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Heroscape: The [Greatest] Battle for All Time

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15 Feb 2019 00:00 #292361 by Jexik
I toss it in the back seat and think nothing...

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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15 Feb 2019 10:58 #292362 by Jackwraith
Thanks for this. It's a great insight into a game I've actually never played. It reminds of the Epic: Armageddon community that edited and improved a ruleset and added new army lists to the game, both while it was being produced and for years after its demise. Like Heroscape, it was all done for love of the game and produced a lot of the same level of positivity that you're reminiscing about.
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15 Feb 2019 11:08 #292364 by Jexik
As much as I talk about the tournaments, it's just as great as a game played with kids. Just see Sag's article that he mentioned for an example. Storage is an issue, but that's really only because the price of the stuff was so damned low. The master sets that people could get for $40 MSRP or as low as $5 clearance would easily be a $100+ kickstarter in today-dollars.
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17 Feb 2019 11:06 #292460 by GorillaGrody
I always wanted to try this, but got in too late. Thanks for the report!

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22 Feb 2019 08:27 - 22 Feb 2019 08:28 #292892 by Jexik

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.
Last edit: 22 Feb 2019 08:28 by Jexik.
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22 Feb 2019 09:35 #292907 by Jackwraith
Yep. One of the best things about Epic was the intersticed turns. One side would have the initiative with one unit and they could roll to try to act with a second unit, but then the initiative would pass to the opponent (unless you were those sneaky Eldar and, rarely, you could act three times.) That way you could never rely on piling up attacks and/or effects from your side unless you had specifically planned ahead in deployment to enable such a thing. If your unit was in the open, it might end up with too many blast markers to attack effectively, if at all. It restrained the ability to completely blow up one side or the other, leading to that dreaded: "OK. You won the roll to go first, so you win the game. Wanna play again?"
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