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dok dok is offline

GenCon Main Event Champion - 2010, 2011, & 2017

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  • Last Activity: Today 12:59 AM
  • Join Date: October 9th, 2008
  • Referrals: 1

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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 288
Jotun's Causeway : Requires (less than) 1 MS, 1 FotA, 1 VW. March 28th, 2009 228
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 234
kitty corner : SotM + D&D + TJ. dok's map thread February 24th, 2010 246
Jotun's Causeway, Marvel Edition : Uses Marvel, FotA, and VW. April 30th, 2009 199
Fiery Passage 1.2 : Draft of a submission in the Gen Con map contest. Uses RotV+VW. dok's map thread. April 30th, 2009 254
Swamp Helix 5.0 : Uses Sotm, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Val June 6th, 2009 331
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 274
Swamp Helix 7.3 : Uses SotM, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Val August 10th, 2009 581
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 267
Nature Trails 3.1 : Uses SotM and RttFFx2. Two random glyphs. dok's map thread December 12th, 2009 295
Shadowy Helix : Uses D&D, Marvel, RttFF, and FotA. Glyphs are fixed as Rannveig (wind), Astrid (attack), and Vald December 19th, 2009 305
Lava Fountains : Uses D&D, Marvel, and VW. Glyphs are fixed as Wannok (wound) and Valda (move). dok's map threa December 19th, 2009 230
Vesuvian : RotV + VW, random glyphs. dok's map thread December 25th, 2009 286
Speed Bump : D&Dx2 + TJ. Glyphs are set as Valda (Move) and Wannok (Wound). A product of The Tounament-Worthy March 21st, 2010 175
Vesuvian 2.0 : RotV + VW, random glyphs. dok's map thread May 12th, 2010 214
Fun Storming : D&Dx2 + FotA + RttFF + TJ. Glyphs are set as Valda (Move) and Wannok (Wound). RttFF trees, and mos May 12th, 2010 186
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 196
Arctic Circle : Three player map. RotV+TT. Heavy snow, regular ice. Glyphs are Wannok x3. 32.3 inches square. d July 22nd, 2010 212
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 225

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Blog

View dok's BlogRecent Entries
Latest Entry

Posted March 2nd, 2015 at 07:05 PM Comments 0
Posted in Uncategorized
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, Iím going to go over some of the strategy that goes into playing a game on the BoV map Fulcrum, by Dignan. This isnít really a review of the map itself; rather, itís 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 donít 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...

Posted February 10th, 2012 at 11:46 AM Comments 9
Posted in Uncategorized

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...

Posted December 22nd, 2011 at 06:44 PM Comments 22
Posted in Uncategorized
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:
    1. Power glyphs are placed power-side up before sides are picked or armies are set up.
    2. Power glyphs are revealed after sides are picked but before armies are set up.
  1. Power glyphs are revealed after armies are set up but before the game is played.
  2. 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.)
...

Posted February 17th, 2011 at 12:36 PM Comments 4
Posted in Uncategorized
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...

Posted February 10th, 2011 at 02:06 PM Comments 8
Posted in Uncategorized
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.

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
The Attacknids are on...
Posted July 15th, 2013 at 09:55 PM by dok dok is offline
They picked "Attacknids"....
Posted August 11th, 2012 at 12:02 PM by dok dok is offline
OKóhereís an idea. Letís...
Posted June 6th, 2012 at 01:54 AM by Xorlof Xorlof is offline
That toy actually looks...
Posted May 15th, 2012 at 02:43 PM by ZAKOVANI ZAKOVANI is offline
That's boss.
Posted February 11th, 2012 at 05:25 PM by Shockma Ranyk Shockma Ranyk is offline

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