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Mitonsoul Unleashed!

Posted July 7th, 2012 at 04:22 PM by kolakoski
Updated July 16th, 2012 at 11:31 AM by kolakoski
Well met!

This Friday is it! (See lead up here and here.) A modified Gang of Four - myself, chas, Sherman, and Mikeyblaze (in for Taeblewalker) - are meeting to play this Friday at my home on Roosevelt Island. The scenario I have created for this gathering is entitled
Mitonsoul Unleashed! The back story is thanks to Awesomeunleashed.


Mitonsoul Unleashed!

An ancient Valhallan legend tells of an evil Archkyrie known only as the Unspeakable One, and his band of elite warriors who wielded weapons of unimaginable power. For many years, the Unspeakable One ruled most of Valhalla with an iron fist. Eventually, however, he was overthrown by a commander in his army, resulting in a civil war. At the end of the war, the people decided that the weapons used by the minions of the Unspeakable One were too powerful to be used by anyone, and so a powerful wizard destroyed them.

Recently, however, a farmer discovered that a large tower, as well as several buildings, had sprung up in the middle of one of his fields, ruining the land in the process. Not being a very curious Kyrie, he did not enter the building or ascend the tower (however, had he tried to ascend it, he would have discovered a strange force around it that kept him from flying). The farmer simply informed the authorities, who, despite being involved in the current war, immediately seized the field. Many people suspected, due to the nature of the buildings, that they contained the destroyed remains (or perhaps not so destroyed, as they had previously thought) of the ancient weapons of the Unspeakable One, hidden for thousands of years under the ground, and called up again by the present conflict. These suspicions were confirmed when a scroll was found in one of the buildings, giving instructions to take pieces of the weapons from each building, dip them in the molten lava at the top of the tower, and place them together to form the weapons. As a result, several small groups of warriors arrived at the field at the same time, each group representing a different faction in the war. As the groups sighted each other, they realized that they would have to fight for their lives, as well as for these powerful weapons . . .

The Map.



























No Flying.

Due to dangerous wind shear conditions, flying is not allowed, nor may the Airborne Elite drop.


The Armies.

Each player will bring an army (no Marvel or Customs, other than C3V/SoV (with the possible exception of chas' thief), consisting of 750 points occupying no more than 24 spaces. There will be two teams, with two players per team, to be determined at random immediately before the game. The teams' Start Zones are the Sand terrain at either end of the Map.


Treasure Glyphs.

The Treasure Glyphs (normally trapped, always remaining Power side down (unusable)) represent components of a Object of Power that may be constructed by dipping three of them into the Molten Lava at the top of the tower. Heroes may carry up to three Treasure Glyphs at a time. Squad units may carry up to one per squad. When a squad unit picks up a Treasure Glyph, it is placed on the squad's card. Thereafter, each squad unit may be considered to be carrying a Treasure Glyph for all purposes, or not, as the player owning the squad desires at any moment. Thus, killing a squad member need not result in one of a squad's Treasure Glyphs being dropped, unless the player wishes it to be; each member of a squad may drop one of the squad's Treasure Glyphs in a single turn; and any single squad unit may do so on consecutive turns. Common heroes will be treated as squad units, and uncommon heroes as heroes as pertains to Treasure Glyphs. When more than one are dropped, or any time, Treasure Glyphs are never destroyed, and stack, for the purposes of this scenario.

Example: I have two squads of Drow. Two of them pick up two Treasure Glyphs (their maximum), by landing on them and surviving the traps. They may not do anything further with them within that turn. On the following turn, any Drow squad member may drop one of the Treasure Glyphs (both may be dropped by separate Drow units). Once the number of squad members is reduced such that it is equal to the number of Treasure Glyphs held, any additional loss(es) will result in dropped Treasure Glyph(s).

An intended advantage to squads handling Treasure Glyphs is that they can be picked up by units in one place and, on the next and any following turn, dropped in another place by other units in that squad (a sort of internal squad courier service).

Winning the Game.
The winner of the game will be the player (or team) that constructs an Object of Power (dipping three components of the Object of Power into the Molten Lava), by having a unique hero ending its movement unengaged (while possessing three Treasure Glyphs) at the top of the tower, adjacent to the Molten Lava hex, within ten (10) turns.

Optional Sequel.

Again, thanks to Awesomeunleashed!

When, after a long and hard battle, a soldier saw that one of his enemies had forged a Weapon of Power, he and those with him panicked. Fearing for their lives, all those still alive that opposed the warrior who had forged the Weapon immediately fled, and returned to their generals to tell them of the threat. These generals then came together, despite the conflict and the fact that they knew nothing about what this Weapon could do, and agreed to combine their forces to defeat the Weapon-holder. The combined army then marched for the stronghold of the general of the Weapon-holder, knowing that, by now, the Weapon would have found its way there.

The warriors that forged the weapon discovered it to be in two parts-a small pistol-like weapon and a belt. When wearing the belt, pulling the trigger of the pistol allowed the user to instantly disintegrate any person that the pistol happened to be pointed at. Unfortunately for the warriors, they discovered that when the pistol was fired, unless the user was extremely concentrated upon it, it would violently fly in a random direction, too fast for even the strongest warriors to control. This could lead to the weapon disintegrating anyone nearby, or even the user himself. The minions of the Unspeakable One had been extremely well disciplined, and were therefore able to use these weapons with ease, unlike the warriors now wielding it.

On the way back to their fortress, the battle-weary warriors (joined by a fresh force come to meet them) were overtaken by the army of the combined generals. Greatly outnumbered, the warriors were forced to attempt to use the Weapon to defeat their enemies, and hope that it would not destroy themselves . . .

If possible, Player 1 should be the winner of the previous scenario.

Player 1 brings an (X-hundred)-point army.
(Optional Special Rule: Player 1’s army must contain any figures that he or she controlled at the end of the previous scenario.)

Each other player brings a (Y-hundred)-point army.


Victory: Be the last player with figures on the battlefield to win.


Special Rules: At the start of the scenario, Players 2-(whatever) are allies against Player 1. If, at any point, a figure not controlled by Player 1 is carrying the Weapon of Power Treasure Glyph, this alliance is immediately broken, and all players become opponents of one another. Also, if all of Player 1’s figures are destroyed, the alliance is broken.

At the start of the game, Player 1 must place the following Weapon of Power Treasure Glyph on a Unique Hero Army Card that he or she controls:


Weapon of Power - Ancient Artifact
Permanent Treasure Glyph
(my version)

The Mitonsoul Raygun: Instead of attacking with this figure, you may roll the 20-sided die. If this figure has a Disciplined personality, add 3 to your die roll. If you roll a 1-3, this figure is destroyed. If you roll a 4-7, choose an opponent, who must choose 5 figures within 5 clear sight spaces of this figure. The chosen figures are destroyed. If you roll an 8 or higher, you may choose up to 5 figures within 5 clear sight spaces of this figure. Destroy the chosen figures.
Total Comments 14

Comments

Old
chas's Avatar
How many total Treasure Glyphs are in the game?
Posted July 7th, 2012 at 09:07 PM by chas chas is offline
Old
kolakoski's Avatar

Answer to chas' query . . .


Well met!

6. One in each of two seven hex, two 3 hex, and two 2 hex, Dungeon tiles. See the last three pictures.

Just took this one.


The Treasure Glyphs are at the upper left, upper right, and lower center, here and on the other side of the tower.

Posted July 7th, 2012 at 09:14 PM by kolakoski kolakoski is offline
Updated July 7th, 2012 at 09:27 PM by kolakoski
Old
chas's Avatar
Another nice K. map, which will influence how I pick my team. I like to build "on the fly" as well. Note the new mention of his free building thread in This Week In Heroscape on the home page.

K. says he continues to favor melee in his map building, despite his recent abandonment of his Valhalla Society "no guns" restrictions he's been using for a long time.

Here's my team:

TRICKSTER TALENTS

Sgt. Drake II 170
Agent Skahen 120
Agent Carr 100
Heirloom 90
Desert Dancer* 50
Microcorps x2 200
Isamu 10
Otonoshi 10

Total 750 Points, 13 Spaces

*Chas Custom Thief
Posted July 8th, 2012 at 08:12 AM by chas chas is offline
Updated July 8th, 2012 at 08:47 AM by chas
Old
Tornado's Avatar
Awesome map and scenario. I wish my group played more games like this instead of the standard kill everyone.
Posted July 8th, 2012 at 10:59 AM by Tornado Tornado is offline
Old
kolakoski's Avatar

My Armies and New Map Picture

Well met!

Below is a picture of the Map showing more clearly the placement of the Treasure Glyphs.




As you can see, there are two Treasure Glyphs that are easily accessible to each team, and two up for grabs on the left and right edges of the Map, roughly equidistant from both teams.

I have constructed two teams. If you were in my position, which would you field?

Spoiler Alert!
Spoiler Alert!
Posted July 8th, 2012 at 12:03 PM by kolakoski kolakoski is offline
Updated July 9th, 2012 at 10:12 PM by kolakoski
Old
Tornado's Avatar
I think with no flying the Monks leaping ability could be useful.
I think Drake is what makes chas's army really good.
Master Choo might be great in this game.
Teleporters will also have an advantage.

I like the Black Elarians slightly better. I would try to get one figure that has pseudo-flying.
Posted July 8th, 2012 at 12:29 PM by Tornado Tornado is offline
Old
kolakoski's Avatar

Pseudo-flyers

Well met!

Ah yes, don't forget Eltahale. The Black Elarians have no such units. The Imperial Elarians' Arashara, however, with Shifting Sands, fills that role.
Posted July 8th, 2012 at 04:33 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

No Flying

Well met!

No AE drop.
Posted July 8th, 2012 at 10:37 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

New Army!

Well met!

Of course I was going to make a change or two before game day.

Myrddin's Imperials
200 Arashara
200 Romans x 4
100 Marcus
100 Mindflayer
90 Myrddin
50 Me-Burq-Sa
10 Isamu
750, 23 spaces
Posted July 9th, 2012 at 10:40 PM by kolakoski kolakoski is offline
Updated July 10th, 2012 at 09:01 PM by kolakoski
Old
chas's Avatar
Hooray for new Fanscape "Classic" figures! Wonder if Sherman is going to use any? Taeblewalker probably would if he was available.

I love characters who must take hits to activate their powers...when other people play them!
Posted July 10th, 2012 at 05:51 AM by chas chas is offline
Old
kolakoski's Avatar

Revised Black Elarians


Well met!

Black Elarians
210 Drow x 3
130 Kee-Mo-Shi
120 Runa
90 Myrddin
60 Elaria
10 Isamu
750, 14 spaces
Posted July 10th, 2012 at 01:23 PM by kolakoski kolakoski is offline
Old
kolakoski's Avatar

Further Black Elarians Revision


Well met!

Kaemon in for Runa.

Black Elarians
210 Drow x 3
130 Kee-Mo-Shi
120 Kaemon
90 Myrddin
60 Elaria
10 Isamu
750, 14 spaces

I played a couple of turns with them, and realized that the best OM efficiency I could create would be to have the Drow and Elaria operate in unison, have Kee-Mo-Shi and Myrddin do the same nearby, with Kaemon and Isamu for cleanup/backup. Runa was redundant with Kee-Mo-Shi in this build.

Posted July 11th, 2012 at 11:50 AM by kolakoski kolakoski is offline
Updated July 11th, 2012 at 11:59 AM by kolakoski
Old
kolakoski's Avatar

Question?


Well met!

This sort of sums up my thinking:


Re: Consistency vs. Variance in Ability


With the addition of Elaria and, especially, Myrddin to the "official" canon, another level of complexity is added to the question. For instance (quoting from the blog comment above):


"Kaemon in for Runa.


Black Elarians

210 Drow x 3
130 Kee-Mo-Shi
120 Kaemon
90 Myrddin
60 Elaria
10 Isamu
750, 14 spaces

I played a couple of turns with them, and realized that the best OM efficiency I could create would be to have the Drow and Elaria operate in unison, have Kee-Mo-Shi and Myrddin do the same nearby, with Kaemon and Isamu for cleanup/backup. Runa was redundant with Kee-Mo-Shi in this build."


It could be argued that a more competitive way to go about it would be to play Kee-Mo-Shi/Myrddin or Drow/Elaria, and fill in with the usual A-A+ ranged suspects. Even so, in this scenario, they have lots of opportunities to shine.


In this army:


Myrddin's Imperials

200 Arashara
200 Romans x 4
100 Marcus
100 Mindflayer
90 Myrddin
50 Me-Burq-Sa
10 Isamu
750, 23 spaces

Myrddin has a myriad of units to support, with much easier OM management. Again, it could be argued that replacing Myrddin/Mindflayer with Ne-Gok-Sa/Syvarris (or Mindflayer/Isamu for the AE, unavailable in this scenario due to no flying) would be more competitive.


My question: At what point does a consistent number of game breaking opportunities trump general consistency?

Posted July 11th, 2012 at 01:26 PM by kolakoski kolakoski is offline
Updated July 11th, 2012 at 05:24 PM by kolakoski
Old
awesomeunleashed's Avatar
Quote:
My question: At what point does a consistent number of game breaking opportunities trump general consistency?
Whenever they work, duh.

Seriously though, I think it depends on whether you can survive. If you have an army of powerful d20 abilities, you just have to make sure that the figs using those abilities have the support they need to realistically have a chance to activate the abilities. Even so, I would say a good cleanup figure is a must*...

*Except for this scenario. Here, I would use an army that will either quickly dominate, or go down in a blaze of glory. I'd say you want some serious speed here.
Posted July 11th, 2012 at 01:41 PM by awesomeunleashed awesomeunleashed is offline
 
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