• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

The Holocron of Jedi Temple of Coruscant

TREX

"like" happy
THE HOLOCRON OF JEDI TEMPLE OF CORUSCANT


Small Expansion 5: Reinforcements for the Battlefront

A HOSS Competetive Map
A HOSS BATTLEFRONT MAP

u6c1obfsdyaspbuzg.jpg





Required sets: 2 FOTA, 2 BTFU
Also uses HOSS destructible DOs


______________________________________________________________

Map Bio- The Jedi Temple on Coruscant was known as a serene and peaceful place, and while mostly an accurate portrayal of how daily life inside the temple unfolded it was not always so. Over the years criminals and Sith affiliated cultist have broken in to, or outright invaded, the Temple in search of valuables, hidden knowledge, or objects of power. Then of course when the Empire rose to power and the Jedi purge began it became a war zone all onto itself. With the Jedi no longer there to protect their secrets, the temple was sacked and looted time and time again by one organization and then another. All of who were convinced they could locate and access the secret vault of Jedi knowledge and artifacts rumored to be hidden within.
______________________________________________________________

The red and blue are start zones
This map uses optional HOSS destructible objects:
Green- HOSS DESTRUCTIBLE OBJECT BACTA TANK
Is compatible with BOSS Battlefront Game mode.

BOSS Battlefront rules are in the printable pdf.

Special Rules
-Figures cannot leap, fly, or shoot over voids.
-The rock outcrops are not to be placed.(used the shadow base tile)


____________________________________________________________

-Strategy, Tactics and Tips-
• TBA
-Heroscapers Community Contributions-
• First playtest: (TREX)
• Second playtest: (TREX)
• Map created by: (TREX)
PDF Created by: TREX
 
Last edited:
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Just seeing this thread now. I downloaded the map but I think I'm going to need to build this one as there is a lot going on. It might take up to a week before I get around to building it though as I have a map already up for some C3G testing I'm doing. You should link this thread to one of the other Battlefield thread. I think everyone has posted in that one and would then be made aware of the new thread that way.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I ended up digging into the VS file and playing around with it a little bit.

I have a question for you, do you specifically want all the shadow spaces in the middle of the board on a lower level then the rest of the tiles? I ask because the +1 def (2 shields on 6 sides of the dice) isn't enough to overcome the +1 att (3 skulls on 6 sides of the dice) that your opponent gets from having high ground. As a result, 0-level shadow tiles don't get used often unless someone is force pushing you onto them. It was not easy to do but I managed to raise up all the center of the map shadow tiles to even ground. I still have some 0-level shadow (rock outcrop bases) in a few spots along the edge for force pushing people into but anyone who wants to move through the center of the board can remain on even ground.

Next thing I want to discuss is the all terrain is road tiles rule. Giving everyone +3 move almost all the time will make the board play really, really fast. I ended up not liking how it played when testing my platforms map idea. Ranged figures will be constantly getting overrun by figures that start outside of their range. With all the steps going up to the top area, the road tile bonus is needed there but down on flatter ground I think the map would be better served if you left the rock tiles as non-road tiles. I even placed a 7 hex rock tile on the catwalk where the C glyph is to break up the road bonus in that area.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I actually played a game or two on this map without the road bonus on everything in play. The game kind of dragged a bit. That is why I swapped out the little side exit from the start zone to a road tile from a shadow tile. Its true that melee figures have a chance to get up on ranged figures. The ranged figures can also be good. In this one instance I was out ranged by my opponents when I was up on the middle height and got pounded until I came down to get them. Raising the shadow tiles up in the middle is fine. The reason I have the start zones larger. It can be set up with 4 player 2vs2 teams. If you cut that down, you have to do away with any scenario like that. We like to do bigger games sometime with 4 people, so having that option on a HOSS map is pretty cool. Anyhow, I assume you have built it then. What is the overall impression as it stands before you?
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I have not yet built it in real life, I just started breaking down the VS to see what was going on. I have no problem with the start zones as is, I raised the shadow tiles up just using some left over hexes and taking two from elsewhere. I have to wrap up some testing with a different board currently on my table, then I'll build this map next.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I'm going to be building this soon and wanted to get your thoughts on what I did to the map in VS before doing so. So here is the file showing the few changes I would consider. (*edit* I didn't like the fact that the center platform was one level higher in my version, so I have moved things around to being it back down to the level you origionally had it at. I then updated the VS file so it should be up to date with my thoughts on some tweaks.)

I raised up the shadow tiles to even ground, resulting in the high platform also moving up one level. Reduced the number of Bacta Tanks to one and moved it out on to the dueling area, that way when not dueling their is a reason to go out that way. Adjusted a couple of glyphs and other DO locations slightly. Swapped a rock 7 hex for some road tiles on the dueling walkway. Oh, and used all the shadow tiles up before using the single hex rock outcrop tiles and then placed those rock outcrop base tiles in a few new locations (still use the base tiles only, no rocks). It pretty much looks the same as all the changes were fairly minor outside of the Bacta tank move.
 
Last edited:
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I built the map and I must say it certainly looks like a sci-fi city. It has a very interesting lay out that I have not seen on a heroscape board before. I also discovered that I only have 5 of the seven hex dungeon tiles for some reason but I still made it all work using some extra two hex dungeon tiles I had. I'm pretty excited to see how it plays with a few games.

I was concerned about being able to reach in a move figures around on all the shadow tiles before building it, and the center two most shadow tiles are still a bit of a concern. It won't be easy for a fat fingered player to move or adjust a figure on either one of those two spots. I don't see anything that can be done about it though so we will just have to play a few games on it and see how often it comes up as an issue when actually playing the game.

The board fits on my gaming table at an angle, but I suspect others might have some issues depending on the size and shape of their gaming table. It is not too long from start zone to start zone, it is the hallway that sticks out to the side. I think if that area could be shortened by two rows of hexes into just a 7 hex tile outside of the freezing chamber it would help.

Building it went pretty easy and I don't seem to have any stabilization issues. The only hang up I had was when placing the battlements, it was hard to tell where they were all suppose to be from the VS file so I just used the 3-D image as a guide. I know those things are tricky to put in the right spots in the VS program. After putting them all where it looked like you wanted them, I felt some could be moved around to new locations.
 
Last edited:
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Here is the updated VS file showing my recommended changes. I followed your method of placing the battlements one level above where they would actually go, it did seem to make them easier to see. I then made it so they were all facing the right way and moved some to spots where I think they would be better served. The side hallway is now shortened by two rows. I then used some of the extra tiles created from shortening the hallway to add a few more single hexes in a few key spots. I think the 3 seven hex rock tiles (and the shadow tiles of course) should be the only ground that is not considered to be road tiles. I then placed the control glyphs at the center of each one. A 4th control glyph is in the shadow just like you had it, leaving the 5th control glyph at the very top of the spire as the only one you can reach using the road bonus. I only have 1 Bacta Tank on the map, on the purple spot and moved a few crates/containers but most of them are still in the same place or real close. I didn't put new 'dueling' start spots on the map after shortening the side hallway. You can put them back on if you want to, I just didn't know where to put them. Let me know what you think of those ideas.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I'll check out the changes and tweak what I have built on the table to reflect. Thanks for the input. I will try it out when I get home from work and/or possibly before my busy weekend ahead.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I changed the map on my table to match the VS file I posted and ran a test today. I used the Cloud City Control rules you have posted too. The rules seemed to work fine for me, although trying to control as many glyphs as possible can change your tactics in a bad way. I was using Nilf & the Greenscales on one side and they split up instead of sticking together for the aura bonus. I should have just kept them together for the bonus since Nilf couldn't be moved anyway. It does get you to move all around the board though which is really nice. I also won control of Cloud City a few times with the team that had fewer glyphs under their control, then moved a figure off the control glyph at the very top platform down onto the Freezing Chamber. I would consider amending the rules such that you can't move a figure off one of the control glyphs, it would be an added bonus for having taken the glyph.

Now the bad news, I really had some issues trying to move figures on and off the shadow control glyph and since their is a glyph right there it is a point of high activity. The 3 pillars make the openings pretty small. Both the Repulsor & the Greenscale figures I moved onto that spot didn't want to go in or come out right away. It took some work to get them in and then I just left them laying on their side once they did get in there. I'm thinking we can try the ladder trick to hold up that 7 hex tile without using the 3 pillars directly below it. That would open up that area for figures to move in and out. I'll see if I can get it to work and if it does I'll post up a 1.5 VS file showing you what I'm talking about.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I didn't get a chance to test it out tonight and I've got a pretty busy day tomorrow, so here is a VS file of the map using the ladder trick if you want to test it out yourself. Essentially you will be removing the 3 support pillars that hold up the 7 hex upper platform. Then on the 6 pillars adj. to the platform and just below it you will place a ladder piece. The 6 ladder pieces should hold up the 7 hex platform and give us a more open area below the platform to play on.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I rebuilt the map using the ladder trick and it works out great. A lot more open space now for your hands and figures to get in and out from under the platform. I tinkered a bit more with it, just minor stuff really but I have a problem with trying to use ever piece when I can and moving those wall sections freed up some more tiles. So the 1.5 link should take you to my final suggestions. You will see I used 2 water tiles in order to have one section where you could shoot across the gap. I figured they could be cooling tanks or something. Anyway feel free to take or leave whatever you find you like in my little adjustments. I'm going to try and run another test on the map tomorrow.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I have not had time to tinker with the map yet, but look forward to what you have done with it.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

No rush. I've been rather busy of late as well and won't slow down for another few weeks.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Alright I've played 4 games on the board now using the Freezing Chamber rules. I made a few changes here and there between the games.

I didn't realize you were not allowed to attack a figure on the Freezing Chamber glyph in one game and attacked that figure a few times. Then after seeing that rule, I ended up changing it so that you could attack a figure on the Freezing Chamber glyph (other wise the unit could just refuse to move off of it and become invulnerable), but that figure gained an auto shield on defense if it had been frozen and not yet moved or attacked (OM reveals for bonding didn't have any effect though). That worked out pretty well as you could then move a figure over to the freezing chamber and start attacking it, but the auto shield helped keep the frozen figure alive long enough to become unfrozen and start fighting back.

In one game neither side controlled a single Control glyph during the game. I started thinking that maybe you should not be able to freeze someone unless you controlled at least one glyph, but then I changed my mind by the end of the game. For competitive reasons it is really key to be able to gain control of the Bespin and move a figure down off of high ground (steps or upper platform) as a figure on the steps can block off the path up the steps and have high ground permanently (when no flying or force jump figures are in play).

I was all set to drop my suggestion of leaving the rock tiles rock and just making the whole board road tiles (except for the shadow tiles of course), but then I played a game that way and had to change my mind back. 9 move Gladiators just flew across the flat part of the board around the shadow tiles and dominated the ranged Soulborgs they were facing. Units with a range of 7+ are priced based on the idea they will get at least one attack in before a move 5/6, range 1 figure can close the distance and attack. When you give all range 1 figures a move of 8/9 the game balance changes too much. I did replay the same match with the rock tiles being rock and while the gladiators still won, it was a closer game.

I really think having the control glyphs on the lower level in the the center of a rock tile (and one surrounded by shadow) will make any battlefront game system we come up with much more competitive. Then your defenders can actually defend the Control Points instead of just sitting there waiting to get assaulted by figures from outside of your range.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I played a game with my previous map,(just because its still up and my bros came over.) I didn't use the road bonus on any of it and no glyphs. It was quite horrible. I think I'm going to tear it down and see what you adjusted. Mine still needs some work.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I think you have to have the road bonus going up the steps. That section was the focus of every game and their are a lot of steps.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I just had time to look over your VS file, I like a lot of the changes. The platform had some gaps and the walkway up to it had gaps so you could force push people off of the top in some areas, I noticed you closed it in. Any thoughts on whether you want force users to be able to push guys off of those places? I'm going to build the map your version right now. I've only got 2 days off from work in the last 3 weeks, thats why I haven't been to busy with PT's and playing with maps.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Just finished building the revised map @Yodaking . Some of my brothers want to come out for a game tonight. I like the look of the map, it doesn't look to much different than my previous one. Surprisingly I had to rip most of the map up to change it.:) The only changes that I am not sure about yet are:
The battlements going up to the platform. Now force users will not be able to push figures off the walkway up or off the platform. Also abilities like 4 loms concussion rifle will not get to rock people off of those spaces.

A couple of battlements were removed from the middle of two of the pillars holding the platform up. They had no function, but I liked how they added a little more character to the map. I left those, and removed one off of each end of the road stretch on the backside of the middle to keep them.

Stability issue with the rock outcrop shadow tiles. When those are placed on top of regular tiles the rock back and forth a little. We may need to look at that again.

There is also a battlement out of place on the vs file on the top of a pillar. Small item.
I like where you have put the glyphs, that still looks great. I'm loving the extra room under the platform. The ladder trick is ingenious, and opens up a bunch of other options for my emperors throne room I mocked up in VS, love it. I'm going to test out the road bonus just on road tile and see how it goes for slower moving units.(Last game we played on the previous map without road bonus, the slower moving units got mowed down as they came up the corridor.) Looks good, hope to check it out tonight.
As far as the freeze chamber rule goes, I will update your version in the OP and use it tonight. I like the auto shield on the frozen guy. Is that all you saw to change as of yet? Does the frozen guy get to roll defense with the auto skull, I would think not if he can't move.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Yeah I still gave the frozen guy a def. roll for armor and what not. I placed the battlements in places more for looks, I had not thought much about them preventing force pushing. Letting you push figures off the top and down into the shadow would certainly make the board a bit more interesting. The single rock tile shadow bases on top of regular hexes is always a bad fit, we can figure out a way to cut them out if you want too. I do think you are going to need to let the dungeon tiles also give you the road bonus as I couldn't figure out a way to build the steps without them and you need the extra +3 move for going up all those steps.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

Do you propose letting all spaces or just dungeon tiles be counted as road bonus, but still let the shadow tiles give the +1 defense from non adjacent attacks.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I played all the spaces gave the +3 road bonus except the Rock & Shadow tiles, oh and the two water tiles I added in at the end. That would account for the Road tiles themselves and all the Dungeon tiles. Don't Shadow tiles give you +1 defense from all attacks, not just non-adj.? If not I think I've been playing them wrong for a while now. I know Jungle Trees & Bushes are only non-adj. attacks so I was thinking Shadow also worked for adj. attacks to make them a little bit different.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

@Yodaking, I just finished a four player 2v2 game on this map. Most of all figures were melee attackers. The game kind of bottle necked in the corridor with one team taking the platform and shooting all the other guys that took the low road to avoid the bottleneck. I removed the two water spaces after playing the game. They did nothing positive for the game. I was getting in a play test of the Heroes of Fiction Kratos character we at HOF are designing. He comes back from hades on a 20 die roll and has to be placed on the lowest space on the board. The water tiles were the lowest spaces and totally got him screwed. Anyway, I also felt that there needed to be an alternate route up to the platform. Maybe some ladders are in order. Under the platform and on that side got played quite a bit more. We did not use any control points or carbon freeze rules due to us teaching my nephew how to play.(didn't want to make it more complicated) I may end up taking out a couple battlements to give the force users and other characters that move figures a way to knock people off the high ground. Loved the ladder trick, it held up the platform great. As far as the road bonus, we may want to keep watching that. My syvarris got owned by a gladiator without getting to pop off one shot before dying. Right now i'm not too excited for the road bonus. The shadow tile rule may be an adj bonus, I always thought is way a non adj only. I'll post what tweaks I have on the map using your file, modded.
 
Re: The Design Holocron of Bespin Carbon Freeze Chamber

I took the map down today to put up something else but I have been thinking more about the battlements. I'm a bit concerned that if their were no battlements on the top platform, any figure with force push & a ranged attack would be able to dominate that position. Every time some one climbed the steps to challenge them they would just get force pushed off and have to restart the climb up all over again.
 
Back
Top