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Yodaking
June 23rd, 2015, 03:08 PM
BOSS BATTLEFRONT

-Place Glyphs according to map descriptions.

-Each Player Drafts Army point totals of even value.

-Game play is designed for 1-2 players or 1-2 teams.

-Use Control Markers from PDF. This is an Imperial or Rebel symbol marker that sits on top of the glyph.

-Startzones are according to map descriptions. All figures start in start zone spaces unless specified on their army card.

-Figure Reserves. If all your army or team mates army does not fit in your start zone, it will be in a reserve off of the board. After you Capture or Lose a Control Point, you may place any number of figures from your reserve onto empty spaces in your start zone. Figures in your reserve are not defeated. If you still have figures in your reserve, but no other figures in play on the game board, you must immediately place as many figures as you can on start zone locations. Players are only defeated once all their figures are destroyed. If there are no figures left on the battlefield you must wound figures in your reserve from your opponent controlling glyphs.

-Capturing Control Points
At the end of a Round, if a friendly figure is occupying a glyph, that glyph is now controlled by that player/team. Until that glyph has been occupied by an enemy figure it is under your control. Place a control marker on that glyph.

-Losing Control Points
If an enemy Figure ends its movement on a glyph under your control, you must remove your control marker on that glyph and it returns to being a neutral glyph. This does not make the glyph an enemy glyph. It just takes control away from the previous player/team that controlled it.

-Glyph Effect
At end of each round for every glyph held by your team, the enemy team must take a wound. Each team cancels out enemy glyphs held with their own. The remainder is then awarded to the player holding more glyphs wounding the opponent that number of times.

-Rules for Advancing Units. At the beginning of each round after initiative is rolled but before the first order marker is revealed, in turn order each player may place up to three unengaged figures in your start zone on an empty space adjacent to any control point they currently have control of.

Yodaking
June 23rd, 2015, 03:08 PM
Looking at Trex's new map with all those glyph locations has got my creative juices running concerning the Battlefront game system we have talked about. So I started up a new thread for us to use for the development of those rules. Once we work out all the details, I'll post all the rules up in the OP and we can also list each BoSS map we think would be good options for the rules along with updated control glyph positions on those maps.

Yodaking
June 23rd, 2015, 03:56 PM
Here is what I had in mind for the BoSS Battlefront challenge (feedback appreciated).

Two players select a BoSS Battlefront Map to fight for control of and roll a twenty sided die. Whoever rolls higher selects there team. We will start out with the Galactic Empire and Rebel Alliance as the only teams but then will add other team options as other factions (Independent, CIS, Galactic Republic) are better filled out by HoSS. We can also update the teams or add alternate team options as more and more units get released.

Each BoSS Battlefield Map will be either a BoSS competitive or casual map with a number of Command Nodes marked by a glyph. While each individual map layout will ultimately determine the number and location of the Command Nodes, for a general guideline small maps will have just 2 Command Nodes, medium maps will have 3 Command Nodes, while large maps will have 4 or 5 Command Nodes.

Starting Teams:

Galactic Empire (390 points)
Grand Moff Tarkin - 160 points
Death Star Troopers x3 - 180 points
Probe Droid x2 - 50 points

Rebel Alliance (390 points)
Han Solo - 120 points
Chewbacca - 120 points
Rebel Troopers x2 - 110 points
R2-D2 - 30 points
C-3PO - 10 points

At the end of each round, control of Command Nodes are determined. Each Command Node glyph that has one of your figures on top of it is under your control, even if that figure is completely surrounded by the enemy. Any empty Command Node that has 1 or more of your figures adjacent to the Node and your opponent has no figures adjacent to that Command Node is under your control. Command Nodes that do not have any figures on or adjacent to it at the end of the round remain under the control of whoever controlled the Command Node at the start of the round. If both players have figures adjacent to an empty Command Node glyph, then that Command Node is contested. Contested and unclaimed Command Nodes are represented by the standard Command Node glyph that are on the map at the start of the game. Command Node glyphs that are under one sides control are replaced with a Rebel or Empire symbol glyph to denote control of that location. Once all control of all Command Nodes are determined, each side is awarded X points (25 or 50?) for each Command Node they control. Points are recorded on a piece of paper for tally at the end of the game.

At the start of Rounds 3, 5, 7, & 9 each side receives reinforcements. Reinforcements can be placed on or adjacent to any Command Nodes that you control. You can also place reinforcement in your Start Zone.

Round 3 Reinforcements:

Galactic Empire (230 points)
Darth Vader - 230 points

Rebel Alliance (230 points)
Major Derlin - 100 points
Rebel Heavy Gunner x2 - 130 points

Round 5 Reinforcements:

Galactic Empire (260 points)
E-Web Trooper - 100 points
Stormtroopers x2 - 160 points

Rebel Alliance (260 points)
Obi-Wan Kenobi - 150 points
Padawan Luke Skywalker - 110 points

Round 7 Reinforcements:

Galactic Empire (230 points)
Admiral Ozzel - 70 points
Stormtroopers x2 - 160 points

Rebel Alliance (230 points)
Rebel Captain - 65 points
Rebel Troopers x3 - 165 points

Round 9 Reinforcements:

Galactic Empire (100 points) - Choice
E-Web Trooper - 100 points or
General Veers - 100 points

Rebel Alliance (100 points) - Choice
Princess Leia (100 points) or
Yoda (100 points)

At the end of round 12 the game ends. Add up all the points earned from end of round Control Nodes. Then add to your total the points of all remaining forces in your army. Hero cards are awarded full point value even if they are wounded. Squads are counted as full squads for points as long as one member of the squad still remains in play. Whoever has the higher point total wins the game.

Porkins
June 23rd, 2015, 05:10 PM
I'd prefer to call them "Control Points" instead of "Control Nodes."

I love the idea of replacing the uncontrolled glyph with an Empire or Rebel symbol.

I think it might be better for maps to have an odd number of control points so that tension is created because there will typically be a disparity in the number of points controlled.


Also, I think it would be better to just specify the number of points rather than set armies with set reinforcements.

mac122
June 23rd, 2015, 06:04 PM
I'd prefer to call them "Control Points" instead of "Control Nodes."

I love the idea of replacing the uncontrolled glyph with an Empire or Rebel symbol.

I think it might be better for maps to have an odd number of control points so that tension is created because there will typically be a disparity in the number of points controlled.


Also, I think it would be better to just specify the number of points rather than set armies with set reinforcements.
:up:
One of the things I enjoy about the video game is the choices you have when you respawn. I'd like to see a version of that for a Battlefront variant of HoSS. Set an overall point total for an army (1000, 1500, whatever) then decide how much of that each army will have on the battlefield at the start of the game. At the end of each round (or every other round), each player can bring in a set number of figures or a maximum number of points for each control point they command. Players should have to achieve some sort of goal to bring strong uniques like Vader, Jedi Knight Luke, etc, into the game - capture an opponent's control point, destroy a certain number of opponent's figures, etc.

Yodaking
June 23rd, 2015, 06:36 PM
I feel pretty strongly about the need to have a set format for reinforcements. The format doesn't need to be exactly what I laid out above, and I like the 'rewards' idea for unlocking certain heroes, but it needs to have some kind of structure. If you want to just build a random army and kill your opponent's random army, then that is what you can do under the normal game rules. The Battlefront system should be an alternate gaming format, not more of the same thing. To insure this format is fun and competitive for both sides to play, you need a planned and tested set of forces involved.

12 rounds of play featuring 1210 points of figures is a significant investment of time, it should be fun for everyone involved. Just saying bring your own 1200 point army and break it up however you want too will definitely led to lopsided, crushing defeats and the loser will think, "this sucks lets just go back to normal scape." It will also take an hour just drafting the armies and deciding how to break the army up so that each side is somewhere close to the same power level through out. One army starting with 410 points of squad bonded heroes and the other starting with 230 points uncommon heroes is just not going to work. The squad boned heroes will sweep over the map and claim 3 Control Nodes while the uncommon heroes are still trying to move out of the start zone and claim 1 Node. Then the reinforcements will be arriving in 3 key positions for one side and only 1 for the other. The purpose of having a new officially tested and predetermined game system is to streamline the process so that it is quicker to set up and get into the action while ensuring that it is a balanced and fun play experience.

Having the same armies face off against each other time and time again with the same reinforcement structure is how new and interesting tactics arise as well. You know your opponent is getting Vader at the start of round 3 and that he is a tank and will over run one of your positions and claim a Control Node. From experience you learn how to deal with that and buy your time until the start of round 5 when Obi-Wan 7 Luke arrive on the scene. In the end Vader is only one figure and can thus only control one Node, so you spread your forces out over as many Nodes as you can and focus on taking out the non-Vader forces.

TREX
June 23rd, 2015, 09:06 PM
I was thinking on letting the players be rewarded in points for control points controlled each round. Then letting the players use the points earned on reinforcements. The points reflecting on the army card points somehow. The bigger the points the higher reward.

Yodaking
June 23rd, 2015, 11:38 PM
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.

TREX
June 24th, 2015, 11:28 AM
Good point. I hadn't thought about it in that way. I am excited about this even more after checking out the new Battlefront videos of game play. Oh man, it looks awesome.

mac122
June 24th, 2015, 12:13 PM
I understand your points, YK, but I disagree. The rigid structure you propose takes the fun out of it for me. Tactics and strategy develop not only on the battlefield but in army creation as well. Do I take more Rebel Troopers or do I take another RHG? Who do I send in this round? Where do I put them? I'm not against having some suggested armies or creating scenarios based on set reinforcements, but this alternate game system needs to have flexibility.

Tornado
June 25th, 2015, 06:31 PM
I am really interested. I tried to develop something akin to this in an attempt to simulate the old computer game Archon (https://en.wikipedia.org/wiki/Archon:_The_Light_and_the_Dark).

TREX
July 12th, 2015, 11:28 AM
I'd really like to test a point system for control points captured each round and using same said points in pulling reinforcements by point value. Then being able to place those reinforcements by control points that are already controlled. Similar to the Video game when you respawn. Keeping the same essence of the video game in heroscape format.

japes
July 12th, 2015, 11:47 AM
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.

You could start with one control point in each start zone. It would be tough for someone to take them all over to quickly. Besides in the original video game (which I played yesterday) if you lose all the command points after a few seconds (or at the end of a round) you LOSE...that could make it more of a different game than kill all your enemies.

PS...I love this idea and have been talking about it since you guys released the first HOSS so I will be subscribing here...though I still don't have any Star Wars minis.

TREX
July 12th, 2015, 02:29 PM
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.

You could start with one control point in each start zone. It would be tough for someone to take them all over to quickly. Besides in the original video game (which I played yesterday) if you lose all the command points after a few seconds (or at the end of a round) you LOSE...that could make it more of a different game than kill all your enemies.

PS...I love this idea and have been talking about it since you guys released the first HOSS so I will be subscribing here...though I still don't have any Star Wars minis.
Your input is very much welcome. I also am basing my general ideas from all the times I played the Battlefront games in all their glory. Sadly I do not know when I'll get a shot at the new one coming out.

TREX
July 25th, 2015, 04:54 PM
Ok, so I tried out a variant of Battlefront that I wanted to test.
Both teams picked 300pt armies and 300pts worth of reinforcements.
Team 1
Venoc vipers x3
venoc warlord
Zetacron= 300
Reinforcement army
Aubrien Archers x3
venoc vipers x2
Isamu=300
Team 2
Protectors of ullar x1
atlaga
Deathstalkers x1=300
reinforcements
Kratos(from HOF)=300
I went with more of a squad based army to be able to capture more control points quickly.
Each teams 300 point army started in their startzones. At the end of each round, each control point captured was worth 30 pts. At the end of round 1, each team had captured 2 control points and was rewarded 60 pts each. P1 drafted one 40 pt squad of venoc reinforcements in around one of his control points, leaving his remainding point total for reinforcements to 20pts. Player 2 was trying to get enough points to bring in his heavy hitting kratos but failed to keep the control points due to player 1 bringing in his smaller point reinforcements faster. Overall I liked the concept. It was very much like the game. It only lasted about 10 minutes because player one dominated all control points bringing in most of all reinforcements. This would be a conquest type mode of battlefront.

TREX
November 2nd, 2015, 07:29 PM
What we need to ask ourselves is what aspects of Battlefront we want to take from the video game to make mechanics in our Battlefront scape. I'll start.
-Capture Points(Glyphs) points of interest.
-A reinforcement/Bonus Mechanic for held points.


I'd like to know what everyone else is thinking. Just based off my testing from the previous post above is that it can make a fun play mode. Right now we just have our own versions of what we think battlefront should be. What we should do is compile our thoughts and come up with a consensus.

Yodaking
November 2nd, 2015, 08:05 PM
I think we are on the same page there as the command points are a significant aspect of the game play I would like to see if we can recreate. Fight over spots on the map, once you take control of that spot new reinforcement can drop in to help you defend it. Controlling more command points than your opponent directly leads to winning the game.

TREX
November 2nd, 2015, 08:10 PM
Now just to figure out how we want to do the reinforcement mechanic? I had something where I would award points for each control point and then transfer those points across to point value to award reinforcements. This was effective but I didn't like to track the points. I would like to make a simpler approach.

Yodaking
November 2nd, 2015, 08:24 PM
Yeah, in the video game each side would start with '100' units, but then that number would go down faster or slower based on how many command points you controlled. So a connection between the number of command points you control and the number of points of reinforcements you get seems like a good idea. Maybe have a flat number of points of reinforcements that is then adjusted up or down based on the number of command points you control with reinforcements showing up at the end of every other round and starting armies being fairly small.

Each side starts the game with a premade 300 point army. At the end of each even numbered round, each player deploys up to an additional 150 points of reinforcements. If one player controls more command points than their opponent, that player may deploy an additional 30 points of reinforcements while the player with control of fewer command points may only deploy up to 130 points of reinforcements this round.

This gives the 'losing' player access to 2 squads of a 65 point unit (130 points), while the 'winning' player can deploy 3 squads of an 60 point unit (180 points). Of course they can also just deploy heroes instead of squads or a mixture of the two. It would mean that if you wanted a 180+ point figure in your army then you would need to start the game with that figure which would somewhat limit your ability to spread out and grab control of multiple command points, thus potentially leading to fewer reinforcements.

TREX
November 2nd, 2015, 08:33 PM
Based off of what you just said, how is this:
At the end of each round each player recieves 150pts. For each control point you control you may choose to either add points to your reinforcements or Reduce points for your enemy's reinforcements. 50pts per control point. That allows a fluctuation in reinforcements and I like denying my enemy stuff. This would work without having to write anything down.

EDIT:

-300pt Premade army for each player.
-150pts of reinforcements for each team at the end of each round.
-50pts to either add to your reinforcements, or 50pts to reduce from enemy reinforcements for each control point controlled.
-Cap on how many reinforcements you can get, or a set reinforcement army 500pts maybe? @Yodaking (http://www.heroscapers.com/community/member.php?u=4224) , I just talked to one of my brothers on the phone. He is stoked about trying this out.
-Reinforcements may only be placed adjacent to a control point you control or placed in your start zone.

japes
November 2nd, 2015, 09:02 PM
We just got Battlefronts II for PS2 for my son for his birthday and have been playing it a lot. I never noticed a variation of how fast the number went down based on how many control points you commanded. I always thought that the control points was your bonus as you can spawn from more locations. One thing I noticed that was different in II than it was in the original is that there is a max limit of type of unit for each stage and the Heroes don't re-spawn.

I think that just having a flat total and then when a figure is destroyed it just re-spawns at one of your control points as these all act as starting zones. If you no longer control any bases or run out of figures...you lose.

Example because I just realized the above is not very clear...and I am adding to it...

Start out with a 300 point army (no Hero) with a game total of say 1000 points (including a hero) and possession of 1 control point (in your starting zone). You can respawn your common figures at any control point until you have reached your 1000 limit. At the end of any round where you control say 4 of the 6 bases you can spawn your hero.

TREX
November 2nd, 2015, 09:10 PM
@japes (http://www.heroscapers.com/community/member.php?u=40514) , did you see my edit? What do you think of that? I see where you are going with the no hero at first, but translating into heroscape it makes more sense to utilize heroes. No heroes=Stormtrooper bonanza! I really like that your are contributing to the discussion. I am open to any ideas to make this idea even better.
EDIT: I am liking your previously destroyed figure idea. maybe a 500pt game. The control points let you respawn your dead figures or something.

japes
November 2nd, 2015, 09:31 PM
@japes (http://www.heroscapers.com/community/member.php?u=40514) , did you see my edit? What do you think of that? I see where you are going with the no hero at first, but translating into heroscape it makes more sense to utilize heroes. No heroes=Stormtrooper bonanza! I really like that your are contributing to the discussion. I am open to any ideas to make this idea even better.
EDIT: I am liking your previously destroyed figure idea. maybe a 500pt game. The control points let you respawn your dead figures or something.

I actually had forgotten about this but luckily I was subscribed so when it popped up I had to check it out as I couldn't remember why I subscribed to it. So thanks for not letting it die.

Just went back and read what you had but my one concern is the avalanche factor. once you got down it could be a pretty excruciating spiral down as your opponent gets exponentially stronger as you get weaker. Making it less fun to finish out the game at some point.

As far as heroes I see the point and since I was thinking of this more as a storm trooper fest but maybe we change it a bit and allow for the Hero from the beginning and he only gets a respawn if you control 3 of 6 points but the commons get to respawn until you run out of reinforcements. Then the avalanche factor only amounts to the one hero which is a little more bearable sometimes?

Yodaking
November 2nd, 2015, 09:57 PM
That is an interesting idea. Just making it an almost all common figure game with only a couple of heroes that show up once. Maybe have the heroes only show up after you have completed a 'task' of some sort.

japes
November 2nd, 2015, 10:26 PM
I've never played any other Star Wars games other than PS2 versions of Battlefronts and Battlefronts II...(well the old x-wing and tie fighter games for the PC, which I found disk for recently when cleaning out some old boxes) so all I know is how those work and that is all I am basing it off of. Of course this is a different game so I'm sure there are better ways.

Yodaking
November 2nd, 2015, 11:08 PM
What is we tried to mirror the 100 starting count in the video game by having each side start with a 1000 point army. To mirror the fact it is mostly a game between common troops with only a few heroes, limit each army to just 3 unique cards with uncommon cards being considered unique. Then each side starts with up to 400 points of figures in their start zones, with up to 150 points of reinforcement arriving at the end of rounds 2, 4, 6, & 8. The reinforcement can then be placed your start zone or. adj. to any command point you control. If you control more command points than you opponent, you can increase the cap on your reinforcement up to 175 points or decrease your opponents cap down to 125 points. At the end of round 8, and reinforcements not placed on the board are lost.

This way you could bring Boba Fett in as a reinforcement, but to do so you would need to control more command points than your opponent at the end of round 2, 4, 6, or 8. Who you start the game with and which ones show up as reinforcement on which rounds is still up to you, but those decisions can effected by how many command points you control. If you don't manage your reinforcement well, then you could end up having some left over and undeployed at the end of the game.

TREX
November 3rd, 2015, 12:15 AM
I'm liking the discussion with the army limits and such. There are a couple of factors I would like to note from previous discussion. I would like to keep the mechanics fairly simple, so you can sit down and play it without pulling out a huge rulebook. Also, I like using the point system, but don't want to limit the players in what they can draft. If I want to use a full on hero army, or if I want to use a full squad army, that doesn't matter. To compare it to the game: If I make more points, I get to play as a hero-Heroscape Version: If I control more areas I get more points, more points=bigger units(heroes). The big thing is, Its star wars, but HOSS is compatible with original scape. That way people can play battlefront type games with any units. Sometimes simple=more fun. I like this discussion, if we keep pulling ideas out of a hat we'll come up with the perfect HOSS Battlefront play type.

TREX
November 20th, 2015, 11:32 AM
When we come up with a format for this, We should add a new section with all the maps that get a Glyph placement battlefront makeover in the Archives.

Yodaking
November 20th, 2015, 01:48 PM
Yeah, for this format most of the maps will need a new pic showing where additional glyphs are placed.

TREX
November 20th, 2015, 02:14 PM
Yeah, for this format most of the maps will need a new pic showing where additional glyphs are placed.
That's what I was thinking. I'm now the LD for the Archives thread. I'll make sure all of that gets taken care of.

Yodaking
November 20th, 2015, 02:36 PM
I was thinking the Bespin Landing Platforms map could have a control glyph on each Landing Pad in addition to the weapon platforms defense glyph (which would be turned off for the Battlefront rules). Give that map win conditions that require you to control all 3 glyphs at the end of a round. Then the after the traditional battle for the center glyph, you have to push forward and out of the hallways where the opponent has high ground. Overrun the landing platform and you win. Reinforcements continue to arrive, but in smaller numbers if you only control one glyph rather then two.

TREX
November 20th, 2015, 06:27 PM
I was thinking the Bespin Landing Platforms map could have a control glyph on each Landing Pad in addition to the weapon platforms defense glyph (which would be turned off for the Battlefront rules). Give that map win conditions that require you to control all 3 glyphs at the end of a round. Then the after the traditional battle for the center glyph, you have to push forward and out of the hallways where the opponent has high ground. Overrun the landing platform and you win. Reinforcements continue to arrive, but in smaller numbers if you only control one glyph rather then two.
yeah, in the center of the 7 hexes that you don't start on. That would be pretty sweet. We'll have to hammer out the best position on how you get reinforcements and when. For the Battlefront version of your landing platforms we'll probably want to replace the BDS glyph with just a control point for reinforcements.

japes
November 22nd, 2015, 07:11 PM
I was thinking the Bespin Landing Platforms map could have a control glyph on each Landing Pad in addition to the weapon platforms defense glyph (which would be turned off for the Battlefront rules). Give that map win conditions that require you to control all 3 glyphs at the end of a round. Then the after the traditional battle for the center glyph, you have to push forward and out of the hallways where the opponent has high ground. Overrun the landing platform and you win. Reinforcements continue to arrive, but in smaller numbers if you only control one glyph rather then two.
yeah, in the center of the 7 hexes that you don't start on. That would be pretty sweet. We'll have to hammer out the best position on how you get reinforcements and when. For the Battlefront version of your landing platforms we'll probably want to replace the BDS glyph with just a control point for reinforcements.
:thumbsup:

japes
October 17th, 2016, 05:56 PM
Instead of giving the player with the most spawn points more reinforcement and contributing to the runaway factor, what about if we use a 7-hex tile with the center space the spawn/control point and you can only respawn your figures if they can be adjacent to this point. So in other words if you only own 1 control point you get a max of 6 figures to respawn. So if everyone gets the same set of say 300 points to respawn then the player with 3 control points could fill the spaces with 18 cheap common figures and swarm while the player with only 1 is limited to the 6 spaces and therefore will be limited to a Hero and few squad figures or just fewer squad figures if his hero has been taken out. Owning the most control points has the inherent advantage of spreading out across the map so you don't need to offer any more of an advantage to that player. In fact to keep the game fun for both sides it's sometimes a decision to spread yourself thin to keep at least one figure on a control point or try to surround and rush that last control point to end the game and hope the other player doesn't get a figure to break through the lines and take control of on unprotected control point at the end of the round.

Yodaking
October 17th, 2016, 06:41 PM
Sounds like something worth testing to see how it plays.

Porkins
October 17th, 2016, 07:02 PM
Yeah, I like the sound of that.

TREX
October 17th, 2016, 07:56 PM
What would be the starting point total. Say both players start with 300 pts then there are 300 pts worth of possible reinforcements. Then using the above rules its fight to the death. Of course the numbers for points can be changed to your liking. I love it.

TREX
October 17th, 2016, 07:58 PM
We can start boss back up with this for sure. Making star wars maps that can also be used for battlefront. Also adding in glyphs for control points to previous boss maps as well

TREX
October 17th, 2016, 07:58 PM
Great ideas japes

TREX
October 18th, 2016, 02:00 AM
Thinking about this one further.
-Each player drafts a 600pt army(or larger, depending on how big you want your game.)
-Each player starts with 100pts worth of figures in their start zone.(this would force the players to take command points. If they didn't they would get overrun.)
-At the beginning of each new round, players may spawn figures adjacent to each controlled Command point. Limit of 1 hero figure per control point.(This way they don't take one control point and summon in Darth Vader, Boba Fett and the Emperor and have their whole army fielded. Or only allow 1 Hero in their army? We can still work on this aspect.)
-Victory Conditions, whichever team defeats the other teams figures or controls all control points at the end of a round wins.

Tell me what you guys think about this. This is pretty cool. I'm stoked all over again about this. Thanks again @japes (http://www.heroscapers.com/community/member.php?u=40514) . Even though now that I have a PS4 and have played battlefront, doesn't really work like the older versions.

Yodaking
October 18th, 2016, 03:55 AM
If we are trying to recreate the feel of the old video game, then the heroes were used as a uncommon boost and the basic troops were the focus. With that in mind, I'd be all for limiting each side to only 1 hero figure, which they can only deploy later in the game rather than right away.

TREX
October 18th, 2016, 11:28 AM
If we are trying to recreate the feel of the old video game, then the heroes were used as a uncommon boost and the basic troops were the focus. With that in mind, I'd be all for limiting each side to only 1 hero figure, which they can only deploy later in the game rather than right away.
We could make there be a control point limit in which they can spawn their hero. Say, they have to take 3 out of the 5 control points before being able to spawn their hero.

japes
October 18th, 2016, 11:45 AM
Or just make it so they have to take over the other teams "HOME" point. Each teams starts with a Control Point in their startzone.

I still think we need to be careful with the x out of total thing to eliminate the runaway winner issue.

TREX
October 18th, 2016, 02:21 PM
Yeah, also I just realized with the 1 hero per army thing, that screws with quite a few fun HOSS synergies, released and Unreleased. There may be a way to only allow one hero spawned per round regardless. If you spawn say darth vader on round one, He's going to be much more powerful than a handful of squad units but would not be able to win you the game by capturing all points.

TREX
October 19th, 2016, 02:44 PM
Alright. After much brainstorming and coming up with a few new star wars themed map builds in my head I have some more details that could be fun. Just random points in how we could run this setup.
-5 glyphs per map(taken with japes idea) 1 in each start zone(glyph of Brandars) 3 other glyphs randomly face down. My suggested picks for theme. Lodin, Valda, Dagmar.
-Rules for starting spaces and per round reinforcements.
-Starting spaces for each team are, the glyph in the startzone, and all spaces adjacent to that glyph. A 7 space start zone.
-placing figures for reinforcements each round. You may place as many figures that you have available adjacent to any glyph you control. You may only place one hero figure adjacent to each glyph you control each round.
-winning conditions, Have control of all glyphs at the end of a round or defeat all enemy figures that are on the battlefield.
With these rules it seems very much like battlefront, with only 7 figures to start with, you will have to go out and grab more glyphs, and with the controllable glyphs that can be taken, you also receive those bonuses giving a slight boost to capture those as well. The italicized portion is something I'm still iffy on. Tell me what you guys think.

japes
October 19th, 2016, 02:49 PM
I like it and it's simple. I hadn't thought of making the control points anything other than glyph of Brandars but making the unclaimed ones start as different glyphs could be interesting.

TREX
October 19th, 2016, 02:52 PM
I like it and it's simple. I hadn't thought of making the control points anything other than glyph of Brandars but making the unclaimed ones start as different glyphs could be interesting.
I like simple as well, then you don't have to keep referencing something constantly, what do you think about the hero bit. I'm on the fence about it. Generally Heroes are not as strong as squad scape, and if you have more heroes you will have to defeat the enemy instead of capture the points, so I'm thinking we could just allow as many heroes as wanted spawn. I don't think that would be too much in favor for hero builds.

japes
October 19th, 2016, 03:03 PM
I like it and it's simple. I hadn't thought of making the control points anything other than glyph of Brandars but making the unclaimed ones start as different glyphs could be interesting.
I like simple as well, then you don't have to keep referencing something constantly, what do you think about the hero bit. I'm on the fence about it. Generally Heroes are not as strong as squad scape, and if you have more heroes you will have to defeat the enemy instead of capture the points, so I'm thinking we could just allow as many heroes as wanted spawn. I don't think that would be too much in favor for hero builds.

I was on the fence there as well. For one, without that restriction then this could be ported to any other Heroscape version. However for this purpose it works nicely that your squads and 1 hero start the game and you have to quickly overtake another point so get more squads and heroes out. Feels more Battlefront.

TREX
March 1st, 2017, 02:32 PM
Alright, this has stagnated a bit, I was thinking about this and some wonderful ideas popped into my head to keep this format simple yet thematic, and well fun of course.

HERE GOES

BOSS BATTLEFRONT

-Place Glyphs according to map descriptions.
-Each Player Drafts Army point totals of even value.
-Game play is designed for 1-2 players or 1-2 teams.
-Startzones are according to mapd descriptions. All figures start in start zone spaces unless specified on their army card.
-Use Control markers from PDF.(Incoming Shortly) Basically a Imperial or Rebel symbol marker that sits on top of the glyph.
Glyph Control Point Rules
-Glyph Effect
At end of each round for every glyph held by your team, the enemy team must take a wound. Each team cancels out enemy glyphs held with their own. The remainder is then awarded to the player holding more glyphs wounding the opponent that number of times.(much like wannok without rolling the 20)
-Capturing Control points
At the end of a Round, if a friendly figure is occupying a glyph, that glyph is now controlled by that player/team. Until that glyph has been occupied by an enemy figure it is under your control. Place a control marker on that glyph.

-Losing Control Points
If an enemy Figure ends its movement on a glyph under your control, you must remove your control marker on that glyph and it returns to being a neutral glyph. This does not make the glyph an enemy glyph. It just takes control away from the previous player/team that controlled it.

This version was meant to capture the old battlefront way of playing the game while keeping it simple. The more control points you gain and keep the more wounds at the end of the round your opponent takes. Battlefront is essentially an area control game. Thoughts welcome, as I like this version better than any so far.

Yodaking
March 1st, 2017, 02:55 PM
Pretty interesting. I think it could work. Although I kind of feel like that type of game would work best on some fairly large maps, that way the control points can be spread out over a bigger area and their can be 5+ of them. Not really an issue with the rules, just the need for different maps.

I always really liked the Bespin and Kamino maps in the video games. Landing pads connected by narrow bridges. You could make some similar heroscape maps without needing a ton of sets but would end up pretty spread out. They just would have lots of 'empty' space. I can see what I can work up to show an example.

TREX
March 1st, 2017, 06:16 PM
Yodaking, the maps could have anywhere from 3 to 5 control glyphs on them. Particularly we place one right at the mouth of both start zones and the others in strategic positions on the map. I am currently working on both the Battle of Mustafar, and the Battle of Mygeeto. I will put the glyphs in position to be used for Battle front on there. The only thing it does not cover is the way to spawn figures onto the zones(like when you die and respawn) but that should not be an issue because your reinforcements are in your startzone and can come out and play.

Yodaking
March 1st, 2017, 06:29 PM
We could always add a rule stating that at the beginning of each round, before initiative is rolled, each side can move up to X common squad figures in their start zone adj. to any capture glyph they control. It would allow you to play with some larger armies that can rapidly deploy to the front lines as the game wears on.

TREX
March 1st, 2017, 09:41 PM
Here goes. Its the what if game.:) What if the figures in the start zone are engaged. Ok. Maybe specify unengaged figures in the SZ.

Tornado
March 2nd, 2017, 06:29 PM
Pretty interesting. I think it could work. Although I kind of feel like that type of game would work best on some fairly large maps, that way the control points can be spread out over a bigger area and their can be 5+ of them. Not really an issue with the rules, just the need for different maps.

I always really liked the Bespin and Kamino maps in the video games. Landing pads connected by narrow bridges. You could make some similar heroscape maps without needing a ton of sets but would end up pretty spread out. They just would have lots of 'empty' space. I can see what I can work up to show an example.
:popcorn:

japes
March 2nd, 2017, 07:40 PM
We could always add a rule stating that at the beginning of each round, before initiative is rolled, each side can move up to X common squad figures in their start zone adj. to any capture glyph they control. It would allow you to play with some larger armies that can rapidly deploy to the front lines as the game wears on.

This may be the solution to the respawning argument to stop the run away winner issue. No more figures on the board than what you start with just the ability to pop up at a spawn point.

We had been thinking of just starting with 1/2. 1/3 or whatever of your army on the board and at the end of each round you put reserves adjacent to a control point you control.

Yodaking
March 2nd, 2017, 10:43 PM
I did mess around with the VS and a larger map with smaller battle zones connected together like I was talking about is doable, it just doesn't look like anything since I used a RotV master set. It was spread out such that it would take a few turns just moving and it was also pretty flat since I couldn't decide if the control points should get HG or the area attacking the control points should get HG. In the end I wasn't all that thrilled with it. I then started messing around with the Marvel set but it just doesn't have enough tiles to do much with on it's own. I also tried out a smaller map idea using just the SotM and just 3 control points, I can see how that would work out just as well. So really it just comes down to what kind of battle you want to have.

Just thinking about the concept in general here and I expect the result would be a heavy focus on squads. You would want the 3+ figures moving that squads provide in order to claim or contest as many control points as you can at once. Heroes would still have a role to play as they could sit on a control point and hold it better than a squad figure could, and some might be pretty good at leading an assault on an opponents control point. But squads should be the bread and butter as you can't afford to just go after one control point while your opponent captures two uncontested. This is a good thing here since Battlefront is all about the rank and file troops with just a few hero appearances. The ability to 'teleport' your reserves up to the control points you hold should make for a pretty fast paced game. I almost wonder if the start zones shouldn't be larger than the standard 24 spaces. Or maybe lost squad figures are returned to your start zone instead of being eliminated from play. Then the game ends after a set time or event with the winner determined by who help the most control points throughout the game.

Porkins
March 3rd, 2017, 12:21 AM
Really like this idea TREX.

TREX
March 3rd, 2017, 12:34 AM
I just got to thinking simple is better. I did the same with my skirmish assault. If you overthink it, it just becomes complicated and doesnt work. Id like to test out both just using the points above and also use the move up ability yodaking had.

TREX
March 13th, 2017, 11:31 AM
After I rally the BOSS members if any, I want to add the BOSS Battlefront format into the section in the archives where we can put maps for that specifically in there or alternate versions of maps with the glyph locations for it.

Yodaking
March 13th, 2017, 01:35 PM
Sounds like a good plan. Perhaps japes, tornado, or anyone else that has been interested in this concept would like to become BoSS members just to help out with this aspect of it? Testing the rules and glyph placement for the Battlefront system on maps developed by themselves or others.

TREX
March 17th, 2017, 02:27 PM
@Yodaking (https://www.heroscapers.com/community/member.php?u=4224), do you want to update the OP with that latest version of BOSS Battlefront so we have something to start with and its easy to find. I think we should test both versions of that. One without moving figures up and one with moving figures from the start zone to the command point.

BOSS BATTLEFRONT

-Place Glyphs according to map descriptions.
-Each Player Drafts Army point totals of even value.
-Game play is designed for 1-2 players or 1-2 teams.
-Startzones are according to map descriptions. All figures start in start zone spaces unless specified on their army card.
-Use Control markers from PDF.(Incoming Shortly) Basically a Imperial or Rebel symbol marker that sits on top of the glyph.
Glyph Control Point Rules
-Glyph Effect
At end of each round for every glyph held by your team, the enemy team must take a wound. Each team cancels out enemy glyphs held with their own. The remainder is then awarded to the player holding more glyphs wounding the opponent that number of times.(much like wannok without rolling the 20)
-Capturing Control points
At the end of a Round, if a friendly figure is occupying a glyph, that glyph is now controlled by that player/team. Until that glyph has been occupied by an enemy figure it is under your control. Place a control marker on that glyph.

-Losing Control Points
If an enemy Figure ends its movement on a glyph under your control, you must remove your control marker on that glyph and it returns to being a neutral glyph. This does not make the glyph an enemy glyph. It just takes control away from the previous player/team that controlled it.


-Alternate Rules for advancing units. At the beginning of each round after order markers are placed you may place any unengaged figures in your start zone on an empty space adjacent to any control glyph you control.

Yodaking
March 17th, 2017, 02:41 PM
I think the alternate rules needs a limit so you don't move out your entire army at once. Just a handful of reinforcement can 'spawn' in at the glyph location, either to defend that glyph or be used to assault your opponents glyph. I'm thinking the 3-5 range. I've updated the FP with what you have above while editing the alternate rules to 3 figures for now.

TREX
March 17th, 2017, 06:16 PM
Sounds good. I think testing will fix our limit issue. Thing is if a huge portion of their army is in another part of the map you could take their startzone. Like i said. Testing.

TREX
March 17th, 2017, 09:46 PM
To get the testing started. I will unload my Battle for mygeeto map, along with an updated version of Jedi Temple of Coruscant and Bespin Carbon Freeze Chamber. The updates for the older two will include BOSS Battlefront Capture points. The Battle for Mygeeto also has capture points for Battlefront and optional Anti Infantry battery positions.

White Knight
March 20th, 2017, 01:37 PM
I missed the updates on this, but after catching up I really like the idea of Battlefront rules. I'll be watching how things go in playtesting.
:up:

TREX
March 20th, 2017, 02:35 PM
Thanks White Knight. After much thinking about how big games and 2v2 games would go on some of these maps I've decided I'll add additional start zone spaces to the maps in the vs file that would be "spillover" start zones that are to be used after the regular startzones are used to provide enough space for decent sized armies with more squads. The game I'm going to run will be 350pts per player, 700pts per team.

Yodaking
March 20th, 2017, 03:23 PM
I agree teams in battlefront shouldn't be limited to 24 spaces, as games featuring large groups of squad figures should be the norm, but I'm not so sure we should just be expanding the size of the start zone and allowing some armies to start closer to glyphs than others on some maps. We should just work up a set of rules that let you only start the game with 24 figures on the map, but then each round you can add more figures you drafted but have not be placed on the map yet into the start zone.

TREX
March 20th, 2017, 06:11 PM
Those are good options too. Im going to check it out come tuesday. Ill let you know what I come up with.

TREX
March 21st, 2017, 11:50 PM
@Yodaking (https://www.heroscapers.com/community/member.php?u=4224) , here is an update for the front page. I took the optional rules for advancing troops out. It shouldn't be optional, its great.:) I also added in a spot for reserve units that don't fit in the start zone. This allows 2vs2 player games, and also allows bigger battles without screwing around with the maps start zones. Man, that was an epic game on Mygeeto. I can't wait to play again.

BOSS BATTLEFRONT

-Place Glyphs according to map descriptions.
-Each Player Drafts Army point totals of even value.
-Game play is designed for 1-2 players or 1-2 teams.
-Startzones are according to map descriptions. All figures start in start zone spaces unless specified on their army card.
-Use Control markers from PDF.(Incoming Shortly) Basically a Imperial or Rebel symbol marker that sits on top of the glyph.
Glyph Control Point Rules
-Glyph Effect
At end of each round for every glyph held by your team, the enemy team must take a wound. Each team cancels out enemy glyphs held with their own. The remainder is then awarded to the player holding more glyphs wounding the opponent that number of times.(much like wannok without rolling the 20)
-Capturing Control points
At the end of a Round, if a friendly figure is occupying a glyph, that glyph is now controlled by that player/team. Until that glyph has been occupied by an enemy figure it is under your control. Place a control marker on that glyph.

-Losing Control Points
If an enemy Figure ends its movement on a glyph under your control, you must remove your control marker on that glyph and it returns to being a neutral glyph. This does not make the glyph an enemy glyph. It just takes control away from the previous player/team that controlled it.

-Rules for advancing units. At the beginning of each round after order markers are placed you may place any unengaged figures in your start zone on an empty space adjacent to any control glyph you control.

-Figure Reserves. If all your army or team mates army does not fit in your start zone, it will be in a reserve off of the board. After you advance any units to spaces next to control glyphs you control, you may place any amount of figures from your reserve onto empty spaces in your start zone. Figures in your reserve are not defeated. If you still have figures in your reserve you must place as many figures as you can on start zone locations. Players are only defeated once all their figures are destroyed. If there are no figures left on the battlefield you must wound figures in your reserve from your opponent controlling glyphs.

Feel free to adjust the wording if the grammar isn't the best, or if it can be consolidated down.

TREX
March 21st, 2017, 11:57 PM
How awesome would it be if when we finished getting this perfect. (Which I think its super simple and super close) We release the final product with a handful of competitive maps made to be compatible just for it.

Yodaking
March 22nd, 2017, 01:58 AM
Glad to hear you found the figure advancement was fun. I see you still didn't include a limit on how many you can move at once though. You don't think moving 6 figures up to one glyph location at one time, at multiple glyph locations on the map, will even create a competitive issue?

TREX
March 22nd, 2017, 12:23 PM
No we only allowed up to 3, I must have missed that. 3 worked out perfectly. Only 3 total. We'll have to add that. I also got to thinking that we could also allow them to come from your reserve or your start zone, because you replenish the start zone anyways. Lets update with 3 unengaged figures total from your start zone and/or reserve.

Yodaking
March 22nd, 2017, 03:11 PM
Sounds good.

Yodaking
March 22nd, 2017, 05:42 PM
Take a look at the first post. I've made a few updates and/or changes. Most notably as it relates to reserves, I made it so that any time you capture or lose a control point, you can move figures from the reserve into the start zone.

TREX
March 22nd, 2017, 05:49 PM
Looks great Yodaking, I can see that speeding up the process of the game. The reserve rule is great for big games or team games. Lets do any further testing with that version. Once tested, I'll update the three compatible maps I have with that in their printoff sheet. I gotta say. This game mode is some fun. Any chance you get to throw one of those turrets on a map, take it. They make it even more intense.

Yodaking
March 22nd, 2017, 05:53 PM
Yeah, I do really like how this format can open up for more use of the turrets and other DO's we have created. I just may need to buy a second turret as I only have the one. Maybe I should see if I can come up with a map where only one turret is available and thus represents another thing to fight over in addition to the control points.

TREX
March 22nd, 2017, 06:47 PM
I have an idea of building the turrets. I have a ton of material that can be used. We could give sets of two of them out as prizes. (After I see about how I'm going to put them together and paint them.) :) I could also do a tutorial on it after I build them, so people can make their own to play with.

Yodaking
March 22nd, 2017, 09:05 PM
I'll be interested to see what you came up with. I had gone looking for some ideas on how to make your own a few years back but didn't come up with anything. I was looking for some cheap tank toys I could pull the turret off of and then mount on a tube of some sort.

TREX
March 22nd, 2017, 10:05 PM
I'll be interested to see what you came up with. I had gone looking for some ideas on how to make your own a few years back but didn't come up with anything. I was looking for some cheap tank toys I could pull the turret off of and then mount on a tube of some sort.
I'll be messing around in my shop the next few days. I was just checking out my new Hot wire cutting tool on some different kinds of foam. I didn't realize all the fumes I was making, until my wife came in and demanded I crack a window or something. I have a few ideas that will be pretty easy.(for me.) I have a lot of materials that could do the job easily while being pretty durable as well. I gotta finish a few little projects:
-28mm Republic Gunships X3
-Custom HOSS Dice
-Custom HOSS Order Markers
-Custom giant mushroom forest terrain
I'll see what I can do with those ideas for the turrets.

When I finish it up, I'll see if I can post a tutorial.

TREX
March 22nd, 2017, 10:09 PM
Yodaking, do you think I captured the look of the throne room? I put one of the glyphs on Palpatines Throne.:) I'm also not sure if I'd want to allow figures to shoot over the voids in between the main room and the pathways. I don't have any tile spaces there but it would be cool thematically.

Yodaking
March 22nd, 2017, 11:19 PM
I just looked at the pic you posted and it looks pretty great to me. The long stairway up to where the throne is located. I don't know how soon I'll get around to building all these maps you are putting up now but I will try to build them myself. I may just build one, then tear it down and build another one without playing any games on it. Just so I can get a better idea of how it looks and the lay out.

TREX
March 23rd, 2017, 12:48 AM
If I beat you to the punch, I'll throw up some RL pics of them like I did for mygeeto. I really like how they look RL version much better. The maps you see me putting up are not the first versions of these. Mygeeto is the 4th build of that one. I went through 3 other versions before I got that one. The Death Star Throne room is version 3. My Mustafar version is the 2nd one so far, but I'm not finished with it yet.

japes
March 23rd, 2017, 10:54 AM
I'll be interested to see what you came up with. I had gone looking for some ideas on how to make your own a few years back but didn't come up with anything. I was looking for some cheap tank toys I could pull the turret off of and then mount on a tube of some sort.
I'll be messing around in my shop the next few days. I was just checking out my new Hot wire cutting tool on some different kinds of foam. I didn't realize all the fumes I was making, until my wife came in and demanded I crack a window or something. I have a few ideas that will be pretty easy.(for me.) I have a lot of materials that could do the job easily while being pretty durable as well. I gotta finish a few little projects:
-28mm Republic Gunships X3
-Custom HOSS Dice
-Custom HOSS Order Markers
-Custom giant mushroom forest terrain
I'll see what I can do with those ideas for the turrets.

When I finish it up, I'll see if I can post a tutorial.

Can't wait for the Tutorial.

Also was it you that had plans to make Punisher skull dice? Custom HOSS Dice would be cool too.

TREX
March 23rd, 2017, 11:02 AM
I'll be interested to see what you came up with. I had gone looking for some ideas on how to make your own a few years back but didn't come up with anything. I was looking for some cheap tank toys I could pull the turret off of and then mount on a tube of some sort.
I'll be messing around in my shop the next few days. I was just checking out my new Hot wire cutting tool on some different kinds of foam. I didn't realize all the fumes I was making, until my wife came in and demanded I crack a window or something. I have a few ideas that will be pretty easy.(for me.) I have a lot of materials that could do the job easily while being pretty durable as well. I gotta finish a few little projects:
-28mm Republic Gunships X3
-Custom HOSS Dice
-Custom HOSS Order Markers
-Custom giant mushroom forest terrain
I'll see what I can do with those ideas for the turrets.

When I finish it up, I'll see if I can post a tutorial.

Can't wait for the Tutorial.

Also was it you that had plans to make Punisher skull dice? Custom HOSS Dice would be cool too.
Yes, the custom dice are being made now for HOSS, if it works good, I'll make marvel ones, I was that guy.:). They might even end up being prizes for my up and coming things I'm working on.

japes
March 23rd, 2017, 11:10 AM
I'll be interested to see what you came up with. I had gone looking for some ideas on how to make your own a few years back but didn't come up with anything. I was looking for some cheap tank toys I could pull the turret off of and then mount on a tube of some sort.
I'll be messing around in my shop the next few days. I was just checking out my new Hot wire cutting tool on some different kinds of foam. I didn't realize all the fumes I was making, until my wife came in and demanded I crack a window or something. I have a few ideas that will be pretty easy.(for me.) I have a lot of materials that could do the job easily while being pretty durable as well. I gotta finish a few little projects:
-28mm Republic Gunships X3
-Custom HOSS Dice
-Custom HOSS Order Markers
-Custom giant mushroom forest terrain
I'll see what I can do with those ideas for the turrets.

When I finish it up, I'll see if I can post a tutorial.

Can't wait for the Tutorial.

Also was it you that had plans to make Punisher skull dice? Custom HOSS Dice would be cool too.
Yes, the custom dice are being made now for HOSS, if it works good, I'll make marvel ones, I was that guy.:). They might even end up being prizes for my up and coming things I'm working on.

Make sure to post pics of those HOSS dice.

You promised me a set (of Marvel) at one point but I wouldn't mind exchanging for HOSS ones instead. ;)

TREX
March 23rd, 2017, 11:14 AM
I'll get to the Marvel ones next, My only concern on those are the punisher skulls, the teeth are so small that I hope the blade wont rip them when cutting them out. When I get to them it will be Punisher skulls and Cap America Shields. What color should the dice be? The HOSS dice will be metallic looking.

White Knight
March 23rd, 2017, 01:37 PM
It should be easy to make 3D models of the turrets for 3D printing as well. Let me know if that is something that would be worthwhile.

TREX
March 23rd, 2017, 02:13 PM
It should be easy to make 3D models of the turrets for 3D printing as well. Let me know if that is something that would be worthwhile.
That would be epic. You could probably do them hollow, right? I think that would be a great Idea and would definitely get some interest if BOSS Battlefront takes off.

Yodaking
March 24th, 2017, 06:26 PM
I started tweaking the Scarif map a little bit more and even added two more control glyph locations. That would bring it up to 7 spot to contest, which could make for a fun back and forth game. I just wanted to mention that some of the decisions I'm considering on that map are based on the idea that only HoSS units would be played on the map. No flying squads makes a big difference when placing control points. I think we should specify that the Battlefront rules are only for HoSS units, or at least no flying cards are allowed to be drafted from Classic.

TREX
March 24th, 2017, 08:05 PM
I think that the Battlefront scenarios I made so far should be able to support original and HOSS. If you think about it. Flyers are generally more points, and there is a lot of auto wounding at the end of each round if the points are captured. I'd test it out before throwing that out. I liked letting my opponent use the marro, it didn't take away from the experience, I think it would make it better. You also get people more involved in playing the scenarios.

Yodaking
April 1st, 2017, 06:06 PM
Just thinking about the rules a bit more and I think we should clarify which order the reinforcements are teleported up in as you may want to change your mind once you see what your opponent is going to do. So I was thinking that the order figures are moved are done in the order of the previous rounds initiative order.

Also wasn't sure if it needed to be clarified that figures like the Atgar Cannon can not be moved or if that was already clear from the power on their card.

TREX
April 1st, 2017, 09:00 PM
So for rules when moving, I think keep it simple. You place them after order markers are placed. So.....place order markers, roll initiative for the next round as usual, then place your figures in that order. Example. Player one wins initiative, places their figures, then player two gets to place their figures. That way the guy not getting to go first gets to set up a little defense, and that keeps it simple and flowing. I'm thinking if you have to go back to the last round instead of using the initiative for the round at hand. For Atgar Cannon, his card says he cannot be moved, so that should cover it.

Yodaking
April 2nd, 2017, 03:41 AM
Between rolling for initiative and revealing OM1 should work.

Yodaking
April 6th, 2017, 10:48 PM
Just in case anyone following alone here isn't aware of the Scarif Map thread I started for use with the Battlefront rules, I recently posted a PT report for both the map and Battlefront rules/game play here (https://www.heroscapers.com/community/showpost.php?p=2142728&postcount=9). It has a pretty good break down of the flow of the game in the spoiler tabs, showing the taking and losing of different control points. Also details how many wounds were handed out at the end of each round. I was really happy with how the rules and map played, no further suggestions for adjustments or clarifications to the rules from me. I'll be having some other people I know give the rules and map a spin tomorrow night and I'll post any feedback or questions they have.

TREX
April 9th, 2017, 02:47 PM
Yodaking, So far, maps for Battlefront we have are:
-Scarif Beach Assault.
-Jedi Temple of Coruscant
-Battle for Mygeeto
-Death Star Throne Room
I think we should throw down a handful of games down on each of these maps with our current battlefront rules, find out if any need any tweaks or fixes and then we can release our Battlefront system with the above maps with our next HOSS release. What do you think? I'm going to build Death Star Throne room tonight. What do you think about the glyphs at the start zones? Should we get rid of them? I'll build the maps that I LD'd, and update the VS files for the ones that need it. I'll remove the start zone glyphs if you think they are irrelevant. I think it would be okay for them to go. They cancel each other out anyways.

Yodaking
April 9th, 2017, 03:44 PM
I can upload a Death Star map image showing you where I think the control points should be to make that map work. I know I previously was eager to put as many different control points as possible on maps but after having played it I've changed my tune a bit. 5 should be on the high end with 3 or 4 being used fairly often. The reason being that at the end of a close game when only a few figure may be left in play, managing to control 4 out of the 5 control points leads to 3W being given at the end of the round. Close games will be more fun and exciting if the control glyphs don't so easily swing the results in a big way. So yeah, lets get rid of control points in or adj. to start zones. The closest the first control glyph should be is 5 spaces away from the SZ. You can still grab it right away on OM1 and the free move to that location is still useful, but your opponent can also potentially grab it at some point during the game without being instantly overrun.

Porkins
April 9th, 2017, 09:48 PM
I liked the SZ CP's on Mygeeto (only 1 game so far). Maybe it works because Mygeeto is a larger map, but I liked that it forced you to defend the SZ area, not just empty it.

TREX
April 9th, 2017, 10:18 PM
Thats how it played as well. I left a figure there to keep the other team from overtaking it.

Yodaking
April 12th, 2017, 05:10 PM
As previously mentioned I hosted a Heroscape event last Friday night. There were 6 of us in attendance and I had set up 3 two player scenarios and 1 four player scenario for us to rotate through. One station had Scarif set up with the Battlefront rules and armies. That map only ended up getting played once. The two players were a friend who had just recently moved back after a few years away and had not played Heroscape the whole time he was away, so a bit rusty on the Heroscape rules themselves, and the other player was a regular C3G player of our but had never played HoSS before, so new to all the cards being used. I explained the Battlefront rules to them and left a print out of the rules for them to reference, then took off to play my own game so I didn't see exactly how it played out but I did talk to them afterwards.

They never had any questions or concerns with the Battlefront rules system at all so I think we are good on that front. They also both enjoyed playing the game even though it didn't end up being all that close. It was the Rebels vs. the Empire and the Empire player ended up throwing in the towel once the last of his squad figures was taken out. He had hero figures left in play but the Rebels still had a pretty big force and it was clear he would not be able to contest enough control points to have any hope of mounting a comeback. This outcome seemed to have a lot to do with some pretty lopsided luck. The Empire player said he had a successful Ozzel surprise attack roll only to watch every single attack he made either miss or get blocked. Then the Rebel player at one point had Derlin bond with a Rebel Heavy Gunner and went 5 for 5, getting a kill with every attack he made. I've never had that kind of good fortune with the RHG, only rolling 2 att. dice you don't often get a skull on all 4 attacks much less have the opponent fail to block 4 times in a row as well.

That being said, the Rebel player also mentioned how significant being able to move 7 figures at once using the Rebel Capt. & Rebel Troopers was for him. He was able to get an early lead going as a result. I asked him is any of the control points changed hands and he did say that the Empire was able to take the middle glyph at one point but then he retook it on the next round.

So while I think we are set on the rules and game play experience, I'm not so sure all armies are created equal in this format. It seems as though some units will see a big increase in their ranking when playing in this format. Rebel Captain & Thugs are the two I have seen have a significant impact. I can imagine that the Tusken Raiders and perhaps the Ewoks could also be pretty good with their large numbers. I also think we need to test what kind of impact the Imperial Officer & Bib Fortuna have on a game. With those two units able to bring back dead figures they may be able to win every Battlefront game they play not against each other.

Not sure what to do about it, if anything. Maybe just including with the rules a list of recommended armies or tips for army building specifically for Battlefront. That way players are at least aware of what a winning army looks like.

TREX
April 12th, 2017, 06:20 PM
I too like the simplicity and balance of the rules. I think it will be a matter of metagame just as regular competitive is. I wouldnt worry too much with are units that respawn units. It will make people strategize differently. Glad to hear positive feedback here.

Porkins
April 12th, 2017, 09:44 PM
I liked the Battlefront rules too. I have a bunch of comments about the Mygeeto map that I'll post in that thread...hopefully I'll have a chance to type that up tonight. Here are my comments about the Battlefront rules:

- I realize that we are using a working draft right now, but I think the rules will need a fairly significant rewrite to make things clear. For example, the rules say that control points are captured "At the end of a round." The rules also say that the Wannok wounding happens "At the end of each round." I think we all know instinctively that the control points change hands and then the wounding, but the rules will need to be clear.

- I liked the 5 control points; it didn't feel like too many. You'll usually be split 3/2 for one wound or 4/1 for three wounds. On a map with 3 CP's, you'll be split 2/1 for one wound or 3/0 for three wounds. I don't think it's likely to be 5/0 on a 5 CP map. On a map with an even number, say four CP's, you'll either be 2/2 or jump to 3/1 for two wounds, with no granularity between zero and two wounds. In fact, having even more CP's should actually increase the granularity. Say there are 7 CP's: now you have 4/3, 5/2, 6/1 but also more likely to have uncaptured CP's because you'd have to risk spreading thin. So you might have 2/3, 3/1, 4/2, etc. One thing we could do to prevent runaway victories is to limit the wounding to a maximum of 2 wounds per round.

- I like the teleporting mechanic a lot. It speeds up the game, especially on big maps, by getting figures to the front lines. One thing I would change: the rules allow the person who won initiative to place first. I think this is too powerful because it gives the person too much information to use for placing figures. Imagine on an initiative switch: one player attacks at the end of the round, then gets to attack first in the next round knowing exactly where he should teleport the figures to do maximum damage. I think that, like placing OM's, the teleportation should happen before rolling for initiative. This adds uncertainty to it and forces you to plan with contingency in mind like you would for OM's where you don't know who you will get to use first. Maybe have the person who went first in the previous round teleport first.


I think this Game Mode is great. It's still Heroscape, but with an interesting focus on area control that normal Heroscape tournament style games doesn't have. I give it :up: :up:

TREX
April 13th, 2017, 12:11 AM
Glad you like it as much as I do Porkins. Its simple. Its heroscape. Its battlefront. The turrets make it super fun right? I love the turret placement on mygeeto.

Porkins
April 13th, 2017, 12:28 AM
The turrets are good, but that middle section needs more cover and less water.

White Knight
April 13th, 2017, 07:07 PM
Reading about the auto-wounding gap with control points, I'm wondering if it would work better to have each person roll an attack dice for each control point they control. Skulls from one team would cancel skulls from the other team, and then any extra skulls would be placed as wounds.

On average:
1:0 --> .5 wounds
2:0 --> 1 wound
2:1 --> .5 wounds
3:0 --> 1.5 wounds
3:1 --> 1 wound
3:2 --> .5 wounds
4:0 --> 2 wounds
4:1 --> 1.5 wounds
5:0 --> 2.5 wounds

It's not as predictable, but it prevents one team from completely dominating with wounds.

Just a thought...

TREX
April 13th, 2017, 07:47 PM
White Knight, I like the idea, but you have to really work to control the glyphs( On mygeeto anyways) On the battlefront game if you capture the control point the enemies forces dwindle. Say you have horrible luck and cant roll any skulls yet you are dominating all the control points? I think that would be a fail for theme. If you can dominate the control points the wound is well rewarded. In the game we played on it was very rare that we got to wound more than 2 times. Most of it was 1 time. It was a very gradual decline with the wounds, just fighting for the glyphs is where most of the casualties were awarded.

Yodaking
April 14th, 2017, 02:41 PM
I also prefer the auto wound approach over the gamble. In the early and middle rounds the control points captured is usually even or an advantage of 1. You would really have to pull off some good bit of tactics and luck to get an advantage of 2. It is only at the end of the game when one team may be running out of figures that the advantage can start to grow, but that too I suppose is accurate to how the video game played.

japes
April 16th, 2017, 03:31 PM
I liked the Battlefront rules too. I have a bunch of comments about the Mygeeto map that I'll post in that thread...hopefully I'll have a chance to type that up tonight. Here are my comments about the Battlefront rules:

- I realize that we are using a working draft right now, but I think the rules will need a fairly significant rewrite to make things clear. For example, the rules say that control points are captured "At the end of a round." The rules also say that the Wannok wounding happens "At the end of each round." I think we all know instinctively that the control points change hands and then the wounding, but the rules will need to be clear.

- I liked the 5 control points; it didn't feel like too many. You'll usually be split 3/2 for one wound or 4/1 for three wounds. On a map with 3 CP's, you'll be split 2/1 for one wound or 3/0 for three wounds. I don't think it's likely to be 5/0 on a 5 CP map. On a map with an even number, say four CP's, you'll either be 2/2 or jump to 3/1 for two wounds, with no granularity between zero and two wounds. In fact, having even more CP's should actually increase the granularity. Say there are 7 CP's: now you have 4/3, 5/2, 6/1 but also more likely to have uncaptured CP's because you'd have to risk spreading thin. So you might have 2/3, 3/1, 4/2, etc. One thing we could do to prevent runaway victories is to limit the wounding to a maximum of 2 wounds per round.

- I like the teleporting mechanic a lot. It speeds up the game, especially on big maps, by getting figures to the front lines. One thing I would change: the rules allow the person who won initiative to place first. I think this is too powerful because it gives the person too much information to use for placing figures. Imagine on an initiative switch: one player attacks at the end of the round, then gets to attack first in the next round knowing exactly where he should teleport the figures to do maximum damage. I think that, like placing OM's, the teleportation should happen before rolling for initiative. This adds uncertainty to it and forces you to plan with contingency in mind like you would for OM's where you don't know who you will get to use first. Maybe have the person who went first in the previous round teleport first.


I think this Game Mode is great. It's still Heroscape, but with an interesting focus on area control that normal Heroscape tournament style games doesn't have. I give it :up: :up:

The cap of two wounds seems like a good idea to me. My goal is to prevent too much of the runaway winner syndrome and capping it at two seems like it works. You already have an advantage in having more spaces to teleport to.

Maximizing the CP's seems cool too since you do have that added strategy of trying not to spread yourself too thin.

TREX
April 16th, 2017, 07:03 PM
When you play a scenario how we have it currently youll find its quite hard to wound more than twice in a round end. With 5 control points each team will grab the closer on to their sz and then take the next closer one and fight for whats left. By the time you might get 4 out of 5 to wound 3 times the game should be close to being over anyways.

Porkins
April 26th, 2017, 02:25 AM
First draft at a rules re-write:


Battlefront Rules

Setup:

- Place Glyphs Symbol side up as shown on the map build directions.
- Each player brings or drafts an army of equal point value.
- Unless specified otherwise on a figure's Army Card, place all figures in the Start Zone. Any figures that do not fit in the Start Zone are placed to the side in the player's Army Reserve.


Gameplay:

The Glyphs on the map represent Control Points. Control Points are not like normal Glyphs. When a figure moves onto a Control Point, the Glyph is not flipped to Power side up. Instead, the figure may capture the Control Point. At the beginning of the game, all Control Points are neutral. When a figure is on the Control Point at the end of a round, that figure's army captures the Control Point. Place a marker (such as a Rebel or Imperial symbol) on the Control Point to indicate which player's army has captured that Control Point.

Control Points are only captured at the end of a round. If a figure moves onto a Control Point that has been captured by the opposing army, remove the marker. The Control Point becomes neutral. It cannot be captured by that figure until the end of the round.

At the end of each round, after capturing Control Points, count up the number of Control Points that each army has captured and subtract to find the difference. The army with the most control Points causes wounds to the opposing army equal to the difference between the number of captured Control Points, up to a maximum of two wounds. The player controlling the army that is receiving the wounds decides to which figure or figures the wounds will be applied.


Army Reserve:

Figures in the Army Reserve are not destroyed. At the end of each round, after Control Points have been captured and any wounds applied, each player must move as many figures as possible from their Army Reserve to their Start Zone. If at any time a player has no more figures on the battlefield while figures remain in that player's Army Reserve, that player must immediately move as many figures as possible into the Start Zone.


Advancing Units:

After capturing Control Points, applying wounds, and moving any figures from the Army Reserve to the Start Zone, each player may advance up to three figures. A player advances units by choosing up to three unengaged figures from the player's Start Zone or Army Reserve. The player then moves the chosen figures to any empty spaces adjacent to a Control Point that has been captured by that player. The player who won initiative for the round places any advancing units first, followed by the other player. After advancing any units, place Order Markers and roll for Initiative for the next round.

TREX
April 26th, 2017, 02:48 AM
I seen two things that need clarified. Otherwise it looks well said. First. Id like to discuss the 2 wound cap. Second. We do need to clarify that the figures advanced to the cps are unengaged figures from either the startzone or the reserve. If you leave the max wounds at two then the player will turtle instead of go for more cps. My brother took 4 out of 5 of the cps but at that point I had been beaten by then anyway. It makes you constantly try to dominate the map if there isnt a cap.

Porkins
April 26th, 2017, 10:55 AM
I reworded a bit in the post above to make the unengaged part clearer on Advancing Units.

As for the wound cap, I thought that's the path we were going down. Perhaps a vote?

TREX
April 26th, 2017, 11:14 AM
Looks good Porkins. I wouldn't be opposed to a vote on the wound cap. I stated before that it is pretty hard to get more than two wounds until really late game. The way I figure is if the player can manage to move and hold those control points they should be able to do the damage. Really late game on the game I played last night was when my brother was able to take 4 of the 5. At that point it just made the game not drag out further. If your getting whipped really bad it just keeps it from dragging on. If its evened out back and forth you rarely even get the extra wound. I know there were some concerns on the game running away with victory for 1 side if they capture enough points. This could be somewhat valid but is somewhat fitting from the game perspective. If I'm the minority on this one its not a deal breaker for me. If the majority wants to cap it I'll go along with it. It really doesn't happen until late game anyways unless one of the players has absolutely horrible luck and/or has no sense at all.:)

Porkins
April 26th, 2017, 12:28 PM
That's a good point: that if you manage to capture that many more CP's, you deserve to win.

Yodaking
April 26th, 2017, 05:25 PM
I was the one that brought up the idea of a cap but I have since backed away from that idea. In the game you could run away with the score when dominating so I actually like the idea of a run away victory occurring. Plus as mentioned by Trex, it will just end the game quicker if things are really going that badly for you so you can start the next game sooner and try it again.

I see you moved the 'teleport units' up event to the end of the round, thus before initiative is rolled. I don't have a strong preference to whether is should happen before or after initiative is rolled so that is fine with me.

Porkins
April 26th, 2017, 05:37 PM
Yeah, I felt like it was too powerful after rolling initiative. We should try it before releasing the rules though.

japes
April 26th, 2017, 06:14 PM
I was the one that brought up the idea of a cap but I have since backed away from that idea. In the game you could run away with the score when dominating so I actually like the idea of a run away victory occurring. Plus as mentioned by Trex, it will just end the game quicker if things are really going that badly for you so you can start the next game sooner and try it again.



Not sure if I posted or not but I agreed with the cap as well but Trex makes a good point. I was more worried about the advantage that could occur early with a more mobile army being able to create a situation that the other army has no chance to come back from. Late game runaway's that would otherwise be drawn out affairs is another issue so both have advantages and disadvantages.

Yodaking
April 27th, 2017, 04:07 AM
The game system itself lends itself to large swarming armies. Only way the system would be competitive for smaller armies is if both players agree to the same sized army ahead of time.

TREX
April 27th, 2017, 11:53 AM
The game system itself lends itself to large swarming armies. Only way the system would be competitive for smaller armies is if both players agree to the same sized army ahead of time.
Don't under estimate the staying power of a hero. Having a multi life hero on a glyph to take control of it and survive and barrage of attacks and still take the glyph is a real plus you don't generally get out of a one life squad figure. Also, your more heavy hitting heroes can kill things such as turrets easier than smaller attacks from squads. My brother did great things with Drake alexander on our last battle in which we used pretty much all original heroscape figures. For all the folks watching this thread that don't have hoss figures, you can play this game mode with original heroscape figures. It still has a Battlefront play style but can be used by original scape as well. HOSS armies still fit theme better though.

Yodaking
April 27th, 2017, 03:41 PM
Yeah, heroes are certainly good but then the best heroes are those that bond with squads. I'm sure Vader would be awesome for taking and holding one glyph, but you better surround him with some Stormtroopers or he will only hold one glyph while your opponent takes the other 4.

Porkins
May 3rd, 2017, 02:15 AM
I removed the wound cap and reworded a couple sentences about Advancing Figures for clarity. We need to make a decision about the timing of Advancing figures soon, like by noon on Wednesday in order to be ready in time. Has anybody tried the timing the way it is written here? What did you think?


Battlefront Rules

Setup:

- Place Glyphs Symbol side up as shown on the map build directions.
- Each player brings or drafts an army of equal point value.
- Unless specified otherwise on a figure's Army Card, place all figures in the Start Zone. Any figures that do not fit in the Start Zone are placed to the side in the player's Army Reserve.


Gameplay:

The Glyphs on the map represent Control Points. Control Points are not like normal Glyphs. When a figure moves onto a Control Point, the Glyph is not flipped to Power side up. Instead, the figure may capture the Control Point. At the beginning of the game, all Control Points are neutral. When a figure is on the Control Point at the end of a round, that figure's army captures the Control Point. Place a marker (such as a Rebel or Imperial symbol) on the Control Point to indicate which player's army has captured that Control Point.

Control Points are only captured at the end of a round. If a figure moves onto a Control Point that has been captured by the opposing army, remove the marker. The Control Point becomes neutral. It cannot be captured by that figure until the end of the round.

At the end of each round, after capturing Control Points, count up the number of Control Points that each army has captured and subtract to find the difference. The army that has captured the most Control Points causes wounds to the opposing army equal to the difference between the number of captured Control Points. The player controlling the army that is receiving the wounds decides which figure or figures will receive the wounds.


Army Reserve:

Figures in the Army Reserve are not destroyed. At the end of each round, after Control Points have been captured and any wounds applied, each player must move as many figures as possible from their Army Reserve to their Start Zone. If at any time a player has no more figures on the battlefield while figures remain in that player's Army Reserve, that player must immediately move as many figures as possible into the Start Zone.


Advancing Figures:

After capturing Control Points, applying wounds, and moving any figures from the Army Reserve to the Start Zone, each player may advance up to three figures. A player advances figures by choosing up to three unengaged figures from the player's Start Zone or Army Reserve. The player then moves the chosen figures to any empty spaces adjacent to a Control Point that has been captured by that player. The player who won initiative for the round that was just completed places any advancing figures first, followed by the other player. After advancing figures, place Order Markers and roll for Initiative for the next round.

Yodaking
May 3rd, 2017, 03:09 AM
I honestly think either way will work fine and be balanced. Both going first and going second with the free figure move ups has it's advantages.

japes
May 3rd, 2017, 12:06 PM
I removed the wound cap and reworded a couple sentences about Advancing Figures for clarity. We need to make a decision about the timing of Advancing figures soon, like by noon on Wednesday in order to be ready in time. Has anybody tried the timing the way it is written here? What did you think?


I saw your post in the index thread and got excited about a release tomorrow and then realized you were talking about these rules.

Still exciting and my son and I are making paper standees as fill-ins since we haven't had an opportunity to start collecting Star Wars minis. These rules will probably be exactly what we needed to put us over the top and deciding to save our heroscape money on Star Wars Minis. We both are huge fans of the first two Battlefront PS2 games.

mac122
May 3rd, 2017, 12:56 PM
I removed the wound cap and reworded a couple sentences about Advancing Figures for clarity. We need to make a decision about the timing of Advancing figures soon, like by noon on Wednesday in order to be ready in time. Has anybody tried the timing the way it is written here? What did you think?


I saw your post in the index thread and got excited about a release tomorrow and then realized you were talking about these rules.

Still exciting and my son and I are making paper standees as fill-ins since we haven't had an opportunity to start collecting Star Wars minis. These rules will probably be exactly what we needed to put us over the top and deciding to save our heroscape money on Star Wars Minis. We both are huge fans of the first two Battlefront PS2 games.
There will be a little more to the release than just the new maps and rules...

Yodaking
May 3rd, 2017, 02:55 PM
I'm going to build the Throne Room map again this afternoon to double check my changes and also check out how the art work for the voids mac made work out. So if you are pressed on time today TREX, focus on the other two maps you are working on.

TREX
May 3rd, 2017, 03:14 PM
I'm off work today, and I have cleaned my shop enough to get back to the computer. I've made the fixes for Mygeeto just now and will post those and get started on its pdf after I finish fixing the jedi temple. If you want to finish the throne room using the version we discussed that will be great.

Yodaking
May 3rd, 2017, 03:22 PM
Unfortunately I can't help with the PDF but I can make sure it is ready to go otherwise.

TREX
May 3rd, 2017, 03:28 PM
I'll probably have time to do all three, if you post a link to the latest VS file for the Throne room, I'll turn it into a pdf. I'm getting ready to do all of them in pdf format.

Porkins
May 3rd, 2017, 03:31 PM
I thought Daniel was working on one or more of them?

TREX
May 3rd, 2017, 03:35 PM
I thought Daniel was working on one or more of them?
He was doing Scarif. But I can finish the other three right now once I get the link to that template.

Yodaking
May 3rd, 2017, 03:42 PM
I'll probably have time to do all three, if you post a link to the latest VS file for the Throne room, I'll turn it into a pdf. I'm getting ready to do all of them in pdf format.

The last one I posted in the Throne Room thread is the last one I had anything to do with. That is the file I will be building the map from so I can double check that everything is correct. I'll go start building the map now and post as soon as I'm finished letting you know if it is good to go as is or I need to make any other changes.

DanieLoche
May 3rd, 2017, 05:21 PM
The building instruction part is done for Scariff. Sorry for not having the time to help more in the short allowed time for May the 4rth, you should have asked me sooner. :P

I'm still not sure about the content for the scenario part of the pdf.. :x

Porkins
May 3rd, 2017, 05:31 PM
Thanks for the help Daniel. This has definitely been a compressed effort to get all of this done in time.

Yodaking
May 3rd, 2017, 05:33 PM
I'm not sure what you mean there about a scenario. Perhaps TREX can better help you with that as he is working on the other 3 PDFs.

TREX
May 3rd, 2017, 05:43 PM
DanieLoche

Here's how mine look for the one I have finished already,(Save the BIO at the front.:))


Battlefront Rules
Setup:
- Place Glyphs Symbol side up as shown on the map build directions.
- Each player brings or drafts an army of equal point value.
- Unless specified otherwise on a figure's Army Card, place all figures in
the Start Zone. Any figures that do not fit in the Start Zone are placed to
the side in the player's Army Reserve.

Gameplay:
The Glyphs on the map represent Control Points. Control Points are not like
normal Glyphs. When a figure moves onto a Control Point, the Glyph is not flipped
to Power side up. Instead, the figure may capture the Control Point. At the beginning of
the game, all Control Points are neutral. When a figure is on the Control Point at the end of a round, that figure's army captures the Control Point. Place a marker (such as a Rebel or Imperial symbol) on the Control Point to indicate which player's army has captured that Control Point.

Control Points are only captured at the end of a round. If a figure moves onto a Control
Point that has been captured by the opposing army, remove the marker. The Control Point becomes neutral. It cannot be captured by that figure until the end of the round.

At the end of each round, after capturing Control Points, count up the number of Control
Points that each army has captured and subtract to find the difference. The army that
has captured the most Control Points causes wounds to the opposing army equal to the
difference between the number of captured Control Points. The player controlling the
army that is receiving the wounds decides which figure or figures will receive the
wounds.

Army Reserve:
Figures in the Army Reserve are not destroyed. At the end of each round, after Control
Points have been captured and any wounds applied, each player must move as many
figures as possible from their Army Reserve to their Start Zone. If at any time a player
has no more figures on the battlefield while figures remain in that player's Army Reserve,
that player must immediately move as many figures as possible into the Start Zone.

Advancing Figures:
After capturing Control Points, applying wounds, and moving any figures from the Army
Reserve to the Start Zone, each player may advance up to three figures. A player
advances figures by choosing up to three unengaged figures from the player's Start
Zone or Army Reserve. The player then moves the chosen figures to any empty spaces
adjacent to a Control Point that has been captured by that player. The player who won
initiative for the round that was just completed places any advancing figures first,
followed by the other player. After advancing figures, place Order Markers and roll for
Initiative for the next round.

Victory:
You win immediately if all opponent’s figures are destroyed.

Thanks for the help, I'll knock out the other two in no time.

I would like a mock up of some bio's for the three I'm doing if any of you guys have a minute.

DanieLoche
May 3rd, 2017, 07:57 PM
I'm not sure what you mean there about a scenario. Perhaps TREX can better help you with that as he is working on the other 3 PDFs.

When you look at an official map presentation, it is divided in different parts :

the map map presentation, made of the picture, a biography, and the required material.
the building instructions, for the map in itself
Game scenario(s) that can be played in this map, including :
the kind of the scenario (rules used, number of players)
The specific setup of the map : start zones, glyphs and so on.
The specific biography for this scenario
The special rules to apply
the victory conditions


Here, the easy part are points 1, 2, and some parts of the third point (start zones and victory conditions). But here as we are using a specific set of rules (Battlefront game), the question is to know how do we present the other points of the list. Do we re-write all those special rules on each scenario (looks like the way TREX is doing it) ? Or shall we make a kind of rule book introducing this rules, and a pack of maps that could use them (and them, simply said : "Special rules : this scenario uses the BoSS Battlefront special rules, with the following setup [battlefront setup informations specific to the game, if any, I'm not sure about that ^^]) ?

Also there is the secondary bio. But this one is less important. ^^

TREX
May 3rd, 2017, 08:04 PM
All finished with the 3 of them now. I'm updating them now.

Yodaking
May 3rd, 2017, 09:17 PM
Porkins has the rule book for the Battlefront rules already worked up and the plan is to release it tomorrow along with the 4 maps designed with control points in mind (and a few other things). So I'd say just keep it simple in the map PDF and state, this map is designed to be compatible with the Battlefront Rules System. See Rule for additional details. Or something along those lines. No need to repeat the rules on every map, plus the maps can also be used for traditional games you just don't use the glyphs for anything.

TREX
May 3rd, 2017, 09:24 PM
Ill have to give them an adjust when I get home later. Ill just cut the rules and enlarge the map build instructions. Along with porkins proofreading adjusts.

Porkins
May 4th, 2017, 02:25 AM
DanieLoche - are you done with the Scarif map pdf? All else is ready for the 4th; just waiting on Scarif.

TREX
February 23rd, 2019, 12:56 AM
I just wanted to throw something at you Star Wars guys. A new competitive/Battlefront compatible map I just designed called: Mustafar Mining Facility. Here's a link
https://www.heroscapers.com/community/showpost.php?p=2257347&postcount=16 After getting some more testing on it, I'd like to eventually get it added to the BoSS Maps once its been tweaked in.

Arch-vile
April 6th, 2019, 06:56 PM
I like the Mustafar map TREX. Control points on lava field would be dangerous to go after but ultimately rewarding. Force Pushers would like that map more than most Battlefront maps because of the molten lava.

Arch-vile
April 6th, 2019, 06:58 PM
Here's my attempt at a Kamino map (1 RotV, 1 Marvel, 1 FotA). It's based off of the level from the original Battlefront video game. The water would be treated as molten lava for this map. Starting spaces would the 3 black 7-hexers on each side and the 3 road hexes connecting them. There's a Bacta Tank in the cloning facility at the top. The glyphs represent optional control points for Battlefront rules.

https://i.imgur.com/lx5myDl.jpg

https://vignette.wikia.nocookie.net/battlefront/images/a/af/Kamino_Cloning_Facility.PNG/revision/latest?cb=20070502004051&format=original

TREX
April 7th, 2019, 12:04 AM
Here's my attempt at a Kamino map (1 RotV, 1 Marvel, 1 FotA). It's based off of the level from the original Battlefront video game. The water would be treated as molten lava for this map. Starting spaces would the 3 black 7-hexers on each side and the 3 road hexes connecting them. There's a Bacta Tank in the cloning facility at the top. The glyphs represent optional control points for Battlefront rules.

https://i.imgur.com/lx5myDl.jpg

https://vignette.wikia.nocookie.net/battlefront/images/a/af/Kamino_Cloning_Facility.PNG/revision/latest?cb=20070502004051&format=original

I had made a kamino map similar to this one in a way. The instadeath of the lava water is the problem. I like the idea but I think the platforms need to be slightly bigger so force users cant completely wreck everyone. Otherwise Im pretty stoked someone else is starting up some more star wars themed maps.

Yodaking
April 7th, 2019, 12:13 AM
Pretty sure I took a stab at a Kamino Map once before too. I think it ended up getting too big trying to recreate all those little platforms connected by walkways. Focusing in on just a couple of the platforms seems like a good way to go, maybe 3 or 4 of them? You can always just leave the water parts tile-less, then place battlements along the edge. I don't remember, do they stop the force push or can you just force push someone right through (or up and over) an obstacle?

TREX
April 7th, 2019, 12:16 AM
The battlements stop the push. Same level or lower. I think maybe use your idea to make the facility, 1 big platform, and 2 small platforms. Startzones in the facility and big platform.

Arch-vile
April 7th, 2019, 12:38 AM
Making the empty spaces tile-less is a smart idea to avoid Force Push, that would be really brutal for non-Force users. I don't think Battlements stop Force Push by a strict reading of the power, but I feel like it should thematically. (Edit- TREX is right)