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#1
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Sir Dendrik's Maps (Updated 5/9/11)
Welcome to the wonderful world of my maps. I've only got a few, but it's better than nothing. (Please excuse me not knowing how to make my links look pretty.)
Helsian Lowland: http://www.heroscapers.com/community...o=file&id=2851 ![]() This uses only 1 Swarm of the Marro and 1 Ticalla Jungle. It is small, which gives melee a huge edge. The starting zones are somewhat Zelrig proof, especially if the army is 20 hexes or below. Shadow Chasm:http://www.heroscapers.com/community...o=file&id=2852 ![]() This uses 2 Battle for the Underdark and 1 Volcarren Wasteland. All 0 level spaces are shadow, and all 2+ levels are lava. This gives advantage to the lowground and punishment to the highground. There are a few bottlenecks, but they require figures to stay on lava to maintain. Wound glyphs are used to add to the volatile nature of the map, and to give figures a place to go on turn 3 to avoid lava damage. Enjoy. New 5/9/11 Fort Onundai Created for R˙chean's Map contest. Requires 1 RotV and 1 FotA. Last edited by Sir Dendrik : May 9th, 2011 at 08:53 PM. Reason: update LoveHeroscape |
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#2
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Re: Sir Dendrik's Maps (Updated 10/30/10)
Though I don't doubt that you're telling the truth about being Zelrig-proof, could you add the start zones in Virtualscape, it makes it much easier to see.
+rep! |
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#3
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Re: Sir Dendrik's Maps (Updated 10/30/10)
Quote:
The starting zones of Helsian Lowlands make it so you can form circles around a common empty space, minimizing the amount of possible figures Zelrig can hit. With an army of 22 starting spaces, by leaving the center of the 7 hex sand and the single hex sand empty, Zelrig can only possibly hit a maximum of 4 figures on a first turn roast. This was done to compensate for the small size of the map. In a playtest of Zelrig and 4x 4th Mass against Grimnak, Nerak, and 4x Heavy Gruts the orc army won. This illustrates the potential of such a small map. LoveHeroscape |
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