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Heroscape: The [Greatest] Battle for All Time
July 2007. Nowhere, Illinois.
“Happy birthday, dude.” Phil drops a garish box onto my lap while we’re seated in his early 2000s blue VW beetle. It’s heavy. It’s stupid. It’s covered with a picture of samurai, dragons, a Legolas look-alike, some agents straight outta the matrix, some Vikings, an angel with a winged helmet, and an orc riding a T Rex. “Really, dude?” All pre-painted miniatures, and not a tape measure in sight. I look at the back of the box and read the story. It sounds like something I’d have written when I was ten years old. ‘All these dudes are on Valhalla. Fighting over wellsprings. THIS IS THE BATTLE FOR ALL TIME.’
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- Jackwraith
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- GorillaGrody
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GorillaGrody wrote: I always wanted to try this, but got in too late. Thanks for the report!
Reading your report (and another guys' issue with 40k where 1st turn's initatitive seemed to determine the eventual winner) reminded me of one of the better systems in Heroscape. It's not a full army I GO, you go system. There are these order markers which you place on your army cards at the start of the round. You move 3-5 figures with each order marker, out of your total army size of usually 10-24 figures. Each player has a 1, 2, 3, and X order marker, and they alternate after each one, with the X just being a bluff. It goes My 1, your 1, my 2, etc. And after both players take their three, we reset order markers and re-roll initiative. So it's possible to get two quick turns in a row if the initiative switches. These are important inflection points for melee units in the flow of the game.
The order marker system was very important for preventing a lot of blow-outs and was the first thing I wrote a long strategy article about.
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- Jackwraith
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