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Thursday, January 26, 2023

Weather Conditions for Matched Play!

Hey Reader!

So I was down in Florida for Hurricane Ian (as my parents live there, and my family and I helped them ready their house for the storm), and during the course of the storm I had an idea for weather conditions that one could add to a matched play or casual game to make things more interesting. And since I came up with some ideas, and Tiberius and Rythbryt are used to my scatterbrained post ideas by now, I decided to share them with you all, :P 

So if you've ever been looking to fight an epic battle in the midst of a hurricane, today's the day!

We'll start by looking at each of the weather condition events in turn, first looking at what triggers the event (as some of them are battlefield-wide for the whole match, like a hurricane, while others happen at specific times, like a tornado), and then look at what it does mechanically. If you have ideas, feel free to let us know in the comments below!

It's worth noting that several other tournaments have added weather as a feature, and I've looked at those, and they look like a lot of fun. I've avoided repeating those ideas, though, in part because I think that sometimes it bogs down the game (as some of the resolutions of weather can be very involved), and I really do want this to be a feature in a scenario, but not something that will require more than 1-2 minutes to resolve at the start of a round (and ideally not more than 30 seconds). These are designed to be quick and dirty rules so that they don't slow down the game.

The other thing that I wanted to convey is simplicity: they are easy to understand, so even a new player isn't going to be thrown for a loop while learning the game. Snow slows you down, lightning strikes the tallest thing - all of these things allow for easy resolution while also allowing you to grasp the concept and make a plan for how to deal with it. Simplicity that can still facilitate strategy. That's our motto.

So with no further ado, looks like there's a weather system inbound...

(...See what I did there? A "weather system"? Okay, moving on)


I.  Selecting a Weather Condition

To select a weather condition, roll 1D6 on the following chart to determine what weather condition is in play:

1: Calm - No weather condition in play. This is idyllic Shire weather for ya, friends!

2: Hurricane - A hurricane has crept up on the eve of battle! Hold fast!

3: Tornado - Thundering clouds overhead threaten to touch down during the battle! Keep an eye on the sky!

4: Lightning Storm - Tall things beware: a storm brews overhead! Keep your head down!

5: Blizzard - Thick snow is falling all across the battlefield! Clasp your cloak and push forward!

6: Earthquakes - Every now and then the earth gets angry...what did those delving dwarves do now!


II.  Weather Condition Effects

The following effects are in play with each weather condition:

Hurricane: A hurricane has come, bringing with it torrential rain, heavy winds, rising water, and a chance at being swept away! All ranged attacks automatically miss while not firing within an indoor area at a target that is also within the indoor area (caves, non-ruined houses, etc.), and water terrain on the map doubles in length and width. 

In addition, shallow water becomes deep water, and deep water becomes treacherous water (deep water that inflicts an additional -1 to all Swim tests, as the undertow is stronger). 

If a space within range of a swelling water feature has higher elevation than the water feature (such as a hill next to a river or lake), then only a distance up to half the height of the hill is considered a water feature, even if the whole hill is within range of the swelling water. 


Tornado: The clouds above are looking grim, and at intervals tornadoes touch down on the battlefield! On a turn where priority is tied, a tornado drops down. The priority player rolls 1D6 and consults the following chart to determine where the tornado strikes:

1: The player who does not have priority chooses a quadrant of the board

2: The northwest quadrant of the board receives the tornado strike

3: The northeast quadrant of the board receives the tornado strike

4: The southwest quadrant of the board receives the tornado strike

5: The southeast quadrant of the board receives the tornado strike

6: The player with priority chooses a quadrant of the board

Within that quadrant, both players roll 4D6 into a box, rolling tray, a part of the table or floor - anywhere that is flat and is not an interdimensional portal or other location where the dice will be lost. Once the dice are rolled, without moving the dice (as their final resting place matters), calculate the values on their own dice in the mix. The priority player measures X" on either the north or south edge of the quadrant, and the non-priority player measures X" on either the east or west edge of the quadrant: together they triangulate the arrival point of the tornado.

The tornado arrives at the specified point. Both players then look at the dice they rolled and find the highest value on their dice: add those two values together, and you have the number of inches that the tornado moves. The tornado moves in a line (admittedly pretty jagged and curvy line) roughly mimicking the final resting place of the dice: move the tornado so that it starts from whatever extreme of the dice has the lowest value, and move it in a shape that roughly traces the layout of the dice. You may slightly move the dice closer to each other to better shape a path for the tornado, but both players should agree on how the line is shaped.

If the dice fall more or less in a big jumble, the tornado moves in a spiral, moving 1" south, then 1" east, then 2" north, then 2" west, then 3" south, then 3" east, and that should be the most it moves, because the highest it can move is 12" (so there you go).

All models within 2" of the moving point (so it extends out 2" on all sides, for a 4" diameter) are knocked prone and suffer six (6) S3 hits for falling damage. Cavalry models do not suffer the effects of Knocked Flying, as that is already factored into their falling damage (though they are still knocked prone and thus dismounted). Models with the Preternatural Agility special rule may perform their roll to avoid being knocked prone, though they will still suffer the falling damage.

Models that may not be moved against their will (ents, mostly) are immune to the effects of a tornado, as is any creature with a Strength of 10. Creatures with a Strength of 9 only suffer two (2) S3 hits for falling damage, and creatures with a Strength of 8 only suffer four (4) S3 hits.


And yet Saruman has no lightning spell...
Lightning Storm: The day (or night, as the case may be) brings with it dark clouds and lightning bolts! After rolling for priority, if priority changed hands from one player to another, a lightning bolt falls from the sky. The priority player rolls 1D6 and consults the following chart to determine where the lightning strikes:

1: The player who does not have priority chooses a quadrant of the board

2: The northwest quadrant of the board receives the lightning strike

3: The northeast quadrant of the board receives the lightning strike

4: The southwest quadrant of the board receives the lightning strike

5: The southeast quadrant of the board receives the lightning strike

6: The player with priority chooses a quadrant of the board

Within that quadrant, select the highest target that is not impassable terrain (so it won't strike a mountain, the top of Orthanc, etc.): that target is struck by lightning and suffers 3 Strength 8 hits. If there is a flying creature within that range that did not use its ground movement last turn, it is considered to be the highest target in the quadrant.

If the target is a tree (as those are typically pretty tall) or similar flammable terrain piece, do not roll damage: instead the tree is Set Ablaze, shedding light up to 12" around it until the fire is put out, and burns down (it may not be struck again by lightning, and it does not provide In the Ways for the rest of the game). We recommend putting some sort of marker (maybe an orange-colored cotton ball or something) to denote that the tree is on fire. If all trees in a piece of woodland terrain are set ablaze, the area no longer counts as woodland terrain: it is considered normal terrain.


Blizzards: bad for seeing, bad for walking

Blizzard: The air is filled with snow, making it harder to see and harder to run! For the duration of the game, all parts of the map that are not woodland terrain, indoor areas (like caves, non-ruined houses, etc.), or other suitable terrain are considered to be difficult terrain. Models with the Mountain Dweller special rule treat snowy difficult terrain as normal terrain, as they are used to dealing with snow, ice, etc. in their travels.

In addition, models beyond 18" are considered to not be within line of sight while in the snow. All water on the board additionally turns to ice, which is treated as difficult terrain (also ignored by Mountain Dweller models, but it also still counts as water for the purposes of models that treat water as open ground), and models have a chance to slide on it. 

When a model moves at least 1" on ice, the model performs a Jump test (as that's the closest thing I can think of to mimic maintaining your balance): on a 1, they fall prone on the ice and end their movement for the turn. On a 2-5 they move normally. On a 6 the model glides on the ice, moving up to 2" further than they could before.


Such an iconic scene - I hope no "bigatures"
were destroyed in the process...
Earthquakes: The ground shakes at intervals, causing unsteady legs across the battlefield! At the start of a turn when priority repeats (the same player has priority in back-to-back turns), an earthquake occurs. The priority player rolls 1D6 and consults the following chart to determine where the earthquake is felt the most:

1: The player who does not have priority chooses a quadrant of the board

2: The northwest quadrant of the board receives the earthquake

3: The northeast quadrant of the board receives the earthquake

4: The southwest quadrant of the board receives the earthquake

5: The southeast quadrant of the board receives the earthquake

6: The player with priority  chooses a quadrant of the board

Within that quadrant, all targets roll 1D6: on the roll of a 1, the target is knocked prone. If the target is a cavalry model they suffer the effects of Knocked Flying. Targets with Preternatural Agility may make their roll for their special rule as soon as they perform the roll, and mounted targets with Expert Rider may reroll their test. Targets who roll a 2-3 are shaken by the earthquake: their movement speed for the turn is halved (and if the target is mounted and has Expert Rider they may reroll a 2-3 as well if desired). On a 4-6 nothing happens: they keep their footing amidst the treacherous tremors.


Conclusion

Is this a bit extra? Yes. Anything that mimics Saruman calling down a storm on a mountain will be. Was there maybe just a bit too much excitement for me down in Florida? Probably. 

But if you're looking for something different and interesting to add to an otherwise mundane friendly game, or if you want to spice up a scenario that's getting stale (like To the Death, for example), why not use something that is fair, impartial, and possibly imbalanced (maybe? Who knows) just to keep things interesting? 

If you're looking for something like that, I present to you a full-fledged weather system, :)

Let us know what you think!

Watching the stars,

Centaur

"I watch the stars, for it is mine to watch." ~ Glenstorm, Prince Caspian

4 comments:

  1. While I think the tornado mechanic may take some time to calculate, I like how the weather conditions are all different - two are static, while the others are all triggered in different ways. I feel like these should show up in a THRO tournament sometime. :-)

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  2. Interesting ideas. Tornado seems like the most involved, as trying to translate the dice shape into a path that is between 2" and 12" will likely take some discussion to work out. Earthquake seems like models with "fly" should ignore it, perhaps unless they didn't use the fly keyword in their last move.

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  3. hm, I don't have the "Isildur's Bane" at hand right now, but IIRC there were weather conditions added to a gameplay (although it is fan made 'singleplayer' ruleset ffor MESBG)

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  4. As an alternative, these are some play-tested, historical-based weather rules you can use. Please note: These are "freeware" and can be used as wanted as long as the cover page is unchanged and the rules are never sold. You will find the weather rules on page 23 of the compiled document (there was some formatting issues after uploading to the drive).

    https://drive.google.com/drive/folders/1pAmfuteMe4t31aHjdMQK5fGEUwnZgkPb?usp=sharing

    ReplyDelete