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THE HILLS ARE ALIVE! A Halloween Heroscape Scenario

Posted October 17th, 2013 at 11:30 AM by kolakoski
Updated October 20th, 2013 at 10:53 PM by kolakoski
Well met!

For 11/6/13 game hosted by chas:


THE HILLS ARE ALIVE!

A Halloween Heroscape Scenario

For The New York City Gang of Four

October 2013 by Chas


Good Armies (Kolakoski and Sherman Davies)

Each player will make up a 550 point army of non Utgar/Valkril forces. VC Customs are allowed, but no Supers. Good armies are teammates with each other.

The Kolakoski Rule: Valhalla Society rules are in effect for all players: No guns for anyone. This means YOU! Secondary weapon pistols will only work to a maximum range of three spaces (or less if so stated). Kolakoski should prepare two Good Armies, in case SD can’t make it.

The Sherman Davies Rule: SD and only SD may use his LOTR customs (Good Guys only).


Evil Armies (Chas and Taeblewalker)

Evil armies are teammates with each other.

The Chas Rule: Chas will prepare two Utgar/Valkril armies of 550 points each. Each Evil Army may include one card of from a Good general’s forces, because Evil cheats by seducing Good when its not looking.

The Taeblewalker Rule: TW may make up an Evil Army or use one by Chas. If TW can’t come, Chas will run both of his Evil Armies.

Note The Kolakoski Rule above; the Valhalla Society rises from the grave; no guns for Good or Evil players!


Map: The Misty Moor

The map will be a traditional NYCG4 large size, although a bit less deep, so that armies can reach the central hill quickly. It will portray a broken plain. In the center will be a large hill, affording a good defensive position for them as cares to take it up.


Set Up

The Good Armies start one movement turn in from their (long) board edge, counting any board edge hex as the first movement hex of any figure (Good Head Start; they’ll need it). The Evil Armies start on their own long board edge hexes (or the second row in when the first is full). Exceptions are made for cards that are dropped or summoned, etc. during the game as their normal initial deployment method).


Round Order

After one player on each side rolls for initiative each round, Good and Evil Armies will alternate turns. At the start of a round, each side may choose which player will be Player 1 or 3, or on the other side Player 2 and 4 for the round, after initiative is determined.


Night Time and Dawn Breaking

Don’t get caught on the Moors at night! Too late; you did! The game will last ten rounds, using a Modified Memoir 44 Dawn Rule. The first three rounds are Night Time, when visibility/distance attacks are limited to a 1 hex range. Starting on Round Four, range will open up while dawn breaks slowly (as mists prevail) at a rate of one more hex per round, (Round 4: Range two hexes, Round 5 Range three hexes, etc.) until Rounds Eight to Ten, when normal daytime rules and ranges apply. This rule affects all types of normal and special distance attacks and other powers such as Healing, etc.


Evil Bonus


Oh yeah. During Rounds One to Three at night, all Evil Army figures are +1 to Attack and Defense, and +1 (or –1 if they prefer) to all D20 rolls. This Evil Bonus will stack with any others. During Rounds Two to Seven, Evil players may choose any one card’s worth of figure(s) each to receive the Evil Bonus once per round. Because we’re evil! Mwahaha! The bonus ends during daylight—Rounds Eight through Ten.


Victory


Players keep all figures they kill. Players rank by the number of points they kill, rather than by side. However, if one side or army is wiped out, then its player(s)s lose, and only the surviving army(s) player(s) points count for victory—they must have at least one figure remaining on the battlefield to score their points after Round Ten. Think about this; it should influence your game strategy. Happy Halloween!
Total Comments 8

Comments

Old
Valhalla Society Lives!
Posted October 18th, 2013 at 01:42 PM by AMIS AMIS is offline
Old
kolakoski's Avatar

At least 3 players . . .



Well met!

Changed date to 11/6/13 to accommodate Sherman.
Posted October 20th, 2013 at 11:03 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Army discussion . . .



Well met!

. . . can be found in post #939 here.


Posted October 21st, 2013 at 12:17 PM by kolakoski kolakoski is offline
Updated October 25th, 2013 at 12:06 PM by kolakoski
Old
kolakoski's Avatar

chas Stacks the Deck - to No Avail!




Well met!

On Wednesday, 11/6, the Gang of Four (at least 3 at Noon, all 4 by the late afternoon/early evening) will gather at chas' Game Palace for a day of 'Scape. The featured scenario is THE HILLS ARE ALIVE! A Halloween Heroscape Scenario, devised by chas, to ensure that he is on the winning side for a change.

Evil Bonus

Oh yeah. During Rounds One to Three at night, all Evil Army figures are +1 to Attack and Defense, and +1 (or –1 if they prefer) to all D20 rolls. This Evil Bonus will stack with any others. During Rounds Two to Seven, Evil players may choose any one card’s worth of figure(s) each to receive the Evil Bonus once per round. Because we’re evil! Mwahaha! The bonus ends during daylight—Rounds Eight through Ten.


chas and Taeblewalker have been conspiring for weeks to ensure that Sherman and, especially, I do not dominate as usual. (See Isle of Dragons! - Battle Report, Molten Valley Battle Report, Game of Thrones 'Scape Battle Report, Three Gates Battle Report, etc.) But, of course, chas' nefarious scheme will fail, as usual.

Night Time and Dawn Breaking

Don’t get caught on the Moors at night! Too late; you did! The game will last ten rounds, using a Modified Memoir 44 Dawn Rule. The first three rounds are Night Time, when visibility/distance attacks are limited to a 1 hex range. Starting on Round Four, range will open up while dawn breaks slowly (as mists prevail) at a rate of one more hex per round, (Round 4: Range two hexes, Round 5 Range three hexes, etc.) until Rounds Eight to Ten, when normal daytime rules and ranges apply. This rule affects all types of normal and special distance attacks and other powers such as Healing, etc.

Even with a head start,

Set Up

The Good Armies start one movement turn in from their (long) board edge, counting any board edge hex as the first movement hex of any figure (Good Head Start; they’ll need it). The Evil Armies start on their own long board edge hexes (or the second row in when the first is full). Exceptions are made for cards that are dropped or summoned, etc. during the game as their normal initial deployment method).

the Evil forces plan to rip us up early (with their Evil Bonus), taking

the center . . . large hill, affording a good defensive position for them as cares to take it up

Fortunately, we have the perfect units to take advantage of the Good Head Start and mitigate the Evil Bonus - the newly released Cathar Spearmen with Braced Spear!

Sherman, as usual, has not yet indicated what he will be fielding, and probably won't address the issue until a few days prior to game day, so our armies will most likely be created independently. So, unless Sherman chimes in with a Cathar build in the meantime, I will modify the Roman army I created to include an even more recently released unit (the Azure Warlord ) to include the Cathars:

150 Cathars x 2
150 Romans x 3
145 Azurite Warlord
100 Marcus
550, 22 spaces

If Sherman arrives with a Cathar build, I'll play

200 Romans x 4
145 Azurite Warlord
105 Van Nessing
100 Marcus
550, 19 spaces

Sure, I could place Braxas behind the Cathars, but that is something only desperate Evil would do.
Posted October 25th, 2013 at 01:56 PM by kolakoski kolakoski is offline
Updated November 1st, 2013 at 04:59 PM by kolakoski
Old
chas's Avatar
"That's bold talk from a one-eyed fat man!"
--Robert Duval as Ned Pepper in True Grit


Actually, no. All you have to do is wait out the darkness on your side of the board, and destroy us with distance weapons as we come up if we go all melee. But you probably don't have the patience to play it that way.
Posted October 25th, 2013 at 02:37 PM by chas chas is offline
Updated November 2nd, 2013 at 01:17 PM by chas
Old
kolakoski's Avatar



Well met!

I thought of "waiting out the darkness," but wouldn't have expected the terrain to support that plan. I have plenty of patience - as for Sherman . . .

But really, you deserve to face Braxas for this!
Posted October 25th, 2013 at 04:01 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Azurite Warlord Costume

Well met!

Just in time for Halloween!


It looks better from behind . . . but I almost missed it, being discreet.

Posted November 1st, 2013 at 08:57 AM by kolakoski kolakoski is offline
Updated November 1st, 2013 at 04:04 PM by kolakoski
Old
chas's Avatar
I love little children...if properly cooked."
--W.C. Fields
Posted November 2nd, 2013 at 01:21 PM by chas chas is offline
 
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