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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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The Art of War- And How it Relates to Heroscape
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The Art of War by Sun Tzu and How it Relates to Heroscape The Art of War, written by Sun Tzu, consists of thirteen chapters detailing the larger-scale science of war. In this guide, I shall cover ? of these chapters, as the other ? do not relate to Heroscape in any legitimate way. Most if not all quotes from here on out are paraphrased and are the intellectual property of an old dead Asian guy. This guide is not here to generate any form of profit and is for educational purposes only. ~ Chapter 1: Planning Quote:
2. Which of the two Generals has the most ability? 3. With whom lie the advantages derived from Heaven and Earth? The "advantages of Earth" refers to distances, close versus far, open ground versus scattered obstructions, danger versus security. The majority of Heroscape maps are symmetrical, eliminating this concern at least until the battle has begun. However, once the war is waging, considerations should be made as the formation and location of all armies are constantly changing. 4. On which side is discipline most rigorously enforced? 5. Which army is stronger? 6. On which side are officers and men more highly trained? 7. In which army is there the greater constancy both in reward and punishment? Quote:
There are certainly many preparations to be made when building your army, but many go about it the wrong way. Rather than going with "an old stand-by", it is much more efficient to first find what your opponent will likely be using, and draft an army to counter it. For example, let us say, in this instance, that Matthias Maccabeus, who I have never played and have barely spoken to, was to message me asking for a quick match in a few hours. Although I have no past experience fighting Matthias, a quick sweep through the forums tells me that his Avatar is a knight, with the title "Don't need range in the Knight-time". From this I can make the assumption that he will more than likely field a Jandar knight-champion bonding army. Although this is only an assumption, it is much more of a lead than simply "winging it". You may also look for past tournament records, Battle-Reports, and the like. It is many times simplified when challenging another player in person that you have had experience with, as you not only know what they are likely to field, but you know what they are able to field. Unless a player owns the perfect amount of all Heroscape, you can find what armies they simply aren't capable of fielding. Inversely, you can find the structure of all competitive armies that they ARE capable of playing. If 'Player B' has many sets, and a wide variety of figures, but no duplicates of commons, than you know that fielding many hero-killer commons will quickly end the match. The opposite is also true. If your opponent is in no possession of competitive heroes, just one Squad-Killer such as Q9 or Braxas should just about clean up the board. Also, for both physical and online matches, it is easy to determine what may not be played by either side based upon point, space, and rule restrictions. Once you have thought out what your opponent may play, you must next consider what you are skilled and familiar with. Although you may have been destroyed or seen someone destroyed with a bunch of goblins does not mean you should blindly attempt to use that same army for that tourney you are about to sign up for. It is fine to step outside your comfort zone during casual and practice play, but it is advised that you stick to what you know during competitive matches. Next, know the (possible) terrain. Before most matches one player will select or build the map, letting the other player know the details. When this is the case, it is easy to look at an image or the description of the map and know what figures you can and shouldn't field. In hilly, curvy maps avoid using multiple double-based figures, as it is difficult to navigate them, and you can end up creating an obstacle for your own army. On maps containing large amounts of water and little obstructions, range dominates, whereas a jungle map with ruins and other various LoS blockers it is easy for strong melee units to control the field. Castle maps and cliffs favor the flying, and most special terrain has a related unit that performs much better when on or around it. If the map is to be chosen from a list at random, the same general concepts apply, but do not rely on a certain map(s) to be chosen. Finally, have a basic plan of action. What will you do if they field an army completely different than what you expected? What if your main hero is cursed early on? Could you survive and still win after a key figure is taken out in Round 2 by Dead Eye Dan? If not, you may want to rethink your army and your plan. Last edited by Bothi; May 5th, 2013 at 02:42 AM. |
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The Art of War- And How it Relates to Heroscape
Chapter 3: Attack by Stratagem
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Going back, if I had attacked head on, I would have had to endure more rounds of fire as I advance, and I would not have had the higher ground during any of those, so my defense would still be 4 with an attack of 1, but the 4th Mass would have an attack of 4 and a defense of 3. Some may argue that this only then applies to Deathreavers and those with Scatter, but that is not true, it is just a bit more complicated when you can not move each turn. Quote:
If you are engaged in melee, and have no means to disengage, it is usually best not to do so. It is also unwise to send a melee unit half-way within range of a ranged unit. Know how to move your forces, do not attempt an all-out attack or an all-out retreat. 2. By attempting to govern an army in the same way as he administers a kingdom, being ignorant of the conditions which obtain in an army. This causes restlessness in the soldier's minds. 3. By employing the officers of his army without discrimination, through ignorance of the military principle of adaptation to circumstances. This shakes the confidence of the soldiers. Yes, only one of these can be said to hold true or matter, but it does hold true all the same. The last two do not need to be worried about, as the units have neither restlessness nor confidence, just plastic. Last edited by Bothi; May 5th, 2013 at 09:41 AM. |
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The Art of War- And How it Relates to Heroscape
Chapter 4: Tactical Dispositions
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Last edited by Bothi; May 5th, 2013 at 10:25 AM. |
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You can post now
spot holder 3
Last edited by Bothi; May 5th, 2013 at 10:00 AM. |
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You can post now
spot holder 4
Last edited by Bothi; May 5th, 2013 at 10:01 AM. |
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You can post now
spot holder 5
Last edited by Bothi; May 5th, 2013 at 10:01 AM. |
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You can post now
spot holder 6
Last edited by Bothi; May 5th, 2013 at 10:01 AM. |
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Re: The Art of War- And How it Relates to Heroscape
Spot holders are done. I should hopefully have this done before the weekend is out. Thoughts? Should I keep going?
EDIT: It is nearly 2 am here, I will continue tomorrow, good night. Last edited by Bothi; May 5th, 2013 at 02:43 AM. |
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Re: The Art of War- And How it Relates to Heroscape
I wish you well on your journey. You are not the first to undertake the Art of War with relation to heroscape, but each interpretation brings its own value.
I would note that creating 8 posts as spot holders seems a bit redundant since with proper formatting you could alter your first post. Good luck and I look forward to seeing more. PS Given my avatar and title what army do you imagine I would bring? |
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Re: The Art of War- And How it Relates to Heroscape
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Re: The Art of War- And How it Relates to Heroscape
Hmmm... Interesting. I have read The Art of War, and have learned a lot from it. I look forward to reading more of your work. However:
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Keep it up! +rep ~Sir Yeshua P.S. So what would I field? |
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Re: The Art of War- And How it Relates to Heroscape
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I'm not telling you what to field, but how to field And nice signature. |
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