|
Maps & Scenarios Battlegrounds and scenarios |
|
Thread Tools | Search this Thread | Display Modes |
|
#1
|
|||
|
|||
Warlord Alpha's Map and Scenario Thread (New 12/2)
:::New for 12/2/13 - Treachery:::
Treachery 3 Players (FFA, politics not included) Terrain requirements are flexible, see spoiler below for details. Terrain as pictured requires: 1x RotV 1x SotM 1x FotA OR 1x RttFF 1x TJ No glyphs. Straight-up duel to the death.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Corruption 3 Players (FFA, politics not included) 1x RotV 1x SotM 1x FotA Three optional glyphs. The map can function without glyphs, but if you prefer glyphs then be sure to use ones of low-medium desirability like Wound, Init +8, or Common/Unique Attack +1.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ DarkMire 4 Players (FFA, politics not included) 1x SotM 2x BftU Two glyphs. Preferably ones of medium-high desirability, like Attack +1, Defense +1, or Move +2.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Encircle 2 Players 1x RotV 1x RttFF No glyphs. Straight-up duel to the death.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Reclamation Plant B 2 Players 1x RotV 1x FotA 1x RttFF Two glyphs. Preferably ones of low-medium desirability, like Wound, Init +8, Move +2, or Common/Unique Attack +1.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Combustion v2 Original by Warlord Alpha, Modified by Darkmage7a 2 Players 1x BftU 1x FotA 1x VW Two glyphs. Preferably ones of low-medium desirability, like Wound, Init +8, Move +2, or Common/Unique Attack +1.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Tombspawn's Trench 4 Players (two teams of two) 1x RotV 2x BftU Two random glyphs. +1 Attack and +1 defense work well, although they could be substituted for anything else of equal power/desirability. A possible optional rule is that any non-huge figures standing on shadow tiles have no visible hitzones. This might make things a bit more interesting, especially if you find camping to be a problem.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Adamant 2 Players 1x RotV 1x FotA No glyphs. Straight-up duel to the death.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Contamination 3 Players (FFA, politics not included) 1x RotV 1x SotM 1x FotA One face up glyph. Thorian works very well (I definitely recommend using Thorian), although any other very powerful glyphs (like Ivor or Jalgard) could also work.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Overrun 4 Players (FFA or two teams of two) 1x RotV 1x SotM 1x FotA Two random glyphs. +1 Attack and +1 defense work well, although they could be substituted for anything else of equal power/desirability.
Spoiler Alert!
~ To Download ~ ______________________________________________________________ Blood River Crossing 2 Players 1x RotV 1x FotA 1x VW 1x RttFF No glyphs. Straight-up duel to the death.
Spoiler Alert!
~ To Download ~ Last edited by Warlord Alpha; December 2nd, 2013 at 03:56 PM. |
#2
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread
Reserved (so I can better organize my map thread later)
|
#3
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread
Really old maps and/or my least favorite ones
Spoiler Alert!
Last edited by Warlord Alpha; June 17th, 2011 at 05:09 PM. |
#4
|
||||
|
||||
Re: Warlord Alpha's Map and Scenario Thread
Let mebe the first to congratulate you on your thread, Warlord! Nice, maps, I'm going to try a few out.
|
#5
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread
Quote:
Also, anyone curious I'll probably have a four-player one up soon. |
#6
|
||||
|
||||
Re: Warlord Alpha's Map and Scenario Thread
It's hard to say which map I like the best Warlord. It would probably be the Forgotten Plateau, although No Name #2 is a close second. I've found that sometimes, when you don't know what the heck to name a map, take a city of place from Valhalla (Nastralund, Barrenspur, Ticalla, etc.) and place the word "river," "road," "Mountain," etc. after it. (Of course, only use words like Ticalla, Volcarren, and Thaelenk when your map uses one of those sets.)
Spoiler Alert!
|
#7
|
||||
|
||||
Re: Warlord Alpha's Map and Scenario Thread
You got some good looking maps Warlord. For No Name #2 part of me is feeling like it would be more beneficial to have the ruins on the hills in the middle and move those trees next to the road. The start zone doesnt really need the protection with how big the map is. By moving these you provide more cover for melee if they decide to go up the middle and the trees being moved adjacent to the road would provide more cover for any unit taking that direction. Of course by doing that I think you would definately push the map towards favoring melee. Are there any extra pieces left over? If so maybe a couple small hills in the proximity of where the ruins are now?
Also as far as giving names goes rednax has some great suggestions. For me I like using movie titles as long as they fit the map. For instance I have: A Walk to Remember Tropic Thunder Out Cold A walk to Remember Wicker Park Old School Close Encounters and some more I think. Maybe thatll help you in coming up with names. It sure made things easier for me. Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. |
#8
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread
Quote:
Spoiler Alert!
______________________________________________________________ Quote:
And also, the start zones can be attacked from height as it is currently. Some ranged units don't have the range, but Q9 or the Krav at those spots would be a disaster if those ruins weren't there. It actually happened that way in one game I played, I did something very stupid and let the Krav get there and they just hammered away at my start zone until they couldn't see anything else. The map may be more melee friendly than you think though. One thing I always like to include in my maps is some kind of way to flank the enemy. I always have so much fun trying to sneak a unit or two around and have them say later "When the hell did that unit get there?!" You can see it very clearly in Forgotten Plateau and you can probably see it in No Name #2. I wish I had Drones or Zombies. Those swarm armies using the road bonus would be such a pain. They would be behind you in two turns, they would be on top of you in two turns, they would be all over your start zone AND the hill in three or four turns. The whole map could potentially be overrun by melee units. Quote:
|
#9
|
||||
|
||||
Re: Warlord Alpha's Map and Scenario Thread
I'm liking your maps so far, Alpha. Nice and simple, yet pretty playable-looking designs. Keep it up!
|
#10
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread (New: 11/6)
<map added to first post>
Last edited by Warlord Alpha; December 10th, 2009 at 08:40 PM. |
#11
|
|||
|
|||
Re: Warlord Alpha's Map and Scenario Thread (New: 11/6)
<map added to first post>
original post:
Spoiler Alert!
Last edited by Warlord Alpha; June 20th, 2011 at 08:29 PM. |
#12
|
||||
|
||||
Re: Warlord Alpha's Map and Scenario Thread (New: 12/8)
Looks good. I'd like to play on it sometime if I can get time to fit it into my playtesting schedule.
|
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
(NOT) Another Marro Warlord! | vydarscape | HeroScape News | 42 | September 2nd, 2008 11:01 PM |
Another Marro Warlord | King Bravemore | Official Units | 19 | May 30th, 2008 10:35 AM |
I need to buy a Venoc Warlord | Jotun | Scapers Online | 5 | November 1st, 2006 12:00 AM |
Warlord bonding + | heroscraper | Official Rules & FAQ's | 4 | October 1st, 2006 06:49 PM |
Venoc Warlord | gorillanator | Official Units | 22 | July 1st, 2006 07:56 PM |