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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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#97
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Re: Heroscape 2 Prediction Thread
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#98
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Re: Heroscape 2 Prediction Thread
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#99
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Re: Heroscape 2 Prediction Thread
Clouds!
A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#100
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Re: Heroscape 2 Prediction Thread
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Good idea! -------------------- The Craven Court faction seems very interesting. This seems to be another fresh take on classic Heroscape dynamics; the planetary power struggle between the Ironclad Collective and Clockwork Combine is already reminiscent of that between the Soulborgs and Mariedians, and the presence of a bio-engineered, hive-forming, militaristic monsters with horridly alien appearances on a planet of animal-humanoid hybrids and wild beasts reminds me of the Marros' conflict with the various animal races of Marr. |
#101
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Re: Heroscape 2 Prediction Thread
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I've long thought that one of the reasons we don't see a lot of maps with tall castles (certainly not in tournaments) is that when a map starts containing a lot of spaces that are 10, 20, 30 or more levels high, the Flying ability becomes very OP. I'm kind of surprised we never saw an evolution in the rules that put a vertical limitation on flying. I think castles and tall cliffs would "play better" if say every 10 levels up or down (where getting from one space to the next has more than a 10-level difference) cost one movement point for flyers, for instance. (Maybe with a little more complexity than that, but not too complicated.) Same thing with range. We all know about its horizontal limit printed on the army card, but what if the vertical limit (up or down) was something like "take the horizontal-limit and multiply by 5 to get its vertical limit." Then maybe we would start seeing some tournaments that tailored an event or two that were meant for playing armies with lots of flying/ranged figs simply because it used several maps with a lot of extreme high points. Edit: Maybe this is another one of my predictions. We will see vertical limits added to flying and range in the next rulebook. Edit edit: I'm fully expecting someone to say "My gaming group already house-rules something like this." Last edited by GaryLASQ; September 6th, 2022 at 04:43 PM. |
#102
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Re: Heroscape 2 Prediction Thread
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Although Flying certainly exacerbates the issue, I think that Range is the primary limit on the height of a map. There's a significant difference between hiding on an inaccessible perch and attacking from one; contrast a stalemate with a free victory. Moreover, consider how many waves passed before we saw ranged fliers that couldn't be blocked from extreme hills by uneven terrain (e.g. single-hex ones), as well as the short Range of these units. Balancing the ability to actually fight from cliffs seemed to be vital to the original designers. Meanwhile, extreme height as a replacement for elevation scaling sounds interesting and plausible. At risk of complicating things, maybe the increment for additional movement cost should be equal to the height of the Flying figure. I'm less convinced on the idea of height-based Range penalties due to personal difficulties in visualizing a projectile's trajectory shortening when said projectile is launched from a greater height. If anything, I'd expect Range to decrease when shooting up but increase when shooting down, which would only compound the advantage offered by extreme height. I'll be interested in seeing if you're right, though. We're supposed to receive new rules, and something as prolific as elevation seems like a good place to start. ---------------- As a complete non-sequitur, the new Craven Court art shows 21 bugs per Phalanx and 3 bugs per Legionnaire while mentioning a degree of interchangeability between the two. This could hint towards a 7-life Hero that wounds itself to spawn squaddies in equal proportion, with said squaddies able to self-destruct to heal or revive the Hero. |
#103
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Re: Heroscape 2 Prediction Thread
When aiming up, hit zones are their own kind of vertical range limit. A vertical range limit makes more sense when aiming down extreme height with a battlement that extends the aiming dot.
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#104
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Re: Heroscape 2 Prediction Thread
I'm predicting a desert/sand/rock terrain announcement tomorrow, potentially with sand-colored water tiles that act as quicksand. This would align with a potential terrain set that WotC mentioned on this site a decade ago. It would also match the Mad Max vibe I'm getting from some of these new factions.
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#105
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Re: Heroscape 2 Prediction Thread
What if they invented some kind of hex-caps? So you build everything with standard hexes and merely change thin caps on the top hex to change the terrain. Even just the way water, lava, etc. was done would save a lot of plastic and costs
And I REALLY hope mats are a thing. My Lexan maps are great, but usually not big enough for what I really want to do. Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#107
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Re: Heroscape 2 Prediction Thread
With these new terrain pieces not providing much solid line-of-sight coverage, I'm expecting them to use Ticalla-style defense bonuses, or (I hope) an official partial-cover rule.
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#108
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Re: Heroscape 2 Prediction Thread
Hard to tell when we're just seeing concept art and not the actual minis yet.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
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