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AotP Blender A place to discuss AotP customs and ways to integrate Heroscape with AotP.


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  #1  
Old November 9th, 2015, 04:38 PM
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Using classic scape in AotP

I've done a bit of looking around, and it looks like most of the discussion so far with regards to mixing the two games has been about using AotP units in a normal 'scape game, but I haven't seen much with regards to using heroscape units as summoned units in an AotP game.

I don't have my copy of the game yet, but it looks to be a little lacking in content (and January's expansion doesn't appear to really address this issue). The units I've seen so far for AotP look be be significantly sturdier for their point cost than normal heroscape units. Is this the case in practice, or can regular heroscape units be used freely in an AotP game without reballancing?

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Old November 9th, 2015, 09:39 PM
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Re: Using classic scape in AotP

@Xn F M , I don't think you could cross them over directly. Most of the units have 3 lives a piece and squad scape units have one. Also there is the point of the sorcery cards. They affect "Color" units, not Units of Aquilla, Jandar, Utgar, etc. Also the heroes aren't considered planeswalkers, they are considered creatures. The only Planeswalkers are planeswalkers. I don't think you could just cross over. It would be really cool though. I have also thought of Going scape to AOTP. I love both games and will be waiting for someone to successfully integrate them.
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Old November 9th, 2015, 10:04 PM
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Re: Using classic scape in AotP

Color seems like a pretty easy work around, since you'd basically have to assign a color to any unit being used to determine who can summon it.

So I guess I'd basically have to sit down for a day with premium units and figure out a baseline cost adjustment . . . .

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Old November 10th, 2015, 12:06 PM
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Re: Using classic scape in AotP

You'd either convert classic, like we're doing with magic cards, or you simply dont use spells if you don't have a planeswalker; if you use a mix, the classic start in your starting zone and aren't summoned.


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Old November 10th, 2015, 04:24 PM
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Re: Using classic scape in AotP

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or you simply dont use spells if you don't have a planeswalker; if you use a mix, the classic start in your starting zone and aren't summoned.
Kinda like playing marvel with classic.


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Old November 10th, 2015, 08:09 PM
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Re: Using classic scape in AotP

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Quote:
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or you simply dont use spells if you don't have a planeswalker; if you use a mix, the classic start in your starting zone and aren't summoned.
Kinda like playing marvel with classic.
I like that analogy.
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Old November 10th, 2015, 09:38 PM
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Re: Using classic scape in AotP

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Originally Posted by Confred View Post
You'd either convert classic, like we're doing with magic cards, or you simply dont use spells if you don't have a planeswalker; if you use a mix, the classic start in your starting zone and aren't summoned.[/IMG]
That might work, I would think in that situation though I'd probably want to keep the order markers. That should help to mitigate the differences between the two unit types. I really think I'm going to have to sit myself down for a bit and goldfish a couple variants to figure out what works best.

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Old November 11th, 2015, 12:02 AM
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Re: Using classic scape in AotP

Most of the cards convert cleanly, some beg for adjustment like Darrak, Airborne, and Saylind, and some are impossible to directly convert like 4th Mass.
But in all, I think the conversion is the way to go.
With that said, being able to summon has a huge effect on the game. Raelin and Deathreavers and Zombies and so many more get a boost.
I'm not convinced that Life 1 squads will be that outclassed and if they get more life when converted so should their points increase.

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Old December 15th, 2015, 08:59 AM
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Re: Using classic scape in AotP

Hi guys, I just started a train of thoughts, like a big brainstorming, if you're interested to join in, I'd like to work with a lot of people to make this work :

http://www.heroscapers.com/community...ad.php?t=52515
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Old January 1st, 2016, 09:21 PM
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Re: Using classic scape in AotP

I think once common squads are introduced in AotP they'll be 1-life units and we can more easily compare them to heroscape units.

One (inherent) problem with AotP is the fact that you have to include a Planeswalker in every army. That means when designing new units (and trying to incorporate heroscape units) their point values need to mesh with whichever Planeswalker point value so as to nicely make a 500 or 600 point army, that limits things a LOT. For example, if I want to use a unit with Nissa, it's point value needs to exactly equal either the Elementals or the Elf Archers...

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Old January 2nd, 2016, 08:59 AM
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Re: Using classic scape in AotP

I played a 700-point game of MagicScape the other day. Worked really well. Assign each general a color identity.
Spoiler Alert!

It was Gideon vs Jace, with Gideon wielding a 4th Mass build, and Jace fielding mostly ranged units from Vydar. Heroes, along with squads, started the game in the reserve. They would be summoned by the Planeswalker. You could also cast spells that targets a Unique Squad to target a Common Squad instead, provided you identify the different members of the Squads. (AKA Uncommon Squads)
Some Errata needed in this game. Probably more later.
Spoiler Alert!
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Old January 4th, 2016, 10:18 AM
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Re: Using classic scape in AotP

@Marro_Warlord Utgar should be the red I believe and Valkril the black

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