View Full Version : Scenario in Sanctum City Piers
omael
February 22nd, 2011, 01:48 PM
Hello everyone,
i'm trying to get more involved in the forums and i will start sharing a couple of ideas.
I'll by testing a scenario i've planned using the C3G Sanctum City (http://www.heroscapers.com/community/showthread.php?t=34200).
It is as follows:
Namor is on the move
(Scenario for 2 teams of players)
Namor has been lurking in the shadow for too much time plotting against a group of influential figures in the city. He has allied himself with powerful individuals to get the edge on a negotiation that will provide an advantage for Atlantis in the near future. He's about to kidnap an individual that could turn the tide of the upcoming events in his favor.
Map:
C3G Sanctum City (http://www.heroscapers.com/community/showthread.php?t=34200).
Setup:
Each player draft or bring a premade army, Player 2's army my be 30% points bigger than Player 1 (example: P1 770 VS P2 1001). Player 1 army must contain Sub-Mariner C3G Version (http://www.heroscapers.com/community/showthread.php?t=30552). This scenario can be played with more than 2 players, i'll refer to the Team 1 as Player 1 and Team 2 to Player 2.
Player 2 starts the game in any space they wish, setting their figures before Player 1.
Player 1 starts the game with all his team on water tiles, each figures of his figures (excluding the Sub-Mariner) starts the game with a glyph of the Gift of Atlantis (http://www.heroscapers.com/community/showthread.php?t=32126) on it's card.
Before setting order markers on the first turn Player 1 must secretly select one of the opponent player figures and write it down.
Objective:
Player 1 must kidnap the selected opponent figure by the end of Round 5.
Player 2 must avoid the kidnapping.
The game ends if either Player destroy all the opposing figures, that Player wins the game.
Special Rule Kidnapping:
The objective of the scenario is to KO the selected opponent figure and transport it to the water tiles. To accomplish this you must first inflict enough wound in the figure to destroy it (or auto destroy it with an special power), immediately after that put a Glyph of Loot where that figure was, the destroyed figure is considered out of play for the remainder of the game, the attacker should attempt to pick the Glyph of Loot and escape with it (this figure must be in possession of a glyph of the Gift of Atlantis to do so, he MAY pick up the glyph of loot and it doesn't count for his maximum of 1 Equipment Glyph carried). If the kidnapper is destroyed standard rules for equipment glyphs apply and other attacker may pick up the glyph, but the glyph of loot won't be dropped when the kidnapper is wounded.
After that the figure must attempt to flee to the sea, if the kidnapper ends the Round 5 in a water tile Player 1 wins the game.
Thanks for reading, I hope you can give me some feedback, i have a couple of other scenarios and would like the community to know about those.
quozl
February 22nd, 2011, 01:52 PM
I'll link to it from the unofficial C3G supplements thread. I think you have a good start here! Let us know how it goes in testing!
omael
February 22nd, 2011, 02:35 PM
thanks, i'll try it today and test different armies
A3n
February 22nd, 2011, 03:34 PM
:popcorn:
omael
February 22nd, 2011, 03:36 PM
:popcorn:
Popcorns?
Cavalier
February 22nd, 2011, 03:37 PM
:popcorn:
Popcorns?
Means he is watching this thread with interest...like someone at the theater eating popcorn while watching a movie.
omael
February 22nd, 2011, 03:39 PM
Ahhh... I'm new to this, catching up.
Thank You very much for the map A3n. It's great. Keep the good work
omael
February 23rd, 2011, 11:19 AM
I've tested the scenario and it needs some tweaks (more on that later).
Here's the report:
The first game was the quickest, and the placing of figures by P2 made the job very easy for Namor, here's photo of the setup.
http://www.megapix.com/?p=NVMQP3Y76.jpg (http://www.megapix.com/?p=NVMQP3Y76)
Jean Grey selected.
Round 1
Green Goblin bombs Jean Grey for 3
Venom knockback Goblin and inflicting in him and her 1 damage and kills Jean Grey. Since this was in the turn of venom then next turn the goblin grabs Jean Grey.
Green Goblin kidnaps and run away by the end of Round 1
In the second game the figure placing was better but still not enough, the knockback rule helped KO the victim.
Magneto selected as kidnap victim
Round 1
Doom engages magneto hit for 1
Magneto misses his magnetic throw and punch
Doom hits for 2
JG fails his telekinesis to help Magneto
3
Namor engages and hits Jean Grey 3, his additional 2 move and additional 2 damage played an important part here
Jean Grey hits namor for 3
Round 2
Doom kills magneto
Jean Grey fails his telekinesis trying to scale and guard the corpse of Magneto
Namor kidnaps
Cap fails to hit Namor
Namor escapes and the game is over by Round 2
The third game i tried 2 heavy hitters and captain america defending and placed them on the corner of the wall, hiding from sight since the beginning, and of course this helped, maybe it should be the official starting zone for P2 but will be left for your consideration.
http://www.megapix.com/?p=V9B4988Y6.jpg (http://www.megapix.com/?p=V9B4988Y6)
Captain America selected as kidnap victim
Round 1
Thor engages surfer in the bay with height advantage and fails to hit
Surfer runs and engages Cap hitting with cosmic powers from atop the wall for 2 (no order markers on cap to remove)
Thor uses mjolnir for 1 damage since he can't engage the Surfer
Surfer runs hits Cap for 2
Wolverine engages and hit Surfer for 2
Surfer runs and miss hitting with cosmic powers Cap
Round 2
Surfer win initiative and kills Cap
Thor engages and kills Surfer with many skulls rolled
Namor engages Thor and protects the dropped glyph of Atlantis, hits for 3 even with his extra dices, it's very important to mention that Namor could get almost everywhere in 1 move with the bonus from the water
Thor hits Namor
Namor misses Thor
Thor hits for 2 and knockhim out of the glyph
http://www.megapix.com/?p=RLCYCAKY6.jpg (http://www.megapix.com/?p=RLCYCAKY6)
Round 3
Wolvie wins initiative and gets the glyph
Namor kidnaps Cap
Wolvie kills Namor
Wolvie drops glyph and pick the newly dropped one to get it in range of Thor
Goblin bombs Thor for nothing and hits Wolvie for 3
Round 4
Thor engages Goblin and hits for 1
Goblin bombs for nothing and hits for 2 Wolvie
Thor misses his god of thunder
Goblin bombs for 1 and attacks for 2 Wolvie
Wolverine regenerates and doesn't move (keep guarding cap's body)
Goblin bombs for 0 and 0
Round 5
Goblin kills Wolvie
Thor defends Cap corpse And hits for 3 from a distance
Goblin inflicts 1 with normal attack, he's still not engaged
Thor misses
Goblin hits for 2 with normal attack
The game is over by round 5.
http://i1001.megapix.com/65344dfccf1d78c57e5d0b038d24ae67dbd2256713f95a35.jpg (http://www.megapix.com/?p=NHX9RBYI6)
None of my games lasted more than round 5, but the feeling of the time running out was great.
The main problem i see is that when a defending figure is killed it's weird seeing him knocked out in the field, i should change the rules to reflect that when a figure is knocked it becomes a loot glyph with almost all the usual rules.
I need more playtesting to see what happens if the defending player tries to rescue.
The other rule in doubt is if the game ends after the kidnapper escapes to the sea and a round ends or if the game should continue until the end of round 5. What do you think? i need your input :-)
omael
February 24th, 2011, 11:11 AM
After more playtesting i found that i need to change the objectives a little. If you found anything confusing let me know.
quozl
February 24th, 2011, 11:25 AM
Is fleeing to the sea too easy? Since anyone can jump into the water pretty easily.
omael
February 24th, 2011, 11:37 AM
Is fleeing to the sea too easy? Since anyone can jump into the water pretty easily.
Yes it takes 1 OM to kill the victim (Turn1), 1 OM to pickup the Glyph of Loot (Turn2), and 1 OM to flee (Turn3). At first i thought that you can stand on the glyph of loot as the defending player, but it's a matter of syncing the OM usually the OM between Turn1 and Turn2 is placed on the victim and he is dead by the time he could chase. So sometimes it goes well, but sometimes it just ends in Round 2. But if you focus your effort in killing a Player 1's figure you can give chase, and you usually are able to focus on a random enemy figure to get that kill and glyph.
Also I've thought about adding a setup rule saying that the Player 1 always go first on Round 1, so he moves over the platform since there isn't line of sight from beneath the docks and Player 1 is the was being pressed by the clock. Any experience with this kind of rule? should it extends to Round 2? Round 5?
quozl
February 24th, 2011, 11:38 AM
Am I wrong in thinking you can pick up a glyph and move on the same turn?
omael
February 24th, 2011, 11:45 AM
Am I wrong in thinking you can pick up a glyph and move on the same turn?
I'm using the standard rule for equipment (except in the limit of picking 1 up), you need to move over the glyph with a unique/uncommon hero and then end your movement there, you can still attack but your movement ends there, the exception to this rule is Green Goblin that moves after bombing, and silver surfer that moves with Hyper Speed, that's why i tested those.
I'm not a native english speaker if there's something wrong with my redaction that's confusing, please let me know
quozl
February 24th, 2011, 11:48 AM
OK, I just didn't recall the rules. Flash and Nightcrawler might also need testing as they can move and then move again if they don't attack.
omael
February 24th, 2011, 11:59 AM
OK, I just didn't recall the rules. Flash and Nightcrawler might also need testing as they can move and then move again if they don't attack.
I'll test nightcrawler today, but i don't think that moving after picking the glyph is a detriment, since all the figures that can do that are specialized, but they are easy to catch, that's why i included the rule that the game doesn't end if you can beat up another enemy in the docks and get a glyph of atlantis.
I was also thinking of expanding the bay with more water hex but i'm trying to avoid modifying A3n's map
omael
February 28th, 2011, 06:01 PM
Playtested with nightcrawler, but besides pissing the defending player it wasn't overpowered.
I'll change the rules to make the scenario End at Round 5, since i've never gotten farther than that and explaining the additional rules to continue to Round 8 is difficult and not fun.
omael
February 28th, 2011, 06:09 PM
Changed the rules a little to allow 2 teams of players instead of 2 players, we tested it this weekend and it was a lot of fun.
I think the scenario is ready, i've tested it enough with all the key factors that i thought could break it, can anyone give me a hand and playtest it?
Also, i found that it's really fun to have a bigger ocean, if you can try adding additional water tiles where you see fit.
Any comments?
A3n
April 27th, 2011, 06:12 PM
I lost a lot of my subscriptions a little while ago & this must have been one of them. The scenario looks good & if you had fun then I would say that was a success. How was the building of the map? Any issues?
I see what you did with the vinyl, that surely would have taken a lot of time to cut in the exact HS shapes. I think your issue with the tiles not sitting correctly was just due to the size of them. My hexes on my board were sized on the rise on top of the tiles. But I think yours looks very classy though. :D
Cheers
omael
April 27th, 2011, 06:39 PM
I lost a lot of my subscriptions a little while ago & this must have been one of them. The scenario looks good & if you had fun then I would say that was a success. How was the building of the map? Any issues?
I see what you did with the vinyl, that surely would have taken a lot of time to cut in the exact HS shapes. I think your issue with the tiles not sitting correctly was just due to the size of them. My hexes on my board were sized on the rise on top of the tiles. But I think yours looks very classy though. :D
Cheers
It was really fun, the map is great the only problem i got was transporting the map, it fall apart almost everytime, i think the main problem was the subterrean gates holding the top part, i changed the supporting walls trying to add as much walls as possible.
I've played the map lots of times and i can say that the version with ruins was better. And for the scenario it helped to add more water tiles, but that's purely optional.
The scenario was a success, and it was even funnier in a 2vs2 game.
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