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caps' maps - 2023-02-25 updates:Cage Match Redux and Seagate

Re: caps' maps - 2022-11-05 added Seagate

Sounds good, I think I'll try out Kingfisher then and report back.

Also, we did use the height advantage side, I think were looking at this from opposite perspectives. I created a small picture to showcase what I meant.

https://imgur.com/a/jItOKkI

This shows the start zones of flow of the battle. The red circle shows the area we did NOT use. I think well use that glyph location in the future.
Ah, yes. You'll want a strong glyph down there to draw play down there. I like to put Wannok (wound glyph) there, but +1 attack or +1 defense would also probably work fine for your group.
 
Re: caps' maps - 2022-11-05 added Seagate

Sounds good, I'll throw the Wannock on there.

Kingfisher is set up for tomorrow as well! For some stuff I had to use a work around because I only have 1 DnD master set which is being used for thaw. I also added some of my new trees/ bushes and taken some pics. I'll make sure to report back with updates in the next couple of days!
 
Re: caps' maps - 2022-01-07 added Har Overrun

My son (currently about 9yo or so) called me while I was at work a few months ago and asked if he could use some of the terrain I left out to make a map. I told him yes and came home to something very much like the below. I suggested a few changes and the end result is as you see. It probably needs further revision before anyone tries to use it at a very serious tournament (not to mention the excessive terrain requirements), but it looks like a fun map for a casual game and I liked it enough that I wanted to show it off here.
Har Overrun
by caps's son

har_overrun___a_1_original.jpg
Spoiler Alert!


This is a map made by my son

A battlefield for two armies of 400-600 points.

Uses 1xRotV, 2xRttFF, 2xTJ, and 4 Cryptoliths from Arena of the Planeswalkers: Shadows over Innistrad
Uses Pillars of Har destructible object rules from Arena of the Valkyrie for the Cryptoliths. Cryptoliths are represented in the build instructions by the Concrete and Asphalt tiles. Cryptoliths may be omitted (replace concrete with grass 1-hexers and omit the asphalt entirely).

Suggested glyphs: 2xValda on the outsides, 2xDagmar on the insides

Optional rule: Thin Foliage
Figures may move onto spaces with jungle bushes, but may not end their movement on jungle bushes.

.pdf
 
Re: caps' maps - 2022-01-07 added Har Overrun

I'm contemplating some edits to these maps and want a quick sanity check, particularly from anyone that has played them or seen them played.

I'm "officially" updating Kingfisher to v3 (v2 was unpublished).

Spoiler Alert!


.pdf
.hsc
I've been getting mixed feedback about whether the whole map gets used or not; I suspect it depends on the matchup. I'm contemplating replacing the treasure glyph on the snow side with a power glyph, and possibly removing the glyph of Wannok in the middle (maybe making it a treasure glyph instead). I don't see a need for other changes; this one is pretty close IMO.
Seagate
seagate_1_6_6_original.jpg

Note: spoilered images do not display glyphs of Brandar
Spoiler Alert!

Glyphs of Brandar are optional Treasure Glyphs

Uses 1xRotV and 1xFotA

.pdf
.hsc
I've gotten consistent feedback that the "gate" side (especially towards the beach) has a few challenges. It's pretty clear I need to rework that side in some way. Right now I am leaning towards some combination of:

  1. removing the far wall by the beach
  2. pulling the glyph in towards the center 1-2 hexes
  3. possibly adding some additional elevation
  4. making that side of the map a little wider so that I can...
  5. ...spread the start zones towards that side without making the glyph too easy to reach
The rest of the map seems to work pretty well, though I could probably get away with tweaking the other glyph area if necessary to get some extra hexes.
--
Any thoughts?
 
Re: caps' maps - 2022-01-07 added Har Overrun

Any thoughts?

Swamp side of Kingfisher seems too unattractive to me.

I do really like Seagate aestethics,very nice idea, it's definitely a map worth reviewing and modifying to make it tournament pitch-perfect.

No more thoughts right now, I need to play on them to have more defined opinion.
 
Re: caps' maps - 2022-01-07 added Har Overrun

Any thoughts?

Swamp side of Kingfisher seems too unattractive to me.
Interesting; that's the side of the map that people most consistently say gets used (probably because Wannok and the other power glyph are both on that side).
I do really like Seagate aestethics,very nice idea, it's definitely a map worth reviewing and modifying to make it tournament pitch-perfect.
Thank you! That's what I'm working towards :)
No more thoughts right now, I need to play on them to have more defined opinion.
:up:
 
I have several updates to post! The first is a formal release/announcement that I've remixed Dignan's Cage Match in an attempt to address the concerns of the WoS judges.
Would you mind if I remix Cage Match at some point?
This is my attempt to address the objections of the WoS judges (below) to Cage Match
Spoiler Alert!
TL;DR:

  • "this level 3 platform is too easy to hold... it’s too easy to block the level 3 platform access from your opponent"
  • "Thorian doesn’t apply to special attacks. So the screen + special attackers armies will have the advantage in pretty much any machup, and all they do is to stay on the platform."
  • "The biggest issue with the map is the two single-spaced dips in the road to level 2 - and, to a lesser extent, the two double-spaced dips on the other side."
  • "... the Thorian glyph [is] a very matchup-dependent glyph in addition to being very powerful"
--

To address these issues I raised the road so that is level 3 all the way around the entire map. I also removed Thorian and Astrid as hard-coded glyphs for the map, suggesting they be replaced with other strong glyphs instead. I also removed the swamp water dip along the outside edge of the map, making it easier to go around the sides.

As part of making the road level 3 all the way around, I also removed the level 4 road on the outer edges and replaced it with a single hex on level 4 in the middle of a 7-hex shape of road and sand.

To implement the various level-raising changes I did have to bring in a couple of extra 2-hex snow tiles. These are placeholders--I imagine most collections have some extras, since I know there were some waves that included extra tiles in booster packs. If no extra tiles are available, I believe that some leftover wall bases (of which this map leaves several) would also do the trick.

Finally, I removed a few battlements and added multiple ladders to make the map easier to traverse for melee armies.
We've already used it at several Colorado events and I've been pleased with how it has played.

uploaded originally by Dignan 2012-05-13
edit by caps uploaded 2023-02-25

Cage Match Redux
cage_match_redux_by_dignan_and_caps_v2_original.jpg

Requires: 1 SotM, 1 FotA

Glyph configuration: strong glyphs must be placed in the center (Ulaniva, Wannok, Valda, Thorian, or even C3V's Lorja Ivor or Yngvild), with useful glyphs on the outsides (Valda, Dagmar, Wannok, Lodin, or C3V's Holdir).

note: the glyphs of Brandar are treasure glyphs.

Link to .pdf
Link to .hsc

------------------------------------
The second update is that I just posted an updated version of Seagate based on feedback from recent events that have used the map.
------------------------------------

uploaded 11/5/2022
updated 02/25/2023

Seagate
seagate_1_8_4_original.jpg


Glyphs of Brandar are optional Treasure Glyphs

Uses 1xRotV and 1xFotA

.pdf
.hsc
------------------------------------
This should make the water/Wannok side of the map more engaging. I've also widened the startzones and brought them closer in, making the map a little more "instant action." The other major change is that I figured out a way to make the rock plateau on the "south" side of the map go up one level, which I think makes the map a little more interesting--we'll see what feedback I get on that change.
 
Also, a sneak preview of a map I'm working on to showcase the new wall terrain sets that @GeneralRolando is cooking up:
Spoiler Alert!
 
I've always loved Cage Match...glad to see it get an update! I'll have to try it out.

Also, didn't realize this about Seagate, but I LOVE the "random"/useless water on the wannok side. Because it's SO thematic, cause it's CLEARLY the literal representation of the Sea, thus the name Seagate
 
Yeah, I felt like this was an appropriate time to have some useless water on the edge of the map. I also don't think it's totally useless; people will try to move their opponent's figures into it when they have the ability to do so (tactical switch, shield push, etc). I'm leaning towards removing all of the battlements on that side to support the kind of play from any direction.
 
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