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Your Friendly Neighborhood

Re: Your Friendly Neighborhood Map - initial playtesting

I've played on every iteration of this map both on TTS and on my table so I think this qualifies as the Initial...

C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE PLAYTEST UNIT: Friendly Neighborhood map

First two games of Avalanche's initial were on an earlier version and the houses were adjusted to be less restrictive around the high ground. There is now a two hex wide path between the house and elevation so a strategically placed figure can't body guard from height. The next two games were on the updated version and the 5th game here was with the tree adjustments.

Not sure if we have an official form for maps but this seems to be what I've seen most when I look through the threads...

Overall Look: Looks fantastic.

Stability: Originally there was an overhang that wasn't apparent on TTS, during the first physical build it was noticed and corrected with tiles left over from the sets. It's really stable and I've pushed it around on my table a few times with no issues.

Build difficulty: Pretty easy build. Nothing tricky.

Size: I'd classify it as a large map. I've played a 4 player game on this map in TTS and it didn't seem crowded.

Unit types positively affected: I don't think anyone particularly benefits from anything. There are a few items that can be thrown but not enough to make it a strategy for drafting an army.

Unit types negatively affected: See above.

Key areas on the Map: In the four player game alone we had 4 different areas of focus. The central street area with the road tiles allowing fast movement to that area for both sides. The Hill on the central side. The street between the houses out of range of central and hill zones. The end of the streets laterally across from the start zones.

Areas not used much or at all: I guess the areas right behind the houses on the edge. But there was still movement through. You can't fight everywhere.

Final Thoughts:
Personally I really like this map. I can see it sitting on my table for some times before getting torn down. It's size allows for multiplayer games and if I want to play a smaller game startzones can be house ruled to sit behind the cars at the ends of the street. For that reason I find lots of versatility in this map.

But as far as the official versions, I love it. There is enough interactive terrain to have fun with but not so much that it becomes the focus. It looks and feels like a battle in a quiet neighborhood. As much as I liked Elm street, I'm glad I took the time to print two more houses and build this map. Where Elm street feels more like the neighborhood between two streets this feels like it could be the next street over.
 
Re: Your Friendly Neighborhood Map - initial playtesting

I propose a vote for public playtesting
 
Re: Your Friendly Neighborhood Map - Vote for Public Playtes

Yea
 
Re: Your Friendly Neighborhood Map - Vote for Public Playtes

I think the houses are too far apart to be Queens.

Cool map.
 
Re: Your Friendly Neighborhood Map - Vote for Public Playtes

this passes and moves to public playtesting
 
Re: Your Friendly Neighborhood Map - Public Playtesting

After playing a game on this, I like it overall. I like how the road helps melee figures and keeps the battle flowing. I like having the cars and trees around for SS figures to check.
And I like the height in the middle sides of the map.

I do think the map has a fair amount of dead zones. I did have some interaction with the houses near the start zones just as pass throughs to get to the action. I had no reason or motivation to go anywhere near the houses facing opposite each start zone or those entire areas of the map. I feel like this map could really benefit from something in those houses to encourage moving figures there, such as items or resources in the houses or something of that ilk.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

After playing a game on this, I like it overall. I like how the road helps melee figures and keeps the battle flowing. I like having the cars and trees around for SS figures to check.
And I like the height in the middle sides of the map.

I do think the map has a fair amount of dead zones. I did have some interaction with the houses near the start zones just as pass throughs to get to the action. I had no reason or motivation to go anywhere near the houses facing opposite each start zone or those entire areas of the map. I feel like this map could really benefit from something in those houses to encourage moving figures there, such as items or resources in the houses or something of that ilk.

What items do you suggest?

I think we could consider randomly placing food tokens, First Aid(not converted yet), Experimental Medicine, not sure what else. Maybe a map pool of certain ranked tokens?
 
Re: Your Friendly Neighborhood Map - Public Playtesting

A different food item in each house sounds good to me.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

We (project-wide) could really use some resources that were worth grabbing
 
Re: Your Friendly Neighborhood Map - Public Playtesting

I'd prefer using the low key food tokens, rather than putting something that is so good that you'll lose if you don't go after it.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

The problem with food tokens is that they aren't a big pull. I'm not risking going after them in the majority of situations.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Also that feels like it's already been done in Ninja Turtle Dojo :2cents:
 
Re: Your Friendly Neighborhood Map - Public Playtesting

It’s a large map and I agree those are the less attractive parts but this two houses are pass throughs to get to the back path.

Something minor is all I’d suggest. Since it’s closer to one stat some I don’t want the luck of the draw and one team get a better item.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

As long as it's the same thing in both places the power level of the effect shouldn't unbalance things. That said, LP suggested some Coffee Items on Discord and I like the theme of that. I think the Coffee Espresso Shot is the most worth going into the house for.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Could put two in each house. Then you have an option.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

C3G STANDARD PLAYTEST FEEDBACK FORM
NAME OF THE PLAYTEST MAP: YOUR FRIENDLY NEIGHBORHOOD
VERSION TESTED
Spoiler Alert!


Team Test
Map: YOUR FRIENDLY NEIGHBORHOOD
Units: Psylocke (240), Shredder (250), Foot Clan Elite (150), Raphael (200), Donatello (160) (1000) vs Baron Heinrich Zemo (180), Radioactive Man (160), Enchantress (320), Executioner (340) (1000)
Unit Summary: Solid victory for Psylocke’s ninja team. Shredder paired really well with her in getting off lots of Silent Strikes. Avoiding the damage die on her knife to shut off defensive abilities wasn’t really worth it here. Lock Down the Pain was a very useful generalist ability that got a lot of use here.
Map Summary: The Foot having a lot of map control and wanting initiative a lot made the satellite dish relevant. MoE wanted to counter but just didn’t want to devote the resources. Raph went through one of the houses, but most of the action was on the roads and the center of the map with some on the hills. Multiple cars were thrown. Fun map.
Game Summary
Spoiler Alert!

  • Damage Done (Normal Attack): Inflicted [4] wounds on [Enchantress [1], Executioner [1], Radioactive Man [2]]
  • UNCANNY X-FORCE: Used [0] times to move (not usable in this build)
  • SILENT STRIKE: Rolled [8] damage dice for [3] wounds on [Zemo [2], Executioner [1]]
  • PSYCHIC DAGGER: Avoided inflicting [1] wounds in order to turn off abilities [1] times, was [X]
  • LOCK THE PAIN: Ignored [4] wounds on [Donatello [2], Shredder [1], Raphael [1]]
Who won? List figures remaining in the winning army (include life remaining for heroes): 4 Foot Clan Elite, Psylocke with 3/5 Life, and Raphael with 1/5 Life win.
___________________________________________________________​
Team Test
Map: YOUR FRIENDLY NEIGHBORHOOD
Units: Pyslocke (240), Archangel (260), Jubilee (60), Professor X (220), X-23 (220) (1000) vs TMNT (750), Splinter (250) (1000)
Unit Summary: The X-Force just have a ton of efficiency here with typically being able to roll a damage die with Psylocke, roll for auto wounds with Archangel, attack with Psylocke’s attack of 5 (or 6 from height with range), and attack with X-23’s defense reduction and contingency wound abilities. Then on defense they can ignore a wound a round with Lock the Pain and each enemy activation Archangel is swooping over and auto wounding. And X-23 has healing, so she’s no easy target either. I’d say the combination of the three with Prof X running the show from far away is running a bit hot right now and that Psylocke plays a role in that.
Map Summary:
Game Summary
Spoiler Alert!

  • Damage Done (Normal Attack): Inflicted [1] wounds on [Raphael [1]]
  • UNCANNY X-FORCE: Used [0] times.
  • SILENT STRIKE: Rolled [7] damage dice for [4] wounds on [Splinter [1], Raphael [2], Michelangelo [1]]
  • PSYCHIC DAGGER: Avoided inflicting [0] wounds in order to turn off abilities [0] times, was [not something that ever made sense to do]
  • LOCK THE PAIN: Ignored [3] wounds on [Archangel [1], Psylocke [2]]
Who won? List figures remaining in the winning army (include life remaining for heroes): Jubilee with Full Life, X-23 with Full Life, Archangel with Full Life, Professor X with 3 of 4 Life, and Psylocke with 1 of 5 Life win..
___________________________________________________________​
UNIT SUMMARY: Psylocke probably gives you a bit too much offensive efficiency combined with staying power for her point level. I’d go up to around 260-270 or tweak something down (like Life -1 or Attack -1 or not let her use Lock the Pain for herself).

MAP SUMMARY: I like how the map plays. Action was 90% focused on the road and asphalt areas and nearby hills in these games, but I still used a lot of the map and in both games the Satellite Dishes influenced some of my figure movement and pulled me to those corners. I only passed through one house one time that I recall, but they made nice obstructions if nothing else.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Interesting that you used the skyscraper window rules on the houses. I've always just shot through those when I can draw LOS through them.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Thanks for the test.
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Interesting that you used the skyscraper window rules on the houses. I've always just shot through those when I can draw LOS through them.

I defaulted to those (for rules consistency) but it never actually came up
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Interesting that you used the skyscraper window rules on the houses. I've always just shot through those when I can draw LOS through them.

I do the same as you. Simpler and technically makes sense, house windows not the same level of glass as skyscrapers
 
Re: Your Friendly Neighborhood Map - Public Playtesting

Fwiw totally fine playing it that way, but the map rules should specify that it's interior access and (probably, maybe?) that clear sight can be drawn through it normally.

Also I didn't play with any items inside the house since I was doing the Satelitte Dish tweak (which felt good).
 
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