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Boating Weather

Posted May 15th, 2010 at 11:33 AM by Sylvano the Wasabus
With the coming of spring and especially the nice warmer weather in our neck of the woods my family has returned to boating. We did a lot of boating last year, and then never went back to it. But it inspired us to include a lot more large water ways in our great big home made wall map that keeps track of our giant never-ending game.

There’s nothing like feeling the cool wind off the water, I think, as I set out for a nice day-trip to invade those islands I’ve always coveted. It’s not greed- those island are a valuable outpost and in the wrong hands it endangers everything I’ve built so far. I need them for security reasons.
I tried to negotiate with my eldest son- offering to buy them from him for 200 points, which admittedly, is only a small amount- but it’s better than risking an invasion, don’t you think?

But children will be children, stubbornly hanging on to areas they should cede to their elders.

My oldest son is 12 now, almost a teenager, and he is constantly challenging the authority and wisdom of the status quo. I was only a little surprised when he met my invasion force mid-lake with a flotilla of defenders.

We use upside-down hex tiles for boats- it sort of happened spontaneously and seemed the easiest thing to do.
They are destructible of course, but at our house it’s the top-down rule. (You must target the top most item- if it’s a full boat you must first destroy a figure before you can target the boat hex beneath. Once you do puncture the boat, that hex floods, and then each turn the boat fills with water, hex by hex, at a rate determined by the 6d. When it’s completely full, it sinks. We have some thin blue foam cut into hexes that we use for water)


Boats

1 hex 10 pts
2 hex 20 pts
7 hex 50 pts
24 hex 100 pts
8 D, 5 M, 6d sinking

We also have a few deep-water figures- for example that heady new-comer the Fen Hydra can swim well enough and doesn’t need a boat. We have different rules for deep water and shallow water. The Marr need boats in deep water and we try to stick with blue tiles to represent the depths. We have acquired our first lexan mat, which is nice. We also have several home-made hand drawn ones.

Back to the battle. His defensive ships contained only ranged units, which continued to try and sink my incoming army. In our big game it’s not always the particular figures that matter- it’s the point value. I had bought the cheapest things- tried to spread the points out as much as I could knowing that I’d lose some but hoping to get across with as much as possible. I had some ranged figures and some melee and was able to chase off his ships by applying pressure from a distance while threatening boarding. Two of my 7 hex ships went down, and several figures drowned before they could be rescued.

Swimming in deep water – shake the 20d
11+ take your normal turn
10- drowning 1 wound, stunned (no attacking from the water)

His ships pulled back and retreated with little loss- meaning he kept most of his points and then could transfer them to defending his outpost. He was heavily out-numbered because my invading force was huge and he’d just hoped to cause as much loss as possible before we landed. His possession of the outpost was really just a feint- something to occupy me while he plotted and moved elsewhere.

My son had built some fortifications at the outpost- in our big game a castle “cylinder” only costs ten points- and he had restricted my future movement on land with castle walls and added towers on the shore to harass me.




Preparing to land

We switched maps so I could do the landing and he sent out melee troops and a few little boats to delay my landing while his ranged units snipered from his castle tower heights. His little boats only slowed me down a little and instead of sinking them I just killed their occupants and used them myself. I landed on the shore and he withdrew all forces behind fortifications. I attacked the door, which fell after two turns. He left a few remaining figures to run around the ramparts and distract me while the bulk of his remaining forces retreated off the board.

The outpost was mine. Re-enforcements were already on the way. His retreating force was too small to retake the outpost, but I’d start after next turn just the same.

This is the game I excel in- I’ll lose many battles but by managing my resources effectively and making strategic choices for outposts and invasion points I win in the long run, even when they team against me. It’s funny I think, to use the experience of budgeting a small income for a growing family in war scenarios. That’s something they don’t know much about yet. Sometimes, Dad wins.
Total Comments 7

Comments

Old
If a boat's hull is broken will water spread from ship to ship?
Posted May 15th, 2010 at 02:07 PM by dfonse dfonse is offline
Old
Takanuva's Avatar
What stops a player from blocking off his half of the map in wall cylindars? Also, what castle door rules do you use that make it breakable in two turns?
Posted May 17th, 2010 at 08:22 PM by Takanuva Takanuva is offline
Old
Sylvano the Wasabus's Avatar
Each boat is independent- the terrain tiles upside-down have sides on 'em, so the water doesn't spread ship to ship.

I suppose a player could block off his half of the wall with cylinders. (it would be a waste of valuable points) It wouldn't stop an army of fliers. We also have catapults in our game, and they can destroy castle cylinders. So you see, there would be no point in doing such a thing.

We play a variant of the game rules- and the castle door only has two life, as do all the heroes, while common squads have one life. We started playing when the kids were wee and played the basic game and clumpingly added in the advanced game so the rules are all skewed now. Plus we have almost no Classic scape and almost everything is custom. Our game is different than your game. We have re-enforced castle doors with greater defense but still only two life. I know it's bizarre- but it just happened bit by bit and here we are today with a rather different game and rules....
Posted May 19th, 2010 at 02:35 PM by Sylvano the Wasabus Sylvano the Wasabus is offline
Old
Sorry, that is not what I meant that is my mistake I mean spread through out the ship.
Posted May 19th, 2010 at 03:18 PM by dfonse dfonse is offline
Old
Sylvano the Wasabus's Avatar
Yes, it spreads through the ship by 6d once the hull is breached-every turn you shake, and if you shake a one, one more hex fills up, for a 2, two hexes fill up, etc. The small boats can sink fast. It's rather unpleasant to watch, and makes one move quick to rescue the figures in the water.
Posted May 19th, 2010 at 05:34 PM by Sylvano the Wasabus Sylvano the Wasabus is offline
Old
Arch-vile's Avatar
Once again, I find myself reading old blog posts by Sylvano and finding myself enthralled until the end. Interesting boat rules, I'll have to try it sometime.
Posted September 6th, 2012 at 06:12 PM by Arch-vile Arch-vile is offline
Old
boromir96's Avatar
Quote:
Originally Posted by Arch-vile
Once again, I find myself reading old blog posts by Sylvano and finding myself enthralled until the end. Interesting boat rules, I'll have to try it sometime.
I know, right? I went through like 20 pages of his blog in a couple of days a couple months ago. @Sylvano, You sir, Are absolutely hilarious.
Posted September 7th, 2012 at 08:27 AM by boromir96 boromir96 is offline
 
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