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BoSS Battlefront - Brainstorming Phase

Yodaking

C3G Landlord
Site Supporter
BOSS BATTLEFRONT

-Place Glyphs according to map descriptions.

-Each Player Drafts Army point totals of even value.

-Game play is designed for 1-2 players or 1-2 teams.

-Use Control Markers from PDF. This is an Imperial or Rebel symbol marker that sits on top of the glyph.

-Startzones are according to map descriptions. All figures start in start zone spaces unless specified on their army card.

-Figure Reserves. If all your army or team mates army does not fit in your start zone, it will be in a reserve off of the board. After you Capture or Lose a Control Point, you may place any number of figures from your reserve onto empty spaces in your start zone. Figures in your reserve are not defeated. If you still have figures in your reserve, but no other figures in play on the game board, you must immediately place as many figures as you can on start zone locations. Players are only defeated once all their figures are destroyed. If there are no figures left on the battlefield you must wound figures in your reserve from your opponent controlling glyphs.

-Capturing Control Points
At the end of a Round, if a friendly figure is occupying a glyph, that glyph is now controlled by that player/team. Until that glyph has been occupied by an enemy figure it is under your control. Place a control marker on that glyph.

-Losing Control Points
If an enemy Figure ends its movement on a glyph under your control, you must remove your control marker on that glyph and it returns to being a neutral glyph. This does not make the glyph an enemy glyph. It just takes control away from the previous player/team that controlled it.

-Glyph Effect
At end of each round for every glyph held by your team, the enemy team must take a wound. Each team cancels out enemy glyphs held with their own. The remainder is then awarded to the player holding more glyphs wounding the opponent that number of times.

-Rules for Advancing Units. At the beginning of each round after initiative is rolled but before the first order marker is revealed, in turn order each player may place up to three unengaged figures in your start zone on an empty space adjacent to any control point they currently have control of.
 
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Looking at Trex's new map with all those glyph locations has got my creative juices running concerning the Battlefront game system we have talked about. So I started up a new thread for us to use for the development of those rules. Once we work out all the details, I'll post all the rules up in the OP and we can also list each BoSS map we think would be good options for the rules along with updated control glyph positions on those maps.
 
Here is what I had in mind for the BoSS Battlefront challenge (feedback appreciated).

Two players select a BoSS Battlefront Map to fight for control of and roll a twenty sided die. Whoever rolls higher selects there team. We will start out with the Galactic Empire and Rebel Alliance as the only teams but then will add other team options as other factions (Independent, CIS, Galactic Republic) are better filled out by HoSS. We can also update the teams or add alternate team options as more and more units get released.

Each BoSS Battlefield Map will be either a BoSS competitive or casual map with a number of Command Nodes marked by a glyph. While each individual map layout will ultimately determine the number and location of the Command Nodes, for a general guideline small maps will have just 2 Command Nodes, medium maps will have 3 Command Nodes, while large maps will have 4 or 5 Command Nodes.

Starting Teams:

Galactic Empire (390 points)
Grand Moff Tarkin - 160 points
Death Star Troopers x3 - 180 points
Probe Droid x2 - 50 points

Rebel Alliance (390 points)
Han Solo - 120 points
Chewbacca - 120 points
Rebel Troopers x2 - 110 points
R2-D2 - 30 points
C-3PO - 10 points

At the end of each round, control of Command Nodes are determined. Each Command Node glyph that has one of your figures on top of it is under your control, even if that figure is completely surrounded by the enemy. Any empty Command Node that has 1 or more of your figures adjacent to the Node and your opponent has no figures adjacent to that Command Node is under your control. Command Nodes that do not have any figures on or adjacent to it at the end of the round remain under the control of whoever controlled the Command Node at the start of the round. If both players have figures adjacent to an empty Command Node glyph, then that Command Node is contested. Contested and unclaimed Command Nodes are represented by the standard Command Node glyph that are on the map at the start of the game. Command Node glyphs that are under one sides control are replaced with a Rebel or Empire symbol glyph to denote control of that location. Once all control of all Command Nodes are determined, each side is awarded X points (25 or 50?) for each Command Node they control. Points are recorded on a piece of paper for tally at the end of the game.

At the start of Rounds 3, 5, 7, & 9 each side receives reinforcements. Reinforcements can be placed on or adjacent to any Command Nodes that you control. You can also place reinforcement in your Start Zone.

Round 3 Reinforcements
:

Galactic Empire (230 points)
Darth Vader - 230 points

Rebel Alliance (230 points)
Major Derlin - 100 points
Rebel Heavy Gunner x2 - 130 points

Round 5 Reinforcements:

Galactic Empire (260 points)
E-Web Trooper - 100 points
Stormtroopers x2 - 160 points

Rebel Alliance (260 points)
Obi-Wan Kenobi - 150 points
Padawan Luke Skywalker - 110 points

Round 7 Reinforcements:

Galactic Empire (230 points)
Admiral Ozzel - 70 points
Stormtroopers x2 - 160 points

Rebel Alliance (230 points)
Rebel Captain - 65 points
Rebel Troopers x3 - 165 points

Round 9 Reinforcements
:

Galactic Empire (100 points)
- Choice
E-Web Trooper - 100 points or
General Veers - 100 points

Rebel Alliance (100 points) - Choice
Princess Leia (100 points) or
Yoda (100 points)

At the end of round 12 the game ends. Add up all the points earned from end of round Control Nodes. Then add to your total the points of all remaining forces in your army. Hero cards are awarded full point value even if they are wounded. Squads are counted as full squads for points as long as one member of the squad still remains in play. Whoever has the higher point total wins the game.
 
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I'd prefer to call them "Control Points" instead of "Control Nodes."

I love the idea of replacing the uncontrolled glyph with an Empire or Rebel symbol.

I think it might be better for maps to have an odd number of control points so that tension is created because there will typically be a disparity in the number of points controlled.


Also, I think it would be better to just specify the number of points rather than set armies with set reinforcements.
 
I'd prefer to call them "Control Points" instead of "Control Nodes."

I love the idea of replacing the uncontrolled glyph with an Empire or Rebel symbol.

I think it might be better for maps to have an odd number of control points so that tension is created because there will typically be a disparity in the number of points controlled.


Also, I think it would be better to just specify the number of points rather than set armies with set reinforcements.
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One of the things I enjoy about the video game is the choices you have when you respawn. I'd like to see a version of that for a Battlefront variant of HoSS. Set an overall point total for an army (1000, 1500, whatever) then decide how much of that each army will have on the battlefield at the start of the game. At the end of each round (or every other round), each player can bring in a set number of figures or a maximum number of points for each control point they command. Players should have to achieve some sort of goal to bring strong uniques like Vader, Jedi Knight Luke, etc, into the game - capture an opponent's control point, destroy a certain number of opponent's figures, etc.
 
I feel pretty strongly about the need to have a set format for reinforcements. The format doesn't need to be exactly what I laid out above, and I like the 'rewards' idea for unlocking certain heroes, but it needs to have some kind of structure. If you want to just build a random army and kill your opponent's random army, then that is what you can do under the normal game rules. The Battlefront system should be an alternate gaming format, not more of the same thing. To insure this format is fun and competitive for both sides to play, you need a planned and tested set of forces involved.

12 rounds of play featuring 1210 points of figures is a significant investment of time, it should be fun for everyone involved. Just saying bring your own 1200 point army and break it up however you want too will definitely led to lopsided, crushing defeats and the loser will think, "this sucks lets just go back to normal scape." It will also take an hour just drafting the armies and deciding how to break the army up so that each side is somewhere close to the same power level through out. One army starting with 410 points of squad bonded heroes and the other starting with 230 points uncommon heroes is just not going to work. The squad boned heroes will sweep over the map and claim 3 Control Nodes while the uncommon heroes are still trying to move out of the start zone and claim 1 Node. Then the reinforcements will be arriving in 3 key positions for one side and only 1 for the other. The purpose of having a new officially tested and predetermined game system is to streamline the process so that it is quicker to set up and get into the action while ensuring that it is a balanced and fun play experience.

Having the same armies face off against each other time and time again with the same reinforcement structure is how new and interesting tactics arise as well. You know your opponent is getting Vader at the start of round 3 and that he is a tank and will over run one of your positions and claim a Control Node. From experience you learn how to deal with that and buy your time until the start of round 5 when Obi-Wan 7 Luke arrive on the scene. In the end Vader is only one figure and can thus only control one Node, so you spread your forces out over as many Nodes as you can and focus on taking out the non-Vader forces.
 
I was thinking on letting the players be rewarded in points for control points controlled each round. Then letting the players use the points earned on reinforcements. The points reflecting on the army card points somehow. The bigger the points the higher reward.
 
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.
 
Good point. I hadn't thought about it in that way. I am excited about this even more after checking out the new Battlefront videos of game play. Oh man, it looks awesome.
 
I understand your points, YK, but I disagree. The rigid structure you propose takes the fun out of it for me. Tactics and strategy develop not only on the battlefield but in army creation as well. Do I take more Rebel Troopers or do I take another RHG? Who do I send in this round? Where do I put them? I'm not against having some suggested armies or creating scenarios based on set reinforcements, but this alternate game system needs to have flexibility.
 
I am really interested. I tried to develop something akin to this in an attempt to simulate the old computer game Archon.
 
I'd really like to test a point system for control points captured each round and using same said points in pulling reinforcements by point value. Then being able to place those reinforcements by control points that are already controlled. Similar to the Video game when you respawn. Keeping the same essence of the video game in heroscape format.
 
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.

You could start with one control point in each start zone. It would be tough for someone to take them all over to quickly. Besides in the original video game (which I played yesterday) if you lose all the command points after a few seconds (or at the end of a round) you LOSE...that could make it more of a different game than kill all your enemies.

PS...I love this idea and have been talking about it since you guys released the first HOSS so I will be subscribing here...though I still don't have any Star Wars minis.
 
That would end the game rather quickly. As soon as one side has more Control Nodes then the other side, they start getting more reinforcements and just overwhelm the other team. Both sides should have a chance to win the game, not just the faster moving army. By keeping the starting and reinforcement points even, the battle and wax and wane over the course of the game with either side controlling more Nodes at the end of any one round.

You could start with one control point in each start zone. It would be tough for someone to take them all over to quickly. Besides in the original video game (which I played yesterday) if you lose all the command points after a few seconds (or at the end of a round) you LOSE...that could make it more of a different game than kill all your enemies.

PS...I love this idea and have been talking about it since you guys released the first HOSS so I will be subscribing here...though I still don't have any Star Wars minis.
Your input is very much welcome. I also am basing my general ideas from all the times I played the Battlefront games in all their glory. Sadly I do not know when I'll get a shot at the new one coming out.
 
Ok, so I tried out a variant of Battlefront that I wanted to test.
Both teams picked 300pt armies and 300pts worth of reinforcements.
Team 1
Venoc vipers x3
venoc warlord
Zetacron= 300
Reinforcement army
Aubrien Archers x3
venoc vipers x2
Isamu=300
Team 2
Protectors of ullar x1
atlaga
Deathstalkers x1=300
reinforcements
Kratos(from HOF)=300
I went with more of a squad based army to be able to capture more control points quickly.
Each teams 300 point army started in their startzones. At the end of each round, each control point captured was worth 30 pts. At the end of round 1, each team had captured 2 control points and was rewarded 60 pts each. P1 drafted one 40 pt squad of venoc reinforcements in around one of his control points, leaving his remainding point total for reinforcements to 20pts. Player 2 was trying to get enough points to bring in his heavy hitting kratos but failed to keep the control points due to player 1 bringing in his smaller point reinforcements faster. Overall I liked the concept. It was very much like the game. It only lasted about 10 minutes because player one dominated all control points bringing in most of all reinforcements. This would be a conquest type mode of battlefront.
 
What we need to ask ourselves is what aspects of Battlefront we want to take from the video game to make mechanics in our Battlefront scape. I'll start.
-Capture Points(Glyphs) points of interest.
-A reinforcement/Bonus Mechanic for held points.


I'd like to know what everyone else is thinking. Just based off my testing from the previous post above is that it can make a fun play mode. Right now we just have our own versions of what we think battlefront should be. What we should do is compile our thoughts and come up with a consensus.
 
I think we are on the same page there as the command points are a significant aspect of the game play I would like to see if we can recreate. Fight over spots on the map, once you take control of that spot new reinforcement can drop in to help you defend it. Controlling more command points than your opponent directly leads to winning the game.
 
Now just to figure out how we want to do the reinforcement mechanic? I had something where I would award points for each control point and then transfer those points across to point value to award reinforcements. This was effective but I didn't like to track the points. I would like to make a simpler approach.
 
Yeah, in the video game each side would start with '100' units, but then that number would go down faster or slower based on how many command points you controlled. So a connection between the number of command points you control and the number of points of reinforcements you get seems like a good idea. Maybe have a flat number of points of reinforcements that is then adjusted up or down based on the number of command points you control with reinforcements showing up at the end of every other round and starting armies being fairly small.

Each side starts the game with a premade 300 point army. At the end of each even numbered round, each player deploys up to an additional 150 points of reinforcements. If one player controls more command points than their opponent, that player may deploy an additional 30 points of reinforcements while the player with control of fewer command points may only deploy up to 130 points of reinforcements this round.

This gives the 'losing' player access to 2 squads of a 65 point unit (130 points), while the 'winning' player can deploy 3 squads of an 60 point unit (180 points). Of course they can also just deploy heroes instead of squads or a mixture of the two. It would mean that if you wanted a 180+ point figure in your army then you would need to start the game with that figure which would somewhat limit your ability to spread out and grab control of multiple command points, thus potentially leading to fewer reinforcements.
 
Based off of what you just said, how is this:
At the end of each round each player recieves 150pts. For each control point you control you may choose to either add points to your reinforcements or Reduce points for your enemy's reinforcements. 50pts per control point. That allows a fluctuation in reinforcements and I like denying my enemy stuff. This would work without having to write anything down.

EDIT:

-300pt Premade army for each player.
-150pts of reinforcements for each team at the end of each round.
-50pts to either add to your reinforcements, or 50pts to reduce from enemy reinforcements for each control point controlled.
-Cap on how many reinforcements you can get, or a set reinforcement army 500pts maybe? @Yodaking , I just talked to one of my brothers on the phone. He is stoked about trying this out.
-Reinforcements may only be placed adjacent to a control point you control or placed in your start zone.
 
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We just got Battlefronts II for PS2 for my son for his birthday and have been playing it a lot. I never noticed a variation of how fast the number went down based on how many control points you commanded. I always thought that the control points was your bonus as you can spawn from more locations. One thing I noticed that was different in II than it was in the original is that there is a max limit of type of unit for each stage and the Heroes don't re-spawn.

I think that just having a flat total and then when a figure is destroyed it just re-spawns at one of your control points as these all act as starting zones. If you no longer control any bases or run out of figures...you lose.

Example because I just realized the above is not very clear...and I am adding to it...

Start out with a 300 point army (no Hero) with a game total of say 1000 points (including a hero) and possession of 1 control point (in your starting zone). You can respawn your common figures at any control point until you have reached your 1000 limit. At the end of any round where you control say 4 of the 6 bases you can spawn your hero.
 
@japes , did you see my edit? What do you think of that? I see where you are going with the no hero at first, but translating into heroscape it makes more sense to utilize heroes. No heroes=Stormtrooper bonanza! I really like that your are contributing to the discussion. I am open to any ideas to make this idea even better.
EDIT: I am liking your previously destroyed figure idea. maybe a 500pt game. The control points let you respawn your dead figures or something.
 
@japes , did you see my edit? What do you think of that? I see where you are going with the no hero at first, but translating into heroscape it makes more sense to utilize heroes. No heroes=Stormtrooper bonanza! I really like that your are contributing to the discussion. I am open to any ideas to make this idea even better.
EDIT: I am liking your previously destroyed figure idea. maybe a 500pt game. The control points let you respawn your dead figures or something.

I actually had forgotten about this but luckily I was subscribed so when it popped up I had to check it out as I couldn't remember why I subscribed to it. So thanks for not letting it die.

Just went back and read what you had but my one concern is the avalanche factor. once you got down it could be a pretty excruciating spiral down as your opponent gets exponentially stronger as you get weaker. Making it less fun to finish out the game at some point.

As far as heroes I see the point and since I was thinking of this more as a storm trooper fest but maybe we change it a bit and allow for the Hero from the beginning and he only gets a respawn if you control 3 of 6 points but the commons get to respawn until you run out of reinforcements. Then the avalanche factor only amounts to the one hero which is a little more bearable sometimes?
 
That is an interesting idea. Just making it an almost all common figure game with only a couple of heroes that show up once. Maybe have the heroes only show up after you have completed a 'task' of some sort.
 
I've never played any other Star Wars games other than PS2 versions of Battlefronts and Battlefronts II...(well the old x-wing and tie fighter games for the PC, which I found disk for recently when cleaning out some old boxes) so all I know is how those work and that is all I am basing it off of. Of course this is a different game so I'm sure there are better ways.
 
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