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Last Days of Krypton

Map Playtested: Last Days of Krypton

Overall Look: Looks good with the Superman symbol in the center.

Stability: Played on TTS, but seems like it would be very stable.

Build difficulty: Looks pretty simple and straightforward.

Size: Looks to be a medium to large sized map.

Unit types positively affected: As its a little bigger map without a ton of cover, long ranged figures like it. Squads like AIM where they need some time to get set up like this map too, It gives them some time to develop.

Unit types negatively affected: Slower melee figures.

Key areas on the Map: Both my games were played near the center or height closer to a start zone.

Areas not used much or at all: The very north and south of the map were not used at all.

Game 1:
Spoiler Alert!


Game 2:
Spoiler Alert!


Final Thoughts: Fun map to play on that has a nice theme to it. The AIM Agents really liked it in game 1. The size of the map allowed them to get step up to take advantage of their Special Attack. In game 2 the Masters of Evil and their multiple activations were able to out gun the DBZ figures. Gohan didn't help as he rolled poorly all game. The Command Hub never came into play in either game but I didn't have any teams that wanted either. I could see that one not getting a ton of use but I don't see the need to replace it either. Overall its a solid map with no real trouble spots and a game that should lead to wide open battles.
 
Nice! So do you think it's in good shape as-is? My hope is that the road in the middle and limited height somewhat compensates for the minimal cover.
 
Map Playtested: Last Days of Krypton

Overall Look: Looks very thematic and things are evenly spaced.



Stability: Played on TTS, but seems like it would be stable enough.



Build difficulty: Looks simple enough.



Size: Seems more medium-sized.



Unit types positively affected: Not a lot of height for Range advantage but is fairly long so not too hard for figures of all types to have a pretty even advantage.



Unit types negatively affected: Slower melee figures will be most affected but road spaces are close so they will quickly have access to extra movement to catch up.



Key areas on the Map: Both my games were played near the center or height closer to a start zone.



Areas not used much or at all: The very north and south of the map were not used at all. I wonder if it wouldn't be better to shift the Command Relay to the first of the 3 Swamp spaces across from where it sits currently



Game 1:

Map: Last Days of Krypton

Units: Batman (Occult), Zatanna (JL), Hannibal King, Frank Drake, Detective Chimp, Fighting Chance (1,005) vs Frankenstein, Wendigo, Man-Bat, Freddy Krueger (1,005)

Spoiler Alert!




Game 2:

Map: Last Days of Krypton

Units: Batman (Occult), Detective Chimp, Elongated Man, Lizard, Metamorpho (1,000) vs Luke, Jessica, Batman (Fighter), Moon Knight (Avengers), Two-Gun, Rubber (1,000)

Spoiler Alert!


Final Thoughts: Map is neat but I do think it could benefit from shifting the Command Relay 2 spaces North to the first Swamp space on the other side of the adjacent road tiles. Puts it in a more central location where it is a little more likely to see play. It just never made sense in my games to take that spot but being more centrally located might change that.
 
Talked to Eric and he liked that change to the Command Hub placement as well, so I'll go for it. Will need to edit a few things (hopefully later today) but we can do that in Final Editing, so lets go to Final Editing!
 
Updated with that change. Believe we're good to go for Art once the votes are in :)
 
This passes. Send to Art, but let me know if I missed anything that's needed :-D
 
This passes. I stupidly proposed "On Deck," but we release maps right away, so I'm gonna do that. :p Thanks, all!
 
Updated the VS file here based on changes we made at Con to "fix" the shield shape. Planning to update the TTS workshop and the picture in the OP soon here as well.
 
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