Re: HeroScape - Game Scenarios

Started by Bix Conners, June 11, 2012, 11:08:03 AM

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Bix Conners

ValKyrie Council Moot Gone Wrong

Version: 1.0
Played on Map: The Marshy Vale of Grandakar River
Number of Players: Four. 

Scenario Background:
In the shadow of Mount Grandakar, there is a special council meeting place. It was thought that the ValKyrie generals could use a place of peace. A place to come together to end the conflicts that have plagued them. Special teleport pads were put in place to allow the emissaries to come together quickly. The place had protections and magics that would prevent conflict. The first council moot lasted 15 minutes before the animosity grew strong enough that the bonds of protection failed. It is now a failed symbol of peace and a place of constant warring. Each general yearns to control this place as a show of strength to the other factions. This place of peace is awash with blood.

Special Scenario Rules:
Army Draft

  • Each player drafts 500 points.
  • This is NOT a team game. Each player plays for himself.
  • Unique units are unique to: "The Player". Each player may have the same unique as another player.
  • Each player must show up to the scenario with a pre-made 500 point army. Without one, an army will be selected for you.

Draft Restrictions

  • No Marvel Units may be drafted or used.
  • We have 6 of every unit (Unique and Squad). Army drafts are limited to the collection.
  • In the event two players have a conflict with their army builds using the same units and the collection does not have enough, a die roll will give priority to the higher roll. The other player(s) will have to fill the gaps in their army from other units.

Draft Costs
Starting Zones

  • There are 7 tiles numbered 1 through 7 on the board. Players roll a d20 to establish placement priority. Highest roll then rolls 2d8 and selects a starting place for their army. A roll of 8 allows choice. The same procedure applies to the remaining players.
  • If you roll the same numbers on both dice, roll 1 of them again.
  • If you pick one of the two upper level starting zones you are limited to 1 zone, otherwise you may use both the numbers rolled for your starting zone.
  • Start zones will then consist of thirty-seven hexes. Any units over that cannot enter play and are eliminated. Draft wisely.
  • Starting with the first player. Place an army card worth of units starting on your start tile and radiated out from there. Units must be placed on the closest possible tile to the start tile. Movement limitations apply when placing, (for instance if the closest tile is 15 elevation up, then you do not place on that tile).

The Drop

  • Cannot be under overhangs or in the caverns.
  • The Airborne Elite have a hard time being accurate with their drop. A combination of clouds and dense foliage make it hard to pinpoint. To simulate this, a player places four target markers on the board for where they wish the elite to be placed. They then roll 1 red d6 and a white d6 for each unit to determine where the soldiers really land. If the roll is doubles, then the jump was accurate, (place the unit on the target hex). Other than that use the red d6 to determine direction and the white d6 to determine distance from the target hex for each unit. If in the course of placement of an airborne elite, the spot would not be a legal placement, move back towards the target spot until a legal spot can be found.

Flying / Leap / Grappling

  • No restrictions other than the cave system can ONLY be entered through the cave entrances and not the edge of the map.

Terrain

  • All official terrain rules are in effect, including deep snow & slippery ice.

Miscellaneous Items & Rules:

  • There are 12 teleport pads on the map. Two for each of the 6 Factions.
  • At the start of each game round after each player has placed their order markers, roll 3 of the six sided faction dice. The symbols that show indicate which teleport pads are operational that round. Those teleport pads may freely be used by any unit.
  • No unit may end their movement on a teleport pad.
  • It costs 1 movement point to move from 1 active pad to another of the same symbol.
  • When using a teleport pad, the unit will never take a leaving engagement roll.

Victory Conditions:
By Points

  • The usual point allocations are awarded for combat as per the victory point sheet.

Instant Victory

  • Eliminate all of your opponents, (easy-peasy). :)
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Bix Conners

ValKyrie Council Moot Gone Wrong

Version: 2.0
Played on Map: The Marshy Vale of Grandakar River
Number of Players: Four. 

Scenario Background:
In the shadow of Mount Grandakar, there is a special council meeting place. It was thought that the ValKyrie generals could use a place of peace. A place to come together to end the conflicts that have plagued them. Special teleport pads were put in place to allow the emissaries to come together quickly. The place had protections and magics that would prevent conflict. The first council moot lasted 15 minutes before the animosity grew strong enough that the bonds of protection failed. It is now a failed symbol of peace and a place of constant warring. Each general yearns to control this place as a show of strength to the other factions. This place of peace is awash with blood.

Special Scenario Rules:
Army Draft

  • Each player drafts 500 points.
  • This is NOT a team game. Each player plays for himself.
  • Unique units are unique to: "The Player". Each player may have the same unique as another player.
  • Each player must show up to the scenario with a pre-made 500 point army. Without one, an army will be selected for you.

Draft Restrictions

  • No Marvel Units may be drafted or used.
  • We have 6 of every unit (Unique and Squad). Army drafts are limited to the collection.
  • In the event two players have a conflict with their army builds using the same units and the collection does not have enough, a die roll will give priority to the higher roll. The other player(s) will have to fill the gaps in their army from other units.

Draft Costs
Starting Zones

  • There are 7 tiles numbered 1 through 7 on the board. Players roll a d20 to establish placement priority. Highest roll then rolls 2d8 and selects a starting place for their army. A roll of 8 allows choice. The same procedure applies to the remaining players.
  • If you roll the same numbers on both dice, roll 1 of them again.
  • If you pick one of the two upper level starting zones you are limited to 1 zone, otherwise you may use both the numbers rolled for your starting zone.
  • Start zones will then consist of thirty-seven hexes. Any units over that cannot enter play and are eliminated. Draft wisely.
  • Starting with the first player. Place an army card worth of units starting on your start tile and radiated out from there. Units must be placed on the closest possible tile to the start tile. Movement limitations apply when placing, (for instance if the closest tile is 15 elevation up, then you do not place on that tile).

The Drop

  • Cannot be under overhangs or in the caverns.
  • The Airborne Elite have a hard time being accurate with their drop. A combination of clouds and dense foliage make it hard to pinpoint. To simulate this, a player places four target markers on the board for where they wish the elite to be placed. They then roll 1 red d6 and a white d6 for each unit to determine where the soldiers really land. If the roll is doubles, then the jump was accurate, (place the unit on the target hex). Other than that use the red d6 to determine direction and the white d6 to determine distance from the target hex for each unit. If in the course of placement of an airborne elite, the spot would not be a legal placement, move back towards the target spot until a legal spot can be found.

Flying / Leap / Grappling

  • No restrictions other than the cave system can ONLY be entered through the cave entrances and not the edge of the map.

Terrain

  • All official terrain rules are in effect, including deep snow & slippery ice.

Glyphs

  • Each player selects THREE glyphs that they would like to see in the game and they put them in the bag. We secretly and randomly pull out TWO glyphs per player and place on the map face down so nobody knows what glyphs are actually in play until they are triggered.

Miscellaneous Items & Rules:

  • There are 12 teleport pads on the map. Two for each of the 6 Factions.
  • At the start of each game round after each player has placed their order markers, roll 3 of the six sided faction dice. The symbols that show indicate which teleport pads are operational that round. Those teleport pads may freely be used by any unit.
  • No unit may end their movement on a teleport pad.
  • It costs 1 movement point to move from 1 active pad to another of the same symbol.
  • When using a teleport pad, the unit will never take a leaving engagement roll.

Victory Conditions:
By Points

  • The usual point allocations are awarded for combat as per the victory point sheet.

Instant Victory

  • Eliminate all of your opponents, (easy-peasy). :)
NEW ChewsDay Challenge Website - Community.PwYF.ca
We encourage you to sign up on the new site and get settled in.

Bix Conners

#2
The Pitched Battle for Grandakar Bay

Version: 1.0
Played on Map: Fiery Shores of Grandakar Bay LINK
Number of Players: 2, 4, or 6 

Scenario Background:
Grandakar Bay is along side an active lava flow, but the lava is not near as hot as the tensions between the two major forces that have come to harvest the magical properties released by the lava flows. There are magical motes of power that bestow much power to those who can catch them. The irony is that on one shore the ancient ruins of the tower of unity stands as a sentinel over the sea. A reminder of a distant past when various factions gathered for purposes of peace. The banners still fly, but only as a stark contrast to hostilities brewing in this once peaceful and sacred place.

Special Scenario Rules:
Army Draft

  • Two main forces have each drafted 10,000 points of units to comprise their total army
  • Each player drafts 500 points from the reservoir of units available to their side.
  • This is a team game. Each player plays for one of the two main battle forces.
  • Unique units are unique to the entire game and may only appear once in the extended draft rosters.
  • After each battle, surviving units go back into the roster, dead units are permanently eliminated.

Draft Restrictions

  • No Marvel Units may be drafted or used.
  • We have 6 of every unit (Unique and Squad). Army drafts are limited to the collection.
  • Note: There are 12 of some commons such as Zombies and Nagrubs.

Starting Zones

  • There are 12 tiles numbered 1 through 12 on the board. A deck of cards 1-12 will be used. Two cards will be randomly and secretly removed and the two sides will randomly and secretly get 5 cards for their choice of start zones. Each side selects 3 of these for use and simultaneously reveals them.
  • Starting with the first player. Place an army card worth of units starting on your start tile and radiated out from there. Units must be placed on the closest possible tile to the start tile. Movement limitations apply when placing, (for instance if the closest tile is 15 elevation up, then you do not place on that tile). Also, players are not forced to place on Lava Hexes.

The Drop

  • Cannot be under overhangs or in the caverns.
  • The Airborne Elite have a hard time being accurate with their drop. A combination of clouds and dense foliage make it hard to pinpoint. To simulate this, a player places four target markers on the board for where they wish the elite to be placed. They then roll 1 red d6 and a white d6 for each unit to determine where the soldiers really land. If the roll is doubles, then the jump was accurate, (place the unit on the target hex). Other than that use the red d6 to determine direction and the white d6 to determine distance from the target hex for each unit. If in the course of placement of an airborne elite, the spot would not be a legal placement, move back towards the target spot until a legal spot can be found.

Flying / Leap / Grappling

  • No flying over the open seas. The winds are too strong there. When flying in or out of caves, there must be a hex under each hex of the flight path. This prevents hopping in and out of caves on map edges.

Terrain

  • All official terrain rules are in effect, including deep snow & slippery ice.

Glyphs

  • The magical motes are three moving glyphs. These glyphs are: (1) Glyph of Ivor (Range +4), (2) Glyph of Valda (Move +2), (3) Glyph of Astrid (Attack +1)

Miscellaneous Items & Rules:

  • There are 12 teleport pads on the map. Two for each of the 6 Factions.
  • At the start of each game round after each player has placed their order markers, roll 3 of the six sided faction dice. The symbols that show indicate which teleport pads are operational that round. Those teleport pads may freely be used by any unit.
  • No unit may end their movement on a teleport pad.
  • It costs 1 movement point to move from 1 active pad to another of the same symbol.
  • When using a teleport pad, the unit will never take a leaving engagement roll.
  • If two of the same symbol are rolled, that means you may travel from that teleport to ANY teleport and vice versa.
  • If all three of the same symbol are rolled, that means ALL teleport gates are open.
  • Because there are only TWO forces, all friendly units get and receive synergy bonuses.
Victory Conditions:
By Points

  • The usual point allocations are awarded for combat as per the victory point sheet.

Instant Victory

  • Eliminate all of your opponents, (easy-peasy). :)
NEW ChewsDay Challenge Website - Community.PwYF.ca
We encourage you to sign up on the new site and get settled in.

Bix Conners

#3
Two Massive Armies for Grandakar Scenario Games

:1: :1: :1: :1: :1: PART I - Matt's Army  :1: :1: :1: :1: :1:
NAMECOSTQTYLINK
10th Regiment of Foot756Link
4th Massachusetts Line706Link
Airborne Elite1101Link
Black Wyrmling306 5Link
Blue Wyrmling356Link
Concan the Kyrie Warrior801Link
Deadeye Dan601Link
Deathreavers406 4Link
Dumutef Guard256Link
Gorillinators906Link
Guilty McCreech301Link
James Murphy751Link
Johnny "Shotgun" Sullivan651Link
Kaemon Awa1201Link
Knights of Weston706Link
Krav Maga Agents1001Link
Major Q101501Link
Major Q91801Link
Marcus Decimus Gallus1001Link
Marro Drones506Link
Marro Drudge5012Link
Marro Hive1601Link
Marro Warriors501Link
Master Win Chiu Woo1401Link
Me-Burq-Sa501Link
Microcorp Agents1006 5Link
Nakita Agents1201Link
Ninjas of the Northern Wind1101Link
Omnicron Snipers1006Link
Red Wyrmling306 2Link
Saylind the Kyrie Warrior801Link
Shades Of Bleakwoode1006 4Link
Shaolin Monks806Link
Tagawa Samurai Archers656Link
The Einar Imperium1406Link
Water Elemental306Link
White Wyrmling306 5Link
Zettian Guards706Link

Battle #1 Losses:
4 Red Wyrmlings
1 Black Wyrmling
1 White Wyrmling

Battle #2 Losses:
2 Deathreavers
2 Shades of Bleakwoode
1 Microcorp Agents

Standings:
Battle #1 (WIN) - 654 points
Battle #2 (LOSS) - 384 Points
---------------------------------
TOTAL POINTS: - 1038 Points
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We encourage you to sign up on the new site and get settled in.

Bix Conners

#4
Two Massive Armies for Grandakar Scenario Games

:1: :1: :1: :1: :1: PART II - Greg's Army  :1: :1: :1: :1: :1:
NAMECOSTQTYLINK
Acolarh1101Link
Arkmer501Link
Armoc Vipers656Link
Arrow Gruts406 4Link
Atlaga The Kyrie Warrior901Link
Aubrien Archers706Link
Braxas2101Link
Chardris901Link
Charos2101Link
Crixus901Link
Cyprien Esenwein1501Link
Deepwyrm Drow706Link
Elite Onyx Vipers1001Link
Eltahale1401Link
Emirroon801 n/aLink
Hatamoto Taro1301Link
Ice Troll Berserker856Link
Isamu101Link
Iskra Esenwein501Link
Izumi Samurai601Link
Jorhdawn1001Link
Jotun2251Link
Kozuke Samurai1001Link
Krug1201Link
Kyntela Gwyn201Link
Major X171001Link
Marcu Esenwein201Link
Mimring1501Link
Moriko1101Link
Morsbane1001Link
Nerak The Glacian Swog Rider501Link
Nilfheim1851 n/aLink
Othkurik the Black Dragon1401Link
Otonashi101Link
Phantom Knights706Link
Protectors of Ullar1106Link
Raelin the Kyrie Warrior801Link
Rechets Of Bogdan501Link
Retiarus901Link
Runa1201Link
Sgt. Drake Alexander1101Link
Sgt. Drake Alexander V21701Link
Sharwin Wildborn1101Link
Sir Denrick1001Link
Sonlen1601Link
Sonya Esenwein451Link
Spartacus2001Link
Su-Bak-Na1601Link
Swog Rider256 2Link
Syvarris1001Link
Tagawa Samurai1201Link
Tandros Kreel1201Link
Tarn Viking Warriors506Link
Templar Calvary1206Link
Theracus401Link
Ulginesh1501Link
Venoc Vipers406 5Link
Venoc Warlord1201Link
Warriors of Ashra506Link
Zelrig1851 n/aLink


Battle #1 Losses:
4 Swog Riders
2 Arrow Gruts
1 Zelrig
1 Nilfheim

Battle #1 Losses:
1 Venoc Vipers
1 Emiroon

Standings:
Battle #1 (LOSS) - 305 Points
Battle #2 (WIN) - 663 Points
--------------------------------
TOTAL POINTS: - 968 Points
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