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Posted August 2nd, 2010 at 01:35 PM by kolakoski
Well met!

During the course of the discussion I initiated on the potential armies for Jackofhearts and I to field within our Utgar/Einar alliance for the Gang of Five's (I'll have to change this to Gang of Six if Jack becomes a regular participant ), it occurred to me that many of you may have felt under-appreciated (by me in particular, but also generally) or ignored when your comments are not acknowledged with specific replies. Now that I think of it, there are a few threads on this somewhere . . .

Anyways, I wanted to thank all of you for your patience and tolerance for my occasional intransigence, and I appreciate each and every comment and criticism I receive. (I suspect that most of you feel the same with respect to your posts.)

I have gone back into the thread I started in the Competitive Armies forum, and back into this blog, on the Utgar/Einar Alliance, and replied to all the comments, and I shall endeavor from here on out to reply...
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Utgar/Einar Alliance Army Construction

Posted July 30th, 2010 at 09:50 AM by kolakoski
Updated July 30th, 2010 at 09:56 AM by kolakoski
Well met!

Jackofhearts (Utgar) and I (Einar) are allied for the Gang of Five's (now Six?) 8/13 510 point-per-player, General-specific, 3-team game, against 2 other teams (Ullar/Aquilla & Jandar/Vydar) (see my most previous blog entry). I don't know Jack , so I have no idea what kind of player he is, his experience (as a gamer in General or with Heroscape in particular), or what units he would like to include in his army (here's hoping he comments ).

The scenario/map still unrevealed at this time, I plan on taking an army comprised of units from the following list: Kaemon, Kozuke, Izumi, Ninjas of the Northern Wind, Tagawa Samurai, Tagawa Samurai Archers, Gurei-Oni, and Red Wyrmlings. It would, of course, be no problem for Jack and I to field armies that are totally independent, in which case the army ideas in my previous blog entry would apply. However, it would be to build our armies to compliment each other.

As...
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Friday the Thirteenth of August - Six-Player Game

Posted July 27th, 2010 at 06:54 PM by kolakoski
Updated July 29th, 2010 at 03:04 PM by kolakoski
Well met!

Breaking News! Jackofhearts joins the Gang of Five for a 510 point, General-specific game on 8/13! Taeblewalker is this game's "host" (although it will be played at chas' Game Palace ), and he has not yet informed us of the scenario/map. As this is now a six-player game, I anticipate that it will be a team game, as opposed to a free-for-all (but I could easily be wrong, given how often that has been the case of late ). No drafting this time . I am playing Einar.

While looking through the new D&D units available (through D2, by proxy ), the Red Wyrmlings struck me as particularly good additions to Einar's forces. In General , they are good against units that are good against Samurai and NotNW (my favorites ). A few armies for your consideration and comment.

120 Kaemon
120 Red Wyrmlings x 4
110 NotNW
100 Kozuke
60 Izumi
510

I'm thinking that the RWs...
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Old

Fighting Segregation in Heroscape

Posted July 19th, 2010 at 11:31 AM by kolakoski
Updated July 19th, 2010 at 12:12 PM by kolakoski
Well met!

Looking over the events/maps for GenCon, it is apparent that they are intentionally designed to segregate the old-style, squad dominated format from the new, hero-centric one. I had hoped to see some integration of the two, with, for instance, some maps containing Power Glyphs, some with Treasure Glyphs, even some with none, in the same event. This would work best with a pool format (for example, 1,000 point pool from which 500 points are chosen for each game), but, as that hasn't (to my knowledge) ever been used at GenCon in the championship, I had no expectations of that happening. I had previously advocated the inclusion of modified or newly created hybrid maps containing both Power and Treasure Glyphs in tournaments, but was pretty sure going in that that was a Forlorn Hope, as it would require a radical mind-shift on the part of the establishment that was not in evidence.

What I didn't expect was the overt discrimination (and pandering to the...
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7/23 Teleporter Draft FFA Armies

Posted June 15th, 2010 at 03:04 PM by kolakoski
Updated July 22nd, 2010 at 12:36 PM by kolakoski (Additional Scenario Rules)
Well met!

On the same evening when we all went down to defeat at the hands of History Dude (see Importance of Drafting thread), we drafted 500 point armies for the game I will be hosting (at chas' place). It will be a teleporter game on two maps. Units will teleport from their (off-map) start zones to either map's teleporters. Once on a particular map, they may teleport between maps, bur not from port to port on the same map. Within 7 rounds (during the first 2 rounds, there will be no combat, including leaving engagement swipes) after which all units will have left their start zones (never to return), the victor is the player that has the highest total of: units killed (you receive points for each squad unit (1 Krav = 33 1/3 points), and each wound inflicted on a hero (1 wound on Krug worth 120/8 = 15) + points remaining in your army (1 Krav = 33 1/3 points), hero is worth his points minus the value of its wounds (Krug with 4 wounds worth 60 points). Looking at the results...
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