Editing Coup-De-Grace: Arena Design
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 40: | Line 40: | ||
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse. | Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse. | ||
A mini can be treated as being a "mook" if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses. | A mini can be treated as being a "mook" if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Variant Objectives== | ==Variant Objectives== | ||
Line 110: | Line 102: | ||
==General Principles== | ==General Principles== | ||
===Encourage Movement=== | ===Encourage Movement=== | ||
− | + | <br>Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you. | |
− | Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you. | ||
<br>As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren't very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side. | <br>As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren't very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side. | ||
<br>Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas. | <br>Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas. | ||
Line 118: | Line 109: | ||
<br> | <br> | ||
===Offer Choices=== | ===Offer Choices=== | ||
− | + | <br>The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there's a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models. | |
− | The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there's a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models. | ||
<br> | <br> | ||
===Keep it Tight=== | ===Keep it Tight=== | ||
− | + | <br>Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there's going to be a lot of dullness before the teams end up fighting within much smaller areas. | |
− | Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there's going to be a lot of dullness before the teams end up fighting within much smaller areas. | ||
<br>Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn't be wider or longer than 24 squares. That doesn't just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like. | <br>Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn't be wider or longer than 24 squares. That doesn't just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like. | ||
<br><br> | <br><br> | ||
==Layout Ideas== | ==Layout Ideas== | ||
===Hub and Spokes=== | ===Hub and Spokes=== | ||
− | + | <br>In this set up, the main "hub" part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area. | |
− | In this set up, the main "hub" part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area. | ||
<br>Several "spoke" areas are attached to this central area by narrow corridors. Each player's starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub. | <br>Several "spoke" areas are attached to this central area by narrow corridors. Each player's starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub. | ||
<br>Additionally, there'll be other spokes, leading off into other side areas. These other side areas will have a desirable feature. | <br>Additionally, there'll be other spokes, leading off into other side areas. These other side areas will have a desirable feature. | ||
<br>This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared. | <br>This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared. | ||
===Floating World=== | ===Floating World=== | ||
− | + | <br>In this set up, the starting areas are mostly thin corridors, but the main area has larger "rooms". | |
− | In this set up, the starting areas are mostly thin corridors, but the main area has larger "rooms". | ||
<br>The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action. | <br>The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action. | ||
<br>This set up encourages movement away from the hazardous side areas, and into the melee in the centre. | <br>This set up encourages movement away from the hazardous side areas, and into the melee in the centre. | ||
<br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear. | <br>Just in case there's no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear. | ||
===Ring of Fire=== | ===Ring of Fire=== | ||
− | + | <br>In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue! | |
− | In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue! | ||
<br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside! | <br>The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside! | ||
===Rescue the Prisoners=== | ===Rescue the Prisoners=== | ||
− | + | <br>In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too! | |
− | In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people's warband members before they can get them too! | ||
<br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them! | <br>For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you've expanded your warband! If its the enemy, they could slaughter your men before you can reach them! | ||
===Reunion=== | ===Reunion=== | ||
− | + | <br>Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms. | |
− | Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms. | + | <br>The key to success here, clearly, is to move fast and unite the two halves of your warband! |
− | |||
− | The key to success here, clearly, is to move fast and unite the two halves of your warband | ||
− | |||
− | |||
<br><br> | <br><br> | ||
− | |||
=Doors, walls, cover and transport points= | =Doors, walls, cover and transport points= | ||
==Doors== | ==Doors== | ||
Consider the following tactical effects to make your arenas more interesting: | Consider the following tactical effects to make your arenas more interesting: | ||
===Doors as LOS blockers=== | ===Doors as LOS blockers=== | ||
− | + | <br>Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open. | |
− | Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open. | ||
<br>Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes. | <br>Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes. | ||
<br>If you're playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map. | <br>If you're playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map. | ||
===Locked Doors=== | ===Locked Doors=== | ||
− | + | <br>Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can't access that route without going into the centre of the board. | |
− | Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can't access that route without going into the centre of the board. | ||
<br>Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump! | <br>Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump! | ||
===Breakable Doors=== | ===Breakable Doors=== | ||
− | + | <br>These can be an alternative to locked doors, or can just be an additional way to break open a locked door! | |
− | These can be an alternative to locked doors, or can just be an additional way to break open a locked door! | ||
<br>You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons. | <br>You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons. | ||
<br><br> | <br><br> | ||
Line 176: | Line 153: | ||
By default, walls are just lines you can't move through. You can mix this up though! | By default, walls are just lines you can't move through. You can mix this up though! | ||
===Breakable walls=== | ===Breakable walls=== | ||
− | + | <br>See breakable doors, above. Basically the same thing as a row of breakable doors! | |
− | See breakable doors, above. Basically the same thing as a row of breakable doors! | + | <br>Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever). |
− | <br>Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever). | + | =Obstacles, hazards, traps and monsters= |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=Environmental effects= | =Environmental effects= | ||
=Power ups, buffs and debuffs= | =Power ups, buffs and debuffs= |