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 'Tainted Copse' Questions

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Von Kurst
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PostSubject: 'Tainted Copse' Questions   'Tainted Copse' Questions Icon_minitimeFri 10 Jun 2011 - 20:04

We played this scenario twice last night at the local store. We had an enjoyable time, but I have a couple of questions for anyone familiar with the scenario.

The road
~Is the road intended to be a terrain feature? One table was set up with the road defined by road sections. Since woods bases cease movement when they encounter another terrain feature, models on the road were never swallowed up by random forests. On the other table the initial set up of terrain was deemed to 'define' the road and the road was ignored thereafter.

~
Quote :
The warband who is first to get at least half of its starting models off the road section edge of the opposing warband wins the game.
What does this sentence mean? We started out intending to have to leave by the first road section on the opposite table edge. But by the time anyone got near an opposite table edge, they just exited their models off the opposite edge.

~For warbands with odd numbers of models do you round up or down to determine 'at least half'?

Forests
One table was set up with lots of forest bases, the other had 8. Moving all the forest bases took awhile on either table. Any insight into the intended number or shape and size?

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Eliazar
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PostSubject: Re: 'Tainted Copse' Questions   'Tainted Copse' Questions Icon_minitimeFri 10 Jun 2011 - 21:04

Usually, the scenario is meant for 2 players. The road sections are a terrain feature and models on it will be unharmed by the wood, and you have to escape via the road section the opposing warband started on (usually on the opposite table edge), but not just off any random spot at the opposite table edge.

At least that's how we played it at the meeting with cianty, if I recall correctly.
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Von Kurst
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PostSubject: Re: 'Tainted Copse' Questions   'Tainted Copse' Questions Icon_minitimeFri 10 Jun 2011 - 22:03

Both games were decided by warbands routing rather than escaping off the board. We found the road rather restrictive on the table with a defined roadbed. The other table dissolved into chaos which seemed to fit more with the title and fluff of the scenario. Trees seemed to be EVERYWHERE!

Can the trees 'hurt' a warrior? We missed that if they can. Events on the other hand, hurt.

Quote :
Usually, the scenario is meant for 2 players.
How did you know that we had 3 players in one game? Suspect
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Eliazar
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PostSubject: Re: 'Tainted Copse' Questions   'Tainted Copse' Questions Icon_minitimeFri 10 Jun 2011 - 22:16

Quote :
How did you know that we had 3 players in one game? Suspect

I just guessed that more than 2 warbands were involved Wink We played with 3 players as well and it got quite messy and a ltille bit confusing, with 2 it works pretty smooth. Our road sections were not too large, and trying to get to them made thing even more difficult as all the trees constantly get in the way. It was chaotic enough for our taste (we played with simouktaneous rounds, though, so it was a little different to how it's meant to be yet again).
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PostSubject: Re: 'Tainted Copse' Questions   'Tainted Copse' Questions Icon_minitimeFri 10 Jun 2011 - 22:40

Clever.
The three player game had a heck of a time moving trees and rolling for/resolving events. If the object of the game is to get off via the road edge, I don't see that happening very often.

We did do a lot of tree surfing. In a multi-player game you can cross the board multiple times and still end up where you started at the beginning of your turn. drunken
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