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The Holocron of Hoth Generator Ruins

TREX

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THE HOLOCRON OF HOTH GENERATOR RUINS

COMPETITIVE MAP




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VS FILE





Required sets: 1 TT, 1 UNDERDARK, 1 FOTA




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Map Bio - After the Empire discovered a Secret Rebel base on Hoth and drove them from that world, they left behind many ruins. While the blizzards and ice storms common to Hoth have buried much of the former Rebel base, the ruins of a Shield Generator still stand tall over the Hoth landscape. It now stands as a landmark for all those who travel to this mostly barren planet and as such has been sought out by those who come to Hoth. The shelter provided by the ruins is not much, but is still valuable and thus sometimes fought over.



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-Strategy, Tactics and Tips-
• Optional Rule (Heavy snow and slippery Ice)
-Heroscapers Community Contributions-
• First playtest: (Yodaking)
• Second playtest: (Trex)
• Third playtest: (Porkins)
•Fourth playtest: (Koolster25)
• Map created by: (Trex)
• PDF Created by DanieLoche​

Here are some shots in real time of the map.​

Spoiler Alert!
 
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Re: The Design of Hoth Generator Ruins

So I just finished building this map and first impressions are quite positive. The castle wall sections are positioned such that it is almost impossible to draw LOS from one start zone to the other so no worries about a sniper just sitting in one start zone and attacking the other one. Lots of nice spots for a Jedi to force leap into battle from behind cover or Hoth Han to run around blasting people. I normally don't play with the Heavy Snow & Slippery Ice rules in my games as it just makes it harder on melee figures but I really think it would fit this map well since it is such a small map to begin with. It would also make you consider dropping into shadow and giving up high ground when trying to move up as that may be the faster route forward. It also means those units with the snow movement power will be able to quickly swing around the ice rocks to flank an opponent, really boosting those units effectiveness. Most of the snow for snow bonuses are off to either side but it has a few single snow tiles spread about for those units that benefit from snow. The high ground on either side of the map will ensure both teams spread out too rather then just rushing down the central corridor.

The theme really comes through quite well too IMO, as it looks like some ruins that have been overtaken by ice and snow. Having a two part campaign featuring this map and the Abandoned Echo Base might be something fun to set up one day. Including the Wampa cave for a 3 part campaign could work too.
 
Re: The Design of Hoth Generator Ruins

It looks great! Too bad I don't have any of the sets needed to built it. Maybe OLS?
 
Re: The Design of Hoth Generator Ruins

@Yodaking it was a very fun map before I put in vs, the tweaks you made only makes it look more fun. Ill have to rebuild it and give it another go.
 
Re: The Design of Hoth Generator Ruins

FYI, I think you have enough votes in the other thread to make this thread official.

After building this map and using it for some testing today, the only suggested changes are minor ones. The castle wall ends are a bit unstable as they only lock in to one tile and are sitting straight on the table rather then a hex. So I would recommend just swapping them out for corner wall pieces, then they will lock in to two tiles and be less likely to tip over. Then I had to rotate the 3 hex ice rock as the way I had it on the table left a gap between the 3 & 4 hex ice rocks you could see through. Once you turn it to have the highest portion of the 3 hex ice rock closer to the 4 hex ice rock, the combined ice rock structure becomes fully blocked up just like the 6 hex one. If this map gets moved into public play testing without any significant changes I can write up a PT report for it. Don't let that discourage you from making changes though.
 
Re: The Design Holocron of Hoth Generator Ruins

This one looks fun, I want to try it out...
 
Re: The Design Holocron of Hoth Generator Ruins

@Porkins, Just print the build instructions, I currently do not have a program that I can make pdf's with. Its fast pace, to flank your enemy you have to trudge through the snow, to take them on full frontal there are lots of LOS blockers. I think you will like it. I did.
 
Re: The Design Holocron of Hoth Generator Ruins

As this is a competitive map, I do not have any scenario rules for this map. What needs to happen so I can move on.
 
Re: The Design Holocron of Hoth Generator Ruins

If you are happy with where the map is at, you can call for a vote for public play testing. I can write up a test report based on my use of the map, then you will need a couple more people to test it. You can do one of the tests yourself too if you want. We need to get some tests done and confirm it's competitive balance as well as it's fun factor. Feedback from the tests will let us know if something needs to be changed or if it's good to go as is.
 
Re: The Design Holocron of Hoth Generator Ruins

sounds good @Yodaking , I'm happy with the map, I think we should proceed. I'd like to call a vote for this map to reach the public play testing phase. If any of us come up with a scenario type situation for this map later, we can add it later. As for now, I would like to play test it as a competitive type map.
 
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Re: The Design Holocron of Hoth Generator Ruins

Bold the proposal & change the thread title to reflect the vote call.

:up:
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

:up:
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

I fears that the center of the map could be easily blocked by some armies that can then become unbeatable... but only playtests can tell us.

:up:
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

I fears that the center of the map could be easily blocked by some armies that can then become unbeatable... but only playtests can tell us.

:up:
There is higher ground on the sides where the snow is, and there are plenty of Line of sight blockers, but playtesting would be the best way to go.:) I have ran a few and had much fun on here.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

I fears that the center of the map could be easily blocked by some armies that can then become unbeatable... but only playtests can tell us.

:up:

Which armies do you have in mind?
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

If I were gonna spam the middle I'd use Rats, Jawas, Cutters, Hounds maybe even Glads, Probe Droids, FX-7s, Sneaks. Not all of those could spam everything but even funneling or sealing off one side could help ranged back up. Not saying those are OP or that the map is unbalanced, the blocking might not even be game changing, but I would try to use that to my advantage. DanielLoche might have had other ideas, this is just what cane to my mind.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

@Koolster25, and @DanieLoche, these are good suggestions, through play tests try to break the map. Here is another point I would like to throw out there. The map is not a very big map, you can easily go around the sides and flank the enemy. You are not limited to the center only. Also the higher points are on the snow, off to the sides. On multiple tests with my brother we used the entire map. If playing with original scape pieces if you try to bottle neck the middle off you fall prey to guys like johnny shotgun and deathwalker 9000.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

If I were gonna spam the middle I'd use Rats, Jawas, Cutters, Hounds maybe even Glads, Probe Droids, FX-7s, Sneaks. Not all of those could spam everything but even funneling or sealing off one side could help ranged back up. Not saying those are OP or that the map is unbalanced, the blocking might not even be game changing, but I would try to use that to my advantage. DanielLoche might have had other ideas, this is just what cane to my mind.

No, that's exactly what I was thinking about... just add Cathars to the list. :)
(About the Cathars : I made a game once with a classic Cathar's army (Cathars + Raymond + Kaemon), against Nhah Scirh + Vulcanmech +MBS on a similar map (Nature Trails)... and I won loosing only 5 Cathars... ^^

Every army bluid around blockers + shooters can take a nice advantage with this kind of map, but it's quite hard to know if it makes a real change or not for the balance of the map, without playtesting.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

You should sign up for a play test and see if you can break it. The maps only high ground is on either side of the center area and most HoSS units have ranged attacks so hopefully your fears are unfounded but we definitely should find for sure. The Empire is particularly good at wiping out common squad screens when given high ground.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Vot

It looks like I have enough votes to put it in play testing phase, I'll update the OP. Also @Porkins, do I need to get this put in the Hoss play testing thread?
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Pha

You can if you want TREX. I see no reason why you couldn't.
 
Re: The Design Holocron of Hoth Generator Ruins(Playtest Pha

Yeah, go ahead and make a post in the Playtesting Thread that this one is available for testing and link to this thread. I'll add it to the OP of the Playtest Thread.
 
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