![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() dok
GenCon Main Event Champion - 2010, 2011, & 2017 |
Last Activity: Yesterday 03:54 PM
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Online Heroscape!
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Member's Files
File | Date | Downloads |
---|---|---|
Birnam Wood to Dunsinane, version 2 : A product of The Tounament-Worthy Asymmetric Map Workshop. Requires one each of RotV, RttFF, TJ, | March 21st, 2009 | 404 |
Jotun's Causeway : Requires (less than) 1 MS, 1 FotA, 1 VW. | March 28th, 2009 | 291 |
Frozen Crossing 2.0 : Draft of a submission in the Gen Con map contest. Uses RotV+TT. Heavy Snow, normal ice. dok | May 10th, 2009 | 302 |
kitty corner : SotM + D&D + TJ. dok's map thread | February 24th, 2010 | 317 |
Jotun's Causeway, Marvel Edition : Uses Marvel, FotA, and VW. | April 30th, 2009 | 259 |
Fiery Passage 1.2 : Draft of a submission in the Gen Con map contest. Uses RotV+VW. dok's map thread. | April 30th, 2009 | 329 |
Swamp Helix 5.0 : Uses Sotm, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Val | June 6th, 2009 | 423 |
Broken Skyline remake, Swarm/Marvel version : This is a remake of LongHeroscaper's Broken Skyline Remake, which is itself a remake of LongHerosca | July 25th, 2009 | 336 |
Swamp Helix 7.3 : Uses SotM, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Val | August 10th, 2009 | 721 |
Birnam Wood to Dunsinane, version 3 : A product of The Tounament-Worthy Asymmetric Map Workshop. Requires one each of RotV, RttFF, TJ, | October 22nd, 2009 | 332 |
Nature Trails 3.1 : Uses SotM and RttFFx2. Two random glyphs. dok's map thread | December 12th, 2009 | 373 |
Shadowy Helix : Uses D&D, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Vald | December 19th, 2009 | 361 |
Lava Fountains : Uses D&D, Marvel, and VW. Glyphs are fixed as Wannok (wound) and Valda (move). dok's map threa | December 19th, 2009 | 277 |
Vesuvian : RotV + VW, random glyphs. dok's map thread | December 25th, 2009 | 348 |
Speed Bump : D&Dx2 + TJ. Glyphs are set as Valda (Move) and Wannok (Wound). A product of The Tounament-Worthy | March 21st, 2010 | 234 |
Vesuvian 2.0 : RotV + VW, random glyphs. dok's map thread | May 12th, 2010 | 267 |
Fun Storming : D&Dx2 + FotA + RttFF + TJ. Glyphs are set as Valda (Move) and Wannok (Wound). RttFF trees, and mos | May 12th, 2010 | 247 |
Hard Eight v2 : D&D + Marvel + RttFF, random glyphs. 27.97 x 23.22 inches. While the map denotes random power gl | June 21st, 2010 | 243 |
Arctic Circle : Three player map. RotV+TT. Heavy snow, regular ice. Glyphs are Wannok x3. 32.3 inches square. d | July 22nd, 2010 | 305 |
Hard Eight v4 : D&D + Marvel + RttFF, random glyphs. 27.97 x 23.22 inches. The two glyphs may be any combination o | September 15th, 2010 | 285 |
Mentions
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12:42 AM - kevindola mentioned dok in post Re: The Book of Zettian Infantry ...is wrong in the OP dok
At least per this ru... |
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Quotes
June 28th, 2022 |
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June 26th, 2022 |
07:42 PM - dok quoted Captain Stupendous in post Re: OHS Season 48 - Delta Rule of 9 (Round 1 until 6/27) Couple questions about the map.
I'm ... |
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09:40 PM - dok quoted infectedsloth in post Re: Final Bracket ScapeCon ll Map Contest For my money, this contest has the... |
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Blog
View dok's BlogRecent Entries
Latest Entry
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This is a reprint of the article I submitted for issue 6 of the revived Heroscape Codex. You can always find their latest releases here; as of this writing they just released issue 8.
In this column, I’m going to go over some of the strategy that goes into playing a game on the BoV map Fulcrum, by Dignan. This isn’t really a review of the map itself; rather, it’s a discussion of the choices you make when you play on the map. Hopefully these ideas will help you approach games on this map as well as other maps.
Where do I want to fight?
As with most maps, one of the first things you should ask yourself when you sit down to play on Fulcrum is: where do I want the battle to take place?
Of course, you don’t always get to decide. At first approximation, in Heroscape, the longer ranged army decided where the battle happens. Speed matters too, of course.
The obvious approach on Fulcrum is to make a run for the high...
In this column, I’m going to go over some of the strategy that goes into playing a game on the BoV map Fulcrum, by Dignan. This isn’t really a review of the map itself; rather, it’s a discussion of the choices you make when you play on the map. Hopefully these ideas will help you approach games on this map as well as other maps.
Where do I want to fight?
As with most maps, one of the first things you should ask yourself when you sit down to play on Fulcrum is: where do I want the battle to take place?
Of course, you don’t always get to decide. At first approximation, in Heroscape, the longer ranged army decided where the battle happens. Speed matters too, of course.
The obvious approach on Fulcrum is to make a run for the high...
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This guy was my roommate my sophomore year in college. His end of the room was basically a workshop, with all sorts of crazy inventions. I spent many days watching his various robotic walkers and snakes and vehicles work their way around the room, and/or getting pegged with his homemade crossbows and tape ball guns.
He's really put on earth to make stuff like this, and I'm so happy for him that he's managed to navigate the corporate world and actually get one of his ideas out there. This was never a sure thing, because although he's a mechanical genius and incredibly passionate about this stuff, he also might be the most stubborn person I've ever met. He has his own way of doing things and he's completely unwilling to compromise them.
You can read a short feature about him from last year's Wired Magazine here. It's about the 12-foot tall metal version of the spider walker that he built.
As an aside, he's also one of the best...
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In the discussions in the online Heroscape tournament, I've realized that there are a bunch of different interpretations floating around about when we are supposed to reveal random power glyphs. Obviously, this is something that gets handled differently in different places. I have a strong preference for how to handle it, but rather than launch into a long diatribe there, I'd like to explain it in a blog entry.
Let's start by listing the options for how to handle the placement of random power glyphs on a map:
Let's start by listing the options for how to handle the placement of random power glyphs on a map:
- Power glyphs are placed power-side up before sides are picked or armies are set up.
- Power glyphs are revealed after sides are picked but before armies are set up.
- Power glyphs are revealed after armies are set up but before the game is played.
- Power glyphs are left symbol-side up and only revealed when a figure lands on them. (This assumes that Kelda is not in the random glyph pool; otherwise it breaks the rules, since only a wounded hero can land on Kelda.)
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This distinction is something that's come up a few times recently in forum discussions, so I've decided to blog it.
There's a tendency for people to say that armies that are strong are easy to play well, and armies that are weak are hard to play well. That's obviously true in a certain sense and to a certain extent, because it's easier to win with strong armies than weak ones. However, it misses another way of looking at armies: that is, "did I get everything out of the army that I could"? In other words, to what extent did you avoid mistakes and play the army to its fullest. The question of how easy an army is to play well is actually a completely different question than how strong that army is when played well.
To give an example: I think Marro Drudge x8 would be a very easy army to play well. Sure, all the normal concerns of height advantage and common squad cohesiveness apply, but there's really no extra degrees of difficulty. There's no...
There's a tendency for people to say that armies that are strong are easy to play well, and armies that are weak are hard to play well. That's obviously true in a certain sense and to a certain extent, because it's easier to win with strong armies than weak ones. However, it misses another way of looking at armies: that is, "did I get everything out of the army that I could"? In other words, to what extent did you avoid mistakes and play the army to its fullest. The question of how easy an army is to play well is actually a completely different question than how strong that army is when played well.
To give an example: I think Marro Drudge x8 would be a very easy army to play well. Sure, all the normal concerns of height advantage and common squad cohesiveness apply, but there's really no extra degrees of difficulty. There's no...
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There's a tendency to think that a game that comes down to a few figures on each side was won by the player who had better luck at the end. That's usually true, but it's also not the full story. Very often, that situation at the end of the game where chance rules the outcome only came about because of suboptimal decisions one or both players made along the way. In general, I think players tend to underestimate the extent to which their wins and losses are not governed by matchups or by the luck of the dice, but by the mistakes they make in strategy or tactics.
Good players tend to avoid obvious mistakes like missing a chance for height advantage or moving the wrong figure, but even good players very often make mistakes in order marker management or overall strategy. There's a tendency to say "between good players, it often comes down to matchups or luck of the dice", and while that's true, tactics also swing games.
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Spoiler Alert!
Good players tend to avoid obvious mistakes like missing a chance for height advantage or moving the wrong figure, but even good players very often make mistakes in order marker management or overall strategy. There's a tendency to say "between good players, it often comes down to matchups or luck of the dice", and while that's true, tactics also swing games.
Recent Comments
timely article, dok,...