September 26th, 2013, 11:48 AM
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worthless thread clother plotting in his secret island lair
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Join Date: July 15, 2008
Location: USA - NY - NYC
Posts: 5,901
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Re: The Book of Myrddin
Well met!
Quote:
Originally Posted by kolakoski
. . . Isle of the Dragons! (. . . played this Friday, 9/20 by the Gang of Four - 4 players, 2 teams) . . .
This scenario has an unusual set of Special Rules, based on the map's terrain:
Special Rules:
Minor Dragon Heads (4): Whenever any figure ends its movement on a space next to a column topped by a Minor Dragon (Crocodile) Head, it must roll one battle die, taking a wound if a skull is rolled.
Major Dragon Head (2): If one Unique Hero per army reveals an order marker while on a space adjacent to a column topped by a Major Dragon Head, it will get +1 to any D20 roll it makes. On the second successive turn it fulfills this condition it gets +2, and on the third +3. This maximum bonus remains in effect for successive turns for this figure only. Should the figure no longer fulfill this condition, another Unique Hero from that army may begin the sequence over again.
A Battle Report will be forthcoming.
When I fight in Delta+, it just feels right!
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From Isle of Dragons! - Battle Report:
In the first two games, the Romans prevailed handily, with Me-Burq-Sa, in spite of failing with Paralyzing Stare every time, even supported by Myrddin, doing most of the damage from height.
Although not a factor in the games against chas, Myrddin is still a top choice among units to draft with the Romans - and against them .
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