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KingArthur1976
January 27th, 2007, 01:08 AM
Wheeeeew After 5ms 3 FoTA 1 RTtFF and 3 hours the wife and I put together
what we think is one heck of a map. We're both way too tired to think of a scenario right now so I guess that's what Saturday is for.

Critiques and suggestions are welcome and wanted!!!

http://i138.photobucket.com/albums/q275/kingarthur1976/newpicsbighero004.jpg

http://i138.photobucket.com/albums/q275/kingarthur1976/newpicsbighero007.jpg

http://i138.photobucket.com/albums/q275/kingarthur1976/newpicsbighero005.jpg

http://i138.photobucket.com/albums/q275/kingarthur1976/newpicsbighero009.jpg

http://i138.photobucket.com/albums/q275/kingarthur1976/newpicsbighero008.jpg

K/H_Addict
January 27th, 2007, 01:28 AM
very cool looking. how big is it dimension-wise? I've built a couple 6'x4' maps. Check my maps thread if you wanna see them

KingArthur1976
January 27th, 2007, 02:18 AM
I'd say it was roughly 5' by 5' kh. Not real sure cause its late and my "eyeballin" aint so good.

(that's southern for I cant see straight right now)

Hex_Enduction_Hour
January 27th, 2007, 02:39 AM
Epic map, KA1976! The single tower outposts are a nice touch.
AE's playground, no doubt!

ariealaviator
January 27th, 2007, 10:00 AM
I think it looks like loads of fun to play on. Nice job.

NecroBlade
January 27th, 2007, 12:15 PM
I'd say it was roughly 5' by 5' kh. Not real sure cause its late and my "eyeballin" aint so good.

(that's southern for I cant see straight right now) :rofl:

Sweet map!

KingArthur1976
January 27th, 2007, 12:27 PM
Thanks guys!! One thing I'm not really concerned about is extreme height. About 90% of the towers dont have any ladders so unless you have the AE or you are summoning range on top of the tower then the opponent really doesnt have to worry about it.

Not only that but there is so much cover on tis board if you cant hide behind something then you deserve to get shot.

I really like the overhangs. It gives a feeling of a once mighty castle now decayed, with all kinds of tunnels, cliffs and cover to run around in!!

Loco4DaMofo
January 27th, 2007, 02:30 PM
That's one heck of a map! I would be first drafting AE and some Kyries for the flying advantage. Nice job!

heroscaper2.0
January 28th, 2007, 01:35 AM
One word... or... smiley.






:jawdrop:

Hex_Enduction_Hour
January 29th, 2007, 02:38 AM
That's one heck of a map! I would be first drafting AE and some Kyries for the flying advantage. Nice job!
Just perhaps even some Shaolin Monks...

Taelord
January 29th, 2007, 07:31 AM
Awesome map. Much awesomness radiates from its exterior. :D :up:

Sea_Wolf64
January 29th, 2007, 07:13 PM
That looks like fun. so have you played on it yet?

KingArthur1976
January 29th, 2007, 07:21 PM
Havnt played it yet Sea wolf. Its still in my living room floor. The wife and I will hopefully get a chance to play it tomorrow night and I will be releasing full battle reports!!!

Sea_Wolf64
January 29th, 2007, 07:43 PM
Can't wait to hear how it goes.

Homba
February 15th, 2007, 11:37 AM
Thx for pointing this out to me, KA. I love the multi-levelness. Interesting optional rule would be "High Winds" - no flying, no AE Drop.

Or maybe "Gusty Winds" - roll each Round (after AE Drop check & all order marker placement) to see how strong the winds are.

d6-1 roll:
0=no wind, fly and drop normally
1=flying movement reduced by 1, AE drop displaces* 1
2=flying movement reduced by 2, AE drop displaces 2
3=flying movement reduced by 3, AE drop displaces 3
4=flying movement reduced by 4, AE drop displaces 4
5=flying movement reduced by 5, AE drop displaces 5

*AE drop displacement: pick legal landing hexes for your AE, then, based on the wind gust, displace them away from that hex the amount shown. To determine a direction of displacement, roll a d6, assigning a number to each of the 6 possible direction away from your target hex. Presumably, all AE would displace in the same direction (unless you played "Gusty Swirling Winds") hehe.

If the AE land on an illegal hex (on a Glyph, or on or adjacent to another figure), then move them to the nearest (in height & proximity) legal hex (determine randomly if more than one), but in the case of interference from a hostile figure, that figure gets to take a leaving swipe! :twisted:

Are the start zones the raised sand tiles on the near and far ends in the first pic?

I hope we can get together for a game soon. Cheers bud,

H

KingArthur1976
February 15th, 2007, 01:58 PM
H,

You hit the nail on the head buddy. The start zones are indeed the raised sand hexes on each side.

Also the wife and I were talking about a random flying dice roll just as you suggested!!

The map is incredibly fun to play and the pics dont even begin to show the number of multi levlels and hiding spots!

Looking forward to playing! Let me know when the girls are ready and we'll get something together!

deadeyedan42
February 15th, 2007, 02:10 PM
Havnt played it yet Sea wolf. Its still in my living room floor. The wife and I will hopefully get a chance to play it tomorrow night and I will be releasing full battle reports!!!

Say king aurthor, Exalent map! and also, if you ever want a scenario for that map, I"ll gladly type one up for you! :D

KingArthur1976
February 15th, 2007, 04:11 PM
Havnt played it yet Sea wolf. Its still in my living room floor. The wife and I will hopefully get a chance to play it tomorrow night and I will be releasing full battle reports!!!

Say king aurthor, Exalent map! and also, if you ever want a scenario for that map, I"ll gladly type one up for you! :D

Deadeye, if you have the time feel free!! I was telling Homba that i love this map so much it is still together in my living room floor!! I dont have the heart to tear it down!!

As a matter of fact I was hoping a few of you guys/ gals would fly into Jacksonn, MS one weekend so I could hold a tourney at my hous and you could see the map in its full splendor!!!! :)

Sea_Wolf64
February 15th, 2007, 06:12 PM
Let me know when and I'll drive up to Jackson. can I bring my siege tower :twisted:

deadeyedan42
February 15th, 2007, 06:56 PM
Here you go King aurthor! enjoy, and tell use how it went! :D




The Ruins of Dreithkhon mun


In the most desolate Part of Valhalla, the ruins of a once proud fortress stand unhindered by the tests of time, Dreithkhon mun was once sentries post in the grothemal swamps. But the heavy rains that visit the swamp each year turned the soil to mud and flooded the chambers; it grew so full of water that parts of the fortress sunk into the vast marsh land and became infested with strange creatures that are crueler than Utgar himself. Now, rumors of a mysterious amulet have spread though the Kyrie villages, and the 5 generals are in a race to find it. On the night of the search, the dreaded rains that cursed the ruins to a watery fate have returned and the race is on to find the amulet before the water gets too high…..


Goal: Find the glyph of Brandar before the rains get to high or the other play destroys your army!

Players: 2-4

Armies: Each player drafts or pre-builds a 800 point army.

Set up: take every master set glyph you own. Take out every glyph of Brandar except for one. Shuffle the glyphs and place them on the board in random places over the board.

Rounds: 20

Special rules:

Because of the high winds of the storm, there can be no drop power. To determine if the wind effects flyers, choose a target hex to move to then use the following table:

d-6 roll:
1=no wind, fly normally
2=flying movement reduced by 1, 1
3=flying movement reduced by 2,
4=flying movement reduced by 3,
5=flying movement reduced by 4,
6= Your figure is blown off course, move 5 hexes to the right/left.

Due to the heavy darkness, range is reduced by 2 for ranged figures.

After each round, every figure in a water space must roll the 20 sided die in order to see if they survived. On the roll of a 1 your figure is killed by the creatures that live in the swamp. On the roll of a 2-11 your figure receives 3 wounds. On the roll of a 12-16 your figure receives one wound. On the roll of a 17-20 your figure is safe. [For now. :twisted:]

At the end of every other round, the water level raises by ½ a level. [aka one water tile] water on the high plate of land does not rise. Figures in the raised water must roll to survive from drowning. On the roll of a 1-15 your figure drowns. On the roll of a 16-20 your figure can swim. [yay]

Victory

Any player can win before round 20 on the following terms.

1. if you find the glyph of Brandar you win the game instantly
2. If you destroy all of your opponents figures you win immediately.


If the game reaches round 20 the player with the most points on the battle field wins. [see scoring, in the master set rule book.]

Homba
February 16th, 2007, 10:21 AM
d6-1 roll:
0=no wind, fly normally
1=flying movement reduced by 1, 1
2=flying movement reduced by 2,
3=flying movement reduced by 3,
4=flying movement reduced by 4,
5=flying movement reduced by 5,
6= Your figure is blown off course, move in the opposite direction.


Whoa, I want me one of them d6's with a 7 on it! ;)

Nice tale, deadeye :)

H

deadeyedan42
February 16th, 2007, 10:23 AM
d6-1 roll:
0=no wind, fly normally
1=flying movement reduced by 1, 1
2=flying movement reduced by 2,
3=flying movement reduced by 3,
4=flying movement reduced by 4,
5=flying movement reduced by 5,
6= Your figure is blown off course, move in the opposite direction.


Whoa, I want me one of them d6's with a 7 on it! ;)

Nice tale, deadeye :)

H

:duh:

There is no 7 on a d-6!

My bad, I"ll erase one of them.

KingArthur1976
February 16th, 2007, 03:50 PM
I like it Deadeye!! I will playtest it this weekend and see how she works.. The glyph search will be kinda interesting.. seeing as how I have 5 master set's worth plus all glyphs from expansions!!!

Sounds like fun.

Sea wolf.. name a weekend and we'll even see if we cant rope Homba into playing with us too!! (hes in Jackson as well)

KingArthur1976
February 16th, 2007, 03:52 PM
At the end of every other round, the water level raises by ½ a level. [aka one water tile] water on the high plate of land does not rise. Figures in the raised water must roll to survive from drowning. On the roll of a 1-15 your figure drowns. On the roll of a 16-20 your figure can swim. [yay]



Did you intend to represent this raised water level on the physical board? If so how?

deadeyedan42
February 16th, 2007, 04:32 PM
Oh, sorry for not being clear.

To recordthe water level you will need a chart of sorts. like this one.

Water level

10
9 1/2
9
8 1/2
8
7 1/2
7
6 1/2
6
5 1/2
5
4 1/2
4
3 1/2
3
2 1/2
2
1 1/2
1

Every time the water level raises move the black round marker up one 1/2 level. That should do it for you. :D

KingArthur1976
February 16th, 2007, 05:44 PM
Wonder if I could make some typeof marker on the board (like a stick) that would represent how deep the water was getting. In other words the stick would have marks that would be at the same height as corresponding levels on the map in which anything below the water level marker would be under water and essentialy too deep to navigate.

Is that clear? Or did I further confuse the scenario? :)

deadeyedan42
February 16th, 2007, 08:36 PM
Wonder if I could make some typeof marker on the board (like a stick) that would represent how deep the water was getting. In other words the stick would have marks that would be at the same height as corresponding levels on the map in which anything below the water level marker would be under water and essentialy too deep to navigate.

Is that clear? Or did I further confuse the scenario? :)

Wel, I had to re-read it, hows that? :)