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  #1  
Old December 22nd, 2006, 06:53 PM
Sandman Sandman is offline
 
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Campaign-style Heroscape: help needed.

So here's an idea: what if you chose a preset number of maps in a certain order. Then you could play them in order with a set of rules that include some sort of carry-over effects from the outcome of the first game.

I'd like to come up with some sort of generic carry-over rules, but I'm not completely sure this can happen due to the varying victory conditions of different maps. However, maybe if the victory is total destruction of the enemy, then the carry-over effect might be "X", but if the victory is objective based (like get a hero to a certain place) then the carry-over effect might be based on the number of turns taken to achieve/fail to achieve the goal.

This is pretty loose as an idea, but it would be cool for regular gamers who want to have their weekly battles feel more important toward winning the 2-month long WAR!

Another idea would be to restrict the units that could be recruited in consecutive games. What about carry-over injuries if your injured Sgt Drake (or whoever) is used in the very next game (or only carrying over 2 living Tarn Warriors).

Again, all these ideas are just suggestions. Let's hear what YOU have to say...


--Sandman
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  #2  
Old December 25th, 2006, 07:12 PM
Sev_ Sev_ is offline
 
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First of all, I'd play all the maps without any such effects. Then I'd go back and review how and what should be added.

If you feel like reinventing the wheel, you'll need this sort of game testing.

As far as ideas though, destroyed enemies point cost can be used towards the next battle as reinforcements.

Just a thought.
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  #3  
Old January 9th, 2007, 09:23 PM
zerombr zerombr is offline
 
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I've had similar thoughts, not only that but secondary objectives in a battle to reflect battles to come, for instance, something like, removing a figure from the game, may act as a messenger to request reinforcements for later, capturing certain areas may act as harassing supply lines, lowering the pt cost your opponent has, etc
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  #4  
Old January 17th, 2007, 08:05 PM
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elphiecoyle elphiecoyle is offline
 
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Good Lord Sandman, uve struck a Gold Idea!

A whole flood of ways to carry over has hit my brain, I'll post a reply here very soon once i've thrown it all on notepad.

I'd love Everyone to Let me know what you think (especially Sandman of course).

-=ElphieCoyle=-

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  #5  
Old January 18th, 2007, 01:00 AM
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elphiecoyle elphiecoyle is offline
 
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*A few fun hours later*

Pls let me know what u think! (+ Throw ideas at me like snowballs)

------------------------------

-=HeroScapeWars=-
Ver. 0.2
2-6 players.

Years into the long battles of Valhalla, the war for this great land of Wellsprings continues. "Wormholes" opened by the 5 generals of Valhalla (Utgar, Jandar, Einar, Vydar and Ullar) have been reopening due to the bloody and terrible battles and more "Victims" have been sucked into them and left in Valhalla forced to join the battle (Wormholes are one way portals from other places in space and time to Valhalla). Many have settled with their brethren (orcs with orcs, agents with agents) in different areas of this war-torn world.

-=HeroScapeWars=- is a campaign of maps that covers the whole war of Valhalla. Reminiscent of the Boardgame Risk and the Single Player mode of the PC Game- Dawn of War: Dark Crusade, each player is a commander/king/ruler/KyrieGeneral of his land and progresses to capture other lands which takes place on the HeroScape Battlefields.

As this is only an early version of the ruleset a lot of things are not yet detailed and it is a work in progress, but shall be with further testing and lots of *your greatly appreciated feedback*, on the forums here:

By all means feel free to add your own ideas and changes and mention them on the forums, the ones that work well for most players will be added to the rules.

Below is a map of the 18 different areas that make up Valhalla and each area will be referenced to many times through this ruleset.



LAND : MAP TO USE for BATTLEFIELD : NATIVE RESIDENTS (LOCALS)

Thaelink Tundra: “Battlefield of Frozen Souls”: Dzu-Tehs
Laur: “Wolf Swamp Road”: Dragons
Nastralund: “West Barbican of Idona Castle”: Knights
Haukeland: NOT YET EXPLORED, Not Used.
Ekstrom: “Wellspring of Obsession”
Jutanguard: “Forgotten Forest”: Durmetef Guards
Elswin: Create your own map with as much forest as possible, no ice.
Upper Bleakwoode: “Table of Giants”: Dragons, common orcs, common elves
Ostrivick: “Trollsford Swamps”: Soldiers
Anund: Create your own map with forest in the middle, molten on one edge and water on the opposite edge
Crumland: Create your own map making it as barren (with NO trees, ice, or molten) as possible
Aunstrom: Create your own map to your liking with a huge lake on one edge.: Agents
Bleakwoode: “Soulrazor Canyon”
Athenoek: Create your own map with no molten or ice.
Lindesfarme: “Durgeth Swamp”: Vipers
Braunglayde: Create your own map with sparse trees and no ice.
Kinsland: “Searing Pass”: Orcs
Volcarren: “Volcarren Wasteland”: Moltarens

Setting up the Campaign:
I would be advised you print the map above out and use it as your campaign board, showing who owns which land.

Roll a 20 sided die, highest number drafts a land and notes it down as his. The draft continues around the circle of players until all players have an even amount with any remaining lands being Neutral.

Each of the claimed lands start with 100 points allocated to them. These will be used to draft armies before battles.

Players now draft their General and his personal bodyguard. They have 200pts for both. They are only allowed to choose 2 army cards, and the General must be unique hero and a single space character, the Bodyguard must be a unique squad. These are drafted the regular way.

Players then place their General (whenever mentioned from now on also includes their personal guard and other locals recruited) on a land of their choosing by first rolling a 20 sided die and each player placing in progression around the circle.

Campaign Play:
A round is comprised of each player taking a turn, and then all commands being issued simultaneously (similar to “simultaneous” mode in Risk 2 for PC)

A turn is made of the following:
1. Distribute Reinforcements
2. Move/Attack with their General along with gathered locals OR Move a set of locals to an adjacent friendly land

Distribute Reinforcement:
A player gets allocated an amount of points to add to their lands with the following formula:

Number of Lands owned / 3 X 100 (Round to nearest 10pts)

They then distribute these points as they please among friendly lands in lots of 10 or more (ie. Player owns 5 lands 170 points total = 10 points for one land, 30 points for another, 60 points a third land and 0 for the other two).

Move/Attack OR Move Locals
Players may choose to bring their General along with his bodyguard AND an amount of points from the territory he is leaving from to an adjacent territory. If the territory is another players territory this is an attack and will lead into a battlefield setup and decider (You must include your Hero in an attack move). If its their own, they must note how many local points *originated* from the other territory as if/when a battle takes place those points must draft armies from the origin lands local choices.

Eg. Bob has 100 Jutanguard local points and his General (+Bodygurad) in Jutanguard and 150 Elswin local points in Elswin. He chooses to move his General + Bodyguard from Jutanguard to Elswin and bring 50 points of Jutanguard locals from Jutanguard to Elswin too. The result will be 50 Jutanguard local points in Jutanguard and the General + Bodyguard + 150 Elswin local points + 50 jutanguard local points in Elswin.

Moving Locals is the same except the Hero is not involved and the move must be to an adjacent friendly territory.

All players note their choices on paper and all commands get issued simultaneously. Battles are resolved on the battlefield and then play returns to the Campaign.

The Battlefield:
All needed battlefields are set up (or if you have heaps of sets all previously made and then used), and all relevant players join their respective battlefields.

Players draft an army dependant on where the local points are originally from (see list below map). They must only use the points they bring into the land (for the attacker/s) or the points currently in that land (for the defender) to choose armies for the battle.

Eg. Bob on his next turn attacks Bill in Upper Bleakwood. Bob brings 100 Elswin local points his General and Bodyguard (compulsory) and 50 jutanguard local points. Bill only had the 100 Upper Bleakwood local points he started the game with. Bob places drafts up to 100pts of elswin troops, 50pts of Bleakwood troops and places them along with his General and body guard on the battlefield. Bill drafts 100pts of Upper Bleakwood troops and places them on the battlefield.

All normal scenario rules are ignored and replaced with the -=HeroScapeWars=- specific scenario rules:

Control the critical capture point-
A single grass tile added to the map in a central location. A player must hold this central tile with the same unit for one full round (from start of Turn 1 to end of Turn 3). If they do they win that land.

All remaining troops fall back to the land they came from (for losing attackers) or an adjacent friendly territory (if the defender loses). By falling back count their points and add it to the land of origin total in the land they’re retreating to. For incomplete armies, work out the Pro Rata total rounding to nearest 10pts (eg. 4th Massachusetts Line has 1 member left divide the groups value, 70pts by 4, giving 20pts to the land they retreated to).

Hero Gets “Destroyed” in battle-
If a player’s General or the Last member of His Bodyguard gets destroyed that General’s owner roles a 20 sided die to decide the fate of the General/Bodyguard.
Roll 20 sided dice:

1-5: Slaughtered (Utterly destroyed never to return )
6-10: Gravely Wounded (see below, in a later version of -=HeroScapeWars=- this will become a “Captured” outcome)
11-20: Gravely Wounded - Automatically Brought Back to Base by Medical Team (take piece off board but they keep their experience [if using -=HeroScape Advanced Ruleset=-] and will come back after the end of the battle).

If you wish to add extra scenario rules (from the maps or created by you) you are more than welcome to if agreed by all players.

Completing The Campaign:
Play will then continue in rounds, with players winning and losing territories until one player controls 14 territories at any one time. That player is then declared the winner and Supreme Ruler of Valhalla!

It is thoroughly recommended to incorporate the -=HeroScape Advanced Ruleset=- and to carry over experience of your unique armies between games.

Fin.

To Be added:
• General (or Bodyguard) Capture rules
• Destroying a Stronghold (Generals main base set up in one land) Campaign Defeat rules.
• More specific Local Troops
• All the fantastic ideas from the HeroScapers Forums

-=ElphieCoyle=-

Contribute to the -=Ultimate HS Experience=- http://www.heroscapers.com/community...ad.php?t=14865
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  #6  
Old January 18th, 2007, 01:02 AM
Lex Lex is offline
 
Join Date: January 12, 2007
Location: KY - Kentucky, USA
Posts: 266
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Quote:
Originally Posted by elphiecoyle
*A few fun hours later*

Pls let me know what u think! (+ Throw ideas at me like snowballs)

------------------------------

-=HeroScapeWars=-
Ver. 0.2
2-6 players.

Years into the long battles of Valhalla, the war for this great land of Wellsprings continues. "Wormholes" opened by the 5 generals of Valhalla (Utgar, Jandar, Einar, Vydar and Ullar) have been reopening due to the bloody and terrible battles and more "Victims" have been sucked into them and left in Valhalla forced to join the battle (Wormholes are one way portals from other places in space and time to Valhalla). Many have settled with their brethren (orcs with orcs, agents with agents) in different areas of this war-torn world.

-=HeroScapeWars=- is a campaign of maps that covers the whole war of Valhalla. Reminiscent of the Boardgame Risk and the Single Player mode of the PC Game- Dawn of War: Dark Crusade, each player is a commander/king/ruler/KyrieGeneral of his land and progresses to capture other lands which takes place on the HeroScape Battlefields.

As this is only an early version of the ruleset a lot of things are not yet detailed and it is a work in progress, but shall be with further testing and lots of *your greatly appreciated feedback*, on the forums here:

By all means feel free to add your own ideas and changes and mention them on the forums, the ones that work well for most players will be added to the rules.

Below is a map of the 18 different areas that make up Valhalla and each area will be referenced to many times through this ruleset.



LAND : MAP TO USE for BATTLEFIELD : NATIVE RESIDENTS (LOCALS)

Thaelink Tundra: “Battlefield of Frozen Souls”: Dzu-Tehs
Laur: “Wolf Swamp Road”: Dragons
Nastralund: “West Barbican of Idona Castle”: Knights
Haukeland: NOT YET EXPLORED, Not Used.
Ekstrom: “Wellspring of Obsession”
Jutanguard: “Forgotten Forest”: Durmetef Guards
Elswin: Create your own map with as much forest as possible, no ice.
Upper Bleakwoode: “Table of Giants”: Dragons, common orcs, common elves
Ostrivick: “Trollsford Swamps”: Soldiers
Anund: Create your own map with forest in the middle, molten on one edge and water on the opposite edge
Crumland: Create your own map making it as barren (with NO trees, ice, or molten) as possible
Aunstrom: Create your own map to your liking with a huge lake on one edge.: Agents
Bleakwoode: “Soulrazor Canyon”
Athenoek: Create your own map with no molten or ice.
Lindesfarme: “Durgeth Swamp”: Vipers
Braunglayde: Create your own map with sparse trees and no ice.
Kinsland: “Searing Pass”: Orcs
Volcarren: “Volcarren Wasteland”: Moltarens

Setting up the Campaign:
I would be advised you print the map above out and use it as your campaign board, showing who owns which land.

Roll a 20 sided die, highest number drafts a land and notes it down as his. The draft continues around the circle of players until all players have an even amount with any remaining lands being Neutral.

Each of the claimed lands start with 100 points allocated to them. These will be used to draft armies before battles.

Players now draft their General and his personal bodyguard. They have 200pts for both. They are only allowed to choose 2 army cards, and the General must be unique hero and a single space character, the Bodyguard must be a unique squad. These are drafted the regular way.

Players then place their General (whenever mentioned from now on also includes their personal guard and other locals recruited) on a land of their choosing by first rolling a 20 sided die and each player placing in progression around the circle.

Campaign Play:
A round is comprised of each player taking a turn, and then all commands being issued simultaneously (similar to “simultaneous” mode in Risk 2 for PC)

A turn is made of the following:
1. Distribute Reinforcements
2. Move/Attack with their General along with gathered locals OR Move a set of locals to an adjacent friendly land

Distribute Reinforcement:
A player gets allocated an amount of points to add to their lands with the following formula:

Number of Lands owned / 3 X 100 (Round to nearest 10pts)

They then distribute these points as they please among friendly lands in lots of 10 or more (ie. Player owns 5 lands 170 points total = 10 points for one land, 30 points for another, 60 points a third land and 0 for the other two).

Move/Attack OR Move Locals
Players may choose to bring their General along with his bodyguard AND an amount of points from the territory he is leaving from to an adjacent territory. If the territory is another players territory this is an attack and will lead into a battlefield setup and decider (You must include your Hero in an attack move). If its their own, they must note how many local points *originated* from the other territory as if/when a battle takes place those points must draft armies from the origin lands local choices.

Eg. Bob has 100 Jutanguard local points and his General (+Bodygurad) in Jutanguard and 150 Elswin local points in Elswin. He chooses to move his General + Bodyguard from Jutanguard to Elswin and bring 50 points of Jutanguard locals from Jutanguard to Elswin too. The result will be 50 Jutanguard local points in Jutanguard and the General + Bodyguard + 150 Elswin local points + 50 jutanguard local points in Elswin.

Moving Locals is the same except the Hero is not involved and the move must be to an adjacent friendly territory.

All players note their choices on paper and all commands get issued simultaneously. Battles are resolved on the battlefield and then play returns to the Campaign.

The Battlefield:
All needed battlefields are set up (or if you have heaps of sets all previously made and then used), and all relevant players join their respective battlefields.

Players draft an army dependant on where the local points are originally from (see list below map). They must only use the points they bring into the land (for the attacker/s) or the points currently in that land (for the defender) to choose armies for the battle.

Eg. Bob on his next turn attacks Bill in Upper Bleakwood. Bob brings 100 Elswin local points his General and Bodyguard (compulsory) and 50 jutanguard local points. Bill only had the 100 Upper Bleakwood local points he started the game with. Bob places drafts up to 100pts of elswin troops, 50pts of Bleakwood troops and places them along with his General and body guard on the battlefield. Bill drafts 100pts of Upper Bleakwood troops and places them on the battlefield.

All normal scenario rules are ignored and replaced with the -=HeroScapeWars=- specific scenario rules:

Control the critical capture point-
A single grass tile added to the map in a central location. A player must hold this central tile with the same unit for one full round (from start of Turn 1 to end of Turn 3). If they do they win that land.

All remaining troops fall back to the land they came from (for losing attackers) or an adjacent friendly territory (if the defender loses). By falling back count their points and add it to the land of origin total in the land they’re retreating to. For incomplete armies, work out the Pro Rata total rounding to nearest 10pts (eg. 4th Massachusetts Line has 1 member left divide the groups value, 70pts by 4, giving 20pts to the land they retreated to).

Hero Gets “Destroyed” in battle-
If a player’s General or the Last member of His Bodyguard gets destroyed that General’s owner roles a 20 sided die to decide the fate of the General/Bodyguard.
Roll 20 sided dice:

1-5: Slaughtered (Utterly destroyed never to return )
6-10: Gravely Wounded (see below, in a later version of -=HeroScapeWars=- this will become a “Captured” outcome)
11-20: Gravely Wounded - Automatically Brought Back to Base by Medical Team (take piece off board but they keep their experience [if using -=HeroScape Advanced Ruleset=-] and will come back after the end of the battle).

If you wish to add extra scenario rules (from the maps or created by you) you are more than welcome to if agreed by all players.

Completing The Campaign:
Play will then continue in rounds, with players winning and losing territories until one player controls 14 territories at any one time. That player is then declared the winner and Supreme Ruler of Valhalla!

It is thoroughly recommended to incorporate the -=HeroScape Advanced Ruleset=- and to carry over experience of your unique armies between games.

Fin.

To Be added:
• General (or Bodyguard) Capture rules
• Destroying a Stronghold (Generals main base set up in one land) Campaign Defeat rules.
• More specific Local Troops
• All the fantastic ideas from the HeroScapers Forums

How did you get my desktop image? I didn't read it all but from what I saw it was pretty nice.

"I was once eaten by a krug... It spit me out... I guess I don't taste very good."

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  #7  
Old January 18th, 2007, 01:21 AM
elphiecoyle's Avatar
elphiecoyle elphiecoyle is offline
 
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Location: * Australia - Brisbane
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Are u talking about the map of Valhalla? I got it straight off the HeroScape.com website. If u play HS a lot and have a bit of collection between you and ure friends try this out. Let me know how it goes. Cheers.

-=ElphieCoyle=-

Contribute to the -=Ultimate HS Experience=- http://www.heroscapers.com/community...ad.php?t=14865
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  #8  
Old January 18th, 2007, 01:55 AM
Lex Lex is offline
 
Join Date: January 12, 2007
Location: KY - Kentucky, USA
Posts: 266
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Yeah I was kidding I got that as my desktop image off the site.

"I was once eaten by a krug... It spit me out... I guess I don't taste very good."

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  #9  
Old January 18th, 2007, 10:42 PM
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brickman1444 brickman1444 is offline
 
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Posts: 2,618
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elphiecoyle, I myself was thinking of something a lot like this. I just didnt use the official map. I used this:



basically it the same as yours but you start in the corner and you use the same square battlefield every battle. when attacking look at the compass rose and move your starting zone to the corresponding area on the battlefield.E.G. If Steve is invading Joe's territory they look at the compass. Steve is to the west of Joe so Steve puts his starting zone on the west side of the map and Joe on the east. (NE and NW go to the North, same with the South)

6 x 9 = 42

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  #10  
Old January 20th, 2007, 04:59 AM
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elphiecoyle elphiecoyle is offline
 
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Location: * Australia - Brisbane
Posts: 99
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Hrmm interesting idea.

I chose to use the Valhalla map coz it was themed and different enough to make it seem like a real war. Have u ever played Risk? Imagine it being like that.

Has anyone had a chance to play using these rules yet?

-=ElphieCoyle=-

Contribute to the -=Ultimate HS Experience=- http://www.heroscapers.com/community...ad.php?t=14865
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  #11  
Old January 20th, 2007, 07:46 PM
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elphiecoyle elphiecoyle is offline
 
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Location: * Australia - Brisbane
Posts: 99
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Few questions for all u Heroscapers out there...

What does everyone think of the 2nd post I made on this page?

Is there anything I could change/improove to make it easier to understand/better to play?

Does anyone create sweet looking PDF's that resemble the original ruleset that could contribute?

Is there anyone else who's really into playtesting/rules creating that would like to jump on board the HS EliteRuleSets team (to make this bigger and better!)?

Post here or PM me!

Cheers,
Elf.

-=ElphieCoyle=-

Contribute to the -=Ultimate HS Experience=- http://www.heroscapers.com/community...ad.php?t=14865
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  #12  
Old January 21st, 2007, 02:02 PM
heroscaper2.0 heroscaper2.0 is offline
 
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Posts: 736
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Dude, that is probably the best campaign idea I've heard on this sight, so far, I don't think you need to improve.
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