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Rival Heroes

Discuss Quest creation and share Quests/Quest Packs you've created.

Re: Rival Heroes

Postby Schmidt » February 28th, 2014, 6:51 pm

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this is WIP. I thought we should play some capture the flag, so I painted these.
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Re: Rival Heroes

Postby TMU » March 1st, 2014, 4:41 am

Wow, these are really affecting looking :shock:
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Re: Rival Heroes

Postby knightkrawler » March 1st, 2014, 4:59 am

Simplest paintjob with only two primers and an angle one can imagine.
The result always looks much much much greater than the effort put into it.

For a HQ fan that is not or does not want to be a painter, it is almost worth it to consider picking two Army Painter spray primers for each monster type, color coding them this way and go for it.
I think a complete set would look freakin' awesome.

EDIT: It could also be black wash over white primer or white drybrush over black primer. Either way, the most important aspect of miniature painting is adding or at least retaining depth and dimensions.
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Re: Rival Heroes

Postby Daedalus » March 6th, 2014, 1:23 am

Gold Bearer wrote:
Blackthorn wrote:I've thought about using this idea during a quest, but the other party of heroes would be NPC rivals to add some variety. They wouldn't attack the heroes directly, but maybe cast a few spells to slow them down if treasure was at hand. It would add a role playing element and perhaps they would have the option to join them as allies or maybe trade weapons or gold for some sorely needed healing potions or spells. I have a set of Dragon Strike minis and I could use the Barbarian/Dwarf/Elf/Wizard equivalents to represent to alternative heroes.
The four Men-At-Arms could be done up to be heroes for this as well....

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Re: Rival Heroes

Postby Daedalus » March 6th, 2014, 1:24 am

Blackthorn wrote:I've thought about using this idea during a quest, but the other party of heroes would be NPC rivals to add some variety. They wouldn't attack the heroes directly, but maybe cast a few spells to slow them down if treasure was at hand. It would add a role playing element and perhaps they would have the option to join them as allies or maybe trade weapons or gold for some sorely needed healing potions or spells. I have a set of Dragon Strike minis and I could use the Barbarian/Dwarf/Elf/Wizard equivalents to represent the alternative heroes.

Back in the day my old gaming group attended a Gen Con where we played a non-standard Quest. It featured two rival teams of four Heroes each that were competing to find treasure chests. The teams each started on one of two boards that were linked with trap doors. I believe there was a rule prohibiting attacking other team members, or at least we didn't choose to do so. So the Quest basically functioned like a timer, while the Zargon player passively ran the monsters.

My friend vocally argued against the concept with the creator afterwards, due to one event. He had just won a tough battle in a room that contained a chest. A rival team member was in the area, so on his turn he swooped in and got the treasure with his action. Fighting with no reward annoyed my friend to no end. EU players may chuckle at this. Being NA players unaccustomed to this tactic, we naturally sympathized with our friend.
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Re: Rival Heroes

Postby sajungzak » March 6th, 2014, 2:05 am

Now that would be how rival heroes could work. As for the situation your friend found himself in, I would be pretty ticked also. That's why I would say the rivals should be able to attack each other. Duel to the death over the spoils.
If a rival wants to start a war with another Hero by swooping in like that, let them kill each other off, after they're done, the Victor will be broken and thus easier for Zargon to score a kill. :2cents:
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Re: Rival Heroes

Postby Sjeng » March 7th, 2014, 1:52 pm

ha! I think that's EXACTLY how rival parties should work! Awesome idea.
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Re: Rival Heroes

Postby drathe » March 7th, 2014, 2:22 pm

Daedalus wrote:
Blackthorn wrote:I've thought about using this idea during a quest, but the other party of heroes would be NPC rivals to add some variety. They wouldn't attack the heroes directly, but maybe cast a few spells to slow them down if treasure was at hand. It would add a role playing element and perhaps they would have the option to join them as allies or maybe trade weapons or gold for some sorely needed healing potions or spells. I have a set of Dragon Strike minis and I could use the Barbarian/Dwarf/Elf/Wizard equivalents to represent the alternative heroes.

Back in the day my old gaming group attended a Gen Con where we played a non-standard Quest. It featured two rival teams of four Heroes each that were competing to find treasure chests. The teams each started on one of two boards that were linked with trap doors. I believe there was a rule prohibiting attacking other team members, or at least we didn't choose to do so. So the Quest basically functioned like a timer, while the Zargon player passively ran the monsters.

My friend vocally argued against the concept with the creator afterwards, due to one event. He had just won a tough battle in a room that contained a chest. A rival team member was in the area, so on his turn he swooped in and got the treasure with his action. Fighting with no reward annoyed my friend to no end. EU players may chuckle at this. Being NA players unaccustomed to this tactic, we naturally sympathized with our friend.

That's great. I really like the concept. The treasure sniping is actually something that happens frequently in many of the groups I've played through quests.
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Re: Rival Heroes

Postby Gold Bearer » March 7th, 2014, 4:18 pm

I don't disagree with anyone, in fact what this thread has turned into is one of the alternate methods of play I had in mind. I was going to start a separate thread for that when I've finished everything else.

I've got four groups of four as my main characters so the idea was to either split them up into the four groups they come in or have each player choose one character from each group for a bit of variety. Each player would start on their own board and they'd be a fifth game board for them all to reach. It doesn't mean you have more than one game board though. You could play each in turn but you'd have to keep track of how many turns it take them to reach the central board so that the ones who did it in the least amount of turns could start the fifth board first and the others would come in how ever many turns behind they were.

Another idea was to just have a hero free for all with no monsters. This would work quite well with my eight battle wizards. Each could start around the edge of the board, one in each corner and four in between and have to get to the central room first.

But back to what this thread was originally intended for, I wanted something that could be used in a normal campaign and having the evil wizard player controlling the rival heroes (or special monsters) with the monsters automated seemed like a good way. It would only really work well against undead though.

Daedalus wrote:My friend vocally argued against the concept with the creator afterwards, due to one event. He had just won a tough battle in a room that contained a chest. A rival team member was in the area, so on his turn he swooped in and got the treasure with his action. Fighting with no reward annoyed my friend to no end. EU players may chuckle at this. Being NA players unaccustomed to this tactic, we naturally sympathized with our friend.
I don't understand. How do the US rules prevent this from happening?
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Re: Rival Heroes

Postby sajungzak » March 7th, 2014, 9:51 pm

Gold Bearer wrote:How do the US rules prevent this from happening?


They don't necessarily. The EU rules were meant as a competition amongst the heroes, from what I understand anyway. US version is more of a cooperation, but depends on the player, right? :)


I like your ideas. Might get a little crowded on the standard board with 8 heroes. Not that I would have that problem anymore. :D
this is where I've been posting my painting progress so far:
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