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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#25
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#26
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Q. We should have listed height values for each platform for the purpose of falling/jumping.
A. I can add decoration to the tower that equals hex levels to show on the tower how high/low the figure is. I also think standard falling rules should apply. Quote:
My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |
#27
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Just an Idea... What about placement, since most towers were constructed on site, what about using something simular to AE's Drop.
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#28
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Moving Sajon’s Siege Tower: When counting spaces for Sajon’s Siege Tower’s movement. Ignore the first level of elevation. Sajon’s Siege Tower may not end its movement on uneven ground. If Sajon’s Siege Tower still has movement spaces left when it ends its move, all enemy figures adjacent to the tower receive ramming damage. Roll one attack die for each affected figure, if the roll results in a skull that figure receives a wound. (I don’t have a rulebook handy but however they word the rule for double space figures being able to cross over single space wide rivers should go here modified for the siege tower.) Sajon’s Siege Tower may only be moved by an adjacent hero or squad unit.
Moving Sajon’s Siege Tower with a Hero: In place of its normal turn, a hero with a size of 8 or higher may move Sajon’s Siege Tower up to 4 spaces. The hero must begin his turn adjacent to Sajon’s Siege Tower, after moving the siege tower up to 4 spaces place the hero adjacent to Sajon’s Siege Tower again. The hero may move a total of no more than 4 spaces. Moving Sajon’s Siege Tower with a Squad: In place of its normal turn, a squad unit of 3 or more figures, with a size of 4 or higher, may move Sajon’s Siege Tower up to 4 spaces. All squad members of the activated unit must begin their turn adjacent to Sajon’s Siege Tower, after moving the siege tower up to 4 spaces place all of the activated squad members adjacent to Sajon’s Siege Tower again. The activated squad members may move a total of no more than 4 spaces. Okay so there is a start for some of the move issues. What do you guys think? What am I missing there? That would be the order I would list the movement rules in the book too. I think the ramming damage takes care of the problem of the enemy slowing the tower down, or at least evens it out because he stands a chance of losing the figures he sends out to slow the towers progress. |
#29
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#31
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CA, it would help me visualize a bit if when you get around to it you could snap some photos of the tower being deployed onto a castle. Just trying to figure out exactlly what kind of issues we are goign to have with the deployment ramp and the castle wall height with and without battlements etc. Maybe we'll need a rule where when the ram comes down it destroys the battlement if it makes the walls too high. If the battlements need to be there for the ramp to be the right height than we'll have to do a picture diagram of figures moving from the castle to the deployment ramp with the extra height involved going that way. If it dosn't quite line up with either we're going to have to have some sort of clarifications in ther rules about any issues that might create.
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#32
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The siege platforms should have hexes indicated for movement purposes I think. Quote:
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#33
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Personally, I think that if Hasbro ever gives us siege towers they will be able to move themselves somehow for simplicity's sake...perhaps Troll pushers ala LOTR? But given that the sculpt does not contain any means of locomotion I think your rules are getting there. |
#34
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#35
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#36
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My mind is the Pink Zippo that sits on top of a pack of Camel Wides. |