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The New York City Gang Of Four

Tweaked Shiori II

Here's the link to my new version of Shiori in the AOA site section. Her card is presented with the other SOTM Heroes which were promised but not delivered in the Haslab offering:

https://boardgamegeek.com/video/432557/heroscape-master-set-rise-valkyrie/heroscape-games-cellar

This game was my first using her against live opponents. Mostly I just changed the cost and language, based on comments by my very qualified local pals here.

Anitar posted her own versions of the SOTM heroes around the same time, and you can see them in the same section on a different thread. Originally they were supposed to be the Stretch Goals for the old AOA Haslab offering, so we never got to see the official cards that were being prepared for them behind the scenes.
 
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THE INTERNATIONAL ROAD RALLY REPORT
By Correspondent Chas



"It worked better than I thought it would!"
--Sherman Davies


"I'm going to work on my own race scenario design now."
--Kolakoski


"I enjoyed shooting from atop the bridge with Zetacron!"
--Taeblewalker


"I took down Queen Maladrix The Conqueror by surrounding her as well as shooting at her back when we were first playtesting the AOA figures."
--Thrasher Darkrai


Well folks, after an exciting first Game/Lap of one hour and forty five minutes and a second of one hour and twenty minutes, the race is run! Several key figures who became front runners looked like winners at different times, but were cut down to size such as : SD's Alastair MacDirk with his extra turns by taking wounds was our first Front Runner registering at Checkpoint #1 (The Hidden Grove) in the forest, and crossing the bridge toward Checkpoint #2 (Fort ZinderChas) in the desert. He was finally defeated, and had to drop a couple of treasure glyphs, one of which had to be destroyed, which reminded us of the Treasure Glyph rules we hadn't used in quite a while. TD's Queen Maladrix with her five squad figures Festering Honor Guard was as just super dangerous! But it was another figure, who didn't even come out during Game One, who would eventually cross the Game Two finish line first!

Other speedsters included the two Venoc Warlords, and T.'s also boosted up his Zetacron, he being a Scout. In a race game, early decisions on using Order Markers was crucial for both games/laps, since slower characters could get left behind in the dust and be effectively out of the game.

Decisions about Order Marker play at start were particularly interesting. I'd started out with the Warriors of Ashra, although most of the figures they were trying to block could escape taking leaving engagements from them. Not only was the usual Order Marker placement particularly challenging, but I also plotted their order placement during this race so as to keep part of my intent hidden until later in the turn--for example when moving Me-Burq-Sa not into the crowded area in The Hills heading towards Checkpoint #1 where most figures were headed, but off toward the Arctic Zone to eventually head for the desert and Checkpoint #2.

:popcorn: Game One I had very lucky Initiative rolls in general, except at the end of Game Two. Twice I tied another opponent with a D20 roll of 20; both times I rolled a second 20 versus the other player's 19--Yikes! My initial strategy went well also. I put the Warriors of Ashra out there at start to block others and force some to take leaving engagements; TD did the same thing with his Festering Honor Guard (another AOA card). Then my speedy horse riders, Arthur of Sherwood with Disengage and Me Burq-Sa sped off in different directions immediately for both of the first two Checkpoints. My strategy of registering at one while already waiting at the next to register quickly worked out well.

Others tried the same thing, but I'd say I did it most consistently. SD and TD were in contention for registering, while K. and T. fought us, but were behind in this procedure. At start, one of my WOA squaddies was key in blocking K.'s Baradur, the only one who followed up on Me-Burq-Sa, heading off to the Arctic Zone, which held no checkpoints but made a nice path to other sectors. My own Brunak, intended to carry my Mindflayer Mastermind, never made an appearance in either Game, nor did Bol, my pint sized Acquilla Goblin Hero who had served me surprisingly well in the past.

Queen Maladrix, who always scares me, proved the most threatening with her Festering Honor Guard. One of these TD squaddies reached the FINISH Hex first, gaining another glyph. At one point she infected my Arthur of Sherwood with one of her Honor Guard, who eventually took him out, and even made him therefore drop his glyph. Oddly, none of three or four Treasure Glyphs earned influenced the games.

:help: The Pit Stop Far on the other side of the battlefield/racecourse, the Halfway Hex was marked with a red poker chip, with a Stonehenge Arch behind it which was topped by a red stone. Now all five players removed their figures back to their own army cards. We'd come up with the convention of laying down the ones that had been killed, while those who never made it onto the board for Game One were still upright on their cards. The five multicolored giant D20s we use to show player turn order after each Initiative roll were standing by each player's card army for duty in Game Two.

During my modified Second Wind Healing, SD's army took the worst healing hits, while my Arthur of Sherwood ended up with 2 wounds of 4, and Me-Burq-Sa 1 of 3. Only one Warrior of Ashra survived. So I decided to sideline Arthur and the WOA. Once again I never got Brunak carrying the Mindflayer or Bol onto the field.

One thing the others had thought about that I hadn't, was that with two automatic lives returned minimum for killed figures for each Unique Hero using my revised Healing rules, characters with few total lives would come back at almost full strength. I had just been trying to keep everyone in the race for Game Two.

:boxing: Game Two The first thing everyone noted, many of whom had not entered the Eastern area at all, was that instead of a nice open plain to begin Game One with, this Game Two start featured elevations and foliage. So I ignored the easily blocked center, and went for the two board edges. Once Again, my Me-Burq saw rode out at first down south to go for the first (originally third) Checkpoint. But now the Chas designed Age Of Annihilation Shiori II went far north to go for the second Checkpoint.

I had taken out one of the honor guard with Shiori, to help out K. But he was defending Fort ZinderChas (the reference is to Beau Geste's Fort Zinderneuf) with Locksley, and told me he'd attack her if I tried to register there at Checkpoint 2. Now in two Checkpoints during game one both of my fast characters--Me Burq Sa and Arthur of Sherwood, fast but relatively weak, had registered at their intended Checkpoints, but then been killed. But Shiori was my ace in the hole. Originally I meant for Brunak to carry her, but since she was as fast as he, I switched his intended passenger to the Mindflayer. Now she stormed over the castle battlement surounding the central hex, hit Locksley, and then registered.

Then she travelled across the Arctic sector alone, hiding behind an ice mountain against distance attackers. Finally she was able to register at Checkpoint 3 (the original Checkpoint 1, The Hidden Glade in the forest. Queen Maladrix followed. But TD knew he'd have a tough maneuvering his using his powerful but ungainly proxy figure of Queen Maladrix (closely resembling the original rendering from the AOA offering) through the pine trees, while I could use them against shooters.

On the only bridge, which was also the only place where there was a shortcut on the entire map, TW managed to register at his only Checkpoint for either game at Hole In The Rock. But shooting from height he rolled two skulls which doubled to four, taking out TD's Varja and his Queen Maladrix. As we'd all been combining against the front running Queen from Game One, we all cheered at that last hit! K. had I believe also only registered at one, having kept his army together so they could only go for one at a time. Now Zetacron was taken out, and both Venoc Warlords were finally on the board near each other, but too late to affect the game.

:thumbsup: Victory! Victory! Shiori used Move Like the Wind to avoid attacks, which allowed her to disappear on the right die rolls and even get five extra movement hexes. My opponents had had chances to stop her, so they agreed that she was reasonable designed--this was the first time I'd played her against live opponents. (The next day I would change her just a bit, reword her card and cost her up, improving my draft working with excellent comments from my pals. See the link to her revised card upthread).

No one now was near Shiori, let alone in between her and the FINISH hex, so she had a clear final run. Once again I put all my Order Markers on her! The former weak "teenaged sidekick" type who was rarely used in our games, had now been transformed by me, following the intent of the AOA offering to improve all of the SOTM Heroes, into a Super Ninja. Now she headed through the Hills to the Plain and the FINISH hex of The Infinity Point, which was marked by a blue poker chip and a Stonehenge arch behind it with a blue plastic stone atop, for the win!

It was very gratifying to win a scenario I'd worked so hard on, and with the only custom I had in the race, which I'd designed myself. Nice.

***

Afterthoughts

TD took some photos during the games, and hopefully they will show up on this thread soon.

A Heroscape race scenario is very challenging to set up. With some race aspects of earlier scenarios we've played, some character or another literally runs away with the game! Setting up a properly competitive environment with all the 400+ characters now in the game is no easy task. The worst example I recall of this was a Marvelscape superhero game of mine we played where, after the player with Evil Flash let him be killed off, my Flash literally ran circles around the others for the win.

The NYCG4 Playing Environment is quite different from the standard two player tournament game that you usually see at Conventions. Since we are usually playing multiplayer games with 3-5 players on a single large board at our regular monthly gatherings, we don't use untweaked standard tournament rules often. You don't want to make scenario rules that are easily broken. Or ones which the players have to strain their brains to enjoy participating in.

I think I was also successful in freebuilding a pretty complicated battlefield map, which gave lots of varied terrain, including custom sand and snow 24 hexers another pal bought for us years ago online, without advantaging any possible terrain dependent units chosen for the game out of the 400 or so cards for Scape we have now (minus fliers and the other units disqualified in the scenario (see Post #1515 upthread). About the only type of terrain I own I didn't place was dungeon hexes, with the bridge being the only road, and castle walls.

My army, although I didn't end up using it all, worked well for this game. My strategy did also, even though the others tumbled on to the method of going for more than one Checkpoint at the same time. Both of my "speedsters," Me-Burk-Sa and Arthur of Sherwood, registered at different checkpoints during Game One and the former during Game Two, and then died soon after!

I was also happy that my version of the AOA Shiori II was not considered too overpowered, just under costed. Of course, since I didn't use three of my cards at all during the race, no one could argue that she had an unfair advantage with her points being too low in terms of using my army in the game. Since before this game I'd only done one playtest with this group, I look forward to getting the others out on the table against live opponents also: Sgt. Drake III, Sonlen II, Major Q11 (aka Q10 II) and Raelin The Kyrie Warrior III (Evil Raelin).

Sometimes a new Heroscape scenario works, and sometimes it doesn't. Every month one of us presents a new one for the group, and it is only "tested" when played. Occasionally one works so well that we repeat it on a future Game Day, usually with some variants. And I think The Chas Road Rally makes it into the latter category. With different armies, a different battlefield set up, and perhaps a rules tweak or two, it would be fun to run again!

Thanks to the participants for their strategic skill and all the fun we had at a memorable Monthly Game Day for the NYCG4.
 
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Zetacron actually rolled three dice for six skulls, twice! The other figure he destroyed was Brunak.
 
Thanks for the clarification, TW. That's Sherman Davies' Brunak he took out I guess, since mine never entered the game.

And TW will be GMing our May game next month. He's thinking about a D&D kind of thing so far. And we're working on a date for his game.
 
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Well met!

I clearly missed the point. If I were to do it over again, I would just have raced, even with the army I had.

Congratulations to chas!

 

Well met!

Made significant changes to The Castle of Kulan Gath! (which can be found in Kolakoski's Scenarios in the Maps & Scenarios section).

1. Eliminated Hazardous Journey. No healers necessary.

2. Created Medallions that are required to control the demon. The wizard can be controlled by any adjacent figure, but the demon is another matter . . .

3. Armies may now include any kinds of figures, including squads.

 
Miscellaneous


Thanks to Thrasher Darkrai for ordering me a dozen two space peanut bases to rebase some of my custom figures. We've offered him an opportunity to run his own custom scenarios for us in our Game Master rotation after Taeblewalker and Sherman Davies take their next turns.

***

Kolakoski continues to plot new scenario designs on his Secret Island Base. We NYC members all live on islands, but his is a more secret one! He loves to get comments on his Blogs, so write him if you are interested.

***

Here at The Game Palace, where we also play other board games each week, we will be trying out another fantasy skirmish game when its owner, a pal of Taeblewalker, can make it down from upstate with her copy. It will be a session of the new:

MASERS OF THE UNIVERSE: THE BOARD GAME--WAR FOR ETERNIA
(CMON, 2022)

He-Man and Skeletor duke it out with many others.

***

Also next weekend, I'll be getting in a third play of my newest 4X Board Game:

SPRING AND AUTUMN: STORY OF CHINA (Mr. B Games, 2023)

This is the sequel to Hellenica: Story of Greece. Both are great games.

***

Meanwhile, I'll be checking out a new Mystery Scape Pod to play, with some of the newer and newest figures that haven't made it to the table yet. Who's in it?

***
 
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Taeblewalker has ideas for a Medieval/Fantasy "Valhalla Society" (no guns) scenario--a format invented by Kolakoski--and will be posting this scenario for May here soon.
 
Map to be decided.

The premise of the scenario is that a pair of dragons has been capturing people to feed their brood. Victims are elves, dwarves and humans. The free peoples have put together an army and tracked the dragons to their lair. They hope to put an end to the dragon threat once and for all.

The game will be two teams, each consisting of three armies. The dragon armies are as follows:

Dragon army 1: Nilfheim, White Wyrmling x5 (335 points)
Dragon army 2: Braxas, Black Wyrmling x4 (330 points)
Dragon army 3: Othkurik, Greenscale Warriors x3 (320 points)

The free peoples armies will be as follows:
Free army 1: any Elves, Eladrin and Half-elves (360 points)
Free army 2: any Dwarves (360 points)
Free army 3: certain Humans (360 points)

The Dwarf army may not use Mok or Bjorn Boltcutter. The Human army may not use any units with guns. Medieval, fantasy, even Samurai are ok; whoever plays the Humans please tell me your army idea and I will approve or suggest changes. Again, the main restriction is that there are no guns.

I am toying with the idea of having characters that the dragons have captured and the need to free them in a certain number of rounds. But there's plenty of time to figure out the final details.
@chas already picked his army. I believe it is Elves. First come, first serve on the other armies. Note that if we have less than six players, I will play more than one army.
 
This game will be played on Sat. May 20. Yes, I picked Elves. Note that while the 3 Evil Armies are canned, the 3 Good armies must be constructed.
 
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So, first off, regarding Nickscape, I'll take the Dwarves.

Secondly, pictures of the Road Rally game! My apologies for not sending these earlier; the past few weeks have proved really busy on my end, so I lacked any opportunity to send them until now. I'll also offer some commentary, as per last time I did this. Without further adieu...

startling_line_and_first_rally_point.jpg


The first of two big establishing shots. Because of how the map was laid out, everyone had to funnel towards the east to grab the first checkpoint in the forest, causing a huge bottleneck. Nick's forces would get bogged down fighting Sherman Davies' Tornak for basically the entire game, taking him out of commission for most of the first round. He would come back with a vengeance during the return trip, though, courtesy of Zetacron.

establishing_shot.jpg


A big establishing shot of the map, showcasing all the checkpoints. From the first checkpoint, players would have to either take the bridge or cross the river to the second checkpoint, nestled in the tiny fort. The third and final checkpoint was on the east side of the map, within the stalactites and shadow tiles. This layout prevented anyone from running away with the first leg until late, when my Queen Maladrix and her minions broke away from (or just killed) everyone else. Sherman Davies' Alistair got closest, but he was sniped by chas' Me-Burq-Sa before he could get the third checkpoint.

queen_maladrix_on_high_754490.jpg


My Queen Maladrix stands ominously over the initial carnage, having just felled Nick's Zetacron. She quickly followed that up by fatally maiming Sherman Davies' Brunak before then trudging up the map with her Festering Honor Guard minions, who fanned out to the checkpoints so that the Queen and one of the Guard could cross the finish line. Tragically, Nick's Zetacron blasted the Queen before I could pull the same stunt on the return trip; I failed to kill Zetacron when I had the chance on Round 2, and it cost me big time.

bahadur_vs__ornak.jpg


Kolakoski may not have won, but his Bahadur lent himself to some cool shots, especially in the first leg of the Road Rally where he went on something of a rampage. Here, Bahadur is about to drive the finishing blow into Sherman Davies' Ornak.

bahadur_vs__arthur.jpg


Another cool Bahadur shot, wherein he ambushes - and kills - chas' Arthur of Sherwood in the forest, taking chas' chances of triumphing in the first leg of the Road Rally down with him.

return_trip_1.jpg


Ironically, while the starting terrain for the return trip proved mountainous and difficult to navigate - see below - the presence of two separate checkpoints at two different ends of the area, combined with the lack of a river, paradoxically encouraged players to spread out more. Here, Tornak, Me-Burq-Sa, and a few Honor Guard fan out towards the right, hoping to claim the Shadow checkpoint so that their comrades can focus on the sand/road checkpoint on the other side of the map.

return_trip_2.jpg


Despite the return trip's starting terrain encouraging figures to spread out, the area immediately outside the obelisk proved quite congested. Above, Queen Maladrix struggles to fit through the passage, while Zetacron ominously gazes at her atop lava. Sherman Davies' Ornak and Brunak are visible on the right, while Kolakoski is presently massing his heroes on the left.

the_chase.jpg


The endgame, where Sherman Davies' Tornak desperately attempted to catch up to chas' Shiori, only to find himself a single space short. Nick's Zetacron also attempted to take a potshot at Shiori, only to find her one space out of range as well. Needless to say, Shiori - and, by extension, chas - quite literally ran away with the game!
 


Well met!

As the Evil Armies are set, . . .

The Dragonslayers

130 AoA (Anitar) Shiori
120 Kaemon
110 Mika Connour
360, 3 spaces


 
My Elf Army "The Dragonslayers" 2.0

Sonlen 160
Brandis Sky Hunter 90
Haduc 100

Total 350, 6 Spaces

Thanks to Kolakoski for suggesting the change!
 
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A few comments on Thrasher Darkrai's photos of the Road Rally Game.

The blue chip is at the West edge of the map, and the red on eon the East edge. Arctic and Desert are at the north; Forest and Rock to the south.

The Poker chips that are numbered have the number of their checkpoint. The blue and red ones without numbers are the start and finish lines for Laps 1 and (Backwards) Lap 2.

The four large terrain squares are Forest, Arctic, Desert, and Rock. On the sides are grassy or swamp edges near the Start and Finish hexes.

I forgot that I was the one who took out Alastair MacDirk. He was the first front runner who looked like he was going to run away with the game, using his power of taking a wound for an extra turn. It was a big relief to all when I took him out; just as it was when TW took out Queen Maladrix! So while neither Lap finish was close or neck and neck as such, different players were ahead at different times. Which made it an exciting race game!

Note how close my custom AOA Shiori's finish was; only one hex out from being shot and/or stabbed on the second to last turn! So no one thought she was too overpowered. (Note that Kolakoski will be playing the other AOA Shiori by Anitar in our next TaeblewalkerScape game in May).
 
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@ThrasherDarkrai I need to know which units you're taking. Remember that Bjorn Boltcutter and Mok are not allowed.

Also it looks like I'll be running the Nilfheim army and the Othkurik/Greenscales army, unless a sixth player joins us.
 
Sure thing, Taeblewalker! Here's my army:

Gilden Stormstone (Sherman Davies' Aquilla Flagbearer Custom) 150 Points
Axegrinders of Burning Forge x3 210 Points
---------
360 Points Total

Sherman Davies has graciously volunteered to provide the figure for Gilden Stormstone, and I can bring the Axegrinders if needed.
 
Summary of Army Choices For May 20 TaeblewalkerScape:

Good
Humans: Kolakoski "Dragonslayers"
Elves: Chas "Dragonslayers"
Dwarves: Thrasher Darkrai

Evil
Braxas: Sherman Davies
Nilfheim: Taeblewalker
Othkurik: Taeblewalker

So we have an Evil army for a Sixth Player. If anyone else in or near NYC wants to bail in, let us know! We always invite our local gamer pals too through my Gaming Update Newsletter, which goes out to about 50 people with a schedule of the Scape and other board game sessions I run here at The Game Palace (aka my place) one game at a time.

You can view my entire board game collection on Board Game Geek as Chas59 (filter for Owned). You can be put on the mailing list for our monthly Heroscape Group and/or my Gaming Update Newsletter; PM me if interested with your regular email.
 

Well met!

So . . .

We have:

Dragon Armies:
[Taeblewalker:] Nilfheim, White Wyrmling x5 (335 points)
Sherman Davies: Braxas, Black Wyrmling x4 (330 points)
[Taeblewalker:] Othkurik, Greenscale Warriors x3 (320 points)


A sixth player would take one of those assigned to Taeblewalker.

The Free Peoples Armies ("Dragonslayers"):
kolakoski (Humans): Shiori (AoA, Anitar), Kaemon Awa, Mika Connour (360 points)
chas (2 Elves, 1 Half-Elf): Sonlen, Haduc, Brandis Skyhunter (350 points)
ThrasherDarkrai (Dwarves): Gilden Stormstone (Sherman Davies' Aquilla Flagbearer Custom), Axegrinders of Burning Forge x3 (360 points)


Much depends on the Map and/or Victory Conditions.

Thoughts?

 
The dragon armies are at a slight disadvantage, being 335, 330 and 320 points while the Free People's armies are at 360 points each. I will give the Braxas army the Glyph of Lodin in their start zone to even this out. I will also give Nilfheim the +1 Attack treasure glyph and Othkurik the +1 Defense treasure glyph.

At the beginning of the game, the dragon team has captured Sharwin Wildborn and Ana Karithon and placed both of them in separate cages. They were being held for a future meal, but once the heroes launched the attack, the dragons decided to turn on the furnaces, hoping to deny the heroes any chance of rescuing the two women, even if they win the battle. Any figure can rescue one of the characters by moving adjacent and giving up their attack. Success is automatic.

Starting with Round 2, if either is not rescued by the end of the round, she takes one point of damage. If either is not rescued by the end of round 6, she is boiled alive. If one is rescued then she joins the army of her rescuer, with the player taking her army card.

For the Free Peoples:

Decisive Victory - Saving Sharwin Wildborn AND Ana Karithon while defeating the entire dragon army in ten rounds.

Victory - Saving both characters and still have at least one member of each Free People army alive at the end of ten rounds, but the dragon armies are not completely wiped out.

Marginal Victory - Save either Ana OR Sharwin (with or without wiping out the dragons armies).

Anything else is a dragon victory.


Now that these win conditions have been introduced, players of the Free Peoples armies may change their armies.

Please let me know if these victory conditions make sense and if there is anything that needs clarification. I'm open to suggestions about modifying the scenario.
 
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1. Glyph of Lodin: (Permanent; Lucky Twenty Sider)
Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll.

2. Assuming this will be a fairly large map, I'd think there is almost no chance of rescuing the prisoners on Round 2 or 3. Might you start their wound clock a bit later, or do you want them weakened when rescued?

3. How do you divide up two prisoners among three hungry dragons? (Yuck!)
 
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