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Ultimate Heroscape?

Posted September 27th, 2010 at 06:38 PM by kolakoski
Well met!

Luck evens out over time. That is, you may be unlucky or lucky over a certain number of instances, but, over time (and larger numbers of instances), the results will cancel out luck entirely, according to many in the Luck versus Skill threads in the forums. Also, anticipating and mitigating your opponent's opportunities to get lucky is a large facet of skill, usually ignored by those who blame their losses on luck.

Tournaments, in general, due to inherent limitations, in points, time constraints, and viable unit combinations, are a test of skill, yes, but not the ultimate one. A "casual" game of 750 to 1000 or more points over 10 rounds would be a different test, as the element of luck would be mitigated by the far larger number of instances where it has an effect (many more die rolls). Also, any unit restrictions which increase the number of viable units and combinations of units increase the number and kinds of skills required to build/play armies competitively. So, too, does the existence of multiple victory conditions. Yet another set of additional skills is required when playing as a member or leader of a team, in a multi-player game.

So the ultimate Heroscape might look like () this:

http://www.heroscapers.com/community/blog.php?b=1322

Who says "competitive" is "competitive" and "casual" is "casual", and ne'er the twain shall meet! I'm just sayin' .

chas and I had a little impromptu, last-minute playtest, Sunday, of our latest scenario, Pirates! (link above), and it was extremely successful. As I had not brought any figures, we drafted three teams, of 500 points, apiece, one team at a time, the first being the one including the Captain. The game went nine rounds, and was played in around two hours. chas built an extremely playable map, which he built in an hour. We'll be playing the real game, with the Gang of Four (+2), on October 15th. There will be pictures!

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