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Wargrounds of Scape (WoS) - discussion thread

Flaxen Shard doesn't have the table presence of some of my favorite maps. It is a fairly simple looking build, but it is clearly carefully built, with strong high points, value across the middle, strong coverage, and contestable height. I'll admit the start zones are about as dull as possible, but that is better than ones that are overly convoluted, hard to find, or truly difficult to maneuver.

The map is fairly even (nearly a mirror), with only minor (though significant) differences left and right--there is a gap in jungle coverage sooner on the right than the left, leading my melee troops to more often go left. Melee has nice cover, even though it often finds itself fighting into height. I was pleased to see what felt to us like fairly even chances for range and melee on this map.

It feels like Move 5 units are a bit limited on the map, hitting topography that is just out of reach. That topography, though, is what keeps the range units from being able to pod up too easily and keeps the heights interesting and varied enough.

The glyphs are hard to hold and I don't like that melee units are particularly limited in being able to contest them (no adjacent height). The water is basically decorative on the outside edge, but the maps' outside edges are overall dynamic enough to lead to some solid gameplay.

The center is even better developed than the edges, with ruins, varied height, and a fringe of jungle. We had some really tight moments and lots of times an initiative shift or bad roll really mattered. I think that is a plus, meaning the map is tightly built and gameplay (and luck) really have a chance to shine--or at least matter in meaningful ways. Choices matter on this map.

This is not the prettiest or most distinct map and I initially was leaning against it, but the more I played it the more I felt like it brought out excellent gameplay, even if it is seemingly simple looking. It is solid and valuable within a map pool, offering another jungle/RotV map that plays differently from others, but is still balanced and interesting.

I vote YES to induct Flaxen Shard.

With Flaxen Shard coming due again, I want to reiterate my support for it. This is a solid map that encourages smart play. It is little less kind to melee than I'd like (especially 5 move or slower melee), but the map still feels fair and dynamic. I again vote YES to induct Flaxen Shard.
 
4 years ago, I realized that the community needed a single repository of the best tournament maps. Several of my friends in this community agreed, and we rebooted the Wargrounds of Scape. Thanks to them and the other judges that we brought in, I believe we have achieved this goal. My own journey as a judge has ended, but I look forward to the further evolution of the WoS catalogue.
 
Thanks for bringing me on, it's an Honor (by Flash_19)!

I do have a few reviews ready to rattle off; my opinions on these maps are pretty well documented so no need to delay!

Flaxen Shard

I’ll keep this short, as I have given feedback on Flaxen Shard a couple times already over in the tournament feedback thread. Ulysses knocked it out of the park with yet another RotV/TJ map. The thing I like about Flaxen is the number of options it provides the player without there being a clear best answer. Running up the hill for height and cover feels just as viable as playing the sides of the board, and as other judges have noted, the glyphs being on level 2 and not countered by immediate height make for an interesting wrinkle in gameplay not often seen in today’s map meta.

Some of my favorite games in the past year and a half have been on Flaxen Shard. It consistently provides quality gameplay at a rate I don’t see many other modern maps beating. YES to induct.

Dredgewood Forest and Frostmire

I nominated these two shortly after Scapecon IV and my thoughts on these maps have only solidified since.

YES to induct Dredgewood Forest.

YES to induct Frostmire.
 
Thanks for bringing me on, it's an Honor (by Flash_19)!

I do have a few reviews ready to rattle off; my opinions on these maps are pretty well documented so no need to delay!

Flaxen Shard

I’ll keep this short, as I have given feedback on Flaxen Shard a couple times already over in the tournament feedback thread. Ulysses knocked it out of the park with yet another RotV/TJ map. The thing I like about Flaxen is the number of options it provides the player without there being a clear best answer. Running up the hill for height and cover feels just as viable as playing the sides of the board, and as other judges have noted, the glyphs being on level 2 and not countered by immediate height make for an interesting wrinkle in gameplay not often seen in today’s map meta.

Some of my favorite games in the past year and a half have been on Flaxen Shard. It consistently provides quality gameplay at a rate I don’t see many other modern maps beating. YES to induct.

Dredgewood Forest and Frostmire

I nominated these two shortly after Scapecon IV and my thoughts on these maps have only solidified since.

YES to induct Dredgewood Forest.

YES to induct Frostmire.
This Flaxen Shard vote is right on time, it is due today! 😆
 
Hi all, we have adopted the following addition/change to our judging procedures, effective immediately:

4. A map must receive at least 3 upvotes to be inducted.
5. a) If a map times out with no downvotes and fewer than 3 upvotes, then it is moved to the end of the queue of Maps Under Review. Any existing upvotes on that map remain.
b) A map may only be moved to the end of the queue using Judging Procedure 5a) one time. If it times out again with no downvotes and less than three upvotes, it is removed from the process.
 
I applaud these revisions. As a bystander, I remember a bit of disappointment at the lack of additional feedback on Stechavan and Honor. Also, the "back of the line" option allows for fair judgements without feeling pressed for time.
 
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Okay but now for real, Flaxen Shard is WoS map #26!
Thanks to everyone who took the time to give this map a second chance, ScapeCon for putting it in the pool, and especially Grey Waves for renominating it! Flaxen Shard (an anagram combining Flash and Rednax, the OG hex map kings) was always meant to be the most meat and potatoes build I could muster. I feel like reading the reviews over these last several months (years?) bears that out. It's not flashy, it's not fancy, but you're highly likely to have a fairly even match-up. I'll update the build instructions soon to do away with the annoying double-height water tiles thanks to Gamebear's ingenious reworking of the level 1. (Edit: PDF Updated)

Thanks WoS!
 
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Hi all, we have adopted the following addition/change to our judging procedures, effective immediately:

4. A map must receive at least 3 upvotes to be inducted.
5. a) If a map times out with no downvotes and fewer than 3 upvotes, then it is moved to the end of the queue of Maps Under Review. Any existing upvotes on that map remain.
b) A map may only be moved to the end of the queue using Judging Procedure 5a) one time. If it times out again with no downvotes and less than three upvotes, it is removed from the process.
Under this new rule, Vixen is bumped to the end of the line, its final timer will expire July 24th.
 
I nominate Withering Pines by @Flash_19 for WoS.

witheringpines_v4_original.jpg
 
Thanks for the nomination! I'm sure Withering Pines meets the nomination criteria, but would you mind linking the relevant tournament usages?

The link is part of the name. I'm using Scapers 1.0ish mode, so it's easier to see the link.

SAScon is the primary usage. Out of all the maps I played at the event, I enjoyed every match, and the map felt dynamic. The lava in the middle was not a hinderance to development, it felt like you could safely move on and off, or just stick to the road. It didn't feel like a dead zone like you sometimes see on lava maps.
 
I'd like to nominate Olympus by RainyDays.

IMG_4704.jpeg

It featured heavily at SAScon, and I think on reflection was the best map there. Please don't use the Nilf glyph on it. Even with that being a factor in some games, it felt quite fun and dynamic in each game, the road and LOS blockers both feel well optimized, good development, and I think did a good job in balancing the melee vs range dynamic.

It's been featured in 2 online tournaments and 5 in person tournaments as well as SAScon: https://heroscape.org/map/view/?HeroscapeMap=287
 
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I've got several maps to nominate, their featured events can be found in the links:

Ceremony by Shurrig: https://heroscape.org/map/view/?HeroscapeMap=295

Also at GenCon 2024
full


Hourglass by Gamebear: https://heroscape.org/map/view/?HeroscapeMap=384

i1GopKV.jpeg



Rocky Foundations (AoA Version) by Shurrig: https://heroscape.org/map/view/?HeroscapeMap=405

full

Sundered Sea Stronghold by Sheep: https://heroscape.org/map/view/?HeroscapeMap=373

Also at GenCon 2024
sundered%20sea%20stronghold_PG4.png


Wool by dunedain: https://heroscape.org/map/view/?HeroscapeMap=372

Previous version at GenCon 2024

pVPebi9.jpeg
 
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