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Maps & Scenarios Battlegrounds and scenarios |
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Valley of the Draco
Valley of the Draco
This map uses 10 of each set as well as a handfull of glyphs not found in the Master Set. It uses special rules (See below) and is set up for a few different scenerios (Also see below) The mighty castle that lies in the Valley of the Draco has always been said to be an excellect stronghold for the war waging on. All five armies have fought many battles for control of the castle over the course of the war, but controlling it seems to switch hands quickly as all the generials understand the importence of not allowing the castle to be reinforced by the other armies. The valley around the castle makes attacking it head on very difficault, on account that the heavy wind and snow pervent a quick assault. The strong winds are near impossable to fly through, for even the strongest who take flight. The snow that falls from Mt. Gungar make the valley around the castle a frozen wasteland and the armies have always found it hard to travel through the deep snow along the pass. The road traveling through the pass is very dangerious, but one of the quickiest routes to the castle. Along the road are good spots for cover from any attacker firing from the height of the castle walls. An earthquake has hit the valley hard, and the aftermath of the huge quake has ripped parts of the valley open. Molten lava flows from the ground, melting the ice and flooding parts of the castle grounds, and some say a mysterious archway has been found then can summon warriors to the front in the blink of the eye. It is said that the portal is unstable however, and that those who try to control the power seem to vanish, only to be found miles from the battle...if they are lucky. Here is a pictue of the valley and the castle. Side view of the castle. Pictures of both starting zones. Picture of the inside of the castle. Picture of the frozen wasteland around the valley. Picture of the Portal area. Special Glyph Rules This map uses special rules (house rules if you will). Only the figure standing on any Astrid (Attack +1), Gerda (Defense +1), Jalgard (Defense +2), and Ivor (Range +4) Glyphs gain it's bonus, they DO NOT grant the whole army the bonus. So if a figure lands on an Ivor (Range +4) glyph, ONLY that figure standing on the glyph gains the Range +4 bonus intill the figures moves or is destoryed. The figure loses any bonus it has as soon as it leaves the glyph. Glyph of Brandar (Portal) If you are playing with the Portal Glyph in play, use reinforcements (As game type explanes). Once you have a figure land on the portal, you may roll a 20-Sided Die. If you roll a 1, destory that figure. If you roll a 2-7, the figure standing on the portal is summoned back to any spot on your armies Starting Zone. If you roll a 8-14, nothing happens. If you roll a 15 or Higher, you may pick any one figure from your reinforcement army and place it on any of the 6 raised hexes next to the glyph. All other glyphs work as normal. Other Special Rules All snow tiles higher then 3 height are considered Deep Snow tiles. If a figure is standing next to a tree, add +1 to the figures Defense for any normal ranged attack made on that figure. Game types 1 vs. 1 Rules (No Portal Glyph) Each player starts with 1500 points worth of armies. One player uses the Red/Green start zone, the other player uses the Blue/Yellow start zone. 1 vs. 1 Rules (Portal Glyph) Each player starts with 1000 points worth of starting armies and 500 points worth of reinforcements. One player places his 1000 point army on the Red/Green start zone, the other player places his 1000 point army on the Blue/Yellow start zone. Once a player reaches the portal glyph, he may use it to summon in his reienforcements. 2 vs. 2 Rules (No Portal Glyph) Each player starts with 750 points worth of armies. Red/Green is team 1, Blue/Yellow is team 2. 2 vs. 2 Rules (Portal Glyph) Each player starters with 500 points worth of armies and 300 points worth of reinforcements. Teams are able to summon friendly figures using the portal. 2 vs. 1 Capture the Castle Rules (No Glyphs. No Flying) 2 players pick 1000 points worth of armies each, one uses the Red/Green start zone, the other uses the Blue/Yellow start zone, these are the Castle Attackers. The 3rd player picks 1600 points worth of armies and may place them anywhere inside/on the castle area, he is the Castle Defender. Flying armies may be picked, but they are unable to fly. The Castle Attackers use Turn Markers as normal for the first round, the Castle Defender does not get a first round. Play perceads as normal after the first round. There are 5 flags scattered about the castle,if both Castle Attacker players have a figure placed on a flag hex for a full turn, they win. If they do not claim the flags by the end of Round 15, the Castle Defender wins. If I could ever get something uploaded to the downloads section, I'd post this baby up there. I have the .pdf file showing how to build it as well as the .hsc file for VirtualScape. If anyone is willing to upload for me since it always errors for me, let me know. Hope you enjoy. naps420's Map Thread -http://www.heroscapers.com/community...ead.php?t=5370 |
#2
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Nice!
If anyone makes that map, let me know. |
#3
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Very Nice!
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#4
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Simply amazing.
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#5
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its good
<a><img></a> |
#6
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I could only imagine how long it would take to build it for real?!
Awsome map! I'm sure that would be great for several days of gameplay. "There is no I in TEAM,but there is in SHOWTIME" |
#7
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It really looks cool but I doubt many can actually build a map which requires 10 sets of each.
But it still looks really cool. My map creations "Bravery calls my name In the sound of the wind in the night My sword will drink blood And I will fight, Yes I will fight In the dawn of battle" |
#8
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That's freaking amazing. If I had an extra 500 dollars burning a hole in my pocket I would so buy the sets required to make this. Unfortunatly, car repair takes priority to heroscape.
PS: I like the custom rule of having snow over 3 levels high being heavy snow. |
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