D&D Miniatures01/20/2005


Ultra-Quick Strike and Escalation
New Scenario Formats



One of the great things about a game such as D&D Miniatures is that it's open-ended. The possible variant scenarios are almost limitless. Small changes in setup or victory conditions can significantly alter optimal tactics and warband composition.

These two formats can be played at any point level. They work well for 100, 200, and 500 point warbands.

Escalation

Number of Players: Any, but works best with two.

Warbands: Warband construction is unchanged.

Terrain Setup: Setup is unchanged.

Victory: Victory is determined by point tally. Victory points are awarded as usual for destroyed enemy creatures. If you combine Escalation with Assault, points are also awarded as usual for occupying tiles on the opponent's half of the board. Keep a running tally of VPs on a sheet of paper alongside the battle grid.

Here's where Escalation varies from the standard scenario. At the start of any round, after rolling for initiative but before activating the first creature, the player who is behind in victory points can escalate. This doubles the value of all victory point awards from that point on. Already-earned VPs are not affected. Creatures destroyed in this and all subsequent rounds are worth double, as are tile-based awards.

The game can escalate every round if the trailing player chooses to do so. Each escalation doubles subsequent VP awards again. If the game has escalated twice, for example, then destroyed creatures are worth four times their usual value (doubled and doubled again).

The game ends when one player has earned 100 (or 200, or 500) victory points.

Players' Notes: Timing your escalations is crucial. Escalating for its own sake or to create chaos can easily backfire and increase your opponent's lead. The time to escalate is when you are poised to destroy enemy figures and capitalize on the VP boost.

Ultra-Quick Strike

Number of Players: Any, but works best with two.

Warbands: Warband construction is as usual.

Terrain Setup: Setup is as usual.

Victory: Victory points for destroyed creatures and occupied tiles are awarded as usual.

Ending the Game: Ultra-Quick Strike differs in its ending condition. The game ends when only one player has figures on the battle grid. Any figure, however, not just routing figures, can leave the battle grid through its entry squares. If you have a point lead, you can leave the map and claim victory -- if you can get away without losing more figures.

Players' Notes: This scenario calls for a whole different philosophy of warband construction. Fast, flying, and incorporeal creatures are essential. So are big hitters that can dish out damage without getting killed in return. Spellcasters, archers, and other figures that can strike from a distance gain tremendous importance. The trick is finding a good combination of speed, damage, range, and survivability.

About the Author

Steve Winter is a writer, game designer, and web producer living in the Seattle area. He's been involved with publishing D&D in one form or another since 1981. Tiny people and monsters made of plastic and lead are among his favorite obsessions.

Recent News
(MORE)
Recent Miniatures Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This ArticleDiscuss This Article
Download This Article (.zip)Download This Article