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Files
Apr 21, 2011
Springtime in Valhalla.hsc (18 KB) (Log in or Register to download.)
VirtualScape battlefield

Downloads:13
Apr 19, 2011
Springtime in Valhalla.pdf (956 KB) (Log in or Register to download.)
Build instructions made with VirtualScape.


Battlefield with no scenario.

It would be cool if someone could provide some scenarios for this map :)
Downloads:51
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Eric Ruhland
Canada
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Ontario
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How about this;

Springtime in Valhalla;
The Hordes Return

It was a long and difficult winter. Despite the hardships and losses to starvation and cold, it was a relative respite from the long summer of constant bloodshed. Spring has brought with it warmth and growth and the promise of survival.
The feeling of renewed life will not last. As the ice and snow retreat from the northern continent the Hordes return. Hopefully the Rushing River, swollen with the spring thaw, will slow their advance.

The Castle will be defended by up to 24 units valued at no more than 520 pts. There are no army cards with any ‘flying’ (including stealth flying) special ability allowed in the defender’s army. Start Zone consists of 4 spaces on the East and West towers and the first two rows at the Northern edge of the map, (within but not on the castle walls).

The attacking Hordes will consist of up to 32 units valued at no more than 720* pts. Consider squad cards of 50 pts or less to be valued at 5 pts less, (Marro warriors would cost you 45*ps instead of the usual 50 but the Armoc Vipers would remain 65 pts.).
The Hordes attack from the south across the rushing river, possibly attempting to hop across the ice flows as they crash downstream. Start Zone consists of the first two rows at the Southern edge of the map.

Special Initiative Rule;
The attacker wins initiative every round until any of the attacker’s figures become engaged with defender’s figures. From that point on initiative is determined normally.

Rushing river special terrain rules;
When a figure ends its move on a water space it must move 2 spaces down stream (West, or to your left if you are facing the castle). If the figure is on the edge of the map it is removed from the game. If both down stream spaces are vacant water spaces the controlling player may choose which space to move to. If there is only 1 vacant water space the figure must move there. If there are no vacant water spaces the figure does not move.

Ice Flows special terrain rules;
Moving onto a snow tile costs 2 extra movement points.

Winning conditions:
Defender – Defeat all attacking figures or survive 24 rounds.
Attacker – Defeat all defending figures or, at the end of a turn the attacker has at least one figure within or on the castle walls and the defender has none.
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  • Edited Sun May 8, 2011 2:07 am
  • Posted Sat May 7, 2011 7:29 pm
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Norway
Trondheim
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Wow, very cool Eric!!

I like the army build rules, seems pretty balanced since the defender starts in the castle thumbsup

The Special Initiative Rule is cool thumbsup

I also like the Rushing river and Ice Flows rules very much thumbsup

Considerations
1Does the attacker have the same restrictions as the defender regarding flying?
2I think it will take a few rounds before any battle is fought, if there’s no glyphs to control. What about placing a glyph between the bridges (+ range), one south (+ movement) and one to the north (+ defence)?

I'm looking forward to try this and I’ll play this scenario as soon as I get the change
 
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  • Edited Sun May 8, 2011 9:56 am
  • Posted Sun May 8, 2011 9:39 am
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Eric Ruhland
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Thanks, I had fun whipping that scenario up. It's been to long since I've played and all my Scape is in storage until I move this summer so this was a good outlet.

In response to your considerations;
1 No. The attacker is free to use flying creatures. This will allow them to move up the field much quicker and largly ignore the river and the castle walls as far as movement is concerned. Of course if they go this route they will forgo the advantage of cheap squads on sale for 5 pts off. The defender will still have the advantage of fighting down hill the whole time so a flying attacker should still be on fairly even ground.

2 Glyphs are an option and can be very useful to balance an uneven map. I didn't add any since that is part of the map building process so I used other means to try to balance the two sides.

Of course this is all not playtested. There are lots of things that can be changed to tweak either side.

I look forward to trying this out.
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  • Posted Sun May 8, 2011 5:27 pm
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