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Marvel Maps & Scenarios Battlegrounds and scenarios built primarily for Marvel terrain and figures.


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  #25  
Old March 26th, 2013, 09:13 PM
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Re: Comic Book Conflict Zone

Okay, now I understand. Yeah their is one section that a leap of 3 would allow you to clear the sand path. I guess it would need to be play tested using the figures in question to see exactly how that effected the competitive balance. I'm not sure how easy it would be to widen that section by 1 hex but I can look into it if you deem it necessary after play testing.
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  #26  
Old April 4th, 2013, 12:17 AM
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Re: Comic Book Conflict Zone

Next map will be for the Death Star portion of the contest. I ended up turning it into a scenario. The location I choose to try and make just seemed perfect for one considering how it is featured in the movie. As far as usefulness outside of the world of Star Wars, it really could be used to represent some type of a lab or engineering station. Just keep the army size small as I only included 12 start zone spaces for each side.
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  #27  
Old April 4th, 2013, 12:28 AM
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Re: Comic Book Conflict Zone

Tractor Beam Sabotage Scenario
featuring the Tractor Beam Control Room Map



Build Directions
(Virtual scape file)
*Build Note* The warehouse ruin base is used in this build but represented in the build directions by three 2 hex concrete pieces. It is placed under the shadow tiles.Also note that the pic above was taken before I added in the water/open air hexes. I will try to get an updated pic done sometime soon.

Map Bio
– The Death Stars’ Tractor Beam is a powerful tool, effective at locking onto and holding onto individual ships in its vicinity. When repairs need to be made, Imperial Engineers can gain access to key systems at the Tractor Beam Control Room.

Tractor Beam Sabotage Scenario (2 Players)
Blue Team (Rebel Alliance) – The Rebels have staged a brazen raid on the Death Star with multiple top secret objectives. None of those missions will be considered a success if the Rebel Agents are unable to escape the Empires’ clutches though, so a small team has been dispatched to sabotage the Death Stars’ Tractor Beam. The Tractor Beam has multiple redundant systems in place to insure it will not be off line for long should a failure occur, so you will have to methodically disable 3 different systems permanently in order to keep the Tractor Beam shut down long enough to make your escape.

Red Team (Imperial Forces) – Rebels are running loose on the Death Star!!! Reports are coming in of battles taking place on multiple levels and the main Imperial forces have been dispatched to put them down. It is not clear exactly what their ultimate objectives are, but some additional sightings place a small Rebel force in the vicinity of the Tractor Beam Control Room. Send a small force to secure that room and prevent the Rebels from any attempt to shut the Tractor Beam down.

Goals:
Blue Team – Sabotage the Death Stars’ Tractor Beam, there will be three different systems you will need to have a hero disable. Then return all of your remaining figures to the blue start zone, if they are all unengaged and located in the blue start zone you may remove them all from the board to facilitate your escape.

Red Team – Prevent the Rebels from severely crippling the Tractor Beam. If you are unable to stop them in time, take the Rebel Scum down before they can leave the Control Room and the status of the Tractor Beam really won’t matter as much, at least not for these Rebels.

Set-Up:
Required Sets: 1 RotV Master Set, 1 BftU Master Set, 1 Marvel Master Set, 1 Castle Set

Place three glyphs of any type face down in the locations indicated.
The Blue Team brings a 500 point army made up of Rebel Alliance members & allies that exceeds no more than 12 figures in total.
The Red Team brings a 500 point army made up of Imperial Forces members & allies that exceeds no more than 12 figures in total.

Special Rules:
The Blue Team player must sabotage the Tractor Beam by moving a unique hero to each one of the three glyphs on the board. When one of the Blue Teams’ Unique Heroes moves onto one of the three glyphs, remove that glyph from the board and the figures’ turn immediately ends without attacking or using any special powers. Once all three glyphs have been removed the Tractor Beam has been successfully damaged such that it will not be easily repaired. All common squad figures and the Red Teams’ Unique Heroes may move onto the glyphs without stopping, if they do stop on the glyph their turn does not end and the glyph is not removed from the board.

For this board, the water tiles represent open air spaces instead of water and as such no water based special powers will be in effect as a result of their presence. Figures may not end their turn on one or be placed on one as part of a special power. Only figures with a flying or leaping special movement power may use them for the purpose of movement and must use that special power to do so. Line of sight for ranged attacks and special powers may pass over them normally.

The uncapped wall sections may not be moved over or onto by any means. Special powers that allow a figure to pass through a wall section may still do so as directed.

Victory Conditions:
The Blue Team can only claim a complete win by removing the three glyphs from the board and then having at least 1 figure escape capture. Accomplish this by either completely eliminating the other team or having the remaining Blue Team forces exit the map. Exiting the map requires all Blue Team figures to be unengaged and in the Blue Start Zone. Should all of the Blue Teams Unique Heroes be dispatched prior to removing all three glyphs, the Tractor Beam can no longer be disabled by the remaining forces. You can however still claim a partial win by eliminating the other team from the map, which will allow you to securing the Tractor Beam Control Room and hold it until another Rebel hero can be called in to finish the job.

The Red Team can claim a complete victory by preventing the Blue Team from removing the three glyphs from the board and then eliminating the Blue Team from the board. Should the Blue Team succeed in removing all three glyphs from the board, a partial win may still be achieved by completely eliminating the Blue Team and preventing their escape.

Last edited by Yodaking; April 6th, 2013 at 03:43 PM.
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  #28  
Old June 23rd, 2013, 01:20 AM
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Re: Comic Book Conflict Zone

Might be a couple of different places I could have put these but I settled on here. My buddies had been wanting me to make an epic map, so I covered his table in tiles this weekend for a big brawl. Started out with a rough sketch of what I wanted to achieve and then just built the map based on how things went together as I added each part.

Overview



Long View



Streets, traffic, & shops. This is where the map started, using the hex mat to lay out a set of divided roads.



Construction/Demolition Zone and steps going up to the raised platform.



Public Park, plus you can see the hotel in the background.



Airport across the street from the hotel.



Walkover bridge for people to cross the busy street safely.

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  #29  
Old June 23rd, 2013, 01:49 AM
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Re: Comic Book Conflict Zone

Cool!

VS instructions, perhaps?
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  #30  
Old June 23rd, 2013, 01:57 AM
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Re: Comic Book Conflict Zone

Quote:
Originally Posted by MegaSilver View Post
Cool!

VS instructions, perhaps?
lol ......no. You'll have to just wing it using your own custom objects and then adjust it to your own table size.
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  #31  
Old July 12th, 2013, 07:05 PM
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Re: Comic Book Conflict Zone

Just saw the city one YK, fun looking map.

Wish I the space to set-up something that big. If I used the dinning room table, by the time I finished building the map it would be time for dinner & I would have to pull it a part again. Which in turn would mean dinner would get cold .
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  #32  
Old July 12th, 2013, 07:27 PM
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Re: Comic Book Conflict Zone

Cool looking city map! I like the foot bridge over the street.

My Custom Terrain Thread: http://www.heroscapers.com/community...read.php?t=448
My tribute site to TFT/Melee & Wizards: http://www.meleewizards.com/
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  #33  
Old July 12th, 2013, 08:50 PM
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Re: Comic Book Conflict Zone

Thanks guys. It was a lot of fun to put together and play on. I went over and put it together on a Friday night, then we got one quick game in on it that night. Left it up over night for a day of gaming on Saturday afternoon into the evening. Then we tore it down that night. My friend lives alone so he can make due without the table for while pretty easily. Just eats in front of the TV anyway.
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  #34  
Old December 29th, 2013, 02:58 PM
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Re: Comic Book Conflict Zone

After a long hiatus we got back together this weekend for an epic throw down. This was the map we played on, most of my tiles along with some tiles from another player were used.







Two 5 player games, 1600 & 2000 point armies for the 4 teams arriving on the scene (odd colored tiles on each corner were the start zones) while the 5th player starting out on high ground or in the cut/road (middle of the map) and got 1800 & 2400 points. Used some treasure glyphs (with C3G equipment glyph rules for losing them when hit) in the first match which were pretty effective at getting units to move around to different parts of the map. Aquaman, Namor, & Tiger Shark saw some action with all the water tiles available.
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