America Hill, the Final Solution
Wednesday, January 24, 2007
This week we decided to try another tweak to the America Hill rules. We discovered that the hills we had been fighting over were really the wrong hill. Luckily we finally found the right one this week.
To help encourage people to take the hill, we added Woldwompers. Woldwompers were independent models that could be activated by various warcasters or warlocks if they were in control of the hill. Woldwompers had the same stat line as a Woldwarden but with -1 SPD and -1 ARM. They also had a fury of two and could be forced by any controlling warcaster/warlock, and the fury would dissipate at the end of each player’s turn. Woldwompers had no animus, no chain attack, but maintained All Terrain, Elemental Construct, and Spell Strike.
- At the end if each turn, the player with the most models on the hill gained 1 VP. This is turn, not round – we went this way to place more value on the hill.
- At the end of a turn, if a player had their warcaster/warlock on the hill, they could activate one of the three Woldwompers immediately.
- At the end of a turn, if a player had their wracaster/warlock on the hill and had or tied for the most models on the hill (units counted as 1 model), they could activate two of the three Woldwompers immediately.
Despite the steps we played the hill as “smooth” so it could be climbed freely. We didn’t want to overemphasize the steps too much.
After rolling to determine order, we arranged ourselves around the table as follows:
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