Recommend
4 
 Thumb up
 Hide
6 Posts

BattleLore» Forums » Variants

Subject: Custom Fortified City... rss

Your Tags: Add tags
Popular Tags: [View All]
William Smith
United States
Unspecified
New York
flag msg tools
Avatar
mbmbmbmbmb
I was putting together some custom BattleLore terrain tiles for a little 3d action and I decied to construct a simple, fortified city tile. The concept was to make the tile look like a full city with buildings but be functional as a tile that could be occupied by figures. I designed it so the buildings would be removeable as a separate insert to allow for occupation by figures. Here is what I came up with....



I still haven't worked out what rules I want for the tile. What defensive bonuses would it grant?(or limitations on attackers?) Could one recruit militia(green banner infantry) if they control the city?

I was also thinking I could use the insert as a separate town/village objective space.

Any ideas are welcomed...
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
George Husted
United States
East Hartford
Connecticut
flag msg tools
badge
Avatar
mbmbmbmbmb
Just a few ideas...

Movement Restrictions: Units must be stop before entering and after exiting fortified towns. (The narrow entrances/gates/roads limit the ammount of traffic.)

Defensive Bonus:

May only be attacked by archer/arbalest units or special siege units.

Attacks against units inside are at -1d.

Siege units take a total of 3 turns to breach the wall/gates of the town. The turns need not be consecutive. Place a damage marker for each turn of damage.

Once the town's defenses have been breached, infantry units may attack at a -1d and cavalry units may attack at -2d.

Defenders may battle back at-1d.

Defenders may use ranged weapons normally.

Defenders without ranged weapons may engage adjacent units at -1d.

Defenders are always bold in a fortified town, even after the walls/gates have been breached.
---------------------
BTW, that is soooooo coooooool!!!!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sean
United States
Mill Creek
Washington
flag msg tools
"Recetivism"
badge
RePEAT O-ffender!
Avatar
mbmbmb
Bravo. I think the city should be comprised of 3 hexes.
What trees are you using in these images?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
William Smith
United States
Unspecified
New York
flag msg tools
Avatar
mbmbmbmbmb
Harrelson wrote:
Bravo. I think the city should be comprised of 3 hexes.
What trees are you using in these images?

3 hex city....hmmm, maybe a future project!

Anyway, the trees are Safari Ltd. plastic ones. I bought three tubes at Michael's but you can find them online too. Of course they are not to scale but I like the visual effect for quick L.O.S. determination and you can even fit them on a hex with a full unit. I took this pic for you as a reference for size/variety....

I even use them with Command & Colors games(I just remove them when blocks are in a space whereas for BattleLore they stay on the board.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Justin N
United States
Seattle
Washington
flag msg tools
Avatar
mbmbmbmb
I like the idea. Might be an interesting sort of thing to include for the Italian Wars thing I'm working on. All those cities are like that- a wall around a little town. Definitely some food for thought.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Justin N
United States
Seattle
Washington
flag msg tools
Avatar
mbmbmbmb


So, I was thinking about this again last night. I like the idea of multi-hex cities- the tiles could be like the Cliff tiles, and have 2-, 3-, and 4-wall side versions. Cities are a minimum of three hexes, maximum of 6? These rules are written with this in mind.

Cities are a landmark, with all the associated basic rules.

Melee units on a city hex may not attack through the wall, but may battle back as per their normal rules.

Ranged units on a city hex may attack through a wall they are adjacent to.

A unit on a city hex may exchange places with another friendly unit on an adjacent city hex as a
single movement space. This is not considered to activate the exchanged unit.

Ranged units not on a city hex may never attack through a wall.

Melee units not on a city hex may attack through a wall at -1d.

Cavalry may never attack through a wall.

Creatures may attack through walls normally.

Specialists:
Sappers:This figure is an additional figure, embedded in any melee unit. While this figure is still in a unit, the unit gains the power 2(Lore): may destroy one adjacent wall section. This lore must come from dice rolled on an attack, not the Lore Pool (like creature special abilities).

Boiling Oil: This is an embedded figure in a melee unit- it replaces one figure in the unit. While this figure is in the unit, the unit may ignore the restrictions on attacking though a wall when on a city square, and if they do so, they gain +1d.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.