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Agent Carr's Legacy

Posted May 24th, 2009 at 02:55 PM by Jexik
Updated May 26th, 2009 at 09:10 PM by Jexik
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 Disengage (later combined to form Phantom Walk to save space on newer cards) allow him to move about the battlefield and pick his targets at will, which is an important trait for a hero who does not bond.

More importantly, I like his Sword of Reckoning 4 ability. It's a simple way to use the rules of the game to show that he has two weapons. He can fire off attacks of 2 dice from 6 range with his pistol, or smack an adjacent figure for 6 dice with his sword. Although Mimring's special attack has a similar effect, I think of Agent Carr as being the first melee/ranged hybrid unit.

The way target selection and height advantage function, it is...
Comments 10 Jexik is offline
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Rating: 5 votes, 4.80 average.

What's in a Control Army? (OM VII)

Posted May 15th, 2009 at 10:48 AM by Jexik
Updated May 15th, 2009 at 11:58 AM by Jexik
...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, how they play differently than other armies, and to whom they might appeal.

Today I'm going to talk about my favorite type of Heroscape army: the control army. I'm borrowing the term from M:tG. The goal of a control deck in magic is to play to deny. You're not always attacking, but you're shutting down your opponent's options and slowly breaking him down.

People often look at the dice in Heroscape which have 3 skulls and 2 shields, and surmise that it's a mostly offensive game. For the most part, and for most players, this is probably correct. But thanks to the units I call defenders (most notably the Deathreavers), this doesn't have to be...
Comments 9 Jexik is offline
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Rating: 6 votes, 4.00 average.

How to use the 4th Massachusetts Line

Posted March 26th, 2009 at 05:00 PM by Jexik
Comments 24 Jexik is offline
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Rating: 2 votes, 5.00 average.

What's in a Swarm? (OM VI)

Posted December 15th, 2008 at 11:10 AM by Jexik
Updated January 19th, 2009 at 11:31 AM by Jexik (title was silly)
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. Iím going to write a short piece on each unit type, only this time Iíll apply more of the economic terms that Iíve recently introduced in other essays. First up are the Bread and Butter units and Cheerleaders, which complement each other both aesthetically and in gameplay mechanics. Although one of the easiest types of armies to do well with, they are often the last thing a player is able to field from his collection. From before:

ďBread and Butter
These are the types of squads on which you never regret putting an order marker. You get a lot out of each turn, and they are usually durable enough to see their next one. In the case of bonding units, it is usually assumed that youíll use
...
Comments 3 Jexik is offline
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Rating: 2 votes, 5.00 average.

Efficient Play Wins the Day

Posted December 12th, 2008 at 11:30 PM by Jexik
Updated December 13th, 2008 at 06:21 PM by Jexik
(and here's why)

Iím 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 close games, or place in the top 25% repeatedly, you have to play efficiently.

But what does that mean? If we look at what wikipedia has to say about Economic Efficiency, I think the part of the definition I like the best is ďMore output cannot be obtained without increasing the number of inputs.Ē If Iím talking about order marker efficiency, the number of inputs refers merely to the number of order markers. Get the most output out of your order markers.

So, to play efficiently, the first step is to put your order markers where theyíll create the most output, i.e. be more productive. [For more on how to place OMís efficiently, I recommend UPCís article]....
Comments 6 Jexik is offline

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