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Me + Basic economics + Heroscape
Strictly Heroscape Well, that's why we're here, right? I'll try to shy away from talking about myself, unless I'm talking about how much I suck at the game.
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Rating: 4 votes, 5.00 average.

Proof of Intelligent Design In Heroscape

Posted June 1st, 2010 at 09:00 PM by Jexik
Updated June 1st, 2010 at 09:10 PM by Jexik
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 Grut, because Orcs and Dinosaurs lived at the same time, and that's totally badass. I'm actually not sure which of these guys is personally responsible for Grimnak, but I want to shake his hand and commend him on a job well done.

I waxed nostalgic not too long ago about how sweet Krug is, and I'm sure my appreciation of Nilfheim is pretty well known now, at least to site regulars... but Grimnak was the first figure that I picked up and said "YES! I need to draft that one!"

It's a relatively simple concept, but executed so perfectly. There are two parts to the figure, which are both translated so well into this little game of...
Comments 8 Jexik is offline
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The Angry Teddy Bear

Posted January 29th, 2010 at 12:10 PM by Jexik
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. He's got a big, bulky sculpt and a wicked looking club for a sword, and yet, when you look at his big dumb face and sagging paunch, you get the feeling that he's just getting dragged along on this war because he's very suggestible. And really big. He's the Lennie Small of Heroscape.

Okay, so people think that he's cute for a brute. That's weird. What about gameplay?

When it comes to the left side of the card, his powers are rather elegant and work well together. Sure, we had already seen Double Attack with Syvarris, but combining that with Wounded smash for an exponential increase in raw threatening might was a stroke of design genius. As a Relentless...
Comments 11 Jexik is offline
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Rating: 3 votes, 5.00 average.

What Qualifies as a Mistake?

Posted August 25th, 2009 at 03:10 AM by Jexik
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 broad sense, a mistake is a move that you can easily see a better alternative for when you watch someone else play. When you see someone routinely make moves that you weren't expecting, but are actually better than what you were anticipating, you're probably watching someone better than you.

When spider was the scaper of the week, this next quote stuck out to me a bit:

Quote:
Every time you place order markers, move figures, or choose a target to attack, there is usually a best play that can be done. A lot of people settle for making a play that is obviously good, but oftentimes there is a slightly better move that can tip the math in your favor a little
...
Comments 11 Jexik is offline
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New Figure Impact

Posted June 3rd, 2009 at 11:43 AM by Jexik
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 engagement mechanics (and its effect on target selection) encourage the use of ranged units.

4. In response to point 1, you want multiple (>=3) attacks per order marker to deal with squads.

5. In response to point 2, you want moderately powerful attacks (>=3A) to defeat uniques and high defense figures.

I'm not sure if any one figure can really change any of these 5 things. (Note that an army need not fit all criteria, but at least 3 is a good idea). Even if something does change one of these rules or is a hard counter for your army, there is such a wide range of viable stuff out there that you can't fret too...
Comments 5 Jexik is offline
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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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