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Post by shmitty on Jan 17, 2011 13:14:30 GMT -5
I have a very large amount of the Dwarven Forge master maze pieces. Easily enough to fill a 4x6 table. I was thinking of running an AE:WWII game at the local con (Gamestorm) and thought it might be fun to set it up in the Master Maze.
I know the Dwarven Forge terrain has been featured in the books for the game, but I am curious if anyone has tried running scenarios in it? From my past experience playing games like Mordheim or Confrontation in the maze, you really have to have a scenario that requires a lot of running around to make it interesting.
Thematically speaking raiding an old crypt looking for an artifact seems like a winner, but I was not too sure how to make it fun/balanced mechanically.
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Post by TrueRonin on Jan 17, 2011 13:24:33 GMT -5
Perhaps designing the maze to be a rush for the middle? Install some kind of trap system for the players. This would block their paths making it necessary to find alternate routes, while contending with their opponent to get ahead. The ultimate experience would be for the players to run the gauntlet, setting off traps and pitfalls, while constantly worrying if they have enough men to get to the objective alive. Add some kind of shifting maze could also be fun... Where the players have a straight run at some kind of objective only to have it dissappear in a sudden dead end because the walls rotate or shift sideways. Just like the old childrens board game Master Labyrinth.
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Post by evernevermore(john) on Jan 17, 2011 15:39:59 GMT -5
Heres a simple idea for inspiration - put in Hellboy and fast forward to Rasputians Mausoleum and then put it on slow. Now rename the location for some holy town in France or put it in the Mediterranean, like the island fortresses of the holy orders (Im blanking on the name).
Alternatively the Germans could be defending the resting spot of a Vampire lord or a Draugr
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Post by abbysdad on Jan 17, 2011 19:21:23 GMT -5
Cool ideas John! I've been playing with some similar concepts too. If you'd like to write up rules for a scenario we'd be happy to put it in OTW.
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Post by evernevermore(john) on Jan 17, 2011 19:38:06 GMT -5
Dude Im making 2-4 Scenarios for my weekly battletech games, this is easy. It doesnt hurt that Himmler's castle for his dark reflection of the Knights of the Round Table jumped to mind.
Message or email what you want in a scenario (in Rpgs I tend to go really loose and free form and for minis Im usually more worried about creating balanced forces where I have total control over one sides force)
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Post by shmitty on Jan 17, 2011 19:56:22 GMT -5
What about some generic rules for fighting underground (or inside or in a dungeon)? Something like: After a bit of brainstorming I think following a similar pattern to the escalating engagement scenario could work. If the dungeon has several entrances each turn a new unit could enter from a different entrance to represent the searchers being scattered about looking for the artifact.
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Post by abbysdad on Jan 17, 2011 20:10:51 GMT -5
What about some generic rules for fighting underground (or inside or in a dungeon)? Something like: After a bit of brainstorming I think following a similar pattern to the escalating engagement scenario could work. If the dungeon has several entrances each turn a new unit could enter from a different entrance to represent the searchers being scattered about looking for the artifact. Have you guys tried using the Bounty rules for fighting indoors yet? They work pretty well. But since we are going to some beast hunts next issue of OTW, we can think about developing a dungeon crawl type of scenario.
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Post by evernevermore(john) on Jan 20, 2011 22:10:36 GMT -5
Here is what I would do to create the terrain and scenario.
1st - decide if the big bad guy (vampire, draugr or whatever) will be controlled by the appropriate side or if we want the big bad to be brutal to everything with a pulse.
2nd - Place a large room in the center of the table that will represent the resting place of the big bad. Now, stealing blatantly from Song of Gold and Darkness, both sides start placing terrain pieces, the attacker going first. The first piece that each player places must be on the edge, representing the entry points for each side. All forces, except for advanced deployment creatures will start here. Alternate placing terrain until the entry locations are connected to the main room.
3rd - Add any interior details, like doors or furniture. All details like that will count as difficult terrain, costing double the normal move.
Now if the big bad is going to be on no ones side you need some additional notes. For this example lets say he is an elite Vampire, and since he has just been woken from his long slumber by rather impertinent explosions breaking down his door hes rather hungry. As a result he must always move towards a living model to attack. The players dice off at the beginning of each round to find on whose turn the big bad will activate, a card or token that can be passed around would help keep this straight. The big bad will always move towards a living model and attack by whatever is the cheapest means, expending the fewest APs to get into contact. If a situation comes up where the big bad must decide between more than one model to attack, for example if there are 2 units in a room, the big bad will always attack first a model with the Holy trait (attacking those most able to harm it).
Let me know what you think
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Post by abbysdad on Jan 20, 2011 23:20:09 GMT -5
John,
Let me send this to the Crew for some discussion. We'll get back to you soon.
-Chris
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Post by shmitty on Jan 21, 2011 0:14:01 GMT -5
Interesting thoughts. I think the hungry big bad that goes after everyone is the way to go. With perhaps some items scattered about that could help bring it under control. This is the type of terrain I am going to use for this: www.dwarvenforge.com/classic-dungeon-sets So I am trying to work out a layout. Right now I am thinking 4-6 entrances, with some smaller rooms and a large central room with the big bad. Maybe a Minotaur and this is set in Crete....
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Post by evernevermore(john) on Jan 21, 2011 20:43:04 GMT -5
Id build some rooms out of the tiles, maybe by taking posterboard of the right side and use doublesided tape to attach the terrain pieces
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Post by Cilionelle on Jan 21, 2011 23:39:53 GMT -5
The sets look great. It would be great to play in an enclosed environment like that. But rooms where things can spill out a bit are a must, lest the choke points become too static.
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Post by evernevermore(john) on Jan 22, 2011 0:00:59 GMT -5
If chokepoints become too static your not using enough grenades
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Post by shmitty on Jan 25, 2011 0:19:12 GMT -5
Here's the type of setup I am thinking of using. Entrances in the 4 outside corners and 2 more off of the central hall.
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Post by TrueRonin on Jan 25, 2011 5:01:54 GMT -5
Whoa... Nice dungeon setup. I'm full of envy now, where are the pieces from?
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