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  #157  
Old August 27th, 2014, 10:27 PM
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Re: Long Island Heroscape League - 9/20 meeting

I have been wrestling with this 4-Player Scenario for two days now. I really would like to see the Lothlorien Elves and Rohirrim Militia cards and figures make it to a gaming table sooner than later. For them to be fighting against Orcs and/or Uruk-hai instead of each other does seem to make the most sense for a LotR theme in Middle Earth. But as I stated above . . .
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Originally Posted by Johngee View Post
. . . since Frodo and Sam will have to survive the Amon Hen battle (your [ Sherman's ] scenario) before they can get into the boat, cross the Anduin, navigate the Dead Marshes, gaze at the Black Gate and wander through the Ithilien Woods where they encounter the Gondorian Rangers who are fighting a pack of Orcs in a meeting engagement (which is @Grishankh 's scenario) - WHAT OTHER SCENARIO DO YOU THINK WOULD FIT ALONG SIDE OF THESE TWO EXCELLENT LOTR/HS BATTLES?
Then this afternoon while repainting the front porch that I just finished scraping and prep'ing, it suddenly occurred to me that the impulsive, lame, draft scenario that I came up with IS actually perfect - IF I just tweak it a bit with some heroes. So YES, I am going to be developing this scenario into an awesome 4-Player Game and might call it: "The whole wide Wold" (that's the first hint) ... a n d ... the second one is:
Spoiler Alert!

Stay tuned in for further updates as they happen.

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"Strategy without tactics is the most circuitous route to victory, but great tactics without a strategy is just the cacophony before defeat." ~Sun Tzu 500 BCE
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  #158  
Old August 27th, 2014, 11:06 PM
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Re: Long Island Heroscape League- September LotR Game Day

I follow you Johngee. That would be a fun setting indeed.

Now, watch out for those paint fumes!
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  #159  
Old August 28th, 2014, 03:05 AM
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Re: Long Island Heroscape League- September LotR Game Day

Looking forward to it @Johngee !

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  #160  
Old August 28th, 2014, 10:15 AM
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Re: Long Island Heroscape League- September LotR Game Day

Here's a quick design for Gollum. I needed him to play my Ithilien scenario at our next month's game day.

I'd like to give credit where credit is due: Most of the ideas for this card came directly from Boromir and Kermit's cool Heroscape version of Gollum. I just tweaked it to my own tastes. Boromir and Kermit used to be more active on this site and did a lot of great LotR custom cards.

I hope he doesn't mind but here's a link to his site:

http://boromirandkermit.wordpress.com/heroscape/

Thanks Mate!


Again I wanted Gollum to fit in with Sherman Davies LotR customs. Hopefully he does!
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  #161  
Old August 29th, 2014, 12:35 AM
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Re: Long Island Heroscape League- September LotR Game Day

@Grishnakh ~ F.Y.I.
Among the "Lord of the Rings: Tradeable Miniatures Game" figures from Sabertooth Games, Inc. that I collected, the Gollum and Sméagol models were extremely rare and difficult to come by, still costing a bundle of bucks on eBay. But in the new Wizkids, Inc. line of "Lord of the Rings" AND "Hobbit" HeroClix series, there are several versions of both models that are readily available.

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  #162  
Old August 29th, 2014, 12:43 AM
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Re: Long Island Heroscape League- September LotR Game Day

REPETITIVE GENERAL INFORMATION:
It was decide that a huge 12-Player campaign would be out of the question because of fears that it would take too long for each person’s turn to come around and the logistics of coordinating the whole thing might get bogged down and end with everyone feeling frustrated. So the current plan is to have THREE 4-Player LotR-themed HeroScape games available (to be played simultaneously or consecutively) in order to accommodate at least twelve participants that may show up. In addition, other LotR-themed board games will be available for anyone unfamiliar with or just tired of playing HeroScape.

Sherman Davies will be bringing the 4-Player Scenario and map that he designed a couple of years ago based on the battle of Amon Hen, in which the Fellowship minus Gandalf are attacked by a raiding party of Uruk-hai shortly after making camp to rest from their long journey. While their companions are fighting off the enemies, Frodo and Sam must evade capture and make their way to the boats they left on the shores of the Anduin River in order to escape and thus achieve the Victory Condition for the Good Team.

Grishnakh will be bringing a 4-Player Scenario and map that he has put together, which is based on the story of Frodo and Sam after having survived the Amon Hen battle, escaping by boat across the Anduin, capturing Gollum in Emyn Muil, navigating the Dead Marshes, gazing at the Black Gate and finally finding themselves wandering through the Ithilien Woods where they encounter the Gondorian Rangers who are fighting a pack of Mordor Orcs in a meeting engagement.

In lieu of anyone else coming forward to offer any alternatives, Johngee has agreed to take on the responsibility of also creating a 4-Player Scenario based on other events following the battle of Amon Hen. In particular the abduction of Meriadoc Brandybuck and Perigrin Took by the remnants of the Uruk-hai raiding party. Since he is the person organizing this scenario, he will supply all of the stuff needed to play, which includes: the LotR miniatures, the custom HS army cards, 3D HS hex map, dice, order markers, tokens, etc. Here are some details about this proposed scenario:

TITLE: “WHERE IN THE WHOLE WIDE WOLD”

PLAYERS:
This HeroScape Game Scenario is for FOUR (4x) players in two teams, one Good Team of two players and one Evil Team of two players. However each player will have a different Victory Condition and thus can act independently from his/her teammate.

SITUATION:
The battle of Amon Hen has only recently taken place near the waterfalls of Rauros. Boromir has been killed by Lurtz, who in turn was slain by Aragorn. Many other Uruk-hai lie dead among the trees and shrubberies at the hands of Gimli and Legolas. Although Frodo and Sam have managed to escape across the Anduin by boat, they become hopelessly lost in the Emyn Muil until Gollum shows them the way out and also through the Dead Marshes, eventually leading them into the woods of Ithillien.

Meanwhile two of their companions Merry and Pippin have been capture by the Uruk-hai. These poor Hobbits are now being taken across The Wold toward Isengard. This area of rolling hills and grassy plains belongs to the Horse Lords of Rohan. It stretches northeast up to foothills of the southern end of the Misty Mountains. Here the river Onodlo’ flows out from the forbidden forest of Fangorn. This marks the border between the territories of Rohan and the Golden Woods of Lady Galadriel’s Lotholrien Realm.

It is through here that the Uruk-hai raiding party must quickly pass to bring their prisoners to their master Saruman. They are following a much neglected, old, country road that guides them back to Isengard. However, Sauron wants these Halflings brought to Mordor instead and has sent out a large war band of Mordor Orcs to rendezvous with a Uruk-hai and persuade them (by force if necessary) to give the Hobbits over to them.

But their trails have not gone unnoticed, for both the Lothlorien Archers and Rohirrim Militia that patrol this section of the border have been watching them and are now both preparing to spring separate ambushes to destroy these intruders before they can join forces.

FORCES / ARMIES:
*NOTE: The “(-?-)” symbols below indicate where new Custom HeroScape style Stat cards may become available for the LotR figures mentioned for each unit type before the actual Game Day and they will be used instead of the proxy item, with the points and possibly number of units being adjusted accordingly.

Player #1 will control EVIL ARMY #1, the Orcs consisting of 33 figures @ 705 pts.
1x Unique hero custom card and figure Ringwraith 1@130 ………………....… 130 pts.
1x Unique hero custom car and figure orc Grishnakh 1@70................……..…..…. 60 pts.
1x Proxy unique hero Ornak as Orc Leader 1@100 pts ……………………...….. 100 pts. (-?-)
5x Custom common squads of Mordor Orc 4@65 ……………..…………….………. 325 pts.
2x Proxy common squads of Arrow Gruts as Orc Archers 3@40 pts ………. 80 pts.

Player #2 will control EVIL ARMY #2, Uruk-hai consisting of 26 figures @ 710 pts.
1x Custom unique hero card and figure Ugluk 1@60 pts ...………………………… 60 pts.
1x Proxy hero Sir Hawthorne as Uruk-Hai Champion 1@90 pts ..………………. 90 pts. (-?-)
3x Custom common squads of Uruk-hai Warriors 4@100 pt each …………….. 300 pts.
2x Custom common squads of Uruk-hai Crossbows 3@65 pt each ……….…… 130 pts.
2x Proxy Tagawa Samurai Archers as Uruk-hai Archers 3@65 pt each ……… 130 pts. (-?-)

Player #3 will control GOOD ARMY #1, Rohan which is 26 figures @ 710 pts.
1x Proxy unique hero Alastair as Eomer 1@110 pts ……………….………….……. 110 pts. (-?-)
1x Proxy unique hero Valguard as Madril 1@110..……………………..….……...... 110 pts. (-?-)
1x Custom unique hero card and figure Gamling 1@60 pts …………..……..…. 60 pts.
1x Custom unique hero card and figure Hama 1@40 pts …………..…………..… 40 pts.
4x Custom common squads of Rohirrim Militia 4@70 pts …………………..……. 280 pts.
2x Proxy common squad Roman Archers as Rohirrim Archers 3@55 pts … 110 pts. (-?-)

Player #4 will control GOOD ARMY #2, The Elves with 20 figures @ 700 pts.
1x Proxy unique hero Syvarris as Haldir 1@100 ……………………………..……….… 100 pts. (-?-)
4x Custom common squads of Lothlorien Archers 3@120 ..………………………. 480 pts.
2x Proxy common squads Warriors of Ashra as Loth Warriors 3@50 pts ….. 100 pts. (-?-)
1x Filler unit unique hero Kyntela Gwyn 1@20 pts …………………………………….… 20 pts.

MAPS:
Two maps will be created to resemble the rolling landscape at the edge of a forest edge with a river, fords, and bridge described above. It will also have some custom terrain features added to enhance the overall appearance. Both maps will be on rectangular 24"x34" pieces of foam board (approximately 15 hexes x 18 hexes) for easier transportation. Together, these maps side-by-side will form a single larger map 48" wide by 34" in depth. The end result may resemble the 2008 “Battle of the Foul Forest” created by MaJic_Rat, but enlarged for four players and embellished with custom features.

The four Starting Zones will be in the opposite corners with the Uruk-hai in the NE and Orcs in the SW moving diagonally across the battlefield to a rendezvous location in the center, which will be a bridge over the Entwash. The Lothlorien's Start Zone will be in the NW corner adjacent to the Fangorn Forest exit point and the Rohirrim will begin in the SE corner amid small hillocks and ruins.

MOVEMENT RESTRICTIONS:
#1. The Orcs and Uruk-hai have both been sent on a mission to be somewhere without delay, therefore they must stay on or adjacent to the old country road until one of their army comrades is attacked by either a Lothlorien or Rohirrim. Then that army may deploy and maneuver anywhere on the map boards.
#2. The Hobbits are prisoners and cannot Move, Attack, or Defend until they are freed. Therefore, *NO* Order Markers will be placed on their cards until that occurs. They will begin the game in the Uruk-hai Start Zone and will be moved by Player #2 with Evil Army #2. They will only move with one of the Uruk-hai figures that they are adjacent to – thus remaining adjacent to it as if being carried. If they become adjacent to another figure (Uruk-hai, Orc, Rohirrim, or Lothlorien) before they become free, they remain prisoners of that figure and are under the control of the player whose team that figure belongs to. Only when there are no other figures adjacent to Merry or Pippin can they get themselves loose and are then considered freed. Once free they will immediately come under the control of Player #4, who directs the Lorthorien Elf Army. He will hold the two Hobbit cards until this occurs. At this time they can be normally activated to Move, Attack and Defend, but must only move toward the Fangorn Forrest exit point. The Hobbits may maneuver indirectly toward the exit point by taking the most logical route to avoid confronting their enemies. Any Player (Orc, Uruk-hai, Lothlorien or Rohirrim) may choose to release one or both Halfling prisoners by deliberately moving their figure(s) away from being adjacent to them and declaring that they are no longer being held in captivity. This will be done at discretion of the Player controlling those figures.
#3. Since the four Start Zone will only contain the standard 24 HeroScape Hexes, any additional figures in a Player’s Army (i.e. #E1: 33x Mordor Orcs=24+9, #E2: 26x Uruk-hai=24+2, #G1: 26x Rohirrim=24+2, and #G2: 20x Lothloriens=<24) . . . may be placed onto any empty spaces inside the respective Start Zone at the beginning of a new Round.

VICTORY CONDITIONS

THE ORCS: In order for Player #1 and the Orc Army to win this game they must wrestle control of both Merry and Pippin away from the Uruk-hai while fighting off the attacks of their natural enemies the Elves and Men of Rohan. And then escort them off the NE corner of the map board toward Mordor, which is the Uruk-hai Start Zone. Twenty-five (25) Victory Points will be awarded for each Hobbit that is brought to Sauron.

THE URUK-HAI: In order for Player #2 and the Uruk-hai Army to win this game they must maintain control of both Merry and Pippin as their captives while fighting off the attacks of their natural enemies the Men of Rohan, the Elves, and the Mordor Orcs. And then escort them off the SW corner of the map board, toward Isengard, which is the Orc’s Start Zone. Twenty-five (25) Victory Points will be awarded for each Hobbit that is brought to Saruman.

THE MEN OF ROHAN: In order for Player #3 and the Rohirrim Army to win this game, they must ensure that at least 80% of the Evil Forces are destroyed (51 out of 64 figures). For every Orc and Uruk-hai killed (and it does not matter who does the killing) … Player #3 will receive one (1) Victory Point. Thus there is an incentive for the Orcs and Uruk-hai to not kill each other, but instead manage to get past each other on the narrow bridge in order to go their separate ways, preferably with one or both captives to please their respective masters.

THE LOTHLORIEN ELVES: In order for Player #4 and the Elven Army to win this game, they must ensure that the Hobbits, Merry and Pippin, are freed from their captives and escape into Fangorn Forest through the Exit Point near the Lothlorien Start Zone in the NE corner of the map board battlefield. Twenty-five (25) Victory Points will be awarded for each Hobbit that is rescued and enabled to discover Treebeard in the old woods and continue on their own adventure.

DURATION:
Honestly, I have no idea how long this 4-Player game should last. So I am only guessing that ten or twelve Rounds within two hours might be sufficient. Since this is to be more of a “casual day of gaming” than a competitive contest – there is no reason not to continue the scenario longer if everyone is having fun or there is a close score between teams or opponents for the most Victory Points (VPs). Obviously there is the potential for this game to end in a tie (at 25 – 25) if the two Halflings get separated and end up going in separate directions. I suggest that the Player who controls the Hobbit with the least number of wounds then be declared the winner or both players celebrate their win concurrently.

RECCOMENDATION:
In order to move this lengthy game along at a faster pace, I suggest that at the start of each Round, all four players roll a d20 for INITIATIVE, but then the one highest number rolled will determine which is the starting TEAM of players. For instance: since they will rarely be battling each other, BOTH Good Team Players (or both Evil Team Players) should reveal the same numbered Order Marker (1, 2, 3, or X) at the same time and then begin taking the appropriate actions against the opponent of their choosing. If this becomes too confusing, then revert to the standard method of determining INITIATIVE by the highest number rolled on a d20 becoming the player to go FIRST, and then continuing CLOCKWISE around the board with the player to the First Player’s LEFT taking his/her turn next, etc.

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"Strategy without tactics is the most circuitous route to victory, but great tactics without a strategy is just the cacophony before defeat." ~Sun Tzu 500 BCE

Last edited by Johngee; August 29th, 2014 at 01:02 AM. Reason: Update with new custom stat card information
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  #163  
Old August 29th, 2014, 07:05 AM
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Re: Long Island Heroscape League- September LotR Game Day

Sounds great John. "Old Country Road" is an actual route in Hicksville! I've always had other priorities over the years when I've attended HMGS minis Cons that had LOTR scenarios. So except for a few sallies with Sherman Davies, our own Master of Middle Earth, this will be a much looked for event. A few comments:

1. The map is almost the exact size of our usual four player games here in Brooklyn, so that should work.

2. Is the 'Entry Point' for the Elves a single designated space, as opposed to the entire corner of a start zone where the evils can exit the Hobbits?

3. Determining Initiative: I can see that having both members of a team take turns simultaneously might cause problems. You could use our method of team play order. The way we at the NYCG4 determine initiative in a four player game is to have one (alternating) player from each team roll to determine which team will go first. The winning team designates which of their players will go first and then the losing team does the same. Then teams alternate taking their individual turns until all four have gone.

This method gives some flexibility depending on the situation, but only one player is going at a time. It also allows the player order to change so that no one person is always stuck going after the same opposing player and etc.

Chas
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  #164  
Old August 29th, 2014, 08:25 AM
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Re: Long Island Heroscape League- September LotR Game Day

Once upon a time I had introduced a folded in half index card with a number written on it with a sharpy. Makes a little "tent". As initiative order is determined you were given the corresponding number to place in front of you. I thought it helped organize the turn and helped avoid confusion later in the round. You know what I'm talking about: "Wait, whose turn is it? Didn't you just go? No you followed Chas last round. Are we on order marker 3? I think you skipped me. Sorry, I went before you. You went twice already." And on and on and on. The group sort of shot the idea down for some reason. I'll bring them.
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  #165  
Old August 29th, 2014, 08:27 AM
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Re: Long Island Heroscape League- September LotR Game Day

Quote:
Originally Posted by Johngee View Post
@Grishnakh ~ F.Y.I.
Among the "Lord of the Rings: Tradeable Miniatures Game" figures from Sabertooth Games, Inc. that I collected, the Gollum and Sméagol models were extremely rare and difficult to come by, still costing a bundle of bucks on eBay. But in the new Wizkids, Inc. line of "Lord of the Rings" AND "Hobbit" HeroClix series, there are several versions of both models that are readily available.
Thanks for the info Johngee. I am using one of the Heroclix figures for Gollum. As a side note I will not be using any of the Sabertooth minis in any of the games that I'm running. I have other figures that will work.
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  #166  
Old August 29th, 2014, 08:28 AM
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Re: Long Island Heroscape League- September LotR Game Day

There will be a 4th scenario. I'm bringing it.
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  #167  
Old August 29th, 2014, 10:51 AM
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Re: Long Island Heroscape League- September - Lord of the Ri

Griznakh:

Good idea. Here in Brooklyn we use those giant D20s for the same thing! But they'd be a bit heavy to carry back and forth for me.
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  #168  
Old August 30th, 2014, 12:37 AM
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Re: Long Island Heroscape League- September - Lord of the Ri

Quote:
Originally Posted by chas View Post

Sounds great John. <...snip...> I've always had other priorities over the years when I've attended HMGS minis Cons that had LOTR scenarios. So except for a few sallies with Sherman Davies, our own Master of Middle Earth, this will be a much looked for event. A few comments:
Thanks Chas. That is encouraging - I spent a lot of time crafting and editing another four-page document for this four-player scenario... whew! Since the LOTR:TMG game died out and I got into HS as it's replacement, I've wanted to see a lot of these figures converted to the [imho] simpler mechanics via understandable stat cards and our Skulls & Shields dice. Also I've been wanting to make it to a HMGS event for years but haven't made it to one yet. And I would want to participate in some games while there and not just hang out and observe them.

Quote:
Originally Posted by chas View Post

"Old Country Road" is an actual route in Hicksville!
Oh that's right. I thought it sounded 'familiar' when I was writing up all that story stuff for the SITREP. Now I remember seeing it on the MapQuest directions that I was trying not to deviate from. Well isn't Hicksville sort of situated halfway between a modern Mordor and Nirvana anyway? ~~lol~~

Quote:
Originally Posted by chas View Post

1. The map is almost the exact size of our usual four player games here in Brooklyn, so that should work.
Yeah, I'm sure that it will accommodate four players nicely. Whenever I go to a tournament (usually in Eastern PA, sometimes to the Baltimore area) and I volunteer to bring one or two of the maps that the GM requested... I always start with downloading the BoV's file and begin to follow the instructions. Then when I see that only 3/4th of the foam board is covered and it has some blank space or ragged edges, I get carried away and just keep building, and building and adding embellishments until it only vaguely looks like the Virtual-Scape picture.

Quote:
Originally Posted by chas View Post

2. Is the 'Entry Point' for the Elves a single designated space, as opposed to the entire corner of a start zone where the evils can exit the Hobbits?
All four teams WILL HAVE a 24-hex tile as their Start Zone in one of the four corners of the enlarged map (Elves in the NW, Uruks in the NE, Rohirrim in the SE, and Orcs in the SW, respectively). Did I screw that up or make a typographical error. I do have clumsy fingers.

EVERY Start Zone will have several locations from which to exit or reenter these areas, since they could be used to maneuver in during the game. The 'EXIT POINT' for The Hobbits will be a physical 3-hex wide gate into the Fangorn Forest that will be adjacent to the Lothlorien Start Zone, but not actually in it.

Since the Elf Player (#4) will take control of Merry and Pippin's movements via their stat cards, he/she will have to balance placing Order Markers on them to bring them closer to this location or on the fighters who will be engaged with both the Orcs and Uruks at that time.

Spoiler Alert!


Quote:
Originally Posted by chas View Post

3. Determining Initiative: I can see that having both members of a team take turns simultaneously might cause problems. You could use our method of team play order. The way we at the NYCG4 determine initiative in a four player game is to have one (alternating) player from each team roll to determine which team will go first. The winning team designates which of their players will go first and then the losing team does the same. Then teams alternate taking their individual turns until all four have gone.

This method gives some flexibility depending on the situation, but only one player is going at a time. It also allows the player order to change so that no one person is always stuck going after the same opposing player and etc.

Chas
Yes this is a tough one to figure out as Grishnakh's example so adroitly points out. Your method for the Go4 also sounds viable. I don't like the idea of crisscrossing and/or scrambling the Player order based I on four d20's being thrown, even though Grish's little folded card "tent" thingies would be helpful, because it seems TOO confusing for me to keep track of especially with squads that bond with heroes (vice versa) or Frenzy Attacks (etc.) by which one Player can take multiple consecutive turns.

On the other hand, the clockwise turn rotation does mean that unless you are 'The High Roller' and go first this round (statistically: 25% of the time), then you will 75% of the time be taking your turn AFTER the player on your RIGHT. I don't know how else to handle this situation except to make the suggestion that I did that INITIATIVE should go to an entire Team. We can see how it goes and adjust it or vote on the available choices once we've determined who the Players are going to be.

I can see that this can be abused (another gamesmanship issue) by both players of a team ganging up on one opponent to severely weaken them before turning their attention onto the other opponent to annihilate them next - a typical divide and conquer strategy. My intention in designing the layout of this large map with it's four Start Zones spread out to separate corners is for the Team Members to decide between themselves which opponent will be there priority target.

Will they make an attack through the difficult terrain on the enemy along side of them or take the logical easier route straight ahead and attack the enemy that is on the opposite side of the table. This is the only reason why I think that simultaneous Team Actions will be possible, at least in the early stages of the battle before all of the troops get mix up in a giant melee. It should begin as two separate 1-on-1 games that are side-by-side, and then gradually evolve into chaos.

I tried to explain that in this scenario the Elves and Men are the antagonists. The former must rescue the Hobbits and the latter only want to kill bad guys. The Orcs and Uruk's must first deploy along Old Country Road. They just want to get their job of delivering prisoners done, so that they can go back to their barracks and enjoy some R&R before the next task is assigned to them by their respective evil masters.

Well we still have three weeks to discuss this further and iron out any other wrinkles.

Member: Mid-Atlantic Region 'Scapers

"Strategy without tactics is the most circuitous route to victory, but great tactics without a strategy is just the cacophony before defeat." ~Sun Tzu 500 BCE
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