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Heroscape Master Set: Rise of the Valkyrie» Forums » Strategy

Subject: Castle on a hill rss

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Jeff Spencer
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I was wanting to do a map with a castle on a hill, but am figuring the defending army in the castle would have a decided advantage due to height. How many fewer points do you all think that elevated army should be, to compensate? I expect the hill to be rather difficult to climb, but may involve some sort of ramp/bridge/gate thingy.
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Team Ski
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The attacker should have double the defenders in points. This is greatly affected by whether or not attackers have flying units. If not, having the attackers climb a hill AND assault a castle is really difficult, especially if the defender has ranged units on the walls.

There is a lot to consider in making sure the scenario is balanced.

-Ski
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Michael Nerman
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I've always thought the rule where you get two extra attack dice if you're *much* higher than the defender is really stupid and makes no sense. You might want to house-rule that out.
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D S
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Another thing you can do is give the attacker a second army with a second set of order markers, instead of just a bigger army. So an army of Romans and an army of Elves, laying siege to a castle defended by Orcs. The idea is the extra set of order markers would be a significant boon for the attackers, and it might speed the game up some, too. Otherwise it can drag.

Also as the nerman8r suggested, you may want an easy house rule instead of the goofy rule for extreme height. If you don't want a house rule, remember it's calculated from the *height* of the lower figure to the base of the higher figure. Level 1 + height 5 = 6; extreme height = 10 levels higher than *that*, or 16.
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J B
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If the attackers have flying, they don't need to be a full twice the defender I think. Depends on army size and a lot of other factors though....like what each side's range is like.
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Jeff Spencer
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Thanks for the input!
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