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I was bored so I tryed to think of a new way to play....... so this is what I came up with......
If you like it let me know or if you dislike let me know. If you have any questions or comments I will greatly appreciate them or if you have anything that you think should be modified. I will complete the character charts at a later date.
Mage Knight War Craft Rules
Setup Decide where to place terrain like you do in regular Mage Knight Unlimited and then roll a die to see who will place their gold mine first. It must be in the starting area. After each player has placed their gold mine, you can decide how many you want to play with and where to place them is up to the players. Each player starts with a Command Center Level 1 and 100 points worth of figures. 50 of those points have to be on gold runners. Gold runners are figures 30 points or less that can go to the gold mine and get it. You must choose a specific faction you want to be, but the starting 100 points dont have to be part of it. Buildings can be made of anything from paper to a block of platinum. The Command Center must be placed within 10 inches of your gold mine.
Gold Runners Gold runners are figures that are 30 points or less and can collect gold. They must move into base contact with the gold mine to collect the gold and then next turn, move into base contact with their Command Center and deposit the gold. With the gold you can buy new figures and buildings. You may only have five gold miners in base with the mine at a time! Each miner can only hold his attack value of gold.
Actions Each player gets 5 actions.
Buying buildings and figures To build a building, you must pay the cost of it in your deposited gold fund and wait one turn for it to complete. To buy a figure it costs the gold, which equals its point value and it takes one turn for it to complete or arrive. The bought figure must come out in base with the building. Buildings must be built at least 10 inches from another building. For other building rules, refer to the corresponding charts.
Mage Knight Character Chart
Elemental League Character Chart All upgrades take up one action and one turn to complete
Command Center of Elemental Forces Cost 400 gold - Extra action for Elementals on the side who controls this. Can Produce Crystal Bladesman, Rangers, Woodland Scouts, Crystal Sprite, * Crystal Prtoectors (Tip/ Helper Make more of these for extra actions, more gold drop off centers, and faster production) 22 clicks 19
Command Center Level 2 Cost 50 gold to upgrade from Level 1- Can now produce Wood Golems, Elven Acolyte, Tanglewood Spirits and ** and *** Protectors. Can also produce Uniques - Arial Frostfall, Thornhusk, Nessa Kettle, Byrch, Oakes. NOTE: ONLY ONE OF EACH UNIQUE ALLOWED ON EACH SIDE 26 clicks 19 Defend
Troll Hut Cost 140 gold Gives Trolls one click regeneration each two turns Can produce Troll Brawlers, * and ** Living Elementals, Troll Zombie, Wild Mountain Trolls 18 clicks 15
Troll Hut Level 2 Cost 40 gold to upgrade from Level 1- Can now produce *** Living Elementals, Troll Artilerists. Can also produce Troll Chieften and Amotep Norda. 20 clicks Regeneration
Troll Hut Level 3 Cost 60 gold to upgrade from Level 2 Can now produce Medicine Trolls and Troll Gunners. Can also produce Thunderdoom Troll, Troll Knight, and Torg Boneknitter. 22 clicks 15 Regeneration
Priestess of the Elemental Hospital Cost 100 gold Gives one extra defense to anyone with healing or magic healing on this side. Can produce Mending Priestesses. Can also produce Rowan and Enderek os Fena. 12 clicks Magic Healing 6 inch range 16
Priestess of the Elemental Hospital Level 2 Cost 30 gold to upgrade from Priestess of the Elemental Hospital Level 1- Can now produce Elven Demi-Magus, Elemental Priest, Emerald Glade Mystery, and Emerald Warder 14 clicks Magic Healing 8 inch range 17
Centaur Post Cost 120 gold Can produce Centaur Archers, Centaur Outriders, and Centaur medics. Can also produce Laurell and Woodroot. 10 clicks 15 Battle Armor
Centaur Post Level 2 Cost 30 gold to upgrade from Centaur Post Level 1 Can now produce Centaur Lts. Can also produce Centaur Champion and Searle of Congers. 14 clicks Battle armor
Elemental House of Mounted War Cost 180 gold Can produce Unicorn Bladesman, Unicorn Tracker, Sislith Tracker, Sislith Bladesman. 12 clicks 16 Toughness
Elemental House of Mounted War Level 2 Cost 30 gold to upgrade from Elemental House of Mounted War Level 1 Can produce Theredy, Khumeret of Caero, Roleric Stormborn, Aycorn Trueshot, Thaniel Sollar, Haan Redwood. 16 clicks 17 Toughness
House of Elemental Ground War Cost 160 gold Can produce Woodland Snipers, Warrior Sprites, Glade Guardians and Thorn Maidans. 14 clicks 17
House of Elemental Ground War Level 2 Cost 30 more gold to upgrade from House of Elemental Ground War Level 1. Makes Thorn Maidens venom damage 2 instead of one for the owner of this building. Can produce War Bears and Living Balistas. Can also produce Gronther, Splinter, Warpath, and Amethyst Knight. 18 clicks Shockwave 12 inch range 17
First of all, your first building should be at least 10" AWAY from the goldmine, not at MOST. In all Blizzard RTS's you have to be farther away from the goldmine, not forced to be close.
Secondly, is there pushing?
Unfortuantley BPR have the greatest advantage.
Why?
First of all, they get Amazon Mancatchers**...
19 Points, 12 attack, 10 movement quickness.
The perfect gold runners...they don't take an action to move...freeing up your warriors.
Start the game with five, and enjoy getting in 60 instead of the average 50 gold...and build up extra your first time you're able to so it is a constant, steady stream of gold.
It is true that other people can get 5 at the start, but the BPR can quickly gain more.
Plus they have the Amazon Drac...and with their extra gold abilities....she'll be on the board pretty quickly.
And if you make a dwarven building increase their gold rate...
Watch out.
Edit: Didn't see your post, shockwave.
It might interest you guys to know that I am (slowly) working on a Warcraft 3 MK map.
Shockwave - I am not sure as to what the winning conditions are, but I am open to suggestions. I will make one for every faction eventully.
Gurgi- I might make the Dwarven buildings more expensive or I will find a way to try and balance it. I will make the Amazon Drac in like a 3rd Level building or something like that. Woodland Scouts might be good too? Maybe, lol. But, are you making a map for Mage Knight or for War Craft?
Whoa! this is what im dreaming for, you got it man. I bet this is really fun to play sans the record keeping. That is the problem with playing with statistics that are changing. You have to keep track of it and make records. I hope you can make a software/program that can track this kindof game. Goodluck with the polishing. Hope to see more of this kind.
You should convert the Warcraft races into MK factions. The Night Elves as EL or KI, the Orcs as well Orcs, the undead as Necro Sect, and the Human Alliance as AG or BPR.
Everyone gets an area as a starting area, and there is in the middle some different things, like gold mines, and forests. You can only create heros as a certian building, and special seige weapons for NS, since everyone elce has one, for clearing away trees.
You may place terrian within 3 inches of each other, so you can have rivers, or large forests. You can use castle peices to represent fortafacations. Set up terrain as normal, but add some type of merc huts, or MS creeps...
There are three ways that come to my mind to counter the Mancatcher.
1. You mentioned is make the building more expensive, but what about the units?
2. Quickness is the ability to move quickly (as this can't be shown in MK it is a free action), have you every trid to move quickly with fully pockets. If a player wishes to use quickness with full pockets their carrying capasity falls.
3. In MK quickness is for movement only. Does it take an action to mine the gold or to drop it off, if so quickness can't be used as it is for moving only.
The record keeping isn't quite that bad, but it is easy for me because I have a graphing calcualter. I might make them into the four factions and add creeps that work like dungean monsters.
Veralidaine has a point because I am going to say that mining the gold mine is part of the action you use to move there... so it is also another type of action so quickness would not work. I didn't want mining to be slow, so I said that all you have to do is move into base to collect the gold, but now I will say that collecting the gold is not a move action, but is part of THE action. Don't knowif that makes sense but...... o well. I might make the Crystal Bladesman in a different building because I found out they were a little too powerful to start with... and I will make the buildings defense decrease when it gets damaged because I found that hitting a building on its last click when all your forces are weak would be pretty hard with normal defense. If I added woods, I would probably have to add more actions... I haven't decided if formations are allowed to mines gold mine so it only cost one action, but I found that it wasn't too powerfull. Winning conditions will either be........ destroy the Command center or kill all. I found that once he command center is lost, your screwed, so I might make them cheaper? I want to use Mage Knight factions so no figure isleft out though. I edited the rules a little anyway...... keep up the suggestions!