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Crime Alley

Overall Look: Fits the theme.

Stability: TTS

Build difficulty: TTS

Size: Smol

Unit types positively affected: Slower figures, and the super fast/big threat range figures. Former can get to the action faster, while the latter can get to/near your start zone activation 1. Flying figures can get around all the objects a bit easier. Figures with SS to throw said objects. Figures with the ability to phase or teleport to ignore the walls. Figures that benefit from being locked in more secluded spaces(that only have 2 spaces adjacent to them).

Unit types negatively affected: Not sure

Key areas on the Map: Near the barrels of the base and the middle of the map.

Areas not used much or at all: Outer most points on the map.

Magneto(AoA)(350), Rogue(AoA)(350), Shadowcat(AoA)(180), Wild Child(AoA)(120) (1000)

vs.

Luke Cage(190), Iron Fist(260), Cap(220), Ronin(180), Moon Knight(150) (1000)

Spoiler Alert!


Magneto(AoA)(350), Quicksilver(AoA)(250), Sabretooth(AoA)(280), Wild Child(AoA)(120) (1000)

vs.

Godzilla (1000)

Spoiler Alert!


Magneto(AoA)(350), Quicksilver(AoA)(250), Sabretooth(AoA)(280), Wild Child(AoA)(120) (1000)

vs.

Fantastic Four (1000)

Spoiler Alert!


THOUGHTS: I like that you get to the action quickly. That's why I always use Chernobyl for testing. Less time spent running at each other/mobilizing units. The aesthetics are great in TTS. Feels like an alley in Gotham. The locations next to the start zone, with the barrels and cars, is very neat, and good usage of the warehouse walls. I like that you can't fly over the walls of the bases. No real issues with anything. I'd say if I were to make any change, I'd ditch the mailboxes. Out of everything, they feel the least necessary/fitting. Or at least, if desired to stay, maybe move them right next to the rubble stack adjacent to each base, making that area feel slightly less congested where they're at currently.
 
Yeah, I think you could lose the mailbins and be fine
 
Debris should be linked, and since it has a card there's no need to clarify that it has the Inorganic keyword. I would clarify that the Warehouse Ruins do not have the breakable wall section in them.
 
Debris should be linked, and since it has a card there's no need to clarify that it has the Inorganic keyword. I would clarify that the Warehouse Ruins do not have the breakable wall section in them.

Thanks, updated.
 
Does the Warehouse ruin have the destructible wall section in or not? Building this one at home to prep for Con.
 
Does the Warehouse ruin have the destructible wall section in or not? Building this one at home to prep for Con.

No, I thought I updated the OP to say that it's not included.

Edit - it's in the spoiler tab, maybe I should put that somewhere else too?
 
Something that’s on the PDF build instructions would be good, unless I missed it
 
Cool cool. Should be ready to VOD soon, I'd think? Built great from the directions, btw, and looks cool on the table! I would've left it up, but I needed the room to build more :p
 
Looks great. I think it’d be handy if the PDF and Pocketmod said what each of the colored dots means. You can compare with the picture to put it together, but just listing “orange = car, pink = whatever”, etc. would be useful.

Yea
 
Looks great. I think it’d be handy if the PDF and Pocketmod said what each of the colored dots means. You can compare with the picture to put it together, but just listing “orange = car, pink = whatever”, etc. would be useful.

Yea

Good suggestion. Added
 
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