Giark
February 8th, 2007, 12:13 PM
First attempt at making a map is up. It is a 1MS map called The High Pass (filename ThePass.pdf)
It is designed as a skirmish map (13x13) with three ways to get from one side to the other.
There is a lull in hostilities and two forces have dispatched small units to scout out the enemy territory. In one of those all too common coincidences, both forces arrive at the High Pass at the same time.
A rocky bridge leads out across the chasm. Below, frigid water, snow and ice crash together in nature's fury. Narrow paths on either side of the ice floe offer tantilizing routes to flank the enemy.
Scouting mission forgotten, the two forces clash.
2 players
250 point armies
Each player starts at the back end of his side of the map on the rocks.
Water spaces are open leads in the ice. Figures forced into the water, or stepping into it must roll 1d20. 15-19, take 1 wound. 20, figure destroyed.
Snow tiles are light snow, movement as normal.
Ice tiles are slippery ice, movement costs 2.
Let the mayhem begin!
It is designed as a skirmish map (13x13) with three ways to get from one side to the other.
There is a lull in hostilities and two forces have dispatched small units to scout out the enemy territory. In one of those all too common coincidences, both forces arrive at the High Pass at the same time.
A rocky bridge leads out across the chasm. Below, frigid water, snow and ice crash together in nature's fury. Narrow paths on either side of the ice floe offer tantilizing routes to flank the enemy.
Scouting mission forgotten, the two forces clash.
2 players
250 point armies
Each player starts at the back end of his side of the map on the rocks.
Water spaces are open leads in the ice. Figures forced into the water, or stepping into it must roll 1d20. 15-19, take 1 wound. 20, figure destroyed.
Snow tiles are light snow, movement as normal.
Ice tiles are slippery ice, movement costs 2.
Let the mayhem begin!