Post by sparkythex on Apr 26, 2015 20:38:21 GMT -5
You may not want to update the tortoise vs hare add on, but I thought of 2 great scenarios.
One is sort of still in idea stage. I might post an update if I work out more details.
1st one is a cross of minesweeper (if you remember when that used to come with windows) & Scrambled Eggs.
Name: Fair or Hare.
2nd one is like the Lemonade for splat ball.
Name: Find Fresh Water.
This year there hasn't been enough rain. Now local water has dried up. Scouts were sent out from both sides to find water & they have. Unfortunately both found the spring at the same time. The Tortoise saw the Hare leaving just after finding the water. Knowing hare runs faster, fearing the hare might run away before he could attack. Tortoise decided rather then waste time on a fight he would sneak back with news about the water. However the Hare heard the footsteps & turned to see tortoise leave. So now both sides know about the water & know the other side, knows too, so both are coming back to claim the water.
The set up
Each team has up to 500 points to build their forces with. Each team must have at least one core squad. The playing area is 4 feet by 4 feet and players can set up a total of 72 square inches of terrain as they wish. Set one piece of terrain to represent the Spring in the center of the playing area. The Spring is no more than 4 square inches in size. When play starts only one core squad from each team can be set up on the playing area. The squad cannot be closer then 6 inches to the Spring and may not be farther than 12 inches from it.
The goal
Control the fresh water for 3 rounds (or more; decide before game play) by keep the other team 6 inches or more, away from the water.
OR remove all of the opposing player’s forces, currently on the playing area, from the playing area.
When one side does either, the game is over.
(PLAY TIP: You might want to use a token to mark control. That way if/when guard troops are on a parameter, you can remember who was last at the water.)
The twist
You can't shot through/over the water & you can't go/be in/on the water OR move/fly over the water. (Only around the water.) (You don't want to damage or contaminate the water.)
Each team starts the game with only one core squad on the playing area. Reinforcements begin arriving during the game starting in the second round.
The reinforcements arrive alternately from round to round. To determine the order before the game starts both teams take turns rolling a d6 the first team to roll either a 5 or 6, has their reinforcements begin arriving in the second round.
This round Hair's reinforcements arrive, the next Tortoise’s and so on. Reinforcements can only be added one squad a round. The controlling player gets to decide which squad of his or her forces arrives on their round. The newly arrived squad begins play touching the home edge of the playing area anywhere the controlling player wishes.
Reinforcements continue to arrive until there are none left. If one side has more squads than the other, after their opponent has no more reinforcements left, these remaining squads arrive each round till they are all in play.
One is sort of still in idea stage. I might post an update if I work out more details.
1st one is a cross of minesweeper (if you remember when that used to come with windows) & Scrambled Eggs.
Name: Fair or Hare.
- Both get 250 army & area is a 4x4 square.
- Turtles will be moving/or migrating for ? (plum flower festival fair or mating season like whales do, or food or etc.)
- Terrain if any will be placed 1st.
- so hares have 100 points pre-placed visible prone till turtle gets with in 6 inches (then they can move at will.), then remaining Entrenched 150 points worth of army. No closer then 8" to another buried unit. randomly on the board, also following other Entrenched rules (that way it will give turtles some leeway as hare can only activate on 6")
- turtles can move single file or as many wide as they desire but no one unit can be less then 6" from any other (Turtles are not bound to positions. They can flex between Tight Cohesion or no Cohesion as play permits. However if they are in Tight Cohesion & take loss, that group have to roll for morale just like normal. to be relocated backwards to nearest unit.)
- should the turtles get split, due to loss of units in middle, the group with less, after battle is resolved the larger group has spend movement to them to rejoin group.
(example: 3 units in front, back unit got separated in recent battle. They can only move forward 6 so remaining has to move back 3")
Then roll for direction. - it doesn't really matter which side they pick their goal is to get the general to the opposite side. (all other units can be lost but he has to make it.)
You could roll a d4 to pick a side for you. (but only after hare buried his troops.) - The catch is turtle have to roll which way they can to go.
on a 6 they have to use movement to got left.
on 4 they have to go right.
everything else is forward. Should they run in to a obstacle (wall) or be at right or left boarder, so nothing can move. Then they have to re-roll - Thoughts on this scenario?
2nd one is like the Lemonade for splat ball.
Name: Find Fresh Water.
This year there hasn't been enough rain. Now local water has dried up. Scouts were sent out from both sides to find water & they have. Unfortunately both found the spring at the same time. The Tortoise saw the Hare leaving just after finding the water. Knowing hare runs faster, fearing the hare might run away before he could attack. Tortoise decided rather then waste time on a fight he would sneak back with news about the water. However the Hare heard the footsteps & turned to see tortoise leave. So now both sides know about the water & know the other side, knows too, so both are coming back to claim the water.
The set up
Each team has up to 500 points to build their forces with. Each team must have at least one core squad. The playing area is 4 feet by 4 feet and players can set up a total of 72 square inches of terrain as they wish. Set one piece of terrain to represent the Spring in the center of the playing area. The Spring is no more than 4 square inches in size. When play starts only one core squad from each team can be set up on the playing area. The squad cannot be closer then 6 inches to the Spring and may not be farther than 12 inches from it.
The goal
Control the fresh water for 3 rounds (or more; decide before game play) by keep the other team 6 inches or more, away from the water.
OR remove all of the opposing player’s forces, currently on the playing area, from the playing area.
When one side does either, the game is over.
(PLAY TIP: You might want to use a token to mark control. That way if/when guard troops are on a parameter, you can remember who was last at the water.)
The twist
You can't shot through/over the water & you can't go/be in/on the water OR move/fly over the water. (Only around the water.) (You don't want to damage or contaminate the water.)
Each team starts the game with only one core squad on the playing area. Reinforcements begin arriving during the game starting in the second round.
The reinforcements arrive alternately from round to round. To determine the order before the game starts both teams take turns rolling a d6 the first team to roll either a 5 or 6, has their reinforcements begin arriving in the second round.
This round Hair's reinforcements arrive, the next Tortoise’s and so on. Reinforcements can only be added one squad a round. The controlling player gets to decide which squad of his or her forces arrives on their round. The newly arrived squad begins play touching the home edge of the playing area anywhere the controlling player wishes.
Reinforcements continue to arrive until there are none left. If one side has more squads than the other, after their opponent has no more reinforcements left, these remaining squads arrive each round till they are all in play.
- Thoughts on this scenario?