End of the Line Requires 1 ROTV, 1 FOTA, and 1 RTFF
Spoiler Alert!
Requirements: 1 ROTV, 1 FOTA, and 1 RTFF. Utilizes both the Astrid and Gerda glyphs; 2-player map.
Medusa's Lair Requires 1 BFTU, 1 FOTA, and 1 RTFF
Spoiler Alert!
Requirements: 1 BFTU, 1 FOTA, and 1 RTFF
Information: This two-player map/scenario requires 1 BTFU, 1 FOTA, and 1 RTFF.
Take up the task of Perseus by hunting the fearful gorgon in her lair, a dispairing land on the edge of Hades! Two teams face off: Team 1 strives
to bring back the fabled treasure of Medusa, while the other defends it boldly. Let the [dice] gods decide the victor!
Team 1: 450 point army, 17 hex start zone restriction; no double-spaces figures or flying squads (flying heroes are OK). Team 2: Sudema (or Estivara) and 250 point army (325 points if you want to exclude Sudema/Estivara), 12 hex start zone restriction; since only
women are safe from Medusa's harsh gaze, you must draft from the following units:
-Agent Skahen
-Warriors of Ashra
-Nakita Agents
-Ana Karithon
-Empress Kiova
-Estivara
-Iskra Esenwein
-Retchets
-Jorhdawn
-Kelda
-Kee-Mo-Shi
-Kumiko
-Kyntela Gwyn
-Mika Connour
-Moriko
-Otonashi
-Raelin
-Runa
-Saylind
-Sharwin Wildborn
-Shiori
-Sonya Esenwein
-Wo-Sa-Ga
Victory Conditions:
If team 1 brings the treasure chest back to their start zone, they win. Either side wins if they completely annihilate the other team.
Notes:
The treasure is represented in the map by the Brandar glyph (please use Brander's Chest Treasure Glyph for the actual glyph). Trap: Before
picking up Medusa's Treasure, roll the d20; if you roll a 1 or 2, your figure turns to stone and is destroyed! Only the brave (or foolhardy) attempt
to take Medusa's Treasure. You must get the glyph back to your start zone to claim victory. Note that you can drop the glyph over the edge of
the platform: it falls immediately under the hex where it was dropped from.
Statues in the picture are for display purposes only. You do NOT have to place units to represent statues.
The random glyph on the map represents one random Treasure Glyph. To pick up the glyph, you must first roll for a trap: if you roll a 1 or 2 on
the d20, roll two dice; all skulls count as unblockable wounds on the glyph grabber(who then retains possession of the glyph).
Depression Bout Requires 1 ROTV + 1 BFTU
Spoiler Alert!
Requirements: 1 ROTV and 1 BFTU
Information: This two-player map requires 1 ROTV master set and 1 BFTU master set, as well as two random glyphs. The map (and glyphs) encourages players to go for the glyphs, forsaking height advantage in the process. There are some worthy line-of-sight blockers to offer a bit of protection in the start zones, as well as some shadow tiles to take advantage of, located in the middle of the map (as well as on single, flanking positions on the sides of each map).
Cold Season Requires 1 BTFU, 1 FOTA, 1 RTFF, and 4 two-hex snow tiles
Spoiler Alert!
Requirements: 1 BTFU, 1 FOTA, 1 RTFF, and 4 two-hex snow tiles (I used the tiles that came with my Roman Lego boosters/Wave 1).
Information: The map has plenty of LOS blockers to aid melee armies. Additionally, there are multiple avenues of approach to the enemy's start zone, but plenty of key choke points as well. The road tiles allow for speedy, perpendicular flanking maneuvers across the central portion of the map.
There are currently no glyphs associated with the map, but there are potential locations around the water tiles.
I have playtested the map with ranged vs melee, and it was an even split for both types. The snow tiles are great perches for ranged units and cheerleaders, but the trees and rock outcrops do an excellent job of blocking line of sight to advancing units. However, each flank allows for a convenient avenue for fast moving units, with potential choke points close to the water tiles.
The maps seems balanced, and allows for quick play or well-thought strategies...But I look forward to hearing about your testing and suggestions for improvement.
Information:Meet your enemy on the only bridge for miles. A narrow start zone exit calls for a hasty charge to the bridge, or a last-ditch defense bastion.
Treasure of the Cave Dwellers Requires 1 BFTU (MS3)
Information:A dungeon map for a "get in, get out" scenario. Basically, your adventurers make a rush for the treasure chest, and get it back to their start zone.
When the Levee Breaks Requires 1 MS1, 1 MS3, 1 Fortress
Information:This is a smaller map, with mirrored, elevated points towards the middle of the map. The middle section is lower-level water tiles, broken up by "levees." There are small turrets towards the ends of each map; the turrets offer sniping perches for one small/medium figure. Ranged figures can take to the hills and provide cover fire for melee units who dare to cross the levees. More conservative players can take the long way around the outskirts of the map.