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Grundy's Grave

Ericth74

Setting the Table for Super
Site Supporter
GRUNDY'S GRAVE

A C3G Competitive Map
Size: 35 x 23 inches


Grundys_Grave.png


Download the PDF File/Pocket Mod

Required Terrain Sets
Spoiler Alert!


Required Terrain Count
Spoiler Alert!


SETUP:
This map uses 2 Trees of Death Destructible Objects, and 4 Large Evergreen Trees.

SPECIAL RULES:
All Trees are Large Destructible Objects and have the Nature and Tree keywords.
Trees of Death are also Destructible Objects.

Bio Blurb: In the thickly forested rural lands outside of Gotham City, a sprawling marsh is hidden in the mist. The green fog the swamp exhales adds an air of foreboding to the surroundings, chilling many a traveler to the bone and sending him on his way. Perhaps that’s a good thing though as, according to legend, this swamp is the not so final resting place of something terrifying indeed.

Resources and Rulings
• See this map's wiki page for strategies!

Credits
• Legacy design: Griffin
• Playtesters:

Updates
• N/A
 
Last edited by a moderator:
TTS Link

Reworked the start zones, lowered some of the height near the start zones. Also cut down the number of road sets down from 2 to 1 for easier use. Add 2 Trees of Death.

Assuming at least Sanity Testing, if not full testing.
 
So is the highest height 3 now and shared by swamp tiles near the start zone (near the Tree of Death) and concrete that's more in the middle?

In setup, are the Large Evergreen Trees DOs? I'm assuming that's the intent.

I dig the changes, the reduction of set requirements, and the overall smoothing out. :up: You already know I'm a fan of Trees of Death on this map thematically as well! :)
 
Nice, cool to see this one with some changes. Love the trees of death.

The height 3 near each start zone seems like an ideal camping spot - tricky for melee to advance on that. Though the fact that two of those spaces are adjacent to the tree of death is a slight deterrent to camping there.

My worry is that there’s no incentive to go the middle of the map. Once you reach the urban terrain part, you ideally want to camp on either that 4 hex asphalt or 2 hex concrete - advancing puts you on low ground with no cover. I wonder if a useful resource in the middle of the asphalt could help draw conflict there? Just thinking out loud, it may not even be an issue in testing.
 
Hmm, small tweaks that might be worth looking into:

1. Instead of using a three hex swamp piece next to each Tree of Death, is it possible to swap in two hex pieces so that you only get the height if you're next to the Tree of Death?

2. Would it be possible to move those single Large Evergreen Trees that are by themselves on each side of the map to those single concrete spaces in the middle of the road? Basically make it more of a "wooded" road and give some middle of the map cover for figures to sneak around through? (And also a ranged attack option for a SS figure there)?
 
Open to any or all of those changes. I'll pop back on TTS and mess around and see what I can come up with.
 
Those 2 single concrete spaces in the center stick out like a sore thumb. I wonder if there isn't a better spot for those or like maybe they signify where a resource/hazard is placed? Although Bats' suggestion there works also.
 
This map already looks a lot more interesting than the original. Pretty banger set up right here.

I agree with karat that the concrete spaces look like something should go on them. This is the kind of map where I wish we had some like... gravestones that were ready to go so you could set out a few in the middle. Would help with cover / throwing stuff.
 
New pictures after updating.

Add more height spaces to the center of the map. Kind of like a tomb for Grundy?

Removed the Great Evergreen Tree(Japes recommendation I agree with) to balance the map out.

Moved trees to the center(Bats idea) to cover the concrete in the middle of the map.

H6psl4r.png

DgNVHZE.png

h9SewiC.png
 
Updated the TTS link to that version of the map. Feel free to pull it up and play around with it.
 
Really a beautiful map at this point. I kinda veered away from the original version of grundy's grave because I didn't think there was enough going on. Could see myself getting in a few games on this one.
 
Really a beautiful map at this point. I kinda veered away from the original version of grundy's grave because I didn't think there was enough going on. Could see myself getting in a few games on this one.

Please do, feedback would be helpful.
 
I might shift the evergreens away from the trees of death a bit just to split them up some and make it seem a bit more forested.
 
I think this view does it more justice...

DgNVHZE.png


You can see how the screen line is sort of there for moving and LOS blocking.
 
I like full testing for maps personally, since it doesn't cost a PT or design slot and we can test them with a figure so it doesn't really cost any extra resources. Helps make sure we get it right.
 
I like full testing for maps personally, since it doesn't cost a PT or design slot and we can test them with a figure so it doesn't really cost any extra resources. Helps make sure we get it right.

:word:
 
I like full testing for maps personally, since it doesn't cost a PT or design slot and we can test them with a figure so it doesn't really cost any extra resources. Helps make sure we get it right.

Yeah that's sort of my feeling as well.
 
Ok no problem with full testing.

I propose a vote for Initial Playtesting
 
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