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Manchine
02/15/2003, 18:56
All right need to know what are 6 really good Scenario's that I am gonna be using at random at a Tourney. I will have 6 scenerio's and randomly roll which one we will do for that round. So no one can make a specific army to handle anything. So give me the your top 6.

CyberVenom
02/15/2003, 19:04
I can't think of 6 off the bat, but I really enjoy Mind Switch on the very last page of the Infinity Challenge Rule Booklet.

Darkorinth
02/15/2003, 20:07
I posted one that I find great for tournaments. Its not by wizkids but its been used in one tournament already and will be used in another tomarrow. Do a search for Shrinking Forcefield and you should find it. Its not all that great for friendly play since it is only 11 turns, but for tournaments it works great.

Silverlynx35
02/16/2003, 03:34
I ran one tonight that incorperated the shrinking forcefield. With a twist. Meteor shower!! I divided the outdoor Marvel map into 6x6 grids. That makes 16 grids. After each turn, a meteor hit in each grid. Roll 1d6 twice to plot the explosion in each of the 6x6 grids. If the meteor hit a character, they took 2 damage, if a character was adjacent to a meteor hit, they took 1 damage (Damage reducing powers were in effect). The spot that was hit becomes hindering terrain. Its a little messy at first, but the forcefield stops after six turns, making a 12x12 box in the middle for duking it out. It actually played out really cool with the streets being littered with rubble.
One player flew his E White Queen up on a building but the stairs were eventually out of the map. Turned out to be the winning strategy since there were few fliers and only a couple of L/C, Phasers. She then used Psychic blast to pick of the Inv characters left.

I'm trying to figure out how to use this along with Hurricane and maybe darkness to do an Armageddon scenario. Each turn you roll for the effect (meteors, hurricane, darkness). I just need some other earth-shattering effects to complete it.

Just a thought.
SL35

JayThor
02/16/2003, 09:13
I still like the Ego-map idea. Having neutral generics and traps would spice up the non-tourney games.

Veggiehater
02/16/2003, 09:23
Machine,

Here is a pair of scenarios I created to help spice up our local tournaments, hope they fit what you are looking for:

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The Inferno

"The Inferno" begins like a standard game. However after each player has taken a turn the map erupts in flame!

Special fire rules:

-The fire spreads as follows: after both players have taken their first turn the entire starting area (2 square perimeter) becomes engulfed in flames. The fire then spreads at a rate of 1 square accross the entire map perimeter each player cycle (both players take their turns) then after.

-Any figure that ends any player's turn in fire takes 1 click of damage. Toughness, Invulnerability and Impervious negate fire damage.

-If the fire completely surrounds a terrain feature, that terrain feature is destroyed (no longer there, replaced by "clear terrain" that is on fire)

-If a figure is occupying a square of elevated terrain as it is destroyed by the fire it takes damage as per the knockback rules.

-The fire does not spread on elevated terrain, although if it completely surrounds the elevated terrain, it destroys it and you follow the rules above.

Any map except the Marvel Outdoor Map may be used for this scenario.
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The Prisoner

A prisoner is kept in the middle of the map, except this is no mere prisoner, it's a Mighty Sentinel! With its help, surely you can crush your foes!

Special Rules:

- A 300 point Sentinel is being held in a stasis field in the middle of the map. A 300 point Sinestro would work perfectly well for this scenario as well.

- Each player can once per turn, use a close combat action to attempt to set the Sentinel free.

- The Sentinel cannot be damaged while surrounded by the Stasis field.

- In order to shut down the stasis field, you must bypass its 3 fail-safes. To deactivate the 3 fail safes you have to make a succesful close combat attack against the Sentinel. Each suceeding fail safe is more complex than the other so the Sentinel gets a +0, +1 and +2 defense per respective fail safe.

- If for example player A is able to shut down fail safe 1&2 and player B attempts to rescue the Sentinel and is successful, the fail safes are reset for player A. (Player B still has to shut down 2&3 in this case)

- When one player is able to shut down all 3 fail-safes he is granted control of the Sentinel for the remainder of the game. All Sentinel rules apply.

*exception ot the above. If you have a member of the X-men or Brotherhood in your team, you may still rescue the Sentinel. The Sentinel will still count as an arch-enemy for all other Brotherhood and X-men team members.

Other clarifications:
-Yes the Sentinel, if freed, counts towards victory points. You could end up with 600 points remaining or even with 900 points worth for eliminated figures! (Assuming an AE KOed the Sentinel)

-Indoor and outdoor maps are both good to go for this scenario.

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These two scenarios both punish turtlers, in everygame I've ran these scenarios in we had conflict early and often! :D

LMK what you guys think, any comments and feedback will be greatly appreciated.

VH