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Kolakoski's Scenarios - Attack of the Runatics!!

And you can play them in the board game Titans, which pits the Polish-Lithuanian Commonwealth against other 17th Century Eastern and Central European Powers such as the Russians, Swedes, Turks, and the Holy Roman Empire. Other units for each faction include infantry, artillery, multi barreled artillery, cavalry, and the titans! You can check the game out on BGG.
 
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"Were the Scythians high?"

Cannabis has been utilized by humans for millennia, and while its use for textiles and ropes can be traced to ancient times, its consumption as a drug is harder to pinpoint precisely. However, the Greek historian Herodotus provides us with intriguing descriptions of its use among the Scythians, a nomadic people who inhabited parts of Eurasia.
Herodotus describes how the Scythians used cannabis in ritualistic vapor-baths, heating hemp seeds on hot stones to produce a thick vapor. He writes:

> "The Scythians then take the seed of this hemp and creep under the felt coverings, and then they throw the seed upon the stones which have been heated red-hot: and it burns like incense and produces a vapour so thick that no vapour-bath in Hellas would surpass it: and the Scythians being delighted with the vapour-bath howl like wolves." (Book IV, p.351)
This practice, as described by Herodotus, may represent one of the earliest recorded instances of cannabis being used for its psychoactive effects. Archaeological evidence supports this, with discoveries in former Scythian territories indicating that cannabis was likely used in ritual ceremonies by many tribes around the Black Sea.

Herodotus further notes that hemp plants were abundant in Scythian lands and were primarily used to make clothing. Interestingly, he mentions that some Thracian tribes also used hemp for textiles, showcasing the plant's versatility in the ancient world.

The Scythians are also recorded as using cannabis in purification rituals, particularly following funeral rites. They would throw red-hot stones into a basin inside a felt-covered structure, inhaling the vapors as a form of cleansing:
> " [...] and then, for their body, they set up three stakes leaning towards one another and about them they stretch woollen felt coverings, and when they have closed them as much as possible they throw stones heated red-hot into a basin placed in the middle of the stakes and the felt coverings." (p.351)

This ritual bears some resemblance to the modern practice of "hotboxing," where cannabis smoke is contained within a small space for intensified effects.



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For a free build:



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May have posted just the ruins earlier . . .

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And this . . .
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Armies for The Magnificent Seven Sail!
Spoiler Alert!
 
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The latest, to be played twice this month:



The Magnificent Seven Sail!

Arghhh! Captain, tell me I’m not dying for nothing. A quarter of a million in gold? Beautiful . . . !

The Map. Boats (Start Zones), Beach, Swamp, Lava Field River, Causeway, Shadow Pool, Hidden Fortress of Booty, the Shrine of Booty containing the Booty (Brandar’s Chest), statues of Sentinels of Jandar (9 figures) at the Shrine, and of Brontos on the Causeway.

The Pirates. Each player will field 750 points, using Delta (VC/Classic) pricing, with exactly seven single spaced Unique or Uncommon Heroes. C3V, AoA and Classic, no Marvel. No Flyers, Leapers, or Teleporters allowed.

The Booty. The Booty may be moved between two figures (of one player or of two Allied players). The figures must begin the turn adjacent to the Booty, and may not risk falling damage. The moving figure determines which figure, if more than one is eligible, follows the Booty. An Allied figure may refuse to follow if it would be subject to leaving engagement attacks. The Booty may be moved up to only three spaces. Figures may move the Booty while engaged.

The Enchanted Sentinels. On the Round after the first time the Booty is moved, the Sentinels come alive. The player with the lowest Initiative may take a turn with them at the end of each Round. They are considered hostile to all players’ figures, even those of the player taking a turn with them. If there are one or more Pirate figures adjacent to the Booty, the player taking a turn with the Sentinels must move them towards the Booty and attack one of those figures if possible. The players are considered Allied until the Round until the last Sentinel is destroyed, or the Booty enters the Lava Field River or the Causeway, at which point all remaining Sentinels are considered destroyed and removed from the Map.

Enchanted Brontos. Brontos comes alive on the Round after the Booty enters the Lava Field River or enters the Causeway. The player with the lowest Initiative may take a turn with him at the end of the Round. If there are one or more Pirate figures adjacent to the Booty, the player taking a turn with him must move him towards the Booty and attack one of those figures if possible.

The Victory Conditions. The player or Alliance that moves the Booty onto any Boat wins. If that becomes impossible, there being only one figure left, the owner of that figure wins.
 
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Again using this post for army building.

July scenario: 600 Point Free For All on Water/Foliage map, with at least one card of AoA Embers of War.

185 Nilfeim
175 Brontos
160 Greatbow Archers x 2
80 Raelin (RotV)
600 Points, 9 spaces

Nilfeim/Raelin/Normal Range is my old school FFA template. Will be fun using Brontos to ferry Archers over Water.
 
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Those are some wild armies! I'll have to wrap my head around them. (I automatically won't pick the same units as others if I see them before the game. And I don't reveal my own before the game, unless required to do so. Usually you're not supposed to know who you're going against, or what map is being used. Although if everyone sees the map first, that's okay. (Since I often see the map early because I end up building it on my table if its not a Freee Build, I encourage everyone to know the map, which us usually revealed to all these days).

"Pathfinders" historically were actually WWII paratroopers who landed first to mark the drop zones for the incoming transport planes dropping the main body of the forces. C3V usually did research their historical units.
 
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My next turn as Game Master is not for six months or so, but I am inspired to free build this for it.


Buried somewhere within is Taliesin's Harp. It is said that its possessor can see into the future.
The Map. As pictured above.

The Armies. Each player shall field an army of 400 points, with a 200 point reserve, occupying no more than 13 spaces. Use the Delta Army Builder, with Settings: VC, Delta Points, for this purpose. No Marvel allowed.

The Game. The game will last ten Rounds and be a Free-For-All. The players will start the game with 400 points in their Start Zones. At the end of Round 5, the players' reserves appear in their Start Zones (no restrictions).

Taliesin's Harp. Taliesin's Harp will be represented by a Brandar's Chest Treasure Glyph (Trapped: On a roll of 1-5 loose an OM). The possessor of Taliesin's Harp adds five to his Initiative roll and, after OMs are placed, may immediately examine the OMs of any one player.

Victory Conditions. After ten Rounds, Victory Points (VPs) shall be awarded to each player as follows: 1 VP for possessing Taliesin's Harp, and 1 VP for every figure destroyed (keeping a running count). In case of a tie, play additional full Rounds until it is broken.
 
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Well met!

To avoid a certain party's confusion . . .

July scenario: 600 Point Free For All on Water/Foliage map, with at least one card of AoA Embers of War.

185 Nilfeim
175 Brontos
160 Greatbow Archers x 2
80 Raelin (RotV)
600 Points, 9 spaces

Nilfeim/Raelin/Normal Range is my old school FFA template. Will be fun using Brontos to ferry Archers over Water.
Oops! chas pointed out that Brontos can't do this because the Greatbows are Large. Back to the drawing board . . .
 
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Well met!

Removed political references. It's still a great scenario, IMHO.




Attack of the Runatics!
Runa exhorts her followers: "How dare he defy me! Grigor must obey me or die!"


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The Map. Gates of Eden. Requires 2 ms, 2 rtff, 1 fota, 1 vw. Delete Glyphs and Special Rules.

The Armies. There will be 6 armies divided into two teams, as follows:


The Runatics. The Runatics may set up in either Start Zone outside the Gates. Expand the Start Zones as necessary.

Runatic Headquarters
210 Hornskull Brutes x 3
140 Cxurg'gyath
120 Runa
110 53rd North Carolina Sharpshooters x 2
50 Marro Warriors
630 points, 19 spaces


Fanatic Runatics
175 Corvor
150 Acolytes x 3
100 Krav Maga Agents
100 Mindflayer
55 Father Caylus
630 points, 16 spaces


Mindless Runatics
320 Zombies of Morinden x 6
120 Torin

100 Mindflayer
90 Warden 816
630 points, 22 spaces

The Grigorians. The Grigorians set up within the Gates.

Grigorian Headquarters
200 Microcorp Agents x 2
170 Grigor & Rogirg
140 Cxurg'gyath

120 20th Maine Volunteers x 2
630 points, 15 spaces

Grigorian Infiltrators
120 Kantono Daishi
110 Moriko
110 Ninjas of the Northern Wind
110 Airborne Elite
100 Mindflayer
80 Kumiko
630 points, 11 spaces

Grigorian Knights
210 Knights of Weston x 3
110 Sgt. Drake (RotV)
105 Sir Gilbert
100 Sir Denrick
60 Morgan's Riflemen
50 Sir Orrick
635 points, 19 spaces

Special Rule. Each Cxurg'gyath's Enslave Enhancement affects his teammate's Mindflayers.

Victory Conditions. If, at any point in the game, a Runatic Mindflayer takes temporary control of Grigor & Rogirg, the Runatics win. If Grigor & Rogirg is destroyed, no one wins. If neither of these occurs within 10 Rounds, the Grigorians win. Grigor & Rogirg may not be attacked by any Grigorian.

P.S.: Victory Conditions are similar to my old
Pirates! scenario, in which Mindshackling an opponent's Captain won you the game.
 
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