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The New York City Gang Of Four

Well met!

Getting this sculpt from Auggies:

Giants_of_Legend_-_026_Mordenkainen_the_Mage.jpg


 
Well met!

He's originally a Mage, of course, but looks like he uses that staff for more than casting spells.

P.S.: He was the last in stock. Maybe part of the "Lucky Find" in the News thread?
 
Well met!

Now that I have a sculpt, I'm going to have to rewrite Ganjin's Powers. His staff is too short for Reach. I'll have to come up with another wrinkle . . .
 
Well met!

Meet Captain Benkei!




Giants_of_Legend_-_026_Mordenkainen_the_Mage.jpg


Character Bio:
Stories about Captain Benkei's birth vary considerably. One tells how his father was the head of a temple shrine who had raped his mother, the Gaijin daughter of a blacksmith. Another sees him as the offspring of a temple god. Many give him the attributes of a demon, a monster child with wild hair and long teeth.


He joined the cloister at an early age and traveled widely among the Buddhist monastaries of Japan. Becoming restless, he left the Buddhist monastery and became a member of the Kuro Wokou, or Black Pirates, who were recognizable by their black hoods. Japanese prints often show Benkei wearing such a hood. It was during this time that he acquired his double-bladed, saw toothed staff, Nokogirihajo, said to have been enchanted with the spirit of Agloolik by an Inuit shaman.



NAME =
CAPTAIN BENKEI
SECRET IDENTITY =
GANJIN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = DEMONIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = ???



Nokogirihajo

If Captain Benkei attacks and inflicts at least 1 Wound with his normal attack, roll the 20-sided die. On a roll of 11 or higher add 1 additional Wound to the defending figure.

Nokogirihajo Special Attack

Range 1. Attack 1, 2, 3, or 4.
Captain Benkei starts each turn with 8 attack dice. Choose an adjacent figure, and attack by rolling 1, 2, 3, or 4 attack dice. Captain Benkei can keep making Nokogirihajo Special Attacks until he has rolled all 8 attack dice. Captain Benkei may target the same or different figures with each attack.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of
Captain Benkei or attacks Captain Benkei from an adjacent hex, roll a 20-sided die. On a roll of 11 or better, Captain Benkei may immediately move 3 spaces, and will take no damage.

Flying


 
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TAEBLEWALKERSCAPE: HEROES OF FICTION GAMES

Game 1

Chas 932
Kolakoski 620
Taeblewalker 345
Sherman Davies 32

Game 2

Sherman Davies 900 (Approx)
Taeblewalker 303
Chas 120 (+?)
Kolakoski 87

The first game was an odd game, and an eventual triumph for me. While Taeblewalker charged me, and I managed to find good defensive positions to defeat him, Kolakoski's The Doctor (Dr. Who's) defensive power hit every roll, and Sherman Davies was helpless before it. By the time I faced Kolakoski, his Dr. Who power dramatically stopped working by die roll, and I was able to ignore him and take out the rest of his army. We had all given up the game as lost due to The Doctor, so it was a particularly satisfying win.

We had Kolakoski replace The Doctor with another card for the next game by common agreement. On the other hand, I totally blew the second game by staying away too long, and missing out on the points everyone else was scoring. I got into the game finally, reaching third place, with the prospect of possibly taking second but not first, when we called the game.

We then played a very different game of Space Pirates (Siruis, 2009), which we'd just found in the discount bin of our local FLGS. For my few simple supplementary rules, see bgg.
 
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HEROES OF FICTION CARDS PLAYED

HOF is a group which makes cards for their favorite characters. They are in Archkyrie General factions, and therefore compatible with Classic/VC Scape. Here are the HOF cards we played for the first time:

Ash Williams
Ezio Auditore
Duncan MacCleod
The Doctor
Indiana Jones ( I had played him some time ago; now played by another)
Katnis Everdeen
Neo
Predator (x2)
Tanis Half-Elven
Thundarr The Barbarian

We felt that most of the cards played well, and reflected their heroes. The Doctor (Dr. Who) seemed broken to us, as his power was too strong, and he was undercosted for having it. So we took him out of the second game. Since Taeblewalker is now the head of the recent HOF revival, he'll probably note that in their thread.
 
Well met!

I've come up with a new scenario - at least to me - for my next Hosting. We'll play as teams. One team will be the Attacker and one the Defender.

The Royal Family is throwing a party! The King and Queen are on a central dais. Other Family members and Important Guests are scattered about the map. The Defenders set up first - as security for the party, anywhere on the map. The Attackers are then placed as additional guests, also anywhere on the map.

The Royal Family/Important Guests are neutrals with their own cards, to keep track of damage, and may not move on their own. OMs may not be placed on them. All Defenders may Carry them, but they may not be moved more than [1-3] spaces per turn. The only scoring is by the Attackers for killing them. Each player will create a [1,500 point] team of unique superheroes. No one hero may be worth more than [240] points.

Each game will be [5-7] Rounds long. All players' units, Attackers and Defenders, will be considered Friendly to one another until an Attacker attacks. The plan is to play 4 relatively short games, featuring each combination of the members of the Gang of Four. In anticipation of this, each player should bring 1-2 Attacker and 1-2 Defender armies.
 
"The only scoring is by the Attackers killing them." So, the defenders can't score? Seems kind of pointless...
 
Well met!

Refining: Each Attacking player gets the total points for neutrals killed by his team. Each Defending player get points for the Neutrals left alive on the table. After all games have been played, the player with the most points wins. I'm tempted to limit each player to 1 army that must play as both Attacker and Defender in all your games.


 

Well met!

In anticipation of my next turn to Host the NYC Gang of Four gathering, I've begun creation of a Supers scenario . . .


A Royal Party

The Armies. There will be 4 Players, in 2 Teams. Each Player will prepare a 1,500 point army of Unique Superheroes (from among C3G's, Grishnak's, chas' and Sherman Davies' cards), no one of which may cost more than 240 points. Teams will be submitted in advance on a first come first served basis to the Host for vetting and to assure no duplication of heroes. One Team will be the Attackers and one team the Defenders.

The Palace. A central, relatively flat, Ballroom, with an elevated dais from which Emperor Andask and Empress Kiova greet their guests, and other rooms, in the Palace. Other guests placed within and outside the Ballroom are Taelord, Runa, Sir Hawthorne, Estivara, Pelloth, and Kurrok.

The Royals.
Emperor Andask, Empress Kiova, Taelord, Runa, Sir Hawthorne, Estivara, Pelloth, and Kurrok are collectively the Royals. No OMs may be placed upon them, and no turns may be taken, or actions performed, by them, except that a Royal may be Carried by any Defender, such a Carry being limited to 2 spaces per Player Turn.

The Set Up. The Defenders set up first, anywhere in the
Palace, as security for the party. Then the Attackers set up, as additional guests, also anywhere in the Palace.

The Games. 4 Games will be played. Each Game lasts 5 Rounds. All units, Attackers, Defenders, and Royals, are considered Friendly to one another until an Attacker attacks.
At that point, Attackers and Defenders/Royals are enemies, and Royals are considered units Friendly to (as opposed to units Controlled by) Defenders.

Victory Conditions.
The Royals are worth Victory Points (VPs) as follows:

Emperor Andask: 5
Empress Kiova: 4
Any other Royal: 2

Thus, there is are 21 VPs at stake (5 (Andask) + 4 (Kiova) + 12 (2 x 6 remaining Royals) = 21).

Each Attacking Player receives VPs for the Royals he kills. Each Defending Player receives half (rounding up) of the VPs for the Royals remaining alive in the Palace. The Winner of each Game is the Team with the most points after 5 Rounds. After all 4 games have been played (each member of the Gang having been paired with each other member and twice being the Attacker and twice the Defender), the Player with the most total points wins.



 
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THE FIVE GAMES OF DEATH!

It all started out because Taeblewalker has a family birthday party here in Brooklyn. Its thanks to his being willing to drive down the 2-3 hours so often that our little quartet has stayed together this long (see the first few posts in this thread). So I free built a map I call "Border Patrol," which is the title of a 1943 Hopalong Cassidy movie I was watching while I put it together (William Boyd being the first Western star to buy back his old TV shows and get all the huge residuals from them later), and also because it had a bridge across a river surrounded by swamp, swamp water, and jungle trees and bushes in the middle. We planned to play a couple of games of Classic. My army would be from the new C3V issue; he'd play his multiple Anubian Wolf squads again and who knew what else later. I didn't want to counter draft him as such, but I did pick units I thought would have a chance against them.

Chas C3V Army Game #1 an #2
Brramcephus 230
Josie Whistlestop 70
Seleena 35 (proxy: Catwoman--Selena Kyle)
Zettian Deathwings x2 100
Total: 435

TW Army Game #1
Khosumet 75
Anubian Wolves x5 375
Total: 450

TW Army Game #2
Venoc Warlord 120
Venoc Vipers x5 200
Armoc Vipers x2 130
Total: 450

Well, I did okay in the first game, TW only winning with about three Wolves and Khosumet (still in the old start zone) left. Bramcephus blocked the bridge in the center and Josie blasted multiple wolves away as they queed up on the bridge or tried to cross the river. The big guy went down after his attacks finally went home when he became Enraged, but then the got into the back area, dispatching my Deathwings before I could use them, although Seleena did okay (proxied by Catwoman--Selena Kyle).

But the Vipers just walked all over me. When I tried to send a couple of Deathwings around the far side to get to his good units in the start zone, he sidestepped and took them out with his front line squad! It was pitiful. He never even put an order marker on the Armocs and Mittens I was trying to target way back there.

Total all army Squad scape is boring to me; but its a good way to win tournaments!

***

We got my unusually recalcitrant printer going again so we could print out a few more cards. Then we switched to Superscape. The first two armies were figures I'd just gotten for free at my FLGS; he chose the Good team I'd prepared (all figures C3G except where noted). These were all cards we hadn't played before:

Chas Evil Army Game #3
Vulcan 450
Psycho Man 190 (proxy: Centurius)
Titania 170 (Felindar/Hahma)
Parademon 75 (Uncommon; Fat Snack)
Total: 885

TW Good Army Game #3
Iron Fist 260
Strong Guy 215
Magik 160
Speedball 150
Dazzler 100
Total: 885

This was an interesting game, where different powers could be used in combinations with those of their teammates! The confrontation at the bridge this time was great fun, as we learned to work the more complex cards. Vulcan was busy stealing all the Order Markers (OMs), but I got a chance to use the others as well. Dazzler was the only one who was still in the start zone when the game ended (she'll reappear in a later game) in yet another TW victory.


For Game #4, we switched alignments:

Game #4 Chas Good Team
Quasar 370
Fantomex 260
Red Robin 160
Animal Man 150 (Garada)
Dazzler 100
Total: 1,040

TW Game #4 Evil Team
Crossbones (Griznakh)
Wrecker 230 (proxy: Lackey with crowbar)
Thunderball 190 (proxy: Absorbing Man with iron ball)
Bulldozer 190
Pile Driver 190
Total: 1,060

This time I went down much faster, replicating our previous Classic experience. I had characters who were stronger and weaker than his average. As usual, TW sent out his strongest figure first, and that Griznak Crossbones was one tough and dangerous guy! When I finally put him down, he'd taken out Animal much too quickly, Quasar (a Marvel Kree heroine on the Capt. Mar-vell level) eventually, and then even Fantomex. Yikes!

Our last game #5 we switched alignments again:

Chas Evil Game #5
Clayface 280 (Whitestuff)
Chemo 280 (Unknown)
Despero 270 (Unknown/Chas)
Dreadnought 2000 Robot 175 (Chas)
Total: 1,035

This time for sure. These guys were a Ferocious Criminal, a Relentless Death Machine, a Ruthless Conqueror, and a Relentless Artificial!

TW Game #5 Good
Superman II 450
Flash 280
Batman 200
Robin (Jason Todd) 70
Total: 1,000

All C3G vs Other Designers. The newer Superman is a bear. This time I tried to use a different part of the board, and fight on opposite riverbanks off to the side. But Superman and Flash had no trouble catching up, even though they had started out advancing on the usual central road and bridge. I held my own this time for a bit, and Despero proved the most dangerous when adjacent to Superman. We wailed on him all game long and finally took him down, as Flash ran around putting the occasional unblockable hit on some of us. Finally, all I had left was Clayface with one wound left, who staggered to the far side and went after Batman and Robin, still far back on the main road. But Flash again was able to catch up, and finally finish me off.

It was a great day for gaming. On our last NYCG4 group day I'd done particularly well individually. But today it was five games of death--mine! Congrats to TW for all the wins.
 
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Well met!

Crossbones is a beast, of course. How did Fantomex play?

Major revision below:



Giants_of_Legend_-_026_Mordenkainen_the_Mage.jpg


Character Bio:
Stories about Captain Kei's birth vary considerably. One tells how his father was the head of a temple shrine who had raped his mother, the Gaijin daughter of a blacksmith. Another sees him as the offspring of a temple god. Many give him the attributes of a demon, a monster child with wild hair and long teeth.


He joined the cloister at an early age and traveled widely among the Buddhist monastaries of Japan. Becoming restless, he left the Buddhist monastery and became a member of the Kuro Wokou, or Black Pirates, who were recognizable by their black hoods. Japanese prints often show Kei wearing such a hood. It was during this time that he acquired his double-bladed, saw toothed staff, Nokogirihajo, said to have been enchanted with the spirit of Agloolik by an Inuit shaman.



NAME =
CAPTAIN KEI
SECRET IDENTITY =
GANJIN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = TRICKY

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = 240



Mushin

After Captain Kei moves and before he attacks, roll the 20-sided die for each enemy unit adjacent to Captain Kei; on a roll of 11 or higher that unit receives a Wound. When an enemy unit attacks Captain Kei from an adjacent space, roll the 20-sided die; on a roll of 11 or higher, the enemy unit receives a Wound.

Nokogirihajo


After Captain Kei attacks, he may attack 1 additional time. If Captain Kei attacks and inflicts at least 1 Wound, roll the 20-sided die. On a roll of 11 or higher add 1 additional Wound to the defending figure.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of
Captain Kei, roll a 20-sided die. On a roll of 11 or better, Captain Kei may immediately move with his Stealth Leap 12 Special Power.

Stealth Leap 12


 
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Well met!

I began with the idea of building a bo-wielding monkish Moriko-Powered custom for chas' Challenge - a sort of Mini Me from an ideally warped alternate universe. After much searching, I failed to find a suitable sculpt. The one I ended up with has a staff. All the Demon, Pirate and Inuit references were chosen to justify my monk looking like the sculpt I found.

I continue to consider refinements. chas and I had a back and forth about Flying. Oddly, I hadn't even thought about Stealth Leap until I started looking at C3G for comparable cards and found Iron Fist. Now I need no Demonic reference, and changed Kei's Personality (temporarily, as I'm still looking for the right fit). Fighter might be a better Class for him at this point. He's now priced at 240 points - the price for him I'm aiming at. My plan is to tweak the 20-sider number needed to trigger his various powers. If he's too weak, I'll try 9 or better, as opposed to the current 11. Less likely is that he is too strong, in which case I'll try 13.
 
Looks better!

If you're going to revise a figure several times, it would be useful to highlight the latest changes as you go along.
 
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Well met!

I take your point. However, our computer is on the fritz. I've been using my phone. Fortunately, except for removing the Demonic reference in the bio and settling on a Class and Personality, I foresee no further changes until after a playtest.
 
Well met!

Computer back momentarily. Settled on Class and Personality. Decided to leave the Bio unchanged. Ready for testing.



Giants_of_Legend_-_026_Mordenkainen_the_Mage.jpg


Character Bio:
Stories about Captain Kei's birth vary considerably. One tells how his father was the head of a temple shrine who had raped his mother, the Gaijin daughter of a blacksmith. Another sees him as the offspring of a temple god. Many give him the attributes of a demon, a monster child with wild hair and long teeth.


He joined the cloister at an early age and traveled widely among the Buddhist monastaries of Japan. Becoming restless, he left the Buddhist monastery and became a member of the Kuro Wokou, or Black Pirates, who were recognizable by their black hoods. Japanese prints often show Kei wearing such a hood. It was during this time that he acquired his double-bladed, saw toothed staff, Nokogirihajo, said to have been enchanted with the spirit of Agloolik by an Inuit shaman.



NAME =
CAPTAIN KEI
SECRET IDENTITY =
GANJIN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MERCENARY
PERSONALITY = FEARLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = 240



Mushin

After Captain Kei moves and before he attacks, roll the 20-sided die for each enemy unit adjacent to Captain Kei; on a roll of 11 or higher that unit receives a Wound. When an enemy unit attacks Captain Kei from an adjacent space, roll the 20-sided die; on a roll of 11 or higher, the enemy unit receives a Wound.

Nokogirihajo


After Captain Kei attacks, he may attack 1 additional time. If Captain Kei attacks and inflicts at least 1 Wound, roll the 20-sided die. On a roll of 11 or higher add 1 additional Wound to the defending figure.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of
Captain Kei, roll a 20-sided die. On a roll of 11 or better, Captain Kei may immediately Stealth Leap.

Stealth Leap 12

Instead of his normal move, Captain Kei may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for Captain Kei's Stealth Leap movement, ignore elevations. Captain Kei may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Captain Kei may not leap more than 12 levels up or down in a single leap. When moving with Stealth Leap, Captain Kei will not take any leaving engagement attacks.


 
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Well met!

The Gang of Four will be playing Sherman Davies' Timewarp Square on July 1st.




timewarp_square.jpg




TIMEWARP SQUARE




BACKGROUND
It's just another day in Times Square; at least, it is until a rift in spacetime opens up at 42nd and Broadway and figures from throughout the universe - past, present and future - pour through the opening and begin to wreak havoc! Alerted of the disturbance by the Baxter Building's early warning system, Mr. Fantastic arms his fellow heroes with "quantum clamps" that can be used to seal the rift and stop the invasion before the city is overrun.

GOAL & ARMIES
Players will be divided into two teams, superheroes and invaders. Each superhero player will draft a 600-point army made up of Sherman's Marvel or DC superheroes designs only. Each invader player will draft a 900-point army made up of cards from any Valkyrie general except Jandar. The last team with figures remaining in their armies wins.

MAP & RULES
There are no start zones in this scenario. Before the game begins, each invader player may place up to 200 points worth of his army anywhere on the battlefield. Subsequent invader figures enter the battlefield through the spacetime rift (represented by the lava field spaces) any time they take a turn or are otherwise moved. Superhero players enter the battlefield on any battlefield edge. Superheroes in this scenario are equipped with “quantum clamps” that can close the rift and stop the invasion. Any superhero on a rift space or on a space adjacent to the rift can work to close the rift instead of attacking. To do so, the superhero rolls three attack dice; each skull rolled inflicts a wound on the rift. The rift rolls no defense and has 20 Life. If the rift is destroyed, no further invader figures may enter the battlefield.
 
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SHERMANSCAPE FOR JUNE: Timewarp Square

Thanks to Sherman Davies for a really interesting scenario this month, with a NYC Theme. We'll be "crossing the streams" (which you never want to do as a Ghostbuster) by putting Supers against C3V/VC. For those of you that don't recognize it, this is his version of Times Square in Manhattan.

In Game One, K. and I will be the good guys protecting midtown NYC. Let's hope it doesn't turn out to be damage on the scale of the first Avengers movie! Comic Book Insurance Companies by now must have an Act of God/Superbeing Clause in their policies.

Chas Army (all Sherman Davies cards)

Wonder Woman 340
Raven 140
Sgt. Rock 120
Total: 600

Kolakoski Army (all SD cards)

Green Lantern (Hal Jordan) 320
Iron Fist 150
Crossbones 130
Total: 600

For a little behind the scenes reveals, I note that K. and I do the most preplanning in our games, and enjoy playing as team mates so we can do pregame huddles. When we made our original Supers teams, we transferred 10 points from one of us to the other, which NYCG4 sometimes allows in team games. However, Sherm said he wanted us to keep to 600, so that for Game Two he can feel free to rejigger the sides among us. Since I love healers, thanks to K. for letting me take Raven from his original pick (I'd pointed out to him that she can heal both our figures).

I'll be working on a Classic/VC army (minus Jandar) for Game Two!

We've been planning farther ahead than usual this summer, since a couple of us revealed less extensive summer vacation plans this year--there's always a silver lining to every cloud.

June: ShermanScape as above
July: TaeblewalkerScape
August: KolakoskiScape (Progressive Supers Drafting)
September:
ChasScape
 
Well met!

Correct calendar:
June: TaeblewalkerScape
July: ShermanScape as above
August: KolakoskiScape (Progressive Supers Drafting)
September: ChasScape


Here is the map for Sherman's Timewarp Square:




timewarp_square.jpg




The supers are the ones in need of insurance, if past Gang Classic/VC versus individual superheroes/villains teams are any indication. My Classic/VC army:


330 Minions x 3
210 Braxas
130 Emperor Andask
120 Torin
100 Atlaga
900



 
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K.,

Which 200 points of your Classic/VCs would you place initially, and where?
 
Well met!

There's the rub - it depends on what my ally has. My point divisions aren't the best for this. A squad of Minions on a the Grass hill near the Rift seems good.
 
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