the Gate scenario.

Other than avoiding the Defender's reinforcements, the Attacker has no incentive to stick around long enough to defeat the full complement of Defenders during Courtyard. Once a door is open, he can take it and automatically finish the map. I need to fix this.

HuckmanT
September 9th, 2006, 02:45 PM
Velenne-

Wow, thanks! We're just about ready to start the campaign (in about an hour), and I will go over your thoughts with my opponent. We have both read through the campaign carefully, but I have a few questions:

1) I am the attacker... should I propose a 1400-point army instead of 1200? I'm going with Jandar/Vydar by the way.

2) Does the defender need to select their armies for all scenarios before the whole campaign begins, or before each individual scenario. Same question for the Monarch character.

3) Any suggestions for a quick fix to the Courtyard scenario? We're gonna try this one today as well since we'll have time to go through quite a few.

Thanks and I hope you read this soon!

Velenne
September 9th, 2006, 05:01 PM
1 - 1400 sounds like a good compromise.

2 - Select all the Defender's armies up front. Common squads can be used across any number of maps but Uniques must be drafted and counted seperately. If the Defender loses Braxas on Approach, he may not use him again.

3 - Instead of having the Glyph of Kelda conveniently outside of the Attacker's starting zone, you might conceal it upside-down on one of your army cards. You could then put other glyphs upside-down as decoys. When the Attacker slays all the units on that card, he can turn over the glyph and see if it's the Healing glyph. As play continues, he may find himself forced to scurry off and run before getting it.

Good luck! I'm very interested in your feedback!

HuckmanT
September 10th, 2006, 12:41 AM
Velenne-

First of all, fantastic job on these scenarios. The VirtualScape files are easy to build and went off without (many) problem(s). We played through the first three scenarios, and wrote comments as we went which I will share with you now. This might take a while, so please feel free to comment back to me at my email address (huckmanTatcomcastdotnet) instead of here on this fourm.

General Comments (positive):

- Very well balanced at Attackers with 1400-points and selecting from a single General (with Vydar support). I chose a Jandar army at 1385 points and the scenarios were all fun and VERY close.

- Interesting maps with well thought out distances and height placements. This was true for all 3 maps (Approach, Gate, Courtyard)

- Alternate Victory Conditions are a neat touch and really drove the action forward. I like playing on a clock, especially when it's not for "win or lose" but rather for "bonus or no bonus".

General Questions/Comments:

- It needs to made more clear that the Defender must choose ALL of his armies before playing, with common duplicates allowed.

- Must the Defender choose all armies from a single General? Without repeating Uniques, that really limits the selection to Jandar and Utgar in order to get variety over 7 different scenarios. We played it with the Defender selecting his troops before each individual scenario, all within a single General (Vydar as booster OK), and that worked pretty well.
Defender's Armies were:
Approach: (Jandar)
- 2 x Dzu-Teh (tough on this map)
- 2 x Omicron Snipers
- 1 x Tarn Viking Warrior

Gate: (Ullar)
- 2 x Anubian Archers
- 1 x Syvarris
- 1 x Deadeye Dan
- 2 x Warriors of Ashara

Courtyard: (Vydar)
- 2 x Gorillinators
- 1 x Nakita Agents
- 1 x Microcorp Agents (placed in the sniper roosts)

- On all scenarios, you describe the snow and ice rules, but you don't mention them for the Approach (which is mostly snow/ice). Also, you list "light snow", but give the rules for "heavy snow" on all scenarios. If it costs 2 Move Points per snow hex, that's Heavy Snow, not Light Snow.

Scenario-Specific Questions/Comments:

- The Approach was interesting and extremely well balanced. Even with the Defending Dzu-Teh, the attackers were able to meet their Special Victory Condition. Most excitingly, it happened on the last order marker of the 4th turn, and came down to one die roll. (Nilfheim on the raised central rock platform with Raelin backup is very dangerous)

- The attackers didn't end up using the Sally Port on the Gate scenario even though they earned it. In discussing the layout of this one, it seemed too long of a trek across dangerous ice to make it worthwhile. Perhaps the Sally Port could be a bit closer to the front? Maybe with some Vipers it could be useful, but otherwise nope. Maybe it's fine as is, but I didn't feel tempted and I don't think many other Attackers will either.

- We used the rules as written for the Gate scenario, and it was actually a decided victory for the attackers. The Attackers busted down the front door with Major Q9 after "softening up" the elves on the front wall. We don't think that the squad values need to be adjusted for this scenario. By the way, a good attacking squad for this one is:
1 x Raelin
1 x Kelda
1 x Major Q9
1 x Thorgrim
1 x Sir Denrick
with Nilfheim and Gladiatrons bringing up the reinforcements. The attackers did roll well, but they took the Gate with only the loss of Thorgrim on Turn 6.

- Even with the Attackers succeeding overwhelmingly, the Special Victory Condition of Turn 4 seems nearly impossible without the defenders just opening the door and saying "come on in!". We think that Turn 5 would be more fair. The attackers didn't even try to rush this one since it seemed pretty unlikely to attain.

- There is a problem with the VirtualScape build on the Gate. As is, the doors cannot be opened since the terrain inside the castle is one level higher than the door bottom. To fix this, we bumped up all of the castle walls by one level of foundation. Worked fine.

The Courtyard:

- On the Courtyard, does the defender have to select and announce his 300 points of reinforcements before the scenario begins? We thought it would be only fair that way, since cherry-picking 300 more points on Round 6 once you know which attacking units you still have to deal with is kind of unfair for the Attackers.

- The Scenario rules and objectives, as written, are vague. Here's what we need to know:

1) If the Defenders succeed at the Secondary Victory on the Gate such that they receive "a single ranged squad or hero in the Green Starting Area", are these unit(s) part of the Defender's 400 points? If not intended to be, they certainly should be. We were 99% certain this was the intention, but the wording did not specify.

2) If the Defender has the advantage here and the Red/Blue doors are locked, how does the Attacker succeed at the scenario other than elimination of the Defenders? If the Defenders kill all of the attacking flyers and leave their ranged units up in the towers, the attacker can't win, right? We were pretty sure that the intention was to get to the Glyph of Brandar which forces you to the Barracks, which is fine and makes sense. Does only 1 Attacking figure have to make it? All of them?

3) Why no reinforcements for the attacker? It felt weird to have taken the Gate with 900 points of forces and then only having 400 total fighting in the Courtyard. What happened to the other 500? On a smoke break? Some suggestions:
- Have the attacker come in small waves of max 200 points until all remaining non-eliminated figures have arrived, perhaps a wave arriving every other turn.
- Keep the Defender at 400 initially with 300 arriving later.
- An Alternate method for getting to the Dungeon and Throne Room if the doors are locked: Place a Blue Glyph on the single Ice hex farthest from the Blue Door and a Red Glyph on the single Ice hex farthest from the Red Door (there are only 2 ice hexes on the whole map, and they seem to serve no other purpose). If a team has a character standing on one of these glyphs, the corresponding door is considered unlocked and open. Units may enter the doorway with regular movement when the door is open and are then placed to the side and considered "finished". The Secondary Victory Condition for the Attackers could then be to get all Attackers "finished". Once there is only one Army Card worth of attackers remaining "unfinished", the scenario is completed and that Army Card is consdered eliminated as if it had been killed. (basically a selfless "I've got the door, you go on without me!" move). If we're way off here on the concept behind the Courtyard scenario, let us know because we didn't "get it" from what we read.

- What happens after the Barracks? Do you go back to the Courtyard and replay the whole thing again with the same rules and set up? Does anyone get the Green Staring Areas? Are there other times you go back? This one really confused us.

- If the Defender wins any of the scenarios (especially the Gate and Courtyard) by elimnating all Attackers present, is the campaign over? Do you just go on to the "next" (whatever that is) scenario and play with what you've got left? Again, this is not clearly stated.

- Basically, the FLOW of the campaign needs to be better detailed, perhaps in a flow chart of some sort. The only way to find out the "overall rules" to the campaign was to read them here on the boards, and it would be nice to have them at the front of the Approach PDF.

The Results:
Approach: Attacker wins on the last order marker of Turn 4. Loses 190 points of casualties (Airborne Elite, 1 x Blastatrons).

Gate: Attacker wins on Round 7. Loses only Thorgrim (80 points), with Kelda healing Q9 and Raelin a few times. A thorough attacker victory.

Courtyard: Defender wins on Round 6. The Microcorp Agents on the towers were deadly and picked the Attackers apart, even with Aura support from Raelin on the center roof. Attackers lose 2 x Gladiatrons, 1 x Tarn Vikings, 1 x Finn, 1 x Raelin. Defenders lose 1 x Gorillinators, 1 x Nakita Agents, clean up with 300 points of reinforcements. As stated above, we weren't sure how this one was supposed to end and the Attackers simply didn't have the numbers to get everyone back to the far Brandar Glyph in time. This is where it felt VERY weird to not get the reinforcements as the attacker. Where was Nilfheim? Where was Q9? What about Alastair McDirk? Did they get lost between the Gate and the Courtyard?

Final Comment:

Great job on this campaign, Velenne. You knocked it out of the park. Please respond to us in as much detail as you can spare, and we will make the adjustments to the scenarios we have printed out. We're planning on playing through the whole thing again soon, and I might have a go with it solo this week once I have your feedback. You can count on me for good playtesting.


Happy HSing!

Tim aka HuckmanT
HuckmanT at BGG

Velenne
September 10th, 2006, 10:12 AM
Hot Dog HuckmanT! Now that was exactly the kind of feedback I was hoping for!! I can't thank you enough for such a thorough and excited recounting. Like you, I've only playtested up to Courtyard so far. Dungeon is next. Now to address your points...
_________________________________________

Attacker's Points: Definately adjusting to 1400.

Defender's Points: I still like the idea of drafting the Defender's army from a single general with Vydar support. IIRC Ullar, Einar and Vydar have around 7 heroes each so that's around 14 options.

Drafting: One advantage to laying seige is knowing generally (nyuk nyuk) what you're up against. For that reason, I feel the Defenders should draft first. This would satisfy my previous statement while also giving them the most options of Vydar heroes to choose from.

Victory: Should the Defender ever win an all-out victory, the campaign is over and the Attackers have been repelled. :oops: This is because it would be extremely difficult for the attackers to achieve overall victory at this point with its remnants.
_________________________________________

Tundra Rules: My intention was to make these tiles more interesting, but the rolling for every space is just tedious and people forget ("forget") they have to do it. I'll nix this part.

Gate: With the above in mind, I don't know that the Sally Port needs to be moved. Instead I'll add a line of 4 rock tiles just outside the walls along that side of the castle. I'm also going to alter it so that there's a 2-hex road tile bridging the top of the Sally port (when open, as pictured in the default map file) so that that ladder is still useful. I think I will set the special victory condition to 5 rounds. There are ways a clever player can quickly satisfy the conditions without knocking the doors down, but that shouldn't be the only way it's possible.

Courtyard: There were questions here when we played it to. Here's what we decided on.
- The map is only played once. Once the attackers win here, there's no need to play it again. The Attacker's player decides what order he wants to do the final maps: Barracks, Dungeon, or Furnace Room.
- I really like the idea of starting with very few points and getting steadily reinforced. This simulates having to bottleneck your army through the outer gates into the courtyard. Deployment may read: "Attackers deploy in the Red starting zone with any two army cards of their choice. At the start of each of the attacker's turns, deploy up to 4 units or 1 Huge unit in the Red starting zone. This continues until the Attackers have fielded their entire army." So while you'd have more units by the end of the 1st round, you couldn't use them until the 2nd round because you'dve already placed your order markers.
- You are correct, the unit you select to deploy in the Green starting zone is part of the Defender's 400 point army.
- The Attackers may end the scenario at any time by having a hero duck into one of the doors or step on the Glyph of Brandar. (If 1 or both of the doors are locked, they'll have to destroy it as normal.) I like my modification in the above post for the Glyph of Kelda. I think this would make an interesting special victory condition while giving more incentive to the Attackers to not end the scenario quickly. That Glyph could be a dealbreaker.
_________________________________________

HuckmanT
September 10th, 2006, 11:48 AM
Attacker's Points: Definately adjusting to 1400.

Great.

Defender's Points: I still like the idea of drafting the Defender's army from a single general with Vydar support.

Okay, that's fine. See the next comment.

For that reason, I feel the Defenders should draft first.

A good argument and it makes perfect sense to me. If the Defenders armies for every scenario are public knowledge to the attacker (I guess they had advance scouts which checked it out), that would add another level of strategy to designing the attacking forces. I like it. Please add this in detail to the documentation.

Victory: Should the Defender ever win an all-out victory, the campaign is over and the Attackers have been repelled.

Please add this detail to the documentation. While this makes sense in a scenario-by-scenario standpoint, look at the Gate scenario as an example. I am the attacker and I survive the Approach with 1100 points worth of units. I can then use 600 points of them initially for the Gate scenario. What if the castle ranged defenders manage to pick off those 600 points before the reinforcements arrive? Is the Campaign over at this point even though the attackers have a very respectable 500 points of army remaining? I'm not suggesting you should change the decision, but rather just thinking out loud. You see, the Special Victory Conditions require the Attacker to be agressive, as time is NOT on their side. This is as it should be. However, being aggressive can easily backfire, especially when assaulting a barrage of ranged attacks at +1 from height advantage. The Attackers had good success in our game, but I would be concerned that Attackers would end up losing the whole Campaign in the Gate scenario and never make it to the very cool and interesting stuff inside the castle. Anyhow, just food for thought.

Tundra Rules: My intention was to make these tiles more interesting, but the rolling for every space is just tedious and people forget ("forget") they have to do it. I'll nix this part.

You are talking about the Slippery Ice rule, and we both really liked that! Careful players will make sure their opponent rolls when they are supposed to. If you add a non-slippery route (1-hex wide) through to the Sally Port, that would be a fine solution. My earlier comment was that you were confusing the terms "light snow" and "heavy snow" on your documentation, and left it off of the Approach documentation altogether.

Gate: I'm also going to alter it so that there's a 2-hex road tile bridging the top of the Sally port (when open, as pictured in the default map file) so that that ladder is still useful.

Funny, we did the same thing for our game, except we just used a single Castle Topper piece since they fit together so snugly.

I think I will set the special victory condition to 5 rounds. There are ways a clever player can quickly satisfy the conditions without knocking the doors down, but that shouldn't be the only way it's possible.

I must be clever, then. I did end up busting down the door, but I managed to also clear out all of the archers guarding the front wall (thanks, Queglix gun!) on the 3rd order marker of turn 4 and used my initiative on turn 5 (got lucky there) to fly Kelda up to the battlements and engage Deadeye Dan, the last remaining figure who could get to the Rannveig glyph. Still, takes too long to pull all that off in only 4 turns.

Courtyard:
- The map is only played once. Once the attackers win here, there's no need to play it again. The Attacker's player decides what order he wants to do the final maps: Barracks, Dungeon, or Furnace Room.

Please add this to your documentation. So, if I win as the attacker I could:
- Barracks --> Dungeon --> Furnace Room --> Throne Room
- Dungeon --> Barracks --> Furnace Room --> Throne Room
- Furnace Room --> Throne Room
- Dungeon --> Furnace Room --> Throne Room
- Barracks --> Furnace Room --> Throne Room

Correct?

I really like the idea of starting with very few points and getting steadily reinforced. This simulates having to bottleneck your army through the outer gates into the courtyard.

Thanks! I accept all major forms of payment, including PayPal. :twisted:

Deployment may read: "Attackers deploy in the Red starting zone with any two army cards of their choice. At the start of each of the attacker's turns, deploy up to 4 units or 1 Huge unit in the Red starting zone. This continues until the Attackers have fielded their entire army."

Almost completely clear. Do the Attackers get their 4 units or 1 Huge unit before order markers are placed starting turn 2?

You are correct, the unit you select to deploy in the Green starting zone is part of the Defender's 400 point army.

Perfect. Please add this to your documentation.

The Attackers may end the scenario at any time by having a hero duck into one of the doors or step on the Glyph of Brandar. (If 1 or both of the doors are locked, they'll have to destroy it as normal.)

Ok, now we're talkin'. That makes much much more sense. We didn't know you could still break down the doors in this scenario. We thought your intention by "locked" meant that there was no way into those doors. If only one Hero (unit?) needs to get to the Glyph of Brandar or into a door, that makes it much better.

I like my modification in the above post for the Glyph of Kelda. I think this would make an interesting special victory condition while giving more incentive to the Attackers to not end the scenario quickly. That Glyph could be a dealbreaker.

Agreed 100% with your sentiment, but I think that the glyphs should be shuffled among the Defenders' Army Cards and placed face down so that NEITHER player knows where the Glyph of Kelda is. That way, the Defender doesn't just place it on a cheap unit or up in one of the tower units and hide that unit away. Plus, that would make it exciting! Please add all of this stuff to the documentation.

I'll add more as I think of it, and I might give the whole thing another go in the next few days. I don't care for Solo HeroScape, but for the purpose of testing scenarios it seems more palatable.

Cheers!
HuckmanT

HuckmanT
September 10th, 2006, 12:12 PM
I was just talking to my opponent from the campaign about the changes that are being made (he's excited about the decision-making too), and he had a couple of good questions:

1) Courtyard: If the Attackers can do the remaining scenarios in "any order" once leaving the Courtyard, what is the purpose of the Red door vs. the Blue door?

2) If the Attackers can win the Courtyard scenario by getting one Hero (unit?) through a door or onto the Glyph of Brandar, why would the Attackers ever try to break down the door nearest the Defenders starting zone? There need s to be some reason (easier door to break, hidden key, something) for the Attackers to not just block the "near" door while they bust it down- an incentive to try for the "far" door. No need to stand closer to potential enemy reinforcements than you have to, right?

3) If the attacker did really well in the Gate and the doors start "open" in the Courtyard, what is to stop the Defender from plopping a unit(s) in front of the open "near" door, hunting for the Gerda glyph, and then just "stepping through to end it" the second they find the prize?

Thoughts?

HuckmanT

ThePowerOfDund
September 10th, 2006, 05:06 PM
Hey all,

I was HuckmanT's opponent in the campaign, and we discussed alot how to fine tune this thing, 'cause it would be a blast if balanced right.

As far as the flow chart goes, I really like the branching aspect, so hopefully you retain the different doors/different maps aspect. But, I think going back to a map already visited could be tedious. I think all of the rooms following the courtyard should go in an order, ex. 1 -> 2 -> 3 -> 4

And then each door on the courtyard drops you into the progression ex. 1, 2 or 3. Then you are never backtracking, but you have the ability to skip some boards if you need/want to. The door to 3 should be the hardest to get to, with 1 the easiest.

Keep up the good work. Awesome.

TPoD

HuckmanT
September 10th, 2006, 10:11 PM
Okay, I've started reviewing the last few scenarios in preparation for drafting and testing the whole campaign again, pending feedback from you (Velenne) regarding those last few questions...

Here's a couple more:

Barracks: This scenario says that if the Defender wins (eliminates all attackers), the remaining troops are added as defense in the Throne Room. Very cool, and described understandably in the Throne Room scenario. However, you have said that a Defender win = Campaign over for the attackers, right? Is the barracks an exception?

Throne Room: Can the Defenders pick any Hero from their General (or Vydar) as the Monarch, regardless of points? Could, say, Braxas be the Monarch? Yowza! I know that limits Braxas from showing up anywhere else in the campaign, but geez-o-pete, that Throne room would be deadly as pie. Poison pie.

Throne Room: If the Attackers end up skipping the Barracks, they would be 450 points vs. 600 points + Monarch, right? (200 base + 400 from Barracks + Monarch). Why aren't the Attackers allowed to field everyone they have left alive? If they made it this far, it seems only fair! If the Attackers have a whole bunch of points left alive (800+), they've kind of earned an easier time in the Throne Room.

Looking forward to hearing your thoughts!

Happy HSing
HuckmanT

HuckmanT
September 12th, 2006, 06:02 PM
Hey, Velenne... you there? (pokes Velenne)

Hope Dund didn't steal all of your order markers! :lol: ... I'm ready to start testing again and wanted to hear your feedback on the above questions. Looking forward to hearing from you.

'Scape On!

HuckmanT

Velenne
September 14th, 2006, 11:41 AM
1) Courtyard: If the Attackers can do the remaining scenarios in "any order" once leaving the Courtyard, what is the purpose of the Red door vs. the Blue door?

A: To determine which path you're going to take if you choose to end the scenario early.

2) If the Attackers can win the Courtyard scenario by getting one Hero (unit?) through a door or onto the Glyph of Brandar, why would the Attackers ever try to break down the door nearest the Defenders starting zone? There need s to be some reason (easier door to break, hidden key, something) for the Attackers to not just block the "near" door while they bust it down- an incentive to try for the "far" door. No need to stand closer to potential enemy reinforcements than you have to, right?

A: The doors correspond to specific maps. If you choose to duck out before destroying all the Defenders, you have to use the exit which corresponds to your choice. For that reason, breaking down or using certain doors becomes relevant.

3) If the attacker did really well in the Gate and the doors start "open" in the Courtyard, what is to stop the [Attacker] from plopping a unit(s) in front of the open "near" door, hunting for the Gerda glyph, and then just "stepping through to end it" the second they find the prize? (Clarification added)

A: Nothing. It's a sound strategy. I clever Defender might kill that unit off or find a way around him to shut the door in his face to counter this strategy.

I really like the branching aspect, so hopefully you retain the different doors/different maps aspect. But, I think going back to a map already visited could be tedious.

A: You never need to revisit any maps. Once you've done the Courtyard, it's just a imaginary hub to get around to the last few maps. You always have the option of skipping Barracks or Dungeon in lieu of Furnace/Throne if you're short on points and don't want to risk it.

Barracks: This scenario says that if the Defender wins (eliminates all attackers), the remaining troops are added as defense in the Throne Room. Very cool, and described understandably in the Throne Room scenario. However, you have said that a Defender win = Campaign over for the attackers, right? Is the barracks an exception?

A: Yes, this is an exception. As the Attackers, you send a small sortie to the Barracks in the hopes of eliminating any sleepers before they can reinforce the Throne Room.

Throne Room: Can the Defenders pick any Hero from their General (or Vydar) as the Monarch, regardless of points? Could, say, Braxas be the Monarch? Yowza! I know that limits Braxas from showing up anywhere else in the campaign, but geez-o-pete, that Throne room would be deadly as pie. Poison pie.

A: Yes, the Defender can pick any hero (from their general or Vydar) to be the Monarch. Poison pie indeed. :twisted:

Throne Room: If the Attackers end up skipping the Barracks, they would be 450 points vs. 600 points + Monarch, right? (200 base + 400 from Barracks + Monarch). Why aren't the Attackers allowed to field everyone they have left alive? If they made it this far, it seems only fair! If the Attackers have a whole bunch of points left alive (800+), they've kind of earned an easier time in the Throne Room.

A: Good point. I'll consider it.



I'll be updating all the scenarios with the information I've garnered from this feedback process as soon as I have it all in. In the meantime, I've got all your responses collected. I've also submitted the working edition to the Codex in the hopes of some feedback from their editors before I make an official submission. Wish me luck!

HuckmanT
September 14th, 2006, 05:25 PM
Many thanks for the responses and I'm thrilled that this is going to make the Codex. It truly deserves the recognition!

HuckmanT

Hex_Enduction_Hour
September 19th, 2006, 05:14 PM
This is amazing stuff, Velenne!

Su-Bak-Na
September 20th, 2006, 09:38 PM
I'm going do play through this by my self, as if it were a videogame. I can't wait to try them out.

Velenne
September 20th, 2006, 09:42 PM
Thanks folks!!

dragonfire9788
September 21st, 2006, 06:18 PM
Hey Velenne, I'm going to start a custom campaigh and post it in the Maps and sceneario section.

Also, I love this!!!!!!! It is awesome! 8)

Velenne
April 21st, 2008, 09:15 AM
I spent the better part of a lovely Sunday afternoon rehashing this campaign and altering it based on all the great feedback I received and my own playtesting. The final changes are as follows:

- Campaign Rules: Attackers now start with 1400 points. Defenders choose their army first, assigned each army to each scenario. The entire campaign uses Heavy Snow and Slippery Ice rules. Clarified that no maps are revisited.

- Approach: Attackers now have 6 rounds to retain surprise in the next scenario.

- Gate: Glyphs of Brandar mechanic removed. Fixed ladders in VS build, gates can now open, added rock “islands” to the moat to make sally port more accessible, added a 2-hex tile to bridge the sally-port, extended special victory condition for Attackers to 5 rounds.

- Courtyard: Attackers now deploy in waves, clarified the green zone text, defenders are now reinforced in the 5th round, the glyph of Kelda is now randomly assigned to a Defender’s army card.

- Barracks: Reworded build notes and flavor text, removed clause in “Sleeping on the Job” about rousing the defenders by attacking .

- Dungeon: Clarified some texts

- Furnace: modified the build slightly for stability

- Throne Room: Attackers now deploy their entire remaining army into this, the final scenario.

I've created a short Scenario Rulebook which contains printable campaign rules and sheets to track your armies. Download it here (http://www.heroscapers.com/community/downloads.php?do=file&id=320).
http://www.heroscapers.com/downloads//rulebook%20preview_5MK.jpg

All the PDF's have been re-uploaded to the new download section and their links have been updated in this thread.

I have also added a zip file containing all 7 PDF's and the accompanying rule book here (http://www.heroscapers.com/community/downloads.php?do=file&id=319).

The first post of this thread has been edited to reflect the various changes. God willing, this is the final version of this campaign but if there are glaring errors or omissions, I'll go back and fix them.

jodokast
April 25th, 2008, 09:22 AM
Great work! I loved this campaign the first time around, and the changes you've made make it even better. Keep it up!:D

Velenne
April 25th, 2008, 10:43 AM
Thanks for the kind words, jodokast. :) The download counter is at close to 100 and I haven't heard from anyone about what they think of it. (There's even a link to this thread in the download text!) I was starting to worry people hate it but don't have the heart to tell me.

Grungebob
April 29th, 2008, 09:23 AM
Wow! Just wow!! Velene and all that have helped. This is amazing.

HuckmanT
April 29th, 2008, 05:59 PM
Velenne-

Hey there, it's me! I can't tell you how excited I am that you finished the campaign and took a lot of my suggestions into consideration. I looks marvelous and I will be sure to play it ASAP and get you some more feedback.

Cheers!

Tim aka HuckmanT

Velenne
April 29th, 2008, 06:23 PM
Thanks for the cookie, Grungebo.

Great to see you back, HuckmanT. Your help was invaluable during the playtest process. Thanks for everything. :)

Onion Knight
April 29th, 2008, 09:21 PM
Velenne,
I built the first three maps Monday. They're waiting in my basement and I can't wait to play the campaign. The maps look great. Gulp will be joining me to play this week. I'll be sure to follow up with thoughts.:D

Velenne
April 29th, 2008, 10:08 PM
And that's why I do it all, Onion Knight. I'm happy to know that something I made is making somebody happy somewhere. I look at this project, my maps and scenarios thread, my contribution to the BoV and now my blog as a way to improve people's gaming experience and hopefully improve the brand of the game I love. Lord knows if I didn't love it, I wouldn't be on this site every day. :)

All that said, I eagerly await some feedback from those who get a chance to play this.

HuckmanT
May 4th, 2008, 05:29 PM
Hey fellas-

Just checking in with a first session report from what I am going to call:

"The Wholesale Slaughter of Einar (by Jandar)"

Yes, I decided to attempt to draft Einar/Vydar as the attacking army in the campaign. I'm not a very experienced HS player- more of a collector/builder, and I learned quite a few lessons today. I've been wanting to try out a Samurai army, so here's the army I selected as the attackers:

The Samurai
1 x Hatamoto Tara (flagbearer)
1 x Kaemon Awa
1 x Tagawa Samurai
1 x Izumi Samurai
1 x Ashigaru Harquebus
2 x Tagawa Samurai Archers

The Romans
1 x Marcus D. Gallus
2 x Roman Legionnaires

The Others
1 x Empress Kiova
2 x The Einar Imperium
1 x Ninjas of the Northern Wind
1 x Major X-17

Now, I'm sure you can see some problems with this army. I certainly could, but not until partway into the campaign. A significant problem was no Large or Huge figures with decent defense, and only a few multiple squads with synergy. Anyway, onto the summary:

The Approach
Defenders: (Jandar, 400 points)
2 x Dzu-Teh
1 x Allistair MacDirk
1 x MacDirk Warriors
1 x Blastatrons

This one went really badly for the Attackers. The Blastatrons grabbed the high ground right away, and even though it only gave the 2 attack dice they managed to plink away at Marcus Gallus and the advancing Romans (defenses 3/4) enough to kill Marcus in 2 turns.

Then things really spiraled downhill. A charging MacDirk extended himself and took a 3-point counterattack from Kaemon Awa just in time to allow the Highland Fury to rain down on Kaemon Awa and Hatamoto Toro, who both died. The MacDirk Warriors had 7 attack dice and made mincemeat of the non-active Tagawa Samurai as well. Another 2 turns later, and the Defenders were almost dead when the Attackers killed a squad of Einar Imperium and won the "600-point Demoralization victory".

Question for Velenne: Does the Approach scenario immediately end when the Attackers lose 600+ points of figures as per the Defenders victory condition? That's how I played it, even though it was only Turn 5 and there were 2 Dzu-Teh left alive.

On to...
The Gate
Defenders - (Jandar/Vydar, 400 points)
1 x Major Q9
1 x Raelin (SotM)
1 x Omicron Snipers

Ok, so the Attackers have a million problems now. There is no Sally port thanks to the horrible Approach, and the Einar Imperium can't fly due to Q9 standing on the Rannveig glyph. Major Q9 has 9 defense when standing on the castle wall within Raelin's aura, and my Attacking army had no real way to bust down the door (no special attacks, all "Medium" figs remaining) or to kill Q9.

Within 4 turns, the Attackers were slaughtered without a scratch to the door or to Q9.

So, I've learned a few things here.
#1 - really cool scenario with easily built maps that are quick to play
#2 - the Attackers have to study all of the maps carefully to make sure that they can deal with, say, Q9 standing on a battlement guarding a gate.

I'm going to try it again later, with a different combination of Einar/Vydar as attackers and see what I can do to improve the Attacker's success.

The Changes
Velenne, I really appreciate the fact that you took all of our earlier suggestions and implemented them in the revised version. I have no complaints, and am really excited about playing this campaign many times.

I'm wondering whether a failure by the Attackers in the Approach isn't the kiss of death for the Gate, since they get no reinforcements and no Sally Port, and - probably - Q9 standing on the Glyph of Rannveig with LoS to the only door.

Maybe my problem is trying to Attack with Einar in the first place!

Looking forward to responses!
Huck

HuckmanT
May 5th, 2008, 11:53 PM
I have started my next attempt at the Siege of Dulhammer Crag, with Einar/Vydar attacking the forces of Jandar!

My new army added in Braxas and Major Q-10 (Q9 was already taken by the Defenders) in substitute for some Ninjas, Samurai, and the Flagbearer.

Against the same defenders in The Approach (Blastatrons, Dzu-Teh x 2, MacDirk and the Boys), the new, improved army took the field on Turn 6, retaining surprise in the Gate. The only attacker losses were 2 Einar Imperium (man, the 3 defense on those guys is yucky), 1 Tagawa Samurai Archer, and 5 points of health on Braxas (who did mop-up duty on the Dzu-Teh with her poison breath).

On to The Gate!

Hex_Enduction_Hour
May 5th, 2008, 11:57 PM
Great to see this finally completed!

Velenne
May 6th, 2008, 10:02 AM
Huckman, as always you're there with some great feedback.

Yes, I'm pretty sure the failure in the Approach scenario is probably the kiss of the death for the Attackers. You're losing a significant part of your army.

Approach and Gate are intended to take the most out of your army, as I imagined would be the case in a real siege. With the advantage of knowing what you're up against, you should ideally be counter-drafting the defenders especially in these two.

Zedd
May 6th, 2008, 09:47 PM
I just joined the site to tell you that this is awesome. I haven't played it yet, but I certainly will. I hope to do something like this someday, I have no skills, but I will try.

Another thing is, through a long train of thought, I came up with this: Turn any casual Scape day into a mini-campaign. Both players pick 3 500 point armies each dedicated to a small BoV type map. Each map is played and the winners remaining figures from each battle go to the 4th map to declare the days victor in one last battle.

I haven't worked out all the details, like injuries are kept or not, and maybe you can bring glyphs from your earlier victories to the final fight. Who knows? What do you think?

I will post back after I've played The Siege with feedback of course.

Z

AmishBurrito
May 6th, 2008, 09:51 PM
I just joined the site to tell you that this is awesome. I haven't played it yet, but I certainly will. I hope to do something like this someday, I have no skills, but I will try.

Another thing is, through a long train of thought, I came up with this: Turn any casual Scape day into a mini-campaign. Both players pick 3 500 point armies each dedicated to a small BoV type map. Each map is played and the winners remaining figures from each battle go to the 4th map to declare the days victor in one last battle.

I haven't worked out all the details, like injuries are kept or not, and maybe you can bring glyphs from your earlier victories to the final fight. Who knows? What do you think?

I will post back after I've played The Siege with feedback of course.

Z

I used to setup a long map (made of 3 maps [each 1MS] hooked together) and have 8 players (two 2v2's going on on opposite sides) and the winners of each side take their remaining characters in the middle of the map to battle to the finish.

As a game speeding mechanic, once one side finishes their 2v2, they then play into the other persons game, taking a turn each at the end of each sequence of turns of the other game, so they get to start moving toward the middle map, taking the high ground if they finish much before the other team.

Velenne
May 7th, 2008, 08:05 AM
Wow Zedd, that's a really high compliment. I'm truly flattered! Welcome to the site and here's hoping you come a long a way. :)

spidysox
June 1st, 2008, 07:57 AM
Velenne,
Wow! I'll say it again, Wow! peteparkerh and I set this campaign up and played it yesterday and we had an absolute blast! Everything was extremely well thought out and much more balanced than I could have imagined when first taking a look at it. We decided to go with a good vs. evil campaign where I played Utgar attacking Jandar. In the end Utgar's forces led by Cyprien were able to be victorios. But only just barely. Jotun nearly killed Cyprien on the bridge at the furnace (he rolled 7 hits, Cyprien managed 2 shields). Fortunately, Cyprien had the unused Kelda glyph and healed himself and flew out of there as fast as he possibly could, leaving the rest of his troops to get absolutely demolished by the giant :(.
In the throne room I was left with Cyprien, 2x blade gruts, 2x swog riders, arrow gruts, 1 krav maga agent and 1 minion of utgar. The defenders had Concan, Sentinels of Jandar and Sargeant Drake (the Monarch, sotm)
The arrow gruts and Cyprien manage to take out 2 of the Sentinels and put 4 wounds on Concan, Sgt. Drake gets into the action and puts 5 wounds on Cyprien! Cyprien flys off to kill the remaining Sentinel and get the much needed life back. Drake makes a run for the blade gruts and kills a couple. Cyprien finishes off Concan with a chilling touch and the final Minion takes care of Drake. Cyprien takes his place as the new Monarch!
Thanks for making this wonderful scenario Velenne. As I said before, we had a lot of fun and are already planning on playing this again and are trying to think of ways to incorporate this into a larger group setting.

Velenne
June 1st, 2008, 10:37 AM
WOOHOO! I'm thrilled to hear you two had such a fun time playing this. A great deal of time and effort went into its creation and it just paid off right there. :)

How long did it take you guys?

Noob
June 1st, 2008, 02:03 PM
:evil::evil:
Im mad because I only have 1 FotA so I cant do this campaign yet!!!
(Also no VW)

spidysox
June 1st, 2008, 02:46 PM
WOOHOO! I'm thrilled to hear you two had such a fun time playing this. A great deal of time and effort went into its creation and it just paid off right there. :)

How long did it take you guys?

With setup it took us around 7 hours or so. Neither of us have the tundra so we had to make do with trees, but we felt we were still able to get the spirit of the map.
The only part that we were unable to play was the dungeon. Unfortunately we were running out of time and had to bypass it. As the attacker, I wish that we could have played it with the possibility of gaining some of my characters back or getting some glyphs.
One question that we did have that we were unsure of. In the barracks the characters come in at the center (marked with the lava tile). Does it make sense that huge figures can come through? I did not know if this was something that was considered or not. It was ok with me cause I brought Grimnak and Krug through, but my opponent was wondering.
Anyway, as I said before, we will be playing again with the roles switched, I will try and give you a more in depth description of how things went and the battles.
Thanks again. It must feel good to know that all of your hard work paid off.

peteparkerh
June 5th, 2008, 08:28 PM
I played this with Spidysox (as stated above).

IT WAS SO AWESOME! Find somebody and play this one! You will not regret it.

This is a great all day activity that is a blast. I can't wait to play it again and try the attacker side of the table. I want to try the Romans, with Marcus, with the new 10th foot, and a bunch of other great einar pieces.

Thank you Valenne, you are my favorite map designer right now!

TemplarMaster
July 4th, 2008, 02:47 AM
This campaign looks AWESOME!!!!!! I'll be getting some more terrain in a couple days and then I'll build this, play it, and tell you how it went.

powerwindow
October 5th, 2008, 02:59 PM
I noticed that there is a way to revive destroyed figures so they can battle in the next scenario. However, what are the thoughts concerning wounds on multi-life figures not destroyed? Do the wounds get removed and the figure starts fresh in the next scenario? Do you roll a d20 to try and remove half of the wounds (sort of a modified reviving)? Or, do you carry all wounds on to the next scenario and wait until the figure is destroyed to try and revive?
Thanks for any thoughts on what you all think is the fairest way to treat this situation.
Sips

peteparkerh
October 5th, 2008, 08:00 PM
I noticed that there is a way to revive destroyed figures so they can battle in the next scenario. However, what are the thoughts concerning wounds on multi-life figures not destroyed? Do the wounds get removed and the figure starts fresh in the next scenario? Do you roll a d20 to try and remove half of the wounds (sort of a modified reviving)? Or, do you carry all wounds on to the next scenario and wait until the figure is destroyed to try and revive?
Thanks for any thoughts on what you all think is the fairest way to treat this situation.
Sips

Spidysox and I have tried this twice. We take off all marker from scenario to scenario. The brillance of this on is you get to the end with about even forces. It makes for a great Saturday afternoon of fun!

AnubianWolf88
November 5th, 2008, 10:49 PM
Velenne:

Do you have any suggestions to make this a 2v2 battle? My gaming group just now got all the stuff (terrain, etc) necessary to make this work. And I've been blown away by the sheer coolness of the campaign since I first saw it on the site.

So, we will play it regardless, but would love advice from the designer about how to do it best.

Regards,
AnubianWolf

AnubianWolf88
November 15th, 2008, 01:35 AM
Okay, we played the Approach and Gate scenarios tonite, Utgar attacked Jandar.

Dulhammers Outriders were 2x Omnicrons, Zetacron, 1x Dzu-teh, and Shotgun Sullivan.

Utgar attacked with Mimring, Cyprien, 2x Heavy Gruts, Ornak, Tornak, Q9, Q10, the Krav, the Nakitas, Isamu, Taelord, and Marcu.

Utgar won the approach attack and the secondary goal, losing Mimring and 2 heavies. Tornak died as well but was revived (but with only 1 life - rounding down stinks!)

The Gate was ugly. Jandar cheated and reused Zetacron (we didn't read carefully enough - my buddy didn't cheat on purpose) :-) Also present: 2x Minutemen, 1x Microcorp, Concan, Eldgrim (guarding the sally port).

It was a wholesale slaughter. Utgar was victorious, but with not enough forces to continue. After 13 rounds and 600 +300 pts of reinforcement, 2 Krav and 1 heavy grut were all that were left. Utgar retired from the field to lick wounds and reconsider dethroning the Monarch.

Thoughts:

Attacking is hard. Range and survivability are paramount...but how do you get both when driving Utgar? Next time I intend to attack with a practically all-Vydar force.

Wounds should be removed if a character lives through a module. Life: perhaps, consider rounding up if you are d20 lucky enough to revive/repair?

Otherwise, Velenne, wow. We play all every week, 3 way melee, Marvel Army of One, 2 v2, kill 'em all, and occasional scenarios. But nothing else had the flavor of this, even though we only went through the first two. I thought the other guys would want to move on to something else next week, but they want to do this again. In fact, the defender who demoralized my Utgar army wants to try to attack now because he sees it as the greater challenge.

Time: Two scenarios, 3 hours play/build. But that was because I had already built the Approach and the castle portion of the Gate beforehand. We play slow, but it did take 13 rounds to finish the Gate.

Funny things...I hate the glyph of Rannveig, but understand its importance in the Gate scenario. For the life of me, however, I have no idea how to complete the Gate in 5 rounds with it in play, even with an open sally port.

Gotta crash now. Thanks for a wonderful time.

Velenne
November 16th, 2008, 10:41 PM
That's so great to hear, Anubian, and thanks for posting the battle report!

I don't really have the excitement about Heroscape that I used to- back when there were regular releases and the tournament scene was still fresh and exciting- or I might be tempted to go back and revise many of the scenarios in "Siege". As it is, I have a standing rule about revising my old maps because you see, once I start I don't really know where to stop and I could revise them ad nauseum until my eyes bled.

Both "Approach" and "Gate" were designed to be an "offense vs. defense" kind of scenario where I asked myself, "how does one create a viable map where the terrain is so imbalanced?" It's the nature of any battle where taking the high ground is an objective that the assaulting force is going to lose numbers against a fortified opponent. That was a tricky thing to set up and I hope your friend enjoys the challenge once the tables are turned. :twisted:

Gdawg4
December 12th, 2008, 03:32 PM
Wow, this looks awesome! I'm hoping to try this soon with my friend, but I have one question.
I noticed that there is a way to revive destroyed figures so they can battle in the next scenario. However, what are the thoughts concerning wounds on multi-life figures not destroyed? Do the wounds get removed and the figure starts fresh in the next scenario? Do you roll a d20 to try and remove half of the wounds (sort of a modified reviving)? Or, do you carry all wounds on to the next scenario and wait until the figure is destroyed to try and revive?
Thanks for any thoughts on what you all think is the fairest way to treat this situation.
Sips

If you could answer this soon, that would be great. I have no idea what to do.

Velenne
December 12th, 2008, 07:00 PM
I would say to roll the same d20 for wounded heroes as dead ones.

Gdawg4
December 12th, 2008, 07:07 PM
I would say to roll the same d20 for wounded heroes as dead ones.
So if I roll 15 or higher, I remove half the wounds? or all of them?