|
Other Customization & HS Additions Everything from new ways to play to modded figures |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
||||
|
||||
Heroscape: Alternate Rules for using all figures each round
Since playing many other games, it has made me want to find a way in which I can activate all my army each round in heroscape. Have you felt that you just don't use some of your figures every game until it really comes down to you having to use them. I believe I've found a way to actually use all your figures each round without forfeiting some of the bonuses from using order markers. I have used a baseline from Fantasy Flights Imperial Assault skirmish rules. Ultimately they use each squad or hero, then turn the card 90 degrees and alternate back and forth until all figures have been used. Here is what I came up with. Both players place their order markers. (These are only used for bonuses on army cards and do not reflect actual turns. For instance, you still can only use an x order marker ability on 1 card that round. If there is a card that gives a bonus for only having one marker on it like shiori you can do that.)Roll initiative as normal. Player one activates a card, places an activation marker on it. Player two activates a card and places an activation marker on it and so on. Now for commons such as common squads and common heroes you just place a small token on each base of a squad member or hero you used and you activate that card as many times as you have squads or common heroes. For instance, I have 3 water elementals, I could place 3 activation markers on that card. Bonding still works the same. The card that has the bonding is the card being activated and the hero they bond with gets a free activation. I am going to play test this way and post results or a video. Any thoughts on this from anyone. This is something I really like the idea of because then all your figures are in the fight and not just a couple. Any ideas or suggestions on this are welcome, and would love any feedback. I plan on printing out double sided activation markers for my cards and smaller markers that can tag common squad figures that have already been activated. I'm thinking about calling it Heroscape Assault.-TREX
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo Last edited by TREX; April 17th, 2016 at 06:40 PM. |
#2
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
You would end up playing a very different game that is for sure.
One of the hallmarks of heroscape is that each player always has nearly equivalent attack resources each Turn, 3 order markers. Sure there is bonding and missed order markers due to units being destroyed, but that is taken in to account in unit price. The biggest concern is army size. if I draft 3 high costed heroes and you have a couple dozen squad figures you would be running through 24 figures while I only use 3. With each Turn those with less figures would be at a disadvantage and that would compound over time. it becomes almost impossible to mount a combat since a lone hero has to wait for the entirety of the opponents army to cycle before the next turn. It would be more like a simulation but I fear it would be less fun. |
#3
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
I am still looking at a few other options to keep the attack turns even, the biggest thing I'm after is using a system that incorporates all the figures per round. The other bit I wanted to borrow from Imperial assault for this project was if you have less cards left to be activated than your opponent you may pass on your turn until they have the same amount or less to activate. I still love heroscape as it is, I just want to play isamu and the other figures not really worth an order marker into the game during the action, not as a last resort. I feel like this idea would get more of the figures off the shelf. As I said, I am still sculpting this idea, and just wanted to share it.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#4
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
Thanks for sharing the idea TREX, I love that there are people always thinking of new things. I have to admit though, I agree with
@wriggz
on this one. More than anything else, I think it is the Order Markers the differentiate Heroscape from other table top miniature games. B/c most all games have minis, cards, specials, lore, back stories and little things that make them fun...but the genius (in my opinon) of Heroscape is the power of the Order Marker. OM placement is a skill in Heroscape..and that I strongly believe. Dice you can only depend on so much, but the real strategy and beauty of Heroscape is the ability to place your order markers wisely and strategically. I fear removing that - even in a small way - loses the Heroscapeness and the game becomes more like any other table top. I can say this mainly b/c I've played full army movement before. It definitely is fun getting to use all your figures and getting tons of attacks in your turn...but a lot of figures were designed around the Order Marker and so it's hard to build a system that works without them.
Don't be disheartened though. I was originally against AotP...but the more I play it the more I like it, so keep working on it, and we'll see what you're able to come up with. 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 |
#5
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
On big games esp. We just let all forces take a turn alternating back n forth from team to team, say like my Zombie nights I might have tons of zombies and zombie heroes on the board so turns breakdown to Zombies, Player , zombie , player until all units have gone this can give a single figure quite a few turns before the end of a round ..but it's fair. I also will let background units move in for free so said hero cannot just keep killing the units next to him while units that are just moving up take all the turns..
ALL ARE ONE |
#6
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
A couple of tweaks that could work:
- use movement only markers that cannot be used on figures that had proper order makers. - limit it to two order markers per card instead of all three so they need to be speak around (or even only one) - limit moving a squad/common figure to once per turn, but keep heroes the same. They are heroes after all. - a player can only take as many turns as the player with the fewest units until reset. However my favorite is have smaller point games on smaller maps. Try a 250-400, 14 figure skermish on a small map. Trust me every one gets in the Fray preety quick. |
#7
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
I have thought about it before, but always end up where
@adoney
has mentioned, OMs are Heroscape. I have thought of trying trading a numbered OM for movement only of two cards, must include the card the OM was on and no bonding, instead of full activation of one. You are foregoing attacking for possibly better positioning. It would speed up the early game, which is sometimes painfully slow at my house.
|
#8
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
Quote:
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 |
#9
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
Thanks for the feedback and ideas. I am not disheartened by others not enjoying the idea. I still rather like the idea and plan on trying it out and tweaking it to have fun with it. I do like heroscape and its order markers. It happens to be my favorite miniature game.(That's why I'm here) I just enjoy finding different variations of fun with the game, because its that customizable.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#10
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
Here are some rules below that I found for moving and activating more figures a round. I haven't tried it yet...but want to. Here's the actual website.
HeroScape M/A/MA Order Marker Rules (Move/Attack/Move-Attack) Most of our games involve large maps and large armies and multiple players. The following rules are in place to create more options for movement and attack. This has the benefit of allowing units to close quicker and also encouraging more units to be involved in the game play. Each player takes four regular order markers: 1, 2, 3, X. On each round, you’ll place these on your army card(s) to show the order in which your figures will MOVE & ATTACK. In addition to the regular order markers, each player takes a set of markers (1, 2, 3, X) with the white dot. These are your “MOVE ONLY” markers. These markers are used for extra movement. The units with these markers only get to move and do not get an action (i.e. attack). Also, each player takes a set of markers (1, 2, 3, X) with the red dot. These are your “ATTACK ONLY” markers. These markers are used for extra attacks. The units with these markers only get to attack and do not get a movement. During the round initiation, when players are placing their order markers, the only rule is that they cannot place more than three markers on one card. On a turn, you’ll perform moves and/or attacks with the figures on one or more army cards. Decide now which army cards you’ll use on which turn, then place an order marker on those cards (1 for the first, 2 for the second turn, 3 for the third turn, and X for the decoy). Players place their markers at the same time. Place your markers facing you, so your opponents can’t see the numbers on them. (Teammates can look at each other’s markers.) The “X” order marker is a decoy: you can place them on any army card, just to keep your opponent guessing. During play, when you flip over your turn markers, you resolve the movement and attacks as follows: a) the unit(s) with an order marker with the white dot get to MOVE only b) the unit(s) with an order marker with the red dot get to ATTACK only c) the unit(s) with an order marker without any dots gets their regular MOVE & ATTACK NOTE: The unit(s) with the WHITE dot cannot use any of the special abilities on their card that are not related to movement. The unit(s) with the RED dot cannot use any of the special abilities on their card that are not related to attack or damage. Consult the table at the end of this document that indicates which special abilities are usable with the WHITE markers and which are usable with the RED markers. The main philosophy in deciding what specials apply to the MOVE only, ATTACK only, or both is based on the following: ...If the special is primarily focused on Movement, it only gets to be used when an order marker is used for movement. ...If the special is primarily focused on Attack or Damage, it only gets to be used when an order marker is used for attack. ...If the special is defensive in nature or completely unrelated to movement / attack, it gets to be used with any order marker. With the rule that you can only place 3 order markers on any one Army Card, there will be a time that you have more markers than you are able to use for your cards. With 3 sets of markers in play for each player, there are 12 order markers for each player. When a player gets down to 3 cards, it makes sense that they would probably want to eliminate using the decoy markers to bring them down to 9 markers, (3 cards with 3 markers max = 9 markers). When a player gets down to 1 or two army cards in play, the choices get tougher and somewhat more strategic. The player must choose which markers out of the 9 they will use for each round. Some time it is best to play with a choice that allows more movement, other times you will want to favor more attacks and aggression. Special Ability Matrix MOVE ATTACK MV/AT ABILITY Yes Yes Yes A Coward's Reward Yes Yes Yes Adjacent Tough 1 No Yes Yes Arrow Volley Special Attack Yes Yes Yes Attack Aura Yes Yes Yes Attack Aura 1 No Yes Yes Attack The Wild 2 No Yes Yes Autoload Special Attack No Yes Yes Bayonet Attack 1 No Yes Yes Beast Bonding Yes No Yes Berserker Charge Yes Yes Yes Berserker Charge Enhancement No Yes Yes Blind Rage Special Attack No Yes Yes Blood Hungry Special Attack Yes Yes Yes Bloodlust Yes No Yes Carry Yes Yes Yes Chalice Of Fortitude No No Yes Charging Assault No Yes Yes Chilling Touch No Yes Yes Chomp Yes No Yes Climb X2 Yes No Yes Climb X3 No Yes Yes Coil Crush Yes Yes Yes Concentrated Will No Yes Yes Cosmic Force Blast Special Attack Yes Yes Yes Counter Strike No Yes Yes Cover Fire No Yes Yes Crippling Gaze 15 Yes Yes Yes Cyberclaw No Yes Yes Darklord Bonding No Yes Yes Deadly Shot No Yes Yes Deadly Strike Yes Yes Yes Defensive Agility Yes Yes Yes Defensive Aura Yes Yes Yes Defensive Aura 1 Yes Yes Yes Devourer Attack Enhancement Yes Yes Yes Disappearing Ninja Yes Yes Yes Disciplined Army Defense Bonus Yes Yes Yes Disciplined Influence Yes Yes Yes Disengage Yes Yes Yes Dishonorable Attack Yes Yes Yes Dismiss The Rabble No Yes Yes Double Attack No Yes Yes Dragon Healing No Yes Yes Dragon Swoop No Yes Yes Dust Of Death No Yes Yes Einar Warlord Bonding Yes No Yes Elven Summoning Spell No Yes Yes Encircle Special Attack Yes Yes Yes Engagement Strike 13 Yes Yes Yes Engagement Strike 15 No Yes Yes Entangling Web Yes Yes Yes Eternal Hatred Yes Yes Yes Eternal Heartbreak Yes Yes Yes Eternal Strength Yes Yes Yes Evasive 8 Yes Yes Yes Evil Eye Defense No Yes Yes Evisceraxe Special Attack No Yes Yes Explosion Special Attack Yes Yes Yes Extended Defensive Aura No Yes Yes Fire Line Special Attack No Yes Yes Fire Strike Special Attack No Yes Yes First Assault 3 Yes No Yes Flying Yes Yes Yes Frenzy Yes Yes Yes Frenzy Enhancement No Yes Yes Galloping Charge Yes No Yes Ghost Walk No Yes Yes Giant Killer Yes Yes Yes Gift Of The Empress Aura Yes Yes Yes Glacier Camouflage Yes No Yes Glacier Traverse Yes Yes Yes Gladiator Inspiration Yes No Yes Gladiatron Movement Bonding Yes No Yes Gorillinator Movement Bonding Yes No Yes Grapple Arm Yes No Yes Grapple Gun 25 No Yes Yes Grenade Special Attack Yes Yes Yes Grok Training Yes Yes Yes Guard Leadership No Yes Yes Healing Touch No Yes Yes Helm Of Mitonsoul Yes Yes Yes Heroic Defense Aura No Yes Yes Highland Fury No Yes Yes Hive Mind Yes Yes Yes Hive Supremacy Yes No Yes Hive Swarm No Yes Yes Hivelord Life Bonding No Yes Yes Homing Device Yes Yes Yes Horde Movement No Yes Yes Human Champion Bonding No No Yes Hyper Speed 5 No Yes Yes Ice Shard Breath Special Attack Yes Yes Yes Improved Cyberclaw Yes Yes Yes Iskra's Summoning Yes No Yes Jandar's Dispatch Yes Yes Yes Kato Katsuro's Command Yes Yes Yes Knight And Sentinel Enhancement No Yes Yes Knight's Courage Yes Yes Yes Lava Resistant Yes Yes Yes Lava Throw Yes Yes Yes Leaf of the Home Tree Aura No Yes Yes Lethal Sting No Yes Yes Life Drain No Yes Yes Machine Pistol Special Attack No Yes Yes Majestic Fires Special Attack No Yes Yes Mark Of The Warlord No Yes Yes Marro Plague *Changed* No Yes Yes Marro Rebirth No Yes Yes Marro Warlord Bonding Yes Yes Yes Master Manipulator No Yes Yes Master's Assault Yes No Yes Master's Influence No Yes Yes Maul Yes Yes Yes Melee Defense 1 No Yes Yes Mind Exchange 17 Yes Yes Yes Mind Link No Yes Yes Mind Shackle 19 No Yes Yes Mind Shackle 20 No Yes Yes Net Trip 14 Yes Yes Yes One Shield Defense Yes Yes Yes Orc Archer Enhancement Yes Yes Yes Orc Battle Cry Aura No Yes Yes Orc Champion Bonding Yes Yes Yes Orc Defensive Aura 1 Yes Yes Yes Orc Warrior Enhancement Yes Yes Yes OverExtend Attack No Yes Yes Paralyzing Stare 16 Yes No Yes Phantom Walk No Yes Yes Pistol Fire Special Attack No Yes Yes Poison Sting Special Attack No Yes Yes Poisonous Acid Breath No Yes Yes Pounce Special Attack No Yes Yes Predator Bonding No Yes Yes Queglix Gun Special Attack No Yes Yes Quick Release Special Attack No Yes Yes Rage Smash 5 No Yes Yes Rain Of Flame Special Attack Yes Yes Yes Range Enhancement No Yes Yes Rapid Fire Special Attack No Yes Yes Red Flag Of Fury Aura Yes Yes Yes Rejected By Death Yes Yes Yes Relentless Assault No Yes Yes Righteous Smite Yes Yes Yes Road Strength No Yes Yes Rod Of Negation No Yes Yes Saber Storm Special Attack Yes Yes Yes Sacred Band Defy Death 15 Yes Yes Yes Scatter Yes Yes Yes Scout Leadership No Yes Yes Self-Destruct No Yes Yes Shaolin Assault No Yes Yes Sharpshooter No Yes Yes Shield Throw Special Attack Yes Yes Yes Shield Wall Yes Yes Yes Shields Of Valor No Yes Yes Shotgun Blast Special Attack No Yes Yes Shuriken Special Attack No Yes Yes Sighting Yes No Yes Slither Yes Yes Yes Smoke Powder 13 Yes No Yes Snow And Ice Enhanced Movement Yes Yes Yes Snow Strength Yes Yes Yes Soldier Attack Enhancement Yes Yes Yes Soldier Leadership No Yes Yes Soul Devour Yes No Yes Spear Of Summoning Yes Yes Yes Spidey Sense 11 Yes Yes Yes Spidey Sense 14 Yes Yes Yes Stab In The Back Yes Yes Yes Staff Of Lerkintin No Yes Yes Stare Of Stone Yes Yes Yes Stealth Armor 15 Yes Yes Yes Stealth Dodge Yes No Yes Stealth Flying Yes No Yes Stealth Leap Yes No Yes Stealth Leap 25 No Yes Yes Stinger Drain No Yes Yes Stomp Special Attack Yes Yes Yes Strength Of Oak Aura 1 No Yes Yes Summon The Rechets Of Bogdan Yes No Yes Super Leap Yes Yes Yes Swamp Water Strength Yes No Yes Swamp Water Tunnel Yes No Yes Swing Line 4 No Yes Yes Sword Of Reckoning 4 Yes Yes Yes Tactical Disengagement 7 Yes Yes Yes Tactician No Yes Yes Tetsubo Special Attack Yes Yes Yes The Drop Yes Yes Yes Thorian Speed No Yes Yes Throw 14 Yes Yes Yes Tough No Yes Yes Toxic Skin Yes No Yes Trample Stomp Yes No Yes Tricky Speed 4 No Yes Yes Ullar Enhanced Rifle Special Attack No Yes Yes Ullar Warlord Bonding Yes Yes Yes Ullar's Amulet Yes No Yes Unleashed Fury Yes Yes Yes Unleashed Fury Enhancement Yes Yes Yes Utgar's Orders Yes Yes Yes Valiant Army Defense Bonus Yes Yes Yes Vanish 9 Yes Yes Yes Vydar's Range Enhancement Aura No Yes* Yes Wait Then Fire No Yes Yes Warlord Bonding Yes Yes Yes Warrior's Armor Spirit 1 Yes Yes Yes Warrior's Attack Spirit 1 Yes Yes Yes Warrior's Swiftness Spirit No Yes Yes Water Clone Yes No Yes Water Suits Yes Yes Yes Water Weakness No Yes Yes Web Special Attack No Yes Yes Whip 12 No Yes Yes Whirlwind Assault Yes No Yes Wild Pack Movement No Yes Yes Wild Swing Special Attack No Yes Yes Wounded Smash No Yes Yes Wrist Rocket Special Attack No Yes Yes Zettian Targeting No Yes Yes Zombie Onslaught Special Attack No Yes Yes Zombies Rise Again Work hard, play harder! Great traders: beholderthedm,mecha frog, Shoe |
#11
|
||||
|
||||
Re: Heroscape: Alternate Rules for using all figures each ro
Interesting ideas, this last one seems to make it a bit more complex though. I find that I can get more people to play games with less rules.(Non gamers such as my wife) Anyone else wanting to add ideas in here for everyone to be inspired about or enjoy is welcome to, and when I do sculpt and shape my idea further I'll let you guys in on what I come up with.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Simple Play-Testing Round by Round Tracker | wriggz | C3V and SoV Customs | 3 | November 18th, 2014 11:32 PM |
Heroscape's VERSUS - Round 8 | The Deadliest Warrior | Contests and Forum Games | 18 | January 20th, 2011 08:45 PM |
Heroscape's VERSUS - Round 4 | The Deadliest Warrior | Official Units | 37 | December 8th, 2010 06:20 PM |
HeroScape Round-Robin Fan Fic | Darconus | Fan Art & Fiction | 16 | February 8th, 2009 12:50 PM |