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Heroscape & Karate - Martial Arts

Posted February 8th, 2010 at 03:29 PM by kolakoski
Updated February 8th, 2010 at 03:35 PM by kolakoski
I have been totally focussed on the construction of 500 point armies for tournament play, and maps for the same, since the Mineola tournament started. Lately, its been all about doing so within Valhalla Society restrictions. I have pretty much ignored the "casual" scene. Then I stumbled upon Sylvano's "We Leave The Dead On The Field" blog post. It brought to mind a few things.

I have been studying Karate since 1996. I am now a Nidan (second degree Black Belt). The founder of modern Karate was Gichin Funakoshi (1868-1957). Among other wise things, he said that the primary purpose of Karate is the development of character. There are many dojos that are very popular because of their focus on competition. More traditional practitioners lament this for a number of reasons. One reason is that tournaments are artificial contexts. Another is that those with such a focus often are encouraged to ignore the primary purpose of Karate (see above).

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Variable Start Zones for Tournament Maps

Posted February 5th, 2010 at 12:56 PM by kolakoski
As I was looking for additional official maps to modify (mutilate?) to include MS3 terrain/glyphs (see previous blog entry), I stumbled upon mad wookiee's map thread. I definitely recommend it. His maps are works of art. Among them is one called Failed Negotiations, which has 2 adjacent start zone hexes for each player on the central hill, 1 space apart. All the games I have played, thus far, have the standard, 24 hex start zone, unless it was a huge map with large armies, in which case the start zone had more hexes, along the 1 or 2 rows closest to each player. Consideration must then be given to how quickly with how much you can get to positions of high ground and/or containing glyphs. Although mad wookiee's start zone variation in Failed Negotiations is a bit extreme, I see start zone variation as another creative tool that, like the terrain/glyph elements in MS3, could be used to modify existing tournament maps to create new and interesting army building considerations. Using Swamp...
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Musings on A Possible Tournament Map - Post-Master Set 3

Posted February 2nd, 2010 at 03:35 PM by kolakoski
Updated February 5th, 2010 at 01:42 PM by kolakoski (Conversation with Dok and Obsidian)
A recent re-reading of Dok's map-making series generated a short dialogue with him about tournament maps in the wake of MS3. His take seems to be that there will be little change for quite a while, merely the addition of the approved Dungeon scenarios. I have been given the honor of designing and building a map for the next session of the Mineola tournament series, including the use of MS3. In past months, I have built symmetrical maps including most of the terrain I possess (SotM, Marvel, RttFF, and all of RotV, except the grass). I have an idea for a variation of an existing tournament map (Swamp Thing) in such a way as to include MS3. I will modify it by doing two things (in addition to replacing the grass with sand or Dungeon tiles). First, as you can see in its posted picture, there are shadows that appear naturally when a light is shined upon it from left to right. I will place shadow tiles to reflect them. Second, I will build another (tiny) map, to represent a Dungeon directly...
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Last Night's Results (plus Special Bonus Commentary)

Posted January 14th, 2010 at 11:08 PM by kolakoski
Updated January 15th, 2010 at 03:43 PM by kolakoski
Chas built a large Dungeon map with elevations in the center and on the right and left, upon which we played 3 games. The center was nicely stair stepped, the others more of a climb. The 3 treasure glyphs (no traps, "found" on a roll of 1-5 on the 20-sider) were on the 3 peaks.

Chas' first Utgar army (1000 points) had his custom "King of the Trolls", 2 Feral Trolls, Pelloth & Drow, and assorted others. Most of the fighting was in the center. As usual, I got Thorgrim to the center glyph early on. His "King" charged over the hill, ignoring all else, and killed my Raelin. I brought out Sudema - no more "King." Then Kaemon went up the center, got the Attack +1 glyph, and killed most of his army. Chas wil tell you it was not so clear cut, as Sonlen came up and healed Kaemon at least twice during the course of his rampage. Also, the Elite Onyx Vipers actually went up the center hill first, lost one member, and were ignored by both of...
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1000 Point Dungeon War

Posted January 13th, 2010 at 03:31 PM by kolakoski
Updated January 13th, 2010 at 03:45 PM by kolakoski
This whole thing is Chas' doing, Oh Ye Purists. "Don't Blame Me."

Chas called me today at work for tonight, to tell me that we were playing 1000 points, my non-Utgar army against his Utgar army (including his custom Troll King, 4 Attack, 2 Defense), on terrain consisting entirely of that taken from 3 MS3s. Working entirely with my pool figures from the Mineola tournament series, and a few miscellaneous figures I have been carrying in my WNYC tote bag with my pool, I have created the following army for what should be a wild and wooley Dungeon frolic:

160 Sonlen
140 Sudema (AKA Troll's Bane)
120 Kaemon
110 Ninjas
100 EO Vipers
100 Kozuke
100 Warriors of Ashra x 2
80 Raelin
80 Thorgrim
10 Otonashi

I'll deliver my impressions of this titanic struggle anon.


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