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End Times

Is anyone able to access the TTS workshop link from what I posted? I thought I had it updated correctly, but I've gotten reports that it's not working for everyone. Not sure what I did wrong, but my work also blocks Steam, so not sure I can fix it today! :) If anyone else is able to access it currently, I'd appreciate any help I could get with an update.
 
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT End Times

Army Test

- Does it pass, Yes or No? Yes


- What should be the unit's point value? 190-210?

- Give a brief overview. This was a brutal game but Panthro chose to stay in the Master Gundam when he probably should have vacated it and took 3 wounds for his effort (just realized I forgot that he can repair it at the end of a round..so would have only been 1 overflow wound there). Tiva entering the fray seemed hopeless but some careful and strategic plays almost took the win for her.

Map: End Times

Units: Panthro, Cheetara, Wonder Woman (JL), Master Gundam (1,000) vs Lady Death, War Angel, Hellslinger, Tiva Steelheart (1,000)

Spoiler Alert!


_____________________________________________________________

Army Test

- Does it pass, Yes or No? Yes


- What should be the unit's point value? 200

- Give a brief overview. Couldn't have gotten a closer result. Thor did some huge damage early but then got walloped himself and things didn't look great for his team but Panthro did some work and cleared the field enough that Oracle and Misty had to have a showdown...which Oracle won which was fun to see!

Map: End Times

Units: Panthro, Cheetara, Thor (Leader), Oracle, Zaku II (1,000) vs Luke Cage, Misty Knight, Black Manta, Punisher (Fighter), Captain America II (1,000)

Spoiler Alert!


GENERAL THOUGHTS ON THE TESTED UNIT: The map plays pretty well but the hazards are fairly easy to avoid. Especially the Tornados which almost felt a bit waisted but they came into play a couple of times where it was worth the risk to end a turn on the nearby spaces so might be fine but I do wonder if maybe moving them somewhere where there are more affected spaces wouldn't work a bit better? The one Hazzard that felt a little less impactful was the Fog but was still used and could be useful for anti-range. The map itself feels balanced but usually has lots of throwing if you have SS figures on one side or the other which almost paints the picture of a travesty.

One thought I did have on the Tornados/hazards are that they can shift during cleanup. Like each play can move them one space but it has to be on the opposing side. I weas thinking the Tornados specifically cause in nature they often wind and move but it might be better to just leave them as is too. Just food for thought really :)
 
Overall Look: Looks great. Hits the theme of the end of the world with a rip in reality, right on the head.

Stability: Played on TTS but I can't see how it could be an issue.

Build difficulty: Played on TTS but looks pretty easy and straight forward.

Size: Medium sized map, good for a 2 player game.

Unit types positively affected: Super Strength figures can use all the DO's and avoid some exposure. Also figures that can move opponents. Being able to lava dunk or place a figure on or adjacent to a Weather Hazard is big.

Unit types negatively affected: Slow ground pounders, but that's probably almost every map.

Key areas on the Map: Tough to say, avoiding the Weather Hazards is a big key.

Areas not used much or at all: Any space near the start zone. The dumpster didn't come into play at all in my games and I can't see how it really could, it just slows down you moving out of the start zones.

Game 1:
Spoiler Alert!


Game 2:
Spoiler Alert!


Final Thoughts: This is a fun map to play on. The Weather hazards are a nice twist, I do feel like they may make the games feel kind of the same though because of how they are placed and how you move around them. That being said, the “hole in reality” in the center of the map does make you decide which way around the map you are going to go which can make for interesting decisions. In both games I found myself splitting my team up and sending figures to each side of the hole. Probably wouldn't change anything on the map except maybe the placement of the dumpster, but could also live with where it is.
 
I figure the dumpster helps give you a spot to hide from range with start zone figures/slow start zone bombing and there's a chance to throw it at least if things end up on one side of the map. I could see just scrapping them to simplify setup if you don't think it's worthwhile, though?

The Thunderstorm hits on low enough amounts that I've definitely jumped up there for height before. The Tornadoes you more work around, but if figure movers get involved, they do more then. Also if a car gets thrown near them, that will trigger them, which I think is fun.

I'll leave time (over night at least, if not more) for comment but am leaning towards moving forward as-is if y'all support that.
 
I'm happy with leaving the dumpster where it is, I think it just will rarely come into play and that's okay. It'll be fun when it does.
 
Cool. If there are any lingering objections to how things look, please speak up, but in the meantime lets vote for Final Editing
 
Would love one more vote here, unless there are concerns?
 
This passes. Thanks! :) Realizing I also need to build this and measure it before I can move it forward ....
 
OP updated with measurements. VS file link is in post #7. Please let me know if there's anything else you need for this! :)
 
Sweet! I think this is my first original (non-scenario) map in our library. :-D Thanks for bearing with me!
 
Realizing we didn't do the standard 24 start zone spaces here. Would folks be OK with my updating with that?

Like so:

end_times_original.png
 
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