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#1
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#2
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Ooooh! We also need to do a front page article on how to build this complete with those rules!! CA YOUR A PIMP!
DO YOU KNOW HOW MUCH THIS THING IS WORTH!!! Even more so with rules. I guarentee if you put this up on ebay it would fetch a $100 easy. |
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#3
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#4
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We humbly bow where praise is due... UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
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#5
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I bought it pre built and I only made a few modifications, I'm not certain how much it's worth but it is fun, As for rules I didn't set anything up for it because I'm not the best with cards or rules (making them that is) but if you guys want to set something up for it get a jpeg to me and I'll get a card printed up for it, My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
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#6
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#7
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Okay, seriously RULES!!
Things that will need to be clarified: Does it need its own card like the door? If it has a card and can be destroyed what happens to figures on it? Does it move? If so how? Do we need to provide a diagram? It can block alot of line of site so that's self explainatory there. We should probably re-interate the ladder rules in these rules for clarity sake. Rules for moving from ladder rung to a siege platform. Rules for lowering the gate thingy. We should have listed height values for each platform for the purpose of falling/jumping. We should clarfy that each platform (including the one that lowers) counts for one hex of movement and counts as a "Siege Tower Space" for rules purposes, where as the ladder counts as a ladder rung or space (or whatever they call them in the rules) for rules purposes. We could rule that figures with a size of 8 or more can move themselves and the seige tower forward 3 spaces (or some such) during thier movement (or in place of thier turn). We could do up rules for multiple mediums (maybe it has to be a squad). This could get really technical and touchy but I think we can pull it off. Anything else that needs to be covered? Anyone have any input thus far? I'm going to start scetching up some rules if no one has objections and then we can fine tune them together for a final project. I'll even lay it all out in pagemaker and send it to Cupid as he has superior printing available. Didn't someone on the do some work on getting the offical looking background in the rules books for use in landscape .pdfs or something? If anyone knows anything about that so I don't have to spend the time clonestamping myself, let me know. |
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#8
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I know that this would even be further complicating the rule set, but what if required a combined attack power of 4 to move the seige tower. By that I mean it would require the dedicated move of 2 Romans or one Minion or 4 Deathreavers, etc.
Or to simplify it, it should be able to be moved by hero units. To really complicate things, you could have the combined attack total of the units dedicating their move to advancing the tower some how determine how far the tower could move. I.E. every 3 attack points could allow one movement point for the tower. With that scenario, the farthest that the tower could move would be 5 spaces with the newest Wave 5 Samurai squad (I am drawing a blank on their name right now.) UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
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#9
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#10
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As for squad I'd say a min of 3 squad units to move the tower, I also thing that it should say something along the lines of,
"To move Tower choose at least 3 medium units from the same squad or 1 Huge Hero. Instead of Attacking this turn Those unit/s move with Tower up to 4 spaces. The unit/s that move with the Tower may not attack during the turn they move with tower". My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
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#11
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UPC's Heroscape Strategy Blog (and whatever else the Muse sends my way...) |
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#12
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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||
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