
3 Maps: Scenarios Wanted
Posted October 2nd, 2010 at 09:39 AM by AliasQTip
Updated October 12th, 2010 at 10:10 AM by AliasQTip
Updated October 12th, 2010 at 10:10 AM by AliasQTip
I’ve got three little maps that could use some help. Each of them has elements I like but I’m just running low on ideas – especially story ideas. Here they are in no particular order.
Watery Cave
Before the Watery Deep was the Watery Cave. This was my original idea for that map. As you can see it’s symmetrical and quite low; not going above 2 levels. I’ve played a couple of nice games on this one. The water tiles create some good bottlenecks. This one needs a good scenario and a story. Suggestions are most welcome.
The Marsh
One day I wanted to make a marsh. And here it is. Nice huh? I thought it might be nice to switch up the start zones on this one. Baddies coming from both ends with the heroes in the middle of the marsh battling their way out. Story? Maybe a scouting party gets lured into the marsh by the will-o’-the-wisps and BOOM! they’re surrounded.
Marvel Corner
First, I don’t even know what I want to call this one. Name, please? The warehouse ruin is completely cut of from the rest of the map (if you don’t allow figures to fly, leap, grapple, or teleport inside, that is). I put a glyph inside but I don’t know what it is or what it does. All I know is you’re gonna have to knock down the wall to get to it. Two teams could approach from either end of the street with the warehouse as a goal. Or… our heroes try to make it to the end of the street while the bad guys plan an ambush from their dilapidated warehouse hideout. Ideas?
Well there they are. What do you think? Comments, criticisms, suggestions? The sooner I have some good ideas, the sooner you’ll be able to play these great maps. Thanks in advance.
Watery Cave

Before the Watery Deep was the Watery Cave. This was my original idea for that map. As you can see it’s symmetrical and quite low; not going above 2 levels. I’ve played a couple of nice games on this one. The water tiles create some good bottlenecks. This one needs a good scenario and a story. Suggestions are most welcome.
The Marsh

One day I wanted to make a marsh. And here it is. Nice huh? I thought it might be nice to switch up the start zones on this one. Baddies coming from both ends with the heroes in the middle of the marsh battling their way out. Story? Maybe a scouting party gets lured into the marsh by the will-o’-the-wisps and BOOM! they’re surrounded.
Marvel Corner

First, I don’t even know what I want to call this one. Name, please? The warehouse ruin is completely cut of from the rest of the map (if you don’t allow figures to fly, leap, grapple, or teleport inside, that is). I put a glyph inside but I don’t know what it is or what it does. All I know is you’re gonna have to knock down the wall to get to it. Two teams could approach from either end of the street with the warehouse as a goal. Or… our heroes try to make it to the end of the street while the bad guys plan an ambush from their dilapidated warehouse hideout. Ideas?
Well there they are. What do you think? Comments, criticisms, suggestions? The sooner I have some good ideas, the sooner you’ll be able to play these great maps. Thanks in advance.
Total Comments 20
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I'll give it a try.
This is for the marsh map. Marsh Treasure Madness (2 or 3 players) Goal: Recover the most treasure glyphs before time runs out. Setup: Place all eight D1 and D2 treasure glyphs at the far East and West of the map. 2 Players: Each player drafts or brings pre-made 450-point armies. 3 Players: player 1 drafts 450 point army, the two other players play on a team with 200 points each. For starting, Players 2 (and 3) may position their figures anywhere on the field. Player 1 starts in the very centre of the map, as if they have been teleported there. Marr special: if player 2 (and 3) take an all Marr army they receive 100 additional points. Special Rules: Players 2 (and 3) cannot touch the treasure glyphs. After each round shake the 20d. 8+ and a random unpossessed glyph disappears. It is taken out of play and off the board. The missing glyph counts as a point for player 2 (and 3) Each glyph player 1 can recover counts as a point, however player one can also use the glyphs. If it is a temporary glyph, the glyph is destroyed after use and it is worth no points. Victory: Victory is achieved when one side collects the majority of possible points. Story: There was once a great burial mound but it was disturbed by intense flooding. Although most of the contents were recovered several treasures were washed downstream and ended up in a foul swamp. A group of faithful set out to recover the treasures and return them to the repaired burial mound. |
Posted October 2nd, 2010 at 10:50 AM by Sylvano the Wasabus
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Looks like that could be fun, Sylvano! I like the idea.
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Posted October 2nd, 2010 at 11:04 AM by Killer Lawnmower
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I'd kinda like to do an escape scenario for the Marsh; get the heroes to the Exit Zones. I do like your point value distribution, Sylvano the Wasabus. And, I might use part of your story-line for another map listed elsewhere. Thanks.
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Posted October 2nd, 2010 at 01:04 PM by AliasQTip
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Let's try not to delete this one Flameslayer(I had this done already and I deleted it
For the Marvel Map: Name: The Suburbs Scenario: Ruckus in Valhalla City!!(2players) Setup: P1 picks 380 points worth of "good guys"(Alliance Valkyries and or Good Marvel) and places them on grass. --then-- P2 picks 345 points worth of "bad guy" units(Utgar, Valkrill and or Bad Marvel) anywhere besides grass and behind the wall area. Countering suggeted --then-- P2 places 4 1-hex figures any where outside of the wall. They act as civilians. Winning: P1 must kill all bad guys before the civilians are dead. P2 must kill all of P1 or all 4 civilians. Special Rules: You may not fly, grapple jump over the wall. You may teleport through it though. Th glyph behind the wall is the glyph of "super Civilians". It's effect is: Civilians have +1 move and defense as long as something is standing on it. P1 may go first for the first round. At the end of each round, P1 may move each civilian. Civialians can't attack. Civilian Custom: 4 life 1 move 2 defense Disengage Flying .............................. I hope you like it AliasQTip, but if your burned out, give it a rest and enjoy the maps you have for a little while |
Posted October 2nd, 2010 at 03:08 PM by flameslayer93
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Oooh, civilians. Hmmm. *gears turning* Could be interesting.
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Posted October 2nd, 2010 at 03:24 PM by AliasQTip
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Flying civilians!
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Posted October 2nd, 2010 at 05:21 PM by Kaiser Cat
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Snipers in the Trees (Marsh Map)
It is nighttime. Taelord leads Utgar's army through the marsh, searching for the Alliance soldiers who had supposedly been based here, when suddenly, a shot rings out from the nearby trees. One of his soldiers drops to the ground. "Snipers!" he yells, as his soldiers duck for cover. He spots, lying in the middle of the swamp, a small device the human soldiers call a walkie-talkie. "Hmmm..." he thought aloud. Finn stealthily slipped across the wet ground. He hears a gunshot from a tree as his soldiers drops. "Our own snipers can't tell who's who!" he warns his troops. Player 1: Jandar, Utgar, Vydar, Einar, and Aquilla 400 pts, plus Finn (not counted in points) Player 2: Utgar and Valkrill 400 pts, plus Taelord (not counted in points) Specials: Walkie-Talkie Glyph of Brandar: Place in the middle of the map. Any unique or uncommon hero may pick up this glyph. At the end of every round, roll the twenty-sided die for every figure within 3 clear sight spaces of a tree. 1-15=safe, 16-19= 1 wound, 20= destroyed. If a figure posesses the glyphs, their team cannot be sniped. Darkness Any figure who is attacked by a non-adjacent figure rolls one extra defense die. |
Posted October 2nd, 2010 at 05:22 PM by SonOfDumbledore
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Quote:
Flying civilians!
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Posted October 2nd, 2010 at 06:28 PM by flameslayer93
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Got another idea:
Tar Pits (watery cave map) Through the large cave, the few troops walked warily. Then, suddenly, a cry for help is heard! a tar pit is seen a few feet ahead, with a warrior stuck waist-deep in it. Hmm... he might be grateful if we help him. Two armies, 320 points Special Rules Trapped in the Tar Pits: At the beginning of the game, choose 200 pts. worth of single space warriors and place them on the tar pits(shadow spaces). To free these warriors, simply move next to them and, instead of attacking, roll the 20-sided die. For small-med figs, 12+, and for large-huge figs, 10+, you pull the warrior free and place him adjacent to the 'puller'. The freed warrior is now under your control. Tar Pits: Shadow spaces are tar pits. you must stop your movement when you enter them and they do not give you the defense bonus. Tar splash: At the end of every round, roll the twenty-sided die once for every tar pit. If you roll a 1-14, nothing happens. If you roll a fifteen or higher, all figures adjacent to or on the tar pit cannot move for the rest of the round. |
Posted October 2nd, 2010 at 10:52 PM by SonOfDumbledore
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SonOfDumbledore, I really like your Darkness mechanic. Might be nice for lengthening low-point battles and encouraging melee attacks.
The Walkie Talkie idea is really neat too. I like using the Glyph of Brandar in different ways. |
Posted October 4th, 2010 at 07:38 PM by AliasQTip
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Psh! Dont let him take all the credit. I came up with ideas myself!
Ok, maybe he did, but I helped. |
Posted October 4th, 2010 at 09:09 PM by Killer Lawnmower
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Sorry, K^L. but really the only thing you gave me was the idea of the tar pit splash thing. I think...
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Posted October 4th, 2010 at 09:26 PM by SonOfDumbledore
Updated October 4th, 2010 at 10:50 PM by SonOfDumbledore |
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Posted October 12th, 2010 at 10:16 AM by AliasQTip
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I've been doing a little work on the Marvel map and have worked out a pretty good scenario - rescuing civilians from a burning building. Here's a picture of a game midway through.
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Posted October 13th, 2010 at 08:20 AM by AliasQTip
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The Marvel map, Art District Battlefield, is done. It's quite a challange to get the actors out of the burning theater before the baddies swoop in an try to kill off the heroes. I may eventually work out a second scenario for this one but I wanted to make the file available ASAP. Enjoy! Don't forget to post some feedback in my MarvelScape thread, okay?
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Posted October 14th, 2010 at 04:05 PM by AliasQTip
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