Just a few more comments. Please note, it is not my attempt to be critical of your design. In fact I think you have a good scenario in the making! One thing I would strive for in every scenario is to keep things as simple as possible. Too many moving parts and things are missed/forgotten. Before exploring other scenarios I think you may want to audit the first suggestion and get that balanced to a fair degree.
truck22 wrote:
Table, size 2'x2'
All models with the "spider" tag are added, including broodlings
Radagast has to escape the southeastern board corner.
The above all seems fair to me.
truck22 wrote:
Radagast leaves his home on turn d3+3 instead.
Radagast does only have the sleigh option.
On the fifth turn, add three bat swarms to the group of reinforcements.
Instead of a variable turn in which Radagast must act would a set turn work better?
Can Radagast do anything on the turns before he can "act" or must he simply remain inside his home?
Why did you select turn five to add bat swarms? (more curious about this than anything)
truck22 wrote:
New special rules:
Spiderwebs:
The spiders have spun their webs thick here, Radagast may never move more than 2d6-2 inches(roll each turn) also, the woodland creature rule is ignored for Radagast.
Instead of having a max move allowance based on a random roll it may be better to disallow heroic marching. Technically Radagast could roll 12 on 2d6 -2 = 10 movement. He could also be immobile if the player rolled a "2" -2 = 0. Just let him move as normal to keep movement clean.
I would allow Radagast to use Woodland Creature ability. This is territory near his home and he knows it inside out and backwards.
Perhaps to better simulate the webs which have been spun allow the evil player to place markers within the forest at game setup. Any movement within 3 inches of a "web" marker counts as difficult terrain (ignoring Radagast's special Woodland Creature movement / i.e. moves half pace). Of course this hasn't been tested - just thinking out loud.
To take this one step further make two types of counters (all of them have the same face on one side and on the other it is either blank or has a web symbol). Place more markers on the board. When Radagast comes within 3 inches of the marker it is flipped. This would cause him to weave his way to safety in a more half-hazard way.
truck22 wrote:
The horde:
The evil force is just a small contingent of the forests evil. The evil force passes all courage tests.
The fell sickness:
The evil player may place d3 tokens on the board. Radagast must always attempt to use renew on any of those. Once renewed, the tokens are removed.
The way this is written there is no consequence for Radagast to have to use his renew spell. Perhaps this could be a requirement before he can leave the board. If so, the tokens have to be placed relatively near his home to make things balanced.
Again - I love the creativity with this. Keep up the good work Truck22.