HeroScape: the Lost Scenarios! #3 & #4
HeroScape: the Lost Scenarios! continue to be released by TheGuru.
Scenario #3, Utgar's Invasion at Feldspar Pass,
and multiplayer #4, Chaos in the Catacombs (pictured below) are now available.
Scenario #3, Utgar's Invasion at Feldspar Pass,
and multiplayer #4, Chaos in the Catacombs (pictured below) are now available.
Total Comments 16
Comments
These are excellent. Mmirg-tested, Mmirg-approved . Thanks for all your work!
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Posted March 29th, 2011 at 11:45 AM by 1Mmirg |
The catcombs looks awesome, Wandering Monsters just too cool.
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Posted March 29th, 2011 at 12:18 PM by ZBeeblebrox |
The solution for wandering/neutral monsters is excellent!
Thanks for posting these! |
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Posted March 29th, 2011 at 01:23 PM by Lamaclown |
These are awesome, thank you for sharing!
The catacombs sounds like a great time, and fun scenario for multi-player. Wandering monsters will be a blast! |
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Posted March 29th, 2011 at 01:24 PM by obfuscatedhippo |
I don't like multiplayer heroscape in general, but I absolutely adored the Chaos in the Catacombs scenario.
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Posted March 29th, 2011 at 01:32 PM by Jexik |
Verrrrry interesting... I love the holes in the middle of the Catacombs map, it gives you someplace to throw your dice.
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Posted March 29th, 2011 at 05:15 PM by Johngee
Updated March 29th, 2011 at 05:25 PM by Johngee (added after thought rather than double post) |
Are commons allowed in this? It would seen that a common squad would fit in the adventuring party (though no treasure grabbing for them). I would assume commons are allowed as wandering monsters.
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Posted March 29th, 2011 at 05:39 PM by Schulzy |
I'm not one for leet speak much but, OMG W00T!
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Posted March 29th, 2011 at 05:56 PM by Darkmage7a |
awesomeness abounds I tell you, thanks so much for kicking these down to the unworthy!
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Posted March 29th, 2011 at 08:42 PM by Hendal |
thats awsome man do you play combat hex[IMG]http://www.heroscapers.com/community/revolver[/IMG]
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Posted March 29th, 2011 at 09:29 PM by CommandoJones99 |
@Schulzy, If you take a look at the strating zones, you'll notice they only have 5 spaces for each player. The best common you could get in there would be DK's of Mezzodemons. So you'd be better off with a solid group'o'heroes.
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Posted March 30th, 2011 at 12:07 AM by Scapemaster |
The Cavern Wall Movement is interesting. I interepret that as essentially saying "if it works thematically, you can do it," and I like a scenario that can just say that and leave it to the players' common sense.
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Posted March 30th, 2011 at 10:50 PM by Prometheus |
One comment on Commons. My son played Moltenclaw with a squad of Scales + Siege. He did well. You have to treat your Commons more carefully, but they helped extend Moltenclaw's life and efficiency. It was an interesting party/army and he really enjoyed it.
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Posted March 31st, 2011 at 09:03 AM by 1Mmirg |
When I was ticking off what I thought were the best possible armies for CitC, Moltenclaw+Greenscales+Kaemon was one of the top choices that came to mind. Subbing in Siege for Kaemon isn't far off.
ETA: and @scapemaster, one of the other ones I mentioned was Mezzodemonsx2 + Captain America. But if you don't allow Marvel, then there's no reasonable build that allows multiples of a common squad. (And if you do allow Marvel, then Eldgrim+Silver Surfer is pretty nasty.) |
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Posted March 31st, 2011 at 11:25 AM by dok
Updated March 31st, 2011 at 11:47 AM by dok |
We tried this today. A question came up.
Let's say Player 1 has Krug is his army, who has received a Lycanthropy Token, and become a hybrid. Krug is also carrying 2 treasure glyphs. Also, a Werewolf Lord is a wandering monster. Now, Player 2 takes a turn with the Werewolf Lord wandering monster, and rolls successfully to take a turn with Krug. Does Krug: A) have to drop the glyphs, since for the turn he is controlled by a wandering monster, and is therefore not a part of any Player's army? OR B) keep the glyphs, since the WereWolf Lord and by extension Krug are temporarily part of Player 2's army? If B is correct, can Player 2 walk Krug off Player 1's start zone? In any case, if Krug walks off with those glyphs, who gains credit for them: Player 2, for walking off with them, or Player 1, since control of Krug returns to Player 1 after the turn is over? |
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Posted April 10th, 2011 at 11:03 PM by Taeblewalker |
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