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Rating: 2 votes, 5.00 average.

Use a Notepad!

Posted August 10th, 2008 at 04:51 PM by Eckels
There are a lot of things to remember in the game of Heroscape. Unfortunately, it can be very easy for even the most experienced player to forget about special abilities, height advantages, auras or other dice buffs. Nothing is more frustrating than realizing you...

...forgot to roll for Frenzy for the first two rounds...
...didn't remember to add dice for Raelin's defense aura...
...could have saved a few of the Microcorp agents, had you remembered to roll for Stealth Armor....
...forgot to use Sonlen to "HEAL!"

Before attending my first tournament many months ago, I posed a question to my fellow players on Heroscapers.com, which was "What are your feelings on having a notepad by your side during a game?" I wanted to know whether anyone would be opposed to using them in tournament matches, whether they were facing an opponent with a notepad, or using one themselves. Overall, the response was very positive. Everyone...
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Comments 7 Eckels is offline
Rating: 3 votes, 3.33 average.

A Loser's Guide to Winning Tournaments

Posted August 10th, 2008 at 04:50 PM by Eckels
8 helpful steps to becoming a complete bastard of an opponent.

If you've been playing in tournaments but haven't yet been able to pull out a win, here are some quick and easy tips to help you make it to the top!

1 Every die roll could have been better.
You expect more from your dice and your opponents must know it! No roll is strong enough. Grumble at your dice, and curse your own luck, even in victory!

2 Make sure they show you every single die roll.
Sure your opponent may say they didn't defend against those three skulls, but why should you believe them? Make your opponent know you'll believe your own eyes, thank you.

3 It's all in the eyes.

To succeed on the battlefield, you must first conquer your opponent's spirit. Glare at your opponent. Make them uncomfortable. Divert their attention from the action, because...

4 If your opponent
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Comments 2 Eckels is offline

How to choose, and use, the Elf Army.

Posted August 10th, 2008 at 04:49 PM by Eckels
With the release of wave 8, the Elven army is now one of the most complete and cohesive armies in the game; Joining other large sub-groups such as the Marro, the Orcs and the Samurai. With lots of bonding capabilities, and a long and diverse list of attacks and stat boosts, the Elves give a lot of options to the player controlling them.

For the same reasons they're so flexible, they also demand a rather specific strategy to be successful.
First, lets examine the individual Elves, and which ones you should choose when building your Elven army.

The list of Elves:

Elf Wizard Heroes
Ulginesh - 150pts (the order marker receptacle)
Emiroon - 80pts (mover of elves)
Kyntela Gwyn - 20pts (the warping def. buff)
Arkmer - 50pts (the Elven defense shield)
Jorhdawn - 100pts (firepower - stronger vs. Squads)
Chardris - 90pts (firepower - stronger vs. heroes)
Acolarh - 110pts (essential when using elf...
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Comments 1 Eckels is offline

More Database Progress, and a Nice Big Map

Posted April 13th, 2008 at 11:03 AM by Eckels
First the map. I have the responsibility of coming up with a new map for the (losers of the) LIHeroscapers league to play at our final game. I've been thinking about it, but haven't sat down to put anything together yet. Last night I came up with a nice three-way map. It needs some balancing work, but it's a really nice up and down board, that really is divided into "zones". I like it a lot, and even though it needs some work, it's a great start.

The pictures can be seen here:

In the game we played, these were the armies (I'm probably forgetting someone)

Spartacus, Crixus, Retarius, Deadeye Dan, and Sgt. Drake(sotm)

Q9, Agent Carr, Krav Maga, Laglor

Minions of Utgar, Zombies x4, Dumutef Guard x2, Taelord

Q9 was the final figure standing, though it was a ridiculously close game.
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Comments 1 Eckels is offline

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