Swamp
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12-22-2014 10:40 PM
Post: #1
Swamp



spy Offline
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Posts: 393
Joined: Mar 2013
Hi everybody.

Here is a new theme I created over the last months: The Swamp.

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For the swamp I created a set of new rules.
Models are only safe on the green isles and the wooden walkways.

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There are rules for jumping over the mud areas, the walkways may break, Banshees may also be awakend, same as undead...

If you leave the safe places and end up in the mud you are in serious troubles.
And if you are alone: You are dead. If your unit is close by they may pull you out of the swamp (die roll necessary)...

In my first game I lost more models to the swamp then to the enemy ^^
(This post was last modified: 12-22-2014 10:42 PM by spy.)
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12-23-2014 10:52 AM
Post: #2
RE: Swamp



Raoul Offline
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Posts: 1,319
Joined: Jun 2012
Hey, that's a great board and some very nice ideas! Smile

Smashing empires of man is a moral duty
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12-23-2014 02:11 PM
Post: #3
RE: Swamp



crimsontree Offline
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Posts: 207
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Great stuff. Smile Could you please post the rules here? I'd like to try them out with my group.
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12-23-2014 03:52 PM
Post: #4
RE: Swamp



spy Offline
Senior Member
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Posts: 393
Joined: Mar 2013
SWAMP

Models on Solid Objects (like ruins), isles and walkways may move normal.
Swamp has a different effects on different unit types:

Light infantry/cavalry/kreatures:
- may move throug swamps with normal speed.
- If the model moves through an swamp area, it gets drowned at a die roll of 6.
- may try to jump over a swamp area: maximum distance for a jump is the movement value.

Normal infantry/cavalry/kreatures:
- may move throug swamps with halve speed (difficult terrain).
- If the model moves through an swamp area, it gets drowned at a die roll of 5+.
- may try to jump over a swamp area: maximum distance for a jump is the movement value -1.

Heavy infantry/cavalry/kreatures:
- may move throug swamps with halve speed (difficult terrain).
- If the model moves through an swamp area, it gets drowned at a die roll of 4+.
- may try to jump over a swamp area: maximum distance for a jump is the movement value -2.

War machines:
-May not be set up in swamp areas and may never move into swamp ereas.
-If they end up for whatever reason inside a swamp are the war machine is removed feom play.

HELP US! rule:

Models which are NOT inside a swamp and 2 or less inches away from the drowning model may support this model.
This action count as passive activation and cost 1 action token per supported model.
The supported model is automatically pulled out of the swamp and placed beside the supporting unit.
The supporting unit does not count as activated for this round.

BANSHEES!!!

Banshees are moving around inside the swamp area.
Use tokens or Banshee models to represent them.
They beginn their movement near the center of the table and move at the beginning of every round 3+D3 inches.
Banshees move only on swamp areas.
If they end their movement within 2" of one or more models they lure one random model in range into the swamp area.
This model has to carry out a drowning test as described above.
The HELP US! rule also applies but the supporting unit has to succeed a fear test first (e.g. other members of the unit see what happens and hold the poor soul back or so...).

FOG

This area is well known for the sudden appearance of fog.
The waether starts with: YOU decide
(I start normally with light fog or normal weather).

Every round you roll a die:

1-2: weather gets worse
3-4: weather stays the same way
5-6: Weather improves

1 "heavy fog":
Visibility is reduced to 8".
No tactic, spell casted, ranged attack, charge or anything else over 8" may be carried out.

2 "light fog":
Visibility is reduced to 16".
Spells and ranged attacks suffers an additional -1 on a range from 8" to 16".
No tactic, spell casted, ranged attack, charge or anything else over 20" may be carried out.

3: normal weather
No negative effects.
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12-23-2014 05:20 PM
Post: #5
RE: Swamp



crimsontree Offline
Member
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Posts: 207
Joined: May 2014
Thanks for posting. I'll try these rules out in the new year.
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