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Maps & Scenarios Battlegrounds and scenarios |
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#97
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Re: Modular Maps: MOPs
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Last edited by Warlord Alpha; June 13th, 2010 at 10:34 AM. |
#98
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Re: Modular Maps: MOPs
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I had forgotten that I had seen these before, I hope there are build instructions, I'd really like to try them out. Should we start a "Modular Maps (MOPs) INDEX" thread? Last edited by odbo255; June 13th, 2010 at 07:08 PM. |
#99
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Re: Modular Maps: MOPs
Where are the rules for these MOPs again? They all look epic.
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#101
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Re: Modular Maps: MOPs
I meant the rules to use them, like how they're positioned to play on. Not rules on building them.
Like how do we place them? Premade by scenario? Take turns attaching a board to the main board? |
#102
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Re: Modular Maps: MOPs
Ohhhh. There aren't really any set rules besides to position them with a clockwise twist.
Really you attach them in any manner you want. If you want to take turns placing them or whatever, you are free to. Some people determine it by die roll (like, if you are using 4 MOPs use the d20, 1-5 it goes in this space 6-10 it goes in that space, etc.) and then determine the rotation by die roll and such, although that isn't really necessary. |
#103
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Re: Modular Maps: MOPs
Well I got 1 RotV, 1 SotM, 1 BftU and 2 Fortress sets. Wonder how many MOPs I can make.
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#104
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Re: Modular Maps: MOPs
At most you would be able to get probably 8 or so. There wouldn't be a whole lot of height (Like, no level 5 or 6 hills), but you could definitely get 8 size 5 MOPs with that.
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#105
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Re: Modular Maps: MOPs
With no help from my fortress sets
Maybe sometimes I can let the players make their own MOPs to a certain point value. Helps with replayability How about deployment areas? How should we handle that? |
#106
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Re: Modular Maps: MOPs
Yeah. I have made 3 MOPs with just one RotV set before, and you can make 2 or 3 from a SotM. BtfU you can get two out of very easily, but 3 won't really work.
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On the previous page I posted this: Which works well if you are using 3 or more MOP hexes. Generally you have those 24 hex pieces left over, so it is easy to just add those in like any other MOP. If you are only using two MOP hexes, somebody on the previous page posted this: Which works equally well. |
#107
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Re: Modular Maps: MOPs
I think using a spare 24 hex a player and letting them choose where to start is good enough.
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#108
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Re: Modular Maps: MOPs
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To make things more clear, here is a 6 player, seven MOP example. Last edited by odbo255; June 13th, 2010 at 11:56 PM. |
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