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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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#37
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Craig VN said something to me last year at the end of GenCon. We were discussing the results in the different events, and he said it was good to see some of the same players do well each year and across different events. I took this to mean that he thought it spoke well to the strategy and skill that it takes to play the game consistently well. In other words, if it was all luck it wouldn't be the usual faces that do well. I concur. Spider is a prime example of this. |
#38
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#39
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Added #18 which is "knowing some statistics". I think it's a worthwhile strategy for young and budding heroscapers to know that some of their math education won't go to waste and that they should actually pay attention in statistics class, as it can benefit them in even more ways than just heroscape.
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#40
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Re: Heroscape Competitive Rules of Thumb
Interesting thread...
On the subject of luck/probability/etc what I try to keep in mind is that things always seem to even out, usually in the course of the same game. I've had games where I've thrown 15 attack dice on a turn and not rolled a single skull, and then on defense I can't get a shield, but I get initiative every time. Then later in the game I can't miss and get miracle defense rolls. I try to minimize reliance on "good luck" by analyzing the probability of a skull vs the probability of a shield and only attacking where probability is in my favor. Of course, it's not always possible - sometimes you have to endure some pain to take out a particularly key opponent figure. But that said, just because it's statistically improbable doesn't mean I don't roll for mind shackle. On winning/losing gracefully the way I look at it is the game is entertainment. I'm watching a great battle unfold. If it's a good fight it's fun to watch whether I win or not. I love watching an "engagement dance" up a hill, even when I'm the one struggling just to stay on level ground. |
#41
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Re: Heroscape Competitive Rules of Thumb
Here's another rule for your consideration.
Pick your attacking figures and their targets carefully. If you've got a ranged squad, it's generally advisable to go for the longest range shots first. Why? Because if you kill your target, your other squad members need something to shoot at too. My nephew frequently loses some of his attacks because he uses the figure closest first, and if it kills my figure, then his remaining squad members may be out of range of the rest of my figures. Same goes for picking match-ups based on height. When several figures in a squad are on different levels, going after other figures on differing levels, pick the best matchups first. For example, if your opponent has a fig on level 3, you have one on level 2, and the rest are all on level one, then use your fig on level 2 to go after the figures on level one. It's the only match up in that encounter that gives you height advantage. The remainder should concentrate on taking out the units on level ground, as they have the best chance of success. In melee, when multiple figures are engaged pick wisely who attacks first. If you have three figs engaged to two of your opponents figs, start with the guys on the end. That way if you kill that figure your remaining units still have someone to attack. |
#42
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Re: Heroscape Competitive Rules of Thumb
Good posts. I like.
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#43
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Re: Heroscape Competitive Rules of Thumb
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noob question but how does this happen? How can you move a unit onto a bright red tile and need attention to spot this? |
#44
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Re: Heroscape Competitive Rules of Thumb
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#45
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Re: Heroscape Competitive Rules of Thumb
He's saying don't move your squad of Gladiators onto the lava field - not molten lava - with OM 2, when your OM 3 is on Guilty McCreech. You could lose your whole squad.
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