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I was going to a give a flippant response to this thread asking why we like Heroscape so much. That answer, in sum:
"Because it has an Orc on a mother****in' T-Rex."
Yeah, that's right. You know that Van Ness, Daviau, and Baker are all proponents of a creationist theory, at least on...
Krug is the closest that Heroscape has come to design perfection. From his sculpt to his personality, from his special powers to his class, from his price to his posture, from head to toe, Krug really stands out several years after his release. Why is that?
He is imposing, yet lovable...
It's late, and I'm tired, but I can't quite sleep.
One thing I've been thinking about tonight, is something that has almost become a throw-away phrase when describing heroscape games. I'm sure a number of you have heard that some of the top players rarely, if ever, make mistakes.
In a...
I'm starting to wonder if any new figures can have a huge impact on the way that Heroscape is played.
1. The order marker system encourages the use of commons.
2. Controlling a point on a map encourages the use of high defense figures or powerful uniques.
3. Height advantage and the...
The Mohican River Tribe has gotten me thinking.
(EDIT: BUT OTHER STUFF GOT TY THINKING MUCH SOONER: LINK)
Even though Agent Carr hasn't seen that much play at my table once we started to buy expansion packs, I've always felt that he introduced a great concept to the game. Ghost Walk and...
...or: "why Nilfheim and rats work well together"
Sorry for the long wait. I'm sure plenty of people forgot I was even writing anything about Order Markers anymore. With OM VI, I meant to start a series of essays about typical army archetypes- what they look like in terms of my categories...
a discussion on Bread, Butter, and Cheerleaders...
Those of you familiar with my order marker series will know that I made up silly names and colors and divided up all of the units in Heroscape into groups based on how they play and associate with order markers. I’m going to write a short...
(and here's why)
I’m going to let you all in on a little secret. Productivity will only get you so far in Heroscape. You need to be at a certain level (get 3 or 4 attacks per turn with a decent amount of dice) to win games, or place in the top 50% in a tournament. But if you want to win...
Cross elasticity is a very important concept in economics, and I think it relates directly to how the demand for various units in Heroscape fluctuate. Instead of boring you with math, I’m going to try to entertain you with an analogy.
Just think about fish and chips.
In Great Britain...
"Taelord costs too much."
We've all read it before. We've all said it before. It's a truism that is pretty much as old as Heroscape websites.
Anyone who read my article in codex 10 will probably start to see the issue here. The game isn't just about points, but about what you are...
Last time, I hypothesized that figures like Cyprien, Marro Stingers, Marcu, and Isamu marked a new trend in the life and devolopment of the tournament metagame. We had new units that used the d20, but yet were still competitively priced and powerful. I conjectured that Sujoah and the Fyorlag...
In an effort to keep some weird army v. player distinction, I went back through all of my old battle reports and tallied up my wins and losses. With a total of 113 tournament games, I have a record of 82-31, but I wanted to see how I did with certain units as well as against certain units...
Thirteen Tournament Postulates
Here are some little rules that I’ve thought of and conglomerated after numerous discussions on these forums. Tournament directors and attendees should be conscious of these factors and how they affect what people will play.
1. As time goes by, previously...
Evolution of the Tournament Metagame: A Brief History
Here are a few ground rules outlining my thinking before going forward:
1. Heroscape is awesome, fun, and competitive. These ideals can coexist peacefully.
2. This largely assumes the standard tournament structure that requires a...