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Kamar-Taj

Re: Kamar-Taj Map - Public Playtesting

The building pdf is only showing the initial picture, not the level by level build instructions. Was going to try and use this tonight. Let me know if the file is updated by 6 pm or so CST. @japes @Ericth74
 
Re: Kamar-Taj Map - Public Playtesting

The building pdf is only showing the initial picture, not the level by level build instructions. Was going to try and use this tonight. Let me know if the file is updated by 6 pm or so CST. @japes @Ericth74

Did you get the instructions I sent on discord?
 
Re: Kamar-Taj Map - Public Playtesting

The building pdf is only showing the initial picture, not the level by level build instructions. Was going to try and use this tonight. Let me know if the file is updated by 6 pm or so CST. @japes @Ericth74

Updated here or check your discord I just fixed it and sent you a copy there.
 
Re: Kamar-Taj Map - Public Playtesting

Overall Look: Looks good. I discussed with Eric a couple of pillar moves that could be nice.

Stability: Played on TTS

Build difficulty: Played on TTS

Size: Larger size map. Could be used 1000 point and above. Could also be used for a 2 v 2 map. Eric is considering moving the start zones in, but I felt like action developed soon enough and I honestly like the current size.

Unit types positively affected: Being a large map fliers or figures with big moves can take advantage of the size, but the two Trees of Life and the Inspiring Landmark encourage figures to be placed tactically, which limits the appeal of kiting.

Unit types negatively affected: Slow movers. Figures with low attacks, as there’s a lot of defense to be had with the Trees of Life fairly central (though the Inspiring Landmark and Time Gem can provide offensive boosts to counteract this some.

Key areas on the Map: Most areas of the map were used, but mostly around the Trees of Life and by the Inspiring Landmark. Height on the road saw some action as well.

Areas not used much or at all: Pretty much the whole map was used except maybe side to side in the start zones some.

Units: Goliath (300), Lexington (140), Brooklyn (240), Broadway (220), Weather Wizard (100) (1000) vs JLA Trinity (1000)
Unit Summary: Gargoyles had some tanking ability here but didn’t have enough attack power to threaten the Trinity.
Game Summary
Spoiler Alert!

Who won? List figures remaining in the winning army (include life remaining for heroes): Batman with Full Life, Superman with Full Life, and Wonder Woman with 3 Life win..
___________________________________________________________​

Units: Goliath (300), Hudson (200), Lexington (140), Tracer (190), Rocket Raccoon (170) (1000) vs Luke Cage (190), Misty Knight (180), Black Cat (180), Spider-Man (250), Daredevil (200) (1000)
Unit Summary:
Game Summary
Spoiler Alert!

Who won? List figures remaining in the winning army (include life remaining for heroes): Hudson with 2 Life and Tracer with 1 Life win.
Final Thoughts: Fun map!
 
Re: Kamar-Taj Map - Public Playtesting

Can I get a link to the playtest report for Maps here? Also, we only got in one game the other night, but I will get in a second game this weekend for you. In the meantime, I can write up game one for you. Teams were Kong and Godzilla versus All For One, Black Lightning, Wasp, Captain America, Nikki, and Spider-Woman, Ms. Marvel (Carol), Black Widow, Tigra. The Avengers teams won. It was 2 vs. 2. I can try to do a 1 v 1 in the next battle if you prefer. We usually do team games.
 
Re: Kamar-Taj Map - Public Playtesting

Can I get a link to the playtest report for Maps here? Also, we only got in one game the other night, but I will get in a second game this weekend for you. In the meantime, I can write up game one for you. Teams were Kong and Godzilla versus All For One, Black Lightning, Wasp, Captain America, Nikki, and Spider-Woman, Ms. Marvel (Carol), Black Widow, Tigra. The Avengers teams won. It was 2 vs. 2. I can try to do a 1 v 1 in the next battle if you prefer. We usually do team games.

as you are the first person to build it physically...can you comment on that part specifically.

Also see the post right above yours. Not sure if we have a specific playtest report link.
 
Re: Kamar-Taj Map - Public Playtesting

@spidey...I'd just add this to the beginning of a regular test report.

Overall Look:

Stability:

Build difficulty:

Size: .

Unit types positively affected: .

Unit types negatively affected: .

Key areas on the Map: .

Areas not used much or at all: .
 
Re: Kamar-Taj Map - Public Playtesting

Can I get a link to the playtest report for Maps here? Also, we only got in one game the other night, but I will get in a second game this weekend for you. In the meantime, I can write up game one for you. Teams were Kong and Godzilla versus All For One, Black Lightning, Wasp, Captain America, Nikki, and Spider-Woman, Ms. Marvel (Carol), Black Widow, Tigra. The Avengers teams won. It was 2 vs. 2. I can try to do a 1 v 1 in the next battle if you prefer. We usually do team games.

Team games are perfectly fine with me. I appreciate the info.
 
Re: Kamar-Taj Map - Public Playtesting

Feedback from Shiftrex

Overall Look: Overall look is good, definitely a lack of throwable objects but I like the placements of the time gem, heroic monument and experimental medicine. Without the power ups I think that the map would be a bit bare. Still thinking that the area up top with the experimental medicine seems a bit wide open but that may be best if the healing item of the map is up there.

Stability: Stability looks good, I don’t think anything is going to fall over. Castle walls (even used as pillars) are generally very stable and there are no crazy overhangs or anything that I could see knocking over during standard play.

Build difficulty: I think this would be easy to build, especially because I could start with the lake (I always do water first) and then build from there. A nice big area of water is always a plus for me on a map.

Size: Perfect for Superscape, I feel like it won’t take me forever to get to the fight but Flash also needs to commit if he just wants to get to my start zone. I think Starscream and some other fast movers could take advantage of getting to the mountain with the experimental medicine is but that’s not a problem so much as a feature. The low ground has interesting terrain that is worth fighting over.

Unit types positively affected: Units that want water definitely like this map, also any units that already come with enhancements to attack/defense of any kind. The trees of life are in very good positions to defend though there are some low spots around the tree as well.

Ranged units will like the hill and don’t have a ton of obstructed shots into the center of the map.

Unit types negatively affected: Ground pounders facing units that can kite or reposition them effectively will dislike getting thrown into/across the lake but since it is a lake instead of a river I think this effect is minimized. Any unit that plays off having a lot of small attacks will struggle getting wounds to stick because of the trees of life that have some decent elevation around them.

Key areas on the Map:

Tree of life (your startzone, enemy start zone) are ideal podding areas.
The lake (lowest point on map) / Time Gem area is dead center so lots of action will happen there
Monument area (near tree of death area) / the monument gets used but I feel like it would be a stronger design if we could get the monument next to the tree of death. Right now the monument is a pretty easy to defend point because people either have to be in the water (and most units don’t like that) or they have 2 spaces to stand where they aren’t getting affected by the tree. I think an attack boost area should be a little more contestable for teams that will stack this boost.
The hill / medicine area, probably the weaker area of the map because of the teams that I took. I think if I played Hydra Agents or Storm Troopers or my patented Wilson & Wilson build that I would see a lot more use out of the hill and could effectively hold it.

Areas not used much or at all: The hill was my least used area but that’s because I had need of the water and didn’t have range on my builds.

Game 1:
Spoiler Alert!


Game 2:
Spoiler Alert!


Final Thoughts: Would play on this map again, I think my biggest improvement thoughts are getting the memorial monument next to the tree of death somehow, making it so it doesn’t cover the initial location of the time gem would make for some choices in what you are going to go after first. The Hill was a bit bare from a melee army perspective but I think I’ll really appreciate it in ranged armies. Almost with there was something to throw on the map but overall really nice and lots of positions to think through.
 
Re: Kamar-Taj Map - Public Playtesting

I'm probably going to look for one more set of tests. After some discussion with the testers there are a couple of tweaks that are going to be made. I'm going to move 2 pillars to more of the center of the map for some line of sight blocking. I'll also add around 6 medium sized objects that can be thrown. One tester mentioned that the map felt a little to open without them and I do agree. I'm pretty sure I where I would like to place them but tests will help with that.
 
Re: Kamar-Taj Map - Public Playtesting

Tested this again with Eric today. Not sure I need another formal write up. Just will say that I dug it and I thought the column changes were nice and everything was placed in good spots. I feel like I use a different part of the map every game I play on this. It's good to go in my book. :up:
 
Re: Kamar-Taj Map - Public Playtesting

Yeah although in both our games we didn't use the throwable objects it was nice that they were there. I tried to take into account their location when moving. The center pillars added just enough LoS blocking and visually makes the center of the map feel less barren.
I feel go about moving this map forward in the process.
 
Re: Kamar-Taj Map - Public Playtesting

I propose a vote for final editing
 
Re: Kamar-Taj Map - Public Playtesting

Yeah, the new pillar placement made me feel better about being able to move past the trees to the road on the side. Too much of a killbox without that extra protection.
 
Re: Kamar-Taj Map - Vote for Final Editing

I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.
 
Re: Kamar-Taj Map - Vote for Final Editing

I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.

No worries. Any info or comments/feedback is appreciated. You can just post here or use the form. The pdf download that is linked in the OP is up to date. The pillars in the center of the map were moved forward. 6 medium sized generic objects were also added that can be thrown.
 
Re: Kamar-Taj Map - Vote for Final Editing

We really liked the map. Played several Kaiju on it and didn't have problems placing them on the map, as was. Map as very fun, we played it without the Glyph both times. I think the throwable objects is a smart add. Will make the map just a bit more interesting and fun. Only thing of note is that I only have two Trees of Death/Life, so we used a Great evergreen in place of that pillar and Tree of Death combo. It is an easy substitution because of the build. Also, unpacked my totes and built the map in exactly an hour, which is a big plus, IMO. Also tear down when the game was over, took 30 minutes or less.

Overall Look: Looks good. IMO, looks like the place its intended to be.

Stability: Very. Built in realtime twice, once by my roommate, (his first build) and once by me (only took an hour).

Build difficulty: Not at all, especially when you add bases and pillars at the same time. They all fit in really nicely.

Size: Larger size map. Smaller than we are used to, but very good build. All areas except start zones seemed to get play during the course of two games. We played 2000 point team games both times. I would not move the start zones in, attacks were made in Round 1, but no one in start zone was ever attacked. Which feels pretty perfect to me. I really like the current size, because it can work for 2v2 or 1v1 very easily.

Unit types positively affected: Being a large map fliers or figures with big moves feel like they could take advantage, bu the nooks and crannies of height around the Trees of Life make placing tactically there much more appealing.

Unit types negatively affected: Slow movers. Figures with low attacks. both of which can be countered by making the Trees of Life into Trees of Death.

Key areas on the Map: Most areas of the map were used, but mostly around the Trees of Life. Height on the road saw some action as well.

Areas not used much or at all: Pretty much the whole map was used except the start zones.
 
Re: Kamar-Taj Map - Vote for Final Editing

I was just about to write up my playtest, we did a second game last night. Was there new pillar placement after the the pdf you sent me, @Ericth74? FWIW, the holdup was that we had a Freeze that kept our local game shop closed on Tuesday, our usual Scape day. Let me know if you still want/need it.

Yeah heard they had highways closed off for you guys. Not often you get hit harder than we do with cold weather.
 
Re: Kamar-Taj Map - Vote for Final Editing

Still looking for 3 more votes here.
 
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