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#49
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
Updated Version of Mitonsoul's Dungeon
Mitonsoul's Dungeon V.3 Requires: 1 BftU, 1 VW This one I think is my least favorite but I has its bonuses. - Widens side of glyph, doesn't get clogged as easily. - Outcrops block the rock height from seeing the glyph. - Height from lava comes down a level so it's more easily accessible. |
#50
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
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#51
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
My idea, was Melee to the south and range to the North. But like I said, I think this is my least favorite of the three. My favorite being 2.
EDIT: I have another version, but I'm going to wait until this gets more feed to post it. It just switched the shadow with the 1 hex out crops so it's (From left to right): Outcrop, Shadow, 3-Hex Outcrop, Shadow, Outcrop |
#52
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
I think the biggest issue I have with the map is that there are no significant decisions to be made. Because it's so flat and the height has no real disadvantage, figures are going to clump around the middle. A player never needs to think about the relative valuations of different objectives. There's no particular draw to the lava on either side, so I really don't see those areas getting much in the way of play. Everything that matters is within a three or four hex radius.
I think this is a situation where you're handicapping yourself by choosing an extremely restrictive terrain combination. A good map needs to present players with choices, and I'm just not sure that you have enough available tiles to do that in a meaningful way. Adding another BftU or even a Marvel set would open up some more options for you. |
#53
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
Just played a game on V.4. Not released but here's a picture:
Armies: 180 Q9 260 Raelin (RotV) 500 Stingers x4 500pts/15hex vs. 185 Nilfy 290 Sir Gilbert 500 KoW x3 500pts/15hex For short...the KoW grabbed the Defense Glyph and never looked back. For long...The real killer for the Stingers team was losing Raelin. It was the beginning of Round 4 that Jandar's Greatest Traitor (Raelin) was sliced down by The Sword Of Jandar (Sir G). In the same round, Gilbert would fall, but the knights had already had enough time to move out (all but 2-3 guys I believe were out of the SZ), and Nilfy would grab height on the three hex near the Stingers SZ. At that point all went down for the Stingers/Q9. Nilfy was a real pain to deal with for them. He probably did more damage than the Knights/Sir G/Q9/Stingers did combined. At the end, it came down to an unwounded Nilfy, and 2 KoW left. Why was Nilfy not wounded by the end of the game? It's not because the Stingers/Q9 didn't have shots, it just because one, Nilfy would wipe out all the stingers he could using Ice Shard Breath SA, two, Q9 was wrapped up trying to take out Knights that had engaged him, three, the Stingers were until late Round 4 focusing on Gilbert, but by that time the movement had been done for the Knights, and four, the Stingers never successfully rolled for Drain, rolled a 4- once, and when they did get to attack, nothing fell through. Why didn't I try it out with Rats/Raelin/Q9? If your going to play Rats/Raelin/Q9 at a tourney, I don't expect to win against you. |
#54
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
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#55
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
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Solution: Add more height. This means: 1. Range must get all the way to the top if they want to sucessfully pod, or in a position where no melee height can reach them. 2. Melee can have more opportunities to get defense and attack bonuses from height 3. The game is played with more excitement and strategy, generally. Solution 2: Check ranged figures with LoS blockers. Basically, test out this map without any LoS blockers and then find the area that most ranged shots pass through. Stick an outcropping or two there. Repeat. Both of these solutions are tricky with so little terrain. However, just moving height so that it touches more lower blocks is a viable solution. Also, the lava discourages podding. Maybe skip lv. 3 altogether, or have 1-2 tiles on level 3. Then place the 4 7-hex tiles around the map. Idk. This post was a more clarified version of my last. Also, it's good news that the knights could engage Q9, but keep in mind an army not boosted by Gilbert, like Warriors of Ashra or something. They may struggle a bit more. I definitely don't have time to play this coming week but I'll shoot for next |
#56
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Re: NEW!!! HS2010'S Map Thread! Mitonsoul's Dungeon added 8/
Mitonsoul's Dungeon V.4
Requires: 1 BftU, 1 VW OK, so I changed V.4 a little bit, so what? Anyways, this version adds a lot more height, and hopefully, tactical thinking, to the game. Don't know if I like the SZ's but it's the best I can do to keep it the most simple. |
#57
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Re: NEW!!! HS2010'S Map Thread! The Hot Way or The Highway--
I've played on this map 3-4 times with multiple different armies - melee vs. melee, range vs. range, etc. and I must say, it's probably my favorite lava map, so here it is:
The Hotway or the Highway Requires: 1 BftU, 2 VW, 1 FotA Last edited by Sheep; September 22nd, 2012 at 12:24 PM. |
#58
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Re: NEW!!! HS2010'S Map Thread! The Hot Way or The Highway--
It has a lot more choices than Mitonsoul's Dungeon will ever have.
The lava lessens camping, but of what I played, it didn't really severely affect the outcome. The shadow is placed perfectly, IMO, allowing melee units to get to the top undercover. The battlements adds a lot to the make-up of the map. The road, while yes it does get clogged up obviously very easily, and only a few big figures can fit, but I don't think that's a huge deal. |
#59
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Re: NEW!!! HS2010'S Map Thread! The Hot Way or The Highway--
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Hope this helps! |
#60
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Re: NEW!!! HS2010'S Map Thread! The Hot Way or The Highway--
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1) Range vs. Range (Team 1 wins) Army 1: Braxas, Nakita Agents, Gorillanators x3 (600) Army 2: Kato Katsuro, Kaemon Awa, Kozuke Samurai, Ashigarui Harquebus x3 (600) 2) Range vs. Melee (Team 1 wins) Army 1: Cyprien Esenwien, Sonya Esenwien, Zombies of Morindan x5 (495) Army 2: Haduc (C3V), Venoc Warlord, Aubrien Archers x4 (500) 3) Melee vs. Melee (Team 2 wins) Army 1: Alastair MacDirk, Sir Hawthorne, MacDirk Warriors x4 (520) Army 2: Ornak, Brunak, Grimnak, Nerak the Glacian Swog Rider, Marcu Esenwien, Blade Gruts x3 (520) 1) As you can tell from the Zombies beating Aubriens, it's not too open. Otherwise, I'd expect a lot of Frenzies to wipe out a lot of Zombies, because they can hit anywhere. 2) I thought, and thought against, that. It would add more obstacles to move around, therefore delaying movement upwards. 3) I'm sure! The Gorrilanators destroyed the Garu because of it. And it adds a safety spot to land at the end of a round if you are fighting upwards. 4) I'd really hate to allow a member of the Krav, or Raelin, or Syvarris, to have a shadow right away. 5) That's just too bad isn't it. Note: Now obviously non of the armies are really competitive, but that means they were all fairly even. |
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