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Need help figuring out the crunch behind this zombie siege
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<blockquote data-quote="Delandel" data-source="post: 6555042" data-attributes="member: 81364"><p>I made changes based on feedback. I tried balancing the defenders / attackers a bit more and added VP for villagers defending key areas and VP for the horde entering the village and not being dealt with immediately.</p><p></p><p>Village Fortifications:</p><p>- A 10 ft. wide moat encircles the village. The shallow water acts as difficult terrain.</p><p>- A 20ft tall stone wall encircles the village. Units can walk on top of it. A 10-ft.-by-10-ft. section of wall has AC 17, HP 40, and a Damage Threshold of 8</p><p>- A 15ft wide gate is the sole entrance into Shadowgrange. It’s made of wood reinforced with steel and has AC 16, HP 35, and a Damage Threshold of 2</p><p>- Any make-shift barricade made by the villagers is primarily wood and has AC 15, HP 15, and no Damage Threshold</p><p></p><p>Village Defenders:</p><p></p><p>Solos:</p><p>- Each PC; can be commanders</p><p>- 1 priest, Priestess Flora; can be a commander</p><p>- 2 thugs, the cathar commander Levi and retired commander Eckhardt; can be commanders</p><p>- 3 scouts, Silvia, Rosa, and Ann; can be commanders</p><p></p><p>Stands (10 identical creatures):</p><p>- 4 guards</p><p>- 10 commoners</p><p>- 1 clergy (treat these as Priests without Divine Eminence, no 2nd or 3rd level spells, and only 10 HP)</p><p></p><p></p><p>Zombie Horde side:</p><p>Special Traits:</p><p>- The undead do not fear their own destruction and auto-succeed morale checks</p><p>- Undead Fortitude: zombies with this ability can only use it once.</p><p>Solos:</p><p>- 1 cult fanatic, Rineta Smitt; can be a commander</p><p>- 3 ogre zombies; can’t be commanders</p><p>Stands:</p><p>- 40 zombies</p><p>- 2 skeletons </p><p></p><p></p><p>Village Objectives:</p><p>- destroy an ogre zombie solo = 1 VP, max 3</p><p>- destroy all skeletons = 1 VP</p><p>- destroy 100 zombies = 1 VP, max 6</p><p>- defeat the cult fanatic = 3 VP</p><p>- protect the gate = 1 VP per round if the village has two or more stands adjacent to the gate if it has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the gate</p><p>- protect the breach = 1 VP per round if the village has two or more stands or solos adjacent to a breached wall/gate and an enemy stand or solo spent the round attacking through the breach</p><p></p><p></p><p>Horde Objectives:</p><p>- destroy a wall = 4 VP</p><p>- destroy the gates = 4 VP</p><p>- defeat a PC = 1 VP</p><p>- defeat 4 stands = 1 VP</p><p>- defeat 3 non-PC solos = 1 VP</p><p>- overrun the village = 1 VP per round if the horde has ten or more stands inside the village walls</p><p></p><p></p><p>Village Tactics:</p><p>- follow PC commands</p><p>- PCs given rings that permit telepathic communication amongst them and the other solos/commanders</p><p></p><p></p><p>Horde Tactics:</p><p>- the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate</p><p>- a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls</p><p>- a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment</p><p>- the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers acquire 5 VP, and then she moves into combat</p></blockquote><p></p>
[QUOTE="Delandel, post: 6555042, member: 81364"] I made changes based on feedback. I tried balancing the defenders / attackers a bit more and added VP for villagers defending key areas and VP for the horde entering the village and not being dealt with immediately. Village Fortifications: - A 10 ft. wide moat encircles the village. The shallow water acts as difficult terrain. - A 20ft tall stone wall encircles the village. Units can walk on top of it. A 10-ft.-by-10-ft. section of wall has AC 17, HP 40, and a Damage Threshold of 8 - A 15ft wide gate is the sole entrance into Shadowgrange. It’s made of wood reinforced with steel and has AC 16, HP 35, and a Damage Threshold of 2 - Any make-shift barricade made by the villagers is primarily wood and has AC 15, HP 15, and no Damage Threshold Village Defenders: Solos: - Each PC; can be commanders - 1 priest, Priestess Flora; can be a commander - 2 thugs, the cathar commander Levi and retired commander Eckhardt; can be commanders - 3 scouts, Silvia, Rosa, and Ann; can be commanders Stands (10 identical creatures): - 4 guards - 10 commoners - 1 clergy (treat these as Priests without Divine Eminence, no 2nd or 3rd level spells, and only 10 HP) Zombie Horde side: Special Traits: - The undead do not fear their own destruction and auto-succeed morale checks - Undead Fortitude: zombies with this ability can only use it once. Solos: - 1 cult fanatic, Rineta Smitt; can be a commander - 3 ogre zombies; can’t be commanders Stands: - 40 zombies - 2 skeletons Village Objectives: - destroy an ogre zombie solo = 1 VP, max 3 - destroy all skeletons = 1 VP - destroy 100 zombies = 1 VP, max 6 - defeat the cult fanatic = 3 VP - protect the gate = 1 VP per round if the village has two or more stands adjacent to the gate if it has not been reduced to 0 hit points, and if no enemy stands or solos are within 2 squares of the gate - protect the breach = 1 VP per round if the village has two or more stands or solos adjacent to a breached wall/gate and an enemy stand or solo spent the round attacking through the breach Horde Objectives: - destroy a wall = 4 VP - destroy the gates = 4 VP - defeat a PC = 1 VP - defeat 4 stands = 1 VP - defeat 3 non-PC solos = 1 VP - overrun the village = 1 VP per round if the horde has ten or more stands inside the village walls Village Tactics: - follow PC commands - PCs given rings that permit telepathic communication amongst them and the other solos/commanders Horde Tactics: - the main unit comprised of 2 ogre zombie solos and 33 stands of zombies heads for the gate - a unit of skeletal archers (2 stands) moves behind the main unit to fire at defenders on the walls - a secondary unit of 1 ogre zombie solo and 5 stands of zombies heads for a back wall, regiment - the cult fanatic commands her own unit of 2 zombie stands and hangs back until the Villagers acquire 5 VP, and then she moves into combat [/QUOTE]
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