PDA

View Full Version : The Holocron of Bespin Landing Platforms


Yodaking
November 4th, 2015, 06:39 PM
The Holocron of Bespin Landing Platforms Map

HoSS Set Name


A HoSS Competitive Map

Original design by Yodaking


https://lh3.googleusercontent.com/pw/ACtC-3f7Rrd7WwrqR7YBadlltg13Zuq9OlHbbvjlIXpgWwxMFtjwOR3YlgM1vXIoZr2Ry1Vzquk qO_tykIq_mdA3Wmjm6SUWw2sFADwTmImt188X5HN4vbpx0-_5r-sC_fMs0vIHwg5_aSLX0jodR9BlLu2bWw=w1060-h671-no?authuser=0

PDF (https://app.box.com/s/9mf5ljxw1f1zdfguvf0mon99rg5iwmev)

Required sets: 2 Castle & 2 Marvel Sets
*This map uses the HoSS Container, Crate, & Chemical Canister DOs


______________________________________________________________

Map Bio - The Bespin System is home to a small tibanna gas mining operation. As such it managed to avoid falling under the jurisdiction of the Empire as well as the Mining Guild, going unnoticed for several years. The lack of Imperial taxes and government red tape, as well the anonymity provided, led to a brisk pace of business with cargo being loaded and unloaded daily from the many landing platforms that dot the city. Located among the clouds in the Bespin Gas Giant's Life Zone, the landing platforms are also one of the few access points into the city, a fact not gone unnoticed by numerous Space Pirates who have attempted to raid the city and steal the valuable tibanna gas. As a result, defensive measures have been taken to defend each landing platform from unwanted guests.
______________________________________________________________

-Special rules and Clarifications-
• Castle Doors are not used on this map.
• This HoSS map incorporates some HoSS Destructible Objects. Their location is marked on the map by different colored start zone dots.

2 Yellow Dots = 2 Crate (http://www.heroscapers.com/community/showthread.php?t=51623) DO's on each tile.
2 Green Dots = 1 Container (http://www.heroscapers.com/community/showthread.php?t=51625) DO on each tile.
2 Orange Dots = 2 Chemical Canister (http://www.heroscapers.com/community/showthread.php?t=51627) DO on each tile.

• The Bespin Landing Platforms are well defended. These defenses are operated locally by the Defense System Control Panel Glyph which is represented by the Glyph of Brandar. At the end of each round, whoever controls the Platform Defenses Control Glyph may target any one figure on the landing platforms with the Bespin Defense Cannon Special Attack. The landing platforms consist of all concrete and asphalt tiles in and around the immediate vicinity of the red and blue start zone spaces. Figures targeted by the Bespin Defense Cannon Special Attack never have height advantage.

BESPIN DEFENSE CANNON SPECIAL ATTACK
Range Special, Attack 4
All figures adjacent to the targeted figure are also affected by this special attack. Roll attack dice once for all affected figures, roll defense dice separately.

-FAQ-
Q: Are the concrete and asphalt tiles on this map suppose to be considered road tiles for the purposes of granting the road walk bonus?

A: No, the concrete and asphalt tiles were specifically placed in a strategic fashion in order to break up the road tiles and deny the road walk bonus from coming into play here. Granting the road walk bonus to the concrete and asphalt tiles on this map would result in it no longer being considered a competitive map for play testing and tournament play.
______________________________________________________________

-Strategy, Tactics and Tips-
• TBA
-Heroscapers Community Contributions-
• First playtest: TREX (http://www.heroscapers.com/community/showpost.php?p=2056727&postcount=40)
• Second playtest: Yodaking (http://www.heroscapers.com/community/showpost.php?p=2057487&postcount=47)
• Third playtest: hose (http://www.heroscapers.com/community/showpost.php?p=2059403&postcount=55)
-PDF created by: DanieLoche

Yodaking
November 4th, 2015, 06:40 PM
Here is what the Bespin Landing Platforms looks like after some tweaks based on testing feedback.

VS file (http://www.mediafire.com/download/oh5a1zad8ai85lq/Bespin_landing_Platforms.hsc) (2 Marvel & 2 Castle Sets)

----------------------------------------------------------------
The glyph idea can be tweaked some but the general idea for what I'm going for should come across. In the two games I ran on the map using the glyph above, one was heroes vs heroes and the SA was only used twice, dealing 1W. The bigger impact it had was just on the player tactics, with one figure moving inside earlier rather then staying put in the start zone. In the other test I had heroes vs. the 10th Foot x4 + MDG and the SA was not used even once. The heroes all moved inside right away but never grabbed the glyph because they preferred to say back behind a Container or moved up onto the steps for high ground. The 10th Foot still spread out the figures left back in the SZ just to be safe and limit any potential attack to just 1 figure. They also went around the hex the glyph was on rather then stop on it.

Yodaking
November 4th, 2015, 06:47 PM
I'm going to archive the history of the map development in the next few posts by copying over what was posted in the Brainstorming thread. I feel like we are pretty far along the development process for this map as I've already ran some tests on it and made changes based on those test results. But it has been a while since we really discussed it so having the related posts here, easy to find and review, should help move things along.

Yodaking
November 4th, 2015, 06:48 PM
I gave the landing platforms another try and I'm actually pretty happy with what I came up with. It is two platforms connected by a hallway that leads to a set of steps heading off to the Bespin central complex. The 6 yellow spots are where 2 containers are to be placed, the 4 green spots are where Crates are located, and the 2 orange spots are for Canisters. Each army has a 24 hex start zone that is spread out over the two landing platforms, representing the recent and rapid deployment off a spaceship that then left. Leave the castle doors off of course, and if you look at the VS file, the sand tiles are actually the warehouse ruin bases.

Bespin Landing Platform (http://www.mediafire.com/download/oh5a1zad8ai85lq/Bespin_landing_Platforms.hsc) - 2 Marvel & 2 Castle Set
https://www.mediafire.com/convkey/a251/datxgdzp6wt5hbq6g.jpg

With all the DO's spread about and the set of steps at the far end of the hallway, I think this map could work for a nice Vader/Luke duel as well. Have each one start out on one platform with some allies.

I was also thinking we may need to put a glyph at the end of the short wall that divides the two platform entryways in order to insure one team doesn't just stay on the platform and refuse to move (since it is one level higher then the hallway. That could be the location of a control panel that allows you to access the Bespin Defensive grid. Whoever controls the glyph at the end of the round can 'attack' any figure on either landing platform. Either a true SA dice roll vs. defense, or an auto-wound, or a d20 roll for a wound. It could effect one figure or target up to 3 different figures.

Yodaking
November 4th, 2015, 06:52 PM
After spending yesterday working up those two maps in VS, I went ahead and built them both today to see what they would look like together.

Bespin Landing Platforms (http://www.mediafire.com/download/oh5a1zad8ai85lq/Bespin_landing_Platforms.hsc)

http://i22.photobucket.com/albums/b332/yodaking/Heroscape/C3G%20Maps/DSCN1576_zpsm24sik99.jpg

Yodaking
November 4th, 2015, 06:53 PM
looks cool yoda, how many destructible objects do you plan on putting in the map?(I created my destructible containers the other night, and will be duplicating them a number of times with my instant mold.) It really does change the perspective of the map when you build it, rather than just building it in Virtualscape. I challenge our Boss group to sometimes build the map, see how it is in real time before posting major critiques on it. I think I will build up the couple of ideas I had tonight to throw them in the ring as well.

As for the # of DO's, what you see in the photo was what I was thinking after building the map. The white dice are containers (2 per space on 4 spots), the D20's are crates (4 total, 1 out on each of the platforms), & the little brown mailboxes are canisters (2). The canisters are next to the single hex of high ground inside the hallway, that way if a figure with good defense ends up there you can always go after the canister and try for an auto-wound, or just hit them both with an AoE SA. All of them are just spread out near the platform entrances, as if they were some cargo looking to get loaded up or was recently off loaded.

Yodaking
November 4th, 2015, 06:54 PM
I ran a couple of tests today using the Bespin Landing Platforms map above. The Road Tiles in the hall way ended up being pretty significant as I was using the 10th Foot, w/move boosted by MDG to 6, for a move of 9 once they left the landing platform area. They were able to just charge across from entrance area to the other without really exposing themselves to ranged attacks due to the center wall. I think I want to see if I can move some tiles around such that the Hallway is filled with concrete and asphalt while the road tiles are used elsewhere. It just played a bit too fast. The DO's really had little to no impact as a result since everyone was being engaged right away. I also did not play the games with a glyph for operating the Bespin platform defenses, I'll try to do so in the future as it would certainly would have had an impact if a figure had to stop on the glyph.

*Update* I wasn't able to completely swap out all the road tiles but I was able to swap out enough to break up the road bonus. I want to see how the board plays now that you can't run wild on it.

Yodaking
November 4th, 2015, 06:56 PM
I ended up rerunning my tests on the Bespin Landing Platforms (what was the number from the movie again?) with tiles moved around to effectively negate any chance for a road tile bonus. The games went much better this time around with the positioning of your figures and use of the DO's much more significant. I often found myself shooting and destroying the DO's when no other targets were about just to deny their use to my opponent or open up a hex for movement. I also incorporated a Platforms Defenses Control glyph that ended up being used sparingly but added to the tactics uses none-the-less. I even moved the DOs around between games and tried them out in different starting positions. I'm pretty happy with the map now and will post the updated file soon along with all proposed rules for the map.

Yodaking
November 4th, 2015, 07:02 PM
It looks like I never posted an actual map PT report, but I used the map in some BoSS testing for a figure that is going to be released here shortly. Once that figure is released I'll put together a map PT based on those PT reports and post it here as it's initial if that is okay with everyone.

Other things to do:

Create a Bio.
Did we want to name the map after the platforms referenced in the movie?
Should I link to the DO's used somewhere?
Everyone happy with the glyph idea? Tweaks or changes needed?
Have another BoSS member build it and run a few tests.

DanieLoche
November 5th, 2015, 04:27 PM
Argh toi much texte and not enough time to read... XD

I'll see this week-end about the DO thing.(and about jabba's palace) ;)

Tornado
November 5th, 2015, 07:15 PM
Nice looking map YK!

TREX
November 7th, 2015, 11:51 AM
I think the map looks good. I'm not against naming the platforms after the movie or leaving them just how they are. It would be good to reference with a link to the DO objects. One question. Does the whole map have road bonus? When we play at my place the asphalt is considered road. I also love the idea of the glyph giving a special attack. You could also provide a second Battlefront scenario by adding additional glyph control points. After I run my Jabba tests today I'll build this map to run my next tests on. Looking good yoda.

Yodaking
November 7th, 2015, 04:24 PM
No road bonus, I specifically broke up the road tiles to prevent one after my first test of the map. It just played way too quickly with figures running down the hall around the corner and engaging a ranged opponent before they could get a single shot off.

TREX
November 7th, 2015, 04:31 PM
Yodaking, you may want to specify in the special rules in the OP that you cannot use road bonus. I just finished that set of Jabba tests and I'm building this one next!

Yodaking
November 7th, 2015, 04:48 PM
No need, the road tiles never run connected together long enough for the bonus to kick in. I can make a note of it somewhere warning people not to house rule concrete as road but the base rules would not allow it. Maybe a FAQ?

Q: Are the concrete and asphalt tiles on this map suppose to be considered road tiles for the purposes of granting the road walk bonus?

A: No, the concrete and asphalt tiles were specifically placed in a strategic fashion in order to break up the road tiles and deny the road walk bonus from coming into play here. Granting the road walk bonus to the concrete and asphalt tiles on this map would result in it no longer being considered a competitive map for play testing and tournament play.

TREX
November 7th, 2015, 04:48 PM
Here is something I threw together in Photoshop to print out to make the map before we get the PDF made. Its in 8x10 inch format for a regular paper sheet.
Build instructions In the spoiler.

http://www.mediafire.com/convkey/a957/s6zkpm6n5y9n8mjzg.jpg

EDIT: I like what you did with the Q&A to explain the road bonus.

TREX
November 7th, 2015, 06:39 PM
I just built this one on one of my game tables. I didn't realize it but it expands out further than my carbon freeze map. I had to move it to my larger game table. Visually it looks pretty good. I made a bunch of custom terrain out of my asphalt a long time ago but put it together with concrete and road tile. I'll just play it without road bonus-period. One other thing. The vs file has doors on doorways, and your physical picture shows them without. Did you design this to be played with doors? I may do some Leia tests on it now.

Yodaking
November 8th, 2015, 12:06 AM
No doors.

Yodaking
November 9th, 2015, 11:31 PM
Any other thoughts on this before I start running tests? I'm planning on using this map for some tests this week.

TREX
November 9th, 2015, 11:55 PM
Any other thoughts on this before I start running tests? I'm planning on using this map for some tests this week.
No, it looks pretty solid. I have this map up and want to test on it as well. Are you using the special rules for the glyph on all tests?

Yodaking
November 10th, 2015, 12:21 AM
Yeah, I'm going to use the glyph rules and hopefully perfect those with some tests. I seem to recall wanting the rule in play to keep figures from staying back in their start zone on high ground and refusing to come inside to play.

TREX
November 10th, 2015, 11:23 AM
Yeah, I'm going to use the glyph rules and hopefully perfect those with some tests. I seem to recall wanting the rule in play to keep figures from staying back in their start zone on high ground and refusing to come inside to play.
After looking at the map build I came to that conclusion. I'm really stoked to play some games on it, but didn't feel up to it last night after my root canal at the dentist.

Yodaking
November 10th, 2015, 02:08 PM
Cool, lets make this official then since both of us will be running tests on this map soon.

I propose we move this map into play testing.

Yoda - :up:
Koolster - :up:
TREX - :up:
Ninja - :up:

Yodaking
November 10th, 2015, 04:10 PM
Here is what I came up with for the Bio:

Bio - The Bespin system is home to a tibanna gas mining operation. As such it managed to avoid falling under the jurisdiction of the Empire as well as the mining guild, going unnoticed for many years. The lack of Imperial taxes and government red tape, as well the anonymity provided led to a brisk pace of business with cargo being loaded and unloaded daily from the many landing plat forms that dot the city. Located among the clouds in the Bespin Gas Giant's Life Zone, the landing platforms are also one of the few access point into the city. A fact not gone unnoticed by Space Pirates who have attempted to raid the city and steal the valuable tibanna gas instead of purchasing it. Thus defensive measures have been taken to defend each landing platform from unwanted guest.

Koolster25
November 10th, 2015, 09:05 PM
:up: Looks great!

TREX
November 10th, 2015, 09:07 PM
:thumbsup: from me, call out to the other BOSS'es to see what they think.

Yodaking
November 11th, 2015, 11:03 PM
I updated the first post with the FAQ, links and details about the DO's used, and the info on the glyph. Take a look over it when you get a chance and make sure it looks okay to you and I didn't miss anything.

Just want to make sure every member of BoSS has had a chance to see this thread so here is a shout out to those who have not yet voted on the testing proposal. @heroscaper2010 (http://www.heroscapers.com/community/member.php?u=11057) @Ninja Status (http://www.heroscapers.com/community/member.php?u=23604) @DanieLoche (http://www.heroscapers.com/community/member.php?u=20039)

Ninja Status
November 11th, 2015, 11:04 PM
Looks good to me :up:

Yodaking
November 11th, 2015, 11:05 PM
Oh and just a reminder, since I forgot myself when building this map again, the sand tiles shown in the VS file are actually the two warehouse ruin bases. We can swap those out for before making the official PDF.

Yodaking
November 11th, 2015, 11:06 PM
Looks good to me :up:

Wow, that was quick. Almost like you were lurking in the shadows like a Ninja......:)

Ninja Status
November 11th, 2015, 11:08 PM
Looks good to me :up:

Wow, that was quick. Almost like you were lurking in the shadows like a Ninja......:)

You never know when I'll pop up out of no where, it's almost like I can vanish9 whenever I want too... *retreats into the mist*.
:p

TREX
November 12th, 2015, 11:20 AM
Looks good to me :up:

Wow, that was quick. Almost like you were lurking in the shadows like a Ninja......:)

You never know when I'll pop up out of no where, it's almost like I can vanish9 whenever I want too... *retreats into the mist*.
:p
So funny. I'm sitting here chuckling to my self. I probably look ridiculous.:D

Yodaking
November 12th, 2015, 04:01 PM
All set up for some tests and I started thinking that with Bespin being a gas mining facility we should have more than just 2 chemical canister. So I changed it to have two chemical canisters on each orange dot location for my tests instead of 1 canister & 1 crate.

Yodaking
November 12th, 2015, 04:28 PM
I think I played more hero heavy armies the last time around and now that I have a bunch of squad figures I'm seeing how it will be a little more difficult to get your figures inside or spread out enough to minimize the defense turret effect. I'm thinking a small adjustment on where that can fire to give a little more safe space. Since the idea for the glyph is to keep people from camping on the high ground of the start zones, and firing straight down at the hexes right in front of the arch seems strange anyway, how about we have the glyph only target the outside concrete and asphalt tiles only. Then those road tiles right in front of the arch become safe areas and they are on even ground with the inside hexes.

The Bespin Landing Platforms are well defended, these defenses are operated by locally by the Platform Defenses Control Glyph located on the map. At the end of each round, whoever controls the Platform Defenses Control Glyph may target any one figure on the landing platforms for the following Special Attack. The landing platforms consist of all the asphalt and concrete tiles outside of the enclosed hallways. Figures targeted are never considered to have high ground.

Porkins
November 12th, 2015, 04:43 PM
Can it be built such that the only concrete or asphalt is on the landing platforms? If so, the text could just say something like "target any one figure on concrete or asphalt." The phrase "outside of the enclosed hallways" sounds awkward to me.

Yodaking
November 12th, 2015, 06:55 PM
I don't think that would be possible as some of the concrete & asphalt tiles are inside the hallways with no good way of getting around it. They form the steps at the end and are used to break up the road tiles. Can we find a better way to phrase it?

TREX
November 13th, 2015, 03:07 PM
You could let them only target the raised part of the platform. I think that would be better anyway. I'm still getting around to playing this one. Its been sitting on the game table for at least a week now.

japes
November 13th, 2015, 10:29 PM
You could also provide a second Battlefront scenario by adding additional glyph control points. Looking good yoda.

I like your thinking...

TREX
November 13th, 2015, 10:40 PM
You could also provide a second Battlefront scenario by adding additional glyph control points. Looking good yoda.

I like your thinking...
Eventually we will get back to discussing Battlefront rules/ideas. I want to eventually make a BF scenario for every Competitive HOSS map that is out. You know, once we figure out how we are going to do it.:)

TREX
November 14th, 2015, 11:39 PM
Ok, I played a couple of tests on this map tonight.

PT overview in the spoiler tab:

Overall Look: I really like how it sits on the table, there are a couple of corridors for some back and forth shooting skirmish action action. Having the DO's on there totally fits the theme and adds to gameplay. Also, love the use of the terrain, it really fits.

Stability: Pass, the build looks pretty solid

Build difficulty: Pass, Not too complicated, with a minimum amount of layers

Size:Pass, It is a lot larger than you would expect. I could still fit it on my six foot long fold out game table even though it wouldn't fit on my smaller table.

Unit types positively affected:Ranged units benefit from the DO's to hide and shoot from. But all the figures benefit from those as well.

Unit types negatively affected: Slow moving units, though there are plenty of things to hide behind.

Key areas on the Map:All the middle corridors are key. Taking the Bespin Defense System glyph is pretty important and the couple of high ground tiles inside the corridors are important.

Areas not used much or at all: I seen little to no fighting on the platforms themselves. I only had one game in which all the one team was stuck outside the corridor trying to blast their way in to avoid the Defense system guns. It is a scramble to get the heck off of the platforms and inside the corridor.

Game 1:
Spoiler Alert!
Ozzel and "some" imperial units/vs Lobot and some "other" units with Obi wan. Basically both sides ran into the corridors shooting and blasting. Blowing up force pushed barrels and using the glyph to erradicate some of the enemies left out side. I have to leave out quite a few of the details do to PT's for Hoss at the same time.


Game 2:
Spoiler Alert!
Rematch, Pretty close to the same as the first game.


Final Thoughts: I really like this map. It has a starwars feel to it. The DO's are well placed throughout the corridor giving it a hide and shoot starwars skirmish feel. I used the version with the 2 cannisters on each orange dot. I like that much better. Nothing like a jedi hurling the cannisters into people and his buddies shooting at them. The BDS or (Bespin Defense System Glyph) was really fun. I used it to target anything outside the door spaces since we never came to a conclusion. I felt it wasn't too overpowered even then. You really have to fight for the right to blast em. I say its pretty good.

Yodaking
November 15th, 2015, 01:24 AM
Thanks for the tests and feedback TREX. Glad you enjoyed it. I've had a similar experience so far but I'm only 1 test in.

TREX
November 15th, 2015, 05:51 PM
Thanks for the tests and feedback TREX. Glad you enjoyed it. I've had a similar experience so far but I'm only 1 test in.
It makes me want to shuffle some of my DO's on the carbon freeze chamber a little. To get more out of them.

hose
November 16th, 2015, 06:22 AM
I know I am late to the party here, but can you swap out the arches for columns instead? I ask because some of the larger units can not fit through the door. Unless that is ok for a competitive map. Just wondering, Hosey really wants to get a game in with the new Brachy-whatever and I was going to try this map out over thanksgiving.

edit: I posted that quickly while on break at work and didn't quite make as much sense as I wanted. :) So, let me rephrase.

I know I could house rule it so that big guys can fit through the arch or build it with columns myself. When I think of a competitive map, I think of a map that all units can use. There is enough space for the hive in the start zone, double-space walkers can get everywhere (reasonably), no dragon perches. Things like that. I know big guys have a disadvantage with placement on some maps. But on this map, there is no work around for the big double-space walkers. They simply can not get in where the action is. And on top of it, since they are stuck outside, they may get blasted with the defense system. If this is ok with you guys, great. I can see it leading to some weird things like an AT-ST running around inside, and maybe you don't want that. But I just wanted to bring it to your attention. We play with a lot of big figures. Hosey is twelve, so he still gets awestruck by the big guys sometimes. So I always look at a map with that in mind. When I saw the arch, I immediately thought I would just use regular columns instead. Again, thanks for all your hard work, just wanted to throw that out there.

TREX
November 16th, 2015, 12:05 PM
I know I am late to the party here, but can you swap out the arches for columns instead? I ask because some of the larger units can not fit through the door. Unless that is ok for a competitive map. Just wondering, Hosey really wants to get a game in with the new Brachy-whatever and I was going to try this map out over thanksgiving.
If you would want to change out the arches for columns for your game that should be fine. The idea behind the arches is that once you go into the corridor, its in the bespin hallways. Outside is the platform. Large and Huge figures that can't fit through the door shouldn't be able to go into the door. Yodaking, if this is the case, maybe quite possibly might have to change this to a casual hoss map. If restricting it to units that fit through the door.

Yodaking
November 16th, 2015, 02:01 PM
Yeah the arches were put there based on the theme, land outside and move inside the city. The fact that it also cuts off the AT-ST and Rancor from moving inside is generally fine with me because that is how it would work out at the real Bespin too. Generally speaking for BoSS, we tend to focus more on iconic Star Wars related maps with all HoSS figure games in mind. Classic already has a fantastic map program and we are not trying to supplant or compete with what they do. The Star Wars & HoSS focus is what sets us apart. I know the AT-ST can currently move down the Death Star Hallways and move inside on a few other BoSS maps but we try to balance the theme with the practical application of the rules when possible.

That being said, their are 4 end walls left over so they could be switched out. I'm not sure if the Rancor figure could squeeze between them even with the arch top gone though as the gap opening is only 1 hex. To make the map accessible to all, I think the entrance would need to be widened as well so I'd end up removing the arches and replacing the columns they are attached too with the wall ends. I can make that change on the board I have set up and see how it looks, I'll also see how the AT-ST then fits but admittedly I have still not switched it over to a peanut base. I don't own the Rancor to check that though.

In the end, I suspect I'd prefer to maintain the theme for this map and just switch it over to a casual map if it is a competitive issue for everyone else to trap the AT-ST, Rancor, Acklay, and a few other figures outside. Having played the map I think it is competitive in terms of HoSS testing and drafted games between friends (ie. don't draft the Rancor on this map, or have a house rule agreement to ignore that issue), the tournament setting is where it would be problematic as you show up with an army not knowing what maps you will be playing on. That brings up the larger question, do all competitive maps need to also be tournament maps? I think since the tournament director usually selects which maps to use, every competitive map may not necessarily have to be a good tournament map.

Thanks for bringing this up Hose, it is a worthwhile discussion to have.

hose
November 16th, 2015, 02:33 PM
I can definitely see your point. I like theme. That's something you guys have been really good with throughout.
I don't think competitive map equals tournament map now that I think about it more. The game was (is) set up as a draft, so like you said, just don't use those units. I was thinking more of double blind tournament setting, since that is what I am used to.
Thanks for listening and replying. :)

Yodaking
November 18th, 2015, 04:05 PM
Name of Map (Bespin Landing Platforms)

Overall Look: Looks like what you would expect from a set of sci-fi landing pads, two large areas for putting down the ship connected by a hallway that leads up some steps to a larger complex. The color scheme achieved with the hex choices looks great.

Stability: The bottom layer of each landing pad is constructed from some single hex tiles that are not locked in on all sides, making it a map you really don’t want to move once assembled unless you built it on a board of some sort and can just pick up and move the board. Otherwise the walls are secure and none of the top layer tiles moved or shifted on me at all.

Build difficulty: Pretty easy to do, only a few layers and it is pretty clear where everything goes.

Size: Long and narrow, a nice contrast so some of the short and wide maps we already have.

Unit types positively affected: All the Concrete, Road, & Asphalt tiles provide a nice boost for the Death Star Troopers. All the DO’s are helpful for any figure that likes to stand in one space and fire a weapon. Vader II really enjoyed throwing the DO’s at people. Figures with an Area of Effect SA like the close quarters.

Unit types negatively affected: Slower moving units take longer to get into the action with the map being fairly long. Large swarming armies also can find they get bunched up in the narrow hallways filled with DO’s, opening them up to Area of Effect SA. Huge figures are trapped outside of the hallways and thus are a poor option on this map.

Key areas on the Map: The Center Control Glyph is certainly something that gets fought over, if nothing else to deny your opponent a chance to use the free attack before you can get all your forces moved inside. The steps provide high ground overlooking the glyph and parts of each hall, thus becoming a key area to try and grab a hold of. The DO’s provide nice cover as you move up the hall way in your assault on the opponent’s hallway.

Areas not used much or at all: Outside of disembarking, the landing platforms themselves are not really used as a play area. The Glyph SA keeps you moving your forces inside and then most of the fight takes place in the hallways. Perhaps a Battlefront style game system will one day make you assault and take over your opponents Landing Platform in order to win.

Game 1:
Lobot led a conglomeration of Independent forces in defense of Cloud City while Vader II & Ozzell led some Empire troops in an effort to seize control of Bespin. The Independents fought hard and took out the rank and file Empire troops but then Vader went on a tear and slaughtered all who opposed the Empires rule. The Glyph was certainly fought over, with fire concentrated on whoever stood on the glyph at the end of each round. The SA was only fired once though (by the Empire) and that was blocked (by a Cloud Car Pilot). The Steps were put to good use by the Stormtroopers, who really benefit from having an extra attack die. The slower moving Pig Guards eventually were able to fight their way to the steps and take them out though. When Vader II jumped into the fray, he was throwing DO’s around to good effect. He even threw a damaged Canister and watched it blow up for an additional wound of damage.

Game 2:
This time Jabba was tasked with defending Cloud City from an Empire excursion. The Empire was led by Vader I this time along with Ozzel again and some Death Star Troopers. This game played out very similarly to the first one with the Pig Guards eventually overrunning the Empire rank and file before Vader took over the game and had an improbable comeback to secure Bespin for the Emperor. The Control Glyph was once again fought over quite a bit but this time it was the Independents who managed to hold onto it long enough to get two shoots off. The first one killed two common troops in one shot, while the second shot was blocked by Vader. The DST managed to work their way up onto the steps for some high ground shots and Ozzel retreated onto the single hex of high ground in the corner when fighting for his life. The DO’s didn’t come into play as much in this one. The Pig Guards tried to block off and trap Vader when he joined the battle but Vader was able to fight his way through them. Vader ended up cutting down Jabba under the doorway on Jabba’s side of the map to win the game.

Final Thoughts: I find this map to be a fun battleground where two sides are fighting for control over the board center. It is a fairly small patch of ground you fight over but it really works well. Lots of tactical decisions to be made on both sides with the spread out high ground spaces, DO’s that provide defense help, and the Control Glyph that can give your army a free attack on your opponents reinforcements during the early portion of the game.

TREX
November 18th, 2015, 06:30 PM
Yodaking, nice take away, I agree on all accounts.

hose
November 24th, 2015, 06:37 PM
I had the chance to play on this map recently. It was fun, with all of the fighting taking place in a very small area. And it pretty much drips with Star Wars theme. Fighting in the hallways felt "right". Most of what you wrote previously was the case in our battles also. We played the first game that the special attack could only target the top level of the platform. The second game a figure on any part of the platform could be targeted, but not the road tiles just outside the hallway. I think the raised area was not so good. I was able to hide a few characters out there. I would keep it all of the outside or just the platform, but wouldn't go with just the raised area. I agree that this map needs the battlefront makeover at some point to get the platforms involved though.
We did have two questions. On our map, there is a gap between the outside wall and the middle wall running perpendicular. One of the characters on the high space could see and shoot one of the characters on the opposing space. We played though as if they couldn't see through the wall. (Theme) I want to make sure that is your intent, or even if you ran into that on your map. It could be just the way ours went together. The other question was for the "at the end of the round" with the special attack. I had R2-D2 in my army. We did a D20 roll off to determine which went off first. Is it your intent that the attack go absolutely last, or are you ok with the simultaneous thing?
My army was Vader, Kenobi, Stormtroopersx1, C3-PO, R2, and Isamu. Hosey had Venocx3, Venoc Warlord, Charos, and Arkmer. So he was able to control the glyph almost the whole time, but I had fun throwing the obstacles around. That was the first time we used the obstacles. They were pretty fun too.

Yodaking
November 24th, 2015, 07:09 PM
Awesome! Glad you enjoyed it. I'd love it if you filled out a map PT report so I could link it and count it toward getting released. It is easy to do and it pretty informal compared to the figure play test reports we like to see. You pretty much filled out most of it already with the post above. I'm not sure where an easy link is off hand so I included the format we use in the spoiler below.

On your two questions. If you do have a gap you think someone could shoot through, the intent is that you do not. I double check my build to see if it shows up there but I'm assuming it does if you followed the directions posted as I used the same directions. I believe I also could move some of the wall sections around to make the gap go away, perhaps that is the better option. Then on the end of round d20 roll when two powers both happen at the end of the round, you did it correctly. Whenever there are two powers that 'trigger' at the same time, the d20 determine the order. Maybe R2 moves before the gun fires, maybe he does not.


Name of Map (_____)

Overall Look:

Stability:

Build difficulty:

Size:

Unit types positively affected:

Unit types negatively affected:

Key areas on the Map:

Areas not used much or at all:

Game 1:
Let us know what units were used, which team won, and how any of the different map features impacted the game.

Game 2:
Let us know what units were used, which team won, and how any of the different map features impacted the game.

Final Thoughts:

TREX
November 24th, 2015, 10:22 PM
Thanks for using a Hoss map hose, and giving feedback, very cool. I also liked being able to shoot at anyone outside the doorway, instead of a constricted parameter such as the raised section. This map really utilizes the DO's that hoss came out with a while back.

Yodaking
November 24th, 2015, 10:52 PM
Thanks for using a Hoss map @hose (http://www.heroscapers.com/community/member.php?u=9402) , and giving feedback, very cool. I also liked being able to shoot at anyone outside the doorway, instead of a constricted parameter such as the raised section. This map really utilizes the DO's that hoss came out with a while back.

That was part of the plan when I started working on it. Glad to see it worked out as intended.

hose
November 25th, 2015, 08:23 PM
Awesome! Glad you enjoyed it. I'd love it if you filled out a map PT report so I could link it and count it toward getting released. It is easy to do and it pretty informal compared to the figure play test reports we like to see. You pretty much filled out most of it already with the post above. I'm not sure where an easy link is off hand so I included the format we use in the spoiler below.



I should be able to get to it this weekend. Our first game was kind of a scenario, I hope that doesn't detract from what you are looking for. I will write it up and tweak as needed. Glad I can help.

Yodaking
November 26th, 2015, 01:13 AM
Sounds good. Thanks!

hose
November 28th, 2015, 06:21 PM
Name of Map (Bespin Landing Platforms)

Overall Look: Looks good, good representation of what I would expect from landing platforms. Color choices help a lot with that. Definitely has that Star Wars vibe. And I can easily see where another Bespin map could connect to it.

Stability: Pretty stable. We did not knock the map apart at any point while playing. Not a map that is easy to move once in place. Hosey started building this with snow pieces where there were empty spaces on the first layer, so ours may have been a little more stable.

Build difficulty: Hosey had difficulty with it. But he is 12 and sometimes gets distracted, but he usually does ok. I think it is because of the angle of the map on the build instructions. I was able to fix the map pretty quickly and didn’t think it was difficult.

Size: This map is a little longer than I thought it would be, but that is because of the large landing pads. It doesn’t have a negative effect on how long it takes for units to engage each other.

Unit types positively affected: Ranged units can use the DO’s to hide behind while they shoot. But LOS issues help melee figures close the distance, so I don’t feel that is unbalanced. Fast units can get to the glyph quickly and jam up the opposite team’s entrance to the halls. Venoc Vipers made it difficult for me to get my troops into the hallway.

Unit types negatively affected: Tall units that can’t fit through the arches won’t be good on this map.

Key areas on the Map: The steps allow height and LOS to both sides of the hallway for units with range. The glyph, of course, is a key spot. It was important to either control the glyph, or at least deny it to your opponent, in both of our games.

Areas not used much or at all: The landing platforms were not used often. Neither Hosey nor I use the land platforms because Hosey had the glyph most of the time. Our first game we only had the glyph attack target the raised area. So I hid R2 and C3-PO out there for a while. The second game we played that all of the platform could be targeted, and that was better.

Game 1:
Spoiler Alert!
Talk of huge figures got me thinking about an angry rancor trapped *inside* the hall causing all kinds of havoc while two armies were going at it. So we added this bit. At the end of the round, we rolled the D20 to determine if a monster came in off the steps. And then a D6 to determine which of the 6 monsters showed up. Each player could put order markers on any of the monsters each round instead of their army. My collection is currently spread out between about 12 boxes after my move. I am not sure where most of my HOSS stuff is, so my army was kind of a hodge podge of what I could find, other than great synergy. Hosey’s army: Venoc Vipersx3, Venoc Warlord, Charos, Arkmer. My army: Darth Vader, Obi-wan, Stormtroopersx1, C3-PO, R2-D2, Isamu. I didn’t take notes on the games, so these are more of impressions from the game, rather than turn by turn.
I won initiative most of the game due to C3-PO hiding on the platform. But Hosey had very good frenzy rolls early on and was able to control the glyph and create a bottleneck at my arch. Obi-wan died before he could attack or mind trick. Vader’s intimidating presence didn’t help at all against the vipers. Same with the troopers’ marksmanship. I had horrible rolls when attacking with the ST’s and didn’t want to pull them back on to the platform for height bc of the glyph. Mok came out at the end of round 1, but Vader was able to put him down in two turns the next round. Jotun came out the next round and did a lot of damage, taking out Vader (down to 2 life left from MANY viper attacks), lots of vipers, and putting a lot of wounds on Charos before going down. Hosey cleaned up with no problems since Isamu missed his first vanish. No other monsters showed up after Jotun :(


Hosey’s take: We added a little bit of monsters to add a little bit more fun. The monsters were controlled by each player. Not that many monsters came into play. The monster spawned when you rolled the 20 sided die and if it was 10 or higher you would roll a six sided die and if it was a one the monster was the first one in a row of six.


Game 2:
Spoiler Alert!
All spaces on the platform could be targeted by the glyph. No monsters this time. Just a straight up 500 pt kill ‘em all. This time I used Vader and Kenobi to force push the obstacles ahead of me to try to slow down the vipers, trying to create more of a bottleneck around the glyph than what is already there. It helped somewhat because eventually I was able to work forward and got Obi-Wan and all four troopers on the steps. But Hosey still got the glyph and Vader went down to a LOT of frenzied viper attacks early on. C3-PO got smacked by the glyph when I couldn’t get him off the platform fast enough, so I didn’t win as many initiative rolls as the first game. I was able to force push both chemical containers into Charos’ path to make it more difficult for him, but my ST rolled 0 skulls out of 8 dice when trying to destroy the containers. End game pretty much came down to Kenobi and Charos, even though I still had Isamu and all four Troopers left and Hosey had Arkmer also. Charos and Obi-Wan knocked each other around until they were both close to death, but Hosey got the initiative switch and took out Obi-Wan. I lost two turns and Charos took out the rest of my troopers over the next two rounds. Isamu came up to Charos, rolled 3 skulls, Charos rolled 1 shield, and kicked the bucket. Then Isamu got kicked in the groin by Arkmer next turn, and the game was over.

Final Thoughts: Hosey: I thought that this was a great map and I would like to see another side to this map. Two hundred thumbs up from me.
Me: Nice map. Definitely felt like Star Wars. Action was quick and there was very good use of the DO’s. It was our first time using them, and we both really enjoyed the added tactical decisions that come with them. I would have the Bespin Defense glyph attack all the platform, not just the raised area. I would not recommend it for a tourney bc some huge figures can’t enter the arches but mostly bc not all of the map was used. Fighting takes place pretty much in one small area. But that fits with the Star Wars theme and I like it. It is balanced and very fun, with a lot to think about and decide each turn. I could also easily see an “additional” part of the map added to where the steps are, and the whole thing would probably work pretty well as a “battlefront type” map.

Yodaking
November 28th, 2015, 06:33 PM
Two hundered thumbs up, that is some high praise! Thanks for the great play test report. I've now linked it to the FP. I agree that it would lead well into a second 'inside' cloud city map. I tried giving that a shot and made a 'freezing chamber' themed map that connected and used some of the left over wall sections but ended up not really liking how it played once I tried it out. Perhaps I'll revisit it at some point in the future or someone else might give it a go. Maybe they don't actually need to connect but rather just have it a scenario type situation where you first battle over control of the landing platforms and then the fight heads inside for round 2.

I'm thinking once Thanksgiving weekend is over, I'll call for a Final Editing vote and we can finalize the wording details on the glyph/special rules. I'll also update the VS file to get rid of that gap in the center wall.

TREX
November 29th, 2015, 04:17 PM
"200 thumbs up", Is that enough to pass it to another phase of testing.:D

Yodaking
December 7th, 2015, 11:11 PM
I updated the VS file to get rid of the gap in the wall, then replaced the old file with the new one so the current link in the SP should take you to the new file. I left the sand tiles in place of the two warehouse ruin bases, Daniel will just need to switch them out when he makes the PDF. With that, lets move to Final Editing and iron out the special rules wording before giving Daniel a shout out.

Yodaking - :up:
Ninja Status (http://www.heroscapers.com/community/member.php?u=23604) - :up:
DanieLoche (http://www.heroscapers.com/community/member.php?u=20039) - :up:
TREX (http://www.heroscapers.com/community/member.php?u=9140) - :up:
@Koolster25 (http://www.heroscapers.com/community/member.php?u=45299) -

Ninja Status
December 7th, 2015, 11:49 PM
Sorry, I never received an email notification, or else I'd probably ninja over here a lot quicker. :p

Anyway, I think this is definitely ready for final editing. Good work as always, gents. :up:

DanieLoche
December 8th, 2015, 08:45 AM
No notification for me neither... :s

Looks fine for me.

Just... looking at the Virtualscape file, I noticed the sand tiles you mentionned YK, but I can't see how to swith them. I missed something ? We only have 3 road tiles available for that.

Yodaking
December 8th, 2015, 12:39 PM
Not road tiles, they are where the two Warehouse Ruins bases are placed from the two Marvel sets. If you put them there in the VS file, the Warehouse Ruins also appear in the 3-D rendering. So for the purposes of the 3-D image, they need to be switched out, which is what I used the sand tiles for. But for the purposes of the build instructions, they should really be put back in.

DanieLoche
December 8th, 2015, 03:38 PM
Ahhh !!

I just understood. :) I had an issue to understand "warehouse ruin base", thinking that you was talking about a part of the map instead of the hex piece. It's okay then. :)

Yodaking
December 8th, 2015, 03:43 PM
No problem. Hope all is well with you and your Family & Friends after all that happened over in France recently.

DanieLoche
December 8th, 2015, 04:00 PM
No problem about me neither, hopefully. :)

And I vote :up: for Bespin Landing Platforms' final editing. ;)

TREX
December 9th, 2015, 02:30 PM
I didn't get one, but Thumbs up from me to give this one a go. Great job on this one yoda. I really enjoyed it when testing it.

Yodaking
December 9th, 2015, 03:20 PM
With only Koolster left to vote, lets start discussing the final wording for the Special Rules and Bio. I've already gone ahead and made a few editing adjustments on my own after reading it over again. Here is what we have currently in the FP. Let me know of any changes you think should be made to any section.

Map Bio - The Bespin system is home to a small tibanna gas mining operation. As such it managed to avoid falling under the jurisdiction of the Empire as well as the mining guild, going unnoticed for several years. The lack of Imperial taxes and government red tape, as well the anonymity provided, led to a brisk pace of business with cargo being loaded and unloaded daily from the many landing platforms that dot the city. Located among the clouds in the Bespin Gas Giant's Life Zone, the landing platforms are also one of the few access points into the city. A fact not gone unnoticed by numerous Space Pirates who have attempted to raid the city and steal the valuable tibanna gas instead of purchasing it. As a result, defensive measures have been taken to defend each landing platform from unwanted guests.
______________________________________________________________

-Special rules and Clarifications-
• This HoSS map incorporates some HoSS Destructible Objects. Their location is marked on the map by different colored start zone dots.

2 Yellow Dots = 2 Crate DO's on each tile.
2 Green Dots = 1 Container DO on each tile.
2 Orange Dots = 2 Chemical Canister DO on each tile.

• The Bespin Landing Platforms are well defended, these defenses are operated locally by the Platform Defenses Control Glyph that is located on the map. At the end of each round, whoever controls the Platform Defenses Control Glyph may target any one figure on the landing platforms with the Bespin Defense Cannon Special Attack. The landing platforms consist of all concrete and asphalt tiles in and around the immediate vicinity of the red and blue start zone spaces. Figures targeted by the Bespin Defense Cannon Special Attack are never considered to have high ground.

BESPIN DEFENSE CANNON SPECIAL ATTACK
Range Special, Attack 4
All figures adjacent to the targeted figure are also affected by this special attack. Roll attack dice once for all affected figures, roll defense dice separately.

-FAQ-
Q: Are the concrete and asphalt tiles on this map suppose to be considered road tiles for the purposes of granting the road walk bonus?

A: No, the concrete and asphalt tiles were specifically placed in a strategic fashion in order to break up the road tiles and deny the road walk bonus from coming into play here. Granting the road walk bonus to the concrete and asphalt tiles on this map would result in it no longer being considered a competitive map for play testing and tournament play.

Yodaking
December 9th, 2015, 03:24 PM
One thought I just had was that we should include somewhere that the castle doors are left off as hose did have that question and it is not currently stated anywhere. I'm just not sure where that should be added. Maybe right below or above the info about the DO's?

TREX
December 13th, 2015, 02:27 PM
One thought I just had was that we should include somewhere that the castle doors are left off as hose did have that question and it is not currently stated anywhere. I'm just not sure where that should be added. Maybe right below or above the info about the DO's?
I would put it on with the special rules for the map, by the DO's should do fine. We should push to get this one out. As soon as we finish it, I'll add it to the Boss maps list.

Yodaking
December 13th, 2015, 03:38 PM
I added this line then. It seems a bit off to me though, is there a better or different way it should be stated?

-Special rules and Clarifications-
• Do not include the Castle Doors when building this map.

TREX
December 13th, 2015, 11:49 PM
-Special rules and Clarifications-
• Castle Doors are not used on this map.

That's the best I got.

Porkins
December 14th, 2015, 10:37 AM
There should be other maps with a precedent for that...maybe C3G?

TREX
December 29th, 2015, 11:29 AM
There should be other maps with a precedent for that...maybe C3G?
Do we have an example of this handy. I think this is all that is holding us up on this one.

Porkins
December 29th, 2015, 01:05 PM
I added this line then. It seems a bit off to me though, is there a better or different way it should be stated?

-Special rules and Clarifications-
• Do not include the Castle Doors when building this map.

-Special rules and Clarifications-
• Castle Doors are not used on this map.

That's the best I got.

I looked through all the C3G maps and could not find an example. Either of these works.

Yodaking
December 29th, 2015, 02:17 PM
I like TREX's short and simple approach so I'll update the FP with that. With that settled I believe we just need a PDF file for release so I'll give DanieLoche a shout out. Not sure what happened to Koolster25 as he never voted on Final Editing, hope all is well.

DanieLoche
December 30th, 2015, 12:53 PM
It's the virtualscape file and rules from the 2nd post ?

Yodaking
December 30th, 2015, 02:36 PM
The VS file in the SP is current, the rules are all in the FP. I can see how that can get confusing so to get rid of the rules in the SP.

DanieLoche
December 30th, 2015, 03:48 PM
Thank you ! :)

I just had an idea while preparing the map for the pdf.
I know we already passed this phase, but I suppose that it's better now than never... ^^
It's about the length of the map. It was already noted that the map is long and so it could be hard for some people to find the place to build it.
What about turning the landing platforms at 30° ? It could reduce the length of 6 hexes large.
Also, I suppose that it won't change the gameplay of the map at all (distances aren't changed... the only new possibility is a shot at 14 hex range from one start zone to the other... is that bad ? not sure... ^^).

Here is the possibility I envisioned : (I also tried going further into this idea, but then it seems weird as the landing platforms were very close one each other, but without range (20+ range needed) rule-wise ! ^^


http://nsa37.casimages.com/img/2015/12/30/151230085444252335.png (http://www.casimages.com/i/151230085444252335.png.html)

Yodaking
December 30th, 2015, 06:12 PM
I could go for that. I don't think it would change how the map plays much and it would fit on most gaming tables better.

Porkins
December 30th, 2015, 07:45 PM
As long as it doesn't make it too wide the other direction, it looks good to me, and shouldn't change gameplay at all.

TREX
December 31st, 2015, 02:20 PM
Its good to go by me as well. From playing on the map previously I don't think the SZ spaces really got shot at by opponent figures until they got right by the door anyways.

Yodaking
December 31st, 2015, 03:10 PM
I think that is enough consensus for you to move ahead with the map as you posted it Dan.

DanieLoche
January 1st, 2016, 08:49 AM
:thumbsup:

(and here I mean both : "it's okay !!" and "Happy new year !" ;) )

DanieLoche
January 1st, 2016, 03:04 PM
Here (https://app.box.com/s/9mf5ljxw1f1zdfguvf0mon99rg5iwmev) is the PDF. :)

TREX
January 1st, 2016, 06:19 PM
Here (https://app.box.com/s/9mf5ljxw1f1zdfguvf0mon99rg5iwmev) is the PDF. :)
It looks pretty good. The one big thing I noticed on the building instruction is that level 1 is the same as level 2. Level 2 should have all the marvel set seven hexes on it I think. All the art and such look great as usual. After that change,after everybody has seen it, I'll add it to the BOSS archives.

Porkins
January 1st, 2016, 08:20 PM
In the * about the DO's it should be information, not informations

DanieLoche
January 2nd, 2016, 06:58 AM
Oh my bad ! Good catch guys. :)

I updated the PDF (see post above).

TREX
January 2nd, 2016, 12:53 PM
Oh my bad ! Good catch guys. :)

I updated the PDF (see post above).
Looks perfect to me now. You did a great job as usual on these DL. Everybody take a look at it and see if there is anything else that I may have missed, then I'll be happy to add it to the archives.

Yodaking
January 2nd, 2016, 02:09 PM
Looks fantastic, I really like the purple landing platform highlighted approach. I noticed one correction needed though, in the set up rules it should read 2 crates on each yellow dot. The crates are a smaller item that fits two to a hex, only the container is big enough for a one per hex limitation. After that fix, it gets a :up: from me for release.

DanieLoche
January 2nd, 2016, 05:49 PM
Edited. :)

I also changed the color of the dots in the first image (they was yellow instead of orange), and added a forgotten dot that was almost hidden by the center wall. :)
I changed the values in the material required, as I forgot to multiply the values by the number of elements per space for the HoSS DOs.

Edit : noticed that the glyph has glide... I'm correcting its position...
Edit bis : done.

Porkins
January 4th, 2016, 11:06 AM
I made some grammar corrections and other fixes...sorry...I should have done a detailed review sooner. :oops:




In the list of DO's (containers, crates and chem canisters) remove the commas and period after each bullet.


The Bespin System is home to a small tibanna gas mining operation. As such it managed to avoid falling under the jurisdiction of the Empire as well as the Mining Guild, going unnoticed for several years. The lack of Imperial taxes and government red tape, as well the anonymity provided, led to a brisk pace of business with cargo being loaded and unloaded daily from the many landing platforms that dot the city. Located among the clouds in the Bespin Gas Giant's Life Zone, the landing platforms are also one of the few access points into the city, a fact not gone unnoticed by numerous Space Pirates who have attempted to raid the city and steal the valuable tibanna gas instead of purchasing it. As a result, defensive measures have been taken to defend each landing platform from unwanted guests.




2nd page:

Master Game - Platforms Defense


Lord Vader is coming...

...but it looks like the Resistance Rebellion heard about his plans. (period, not ...)

Destroy their spaceship ship and kill them all. Nothing should disturb Lord Vader's coming arrival.


Goal: Destroy all your opponent's figures.


Destructible Objects has to be placed as written below:
Place Destructible Objects as follows:

(remove the commas and period from the bulleted list of DO's)

Put Place the Glyph of Brandar as indicated on the map above. It The glyph represents the Bespin Defense System Control Panel Glyph.



Castle Doors are not used on this map. Thus, you can't neither close the Fortress Door nor attack them.

Marvel Ruins are not used on this map, only the bases are used.


BESPIN DEFENSE SYSTEM SPECIAL RULE:

The Bespin Landing Platforms are well defended. These defenses are locally operated by the Defense System Control Panel Glyph which is represented by the Glyph of Brandar.


At the end of each round, whoever the player that controls the Defense System Control Panel Glyph may target any one figure...

...on the landing platfor-ms with the... (remove the hyphen in the word 'platforms')

...consist of the purple zones as described shown:


You win immediately if all of your opponent's figures are destroyed.

japes
January 4th, 2016, 02:31 PM
I added this line then. It seems a bit off to me though, is there a better or different way it should be stated?

-Special rules and Clarifications-
• Do not include the Castle Doors when building this map.

-Special rules and Clarifications-
• Castle Doors are not used on this map.

That's the best I got.

I looked through all the C3G maps and could not find an example. Either of these works.

As far as C3G the fortress door info is typically in the Set-Up portion of the PDF. It will typically say if the door is in place or not used.

Porkins
January 4th, 2016, 03:39 PM
I added this line then. It seems a bit off to me though, is there a better or different way it should be stated?

-Special rules and Clarifications-
• Do not include the Castle Doors when building this map.

-Special rules and Clarifications-
• Castle Doors are not used on this map.

That's the best I got.

I looked through all the C3G maps and could not find an example. Either of these works.

As far as C3G the fortress door info is typically in the Set-Up portion of the PDF. It will typically say if the door is in place or not used.


Can you think of an example? I couldn't find one.

japes
January 4th, 2016, 04:54 PM
I added this line then. It seems a bit off to me though, is there a better or different way it should be stated?

-Special rules and Clarifications-
• Do not include the Castle Doors when building this map.

-Special rules and Clarifications-
• Castle Doors are not used on this map.

That's the best I got.

I looked through all the C3G maps and could not find an example. Either of these works.

As far as C3G the fortress door info is typically in the Set-Up portion of the PDF. It will typically say if the door is in place or not used.


Can you think of an example? I couldn't find one.

Off the top of my head I know the Recruit the Batman Scenario calls out to use the door. I'll check for one that specifically states not to use it. I know I've seen it at least once. Possibly the Rio scenario?

DanieLoche
January 5th, 2016, 01:13 PM
I made the corrections. :)

Porkins
January 5th, 2016, 02:49 PM
OK, last two things and then it should be good to go:

Page 2

Under Setup:
The glyph represents the Defenses System Control Panel Glyph.



Under the special attack:
Figures targeted by the Bespin Defense...are never considered to have high ground height advantage.

Yodaking
January 5th, 2016, 03:05 PM
Do I need to make some edits to the FP then as well?

Porkins
January 5th, 2016, 03:22 PM
Yeah, maybe DanieLoche can post the text that he used in generating the pdf. Then you could just paste it into the OP.

DanieLoche
January 5th, 2016, 04:38 PM
I'm uploading the new version.

Here's the text, you can copy/paste what's needed :

Required Sets : 2 The Conflct Begins - Marvel™ Master Set,
2 Fortress of the Archykie .
This map also uses the following HoSS Destructible Objects * :
- 2 Containers
- 4 Crates
- 4 Chemical Canisters
*(see heroscapers.com for more information)


The Bespin System is home to a small tibanna gas mining operation. As such it managed to avoid falling under the jurisdiction of the Empire as well as the Mining Guild, going unnoticed for several years. The lack of Imperial taxes and government red tape, as well the anonymity provided, led to a brisk pace of business with cargo being loaded and unloaded daily from the many landing platforms that dot the city. Located among the clouds in the Bespin Gas Giant's Life Zone, the landing platforms are also one of the few access points into the city, a fact not gone unnoticed by numerous Space Pirates who have attempted to raid the city and steal the valuable tibanna gas. As a result, defensive measures have been taken to defend each landing platform from unwanted guests.

Master Game - Platform Defense
(2 Players)

Lord Vader is coming. We have to prepare the landing platforms, but it looks like the Rebellion heard about his plans.
Destroy their ship and kill them all. Nothing should disturb Lord Vader‘s arrival.
- Amiral Firmus Piett to his troops.

Goal : Destroy all your opponent’s figures.

Setup : Each player drafts or brings a pre-made 500-point Army.
Player 1 starts in the red starting zone.
Player 2 starts in the blue starting zone.

Place Destructible Objects as follows:
- Place 2 Crates on each Yellow Dot
- Place 1 Container on each Green Dot
- Place 2 Chemical Canister on each Orange Dot

Place the Glyph of Brandar as indicated above. The glyph
represents the Defense System Control Panel Glyph.


-Special rules and Clarifications-
- Castle Doors are not used on this map.
- Marvel Ruins are not used on this map, only the bases are used.

DEFENSE SYSTEM SPECIAL RULE :
The Bespin Landing Platforms are well defended. These defenses are operated locally by the Defense System Control Panel Glyph which is represented by the Glyph of Brandar.

At the end of each round, the player that controls the Defense System Control Panel Glyph may target any one figure on the landing platforms with the Bespin Defense Cannon Special Attack (see bellow).
The landing platforms consist of the purple zones as shown :

BESPIN DEFENSE CANNON SPECIAL ATTACK
Range Special, Attack 4
All figures adjacent to the targeted figure are also affected by this special attack. Roll attack dice once for all affected figures, roll defense dice separately.
Figures targeted by the Bespin Defense Cannon Special Attack never have height advantage.

Victory : You win immediatly if all of your opponent’s figures are destroyed.

Yodaking
January 5th, 2016, 05:47 PM
Alright, the FP is updated to match the wording above with the exception of the landing platform definition as the PDF has the landing platforms highlighted in purple where the text only description is used in the FP.

TREX
January 10th, 2016, 02:46 AM
Does this look good to everyone then. Yodaking, do you want to do a shout out to the remaining BOSS members, then we can release it same time as the HOSS stuff, and I'll add it to the archives.

hose
January 10th, 2016, 10:43 AM
(Not trying to be a jerk)...
Admiral Piett is missing a "d" under the master game. It's not copied in the FP, but I wasn't sure if it was copied somewhere else.

TREX
January 10th, 2016, 11:11 AM
(Not trying to be a jerk)...
Admiral Piett is missing a "d" under the master game. It's not copied in the FP, but I wasn't sure if it was copied somewhere else.
positive, constructive feedback is always welcome round these parts. It's always good to have more eyes taking a look at something. Thanks.

EDIT:
Master Game - Platform Defense
(2 Players)
Lord Vader is coming. We have to prepare the landing platforms, but it
looks like the Rebellion heard about his plans.
Destroy their ship and kill them all. Nothing should disturb Lord Vader‘s
arrival.
- Amiral Firmus Piett to his troops.
DanieLoche, I hi-lighted the fix, here it is thanks to hose.

DanieLoche
January 10th, 2016, 01:47 PM
I already know my PDFs by heart, no problem ahah.

Here it the probably final version : CLICK (https://app.box.com/s/9mf5ljxw1f1zdfguvf0mon99rg5iwmev)

Yodaking
January 10th, 2016, 11:32 PM
(Not trying to be a jerk)...
Admiral Piett is missing a "d" under the master game. It's not copied in the FP, but I wasn't sure if it was copied somewhere else.
positive, constructive feedback is always welcome round these parts. It's always good to have more eyes taking a look at something. Thanks.


Yeah, that is how we make a better product and one of the reasons we run the map department in the public forums.

hose
January 11th, 2016, 10:09 AM
Cool, good to know. I was in a hurry and sometimes short sentences can be misinterpreted as rude. Especially one little nit-pick in a small added part for flavor in an otherwise well done text. :)

TREX
January 19th, 2016, 11:40 AM
Alright I just looked over DL's last pdf file for this one. Looks great to me. Unless there are any other issues, Yodaking, we should link the pdf to the OP and take a final vote. I'll then add it to the archives. It would be cool to officially release this one with the next HOSS release.

Yodaking
January 19th, 2016, 02:23 PM
Good call on the final vote, I had let it slip my mind.

I propose we release the Bespin Landing Platforms.

Yoda - :up:
Trex - :up:
Ninja - :up:
DLo - :up:

TREX
January 19th, 2016, 02:32 PM
Thumbs up from me, looks good yoda. Yodaking, could you attach the pdf to the OP. Then after voting I'll link it to the BOSS archives.

Yodaking
January 19th, 2016, 02:46 PM
Yeah, I'm really slipping today. I'll get that linked.

Looks like I also need an image of the updated map for the FP. @DanieLoche (http://www.heroscapers.com/community/member.php?u=20039) could you post the image you used for the PDF and I'll use that.

I also noticed that I had not given DanieLoche and credit for creating the fabulous PDF for us so I added a line to the community contributions. We should make sure he is credited for all the other PDF's he has done as well.

TREX
January 20th, 2016, 02:17 PM
Still need a vote for release from: Ninja Status DanieLoche, (I would assume he likes it, he made the sweet pdf.) Koolster25 heroscaper2010, I'm assuming BOSS will fall into the same category as HOSS for you right.
Does that about cover it Yodaking?

Yodaking
January 20th, 2016, 02:23 PM
Yeah, I believe HS2010 has stepped away from BoSS as well but if that is wrong he is welcome to stay involved with the map department. I have not seen Koolster around much of late, hope all is well with him but either way we might be down two members.

Ninja Status
January 20th, 2016, 04:54 PM
:thumbsup:

DanieLoche
January 24th, 2016, 10:12 AM
Yep of course for me it's a :up: . ;)

*Back from exams.*

Yodaking
January 24th, 2016, 02:00 PM
Yep of course for me it's a :up: . ;)

*Back from exams.*

Study hard and when you are done with them all can you post the image you used of the updated map in the PDF so I can post it in the FP?

DanieLoche
January 24th, 2016, 02:11 PM
Oh yes sorry, here it is :

https://lh3.googleusercontent.com/-coIk1RmMq6g/VqUTaIxuUnI/AAAAAAAAQnw/Eb6C6DwCW40/s1060-Ic42/BespinLandingPlatforms.png

Yodaking
January 24th, 2016, 02:13 PM
Sweet, this map is officially done then as soon as I post that to the FP.

TREX
January 24th, 2016, 02:33 PM
Sweet, this map is officially done then as soon as I post that to the FP.
Do you want me to add it to the Archives, or do we want to do that when we do a official release for it? If you want we can officially release it with the "reinforcements". I'm hoping to get the carbon freeze chamber done by then as well.

Yodaking
January 24th, 2016, 02:36 PM
I'd just add it to the archives right away. It is already a public thread open for anyone to use so lets make sure it is easy for people to find too.

TREX
January 24th, 2016, 02:37 PM
I'd just add it to the archives right away. It is already a public thread open for anyone to use so lets make sure it is easy for people to find too.
Ok, done, and done.
EDIT: Link wont work, I'll have to do it when I get home from work. Great job on this one yoda, its a great map.

IAmBatman
January 25th, 2016, 12:56 AM
This is a super cool map. Most thematically spot on Star Wars map I've seen. Love it! :up:

Yodaking
January 25th, 2016, 02:13 AM
Thanks Bats. I really love the fact that we have been able to make maps that are clearly Star Wars in nature and thus are different that all the great maps already in C3G & BoV.

IAmBatman
January 25th, 2016, 09:33 AM
Now I just need a Millennium Falcon to land on it. :-P

DanieLoche
January 25th, 2016, 03:31 PM
I have one, but it's probably a little too big... ^_^

Yodaking
January 25th, 2016, 04:30 PM
Yeah, I have a Lego Millennium Falcon packed away but I think it is bigger than those landing platforms are. I also have the 80's action figure toy Slave 1 which is pretty close to what it should be for our scale but I think it might fit okay with some overhang. I guess these landing platforms are reserved for smaller cargo ships.

TREX
January 26th, 2016, 08:04 PM
Alright, got this one added. For release name I have ???, because I discussed what I wanted to call it in the inner sanctum.. I'll title it later.

Yodaking
January 11th, 2021, 06:18 PM
Map image is missing here as well. It looks like maybe DanieLoche supplied the pic for the FP when he made the PDF (which looks awesome by the way). I can figure something out if we just want something there instead of what's on the PDF.

DanieLoche
January 12th, 2021, 01:08 PM
I have it, here :

https://lh3.googleusercontent.com/pw/ACtC-3f7Rrd7WwrqR7YBadlltg13Zuq9OlHbbvjlIXpgWwxMFtjwOR3YlgM1vXIoZr2Ry1Vzquk qO_tykIq_mdA3Wmjm6SUWw2sFADwTmImt188X5HN4vbpx0-_5r-sC_fMs0vIHwg5_aSLX0jodR9BlLu2bWw=w1060-h671-no?authuser=0

mac122
January 12th, 2021, 03:38 PM
I have it, here :

https://lh3.googleusercontent.com/pw/ACtC-3f7Rrd7WwrqR7YBadlltg13Zuq9OlHbbvjlIXpgWwxMFtjwOR3YlgM1vXIoZr2Ry1Vzquk qO_tykIq_mdA3Wmjm6SUWw2sFADwTmImt188X5HN4vbpx0-_5r-sC_fMs0vIHwg5_aSLX0jodR9BlLu2bWw=w1060-h671-no?authuser=0

Added to OP.