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HeroScape General Discussion General discussions of packaging, terrain, components, etc. If it doesn't fit in any other official category, put it here. |
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#1
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What Games are Good Primers for Heroscape?
I'm a big tennis player and sometimes I find that other sports can help me play tennis better. For instance, I find that playing racketball can increase my reaction time at the net. Basketball can improve my overall conditioning and footwork.
I was wondering if there were any analogues with Heroscape. Are there any games that build the gamer skills necessary to excel at playing Heroscape? Are there games that help teach you how to draft better? Position your pieces better on the board? Better take into account the statistical probabilities of attacking and defending? |
#2
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chess... any strategic game
naboota itchy nub nub- Chewbacca hoo ha In memoriam of Deannie-April 17, 2007 |
#3
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I would say basically any other tactical board or video game.
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#4
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This may sound strange, but building an army is analogous to designing a Battletech battlemech. Additionally, playing with your own battlemech designs is probably good practice for Heroscape tactics as well. Finally, designing mechs within a system of rules may help you create custom HS units if you so choose.
The reason the design is such a good match for army building is that there is limited space/mass (points) with which to accomplish several goals of power/weaponry/defense/etc (range/melee/speed/etc). Configuring a lot of mechs will give you practice in design balance, stresses and tolerances that carries over well. It also teaches you how to squeeze every last point into an army and let nothing go to waste. The battles themselves take place on a remarkably similar scale (I still want to play Battletech on my Heroscape maps), but with a different turn concept. I think that it is far easier to use your army (lance) with synergy in Battletech, but that the concept and planning of using that synergy can carry over to Heroscape. Also, the "range rules" concept applies there as well, but crafty use of shorter range stuff is mandatory so if you always have difficulty in incorporating melee troops it might help to reveal their role to you. ~Aldin, House Steiner He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#5
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I may be shot for this...Risk!
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#6
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Aldin has a point.. ANy game wher you have to design your forces within a set series of parameters to accomplish the mission would work. Even the basics of Avalon Hills Gladiator and Circvs Maximvs where you designed your gladiator or chariot for their basic needs, then strategically played each turn out shows the need for both force composition and strategic thought.
Dennys~ Clan Jade Falcon GENERATION 27: The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment |
#7
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STARCRAFT!!!!!!
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#8
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Also Halo or other first person shooters can actually give you a sense of where youre figures need to be on the board in order to exploit their stengths. For instance if you like to snipe in halo then you know where good vantage points are for cover and clear sight so there for you can take that and for instance move deadeye dan to similar areas to get an advantage. Also if you often like to hide in cover until its all clear the games can give you a sense of where youre soldiers in heroscape would want to be so they can be protected. |
#9
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The only real reason I would list any RTS is because most RTS games have units and counter-units, which Heroscape also has. Some units are just more effective against others. |
#10
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The Heroes of Might and Magic Video game series is pretty good as a turn based stradegy game. It would be a good primer for heroscape.
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#11
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Has anyone played Shining force for Sega systems. Its one of the main reasons I picked up Heroscape
...and then he used his fight money to buy two of every animal, and then he herded them all onto a boat and then he beat the crap out every single one. |
#12
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With all the stats and damage and such being nearly static, it was awesome that with time and thought you could basically "solve" each battle. I also loved the cool attack animations. And promotions! I love being able to promote units! Man, when Max gets promoted and does that crazy jump/spin attack...super cool when he has the chaos blade. And how the game really rewards you if you work on the guys that appear weak in the beginning (Arthur, Bleu...those guys become so hardcore!). And etc., etc.... Also, see avatar. |
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