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Newz: Current Competitions: Warmachine Conversion Competition and Bloodbowl Tournament.

 

 Tournament/ Scenario Cards
Warlord Ghazak Gazhkull
Posted: May 17 2012, 06:31 PM


Motm july 2005, the goblin mad mod, WAAAGH!!
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Group: Global Moderators
Posts: 14,147
Member No.: 1,643
Joined: 22-August 04



Hello guys,

In the close future I will do a small warhammer campaign in my gaming group. Characters will have the option to have their skills upgraded during the campaign and one unit per point level will have the option to upgrade one of their stats.

But since the better players will get these upgrades quitte fast, I want to have some cards so a weaker army can have a trick on their sleeve.

Any ideas for this?

Cheers,
G
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Groznit Goregut
Posted: May 17 2012, 06:58 PM


Waaagh!
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Group: Veterans
Posts: 8,225
Member No.: 2,381
Joined: 10-August 05



Are the cards more about secret objectives to give more points? Or more about special things that they can do?

If secret objective points, it could give the "weaker" player an option to get higher points that the other player can't get. So, +500 pts if you kill their general. Or +300 pts for holding more Hills by the end of the game. Something like that. This way, the "weaker" player will be able to do better in their games by getting extra points. Its up to you to decide if they should be secret or not!

The other thing is just special cards that they can do in their games that will help give them an edge. These can be quite cool and I can think of a few:

-One Core unit gets to Vanguard in the next game.
-One Core unit can Scout in the next game.
-Lucky 7's: for one 2d6 roll, you can automatically get a "7" result instead of rolling. It's good for those Steadfast checks on that MUST STAY battle. Or maybe give you 4+3 Winds of Magic on that crucial turn.
-After deployment is done, but before Vanguard, you can move one of your units. Or maybe have 2 units swap places?
-After table sides are picked, you can add one piece of terrain to the table anywhere you choose.
-After table sides are picked, you can move one piece of terrain anywhere you want.
-For one turn, one unit is immune to shooting.
-You get one free dispel of an enemy spell, even if it's IF.
-You can re-roll the charge or flee dice once in the next game.
-A hero can make a unit he is in Stubborn for that one turn, but declared at the start of the turn (either player's turn).
-Siphon d6 out of the opposing player's Power Dice Pool on their turn only.

So.....that's just a random blasting of what I can come up with on short notice. Some of them are stuff that have been used in local tournaments and others are just stuff I made up.
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Warlord Ghazak Gazhkull
Posted: May 17 2012, 07:24 PM


Motm july 2005, the goblin mad mod, WAAAGH!!
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Group: Global Moderators
Posts: 14,147
Member No.: 1,643
Joined: 22-August 04



I was more refering to special things they can do but some secret objectives are good to.

Anyways thanks for those idea's, they look like big fun to me.

Cheers,
G
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