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Has anybody ever tried playing Capture the Flag with Mage Knight? A friend and I improvised a version of it a few weeks ago. We were at this month's Unrestricted and were getting bored with the vague rules the Warlord made up. She wasn't paying any attention to us, anyway. For our last round, I suggested we try a game of Capture the Flag.
Basically, the flag is the small token used to control an objective (red on one side, blue on the other). It sits on the Objective Token. To capture the opponent's flag, you have to control the Objective for one turn, per standard MK Rules. This isn't too difficult because each team cannot control its own Objective, just prevent the other from taking it.
Once you have captured the flag, you must bring it back to your own Objective to win the game.
Since we were improvising, we didn't know a lot of what the rules should be. We learned that 50 minutes is too short to complete a game.
Here are some suggestions for more rules:
--If a warrior is eliminated, you may perform a special action at the beginning of your next command phase to reanimate it, turn its dial to the starting marker, and place it in your deployment zone. This will cost an action from your total allotted action for this turn.
--If a captured flag is dropped, then the team whose turn it is must base it in order to send it back to its original Objective Token.
--In a similar fashion, if a captured flag is dropped, then the opposing team must base it to continue carrying it to their own Objective Token.
--If a warrior is Demoralized, it cannot capture or remove a flag from its Objective Token. Nor can it recover a dropped flag of the opposing team. However, if it gains Demoralized while it is carrying a flag, it does not drop it. Instead, it may continue carrying the flag toward its own Objective Token. Only when a warrior is eliminated is the flag dropped.
--The game is won when the flag is brought to the opposing Objective Token. If not, the winner is determined by how many inches the flag is from its original Objective Token. If each flag is still resting on its original Objective Token, then add up the total number of points of each team. the player with the most points wins the game.
What do you think? In case you couldn't tell, I based the rules around Unreal Tournament.
It seems like it might be a fun thing to try, but there are a few things I would change.
How about instead of the reanimating thing (which I'm going to assume played a big role in the game taking so long), once a fig becomes demorilized or dead, it is considered tagged out (if the fig is dead, treat it as if it has a movement of 4, or some other low number to your liking). You do not have to roll for break away to move out of Base Contact with a fig that has been tagged out. A tagged out fig heals to full after spending one full turn in its controllers starting area (or 1-2 clicks per command phase....anything along these lines).
Tagged figures cannot hold flags. Any fig may recover a dropped flag. Any fig can make a capture attempt, if successful, the attacking fig steals the flag (if target is holding one) or automatically tags out the target.
If a figure is holding his teams flag, that figure gains frenzy, and can only be given move actions (he has to try and get the flag back to his base...token...as quickly as possible).
Awww....I was hoping you were talking about a real capture the flag, but I should have guessed seeing as this is a MK forum.
My friends and I get together every saturday night and play capture the flag in the woods, fun stuff...
I even love playing CTF on Medal of Honor Online Multiplayer...
But I'm not too sure about MK capture the flag, I would like to see other people saying they have tried it and liked it before I try it out...I mean I love almost all types of CTF, but MK CTF I'm a little iffy about...
Originally posted by N/A It seems like it might be a fun thing to try, but there are a few things I would change.
How about instead of the reanimating thing (which I'm going to assume played a big role in the game taking so long), once a fig becomes demorilized or dead, it is considered tagged out (if the fig is dead, treat it as if it has a movement of 4, or some other low number to your liking). You do not have to roll for break away to move out of Base Contact with a fig that has been tagged out. A tagged out fig heals to full after spending one full turn in its controllers starting area (or 1-2 clicks per command phase....anything along these lines).
Tagged figures cannot hold flags. Any fig may recover a dropped flag. Any fig can make a capture attempt, if successful, the attacking fig steals the flag (if target is holding one) or automatically tags out the target.
If a figure is holding his teams flag, that figure gains frenzy, and can only be given move actions (he has to try and get the flag back to his base...token...as quickly as possible).
So, how do these revisions sound?
pretty good except that having 'tagged out' guys able to recover flags really almost defeats the purpose of kiiling figs. If somebody plays with a buch of cheap crappy fodder, their deaths will mean almost nothing, defensively speaking.
Originally posted by Iron_Mongrel pretty good except that having 'tagged out' guys able to recover flags really almost defeats the purpose of kiiling figs. If somebody plays with a buch of cheap crappy fodder, their deaths will mean almost nothing, defensively speaking.
I think tagged out should mean OUT.
I had thought of that, but I wanted to limit my ideas to variations of komodojazz, that's why I decided to let them "come back to life" still.
Also, but since I've never played a CTF variant of mage knight, I wasn't sure if being able to just wipe out your opponent's army before time was called would defeat the whole purpose of the scenario.
Now, if part of the army requirements was something along the lines of 3-5 figs per 100 points (again, whatever numbers used is very negotiable), that way it would keep teams at around the same size (as any good team game like CTF should be) preventing swarms like that and one player won't be able to uber-fig his army for an easy victory against his/her opponents smaller collection either.
Originally posted by N/A I had thought of that, but I wanted to limit my ideas to variations of komodojazz, that's why I decided to let them "come back to life" still.
Also, but since I've never played a CTF variant of mage knight, I wasn't sure if being able to just wipe out your opponent's army before time was called would defeat the whole purpose of the scenario.
Now, if part of the army requirements was something along the lines of 3-5 figs per 100 points (again, whatever numbers used is very negotiable), that way it would keep teams at around the same size (as any good team game like CTF should be) preventing swarms like that and one player won't be able to uber-fig his army for an easy victory against his/her opponents smaller collection either.
I don't mean that they couldn't come back once they reached the starting area, I just meant that tagged out figs shouldn't really interact with the game. Reducing their speed might be a bit much as well, since they'll still take actions to move and could take several turns to get back to the starting area. And figures that are tagged out should most definitely not be able to use any special abilities (doubletime, what?), but they also shouldn't be affected by terrain type.
Originally posted by komodojazz ...rules the Warlord made up. She wasn't paying any attention to us, anyway.
gljvlrkbjrkgrkvbjerk
A FEMALE warlord? I would sooooooo date her. What state does she live in? (Assuming USA) Whats her name? Email adress? Etc.
I am totally attracted to chicks that play this game. I need 45,000 pesos to get to America so I can magusap sa kanya at siguro, kung swerte ako, hahalikin ko siya!!!
Some better rules in an attempt to make MK more like Halo CTF, the greatest game EVER:
Up to 100 points
4 actions
Rules- you can use 4 speed points to shoot or attack, all figures get a counterattack if they want and the target is within range. Bound/Charge can attack for 0 speed. Use 3 speed to pick up the flag.
Double all figures' damage values/WM rolls.
Do not use action tokens, all figures can be given an action every turn.
All warriors may mount DC Pegasus or KI Chariot. It costs half your speed to mount. You may not give the cavalry unit an action on the same turn it is formed. If a Pegasus or Chariot is without a rider it is neutral- no player may use it. Cavalry units can use MB or MC to shoot or attack for 0 speed points. There are 2 DC Pegasus and 1 KI Chariot outside each base. The KI chariot can have up to 2 passengers. It uses normal Chariot rules but cannot attack.
Soaring figures may not shoot.
Dungeons heroes gain levels- so play them
Respawn rules:
You may give a special action to yourself to respawn one of your eliminated warriors in your base if at least one of your turns has passed since it was eliminated. At least one of your units must remain eliminated at all times.
Preferably use a scale model of Blood Gulch or Sidewinder for your battles.
Flags are inside your base.
Each base has the following relics in it that respawn every x turns (# beside relic) and disappear from their wielder at that point. Any figure, even without item slots, can wield any relic. Just walk over a relic to pick it up.
Snow's Fuser Rifle (3) (Sniper) The wielder gains Pierce. Ignore the -1 to speed.
Thunder Javelin (6) (Pistol) This warrior's range value is 12 instead of 6. Ignore the -1 to speed.
Rage Hammer (5) (Shotgun) Ignore the -2 to speed.
In the center of the map there is a:
Temanor's Wrath (2) (Rocket) Its optional ability is not optional. Ignore the -1 to speed.
3 captures wins.
Or you can play the same rules but with kills instead, first team to 20.
When Halo 2 comes out, we'll need to have dual wielding rules.
SOunds like a goog variant... the only chage I would make to the origonal rules is I would create 6 respawn points and when you bring a figure back, you would roll a d6 and place that figure on the corrisponding respawn point. Having them respawn back at your "flag" could prolong the game for a very long time.
Other then that, it looks like a lot of fun! May even get some of my friends to play with me.
I don't have an XBox and have never played HALO, so I don't know it's rules for CTF. But if it works, then that's great. Try it out and let us know how it goes!
Personally, I would want to keep the rules as simple as possible. I think combat should occur per standard MK rules of combat. (Just think how much fun Overwatch would be in CTF! "I dare you to try to take my flag!")
I like the idea of respawning in one of six different spots.
As for the thought of a female Warlord goes, get the idea of a sexy blonde Laetitia Casta look-alike out of your head. This one was the type who has a large body, but a small head with long hair. Not a pleasant sight. But at least she recognized it when I was quoting Monty Python and the Holy Grail.
I have an idea (away from the Halo part...thats too much like Halo IMO...would rather just play Halo instead of a MK simulated one).
Players decide on how many captures are required to win and how many points of figures they may use. There are no time limits.
What I think should be used is a standard 300pt. army and no Calvalry units may be used. And the first to either one or three captures wins.
The field is a 30" by 30". At 15" from one edge is a line that goes across the middle. 10" away from the middle line and 5" away from the edge (either edge) is a 'Jail' zone (3" by 3"). The sides parrelle (sorry about my spelling) to the center line is the starting area.
My ideas for MK CTF has a different idea for figures who are defeated:
-If a figure shows 3 skulls on its dial then the owning player may roll one D6. One a result of 4, 5, or 6 the figure is heald of one click (or until no skulls are showing) and is sent to the jail.
-If a figure is on its last click it is immediatly sent to jail.
-If a figure shows the Demoralized ability it is immediatly sent to jail.
If a figure is captured (normal capturing rules apply) it is immediatly clicked to either its last click before showing 3 skulls or until it shows the Demoralized ability and is placed in the jail.
To 'rescue' a figure from jail a few rules apply:
-The rescuing figure must be in base contact with the 'jail'.
-The figure is given a special action and for the duration of the action its point value is doubled. The figure may rescue figures figures until the total point value of rescued figures is equal to or lower than the rescuing figures point value.
-Click the rescuing figure until its last click before 3 skulls show or it shows the demoralized ability.
-Place all resued figures in base contact with the jail.
-The rescued figures/rescuing figure must then make there way back over the center line. Once the figures have crossed you may turn there dial until its starting stats.
Figures cannot attack a figure on its last click or showing the Demoralized ability. If no more figures can fit in the jail then any figure that is sent to jail is eliminated from the game.
The flag then has a defense value which the player decides on (can range from 10 to 20). Subtract that number from 25 and move the flag (15" away from the side of the board) that many inches away from the center line on your side. The higher the defense the closer to the line. The lower the defense the farther away from the line. To 'Capture' the flag you must first be in base contact with the 'Flag' token (objective token). You roll two D6 and add that to the figures attack value. If the result is equal to or higher than the flags defense value then the figure gains control of the flag. You cannot use the surge or gang-up proficiency when making a capture attempt on the flag.
A figure carrying the flag has a few rules:
- The figure holding the flag cannot use the double-time proficiancy.
-The figure has an attack value of 0 and a damage value of 0 (it is considerd he is holding the flag with both hands).
-The figures speed and defense value is decreased by 3.
Figures can guard there own flag. When a figure guards the flag it is announced at the beginning of the game and stays 'Guard' over the flag at ALL times unless the figure is sent to jail or eliminated. When a figure guards the flag, it is deplayd on the flag. If an opposing figure attempts to capture the flag it must attack the guard, and send it into Demoralized status, capture the figure, or make 3 skulls appear on the guards dial. If the opposing figure eliminates the guard it then may capture the flag using the normal rules. When a guard is 'saved' from the jail and crosses the center line it is IMMEDIATLY sent back to the Flag and guards over it.
A figure guarding the flag has a few rules:
-Once the guard is on the flag and the game starts, the Guards speed value becomes 0.
-The guard cannot be eliminated from the game. If it shows the skulls on its dial it is clicked forward one click and sent to jail.
-The guard does not suffer the -3 penalty to his attack value when making a capture attempt.
To capture the flag, a figure holding the flag must cross the center line, back onto his own side. Figures with a flag break away only on rolls of 5 or 6. If a figure 'Captures the Flag' the flag is sent back to its starting position, all figures are returnd from the jail, and all eliminated figures are returnd to the game.
To take the flag from an opposing figure you must be in base contact with the figure holding the flag. You must either eliminated the figure or send it to jail. The flag token is then sent back to its starting spot.
My ideas. Like them, hate them, w/e. (I like them :) ) I hope I didn't forget anything and if I did I'll just post it up later.
Those are some good suggestions. Try it out and let us know how it goes. Although I would suggest eliminating the part where the guardian is allowed to stand on the flag. It seems like it would be too much chore trying to capture the flag. I would suggest that the guardian is allowed to be in base contact with the flag, but not to overlap it.