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Tournament Map Feedback Thread

I appreciate the feedback on Dralli. Would be interested to hear more of your review in detail. I’m a little surprised by both comments as 1) I deliberately made sure there were no 1-hex choke points, so curious to know more about how that played out in your game(s), and if it is as more a result of the figures (ex rats, Raelin, range) or truly the map and 2) there are only 3 hexes in the SZ where a 5-move unit can’t get to lvl 2 in one turn of movement, so again curious to understand that comment.

Again thanks for the feedback.
 
I appreciate the feedback on Dralli. Would be interested to hear more of your review in detail. I’m a little surprised by both comments as 1) I deliberately made sure there were no 1-hex choke points, so curious to know more about how that played out in your game(s), and if it is as more a result of the figures (ex rats, Raelin, range) or truly the map and 2) there are only 3 hexes in the SZ where a 5-move unit can’t get to lvl 2 in one turn of movement, so again curious to understand that comment.

Again thanks for the feedback.
Sure. I played Romans into my dad's Dwarves/Q10. I developed up onto the level 2 landings (which notably are mostly to the sides, and not to the middle, which is where the action in melee v melee will happen), and used Valguard to create a little more safe space (I'm not willing to put figures under height when playing melee barring a very good reason, so I'll often use a figure to cap spaces to create pseudo-landings). My dad developed up similarly, and ended up claiming the level 4 to my right, and clogging up the level 4 to the left. I couldn't effectively flank the right due to the warehouse and the bush (it's not worth giving up activations to do that with Romans), so we hit back and forth on that right side for a little bit. Eventually we just started making some questionable moves to progress the game faster, as 2-3 attacks per turn was taking forever. I was surprised it clogged like it did too, but it happened pretty much immediately, and the rest of the game was a slog.
 
Stonework by @Sheep

Overall fine. Played 2 games on it and the 2 things I had issue with:

1) development out of the start zone. 5-movers aren’t too bad, 6 have a strong advantage, 4 get toasted.
2) the 1-hex waters on the side. Maybe try and shift the lower levels to avoid it, it’s just tacky and distracting.
 
Wanted to throw in some thoughts after our Utah event last Saturday. For context, we were playing a Dungeon Defender format (where you can destroy your opponent's crystal to win the game), and I was running Kato Katsuro, Ashigaru Yari x3, Ashigaru Harquebus x2, and Erevan Sunshadow (Delta pricing).

Aftermath: This game was hard to get good feedback off of as it was quick and dirty due to me having a strong matchup (ranged commons v Einar Imperium). It felt solid overall and I liked the road pathing, I just need more games on it.

Mid-Summer: I think development on this map is better if you're in the left half of the start zone compared to the right half, and I ended up threading most of my units that way since going right was a losing battle for me.

Frostmire: I haven't actually played this map a bunch, but I think it has had a lot of feedback on it, and I don't know that I have a ton new to add. It's solid and I like using it for monthly events, though I've felt real estate in places to set up and pathing have been tight in my experience. I think the Dungeon Defender format actually hurt this map more because of the big center push those games tend to have. But also I was taking turns with two 4-man squads at a time so there's that.

Dark Fulcrum: This was my favorite map I played on during the event. Fulcrum is already an excellent map, and this version builds a lot into the gameplay. The shadow defense bonuses are really nice to have, and I liked the extra paths onto the hills. The 3-hex outside the right of the start zone was still a power position, but it felt less dominating and approachable in this version.
 
Frostmire: I haven't actually played this map a bunch, but I think it has had a lot of feedback on it, and I don't know that I have a ton new to add. It's solid and I like using it for monthly events, though I've felt real estate in places to set up and pathing have been tight in my experience. I think the Dungeon Defender format actually hurt this map more because of the big center push those games tend to have. But also I was taking turns with two 4-man squads at a time so there's that.

@OEAO have me some great suggestions that will be implemented soonish on Frostmire. I do like it as is, but it needs to be opened up just a touch - and the dungeon defenders format certainly aggravated that weakness I'm sure.

Thanks so much for the feedback!
 
I played this one a while ago in a Quahon+Sujoah+spiders vs TKN+SBN+Nabgrubs machup.
I lost of course cause Quahon is OP. :lol: Actually it was |that| kind of game, Sujoah did OS TKN with sting, then SBN proceeded to OS Sujoah. So it was SBN+grubs vs Quahon+spiders very early on. I managed to keep only one Nab next to SBN at a time to limit LB. SBN got caught by spiders, had to triple disengage to hit Quahon. Got 1 or 2 attacks of before dying and it was the end of the game.

Map seemed very good to me, melee vs range machup felt surprisingly good for that big of a map without road.
Quahon did use the Hive perch and it was kinda hard to break into that, but not that easy for the spider to protect her (lots of adjacent spaces).
I liked it.
Great feedback, thanks! I didn't realize this map was being used by anyone but Colorado events.

When you say the hive perch do you mean one of the 3-hex rows on level 2 that stick out below the hive by the start zone and towards the middle of the map?


Edit: oh well, thanks for giving feedback for whatever map that was :lol:
 
I played this one a while ago in a Quahon+Sujoah+spiders vs TKN+SBN+Nabgrubs machup.
I lost of course cause Quahon is OP. :lol: Actually it was |that| kind of game, Sujoah did OS TKN with sting, then SBN proceeded to OS Sujoah. So it was SBN+grubs vs Quahon+spiders very early on. I managed to keep only one Nab next to SBN at a time to limit LB. SBN got caught by spiders, had to triple disengage to hit Quahon. Got 1 or 2 attacks of before dying and it was the end of the game.

Map seemed very good to me, melee vs range machup felt surprisingly good for that big of a map without road.
Quahon did use the Hive perch and it was kinda hard to break into that, but not that easy for the spider to protect her (lots of adjacent spaces).
I liked it.
Great feedback, thanks! I didn't realize this map was being used by anyone but Colorado events.

When you say the hive perch do you mean one of the 3-hex rows on level 2 that stick out below the hive by the start zone and towards the middle of the map?

Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them... :oops:
 
Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them... :oops:
Could it have been Halcyon, the map I made that predated Kingfisher? Kingfisher is a kind of revision that tightens up Halcyon.
 
Yes that's this one. :mrgreen:
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.
 
Yes that's this one. :mrgreen:
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.

It was played in a french tournament in 2019.
https://nsm09.casimages.com/img/2019/02/17//19021709075618734016123603.jpg
I'm the guy looking at the floor in the back, probably looking for dices or something. :mrgreen:
 
It was played in a french tournament in 2019.
https://nsm09.casimages.com/img/2019/02/17//19021709075618734016123603.jpg
I'm the guy looking at the floor in the back, probably looking for dices or something. :mrgreen:
Indeed! That's it! The picture reminds me that the other change I made was to move the 1-hex outcrops. People were complaining that it was too easy to knock over those stacked 2-hex tiles they were sitting on. In the process I was able to remove the 2-hex perch on level 3 that I think you were referring to; it is now only big enough for 1-space figures. I don't think there are any 2-hex areas on level 3 anywhere on Kingfisher, in fact.
 
It Gets a Pass

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

I initially was worried I wasn't going to be a big fan of the split start zone. I still don't love it but I don't hate it. It definitely makes you think about how you want to deploy much more than a standard map. That's a good thing even if it was slightly annoying for me especially with the army I was playing which had a lot of moving pieces.

The map itself still played really fast allowing for good development. The height is really nicely placed in that it's really hard to hold for a ranged squad and the middle LoS blockers also make it hard for range to cooperate there.

The one place I'm most concerned about a chokepoint (level 2s next to some level 1 ice and the 2 level 3 height sections in the middle of the map) is a spot that feels like you'd rarely want to create a chokepoint there.

Overall, this map felt fast for development and gave you a lot of options to work with. I'd be very hesitant about wanting to extend range too much on this map as melee is going to catch up to you pretty quick and it can go badly. But if range plays it smart, melee will also have to play it smart and use the tools this map gives it well.

I don't really know how much of a map analysis that is but it's what I noticed while playing on the map.

~Dysole, informationally
 
Re: It Gets a Pass

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

For HexiCon, I'm doing exactly that! LOL
 
Re: It Gets a Pass

I initially was worried I wasn't going to be a big fan of the split start zone. I still don't love it but I don't hate it. It definitely makes you think about how you want to deploy much more than a standard map. That's a good thing even if it was slightly annoying for me especially with the army I was playing which had a lot of moving pieces.

The map itself still played really fast allowing for good development. The height is really nicely placed in that it's really hard to hold for a ranged squad and the middle LoS blockers also make it hard for range to cooperate there.

The one place I'm most concerned about a chokepoint (level 2s next to some level 1 ice and the 2 level 3 height sections in the middle of the map) is a spot that feels like you'd rarely want to create a chokepoint there.

Overall, this map felt fast for development and gave you a lot of options to work with. I'd be very hesitant about wanting to extend range too much on this map as melee is going to catch up to you pretty quick and it can go badly. But if range plays it smart, melee will also have to play it smart and use the tools this map gives it well.

I don't really know how much of a map analysis that is but it's what I noticed while playing on the map.

~Dysole, informationally

Lovely review Dysole! I especially appreciate the bolded insight.

Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.

No automatic inclusion of Yngvild glyph. FAIL

:p

For HexiCon, I'm doing exactly that! LOL

So if anyone wants to know how I came to settle on that name... Obviously I thought of the glyph but I was curious to know if it had any meaning behind it so I searched it...

What a wonderful coincidence that it's an ice cave in Elder Scrolls! "Pass" then has a double meaning that references a geographical location and the glyph.
 
Can only confirm what Dysole said on Yngvild Pass, my game on it was very interesting, almost whole map was used whereas we were both using armies with few figures.
Probably best map using 1RotV+1TT alongside Ascension and Isenfell, all 3 play kinda similar.
 
Hey all, I'm looking to play on some new-to-me maps in the next few weeks/months as I have a couple months until my next WoS review is due. Anybody know of a map that is a bit under-the-radar? I'd prefer if you have suggestions of maps that you didn't create yourself. I'm also hoping for maps that have been around for a bit, not particularly ones from the past 6 months or so.

Murky Waters by Robber is one such map that Flash introduced me to on our last CoV podcast episode, but I'm hoping to collect a few more.

Thanks!
 
Hey all, I'm looking to play on some new-to-me maps in the next few weeks/months as I have a couple months until my next WoS review is due. Anybody know of a map that is a bit under-the-radar? I'd prefer if you have suggestions of maps that you didn't create yourself. I'm also hoping for maps that have been around for a bit, not particularly ones from the past 6 months or so.

Murky Waters by Robber is one such map that Flash introduced me to on our last CoV podcast episode, but I'm hoping to collect a few more.

Thanks!

Thermal Shock by Vydar_XLIII! It's about to have it's 2nd appearance at a MARS tournament this weekend, really fun to play on and aesthetically pleasing. I also like that it's built using 2x Marvel and 2x Tundra, 2 of the lesser used terrain sets for tournament maps.
 
Wanted to come on and say I played on Tabasco by @Sir Heroscape the other night, and man, it was one of the most hype matches I've ever played. I'll save the details on how the match went since this is a tournament feedback thread, but lets just say that zombies are terrifying. The thing I like about this map is how easy it was for me to develop out of the start zone, it plays pretty flat which is really good for those slower units. Unfortunately the lava field wasn't a huge factor in my one match since there was plenty of same level rock spaces to occupy, but useful enough if me or my opponent needed to grab height in the middle of rounds. Also, I felt like the road in the middle was hard to use to its full advantage since it was quite central on the map, though it was helpful one or two times (like when I sent my Kozuke Samurai in to assassinate Q10). Other than that, the map kind of let me do whatever I wanted with my units, and I think I'll keep this map in rotation for now since me and my friends are more on the casual side anyway. Good job, Sir H
 
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