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Abandoned LexCorp Facility

japes

A Man of Taste
Site Supporter
ABANDONED LEXCORP FACILITY

A C3G Competitive Map

Size: 38 x 28 inches




AbandonedLexCorpFacility.png


Download the PDF File/Pocket Mod



Required Terrain Sets

Spoiler Alert!


Required Terrain Count


Spoiler Alert!



SETUP:
Place Destructible Objects and Tokens on spaces as follows:
Orange = Small Crates
Pink = Short Shipping Containers
Purple = Medical Bay Resource
Yellow = BFG 9000 Item
? = 1 of 4 random Utility Items under a Small Sized Crate

SPECIAL RULES:
Castle walls can not be passed over.

SMALL SUPPLY CRATES
During Setup each player places 2 Rank 2 or lower Utility Items face down in a pool. Anytime a Small Crate would be defeated place a random item from the pool on a space within 1 space of it. You may place the item on an occupied space.

Bio Blurb: Sometimes when LexCorp abandons a secret facility quickly, valuable things get left behind.

Resources and Rulings

• See this map's wiki page for strategies!
TTS Workshop

Credits
• Playtesters: japes

Updates

• N/A
 
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Is there a VS file on here I'm not seeing? Not sure where the stuff in the setup lines up.

Where are the start zones? Are we sure we want to depart from the 24 spaces (this would be the only map in 2.0 to do so, if I'm right that the 19 road spaces on each side are the start zones).

I like how the Shipping Crates provide cover in the middle of the map. They should be mentioned in the setup and required terrain.

Do we want the battlements to be DOs or not? Same with the Shipping Crates?
 
Is there a VS file on here I'm not seeing? Not sure where the stuff in the setup lines up.

I have a VS file just not posted anywhere since the site is being troublesome.

Where are the start zones? Are we sure we want to depart from the 24 spaces (this would be the only map in 2.0 to do so, if I'm right that the 19 road spaces on each side are the start zones).

24 startzone spaces is a Classic Tournament thing and it's not in the rulebooks and most of the scenarios in those rule book don't even have 24 spaces. It also can change the way a map plays as some folks will put their speedy folks at the front edge to get them in there sooner and it can make some maps play a lot smaller than intended.

I for one hope we don't make this 24 spaces a mandetory thing. Since it will mean we increase the size of some maps for now benefit since those spaces will likely never be used...

Startzones: Yeah I forgot to put the dots in the TTS but it is meant to be the road spaces at the back.

I like how the Shipping Crates provide cover in the middle of the map. They should be mentioned in the setup and required terrain.

Yeah I don't think the OP is fully correct for final wording which is why I built it myself in TTS and VS. First map LD so not sure where things to be this early in the design. Figured once Initial was done and comments were made I can start processing the OP. Didn't want to count tiles etc until I knew the map was ready for primetime...

Do we want the battlements to be DOs or not? Same with the Shipping Crates?

Shipping Crates I do not want to be DOs

Battlements I could go either way.
 
Of the 1000 point playtesting builds we have on TTS, I wonder which have the biggest footprints? If none of the squad heavy ones go over 19 spaces, that'd make me feel better about moving away from the unofficial 24 space precedent. I know from previous conversations that Nobody and Eric at the very least prefer that precedent, so hopefully we can get more discussion here.
 
I feel like we'd need to establish a minimum start zone size, if we start having maps with less than a 24 hex start zone. Or add a rule that says you can add hexes to the start zone if you have more than 19 spaces of figures. Otherwise, if this map is in a tournament map pool, essentially every map then has a 19-hex start zone, because no one is going to build a team that drops 5 figures if they play on this map. I'm totally fine with changing up start zone sizes as long as we've got answers for these situations.

Map looks cool and I love seeing the BFG used.
 
Hmm, though a tourney director can also just choose not to use a map that has fewer startzone spaces. That'd fit the "let the end user decide" aesthetic we've gone with in 2.0 so far.

Would probably try not to use something with fewer than 24 spaces for Con, for instance.
 
I think I am the only one to ever run an army even close to 24 hexes.?

do you recall how many spaces...it wasn't 24 I know that but I don't recall...

Steppenwolf and Para's are the largest we have in 2.0 so far and thats 15.

I'm sure I can make an army with Gizmo and 7 squads of mechanical constructs...but that would be stupid for other reasons besides startzone :D

but my point is that the "standard" of 24 hexes was never an official thing and was created by tournament directors to limit the spam of rats and such. And with our game de-incentivizing squads anyways...not sure why we need the artificial limiter. Also the whole "if they don't fit you can't use them" is also not an official rule...for Con if we had this map and someone had 21+ figures then we'd make the choice to add more spaces.
 
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I feel like we'd need to establish a minimum start zone size, if we start having maps with less than a 24 hex start zone. Or add a rule that says you can add hexes to the start zone if you have more than 19 spaces of figures. Otherwise, if this map is in a tournament map pool, essentially every map then has a 19-hex start zone, because no one is going to build a team that drops 5 figures if they play on this map. I'm totally fine with changing up start zone sizes as long as we've got answers for these situations.

Map looks cool and I love seeing the BFG used.

The BFG was a blast in my Grizzly test when Rebecca picked it up and started doing damage :D
 
Largest I can come up with is 6 squads of Gorillas and Grodd or Solovar for ... 19. But realistically you'd want both Solovar and Grodd there so that takes away 2 squads.
 
8 double spaced figures, so 16.
I do not plan to have the dino army work like that though in 2.0
Probably more like 5-6 at most. My goal is the core four of 2000AD ideally.
I think my Spawn plus zombies army was 15 or 16 total.
 
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We should probably set a minimum standard if we're not going with 24. What would be the right number if not 24?
 
Cool with me as well. Start zones are just something we'll have to remember to clarify for tourneys with multiple maps (so people know if they can add hexes or not).
 
19>18 so...lets see if anyone has issues...

I propose we move to Initial Testing
 
Overall Look: Looks like a warehouse/lab

Stability: good...it's castle walls so you have that.

Build difficulty: Easy, goes together quickly..has the normal FotA wall stuff.

Size: 28 inches x 38 inches

Unit types positively affected: Pretty even. The usual stuff, fast movers like it and Super Strength figures like the options of items to toss around. Not a huge amount of elevation changes and can't fly over the walls so flyers don't get a huge advantage.

Unit types negatively affected: Nothing I could find really.

Key areas on the Map: the observation platforms are the main height but the height around the Medbay and the two Loading Docks also were useful. Added another small shipping container to the center and that made a lot of difference.

Areas not used much or at all: grass spaces.

Game 1:
Spoiler Alert!


after game 1 I adjusted placement of a few crates and added some barrels But didn't like the barrels and aborted test 2 and removed them.

Game 2:
Spoiler Alert!


Removed the Experimental Medicine and added a second small Shipping Container to reduce the openness of the center.

Game 3 and 4 were the officially posted results from Grizzly initial Here

Final Thoughts: It's funny that the guy that isn't huge into DO's, Tokens, and Throwing designed a map full of Tokens and throwable DO's But it's a nice balance here and you can ignore some tokens and not be disadvantaged but you can also maximize some if you want. The Medbay and the BFG however are worth the efforts if you need it. Getting Rebecca the BFG to use during her bonded turn was a huge gift for her so it will draw action over there if someone wants to leverage it. But the opposite side has the MedBay which is useful. One of our games we both ignored the two big resources and focused energies up the middle using the high ground. I like that if you are aggressive you can take the opponents end observation deck and have some cover but it's risky. If you use the height on your own side you have no cover since the "hard rail" battlements are behind you.

Map was a lot of fun for us.
 
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