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HeroScape Automated Battle Rules

Hi,

I was curious if anyone still uses this Auto Battle system seeing as how it's been a while since there's been any activity for this thread. I've used Kaiyu's Auto Battle System with some success. I thought I would try to give this one a go.

For anyone that does still use this, any tips on how to make it a better playing experience?

I'm a little confused with the marching orders. Particularly the sweep movement. So basically whatever location/hex the unit is starting on just look at the center of the board and mark a note indicating that it will move in that direction? Was hoping someone could describe better how to set up the sweep order and how it works. Even though it's set to move toward the center it changes direction at any moment due to the sweep movement chart? I'm guessing that the sweep movement chart is based on the direction it was first ordered to go in. So if the unit was granted a sweep movement to go East toward the center of the board the "forward" direction on the chart is going east or the direction the mini started moving?

Thanks!
BlueZ71
 
I used these rules quite a bit in the past, but I haven't played them in a long time. I now find it best to play both sides to the best of their abilities, using dice to resolve issues where there is more than one viable choice. The variability in the dice rolls is what makes solo play interesting. Playing both sides allows me to think better about strategy, though I still stink against a working brain (esp. my nephew). :p

Basically, the movement orders (sweep, etc.) are designed to move the figures randomly until they acquire a target. The forward direction is relative to the center of the board, and you roll the d20 to determine the actual direction relative to that direction. Once a target is selected, the figure(s) abandons these rules and switches to either hold back (ranged) or close in (melee). Melee is pretty simple -- move towards the enemy. Ranged is more complicated. You want to hold distance, but you also don't want to give up height. So if you have height advantage, ranged rules suggest you hold and attack. Otherwise, you pull back to keep maximum range on the target.

The original ruleset (version 1.0) was flawed in that I found that figures would frequently just bump into the edge of the map and pretty much stay there. Version 2.0 improved this quite a bit by increasing the odds of forward movement.

Other orders (can't remember if it's called watch or guard) can be used to allow figures to hold position and defend (great for castle scenarios), as well as orders for moving from waypoint to waypoint. Other than guard, this simply determines the behavior of a unit until a target is acquired. Once the target is acquired, then you're in a basic hold range or engage as described.

The thing is, various abilities can complicate things quite a bit. I brought up the example of Agent Carr. He has range, but he's actually more effective in melee.

There have been so many units added to Heroscape since these rules were written, so that will likely complicate things further. The person who set up these rules hasn't been active in a while, so you're probably better off sticking with Kaiyu's system or simply playing both sides without any formal rules.
 
Davidlhsl,

Thanks for the info! Helps clear it up some more.

I've tried to do just battle each side by myself but it doesn't work out too well. I like the random elements and having a sort-of AI feel to it. I don't have any more of the newer D&D units so I'm working with some older stuff. I'll have to try this some more.

Thanks!
Bluez71
 
Arise thread.

Any recent input on the validity of the automated soloscape system?

Or perhaps a more recnet voted favourite?
 
Do many people have experience with this rule set? I need to take the time to read all the way through, but does the AI here work fairly well?
 
Do many people have experience with this rule set? I need to take the time to read all the way through, but does the AI here work fairly well?

I used them all the time. They are fair. And tough in some cases. I pit a 500 army against a 700 for medioambiente difficulty or 900 for hard and long game. I use them along with hero’s of scape rpg rules for fun sorry telling and dnd feel campaign.
 
Thanks! I'll have to take a look at these more closely. I've long been wanting to develop a solo/coop way to play C3G, but if someone's done the work for me, I'm happy to build off of that! :)
 
Ahoy Mateys,

It took me a several good weeks of writing and testing, but I’m finally ready to post!

This PDF contains all you need to play an Automated Battle of HeroScape.
Yup, that’s right – automated. As in one or more armies playing without a player. (And they play pretty decently, I might add).

I’ve been wanting to do one thing since I began playing HeroScape: Play cooperatively.
Not just on teams against one another, but with all of my friends together collaborating against a common enemy. Now that’s fun!

With these rules, you’ll be able to play cooperatively against a massive legion of foes. Or, if you’re feeling anti-social, you can play a solitaire game against a massive legion of foes!

As the soul of HeroScape is fast and fun, I tried very hard to make these rules as uncomplicated as possible, yet still yield a semblance of intelligence. I think it worked out, but I’ll let you guys be the judges of that.

Please, download the document and check it out! I hope you’ll find it as fun to play as I did to make it!

DOWNLOAD RULES HERE
DOWNLOAD CARD TEMPLATES HERE
Link ran into a problem, interested in this
 
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