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Old July 5th, 2010, 10:34 PM
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A thorough reexamination of Heroscape

The purpose of this thread is to present a custom version of Heroscape, which features two, key rule modifications and a revised set of army cards that have been redesigned in light of the new rules.

First, the key rule changes are as follows:

1. Height advantage does not grant an extra attack die to normal, nonadjacent attacks; instead it grants one extra range.

2. Common squad figures cannot inflict more than one wound with a single, normal attack, except when special powers allow an exception. We have called this power Dire Strike X and Dire Shot X where X is the amount of wounds that can be inflicted in a single attack by units with that power. Common squads using a special attack (e.g., Romans, Zombies) can still inflict multiple wounds.

The purpose of both of these rules is to add balance to the metagame. As most Heroscape players know, the two most dominant forces in Heroscape from a metagaming perspective are ranged attacks and common squads. In my group, we have found that these two rule changes have led to a more balanced and enjoyable game.

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With these two new rules in place, we also set out to redesign and rebalance all of the Heroscape units. In doing this, we had several goals in mind:

1. Make virtually all units competitive.

2. Increase the variety of competitive army configurations by adding subtle synergies between more units and, when appropriate, scaffolding the prices of figures that can be substituted for one another (e.g., Human Champions).

3. Reduce the variability in the value of all units relative to their point-costs; in other words, boost weak units and nerf overly powerful units in some form or another.

4. Introduce desirable changes to the metagame, for instance, making defensive units more viable overall.

5. Reduce variance in units' performance overall.


Many of our revised cards closely resemble the official version. We often made only minor changes, such as a single stat value modification or adjustment of point-cost. For other units, we tweaked special powers to some extent. Other cards are custom in the truest sense, in that the card does not resemble the official version at all. Every change, though, we justified to ourselves based on one of the five overarching goals mentioned above.

These are just my group's idiosyncratic rules and Heroscape units. I'm happy if you like them and want to adopt some of them. I'm happy if you don't like them and love the official game as it is. And I'm happy if this post just gives you inspiration for one of your own customs. I respect players who prefer little to no customization of the game, but my friends and I prefer these changes for our own house games.

Also, there are virtually infinite ways that Heroscape units can be created, and several different alternatives might be equally valid for various reasons. I welcome any constructive comments and criticism, your own ideas for changes that enhance the balance of the game, notification of any typos or errors, etc.

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Aquilla

Sujoah
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Dund
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Venoc Warlord
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Fyorlag Spiders
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Mohican River Tribe
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Axegrinders of the Burning Forge
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Darrak Ambershard
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Quasatch Hunters
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Einar

Ashigaru Yari
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Ashigaru Harquebus
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Kato Katsuro
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Tagawa Samurai Archers
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Tagawa Samurai
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Kozuke Samurai
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Izumi Samurai
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Hamamoto Taro
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Empress Kiova
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Einar Imperium
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Capuan Gladiators
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Retiarius
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Spartacus
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Shaolin Monks
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Shiori
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Ninjas of the Northern Wind
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Gurei-Oni
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Guilty McCreech
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Roman Archers
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Sacred Band
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Parmenio
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Valguard
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10th Regiment of Foot
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Jandar

4th Massachusetts Line
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Airborne Elite
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Concan
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Finn the Viking Champion
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Thorgrim the Viking Champion
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Tarn Viking Warriors
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Zetacron
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Sir Gilbert
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Sir Denrick
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Sir Dupuis
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Sgt. Drake (SotM)
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Sgt. Drake (RotV)
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Raelin (RotV)
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Omnicron Snipers
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Omnicron Drones (Repulsors)
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Nilfheim
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Kumiko
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Kelda
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Ullar

Ulginesh
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Acolarh
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Kyntela Gwyn
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Morsbane
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Emirroon
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Arkmer
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Warriors of Ashra
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Syvarris
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Sonlen
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Aubrien Archers
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Deadeye Dan
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Atlaga
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Protectors of Ullar
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Saylind
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Venoc Warlord
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Elite Onyx Warlord
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Armoc Vipers
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Jotun
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Moriko
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Utgar

Anubian Wolves
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Wolves of Badru
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Khosumet the Darklord
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Dumutef Guard
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Sir Hawthorne
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Arrow Gruts
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Brunak
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Nerak
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Grimnak
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Tornak
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Swog Rider
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Heavy Gruts
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Ornak
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Rechets of Bogdan
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Marro Warriors
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Marro Stingers
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Marro Raiders (Drudge)
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Marro Dividers
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Marro Drones
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Kee-Mo-Ga (Kee-Mo-Shi)
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Grok Rider
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Marrden Hounds
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Marro Hive
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Wo-Sa-Ga
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Tul-Bak-Ra
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Su-Bak-Na
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Runa
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Shades of Bleakewood
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Taelord
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Zettian Guards
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Warden 816
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Deathwalker 9000
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Deathwalker 8000
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Deathwalker 7000
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Deathstalkers
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Deathreavers
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Deepwyrm Drow
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Estivara
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Pelloth
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Drow Chainfighter
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Vydar


Otonashi
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Nakita Agents
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Krav Maga Agents
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Agent Skahen
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Agent Carr
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James Murphy
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Major Q9
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Major Q10
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Other minor custom rules:

1. Figures that do not start the game on the board (e.g., Airborne Elite, Marro Dividers) do not count towards the 24-space start zone restriction.

2. When any small or medium figure you control on a shadow space is targeted for an attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll 13 or higher, the targeted figure no longer has any visible hit zones for the duration of the targeting figure’s turn.*

*Shadow tiles do not grant extra defense dice.


Last edited by rouby44 : July 26th, 2010 at 06:30 PM.

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  #2  
Old July 6th, 2010, 09:01 AM
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Re: A thorough reexamination of Heroscape

Wow! It looks like you and your friends have been busy.
There is a lot to see. I rather like the few I have looked at so far.

Has your group been playing with these modified units for a while or are these pretty new?

I look forward to getting the opportunity to look through the rest and maybe even play a few of them. Thanks for sharing.


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Old July 6th, 2010, 09:39 AM
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rouby44 rouby44 is offline
 
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Re: A thorough reexamination of Heroscape

Quote:
Originally Posted by Lamaclown View Post
Wow! It looks like you and your friends have been busy.
There is a lot to see. I rather like the few I have looked at so far.

Has your group been playing with these modified units for a while or are these pretty new?

I look forward to getting the opportunity to look through the rest and maybe even play a few of them. Thanks for sharing.
There's a pretty even split between units that we've played the way that they are presented in this thread and units that are relatively recently designed and still need playtesting. If you'd like any comments on a specific unit, let me know.

We have played dozens of games with the two custom rules though (change to nonadjacent attacks with height advantage; common squads can only inflict one wound). These really have made a lot more types of units viable.

Thanks for you comments. Hope you find something worth using in your own games here.


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Old July 6th, 2010, 10:57 AM
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Re: A thorough reexamination of Heroscape

A lot of your customs ARE improvements, save for a few, namely the Anubian Wolves. For one thing, they NOW have a greater chance to COMPLETELY fail, and Khosumet's Unleashed Fury Enhancement is not NEARLY as helpful. Granted, they don't kill one of their own when they fail, but Khosumet was the perfect insurance package against that ever happening.
Maybe not for you, but one of the big selling points for me with the Anubians was the sizeable amount of dice they could be throwing.
The other case I found where units dropped in quality was with the Gladiators you modified. For one thing(And this may be just me) I personally would never be able to remember the new abilities for the Capuans. Sparty was great IMO as he was. Sparty's abilities helped the Gladiators out a lot.
I like the drop in cost idea for Retarius, but I'm not so crazy about the drop in attack.


I hope I don't sound too nitpicky and/or annoying, but I just found those cases to be drops in unit quality. I do appreciate you putting these up here, man!



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Old July 6th, 2010, 04:06 PM
Geryon Geryon is offline
 
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Re: A thorough reexamination of Heroscape

Ok for Anubian Wolves I can see where you are coming from, it would seem that not being able to throw 9 dice sometimes is a nerf for them. But you gotta see how they function now. They Bond to a Darklord now, like the Badrus. You also have to look at the newly made Darklords who aid them, such as Sir Hawthorne and Dumutef Guards.
As for their attack being a big nerf, it really isn't so much. Instead of only throwing Unleashed Fury once, you throw it for every Wolf that is about to attack. They are usually gonna have 3 attack and 4 defense, BUT if they are attacking someone who has no unrevealed OrderMarkers, they add 4 to that roll to give substantially better chance to have 4 or 5 attack. Now add to that the ability to bond with the new, tougher Khousumet who has the +1 attack bonus for them for adjacency, plus Khous has Scent of Blood to get 2 free moves for every Wolf wound scored to get him close to the action. Anubians are also only ever allowed to score ONE wound on a Hero anyways, so it is not so great to roll tons and tons of dice.

For the Gladiators, yeah they are radically different. I personally don't like in official scape how Glads basically can not be played without the very expensive Spartacus. Also, it is hard to make mixed armies that consist of things other than Gladiators without hurting your gladiator builds in said armies(for games 600 points or less anyways)
I feel like now they are a really fun melee unit to play that can fit into many different builds. Spart has the new multi attack special for some cool variety, and Retiarius' net ability is passive and can be activated without an order marker. Very cool.

Great work on the cards Rouby they look great.


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Old July 6th, 2010, 05:25 PM
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Re: A thorough reexamination of Heroscape

Quote:
Originally Posted by gorthan313 View Post
A lot of your customs ARE improvements, save for a few, namely the Anubian Wolves. For one thing, they NOW have a greater chance to COMPLETELY fail, and Khosumet's Unleashed Fury Enhancement is not NEARLY as helpful. Granted, they don't kill one of their own when they fail, but Khosumet was the perfect insurance package against that ever happening.
Maybe not for you, but one of the big selling points for me with the Anubians was the sizeable amount of dice they could be throwing.
The other case I found where units dropped in quality was with the Gladiators you modified. For one thing(And this may be just me) I personally would never be able to remember the new abilities for the Capuans. Sparty was great IMO as he was. Sparty's abilities helped the Gladiators out a lot.
I like the drop in cost idea for Retarius, but I'm not so crazy about the drop in attack.


I hope I don't sound too nitpicky and/or annoying, but I just found those cases to be drops in unit quality. I do appreciate you putting these up here, man!
Looks like Geryon already beat me to the punch in explaining the rationale behind those squads, but I'll add my two cents.

At first glance the Anubians might look worse than the official version, but you have to consider that they now bond to some pretty decent heroes in the new Khosumet, Sir Hawthorne, and Dumutef Guards.

With Khosumet in your army, the Anubians have the following:
15% chance of 2 attack
85% chance of at least 3 attack
35% chance of at least 4 attack
15% chance of at least 5 attack
Average attack dice = 3.35

With Khosumet in your army and against a target with no unrevealed OMs:
45% chance of at least 3 attack
55% chance of at least 4 attack
35% chance of at least 5 attack
Average attack dice = 3.9

So you can see that with only Khosumet, their attack is still above average, and when attacking a target with no unrevealed order markers, their average attack is almost 4, which is pretty good considering that they bond and have solid move and defense stats.

Like I mentioned in the first post, one of the goals was to reduce the variance in how units perform. The official Anubians are definitely a high variance squad, so making them less extreme was definitely a goal in the new design. With the current version of Unleashed Fury they are still an offensively minded squad, but much more consistent and reliable.

As for the Gladiators, I have to say don't knock 'em till you try them. Their abilities aren't much more complex than several official abilities. They have bonding. They have the same Tactical Switch ability that the new Warforged have, except that it requires a die roll so it's not automatic. And they have the Flanking Assault, which might seem wordy, but visually on a Heroscape map it's pretty plain to see.

Anyways, I hope that something in here inspires you. Thanks for your comments.


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Old July 6th, 2010, 05:31 PM
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Re: A thorough reexamination of Heroscape

I really like this, I'll have to try them in a game sometimes. I'm just wondering though, does the +1 range for height work on 1 range figures?


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Old July 6th, 2010, 05:32 PM
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Re: A thorough reexamination of Heroscape

This is like...a whole different game. Man alive, that is a lot of modification.


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Old July 6th, 2010, 05:52 PM
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Re: A thorough reexamination of Heroscape

Quote:
Originally Posted by Takanuva View Post
I really like this, I'll have to try them in a game sometimes. I'm just wondering though, does the +1 range for height work on 1 range figures?
Nope, should have clarified that. It only works for figures who have ranges greater than 1. The one exception I can think of is the Axegrinders when they use their Throwing Axe power.

Hope you enjoy!


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Old July 6th, 2010, 05:56 PM
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Re: A thorough reexamination of Heroscape

Ahh....I see.

Also, I don't quite get why the Hive isn't an uncommon hero.


BTW: I like the life increase for Khosumet! I may actually use that one!



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Old July 6th, 2010, 06:23 PM
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Re: A thorough reexamination of Heroscape

You should keep a +1 attack for height advantage for adjacent attacks...you really do have an advantage attacking when higher than your opponent where as that advantage for ranged is in the range not the power.


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Old July 6th, 2010, 07:48 PM
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Re: A thorough reexamination of Heroscape

I really dislike your trying to minimize the figures who have potential for high Variance. Some of the most memorable Heroscape moments are the times when something rare but strong happens to swing a game.

-Rolling a 20 to auto kill their Q9 with Deadeye Dan or Morsbane is something that the person will recall for a long time. Or take Kee Mo Shi, the part that makes her so fun is the 10% minimum chance to permanently steal a figure.

By altering their powers yeah they are now more reliable but also less memorable to play.


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