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Author Topic: Warband: Monsters and Mercenaries. Scenarios being added (20 Sept)  (Read 7082 times)

Offline weismonsters

  • Scientist
  • Posts: 374
Re: Warband: Monsters and Mercenaries. Now with Battle Report, 27 July
« Reply #15 on: 28 July 2014, 07:18:41 PM »
Looks very interesting. I look forward to seeing how this developes. As a suggestion for creatures to include, how about Sphinx?

Offline beefcake

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Re: Warband: Monsters and Mercenaries. Now with Battle Report, 27 July
« Reply #16 on: 29 July 2014, 01:58:18 AM »
Sounds good. Not too clued up on their lore though so would have to do a bit of research to find rules that suit them. :)
Still working on making rules for more creatures. Just been working on the main rules so far. I think Beastly creatures will be next, Minotaurs, boar men, goat men wolf men etc.


Offline beefcake

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #17 on: 02 August 2014, 04:39:16 AM »
Feel free to have a look at the rules. Here's a dropbox PDF https://www.dropbox.com/s/3lwq059gihm21pk/warbandmonstersandmercenaries.pdf If you give it a go or even a look in I'd appreciate any feedback.

Cheers

Beefy

One thing I need to do is put the special rules into alphabetical order. D'oh
« Last Edit: 02 August 2014, 04:45:02 AM by beefcake »

Offline kidterminal

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #18 on: 02 August 2014, 05:40:14 PM »
Thanks

Offline beefcake

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #19 on: 02 August 2014, 08:26:49 PM »
My pleasure :)

Offline Gun bunny

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #20 on: 03 August 2014, 06:02:49 AM »
will let you know what i think after a read and a play.  :)

Offline beefcake

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #21 on: 03 August 2014, 06:32:26 AM »
Cool. Just PM me for any clarification you may need. Which hopefully may not be room much, but could be lol. :)

Offline beefcake

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #22 on: 10 August 2014, 12:36:55 AM »
Gave it a go with a dragon (high points cost) vs many zombies of an equal points value, 5-6. Turned out pretty equal with the dragon winning sometimes on very low health points and the zombies winning others with only a few left. Although in a proper battle the dragon would be most likely to win as it is too manoeuvrable for the zombie (which is where you would would use more mobile units in a battle like this)
Also gave it a go with 2 trolls vs a dragon. The trolls won this a little bit more easily. These were just melee fights so didn't take into account things like the dragons breath attack as well. Fun though.

Offline beefcake

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #23 on: 18 September 2014, 01:53:30 AM »
I've been putting some scenarios into the rules (haven't updated them on the pdf version though) I've got some things like "hold the line"; a scenario involving reinforcements.
Take and hold. Holding various terrain features around the map
Rescue. Each group is trying to get a prisoner/hostage/captive back to their own territory
A few others that I can't recall as well.
Any other ideas?

Offline Elbows

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Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #24 on: 18 September 2014, 05:24:44 AM »
Considering scenarios:

1) One side must stop an execution of one of their members.

2) One side must get a message/rider from one end of the board to the other (obviously on a length board)

3) Steal the dragon egg (protected by dragon's henchmen...if detected dragon returns etc.)

4) Slay the necromancer (new undead rise every turn until he is slain)

5) Protect the merchant wagon/caravan (or raid it...)

6) One side must infiltrate a castle and raise the portcullis to allow an attack on the castle.

etc.  I may have to download these and give them a whirl, though I haven't anyone to play against.
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Offline beefcake

  • Galactic Brain
  • Posts: 7698
Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #25 on: 18 September 2014, 06:28:31 AM »
Thanks for the ideas. I may have had a couple of those but I like them. Necromancer one could be interesting and would lend itself to solo rules as well I'd say. Zombies that move towards closest. Necromancer only casts raise spells so is largely just a terrain piece that needs to be destroyed.

Offline Elbows

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  • Posts: 9961
Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #26 on: 18 September 2014, 09:27:17 AM »
I haven't read the rules, but I'm off the next few days - so I'll try.  A lot easier to develop scenarios after rules are understood.  Having amassed my recent army of fantasy miniatures I could probably get some good games in.

Now if only I could bait my brother to swing by and play...

Offline beefcake

  • Galactic Brain
  • Posts: 7698
Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #27 on: 18 September 2014, 09:33:55 AM »
Ha, you'll have to see if you remotely like the rules first. Basic mechanics are pretty easy.

Offline beefcake

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  • Posts: 7698
Re: Warband: Monsters and Mercenaries. Rules available on first post 2 AUG
« Reply #28 on: 20 September 2014, 10:09:37 AM »
:) Cheers Scurv

Here are some of the scenarios I had written down earlier. I'll add others into it. These are all WIP. Many are only a basic idea at the moment a few have been fleshed out completely.

Quote
Scenarios.

1) Take and hold.

Turn limit:
6 turns.

Set up:
Set up terrain as usual.
Place 4 markers upon predetermined areas on the playing area, these are the objective points. This may be a terrain feature or just a random point on the playing area.
Each player has an equal amount of points to start with.

Objective:
Be the player to hold the objective point for the longest throughout the game.

Victory points:
You receive 5 victory points for every turn that you hold the objective point. To hold an objective point you must have a player within 2" of the marker that is not engaged in combat and without any enemy pieces within 2" also.
At the end of 6 turns you gain an additional 10 victory points for every objective point you control.
You gain victory points equal to the points amount of enemies that you eliminate throughout the game, this includes enemies that have been magically reanimated.


2) Defend the walls

Turn limit:
8 turns

Set up:
Decide on a defending and attacking player.
The defending player is allowed to set up 3 pieces of impassable terrain, 2 pieces of difficult terrain and 1 piece of hazardous terrain anywhere on the game board they would like, including in their own deployment area. Each piece of terrain may not touch another piece of terrain and a clear path free of any terrain must be given through to the defending units I.e. They may not be boxed inside impassable terrain. Attacking players may set up 1 piece of impassable terrain, 1 hazardous and 1 difficult. Feel free to change these in a compromise with other players if you do not have the correct terrain types.
The defending player starts with 100 points in their deployment zone, the attacking player starts with 200 points in their deployment zone. At the start of turn five the defending player may set up another 150 points at the edge of the enemy deployment zone. These pieces may take part in turn 5.
Warband lists should be decided and separated for the defending player before the game begins.

Objective:
The defending player is trying to hold out until relief arrives while he attacking player is trying to take control of the walls.

Victory points:
Winner takes all. If the defending player has no miniatures fully in the centre of their deployment zone, a 6" wide 4" deep rectangle in the middle of the defending players deployment zone, at the end of turn 8 then the attacking player wins this scenario. If the defending player has at least 1 model fully within this area at the end of turn 8 then the defending player wins.

3) rescue
Turn limit. Until the captive is taken to a deployment zone or either side is reduced to 0 miniatures.

Set up:
Set up the game as usual. In the centre of the board a captive miniature should be placed. One side is trying to rescue the captive while the others are trying to keep the captive away from the would be rescuers. The captive cannot and will not move on their own as they are initially tied to a post. After that they are too terrified to move.
To move the captive a miniature must be in base contact with the captive. They must spend an entire turn, uninterrupted by attacks (this includes arrows or magic that they need to react against), to untie the captive. After this the captive may only move at a speed of 4" per turn (they move during the same time as the creature holding them) and it must remain in base contact with a miniature so that it can be coaxed along. The captive may not be targeted with attacks but creatures moving with the captive may be attacked. These creature may only defend, scoring no hits if they are in combat as they are too busy dealing with the captive as well. They may break away from the captive to attack something if they wish. If the creature holding the captive moves away from the captive or is killed the captive may not move until someone else takes hold of them by moving into base contact.

Objective:
You are attempting to return the captive to your deployment zone. Once you have done this the game ends immediately.

Victory points. Receive 50 victory points for returning the captive to your deployment zone. Once this happens the game is over. Victory points equal to the points value of creatures removed from play.

4) assassinate vp for killing highest point creature is doubled
Turn limit

Set up

Objective

Victory points
vp for killing highest point creature is doubled

5) monstrous hunt
set up a dangerous creature from the monster list. This creature moves randomly. Receive VP points for killing it. Comes out of terrain feature on turn 3. Terrain feature should suit monster. Woods for treeman, cave /ruins for dragon. Cave for hydra.

Turn limit

Set up

Objective

Victory points

6) magic nodes.
Turn limit

Set up


Objective
 Nodes bump the spell caster up one level (even to level 4)

Victory points
VP for killing opponent spell caster and VP for surviving spell casters. Spell casters VP for holding nodes.



 

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