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Maps & Scenarios Battlegrounds and scenarios |
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#13
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Re: Highways & Dieways' Family Tree
But the result was entertaining.
Keep 'em. I'll take a whole mess of Microcorp or Kurrok+Water Elementals. Last edited by Killometer; February 17th, 2015 at 11:01 PM. Reason: left a : off my smiley |
#14
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Re: Highways & Dieways' Family Tree
Hmm... max 3 attacks and expensive units vs Vipers? I'm in.
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#15
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Re: Highways & Dieways' Family Tree
Yeah, I guess I'd probably do poorly in that match-up. Extra attack dice don't do much good against 0 defense...
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#16
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Re: Highways & Dieways' Family Tree
Well met!
Just bumping this thread to give thanks . . . Included in my Suggested Maps thread for my 16 Card/Choice Draft format. chas has enough terrain that we could just substitute terrain types in toto. |
#17
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Re: Highways & Dieways' Family Tree
Updated op to include two new versions from
@MegaSilver
's BoV Map Redux contest this fall:
Iceways and Sliceways by @ryguy266 (2 TT, 2 FotA) Highways & Darkness by @Chris Perkins (2 BftU, 1 FotA, 1 RttFF) |
#18
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Re: Highways & Dieways' Family Tree
Great! This thread was the original inspiration for the map, which I'd actually conceived and built before the Hexicon map contest. I had seen that tundra was the last set without representation and wanted to fill the gap. It definitely needs a touch from an experienced mapmaker but I'm still happy with the result.
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#19
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Re: Highways & Dieways' Family Tree
Quote:
A couple quick build instruction questions: It needs 8 water tiles in addition to the TT and FotA? What are the snow and ice rules? The only suggestion that jumps out to me is to pull a tile from under either the 4-hex glaciers or the central level 2 snow fields to fill in the gap along each edge edge of the map between the level 0 ice and level 2 3-hex snow. |
#20
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Re: Highways & Dieways' Family Tree
Quote:
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#21
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Re: Highways & Dieways' Family Tree
Quote:
That's a great idea. Just have to be sure to keep 6 of the level-1 spaces together to accommodate the Hive. You could also consider using battlements to affect the flow of units out of the start zone instead of water, like I did on Sludgeways & Drudgeways |
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