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Kolakoski's Scenarios

kolakoski

worthless thread clother plotting in his secret is
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Well met!

It has been brought to my attention that "it would be easier" if I consolidated my various scenario threads into one. I'm not sure how much this matters to the Community, but here goes (also included, and will include, chas' scenarios) . . .

Raiders of Zombie Island
http://www.heroscapers.com/community/blog.php?b=1014

Pirates!
http://www.heroscapers.com/community/blog.php?b=1322

A Swell Party!
http://www.heroscapers.com/community/blog.php?b=1572

A Swell Party - Aftermath!
http://www.heroscapers.com/community/blog.php?b=1611

Night Raid!
http://www.heroscapers.com/community/blog.php?b=1680

Stormy Weather!
http://www.heroscapers.com/community/blog.php?b=1758

chas' The Wellspring of Ullar
http://www.heroscapers.com/community/blog.php?b=1823

The Lost City of D'ar Abbar
http://www.heroscapers.com/community/blog.php?b=1830

The Rapture of Raelin!
http://www.heroscapers.com/community/blog.php?b=1838

Hurricane Heroscape!
http://www.heroscapers.com/community/blog.php?b=1858

The Dark Alliance!
http://www.heroscapers.com/community/blog.php?b=1862

chas' The Lost Altar
http://www.heroscapers.com/community/showthread.php?t=37864

Sherman Davies' The Battle of Amon Hen
http://www.heroscapers.com/community/blog.php?b=1904

chas' Avalanche!
http://www.heroscapers.com/community/blog.php?b=1938

The Lost City of Ashra!
http://www.heroscapers.com/community/blog.php?b=1942
 
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Well met!

Here are some images of a past battle, but I don't know if it's from one of these scenarios or not.







I have also added images to some of the scenarios.
 
Well met!

New Maps up on The Wellspring of Ullar and The Lost City of D'ar Abbar.
 
Well met!

New Maps up for The Rapture of Raelin! (Also applicable to A Swell Party! and The Lost City of D'ar Abbar.)
 

That was actually quite interesting(and in a way, comical). My question, why would anybody sail a boat to an island with a hurricane on it?

Well met!

Hey flamer! This is Heroscape! You don't expect historical accuracy, do you?

I know! It's valuable Magic Water! Yeah, that's it!

Thanks! Fixed!

I :lol:'d at that nickname kolakoski. I never expect anything other than madness from this game, maybe that's why I keep coming back for more?

(PS: This might be a cool scenario to try out, +rep whenever I spread the rep around some more)
 
Well met!

If you were going to try it out, what would your army look like?
 
I'm not sure why abilities that require adjacency (like Mindshackle) wouldn't work.

~Z
 
I'm thinking Drake 2.0 will be a useful cleaver. Valguard is a good hammer, along with the Hydra.

So far we have
Drake(170)
Valguard(280)
Hydra(400)

At 400 points we have, a cleaver, a Hammer, and a lawnmower. Although I expect the lawnmower to malfunction, and the cleaver to go dull in a little while, the Hammer should have the added bonus of being able to easily gather magical water while taking disengagement hits(7 life is a lot, and Valguard isn't exactly grade-A focus-fire material).

Then I'll add in the ship's protection. Arkmer should do well here. At 50 points he can watch your boat, and use a lucky Engagement Strike(that's not magic, nor is it ranged, as such it's not negated) to hold off the incoming foes. He will almost never get an OM, so I'm not concerned that he loses his short-ranged magic attack.

So I'll add in Arkmer to my count:

Arkmer (450)

Finally, due to lack of a better hero, I'll add in Brave Arrow. Although his card is almost entirely worthless, Tracking should still be legal(Native Americans still had to hunt in dangerous conditions, why should it be any different here?), so I might be able to get away with snagging a Water phial.

And that leaves me with 500 points of pure, Unique Hero goodness.

(For those who weren't paying attention)
Drake
Valguard
Hydra
Arkmer
Brave Arrow
 
I'm not sure why abilities that require adjacency (like Mindshackle) wouldn't work.

~Z

I'm thinking Drake 2.0 will be a useful cleaver. Valguard is a good hammer, along with the Hydra.

So far we have
Drake(170)
Valguard(280)
Hydra(400)

At 400 points we have, a cleaver, a Hammer, and a lawnmower. Although I expect the lawnmower to malfunction, and the cleaver to go dull in a little while, the Hammer should have the added bonus of being able to easily gather magical water while taking disengagement hits(7 life is a lot, and Valguard isn't exactly grade-A focus-fire material).

Then I'll add in the ship's protection. Arkmer should do well here. At 50 points he can watch your boat, and use a lucky Engagement Strike(that's not magic, nor is it ranged, as such it's not negated) to hold off the incoming foes. He will almost never get an OM, so I'm not concerned that he loses his short-ranged magic attack.

So I'll add in Arkmer to my count:

Arkmer (450)

Finally, due to lack of a better hero, I'll add in Brave Arrow. Although his card is almost entirely worthless, Tracking should still be legal(Native Americans still had to hunt in dangerous conditions, why should it be any different here?), so I might be able to get away with snagging a Water phial.

And that leaves me with 500 points of pure, Unique Hero goodness.

(For those who weren't paying attention)
Drake
Valguard
Hydra
Arkmer
Brave Arrow

Well met!

Hey CM! Welcome to the Adventure!

The idea here is to create a rangeless adventure on a tiny Map. I'm looking for a logically consistent way to achieve this within the context of the story being told with this scenario. In order to eliminate mind blast type ranged attacks, I created the "lack of focus" mechanic, which also applies to Mindshackling. I don't want to just say "all ranges are reduced to 1," unless I can explain it with a "theory" for which one could suspend his/her sense of disbelief, a prerequisite for any good fiction. So, if you can come up with a good story, that achieves the end we seek, please share!

Hey Flamer!

I'm not sure how much else I want to toss out in order to get rid of ranged attacks. Id like a "justification" for keeping Mindshackling, Enslaving, etc. Hydra is Uncommon, as opposed to Unique, even if treated as such, and Reach is a ranged attack. Do I want to face 5 Pulverizers? Do Uncommons violate the spirit of the scenario? Does anyone but me understand what I'm talking about?
 
I'm not sure why abilities that require adjacency (like Mindshackle) wouldn't work.

~Z

I'm thinking Drake 2.0 will be a useful cleaver. Valguard is a good hammer, along with the Hydra.

So far we have
Drake(170)
Valguard(280)
Hydra(400)

At 400 points we have, a cleaver, a Hammer, and a lawnmower. Although I expect the lawnmower to malfunction, and the cleaver to go dull in a little while, the Hammer should have the added bonus of being able to easily gather magical water while taking disengagement hits(7 life is a lot, and Valguard isn't exactly grade-A focus-fire material).

Then I'll add in the ship's protection. Arkmer should do well here. At 50 points he can watch your boat, and use a lucky Engagement Strike(that's not magic, nor is it ranged, as such it's not negated) to hold off the incoming foes. He will almost never get an OM, so I'm not concerned that he loses his short-ranged magic attack.

So I'll add in Arkmer to my count:

Arkmer (450)

Finally, due to lack of a better hero, I'll add in Brave Arrow. Although his card is almost entirely worthless, Tracking should still be legal(Native Americans still had to hunt in dangerous conditions, why should it be any different here?), so I might be able to get away with snagging a Water phial.

And that leaves me with 500 points of pure, Unique Hero goodness.

(For those who weren't paying attention)
Drake
Valguard
Hydra
Arkmer
Brave Arrow

Well met!

Hey CM! Welcome to the Adventure!

The idea here is to create a rangeless adventure on a tiny Map. I'm looking for a logically consistent way to achieve this within the context of the story being told with this scenario. In order to eliminate mind blast type ranged attacks, I created the "lack of focus" mechanic, which also applies to Mindshackling. I don't want to just say "all ranges are reduced to 1," unless I can explain it with a "theory" for which one could suspend his/her sense of disbelief, a prerequisite for any good fiction. So, if you can come up with a good story, that achieves the end we seek, please share!

Hey Flamer!

I'm not sure how much else I want to toss out in order to get rid of ranged attacks. Id like a "justification" for keeping Mindshackling, Enslaving, etc. Hydra is Uncommon, as opposed to Unique, even if treated as such, and Reach is a ranged attack. Do I want to face 5 Pulverizers? Do Uncommons violate the spirit of the scenario? Does anyone but me understand what I'm talking about?

Eh, I just assumed that you wanted ranged effects and other powers that use concentration to be negated(plus I always forget about Reach). If him being uncommon is that big of a concern(despite only using 1), I can always sub-in Krug:reapershrug:

Krug serves the same function, but doesn't provide the same level of "priority kill" as a Hydra(that is, until he takes a couple hits).

Note: If you want an excuse for why concentration-powers won't work, well...look at the weather!! It's a stinking hurricane!!
 
Well met!

New cardtable-sized map for The Dark Alliance!
 
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Added chas' Avalanche! and my own The Lost City of Ashra!

I am particularly proud of the latter, and hope you all will play/comment upon it.
 
Well met!

Pictures and a few changes (and clarifications in comments) just posted. We'll be playing on 1/20 rather than in February.
 
Well met!

Final version of The Lost City of Ashra!, with new (and complete) Map pics, up!
 

Well met!

It has been suggested that I bump this with more recent ones. However, I cannot properly copy pictures and links from my Blog.

 
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Well met!

Below is the scenario (recently edited for clarity) for my next Hosting (3/18/23) of our monthly NYCG4 game.

The Treasure of Xualtiaca!

Map. Dignan’s Sacrifice.

http://www.heroscapers.com/downloads//sacrifice_ev7.jpg

Remove original glyphs. Replace Start Zones with Swamp Water tiles (level zero). Place three power side down glyphs equidistant from each other on second level of Sand pyramid. Place a Brandar’s Chest on top of Sand pyramid. Place Water tiles on both sides of table and all around the island (at least five deep). Place new Start Zones in Water hexes on each team's end of the table (at least five hexes away from the nearest map hex.

Armies. For however many players, two teams. Each player will have a 12-hex longboat containing 600 points worth of figures (only Classic (no Marvel), C3V/SoV, and AoA).

Longboats. Longboats may not be attacked. Longboats may be boarded and used by any player. Any unengaged figure in a longboat may move it one space during its movement phase, and/or one space when moved by a Special Power. For instance, Admiral EJ-1M’s Boarding Party Special Attack allows a Pirate or Captain figure to move 4 spaces. The figure, if in a longboat, may instead move it one space. A hero may move a longboat one space per move, while a squad may move it as many spaces as there are figures in that squad instead of their normal movement. Longboats may only move in Water or Swamp Water hexes.

Treasure. The Brandar’s Chest represents the Treasure. It may be moved by any two unengaged figures by Order Marker on one of them, at the speed of the slowest one, minus one. No special movement powers or flying may be used. It may only be so carried on land hexes or on a longboat.

Xualtiaca Fire Ants. They operate as their own team, have their own cards and OMs, and initiative rolls. They appear on the glyphs (other than Brandar’s Chest). No player’s non-Ant units may move onto or through the glyphs. To prevent teams just moving the same Ants back and forth, each team will have its own card of Ants (designated by color or different sculpt). There are six squads per card, with infinite respawning. However, even when under a team’s control, Ants will always take leaving engagement attacks and Swarm Sting attacks against all non-Ant figures. Conversely, a team's non-Ant units may attack that team's Ants. Ants may not attack other Ants, even those controlled by an opponent.

The Play. Teams roll for initiative. The team that loses initiative will take the first turn with its Ants, and alternating taking turns with theirs thereafter.*

Victory Conditions. The team that carries the Treasure back to its Start Zone wins.**

My AoA units for this scenario:

130 Shiori
125 Bok-Bur-Na
80 Dreadnaughts
80 Bonny
120 Frostclaw Paladins
110 Ordo Borealis

*For example, with three players per team:

If Ants win initiative, they take turns 1, 4, and 7. The player teams take turns 2, 5, and 8, and 3, 6, and 9, respectively. The player team with the lowest initiative takes the first Ant turn, and teams alternate taking Ant turns thereafter. So, in this case: Initiative order: Ants, Team 1, Team 2.

Ants turn 1 taken by Team 2. Then Team 1, Player 1; Team 2, Player 1; Ant turn taken by Team 1; Team 1, Player 2; Team 2, Player 2; Ant turn taken by Team 2; Team 1, Player 3; Team 2, Player 3.

**Optional Xualtiaca Ant Army Rule. If there is an odd number of players, one may play as the Xualtiaca Fire Ants team. If none of the other players win within ten Rounds, the Ant player wins.
 
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Re: Kolakoski's Scenarios - Ideas?


Well met!

From various of my previous scenarios, some ideas to be included in my next Hosting:

Rope Swings. Only medium/small may use the Swings, must roll a 20 sider, a result of 1 and you fall (into the sea and die). To perform the swing, a unit moves onto the Rope Swing glyph on the Ship it is on, and ends its movement on any space adjacent to the Rope Swing glyph on the other Ship. No unit may end its turn on a Rope Swing glyph.

Was used in Pirates! to board an enemy Ship. Could be used to swing from Wall to Wall in a Castle.

Glyph of Rannveig (Wind). No flying while a figure is on this Glyph.

Was used for a figure in a high tower in The Lost City of Ashra. Could be used in a similar manner with the addition of a figure/treasure to be captured ensconced on top of another tower that can only be reached by flying. Thus, the figure on the Glyph would have to be removed so that a flyer could access the figure/treasure.

Pre-Game Second Wind. To simulate pre-boarding carnage, before setup, each Captain rolls dice for all enemy units = to their total number of lives minus 1, any skulls count as wounds (similar to RoB Second Wind rules) received prior to boarding.

Was used in Pirates! Could be used in any scenario where previous fighting is assumed to have happened.

Captain. Each Team shall designate a Captain. The Captain shall be any single spaced, medium/small hero (subject to the scenario figure restrictions). If a Captain is killed by an enemy action, the dead Captain's Team adds 1 to the offense and defense of all its units (Death Bonus) until the end of the round following the Captain's death. If a Captain is Captured (Mindshackled or otherwise controlled (Werewolf Lord, Mindflayer)) by the other Team, his/her Team immediately surrenders, and the game is over.

Was used in Pirates! Could be used in any scenario.

Delayed Combat Heat of Battle. No combat until after Round 3.

Was used in The Lost City of Ashra. Could be used in any scenario where there are no separate Start Zones. As in race games.

 
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