Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.
Marvel:The Conflict Begins™ Master Set x1, Rise of the Valkyrie Master Set x1, Volcarren Wasteland x1
Required Terrain Count
Spoiler Alert!
Obstacles: 4 Cars, 2 Dumpsters, 2 Street Lights, 4 Miscellaneous Urban Objects (Mail bins, Trash Cans, etc.).
Special Tiles: 2 Fog Hazards, 2 Thunderstorm Hazards, 2 Tornado Hazards
Standard Tiles: Asphalt 7x2, 2x8, 1x2, Concrete 7x2, 2x7, 1x4, Grass 24x2, 7x4, 3x5, 2x13, 1x3, Lava Field 7x4, 2x4, 1x4, Molten Lava 1x4, Rock 24x2, 7x2, Sand 7x2
SETUP:
On the build instructions:
C = Car
D = Dumpster
G = Fog Hazard (Yellow Dots on TTS)
L = Street Light
M = Medium Urban Object
S = Thunderstorm Hazard (Green Dots on TTS)
T = Tornado Hazard (Orange Dots on TTS)
SPECIAL RULES:
This map uses the following Destructible Objects: 4 Large Cars, 2 Large Dumpsters, 2 Large Street Lights, 4 Miscellaneous Medium Urban Objects (Mail bins, Trash Cans, etc.). All Destructible Objects have the Inorganic and Urban keywords.
Per normal rules of the game, the gap in the middle of the map does not block clear sight, nor does it contain defined spaces for range or movement.
Bio Blurb: It was a normal day, on a normal city street. Then the storms came: fog, lightning, tornadoes, bringing traffic to a halt. Lava erupted from beneath the earth. And then reality itself cracked in half.
Resources and Rulings
• See this map's wiki page for strategies!
Thought this was a Warhammer map at first judging by its name
Interesting looking map! Pretty dangerous with all the hazards around. How do DOs work when on lava field, will those cars take damage from it? And can you shoot over the hole in the middle?
When you're determining range for an attack, you have to count spaces. Nothing to count in the middle. The hole represents a "crack in reality" so the theme is that things are just bending around that null space.
Cars would take damage, yeah. Not sure I've thought to roll for them in my tests. I might consider if it's worth moving them (though I liked the idea of them attracting people who wanted to toss them). But remembering to roll for them from the first round on does feel like a bit much.
When you're determining range for an attack, you have to count spaces. Nothing to count in the middle. The hole represents a "crack in reality" so the theme is that things are just bending around that null space.
Cars would take damage, yeah. Not sure I've thought to roll for them in my tests. I might consider if it's worth moving them (though I liked the idea of them attracting people who wanted to toss them). But remembering to roll for them from the first round on does feel like a bit much.
Makes sense with the hole, I like the theme of it!
Yeah probably best to move the cars then. If we want the theme that they're damaged, could probably just have them start with a wound or two? I forget if they have more than 1 life. Don't think they're converted yet are they?
The new placement you have for them might make it hard for non-SS melee characters, as ranged characters could just blow up the car as enemy melee approach it, or leave it for them to try and get over or destroy themselves as they shoot at them. Could maybe add a section around the lava next to those cars to prevent that?
That placement is a lot better! And I forgot about cardless DOs, makes sense to run them as such.
I worry a little that it's a bit bottlenecky, being 2 tiles wide either side of the hole, but that's something I'd have to feel out in testing. If you've already played on it and felt it's fine then that's good enough for me.
C3G STANDARD PLAYTEST FEEDBACK FORM NAME OF THE PLAYTEST UNIT: END TIMES
Spoiler Alert!
Overall Look: I’m a fan!
Stability: I played on TTS
Build difficulty: I played on TTS
Size: I think it’s a good size. You can usually get into action in the end of round 1 if both players are aggressive, but it’s too long for start zone bombing in that period. There are opportunities for obstruction and to stay somewhat safe from range (fog).
Unit types positively affected: Figures with Super Strength hold up better to the lava and enjoy all the DO’s and figures that can move other figures have some good pay off advantages. Figures with flying are able to get over the uneven terrain better.
Unit types negatively affected: Slow ground pounders don’t love it, but can survive OK.
Key areas on the Map: The height near the thunderstorms, the height on lava field near the tornadoes, and the area all around the gap are fought over a fair bit.
Areas not used much or at all:
No areas stood out as true dead zones.
Team Test
Map: END TIMES
Units: Shadow Beasts (220), Jinx (190), Beastman (280), Merman (130), Cujo (65), Bruce (65), Spells: Hypnotize (15), Final Ruin (10), Condemn (10), Mystic Flame (x3) (15) (1000) vs JL Trinity (1000)
Map Summary: Batman had to pick his spots carefully to stay out of trouble and Beastman and Merman had some chances to show off their figure movement but couldn’t quite take advantage of it. Even with water on some chokepoints, Bruce didn’t manage to lure anyone next to him and had to hop on shore to pursue.
Game Summary
Spoiler Alert!
Jaws starts on his card. Cujo starts as Superman’s Beast Friend. Merman puts his three water spaces at chokepoints near molten lava and tornadoes.
Initiative Monstrous Minions. Shadow Beasts and Beastman advance. Wonder Woman advances. Shadow Beasts and Beastman advance. Batman advances. Shadow Beasts advance. One engages Wonder Woman, smacks her for 1 wound, then smashes her with a car for 3 wounds, but Superman comes to the rescue and takes 1 wound instead (the car is destroyed). The second Shadow Beast fails to hit Superman from range with a car (the car is destroyed). Beastman advances. Cujo advances. Superman and Wonder Woman each punch out a Shadow Beast. Batman advances. Mer-Man moves onto a nearby water space.
Wonder Woman uses a Justice Marker. No Shadow Beasts return. Initiative Monstrous Minions. Beastman throws a trashcan at a whiffing Wonder Woman for 3 wounds. Superman comes to the rescue (with d20 help from Batman) and takes 1 wound instead. Superman flies over to height on Beastman. Cujo yips and bounds over closer to Beastman and the action. Superman punches down on Beastman but can’t hit. Wonder Woman flies next to Superman and chucks a car at Beastman,for 1 wound (the car is destroyed). Batman slices Beastman for a second wound with his batarangs. Jaws pops up on water and flops onto asphalt and bites at Wonder Woman’s ankles. She blocks. Beastman tries to move to smash someone into a tornado or lava, but Wonder Woman lassoes him to a bad spot. She blocks him from height disadvantage and in his clumsiness he hits himself and Jaws instead. Cujo advances. Superman boots Jaws into space. Beastman circles Wonder Woman and punches her for 1 wound. Cujo moves next to Wonder Woman. Superman punches out Beastman. Merman submerges and surfaces in water next Batman. Cujo goes bad dog.
Wonder Woman uses a Justice Marker. A Shadow Beast pops up next to Superman and Wonder Woman. Initiative Trinity, as Batman uses two markers to avoid Merman getting a turn one chance to drag him into lava. Superman has to waste his big attack on taking out the Shadow Beast. Batman moves away from Merman and throws a rang that misses Cujo. Wonder Woman punches Cujo on the nose for 2 wounds. Cujo lunges at Wonder Woman, but can’t hit her. Merman fails to drag Superman under, and his punch just glances off the Man of Steel. Superman jabs Merman for 1 wound. Cujo and Merman’s futility plays out the same a second time. Superman punches out a whiffing Merman. Ouch. Cujo just can not get his fangs on Wonder Woman. Jinx flies forward into the fog.
Wonder Woman uses her last Justice Marker. No Shadow Beasts return. Initiative Monstrous Minions. Cujo can’t bite Wonder Woman. Jinx Hypnotizes Superman and he flies into molten lava but ignores the single Heat Damage. Superman makes Cujo sit (permanently). Jinx blasts down with a Mystic Flame that is all skulls and hits Superman and a Car for 1 wound each and Wonder Woman for 2 wounds. Superman’s attack is jinxed and he can’t hit Jinx. Jinx can’t hit Superman with a normal attack. He punches her for 1 wound.
A Shadow Beast pops up next to Wonder Woman. Initiative Jinx. She fails to hit Superman with a Mystic Flame. Superman punches her for 1 wound Jinx hits Superman for 1 wound by rolling all skulls on her last Mystic Flame. Superman hits Jinx for a third wound. Jinx blasts Superman for a fifth wound. Superman fails to finish Jinx.
No Shadow Beasts return. Initiative Jinx. A Shadow Beast avoids Wonder Woman’s Lasso and the Condemnation hits Superman for a sixth wound. That Shadow Beast fails an attack on Wonder Woman. Superman punches out Jinx. Shadow Beast punches out Wonder Woman. Superman finishes the last Shadowbeast.
Who won? List figures remaining in the winning army (include life remaining for heroes): Batman with Full Life and Superman with 1/7 Life win.
Team Test
Map: END TIMES
Units: Shadow Beasts (220), Doctor Strange (290), Beastman (280), Battle Cat (200), Mystic Flame (5), Lightning Bolt (5) (1000) vs Iron Man, Captain America, War Machine, Black Widow (1000)
Map Summary: Beastman had a couple of nice knockback opportunities here that were fruitful. Battle Cat didn’t mind chilling on height disadvantage on lava field thanks to Super Strength and Doctor Strange.
Game Summary
Spoiler Alert!
Initiative Avengers. Cap advances up onto lava field. Beastman has Battle Cat pick up Doctor Strange, then follows. Iron Man has War Machine fly next to Cap, then Iron Man and Black Widow advance into the fog. Shadow Beasts and Beastman advance. Iron Man and War Machine advance. Cap hides in the fog. Battle Cat engages War Machine from height disadvantage (but Strange erases the disadvantage) then smashes War Machine with a car for 1 wound. Beastman crosses the gulf of lava field but can’t quite get in range to attack Iron Man.
Initiative Avengers. War Machine flies over Battle Cat and Strange, hitting Strange for a wound, then throws a car at the obstructed Strange for a second wound. War Machine misses Beastman with a flyover. Iron Man doesn’t get to take advantage of height but does attack obstructed Strange twice, failing to hit either time. Shadow Beasts advance. Beastman punches out a whiffing War Machine. Black Widow shoots Strange for 1 wound, then Cap advances and tosses his shield, missing Battle Cat, but hitting Beastman and Doctor Strange for 1 wound each. Shadow Beasts engage Cap and Widow. The first attacks Cap, but can’t hit. The second hits Widow for 2 wounds, but fails the follow up. Beastman smacks Iron Man for 3 wounds, bouncing him into molten lava (which Tony shrugs off) but defeating him with the Knockback wound. Cap gets OM3, inspiring Widow, and fails to hit either adjacent Shadow Beast with his shield. Widow stealths away and double taps Beastman for 2 wounds, zapping OM3.
Initiative Avengers. Cap takes a swipe from a Shadowbeast, then hits another adjacent Shadowbeast with his shield, freeing him up to sling it at Battle Cat (1 wound) and Strange (blocked). Battle Cat drops off Strange (damage die misses) then slashes Cap for 2 wounds. Beastman dares the tornado in order to smack Black Widow for 1 wound and knock her into lava to defeat her. The tornado throws Beastman into lava (1 wound after he shrugs off the other) and he shrugs off the 1 exposure damage from the tornado. Cap hits Battle Cat and Strange for 1 wound each with his shield. Battle Cat takes an electrical wound from the Thunderstorm but attacks down on Cap for 1 wound. Beastman punches Cap out.
Who won? List figures remaining in the winning army (include life remaining for heroes): Beastman with 2/6 Life, Battle Cat with 2/5 Life, Doctor Strange with 1/6 Life, and 1 of 2 Shadow Beasts win.
Team Test
Map: END TIMES
Units: Werewolf (x3) (450), Frankenstein (320), Jason Vorhees (175), Fighting Chance (5), Walker (50) (1000) vs Captain America, Iron Man, Black Widow, War Machine (1000)
Map Summary: Tight, fun game that felt like it could go either way. Werewolves fast move helped them close in over uneven terrain despite lack of flying and Super Strength.
Game Summary
Spoiler Alert!
Initiative Monsters. Werewolf Red runs into the fog. Walker and Jason advance. Captain America advances. Frankenstein and Werewolf Blue advance. Walker and Jason advance. Iron Man has War Machine fly up and then moves to the Street Light. Black Widow advances as well. Frankenstein goes alone. Walker and Jason advance. War Machine has Iron Man move up and follows. Cap moves up.
Initiative Monsters. Werewolf White moves next to Red. Walker and Jason advance. Cap moves up and tosses his shield, hitting Jason for 2 wounds and Frankenstein for 1 wound, despite a Fighting Chance. Two Werewolves advance, choosing not to engage Cap quite yet. Walker and Jason advance. Iron Man has War Machine move up, then flies to the hill with a Thunderstorm, avoiding electrical damage, and shooting down on Walker (defeated) and Frankenstein (1 wound). War Machine flies over Werewolf White for 1 wound and then attacks down on Frankenstein for 2 wounds. Frankenstein one-shots War Machine with an 8 hit attack from his holy sword, and Werewolf White takes an electrical wound from the Thunderstorm, but engages Iron Man and attacks for 1 wound. Widow advances and shoots down on Jason for 2 wounds. Cap takes a swipe from Jason, repositions, and puts a fifth wound on Frankenstein with his shield and defeats Jason. He does not return yet.
Initiative Monsters. Frankenstein climbs down off lava field and punches Cap, who is distracted by the howl. Frank fails to activate any allies. Cap punches out Frankenstein, who had OM2. Iron Man avoids the lightning and double attacks Werewolf White for 3 wounds. Werewolf Blue pounces on a Iron Man, who whiffs and falls. Cap can’t hit the Werewolf he’s engaged with. Widow advances. Jason pops up next to Widow.
Initiative Avengers. Jason circles. Cap punches Werewolf Red for 2 wounds. Werewolf White ambushes Cap but fails to hit. Jason moves towards Cap. Cap punches out Werewolf White. Werewolf Red takes a swipe from Cap to run back towards the pack. Jason advances. Cap advances and tosses his shield at Jason, who takes 1 wound. Werewolf Blue ambushes Black Widow from height disadvantage for 3 wounds (after a howl).
Initiative Avengers. Jason engages Cap, who climbs and circles and punches at Werewolf Red but fails to hit. Jason puts a third wound on Cap. Werewolf Red avoids a swipe and ambushes Black Widow but fails to hit. Black Widow hits each Werewolf for 2 wounds from height and zaps OM3 off of Werewolf Blue. Werewolf Blue avoids a swipe and ambushes Cap for a fourth wound. Cap throws his shield at Jason (only 1 wound) and Werewolf Blue (2 wounds). Jason finishes Cap with his Relentless Assault. Werewolf Red takes a lava field wound.
Initiative Monsters. Werewolf Red charges Black Widow but can’t hit her from height disadvantage. Jason circles. Widow charges up her batons and double attacks down on the wolves, finishing them. Werewolf Blue had OM2. Jason moves. Widow shoots Jason for 3 wounds. Jason moves closer. Jason engages her on her turn and then she finishes him.
Who won? List figures remaining in the winning army (include life remaining for heroes): Black Widow with 2/5 Life wins.
Team Test
Map: END TIMES
Units: Werewolf (x4) (600), Beastman (280), Nameless Wolves (80), Rat Swarm (x2) (20) (1000) vs He-Man (320), MotU Story Card (60), Battle Cat (200), Teela (170), Man-at-Arms (180), Orko (65), Mystic Flame (x1) (5) (1000)
Map Summary: Beastman was able to use knockback more effectively than He-Man here and win the battle of the brutes.
Game Summary
Spoiler Alert!
He-Man is the Champion of Grayskull. Man-at-Arms chooses Experimental Medicine.
Initiative MotU. Battle Cat picks up He-Man and Man-at-Arms follows. Werewolf White advances. Teela and Battle Cat (who picks up Man-at-Arms) advance. Beastman and the Nameless Wolves advance. Teela advances. Battle Cat advances and drops He-Man next to Werewolf White (damage die fails). He-Man Power Punches the wolf for 3 wounds and knocks him back against a Mailbin for another. Battle Cat and Man-at-Arms both fail attacks on a Nameless Wolf. Beastman sends the Nameless Wolves after Battle Cat and they slash him for 3 wounds. Beastman throws a Dumpster at He-Man but rolls badly and He-Man smacks it away.
Initiative Beast Brigade. Werewolf Red charges Battle Cat, taking a Vigilant Strike for 1 wound, but rips the war tiger apart. Man-at-Arms tumbles off but fails a damage die attempt on a Nameless Wolf. Beastman throws the Street Light at He-Man for 1 wound. Teela and Orko advance. He-Man punches out Werewolf White. Man-at-Arms can’t touch the Nameless Wolves. A howling Werewolf Ambushes He-Man but can’t hit him (Teela advances). Beastman engages He-Man (Teela engages the Werewolf in front of Beastman) and clumsily smashes him into lava, the total effect being He-Man is taken down to 1 Life. Man-at-Arms scoops 2 Order Markers off of He-Man. He-Man climbs out of lava and engages both Nameless Wolves, slashing one down. Man-at-Arms avoids a swipe from the last Nameless Wolf and blasts Beastman for 1 wound and Werewolf Red for 3 wounds. Teela can’t hit Werewolf Blue. Werewolf Red Howls, takes a swipe, and Ambushes He-Man to finish him. Beastman rolls 6 skulls from height and one-shots Man-at-Arms. Man-at-Arms had OM3.
Initiative MotU. Teela hits Werewolf Blue for 1 wound. A Werewolf risks the thunderstorm (no wound) and attacks Teela from height, but she evades. Beastman smacks Teela for 3 wounds. Teela hides in the enemy start zone and whiffs an attack on Werewolf Green. Werewolf Red tries to ambush Teela and she evades. Beastman pursues but can’t get there. Teela punches out Werewolf Red. Werewolf Green can’t hit Teela. Beastman swings clumsily at Teela. She evades, but Beastman, a Rat Swarm, and Werewolf Green are all spared hits.
Initiative Beast Brigade. Werewolf Green punches out Teela. Beastman advances. Teela had OM1 and OM2. Werewolf Green and Beastman advance. And again. Orko advances, just out of range. Werewolf Blue and Beastman advance.
Initiative Beast Brigade. Werewolf Green closes in. Beastman fails to hit Orko with a Car or even destroy the car. Orko hides behind some molten lava and attempts to conjure a Mystic Flame to take out the cars next to Beastman and wound him. Instead he conjures a fruit cake. Werewolf Blue edges closer to Orko, stalking him. Beastman throws a car into the Thunderstorm. It survives the lightning (sad for Orko) and hits the Imp Wizard for 2 wounds. Orko fails to hit a Street Light with his Fruit Cake and then his next Mystic Flame turns into Ollie’s Chili, which he tosses in Beastman’s path. Werewolf Blue avoids the Thunderstorm and Orko’s failure to roll over 7 continues and he falls.
Who won? List figures remaining in the winning army (include life remaining for heroes): 2 Rat Swarms, 1 Nameless Wolf, 1 Werewolf with Full Life, 1 Werewolf with 6/7 Life, and Beastman with 5/6 Life win.
UNIT SUMMARY: I like how the map plays. I did one swap out after testing, changing one hex of molten lava on each side to concrete instead to make it a little less of a pinch point. Overall, I think it’s ready for public testing.