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Battlefields of Star Wars Scape HoSS Maps and Scenarios

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  #13  
Old March 15th, 2013, 01:31 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around.
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  #14  
Old March 15th, 2013, 03:28 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Quote:
Originally Posted by Arch-vile View Post
We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around.
I agree, 10 Life with 4 defense and 2 automatic shields is pretty hard to defeat when it's not necessary.

I kind of like the idea of starting with the doors open. Both sides can rush into the middle to vye for control of the center section. If you can close the door near your opponent fast enough and then clean out the middle, you'll have a big advantage (able to open the door, fire out, and then close the door on the same turn).

Another possibility:

Quote:
Death Star Door
Life 4
Defense 3

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.
The only problem would be the Stormtroopers who only have an attack of 1...
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  #15  
Old March 15th, 2013, 03:44 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

I like the idea of starting with doors open AND weakened doors. Let's just nix the auto shields altogether.

Death Star Door
Life 4/5
Defense 3/4

OR

Death Star Door
Life 4/5
Defense 0

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.
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  #16  
Old March 15th, 2013, 07:41 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

The auto shield for doors was always always always a mistake. As if the person holding a castle needed more help when they are sitting there raining arrows from height on the poor small and medium schmucks beating helplessly on the door.
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  #17  
Old March 16th, 2013, 12:13 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Quote:
Originally Posted by White Knight View Post
Updated my Jundland Waste map to Option 3.1:

WK Jundland Waste 3.1



On my previous map, on the large hill, two figures could effectively block the top of the hill so that only a single figure could get on the step and attack them during a turn.

I moved the step so that two figures can be on the step adjacent to the top of the hill. And I moved the single step adjacent to the hill so single-spaced figures with height and move of at least 5 can attack and get onto the hill from there as well.
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.


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  #18  
Old March 16th, 2013, 02:16 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

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Originally Posted by mac122 View Post
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.
That's actually how I built my map--with the extra 3-hex swamp piece under the 3 rock hexes adjacent to the center hills. Good catch!



Here is another alternate configuration:


This configuration prevents 2 figures from blocking off the way to the top of the hill (except for 2-space figures such as the Deathstalkers which can still only do 1 at a time).

Note: Because the map isn't that big, melee figures don't have to worry as much about range on the hills.
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  #19  
Old March 16th, 2013, 02:35 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

I like that 2nd version.

Also, there can't be two 3-hex Ruins if it requires only one 1st Master Set. One has to be 2-hex and the other has to be 3-hex.

If you can update the file I'll try to build it today or tomorrow.

I'll build mine then next weekend.
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  #20  
Old March 17th, 2013, 09:57 AM
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Re: Battlefields of Star Wars 'Scape - BoSS

Here is the updated file:

WK Jundland Waste Option 3.2

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  #21  
Old March 17th, 2013, 05:19 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Played a battle last night on Jundland Wastes (3.1). Vader and 3 squads of STs vs. Han, Chewie & 4 squads of RTs.

Spoiler Alert!


I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.


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  #22  
Old March 17th, 2013, 05:43 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Here's one using the Swamp 24s as SZs:

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  #23  
Old March 17th, 2013, 07:45 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Quote:
Originally Posted by mac122 View Post
Played a battle last night on Jundland Wastes (3.1).

I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.
A better option might be just to lower the hills in the center. I'll see if I can do that and even spread things out just a little more.
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  #24  
Old March 17th, 2013, 08:41 PM
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Re: Battlefields of Star Wars 'Scape - BoSS

Reducing the hills in the center is a good option. That was a problem in my Vader test because it is so close to the start zones.
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