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Interceptor2

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  1. Chris, Thanks for the input...some really good thoughts. I'm still playtesting this creature. I think I'll re-work the damage system, but I like having it move one space and attack, like a red banner foot unit. I compared this to the Rock Elemental. The Crawling Chaos, like the Rock Elemental, is tough to summon. However, I've used the Rock Elemental to great effect by building up a lot of Lore and then summoning it later in a battle, after the enemy has massed some troops in a certain area. I then summon the Rock Elemental right smack in front of these troops, and he starts doing some serious damage. I had the same thought with the Crawling Chaos. It seems best to wait until mid or late battle and then summon him, right in front of a mass of advancing troops. If these troops are already battle damaged (down one or two dudes), then the Crawliong Chaos (like the Rock Elemental) can do some wicked damage and rack up some victory banners (maybe even clinching a total victory in the process). I didn't think about how restrictive having a level 3 wizard would be. I think I'll re-work that a bit. Thanks again for the input.
  2. So the Crawling Chaos I came-up with initially was a bit overpowered. Here's the new, "slimmed down" Crawling Chaos. The data is broken-up into blocks to make it easier to understand. Type: Red Banner Creature. All the creature rules apply to the Crawling Chaos unless stated otherwise in the rules for this creature. The Crawling Chaos can only be killed by a critical hit. Movement: The Crawling Chaos can move 1 hex and battle. Retreat: The Crawling Chaos is Bold 2 (meaning it ignores 2 flags). Like any creature, these flags must be ignored. Special: The Crawling Chaos never gives or receives support, and any unit next to the Crawling Chaos (adjacent to it) cannot be Bold to any degree (whether from support, being Bold by design, being Bold due to being on a special terrain feature such as ramparts, etc.). Weapons: Tentacles and hooves. The Crawling Chaos can melee only, and it does 4d damage. Bonus Strike: Yes on sword on shield (SoS). Special Abilities: --Ritual of the Bloody Tongue: To place the Crawling Chaos, the owning player must have a level 3 wizard on his war council. He must then sacrifice an entire unit (one of his own units), giving the banner bearer to his opponent to put on his victory track. A magic pentacle must be placed in this vacated space, and the Crawling Chaos is then placed into the pentacle. The Crawling Chaos cannot move the same turn it was summoned, though it can attack this same turn (also receiving the benefit of the magic pentacle, making the Crawling Chaos Bold 3). The Crawling Chaos can also only be summoned at the expense of 10 Lore tokens. --Mask of Red Death: When attacking a unit, the Crawling Chaos re-rolls all Lore symbols. Any red helmet causes an additional kill in the unit being attacked, AND in every unit adjacent to the Crawling Chaos, friend or foe. This effect continues as long as red helmets are rolled. For example: The Crawling Chaos attacks a group of blue arbaliestiers. The Crawling Chaos is adjacent to a friendly unit of regular, blue infantry. The Crawling Chaos rolls 4d, and rolls a green helmet, a blue helmet, and 2 Lore symbols. The unit being attacked takes a kill because of the blue helmet. The Crawling Chaos now re-rolls both Lore symbols and the result is 2 red helmets. The blue arbaliestiers take two additional kills, and the allied, blue infantry next to the Crawling Chaos also takes two kills. A red helmet rolled in this fashion against another creature, dragon, or hero, requires a critical hit or casualty check by that unit. --Madness: Any unit attacked by the Crawling Chaos is Frightened and they must check for Panic Losses. No unit next to the Crawling Chaos may be bold to any degree. For example: Iron Dwarf soldiers (Bold by default) are standing on a Rampart--making them Bold 2. These dwarves are attacked by the Crawling Chaos and one flag is rolled against them. They must retreat one hex and check for Panic Losses. Goblins attacked by the Crawling Chaos retreat as per the normal Goblin rules. --Path of the Righteous: Whenever the Crawling Chaos is killed, the unit that destroyed the fiend receives 2 Lore tokens. These tokens can be spent at any time to: re-roll one battle dice, move one extra hex, or ignore one flag. Additionally, when the Crawling Chaos is killed, the owning player must discard any Wizard Lore card in his hand, and he must empty his entire Lore pool.
  3. Here's some rules I came-up with for using flaming arrows: Common or longbow archers can fire flaming arrows when this rule is in effect. Each Lore symbol rolled allows the attacker to roll two additional dice to cause damage (so, if you rolled two Lore symbols, you would roll four additional dice. If these additional dice are Lore symbols, they have no effect). Archers with flaming arrows can target a hex with a wooden bridge, and on any sword on shield (SoS) or Lore symbol, the bridge is set ablaze. It becomes immediately impassable and is removed from play. If a unit is on the bridge when this happens, the unit on the bridge is destroyed with the bridge. Fire Dragons and Rock Elementals are immune to flaming arrows. If the Ice Drake is attacked with flaming arrows, the first sword on shield (SoS) result requires a critical hit check (not the first two hits, as with normal weapons). If a unit in a woods hex is successfully attacked (at least one kill…flag symbols do not count as a hit) by a unit with flaming arrows, the woods are set ablaze, and the unit in the hex must retreat (one hex, plus any additional hexes as required by flag symbols rolled). A unit that is Bold must also retreat from woods that have been set ablaze by fire arrows. Place a special marker on the woods hex. This hex is impassable for two turns (while the smoke clears...no units may enter the hex the turn the woods were set ablaze, and for two turns thereafter, meaning two turns of the player who set the woods ablaze). At the end of two turns, remove the woods hex from play. Units in water and swamp hexes cannot be affected by flaming arrows.
  4. Yeah, I actually made a card for this creature, summarizing it's effects without all the fluff. I also think it's a pretty tough red creature. However, notice that a lot of its negatives affect both armies. For example, it's pretty costly to deploy this if it costs you an entire unit and gives your opponent a flag. Also, it removes the Bold ability from anyone around it, friend or foe. I'm thinking its attack is a bit overpowered...it has a 50% chance of inflecting a kill on every roll of the dice. I'll probably re-work that. The Mask of Red Death, while rare, could end a game on the spot if enough units are wiped out by this. I kind of like that idea. It's dangerous to use. I'm also going to include that the Crawling Chaos can only be summoned once per game, and once it's defeated, it's gone for that game. Maybe as a nasty side effect, it could take the wizard on the war council with it...kind of a Dr. Faust scenario...if you're going to play with fire, you might get burned. That would also decrease the owners command card and lore cards for the rest of the game. While the Crawling Chaos is deployed, it's an ass kicker, but if your opponent can kill it, it puts you at a major disatvantage the rest of the game. I'll play test some of this and let you know how it turns out. Still, I think this is a pretty cool, but nasty, beast for the poor BattleLore warriors.
  5. Being a big fan of Lovecraft and Robert E. Howard, I wanted to come up with some sort of monstrocity that my BattleLore warriors could fight. Conan certainly fought some nasty behemouths, and I love the idea of my little BattleLore knights and archers facing a large, monstrous miniature on the battlefield. Here's what I came up with: It's called the Crawling Chaos (named after Lovecraft's infamous Nyarlathotep). I use a Descent: Journeys in the Dark pit fiend to represent this beast (though there are a variety of miniatures out there that could represent this monster on your BattleLore battlefield).Here are the rules and statistics I came up with for the Crawling Chaos: Description: The Crawling Chaos is an infernal fiend that lurks between the shadowed realms of space and time. It is worshipped as a dark god by the orc and goblin clans. The Crawling Chaos is considered a red banner Creature unit, and all the rules that apply to Creatures apply to the Crawling Chaos. It is killed on a Critical Hit (see p. 42 of base rules). Like any red banner foot unit, it can move 1 hex and battle with 4d. The Crawling Chaos is Bold 2, meaning it must ignore 2 flags. Like any Creature, it must ignore these flags. If a third flag is rolled against it, it retreats as per the Creature rules, including Trampling (see p. 43 of base rules). Blood Lust: The Crawling Chaos attacks with its flailing tentacles and stomping hooves. It rolls 4 damage dice, or 4d, for damage. The Crawling Chaos scores hits on all Sword on Shield rolls. Additionally, the Crawling Chaos may collect Lore tokens rolled, or it may immediately spend them during an attack to inflict additional causalities. Lore used in this manner against Hero, Dragon, or Creature units causes these units to make a Critical Hit or Casualty Check. This special ability of the Crawling Chaos is called the Blood Lust. Madness: The Crawling Chaos is a fiend of such terrible evil and power that all combatants, friend and foe, are terrified by its presence. This special ability of the Crawling Chaos is called Madness. The Madness ability of the Crawling Chaos means that it never lends or receives support from any unit. The Crawling Chaos despises all forms of sentient life, and it seeks only to devour and destroy. Thus, it will never lend its aid to any living entity. Any living combatant, friend or foe, that is adjacent to the Crawling Chaos, cannot be Bold. Even if a unit is Bold 2 or more or is supported by other units, a unit directly adjacent to the Chaos cannot be Bold (this includes units that are Bold due to a terrain feature, such as a Rampart or Stronghold). Additionally, any unit attacked by a Crawling Chaos is Frightened and suffers from Panic Losses (p. 38 and 39 of base rules). This means any unit that is attacked by the Crawling Chaos and flags are rolled during the attack, the defending unit must retreat 2 hexes per flag rolled and check for Panic Losses (roll 1 dice per hex retreated through for Human, Dwarf, Creature, Dragon, or Hero units, or roll 2 dice per hex if the unit is a Goblinoid unit). The Crawling Chaos can receive support from terrain features (for example, it is considered Bold 3 when standing on a Rampart or Magic Pentacle). If a Crawling Chaos inhabits a hex with the Healing Pool, it immediately destroys the Pool. Also, a Crawling Chaos on a Graveyard or Witch’s Hut rolls 1 extra dice in battle. Ritual of the Bloody Tongue and the Mask of Red Death: The dark magics surrounding the summoning of such a beast of the abyss are ancient and gruesome. To summon the Crawling Chaos, a war council must have a level 3 wizard. An order must be used from a Command Card for the section the Crawling Chaos will be summoned into. To summon the Crawling Chaos, 10 Lore must be spent, and an allied unit must be sacrificed from the section the Crawling Chaos will be placed (meaning the opposing player receives a flag). A Magic Pentacle is placed in the hex the sacrificed unit formerly occupied. As the unit disappears in a blast of blood and bones, a horrendous explosion and terrible scream is heard across the battlefield. Where the sacrificed unit once stood, the Crawling Chaos now stands, its tentacles flailing, its hooves stomping insanely, and its many mouths hurling blasphemies in a forgotten, infernal tongue. When the Crawling Chaos is placed on the battlefield, roll 1 dice for every unit within line of sight. If any of these units rolls a flag, they must retreat per the Madness rules (meaning they retreat two hexes and roll 1 dice for Panic Losses—or 2 dice for Panic Losses if they are a Goblinoid unit). The Crawling Chaos may battle the same round it is summoned, but it cannot move this same round. The Magic Pentacle remains in place per the Magic Pentacle rules (p. 66 of the base rules). Additionally, when the Crawling Chaos is summoned, the terrible magics and forbidden forces at work are unstable, and to bring such a blasphemy into the world of the living is dangerous beyond all comprehension. When the Crawling Chaos is first summoned, roll 1 battle dice. If a red helmet is rolled, this Mask of Red Death causes every unit adjacent to the Crawling Chaos to be completely eliminated. Path of the Righteous: Any unit that eliminates a Crawling Chaos receives 3 Lore tokens for their brave deed. These Lore tokens are stacked next to the unit. The troop may spend these Lore tokens to move one additional hex when moving or retreating, battle with one additional dice, or ignore one flag. Only one token can be used per activation of the unit.
  6. I'm super excited by this news. A Russian gaming company is coming out with a new game of samurai battles in Feudal Japan. I love this era and have long hoped for a wargame of this type, of the same quality as BattleLore. This new game is due out in May. For you die hard BattleLore fans (like me), this looks like a great new game. Here's a link to an article in Game Trader magazine: http://www.gametrademagazine.com/Home/1/1/58/581 . I know, I know...it's not BattleLore and it looks historical rather than fantastic. I'm okay with that. I still plan to play a lot of BattleLore (the Middle-Ages will always be nearest and dearest to my heart), but the allure of these games is the recreation of fierce battles. Having armies of samurai, ashigaru, samurai archers, etc. to slug it out on the battlefields of ancient Japan...bad ass, in my opinion! And if they give us some ninjas! Oh, that would be even better.
  7. What I did, and this works really well, is purchase some sheets for a three-ring binder, like those used to display baseball cards. I just slid my cards into these sheets, organized by section, such as a sheet or two with all the weapon cards, a few sheets with the cards for the different types of units and creatures and dragons, a few sheets with all the terrain cards, etc. When I play I have this book sitting next to the table and if I need to reference something, I just flip to the appropriate section and check the card real quick. If I can't recall how the wood wyvern's special attack works, for example, I just flip to the section containing the cards for different units and I see what it says about the wood wyvern's special attack. This really streamlined things for me. Prior to each game you don't have to go through a big stack of crads, picking out the ones you need...they're all in the book ready for quick reference at anytime.
  8. Here's a thought I had...probably nothing to it, and some people would probably not like the idea, but I was wondering if FFG was planning on producing Star Wars BattleLore in the style of the video game Galactic Empires. FFG did buy the rights to produce Star Wars products. As I read the news about this, the implication was that several Star Wars-type games would be produced (besides just the card game and the X-Wing game). I'm a big fan of medieval battles and I would much rather FFG focus on BattleLore as is. However, I think a sci-fi battle game would also be cool. Dust Tactics looks cool, but it's mighty expensive and it seems to be a smaller, skirmish scale game as compared to BattleLore. Star Wars seems to lend itself to a BattleLore-type of game, and I imagine it would sell very well indeed. Considering Wizards of the Coast is no longer making the Star Wars miniatures game, there is a sort of vacuum in the market for a Star Wars miniatures battle game. The command and colors system would seem a perfect fit for a game of this type. Here's some ideas: You could start with an initial, big box set, containing Rebel forces vs. Imperial forces. Included would be basic infantry types and specialized infantry types, like snipers, scout troopers, whatever. You could then include some vehicles, like speeder bike units, an AT-ST or an AT-AT. You could use probe droids and even creatures, like the Wampa or Rancor. I would think at least two maps should be included, or one double-sided map. You might want to do a generic woodland battlefield, and then a desert or snow based battlefield. Expansions sets could be limitless. You could do bounty hunters, jedi and sith heroes, Tuskan Raiders, whatever. If the line really took off, you could do more big box expansions, like the Clone Wars expansion. Also, I think unique map packs to capture a variety of planetary terrain would be cool. FFG spent money to buy the rights to BattleLore and the Star Wars license. Why not combine the two? I think Star Wars BattleLore would take off like wildfire.
  9. A little off topic, but Song of Blades and Heroes is great. I love BattleLore for the mass battles, but it does not really have a dungeon delving aspect. I tried Descent to get my dungeon delving fix, but this product line just seemed to spiral out of control and become hugely unmanageable with all the thousands of cards and tokens. It suddenly became "not fun anymore." I have a bunch of old D & D battle maps and a bunch of painted miniatures. Song of Blades and Heroes was the perfect solution. I can now use my battle maps, 3D terrain and scenery, and my painted miniatures for dungeon delve, skirmish-type battles. The rules for Song of Blades and Heroes is also very streamlined and dynamic...you definately don't get bogged down in too many tokens and cards.
  10. I was at a Hobby Town USA in Colorado Springs just this past weekend (September 5, 2011) and there was a brand new BattleLore base set for sale. I didn't check the price, but here's a link to the store if anyone is interested in calling about the game; I'm sure the store would be willing to mail it. http://www.yelp.com/biz/hobbytown-usa-colorado-springs-2
  11. This was my first battle in the campaign I will be playing over the next few weeks in the Forgotten Realms campaign setting (see previous post). Here's a breakdown of the battle. First, let me say that the rules of BattleLore are extremely dynamic. While playing this battle, I was amazed at the flexability of this game; that I can come up with a plot in my mind and then transfer this to a tabletop battlefield...simply awesome. Also, the rules of this game are genius...simple, but with enough depth to add huge variety to units, battlefields, and overall battles. I think that gamers that only played BattleLore casually never grasped the greatness of this game. If you shelved BattleLore for the next newest and greatest game, give BattleLore another look...it is an extremely high-quality wargame. Serious gamers that take the time to really get into this game will find that it is a real work of art in the realm of tabletop wargames. Battle of Dagger Falls, background: The Zhentarim have been invading from the area of the Moonsea down into the Dalelands, demanding tributes from the various towns and villages. Those folk of the Dales that refuse to pay this tribute have their homes burned, and they and their families are slaughtered or taken prisoner. Rumors in the west hint at the Zhentarim near Darkhold Keep raising a mighty goblin army. The citizens of the Dalelands send out a call to arms, and local militias are formed and armies raised to halt the Zhentarim incursion into the Dales. The men of Daggerdale are the first to encounter a Zhentarim raiding party in the woods near Dagger Falls. Set-up: I scattered woods and hill tiles across the battlefield. The army of Daggerdale was the standard camp, and on the standard camp left flank I placed river tiles that led to a waterfall near the center of the battlefield. To simulate some ancient ruins in these woods, near the falls, I put a rampart piece for the men of the Dale, and in the center of the battlefield there was a graveyard. To represent the men of the Dale being local militia and woodsman, I made them up of arbalestiers and longbow archers. I put one regular infantry on each flank to support the ranged units, and one regular cavalry in the center. For the Zhentarim, I wanted the army to represent more battle-hardened mercenaries and professional soldiers. They had arbalestiers and common bowmen, supported by a red halberdier unit and a red unit of mounted knights. These units were also supported by a couple units of regular infantry, and the wizard on their war council had access to the dreaded rock elemental. I used heroes in this battle as well. The hero of the Dales was a mounted warrior named John of Daggerdale, and the hero of the Zhentarim was a sorceress named Lucretia the Terrible. I had treasure tokens in the woods adjacent to Dagger Falls, and treasure tokens in the graveyard. I had a wooden bridge crossing the river near the waterfall. I used one house rule, allowing longbow archers to fire flaming arrows at this bridge. On a SoS or Lore symbol, the bridge was set aflame and removed from play. If there was a unit on the bridge when it was destroyed, the unit was destroyed with the bridge. I have always loved the idea of flaming arrows. The Battle is Joined: The strength of the men of the Dales was in their ranged units, so I started by advancing these into woods hexes or hill hexes so they would be in range of the Zhentarim as they advanced. I used the mobility of John of Daggerdale to ride into the graveyard and search for treasure. He found a single treasure token in the graveyard. However, when John was in the graveyard, he was charged by the Zhentarim mounted knights, but they battled to a draw.The Dalelands longbowmen on the Dale left fired flaming arrows at the wood bridge to try and halt the advance of Zhentarim infantry and arbalestiers, but they were unsuccessful in setting the bridge ablaze. A unit of Dale longbowmen in the center fired a volley of arrows at the Zhentarim cavalry near the graveyard, and they scored first blood when one of the Zhentarim knights was pierced through the eye with an arrow and another was killed as arrows struck his hourse, causing the knight to fall and break his neck. The lone Zhentarim mounted knight raised his sword and invoked the name of Tempus, the god of war, as John of Daggerdale charged this lone warrior, his sword held high. The Zhentarim infantry on the Dalelands left marched across the wood bridge under a hail of flaming arrows, but the bridge was still not set aflame. This group of soldiers then charged the Dale longbowmen on their hilltop, forcing them to retreat back into the woods. With a clash of steel, John of Daggerdale met the last Zhentarim knight just north of the graveyard. After a fierce duel, the Zhentarim knight lay dying as a crimson flow gurgled from his neck, staining the ground of Daggerdale with his last life's blood. The battle continued to rage on, and John of Daggerdale was able to explore the woods near Dagger Falls, finding two potions hidden in the woods. He then rode southeast to where Lucretia had advanced toward the graveyard with a host of Zhentarim halberdiers. John and Lucretia dueled, with the evil sorceress sending ball lightening ripping through the trees, but this epic clash of champions was a draw. The Daleland arbalestiers on the ramparts were serving no purpose, as their intent was to fire a hail of bolts down on the attacking Zhentarim from the security of the old forest wall. However, they were too far away to be effective, and the Zhentarim were not traveling close to these old ramparts. The arbalestiers left the security of the wall, deciding instead to use it as a fallback point in case the tide of battle turned against them. As it stood, the men of Daggerale were making considerable progress against the Zhentarim invaders. On the Daleland left, violent fighting erupted, with heavy losses on both sides. The Zhentarim infantry are decimated by the Dale longbowmen, who, after finishing off the infantry, were able to burn the wood bridge with their flaming arrows. As the smoke swirled and writhed through the trees, the Zhentarim arbalestiers on the opposite side of the river fired volley after volley of bolts across the river, decimating the Dale infantry on the south side of the river and causing fatalities in the ranks of the Daleland longbowmen. In the center, the Zhentarim halberdiers smashed into a group of Daleland arbalestiers, killing all but one in a single, violent melee of swinging, chopping, and stabbing blades. On the Daleland right, longbowmen of the Dale exchanged fire with Zhentarim arbalestiers in the woods. A group of Daleland infantry advanced on these woods and they called the longbowmen to their aid with a hornblower. They were also aided by the Commune with Nature ability bestowed on them by their war council's cleric. A very bloody melee ensued, with the screams of dying men on both sides filling the air. In the center of the battlefield a swirling vortex appeared, and a terrible rock elemental burst from the ground, smashing the Dalelands cavalry next to it. One horseman was immedaitely pounded to a bloody pulp, and the other horsemen retreated. The cleric on the Daleland war council bestowed a longbow unit with Magic Missiles, and these firey projectiles tore into a Zhent arbalestier unit, bringing the Daleland army near to victory. The score was tied, three banners a piece, with the victory condition being 5 banners. With a mighty battle cry, the Daleland cavalry charged the vicious rock elemental, and they achieved suprising success, killing the find in a blinding display of slashing swords. With only one more banner needed for victory, John of Daggerdale saw a lone Zhentarim archer nocking an arrow. John spurred his steed forward, and before the archer could react, John had lopped off his head in a spray of blood. Victory went to the men of the Dalelands. Impressions: This battle was hugely fun to play. It was my first time using Heroes and the Rock Elemental, so I had to look-up some rules. I learned that if you are going to use the Rock Elemental, you need a lot of Lore for this creature to be effective. I learned that once this creature is deployed, most of your Lore pool should be dedicated to this creature. It eats up Lore like crazy, but it is very effective in battle and well worth the Lore spent using this monstrocity. The only reason the Rock Elemental was killed so soon after it was deployed is that the Daleland cavalry got astonishingly good dice rolls when they attacked. I found the wizard hero to be mediocre at best, though this was her first battle, and she has not had time to grow with artifacts and experience. I found the warrior, mounted and with the "Mounted Charger" artifact, to be very effective. His presence and hit-and-run tactics caused a lot of mayhem. I'm excited to play the next battle in this campaign in the coming week. In the next battle, the men of the Dalelands learn the location of a Zhentarim prison camp. A raid is planned on this encampment, though besides being guarded by Zhentarim soldiers and goblins, there is also a Wood Wyvern guarding the caverns where the prisoners are being kept. I'll publish the details of this battle in a few days.
  12. I've never really played a full BattleLore campaign, only single battles. I'm gearing up to play a campaign over the next several weeks, using all of my expansions, including Heroes, Dragons, and Creatures. I plan on writing dynamic battle reports for each battle for anyone interested in following along. I'm doing this for my own entertainment and to showcase how truly cool, dynamic, expandable, and fun BattleLore really is. Here's the campaign set-up: The campaign is set in the Forgotten Realms of D & D fame, though this is a generic fantasy setting, and anyone wishing to mirror this campaign can use any fantasy setting. I use a very generic but effective battle sheet to set-up my battles. Basically it has blocks I fill in, explaining troop and terrain set-up for a specific region of the battlefield. Campaign Background: I wanted to create a simple background that pitted one force against another. I did not want to create a complex, pre-thought out campaign, but rather, I wanted the story of the campaign to unfold as I played battle after battle. The background is this: The Zhentarim (an evil organization of the Forgotten Realms setting) has large armies in the regin of Zhentil Keep in the area of the Moonsea. Recently they have demanded a tribute from the boardering Dalelands. Those regions of the Dalelands that refuse to pay this tribute are severely punished. Far to the west, in Darkhold, the Zhentarim fortress in the north of the Heartlands, an evil wizard is amassing a vast army of orcs and goblins to march east toward Cormyr. The Zhentarim hope to conquer all of Cormyr and the Dalelands in this two pronged attack. The first attack will come from the area of the Moonsea and plunge deep into the Dalelands. Once the Zhentarim have a firm foothold in this region, their western counterparts will launch their goblin army, sending them east to crush the mighty kingdom of Cormyr between the two armies. The first part of this campaign will involve the invasion of the Dalelands. Depending on the outcome of these battles, the Lord's Alliance of the Heartlands and the Purple Dragon Knights of Cormyr will engage the Zhentarim. The Zhentarim armies will be primarily human and goblin, with ample use of creatures and dragons. The armies of the Dalelands and Heartlands will largely be human with occasional dwarven mercenaries. The armies of Cormyr will be largely human, with a focus on mounted knights and longsword knights. I will make occasional use of elves, but I don't plan on making special rules for the elves. I'll just use archer figures, though use of elves will be limited. I want this campaign to use existing BattleLore rules with no house rules. The First Battle, Battle at Dagger Falls: In the coming days I will give an account of the first battle. The prelude to this battle is as follows: The Zhentarim have been harassing the boarders of the Dalelands, making bold incursions and demanding tribute from the various towns and villages. When a region refuses to pay, the Zhents raid the area, burning towns and villages, destroying crops, slaughtering innocents, and taking prisoners. Across the Dalelands a call to arms is raised, and the men and women of Daggerdale are the first to respond, raising a militia. Rangers of the Dalelands report seeing an advanced contingent of Zhentarim troops advancing toward Dagger Falls. Just south of the Falls lie ancient ruins in a thick wood. Here the militia of Daggerdale makes its first stand against the pillaging invaders.
  13. Last Night on Earth by Flying Frog Productions is hugely fun.
  14. The miniatures are only a small part of Descent...there is a huge amount of cards and tokens that are now unusable to loyal players. Now they must spend tons more money, and for what? What are they really getting with the 2nd edition? New miniatures...not worth the cost; you can buy nicer, pre-painted miniatures from various companies that are higher quality anyway. What about all the new cards and tokens...same crap, different toilet, right? New set of rules...I'm guessing FFG could have released a new set of rules that was compatible with the current Descent line for about $15.00. But that wouldn't be a money maker, would it? So, let's re-vamp the whole thing and slap a $50+ pricetag on it and pave the way for re-hashing all the old expansions at $50+ a piece while we're at it. I'm not buying that this is anything other than a money-making ploy. Elberon is right...BattleLore is a fine game as is. Re-releasing it as a second edition would only be a ploy to squeeze more money out of its fanbase or to try to lure new players. The reality is, BattleLore is a good game as is. Making new miniatures for the game is one thing...make them compatible with the old miniatures, even if it's the same unit in a different pose. I don't think any of us would mind this...it would add an element of variety to the battlefield. As to new cards and tokens...what's the need? If it's not broke, don't fix it...same goes for new rules. I think, from what I've read on these boards from the loyal fans of BattleLore, is that players want new races, a rules compendium (this is how you tweak the existing rules; not by releasing a whole new edition of the game), and a book of battles and campaigns. Plus, it seems like Battles of Westeros can be viewed as a sort of BattleLore beta test, where alternate rules for the game were attempted...only to fizzle out as lackluster and uninventive.
  15. DragonWhimsy said: But with Descent they're releasing all new miniatures (models and stats) and then selling a conversion kit that allows you to bring all your old stuff into the game too. They could do the same for BattleLore giving you new BL stuff and making it so all your old stuff is still useful.
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