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Maps & Scenarios Battlegrounds and scenarios |
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Velenne's Maps and Scenarios- 4/16: Slayer!
Here's an index of my maps and scenarios so far.
I have 4 RotV master sets, 3 lava expansions, 3 road expansions, 3 tundra expansions, 2 Marvel sets, 3 Swarm of the Marro sets, 2 Battle for the Underdark sets, and myriad hodgepodge of pieces purchased on Ebay. Consequently, I can't say exactly how many sets of this or that you'll need for some of the older maps, but all of my tournament maps have their terrain requirements listed in GREEN. Each map included plenty of pics to base a design of your own on. I hope this thread serves to inspire to your own map building efforts! Also, if you're looking for a full campaign to play against a friend, I've created a 7-map module called The Seige of Dulhammer Crag. It's Attackers versus Defenders as you play across 7 maps, the dynamics of the map changing depending your previous results. It's been the featured download of the week and is a lot of fun! I've also created a much newer campaign called Knights of the Daystorm designed to work with the new dungeon rules presented in MS3. I've altered the format somewhat to make it easier to index the maps. Rather than sorting by page, I've simply sorted by type and included thumbnails. Tournament Maps These maps feature Virtualscape'd build instructions in printable PDF format. They're generally designed for 2 players with 24 starting spaces and 2 random face-down glyphs. There are some exceptions to this though. A ![]() ![]() Quote:
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Scenarios Designed to change up the game a little bit. Few contain PDF's since the primary enjoyment is the scenario aspect. Quote:
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Fun/Inspirational Builds Sometimes you just want to see if you can design something crazy. These aren't necessarily practical or even fun to play, but they're sure fun to build and look at. Quote:
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|| My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] Last edited by Velenne; April 16th, 2010 at 02:59 PM. |
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The CrossRoads
The Battle of All Time has reached a critical juncture- literally. Syvarus, Brunak, Major X17, and Alistair MacDirk have lead their armies to the CrossRoads where a colossal fight will alter the course of history. Pieces Used: Not exactly sure, but definately more than 1 master set. Also included are lava and road pieces. Syvarus, Brunak, Major X17, and Alistair Macdirk are the default units but others could be substituted as necessary. They were chosen for equivalent point values and appropriateness to the terrain. Glyphs used: Move +2, Defense +1, Attack +1, Initiative +8, Healing, 2 Glyphs of Brandar (Artifacts). Build: Sorry I don't use the Landscape program. I'm just not into that much detail and most people will change things to suit their taste. -- Waterfall- Syvarus and the Initiative glyph go up top. One Artifact is placed at the base of the waterfall. -- Volcano- Brunak is placed up top of the volcano. The Move +2 glyph is in the back corner on rock tiles. -- Ruins- Major X17 is the pit area adjacent to the Defense +1 glyph. -- Highlands- Alistair is placed up top. The Attack +1 glyph is placed beneath the overhang, all the way in the back. The second Artifact is placed in the rear corner. -- Roads- The Healing glyph is placed in the center of the map on a road tile. Setup: Players select 500 point armies which must consist of non-heroes. Their first unit, the default hero, is already selected for them and is to be subtraced from the 500 point total. Place units anywhere within the borders of your corner, but not on any road tiles. Rules: If your hero dies, the glyph corresponding to his section of the map is also removed from play. -- The Artifact glyphs serve as teleporters, transporting any unit finishing its movement on the glyph across the map to opposite glyph automatically. This does not end that unit's turn (it may still attack after teleporting). A unit may not teleport if the exit is already occupied. -- Last Man Standing wins. Overhead View ![]() Waterfall Corner ![]() Highlands Corner (Overhang is obscured, but consists of the furthest 3 tiles of the elvated area) ![]() Ruins Corner (Walls are arrayed to allow only 2 entrances to the central pit area on foot) ![]() Lava Corner ![]() (You may notice 2 other glyphs on the roads. These were the Curse and Revive glyphs, kept face-down until activated. I removed these after the first game as their effect was negligible.) || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
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2 Fort
The factions take a break from typical warfare to duke it out CTF-style! Be the first to carry your opponent's Artifact glyph back to your base to win. Pieces Used: Some lava rocks, quite a few trees. The rest is pretty standard. More than what's included in a single master set to be sure. Glyphs Used: +1 Attack, +1 Defense, +2 Movement, +8 Initiative, 2 glyphs of Brandar (Artifacts), Wind Build: I don't use Landscape but I'm sure you can figure out from the pictures what the idea is. The borders pinch off so that you're required to pass within range of your opponent's battlements in order to reach the Gate Switch (explained below). The trees around Sgt. Drake are set up to only allow 1 figure to attack him from each side. The summit of the Flag Tower is 9 hexes tall, as are the battlements. Setup: In a 2 player map, players draft 500 point armies. In a 4 player map, players draft 250 point armies and play on teams of 2. Players deploy anywhere within their own base. Rules: (here we go...) -- Sgt. Drake starts the match on top of the Wind Glyph in the center of the map. He makes a single attack at the beginning of each round against anyone adjacent to him, but cannot be moved (or thrown). For the purposes of this map, he is immune to ALL ranged attacks, normal or special. -- Gates: At the front of each base is a wall tile which blocks entrance on foot to the base itself. The gate can be manually opened at any point by its owner on his turn, but remains open until the end of the round when it shuts automatically. (A picture of a gate in the open position can be found below.) ----- Gate Switch: You may destroy your opponent's gate permenantly by stepping onto the sand tile clockwise from the corresponding base. This removes the Wall piece and the sand tile from play. -- Walls: Walls have 5 hit points and take half damage from ranged and special attacks. When attacking a wall, no defense dice are rolled for the wall. A destroyed wall is removed from play. The two Gates leading into each base cannot be destroyed this way. -- Flags: The Artifact serves as each player's flag. ----- Picking up a flag does not automatically end the character's movement. Once the flag is picked up, place it on that unit's card. If the flag carrier is in a squad, only that unit is considered to carry the flag. If a character dies while carrying the flag, it is left on the hex the slain character had occupied. If the flag is not picked up again by the end of the subsequent round, it returns to the top of the owner's flag tower automatically. ----- A unit may not end his movement on top of his own flag. (No camping!) ----- The flag can be transferred to another unit on the same team. This is done by moving the recieving unit adjacent to the flag carrier and declaring the switch out loud to the other player(s). At this point, the glyph is moved to the appropriate unit's card. Transferring the flag does not end that unit's movement automatically. ----- In order to capture the flag, a player must carry it to the top of his own flag tower and touch it to his own flag. If his flag is currently being carried by his opponent, it must be retrieved before the capture can be made final and the match over. 2Fort Overview ![]() Drake guards the Wind Glyph ![]() Gate in the "open" position ![]() Gate Switch area ![]() View from the Battlements to own Gate Switch ![]() Flag Tower ![]() || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
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Utgar's Thane
Utgar's blitzkreig seems unstoppable. His ever-expanding armies leave scorched earth and death in their wake, taking no prisoners and giving no quarter. Pieces Used: I don't even know why I include this part. Lots of lava and lava rock tiles, lots of road, and a few trees. Glyphs Used: Artifact, Defense +2, Lucky 20-sider, and Move +2. Build: Landscape = :P. The defense glyph is placed out of range of any of Utgar's shooters from the towers. The towers are less than 12 high, so monks can get up them. Roads and the move glyph give the Utgar army a lot of maneuverability, but woe to any double hex-- only fliers and single hexes are making it up top. Setup: One player controls Taelord and selects an additional 400 point Utgar army. The other player selects a 500 point army from any faction(s) he desires other than Utgar. Utgar army deploys on any road tile. Other army deploys on any grass tile (but not on the defense glyph, of course). Rules: At the top of the elevated area is the Artifact, which will serve as Taelord's Phylactery for this map. As long as any other Utgar unit hold the Phylactery, wounds given to Taelord are given instead to that unit. If that unit should die, the Phylactery is dropped and can be picked up by anyone. -- The Utgar army must eliminate the opposition to win. -- The Opposition must eliminate Taelord to win. South Overview ![]() North Overview ![]() A Defensive Position ![]() Bridge Close-Up ![]() || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
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Ascent of the Chosen
Many have come to the Ascent in search of the greatest gift of all- Immortality. But such a gift requires the greatest of sacrifices and the clock is working against our heroes. Who will the first to free their Chosen, climb the Ascent, and claim everlasting victory? Glyphs Used: Wind Build: The Ascent is made mostly of 7-tile grass pieces built such that each higher piece has 4 tiles "hanging off". A pair of 2-tile grass pieces support these hanger-offers. From time to time (every 5-6 levels) you'll need to add another 7-piece or two directly above the one beneath it to give enough headroom for the ascending heroes. Hopefully the close-ups below help. The tower is 23 tiles high. Trees and walls are used to help screen the prison areas and channel units into battling each other. Setup: In a 2-player game, each player drafts 500 point armies. In a 3-player game, one player will be forced to have an opponent on each side of him and may deserve to start with a few extra points. In a 4-player game, each player drafts a 600 point army. Deploy on sand tiles. The Prison corresponding to your deployment zone is caddy-corner (opposite corner) from you. Place any one of your heroes in the center of the 7-piece lava rock tile there. -- Place an order marker on the Wind glyph at the top of the Ascent. This will take the place of a "guardian". Sorry, you gotta get to it the hard way. ![]() Rules: -- The Chosen: The unit in your army's Prison is your Chosen and is the only unit you control that may bypass the walls around the Ascent as if they weren't there. In order to free your Chosen, a unit must step on the road tile adjacent to him. Until this happens, no order markers may be placed on the Chosen and he is immune to all attacks and abilities with the exception of the lava rock tile he stands on. Once he is freed, normal rules apply. If your Chosen dies, you are out of the game. -- The Ascent: Impenetrable walls guard the Ascent. Only the Chosen may bypass them. Even flying creatures are barred by the walls and may not fly over tiles protected by them. The reason your hero is in stasis is because they went to the prison to recieve a spell that would allow them to circumvent the walls. It did, but it also paralyzed them. At least, that's the story if it helps you make sense of it in your mind. ![]() -- The Guardian: <edit: This facet of the Scenario has been removed after playtesting. It was just too much.> -- The first player to pick up the Artifact wins. Prison area ![]() The Ascent - Front View ![]() The Ascent - Rear View ![]() Prison 2 and Deployment Closeup ![]() Wide Overview ![]() Closer Overview ![]() || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
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Double Helix
Native elves of the region constructed beautiful bridges spanning an otherwise treacherous pair of lava flows and two mysterious mesas. A carved spiral staircase allows for passage to the majestic views found on high. Majestic, that is, when someone isn't shooting at you. Glyphs Used: Attack +1, Defend +1, Move +2, Lucky 20-sider, Summon Build: Lotsa road, some lava and lava rock. I really needed more 7-tile pieces toward the end. Making 4 spires takes a lot of pieces. ![]() Setup: Players draft armies (any point value) and deploy between any one of the 4 pairs of walls which have been arranged facing each other. Besides the Summon glyph between the mesas, the other four glyphs are randomly placed face-down in the appropriate locations (see pics below; 1 on the top of each mesa, 1 next to a water tile on each sand dune) Rules: Standard annihilation victory conditions. -- Acidic Water: Lava flows running into the water have resulted in increased toxicity. For every space of movement through an acidic water tile, reduce the defense of the unit by 1 for the rest of the game, to a minimum of 0. If the unit's defense is 0, the character instead takes a wound. Overview ![]() Wide Shot ![]() East Side ![]() West Side ![]() Lava Closeup ![]() Sand and Starting Zones ![]() Spiral Closeup ![]() || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
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Pompeii
The Valkyrie generals have returned to this ancient city on rumors of long-forgotten magics buried beneath its ruins. Who will be the first discover the true secret of Pompeii and vanquish the opposition? Glyphs Used: (Here we go...) Attack +1, Defense +1, Defense +2, Move +2, Summoning, Curse, Healing, Lucky 20, Range +4, Artifact. (Whew!) Build: All walls curve in toward the center of the map. The outer rim offers a lot of speed via the road, no height changes, and some chance for cover. The center gives you height at the risk of some lava rocks and more open spaces. Setup: In a 2 player game, draft 500 point armies. Any larger and you may want to stick to 400 points. There are only 10 glyphs after all. ![]() Rules: Long-Forgotten Magics: Once a unit steps on a glyph, it is revealed and placed onto that unit's army card. The effects of the glyph only apply to units on that card. A few special rules are used for some glyphs, described below. ----- Summon: Uncovering the Summon glyphs allows the player to summon Brunak, the demon of pompeii. Brunak appears in the lava at the top of the volcano at the beginning of the round subsequent to the Summon glyph being uncovered. Place 3 new order markers on Brunak. He is considered his own army but takes his turns just before the player who summoned him. Brunak disappears at the end of 1 round. ----- Healing: The unit revealing this glyph may hold it on his card until a.) he recieves a wound. Discard the glyph and negate 1 wound. b.) on the units turn, consume the glyph to heal all wounds. ----- Curse: How unfortunate! The unit uncovering this glyph is slain instantly. That should teach you to meddle with powerful magics... ----- Artifact: FRENZY! The true secret of Pompeii is this Artifact. Place the glyph on this unit's army card. For the remainder of game, he recieves +1 attack, +1 defense, and +1 movement. If the unit is a hero, he also recieves +3 life. If the unit is a squad, all squad members recieve +1 life. However, you must place at least 1 non-decoy order marker on this unit's army card for the rest of the game or until it is wiped out. Overhead ![]() Wide Shot ![]() East View ![]() West View ![]() Volcano ![]() Glyph Placement ![]() Glyphs Used ![]() || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#9
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Still havn't gotten the hang of landscape.
|| My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#11
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Nice to see your thread made it over, Velenne.
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I want to see those in Landscape, if you ever get it down. I would like to build some of those.
This is a signature. This signature says that this is a signature. This signature is a waste of a signature! -Syv |
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