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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#1
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Siege Engines
Hello everyone. I've decided to take some old megabloks catapults I have and turn them into Heroscape customs. Mostly because they fit perfectly on a 7-hexer when there are units next to them.
Basically it is made so that a minimum of 2 figures can operate it, while 3 is probably best. I use the following Layout. A squad of at least two moving together can take the catpult with them. This is done by utilizing a system similar to the door, where there is a specific space to open the door. When both of the movement spaces are occupied by figures from the same squad. If both figures end their movement within 2 clear sight spaces of each other then you can place the catapult adjacent to the figures if they both end up occupying the movement spaces again. The only other requirement is that the central space is not higher than the wheels and that the wheels are all on same level spaces. Note that the figures themselves do not have to be on same level spaces, or on the same spaces as the wheels, providing more maneuverability in hilly terrain. One figure, instead of attacking may use the catapult's attack. If a figure is occupying the Catapult's attack space, instead of attacking with that figure you may use the Catapult's Rock Hurl Special Attack. I was thinking of making it be that the entire unit would use rock hurl special attack once. So only one figure in a squad would be using an attack, that attack being Rock Hurl Special Attack. In addition to this I thought about having it be an area blast attack so it could hit multiple figures. I need to update some wording on the card yet and also add the hitzone, which is the whole catapult. You can hit any part of it. Last edited by betawolf36; June 21st, 2014 at 07:27 PM. |
#3
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Re: Siege Engines
Updated with the movement rules.
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#4
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Re: Siege Engines
That is pretty cool. The only change I might make would be to reduce the movement by 2 maybe because the thing would be hard to move. If you have a move 6 squad you could do some serious damage quickly due to the long range. By reducing the move by 2 it would take just a little longer to get into range. Play testing will give you a good feel for how this will work out.
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#5
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Re: Siege Engines
I've actually tried that already. It is more thematic, but I had trouble implementing it in a rule set.
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#6
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Re: Siege Engines
I guess it would depend on what you were going for. If you have play tested it both ways and it works that it is all good. I went back and read the card again and it looks like you are intending this to be more of a door breaker than anything else. The attack of 4 is nice but you have to give up the squad's attack. Or did I miss interpret that? It might be cool to add an area effect attack to go after the other player's squads. A Greek fire special attack or something like that.
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#7
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Re: Siege Engines
I have always wanted something to counter castles. Now i have thank you so much man. ( or girl you never can tell these day )
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