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C3V and SoV Customs A place for C3V and SoV customs |
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#37
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Re: How will C3V units affect the Metagame?
Well met! Actually, playing to the clock is part of a Grandmaster's toolbox. But there is a point of diminishing returns. If Heroscape tournaments used Chess clocks, for instance, limiting each player to half the total time of the match, stalling might be made moot. |
#38
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Re: How will C3V units affect the Metagame?
Readers should be mindful that, in the real world of competitive Heroscape, there is not a person who actively sets out to "clock" an opponent. The only time I have ever heard of this is KD's post, above, about a local event he attended, and - as KD described it - that abuse of the spirit of the game was corrected by the outrage of other attendees at the same event. I cannot say, off the top of my head, how many dozens of tournaments I have run or attended, but I can say it's been many, and I have never seen that happen even one time.
So, if you happen to be a lurker or simply a poster wondering what your local scene is like, please fear not. Nobody will try to run your time out. You will meet nice people who are happy to see you, and you will have a good time. |
#39
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Re: How will C3V units affect the Metagame?
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That said, we have put in time rules for online play. We put them in because despite not having a round limit to play against, there's a limit to how much time a player should be expected to wait for their opponent. That, plus stalemate rules, give us ways to enforce an end to games that could (and, in a couple rare occasions, did) go on for too long. The online game timer operates on a more complex set of rules than you might expect, due to the amount of back and forth interaction that happens on a turn in Heroscape. A straight chess clock would actually be pretty annoying to use in live Heroscape. |
#40
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Re: How will C3V units affect the Metagame?
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The thing is, in chess, what you're doing is pretty straightforward. Handling one piece or, in some situations (capturing or castling), two. In Heroscape, conversely, you are handling *multiple* pieces on the board, plus some number of dice, plus your opponent is handling dice, and of course you are considering issues such as line of sight and then there are the battlements and trees getting knocked over. |
#41
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Re: How will C3V units affect the Metagame?
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#42
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Re: How will C3V units affect the Metagame?
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I also don't play MW, but that's simply because I think they're too strong in competent hands. Casters of Valhalla: THE Competitive HeroScape Podcast!
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#43
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Re: How will C3V units affect the Metagame?
OK, well, you're weird. I've certainly heard discussions about the value of unique squads and 1xmezzos w.r.t. the time limit.
I've had several games go to the time limit in the main event over the years, although it's less than one a year on average. I don't believe I've ever been the slower player in a game that went to time. (I definitely don't win the title in 2017 without an absurd Marro Warrior run in the semifinals. They are crazy.) |
#44
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Re: How will C3V units affect the Metagame?
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I remember that game. MWs just sometimes go off. Casters of Valhalla: THE Competitive HeroScape Podcast!
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#45
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Re: How will C3V units affect the Metagame?
Some people might even forfeit their match when they only have Deathreavers vs your Dwarves simply because they want to play the game.
My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#46
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Re: How will C3V units affect the Metagame?
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Casters of Valhalla: THE Competitive HeroScape Podcast!
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#47
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Re: How will C3V units affect the Metagame?
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Formerly known as capsocrates -- Remixed Master Sets - challenge yourself with new terrain combinations! -- Colorado Fall 2023 Multiplayer Madness -- caps's Customs Redux - caps's multiplayer maps - caps's maps - Seagate -- Continuing Classic Heroscape: C3V SoV |
#48
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Re: How will C3V units affect the Metagame?
On this topic, if Gencon organizers wanted to enforce the clock, @Infected Sloth might have lost to
@Matthias Maccabeus
in the semi-finals (I heard that game took >3 hours) but our esteemed players were willing to sit it out. Although I have had a few games end on time that most likely could have gone otherwise if we played longer, I have only once felt this was deliberate, but even then they "ran around the board" during their turn, and did not play slower or sit and wait. But on to the topic at hand:
In Dayton I played a couple tournaments well using C3V/SoV figs and it angered a few players as they though what I or others brought was overpowered (not just my skills at the game ) but I may have gamed the system a little in some of the formats knowing that some C3V armies would do better. Since most people there are new to heroscape and only a few people there frequent Heroscapers I think they were just surprised by them. I think a lot depends on the scene though. At Louisville a lot of the players there have been playing for awhile and are pretty familiar with C3V/SoC (ahem @NecroBlade ) so people are not afraid to bring the stronger C3V/SoV based armies. I do feel that it has slightly changed even what people bring when it does not contain custom scape - more multi-attackers or ways to counter multi-attackers. Overall I think it good. Can't wait till Gencon has an official even that allows C3V/SoV. C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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