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The Miniatures War College
Advenio paratus. Egressus melior paratus.
D&D Miniatures strategy and analysis.

April 12, 2005

Scenario Format: Siege

I've been reading the various threads on how the Assault/Plunder formats tend to do bad things to the Lawful faction while rewarding the speed of the chaotic factions. Here is one scenario variation that I think will even out the disparity, play into Lawful Good's tendency to defend, while not over correcting. It may need some tweaking, but here goes.

Siege
Special Rule -- Target Tiles: After terrain setup the player with terrain initiative picks a feature tile to serve as a target tile. Then the other player does the same. At the end of each round each player scores 5% of the warband limit for each target tile that they have creatures on. If one target tile is unoccupied then the other tiles value is doubled. If both players picked the same target tile it counts double as well. If neither tile is occupied then each side scores 10% of the warband limit.
Special Rule -- Additional Tiebreaker: Three additional tiebreakers are used between total points scored and the figure closest to the center of the board. (1) the player with the most tile points (2) the player occupying the most target tiles at the time and (3) the player occupying the target tile closest to the center of the board.
Victory: The first player to score victory points in excess of the warband limit at the end of a phase is the winner. If both players score in excess of the warband limit after the same phase then tiebreakers are used, up until the d20 dice off. In the event that the tiebreakers do not determine a winner one phase is played at a time until there is a winner. If no figures remain for either player after a phase then the d20 dice off is used.

Design Intent:
  • By allowing the players to designate tiles they can choose tiles closer to their side of the board. Designating a tile also limits the scoring areas to keep warbands from spreading too wide.
  • By makign sole ownership of the tile to the center of the board a higher tiebreaker it allows the player who won initiative to place the a tile covering the center 4 squares of the board and otherwise very close to the assembly tile.
  • The 10% 'no occupancy' rule will prevent the 10 round rule from coming into effect, forcing one player into action.
  • Both players can score tile points on both target tiles, advanceing the end of the match. This limits the timeframe of stalling strategies.
  • All combined this tends to insure one side will have a visible upper hand prior to time being called and allow players to play aggressivly or defensively as appropriate.

In this format an LG band could hole up in the treasure room with dwarven defenders and whirling steel monks near the entrance to plug it up and still fight a pitched battle at the doors. With multiple scoring tiles only the time limit tiebreakers will make initiative come into play, and knowing that from the start allows you to advance to the scoring tile quicker.

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