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#337
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Re: Flash_19's Maps: New Map 6/27/20
totally unrelated...
just noticed you have a signature now Flash! Nicely done, I want to officially welcome you to Heroscapers.com Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#338
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Re: Flash_19's Maps: New Map 6/27/20
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Link to Shadow Caverns Quote:
The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#339
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Re: Flash_19's Maps: New Map 6/27/20
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#340
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Re: Flash_19's Maps: New Map 6/27/20
Lol - I've always had a signature, but it was just one line of text until recently. I just decided to make it a little more... flashy.
Last edited by Flash_19; July 10th, 2020 at 05:04 PM. Reason: Yay for bad puns! :) |
#341
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Re: Flash_19's Maps: New Map 6/27/20
Played three games on Mist and Shadow a few days ago. We ran three different ~350 pt armies ala Matthias Maccabeus' fun D20 army decider idea. Development was a breeze with 5 move figs in the front starting zone line able to grab level 2 out the gate, and a second turn got those same figures nice chunks of height, shadow, and/or concealment from the LOS blocks. Back SZ line figs also mostly had a shadow space or good hiding spot waiting for them on their first activation. We didn't play any map breaking armies per say, but I can see that care has been taken to keep the most open perches more than 6 move apart. Raelin has some options, but they're prone to opponents and/or have restricted LOS. In my Sudema/PK army I attempted a Sudema pod with PKs keeping her blocked in safe between a couple outcrops, but my opponent was able to quickly dismantle it with some supporting height in the right places and shadow to cover their advance. Each of our three games felt different in how the action played out and we were both having fun experimenting with novel start zone positioning with neither concentration in the north or south of the SZs seeming to tip the advantage in any unbalanced way. I really like the way Mist and Shadow provides a huge amount of LOS block options without ever feeling constricted or haphazard. The map was certainly gorgeous on the table to boot and the way it played definitely got a few compliments from the wife as well (she also played a GIE build and Deepwyrm Drow build so she especially liked it, going 3-0 )!
This absolutely seems like another fantastic addition to your atlas Flash. Well done! The Completely Unnecessary Definitive List of Figure Weight My Maps My Sales and Trades List "Blade Gruts are 'heavier' than Heavy Gruts." |
#342
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Re: Flash_19's Maps: New Map 6/27/20
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#343
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Re: Flash_19's Maps: New Map 6/27/20
Two new maps today!
Legendary: Requires 2x RotV, 1x RttFF, 1x FoA, 1x TJ Destiny: Requires 2x RotV, 2x RttFF, 1x FoA, 1x TJ |
#344
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Re: Flash_19's Maps: New Map 6/27/20
If you downloaded Destiny:
Sorry, but I just realized I made a small mistake in the build instructions. That mistake has been fixed, but you'll want to redownload it (there was a hex missing in the build instructions). |
#345
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Re: Flash_19's Maps: New Map 6/27/20
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#346
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Re: Flash_19's Maps: New Map 6/27/20
been a while since I've seen you post
@rednax
! good to hear from you. When's your next map going to be posted?
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#347
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Re: Flash_19's Maps: New Map 6/27/20
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As much as it pains me to say it, I was not able to playtest them very much. Covid and a Master's degree has severely limited my ability to playtest as much as I'd like. I can say that Destiny has been theory-scaped to death if that makes you feel better, lol. And yes, my hope was to create as balanced a map as I could that didn't have to be tournament standard. Hopefully the jungle and ladder placement will make that possible. While I don't think I put it in the build instructions, I would probably lean towards playing with Valda and Wannok to try and balance it even more. Another big problem with castle maps is double based figures - and while I think Destiny does a good job accommodating double based figures compared to other castle maps, Wannok might help make that match up a little easier. I can't really see Marutuk fitting everywhere on the map very well, plus figures like Marrden hounds can't hit the highest towers. If you end up playing it, let me know what thoughts you have! I'd love to hear them. |
#348
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Re: Flash_19's Maps: New Map 6/27/20
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And nice choice on Valda and Wannok. Those are my two favorite, and I think they do a really good job of helping melee figures! |
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