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dok dok is offline

GenCon Main Event Champion - 2010, 2011, & 2017

About Me

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General Information
  • Last Activity: Today 05:17 PM
  • Join Date: October 9th, 2008
  • Referrals: 1

Downloads

Member's Files
File Date Downloads
Glyph sheet : October 15th, 2010 350
Glyph sheet version 2 : More spread out for easier scissor work. No duplicate glyphs; included all the seldom-used ones. October 15th, 2010 463
Eggbeater : D&D + Marvel + RttFF, random glyphs. 24.73 x 21.85 inches. The two glyphs may be any combination o October 25th, 2010 314
Blacktop : D&D + Marvel + RttFF, random glyphs (power glyphs are suggested). 24.73 x 21.85 inches. dok's map April 7th, 2011 330
Sculpture Garden : RotV+FotA, random treasure glyphs. 27.97 x 23.22 inches. Trap: Opportunity charge: Your opponent m April 29th, 2011 305
Steamship : RotV+FotA, random treasure glyphs and power glyphs. 27.76 x 25.35 inches. Trap: Opportunity charge May 11th, 2011 251
Gencon 2011 Glyphs : A single page printout with three copies each of all the glyphs used at Gencon 2011. June 30th, 2011 372
Concrete Jungle : D&D + Marvel + FotA, random glyphs (power glyphs are suggested). 24.73 x 21.85 inches. dok's map t November 19th, 2011 431
Zettian Infantry pdf : This is the pdf of the Zettian Infantry, sized for printing. Thanks to doe138 for creating this ver December 28th, 2011 581
It's a Trap! : D&D. 2 random glyphs (power glyphs are suggested), 8 pit traps. All shadow spaces have a pit trap, December 30th, 2011 195
Road Rage : RotV+VW+FotA. 28.85 by 23.22 inches. Glyphs are Wannok, Valda, and Ulaniva. The three Brandar gly February 4th, 2012 276
Running Hot : 30.6 x 27.76 inches. Designed for the online map contest. January 30th, 2013 285
Road Rage v2 : RotV+VW+FotA. 30.6 by 23.22 inches. Glyphs are Wannok, Valda, and Ulaniva. The three Brandar glyp May 18th, 2012 326
Frozen Fossil : This is a largely cosmetic redraw of the BoV map Fossil, by Rˇchean. Swamp water has been replaced November 15th, 2012 238
Blacktop v2 : D&D + Marvel + RttFF, random power. 24.73 x 21.85 inches. dok's map thread December 20th, 2012 233
Blacktop v3 : D&D + Marvel + RttFF, random power. 24.73 x 21.85 inches. dok's map thread July 23rd, 2014 293

Mentions

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June 18th, 2021
02:30 PM - dok mentioned DanieLoche in post Re: The Book of Shadow Binder
... precedents. As DanieLoche points out, Double a...
02:29 PM - dok mentioned Daniel in post Re: The Book of Shadow Binder
... precedents. As DanieLoche points out, Doub...
June 17th, 2021
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June 11th, 2021
05:33 PM - dok mentioned The_X_Marker in post Re: Custom Competition Balanced Unit Costs: Delta/Delta+
...ginal version that The_X_Marker originally made that...
June 2nd, 2021
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02:19 PM - BiggaBullfrog mentioned dok in post Re: 10 Points Under - Heroscape Casting Videos
...of-everything army! dok swings by to catch t...
June 1st, 2021
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May 26th, 2021
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Quotes

June 20th, 2021
05:18 PM - Arkham quoted dok in post Re: The Book of Doctor Fate (Kent Nelson) (II)
Am I correct to assume t...
June 18th, 2021
10:17 PM - dok quoted Tropix in post Re: The Book of Nhah Scirh Cultists
It is stated that "The mode...
02:44 PM - dok quoted Just_a_Bill in post Re: The Book of Wildwood Monarch
Also, does anyone know why SEEDL...
11:05 AM -
June 17th, 2021
10:54 PM - heroscaper2010 quoted dok in post Re: The Book of Millerson
Wouldn't the Hydra prece...
10:51 PM - dok quoted heroscaper2010 in post Re: The Book of Millerson
Wouldn't the Hydra precedent say th...
09:44 PM - heroscaper2010 quoted dok in post Re: The Book of Millerson
General answer is that t...
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June 16th, 2021
02:59 PM - Just_a_Bill quoted dok in post Re: The Book of Kozil
After attacking a small ...
June 15th, 2021
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04:10 PM -
June 13th, 2021
11:08 PM - Just_a_Bill quoted dok in post Re: The Book of Re-Tak-Shi
I think you got most of ...
June 12th, 2021
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06:42 PM -
June 11th, 2021
05:59 PM - Just_a_Bill quoted dok in post Re: Custom Competition Balanced Unit Costs: Delta/Delta+
And here's an only sligh...
05:33 PM - dok quoted Just_a_Bill in post Re: Custom Competition Balanced Unit Costs: Delta/Delta+
And here's an only slightly wors...

Blog

View dok's BlogRecent Entries
Latest Entry

Posted March 2nd, 2015 at 07:05 PM Comments 1
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
timely article, dok,...
Posted April 30th, 2020 at 12:20 PM by superfrog superfrog is offline
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

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