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Old May 25th, 2006, 09:34 PM
quixotequest quixotequest is offline
 
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Looking for ideas for siege weapons

I picked up a couple sets of old Mage Knight siege weapons (catapult, ballista, cannon and mortar) for a steal. I'm thinking of preparing customs in prep for when castles are available.

My thoughts are whether to tie a squad or hero to move with the weapons. (In other words give the weapons "bonding") or whether they should act alone. My thought is the former.

Otherwise powers seem pretty obvious: indirect explosion special attack like DW9K. Maybe should allow trees or objects to get destroyed. Or who knows??

Any thoughts??


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  #2  
Old May 26th, 2006, 01:34 AM
peabodyw peabodyw is offline
 
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I made some customs with those figures. I have only played them once and they seemed pretty good. They might still need some tweaking. I was also going to give life values to ruins and trees and other terrain pieces to make it interesting. I had made them to go with the castle as well. I am not sure how to make a link but I just posted my cards in the gallery if you want to take a look and tell me what you think.


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  #3  
Old May 26th, 2006, 02:11 AM
quixotequest quixotequest is offline
 
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I like the concept of these being battlefield items. I had anticipated drafting them at a pt cost. I think I'd like to test out your idea and see how it shakes. I want to see how range between the mortar and cannon duplicate battlefield conditions (Mortar should lob higher for a shorter distance) as well as how the catapult works being a fixed item (probably okay if it is inside a castle).

Thanks!!


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  #4  
Old May 26th, 2006, 09:33 AM
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Bannister Bannister is offline
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I have a somewhat different thought on siege weapons that some might be interested in. On HQ there was a glyph contest which I had intended on entering (real world took me away for a couple of weeks). Anyway, my idea was a seige tower glyph to be used against the castle. It could be assigned to a squad and placed next to the castle to gain access. It basically used work a-la grapple gun to get you to the top.

It could only be destroyed if you destroyed the squad before it was placed and could be blocked if you positioned defenders at the top of the castle walls.

Anyway, that may not be what you are looking for but just a thought.

Bannister


That can only mean one thing. And I don't know what it is.

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  #5  
Old May 26th, 2006, 09:48 AM
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Annerios Annerios is offline
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I like the idea of making a card for the item that states how many figures are needed as crew to work the device. Then, if that many figures are adjacent, they can use the item to attack instead of moving and attacking with their own specials and attack values.

On some items there may need to be some limitation on what kind of figures can serve as crew (for example, should the dimwitted Venoc Vipers or Anubian wolves be allowed to work a catapult?).

There also has to be some allowance for movement of the item, since that is going to come up if you need to reposition it during battle. Something akin to "if X figures are adjacent to the item it can move X spaces". The more figures around it, the faster it can move. That will make 4 figure squads ideal as crew. Plus, on some turns, they can stop using the item and use their own attacks to defend themselves or the item from attacks, etc.

I made some destructible terrain cards for a MK tower door and the small RTFF bridge and playtested them with some success. I am waiting for the castle rules to solidify more of these ideas. How Hasbro handles the gate on the castle set is going to be a big clue as to how to approach this kind of design.

I am going to put my destructible items on a new card template, unless Hasbro makes a card for the castle gate with their own template.

I wish Hasbro would put the rules for the castle up already like they did prior to the release of the snow set. It would be very helpful.


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  #6  
Old May 26th, 2006, 02:25 PM
reapersaurus reapersaurus is offline
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There have been many discussion threads about Seige weapons thru the years.
Grungebob, in particular, has done a lot of work on them.

The concensus is that we should wait till Hasbro finally reveals their Castle rules, THEN we use those kick-butt MK Castle minis & can start making seige weapon rules that directly address the HS playfield. Until then, we are just guessing.


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  #7  
Old May 26th, 2006, 02:41 PM
K/H_Addict K/H_Addict is offline
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heres a baic thought i have for a cannon:

Jandar's Cannon

Move: ?
Range: 15
Attack: 3
Defense: 4
Points: 100

Stationary: Jandar's cannon may only be moved my a Hero that follows Jandar (yours or your opponents). Jandar's cannon can only move half of the unit moving the cannon's listed move (no enhancements are used whn moving Jandar's Cannon).

Limited Production: There may only be 1 Jandar's Cannon for each player.









sound fair to you?


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  #8  
Old May 26th, 2006, 02:51 PM
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Runehardt Runehardt is offline
 
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I'm currently working on some cannons that you can place on your starting zone and NOT move. You will not need to leave someone at the cannon and can place an order marker on it's card to use it. They will have a large range and you will have to roll for accuracy and then roll for size of impact zone and then roll for attack damage. I'll post the card here when done.


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  #9  
Old May 26th, 2006, 02:52 PM
K/H_Addict K/H_Addict is offline
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wow. thats a lot of rolling. how does it launch?


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Old May 26th, 2006, 03:11 PM
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Runehardt Runehardt is offline
 
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Quote:
Originally Posted by K/H_Addict
wow. thats a lot of rolling. how does it launch?
It's Magic! "ooooooweeeoooooo"

I want my cannon to be very powerfull but unpredictable so it's balanced.
It doesn't need a figure next to it because it will have one standing on the same base. or possibly riding it.

I also was playing with the idea of having a large cannon like weapon on the back of a creature like an elephant or mammoth. That way it could move on it's own and have a little rider on it that shoots the cannon.



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  #11  
Old May 26th, 2006, 03:33 PM
Rhydderch Rhydderch is offline
 
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I had considered rules for some siege weapons as well and like many other designers on HQ decided to wait until the castle rules came out. Its just too much work to create a ruleset for the artillery and cannons and etc only to find out Hasbro has taken the castles in a completely different direction.

Off-hand my rules for the siege weapons basically had them as tools that had to be operated by a squad or hero. The weapons were designed with special abilities and also had rules for how large the figures in a crew had to be in order to move the weapon, etc. I had also designed a few squads that had special abilities to use with the weapons.


“Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.”

Terry Pratchett, Discworld

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  #12  
Old May 26th, 2006, 03:36 PM
quixotequest quixotequest is offline
 
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Quote:
Originally Posted by Runehardt
I'm currently working on some cannons that you can place on your starting zone and NOT move. You will not need to leave someone at the cannon and can place an order marker on it's card to use it. They will have a large range and you will have to roll for accuracy and then roll for size of impact zone and then roll for attack damage. I'll post the card here when done.
I'd think the rolls of the attack dice are enough to represent the whismies of accuracy. Do you think it needs more?


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