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Kame House

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Archie
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Kame House

A C3G Competitive Map
Size: 46 x 26 inches (or 36 x 36 inches if you go by mat size)


KameHouse.png


Download the PDF File/Pocket Mod

Required Terrain Sets
Spoiler Alert!


Required Terrain Count
Spoiler Alert!


SETUP:
Start the game with 1x Command Hub resource token on the center spot within the Bungalow.

SPECIAL RULES:
• If you use a water mat, only the water spaces directly adjacent to a land space are within play.
• The Bungalow uses C3G 2.0 Interior Access rules. The base for the Bungalow can be printed out here.
• This map has NO Destructible Objects on it.

Bio: Kame House is a house on a very small island in the middle of the sea, where Master Roshi lives and trains his students. Kame House is known for its distinctive pink color, red roof, and the words “Kame House” painted above the entrance.

Resources and Rulings
• See this map's wiki page for strategies!
• Here is a painting guide for my custom Kame House. This is completely optional.

Credits
• Playtesters:

Updates
• N/A
 
Last edited:
Tabletop Simulator link

I've played a decent amount on this map (my last couple weeks of playtests), and it feels pretty good. The Command Hub inside the Bungalow is often worth either going for or keeping out of your opponent's hands, depending on the teams used. The sand 7-hexers on each side are the highest points of the map, so most other combat takes place there. But there is plenty of cover elsewhere for obstruction, and figures that can throw other figures have plenty of low ground next to height to throw them to. So I feel like a lot of the map is used, other than the back of the start zones.

Map pics:

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Cool. Seems well-vetted. I'm a pre-yea for initial testing and will definitely help test it when it gets to public testing (can't beat a TTS link!).
 
I did a couple recent playtests on this map with Quicksilver and Doctor Light. Not sure if we want another test for the initial here? I filled out this form below I found in one of the other map threads.

Overall Look: I think it looks reasonably accurate to the location in DBZ. Some creative liberties were taken to make it a usable map.

Stability: Nothing unstable.

Build difficulty: Very straightforward.

Size: Fits on a 3’ x 3’ water mat easily enough.

Unit types positively affected: Move 7+ non-flying figures can get center height on their first move, as can Move 6+ fliers. The fastest speedsters can grab the Command Hub resource turn 1, but that exposes them to early fire from outside the windows. Worth noting the Bungalow entrances are not symmetrical, so one side can enter it slightly quicker than the other. But that doesn't grant a competitive advantage in my experience.

Unit types negatively affected: None really.

Key areas on the Map: The highest points on the map are the two sand 7-hexers, so the battle is naturally drawn there. The Bungalow and the areas around the Bungalow also get a lot of action. Sometimes figures camp on the sand outside of the central height too.

Areas not used much or at all: Backs of the start zone. You’ll also never go into the water willingly (maybe an Atlantean type would), but enemies may throw or knock you down there.
 
Cool, then I propose to public testing.

If folks prefer I run another set of games here, let me know.
 
Overall Look: Looks Great, I don't know the back story of the map, but it looks good at first sight without any glaring issues.

Stability: Played on TTS but can't see where any issues would be.

Build difficulty: Looks very straightforward.

Size: Looks to be a smaller map.

Unit types positively affected: As its a smaller map, melee figures and slower figures will like it.

Unit types negatively affected: Harder for figures that like to kite.

Key areas on the Map: & hex height is a key area to control. Inside of the house for the Command Hub.

Areas not used much or at all: I found that whatever side the battle started on it stayed ther, not really a negative though.

Game 1:
Spoiler Alert!


Game 2:
Spoiler Alert!


Final Thoughts: I like how the map played. I don't see any need for a change. I did wonder how the map would play if the house was rotated 90 degrees? It's not needed just curious. Pretty happy where this map is at and could see it being a playtesting staple.
 
Thanks Eric! Just messing around with it, it looks like we could rotate the house 90 degrees with no problem. I'm cool with making that change if you'd like. I don't think it changes a whole lot.
 
Thanks Eric! Just messing around with it, it looks like we could rotate the house 90 degrees with no problem. I'm cool with making that change if you'd like. I don't think it changes a whole lot.

Mostly just a thought. It does balance out each start zone side so they each have an entrance, and then you have one either facing north or south.

I can try my next playtesting game that way to try it out?
 
Played 2 more games on Kame House. I played them rotating the house in each direction. Both games played fine. Unfortunately in both games I didn't have a need to go in the house and grab the Command Hub. I think whatever way fits your aesthetic will work fine on the map.
 
Thanks Eric! I kinda like turning the house 90 degrees. I'll update the TTS mod tomorrow. I also need to rebuild the map to move the map more centrally.
 
Thanks Eric! I kinda like turning the house 90 degrees. I'll update the TTS mod tomorrow. I also need to rebuild the map to move the map more centrally.

Definitely let me know when you have it updated! Planning on using this for Skeletor initials (which I plan to work on setting up today and probably playing later this week). :)
 
Thanks Eric! I kinda like turning the house 90 degrees. I'll update the TTS mod tomorrow. I also need to rebuild the map to move the map more centrally.

Definitely let me know when you have it updated! Planning on using this for Skeletor initials (which I plan to work on setting up today and probably playing later this week). :)

Bit later than planned, but the TTS mod is updated! Just rotated the house, but I also noticed one of the bushes was asymmetrical so I fixed that.
 
Nice! Behind on working on my own map, so I get it. :p And I hadn't gotten a chance to set anything up yet either, so great timing for me, actually!
 
have you created/updated a VS file yet or are you waiting to make sure this version is the final?
 
Overall Look: Love the look of it

Stability: Played on TTS

Build difficulty: Played on TTS

Size: Feels like one of our smaller maps, but not so small that start zone bombing felt too concerning.

Unit types positively affected: Probably good for blocking figures that like creating choke points.

Unit types negatively affected: Lots of line of sight blocking gave this a good balance between range and melee.

Key areas on the Map: Mostly the hills of the highest height.

Areas not used much or at all: I didn't use the water at all, but I might've if I'd had a water based unit

Game 1:
Spoiler Alert!

Game 2:
Spoiler Alert!

Game 3:
Spoiler Alert!

Final Thoughts: It's a map that gets into the battle round one, but the house placement stops anything from being a wide open shooting gallery. I like having a smaller map that gets in the action fast and the look and theme of the map was fun. Going in the house or not will depend on the team construction. Other than that, most action was on the hills.
 
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