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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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The value of order markers
Say Bill, Bob, Joe, and Sally sit down for a game of Heroscape. Sally is pretty good at the game, while the rest are not. So they decide that Sally will be on a team by herself and Bill, Bob, and Joe will be on a team together. Each person on the team of three takes a 300 point army. If Sally takes a 900 point army, the three person team has an advantage, since they get to go 9 times per round, while Sally only goes 3 times per round. So how many points should Sally take to make it an even game?
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#2
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Re: The value of order markers
Sally should have 3 sets of Order Markers, I think.
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#3
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Re: The value of order markers
I've thought about this, but it's not what I'm looking for. I'd like to know the true value of order markers.
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#4
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Re: The value of order markers
Quote:
Bill, Bob, and Joe having 3 times the number of activations as Sally is huge. Sally would have to have more than 3 times the points have a chance, and I think it would possibly take 5 times the points to make it "fair." Unfortunately, I'm not a numbers guy, so I don't really have an exact answer. |
#5
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Re: The value of order markers
42.
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#6
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Re: The value of order markers
I'm thinking to maybe take a look at the scenarios from SotM or RotV. I think they have some two versus one scenarios, and see how they set the point limits there.
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#7
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Re: The value of order markers
OK so I was being flippant, but actually 42 isn't so far off.
Dund is 110 points. If my cost formula is to be believed, he is worth 99 points on his stats alone. So Crippling Gaze is worth 10 points, and works 30% of the time. If it worked 100% of the time it would be worth 33.33 points. So that's the value of an Order Marker in one round. A full set would be 100 points. If an expected game is 10 rounds, Sally should get 2000 extra points to make up for the two extra sets of activations. Math is fun! |
#8
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Re: The value of order markers
It's going to vary a lot with army sizes and terrain. I've seen games with same points on both sides and the castle attackers get two sets of order markers to the defender's one. In the scenario in the OP, I would be more inclined to do a free for all with the inexperienced not needing to use order markers until they get the feel for how they are used. That is could radically change army build, but it takes away the overwhelming advantage the team of three would have with the amount of activations.
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#9
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Re: The value of order markers
Switching to 2 vs. 2 would make more sense, but if you're going to do it like that I'd start Sally somewhere in the 2000-2500 range (without any expectation of having it accurate) and adjust from there.
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#10
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Re: The value of order markers
Thanks everyone for the replies, much appreciated!
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#11
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Re: The value of order markers
The Order Markers are what makes Heroscape so great!
Because of them dispite losses you have the same turn efficiency as the lead player (failing paritial squads or destroyed units with un revealed markers). This is why Isumu can run the board in clean up. As long as One team is getting 9 turns to 3,you can never have balance, since the rest of Sally's army will be sleeping units no matter how many points you give her. If you really want to play this way, then only let the team with 3 player target figures in range before they move, or figures with order markers on thier card. |
#12
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Re: The value of order markers
We did 2v1 with castle, and everyone had the same points. For the balancing challenge, we bid on how many turns we could survive as the castle defender. Whoever thinks they can last the longest has to prove it. Another option would be to play 3 times rotating the defender. Whoever survived the most turns or had the most points remaining when the attackers were eliminated would be the victor.
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