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Battlefields of Star Wars 'Scape - BoSS

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was heroscaper2010. Now Beep, Beep, I'm a Sheep
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Welcome to BoSS. Here we will discuss map designs for the HoSS project.​

Current Maps That Are Available For Designs (along with the needed HoSSRP needed to design - Only if a Public Member):

-Landing Platforms of Bespin (HoSSRP N/A)
-Carbon Freezing Chambers (HoSSRP N/A)

Have an idea for a map that isn't on this list? Just ask if that's a map that can be designed at this time.

Maps in the Design Phase:

-N/A

Maps in the Playtesting Phase:

-N/A

Maps in the Finalization Phase:

-N/A

Completed Maps:

-The Archives of BoSS

Other BoSS Threads:
- BoSS Procedures & Voting Thread
- BoSS - Brainstorming Thread
 
Last edited by a moderator:
Ok, moving discussion to this thread.

Here's WK's latest version of Jundland Waste:

WK Jundland Waste Option 3
Uses 1x RotV and 1x SotM
jundland%20waste10_655.jpg


And I have a new version with the same requirements (after at least 7 different attempts of using the 24-hexes in different ways):

HS2010 Jundland Waste Option 2
Uses 1 RotV and 1 SotM
Jundland+Waste+%282%29.bmp


I feel good about both. :up:
 
Updated my Jundland Waste map to Option 3.1:

WK Jundland Waste 3.1

jundland%20waste%20-%20option4_C8t.jpg


On my previous map, on the large hill, two figures could effectively block the top of the hill so that only a single figure could get on the step and attack them during a turn.

I moved the step so that two figures can be on the step adjacent to the top of the hill. And I moved the single step adjacent to the hill so single-spaced figures with height and move of at least 5 can attack and get onto the hill from there as well.
 
Two possible Death Star Battlefields to get our imaginations stimulated:

Death Star 1: 2x FotA
deathstarbattlefield1_zpse713241f.jpg


Death Star 2: 2x FotA, 1x BftU
deathstarbattlefield2_zps88948099.jpg


The second definately has more room. Neither have height--just lots of LOS blockers.
 
Nicely done, WK. I hope to have the opportunity to build your latest version of Jundland Wastes this weekend.
 
Another Death Star battlefield option:

Death Star 3: 2x FotA, 1x BftU
deathstarbattlefield4_zps2f454923.jpg


It even has two single-hex, single-height spaces in the center room!
 
Another Death Star battlefield option:

Death Star 3: 2x FotA, 1x BftU
deathstarbattlefield4_zps2f454923.jpg


It even has two single-hex, single-height spaces in the center room!
I really like the look of this one. It spreads the battlefield out but looks like it still has opportunities to hide and seek.

Could you post the build instructions?
 
Death Star Battlefield #6

Requires: 1x BftU, 2x FotA

Doors start closed and locked.
Doors start open.

deathstarbattlefield6_zpsed6998d5.jpg
 
We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around. :2cents:
 
We'll need a special door rule if those start closed; since no one will attack a door when they can simply walk around. :2cents:

I agree, 10 Life with 4 defense and 2 automatic shields is pretty hard to defeat when it's not necessary.

I kind of like the idea of starting with the doors open. Both sides can rush into the middle to vye for control of the center section. If you can close the door near your opponent fast enough and then clean out the middle, you'll have a big advantage (able to open the door, fire out, and then close the door on the same turn).

Another possibility:

Death Star Door
Life 4
Defense 3

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.

The only problem would be the Stormtroopers who only have an attack of 1...
 
I like the idea of starting with doors open AND weakened doors. Let's just nix the auto shields altogether.

Death Star Door
Life 4/5
Defense 3/4

OR

Death Star Door
Life 4/5
Defense 0

Control Panel
When rolling defense dice against a normal attack, add 1 automatic shield to whatever is rolled.
 
The auto shield for doors was always always always a mistake. As if the person holding a castle needed more help when they are sitting there raining arrows from height on the poor small and medium schmucks beating helplessly on the door.
 
Updated my Jundland Waste map to Option 3.1:

WK Jundland Waste 3.1

jundland%20waste%20-%20option4_C8t.jpg


On my previous map, on the large hill, two figures could effectively block the top of the hill so that only a single figure could get on the step and attack them during a turn.

I moved the step so that two figures can be on the step adjacent to the top of the hill. And I moved the single step adjacent to the hill so single-spaced figures with height and move of at least 5 can attack and get onto the hill from there as well.
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.
 
Just got done putting this together. Great looking map. It ends up being a bit smaller than I pictured due to not being able to make use of the 24-hex Grass and Swampland tiles. Why oh why didn't they ever make 24-hex sand tiles? There are 2 3-hex swamp pieces left over. Would it make sense to slide these under the 3-hex rock pieces that make up the steps to the central hills? Then, instead of 1 step-1 step-3 steps, it would be 1-2-2 to get to the top.

I hope to get a chance to try this out later today.

That's actually how I built my map--with the extra 3-hex swamp piece under the 3 rock hexes adjacent to the center hills. Good catch!
jundlandwaste-option3-1_zps4df6e065.jpg



Here is another alternate configuration:
jundlandwaste-option3-2_zpsb2b1299d.jpg


This configuration prevents 2 figures from blocking off the way to the top of the hill (except for 2-space figures such as the Deathstalkers which can still only do 1 at a time).

Note: Because the map isn't that big, melee figures don't have to worry as much about range on the hills.
 
I like that 2nd version.

Also, there can't be two 3-hex Ruins if it requires only one 1st Master Set. One has to be 2-hex and the other has to be 3-hex.

If you can update the file I'll try to build it today or tomorrow.

I'll build mine then next weekend.
 
Played a battle last night on Jundland Wastes (3.1). Vader and 3 squads of STs vs. Han, Chewie & 4 squads of RTs.

Spoiler Alert!


I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.
 
Played a battle last night on Jundland Wastes (3.1).

I knew the map would play small, but it is way too easy for a leaper to stay on height and navigate the map - most flyers would have an even easier time. We need to figure out a way to spread out and break up the height. Without increasing the building requirements, we might have to accept some swamp and/or grass showing. Using the 24-hex swamp for the start zones might look odd for a desert, but it would allow the 24-hex rock to be used in the middle. The other option would be to add a BftU. The dungeon tiles would blend in quite well and the rock outcrops and shadow tiles could help add some texture. The problem, of course is that would make it harder for some to build it.

A better option might be just to lower the hills in the center. I'll see if I can do that and even spread things out just a little more.
 
Reducing the hills in the center is a good option. That was a problem in my Vader test because it is so close to the start zones.
 
Another Jundland Waste Option (putting the ruins in the center and spreading out the map a little). Also, the two highest hills are in the center of the map, not close to the start zones.

WK Jundland Waste Option 4

jundland%20waste%20-%20option%204_zuk.jpg


Stormtroopers will take 2 turns to get to one of the highest hills. Darth Vader will also take 2 turns. So that's 4 turns to get everyone into position.

The ruins also provide cover while advancing across the map. And the maximum height of 4 of the hills allows medium 5 figures to engage and attack figures on any of the hills.

Hills with a height of 3 also prevent rat screens for ranged units--the rats have a height of 3, so they can't engage units that are filling a 3 height hill.

In addition, melee figures can cross on the outside edges of a high hill to avoid squads with up to Range 6 on the other high hill--allowing them to get safely to their enemy's starting zone.
 
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