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Raelin? Terrible...

Posted December 22nd, 2010 at 01:36 PM by dok
Updated January 29th, 2012 at 05:28 PM by dok
...or, Tournament Armies played AGAINST.

I recently blogged my record with every figure I've played with. I figure that I may as well do the reverse; log my record against each figure.

Here is the table of every figure I've played against, sorted by most games played.

Code:
W    L   Diff   %      Name
28    4    24    88%    Raelin
13    3    10    81%    Otonashi
9     6    3     60%    Fen Hydra
14    0    14    100%    KMA
10    2    8     83%    Isamu
11    1    10    92%    Stingers
10    1    9     91%    Nilfheim
8    2    6    80%    Marcu
8    2    6    80%    MW
7    2    5    78%    Q9
8    1    7    89%    Rats
9    0    9    100%    Kaemon
5    3    2    63%    PK
8    0    8    100%    Airborne
4    3    1    57%    Krug
7    0    7    100%    Axegrinders
7    0    7    100%    Cyprien
7    0    7    100%    Q10
4    2    2
...
Posted in Uncategorized
Comments 9 dok is offline
Old

Navel Gazing

Posted November 21st, 2010 at 11:09 AM by dok
Updated January 29th, 2012 at 04:37 PM by dok
After some prodding from ollie, I've decided to blog my units played. The recent draft events have led to an explosion in figures played - I've added 27 new units played in just ten draft games.

Here's the table of all units played, sorted by win differential.

Code:
W    L   Diff  Win%    
69    7    62    91%    Raelin
34    0    34    100%   Q9
23    1    22    96%    Deathreavers
23    2    21    92%    Marcu
19    1    18    95%    Hydra
19    3    16    86%    TKN
20    4    16    83%    grubs
10    0    10    100%   10th
11    1    10    92%    Isamu
9     0    9    100%   MW
10    1    9    91%    Otonashi
11    2    9    85%    BlackW
8    0    8    100%    Zombies
9    1    8    90%    Krav
9    1    8    90%    Krug
11   3    8    79%    PK
8    1    7    89%    Nerak
7    1    6    88%    Grimnak
7    1    6    88%    Heavies
8    2
...
Posted in Uncategorized
Comments 8 dok is offline
Old

Maximizing your maps?

Posted September 6th, 2010 at 11:45 PM by dok
With the addition of my GenCon winnings, I finally have a non-trivial amount of mapmaking material. I actually got my first-ever RotV set for winning the championship - by the time I got into the game it was already pretty hard to come by, so I just bought the cards and figures.

Being an engineer, the new plastic glut naturally led to me spreadsheeting out my material and figuring out what set of maps I can make with what I have.

It turns out there's a lot of permutations. Basically, I can make four maps, and the only set in stone thing is that one is based on RotV, two are based on SotM, and one is based on the combo of BftU and Marvel. On top of that, I have three RttFF, one TJ, and one FotA to sprinkle in. Everything except the RotV map must have at least one expansion sprinkled in.

Some non-intersecting options I found:
...
Posted in Uncategorized
Comments 15 dok is offline
Old

Map Making Theory: deployment speed and uniques vs. commons

Posted February 16th, 2010 at 04:33 PM by dok
This is the sixth post in a series about the theory of mapmaking. Part 1 was about glyph placement, part 2 was about map footprint size and shape, and part 3 was about map orientation and map symmetry, part 4 was about elevation variance and small landings, and part 5 was about the interplay between line of sight blockers and map choke points. This installment is about how quickly figures, particularly common squads, can deploy on a given map.

The move toward more compact maps has benefited some figures in obvious ways. Zelrig can deliver more 1-OM bombs, and melee figures are less vulnerable to retreating or turtling ranged figures. However, I would note that maps that allow figures to reach the action at the center of the board in a single OM don't just benefit melee over range. They benefit common figures over unique figures.

The great advantage common figures have over unique figures is that they can continue to get a full activation on each OM even...
Posted in Uncategorized
Comments 2 dok is offline
Old

Map Making Theory: LoS blockers and choke points

Posted January 30th, 2010 at 11:23 AM by dok
This is the fifth post in a series about the theory of mapmaking. Part 1 was about glyph placement, part 2 was about map footprint size and shape, and part 3 was about map orientation and map symmetry, and part 4 was about elevation variance and small landings. This installment is about the interplay between line of sight blockers and map choke points.

Effective line of sight (LoS) blockers have become viewed as a crucial element of map design. Maps without some major LoS blocking features toward the center of the map are often reflexively rejected as being "shooting galleries" where ranged figures will be able to pick off melee armies as they advance. And there's certainly an element of truth to this, particularly if relative high ground can be found near the start zones. LoS blockers give cover to melee armies as they move forward, and perhaps even more crucially, force ranged armies to move to the side of LoS blockers and expose themselves a bit more in...
Posted in Uncategorized
Comments 2 dok is offline

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