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Open Field Combat

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: Open Field Combat

Postby Nuadha » September 29th, 2014, 3:43 pm

How about this: Use inches for movement. The woods have markers placed. When a hero moves within sight and 12" of a marker, the monsters at that marker are revealed and placed within 2" of that marker and then can be moved on the Zargon/Morcar turn. The marker is replaced with a different color marker and when a hero moves within 2" of that marker and there are no monsters in 6" of hero, the hero may search that area of the forest for treasures (using a specially designed treasure search deck with woodland dangers like "Poisonous Spider bite!"
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Re: Open Field Combat

Postby Teldurn » September 29th, 2014, 3:45 pm

knightkrawler wrote:
Teldurn wrote:In regards to searching, my current thinking is that I will restrict searches to only whatever a player's view radius is and of course only when there are no other monsters present.


How do you handle overlapping search areas and marking them when searched?

That's a damn good question, and one to which I don't have a satisfactory answer. Yet.
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Re: Open Field Combat

Postby knightkrawler » September 29th, 2014, 4:33 pm

Nuadha wrote:How about this: Use inches for movement. The woods have markers placed. When a hero moves within sight and 12" of a marker, the monsters at that marker are revealed and placed within 2" of that marker and then can be moved on the Zargon/Morcar turn. The marker is replaced with a different color marker and when a hero moves within 2" of that marker and there are no monsters in 6" of hero, the hero may search that area of the forest for treasures (using a specially designed treasure search deck with woodland dangers like "Poisonous Spider bite!"


That is not bad at all. It accomodates both for Malifaux/WarmaHordes skirmishes and HQ dungeon crawling.
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