Gaming

Making of a Custom Scenario

When creating my rules for the map campaign one of the features I wanted to create was custom scenarios. Alas in the rush to play the map campaign before the new rule set for Warmachine and Hordes hits the shelves, I only mostly finished one new scenario: The Weapon Test!

Neutral Scenario!

Scenario Weapon Neutral

This was a testing location for prototype cannon similar to Victor’s Siege Mortar. The scenario is very simple when no one controls the special location. Starting on the second players second turn, the neutral flag can be dominated for 2 VP or controlled for 1 VP. Also the the huge base objective can be dominated or controlled for 1 VP. The first to 5 Vp wins. The the prototype siege mortar is current inoperable. It can’t be damaged but can be targeted. It does count as a model.

I wish I got more time to playtest but the idea is the two armies will mostly fight over the flag. With some contesting models having skirmishes by the objective.

Control Scenario!

Scenario Weapon Controlled

After the space has been captured in the map campaign and is under a players control lots of things change. The controlling player always goes first. The objective becomes friendly (not friendly faction) to the controlling player. Also it becomes active as a model in their army. The prototype siege mortar can attack each turn with it’s mortar and it’s auto cannons. The flag become friendly to the attacker.

Starting on the second players second turn, the enemy flag can be dominated for 2 VP or controlled for 1 VP. The friendly flag can be dominated for 1 VP. The enemy objective can be destroyed for 5 VP. The first to 5 Vp wins.

This version is very aggressive. First player can use the siege mortar to attack the second player and the second players is defending the only way for the second player to score victory points forcing the First player to contest and go for an assassination.

Assassination is not possible in the map campaign but retreating is possible. Early rounds many banners won’t have casters this scenario becomes a slug fest. We will see how it goes during the current map campaigns.

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Gaming

Warmahordes Map Campaign – Setup

The engines of war are spinning up and territory will begin being carved away by nations. Soon the clashing of great armies will resound across the country-side. No one will be safe from the terrors of war.

map campaign s1 start pt3

My first Warmachine and Hordes map campaign setup is complete and ready to get started. I’ll be running two campaigns; each out of a different FLGS. The map above is from the smaller crowd. Definitely has a few themes. Dragons, fire, and converting other to your side. Between Protectorate’s fire, Legions blight, and Cryx undead; we should some struggles over who is right and who is dead.

Everyone has built their banners and picked their starting locations. Time for round 1 to begin!

Gaming

The Map Campaign Experiment

After Privateer Press announced their internal Warmachine and Hordes map campaign on 8/21/2015 I became infatuated with the idea of having one locally. But I had no idea what was involved in a map campaign. Most of the local war gaming experts either couldn’t explain it to me or explained in a way that made it sound very exclusive to players with tons of models and lots of experience.

After reading a few more articles of privateer press’ campaign I buckled down and started figuring out my own version of what a Warmahordes map campaign might look like. Using the clues Privateer Press gave us and whatever discussions I could pull from the meta began the creation of the rules document. Weeks of writing, two playtests, and probably too long over thinking it; I am at the point where I feel like I can run the first local campaign.

My focus while designing the rules was simple:

  1. The campaign should be accessible to any player that can create two 50 point character-restricted Steamroller lists.
  2. The options available for the campaign map should be tactical and meaningful to the outcome of the campaign.
  3. The rules should promote interesting asymmetrical battles

I may not have met all these guidelines perfectly and I feel there are some places that could be improved. I hope to discover any problem issues during the first campaign and then polish the rule set up before the second campaign.

One issue that we “fixed” before the first play test was Hordes players lack of warlock starting off. Warmachine players have access to jack marshals but Hordes players don’t have an equivalent. Lesser warlocks work but are very limited. I felt Hordes players would be left behind without something to help early on. The answer was tamed warbeasts.

Tamed Warbeast

A Tamed Warbeast can activate normally but cannot be part of a banner that includes a battlegroup. If a banner with a battlegroup adds a warbeast to play, the warbeast must be added to a valid battlegroup. If unable to add the warbeast to a battlegroup, the warbeast enters play wild. If the banner has no battlegroups, the warbeast enters play Tamed. A Tamed warbeast can be forced by models that have the ability to force them.

I made an interesting discovery while working on this rule. Models with the ability Beast Master can force friendly Faction warbeasts. Currently there are only four models that have Beast Master (sorry, Trollbloods) so the mix of Beast Master and Tamed Warbeast actually gives you the ability to basically fully functional warbeasts from the beginning. I like it as a fix for the problem without adding too many changes to Warmachine/Hordes basic rules.

If you’d like to check out the rules I’ll be using for round one, you check them out here. Map Campaign Rules