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Heroscape Master Set: Rise of the Valkyrie» Forums » General

Subject: Hills rss

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Michael Taylor
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Are there any guidelines on building Hills?

I mean are there configurations for playing that make for a better game than others?

Best heights and widths?

Good examples of hills?

That sort of thing...

thanks!


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David Stahler Jr.
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Check out Truesight and other award-winning fiction at davidstahlerjr.com!
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There are no limits in Heroscape. That's why we play it!

Just build whatever seems fun to play on!
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Martin Swift
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Just need imagination....
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D S
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As others have said, do what you want with what you have. You may wish to look here to get a sense of what others have done before.
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Team Ski
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One thing about hills are that they are usually a big disadvantage for two-space figures as they cannot access single space locations. So, when you build hills, make sure that there are some two-hex flats for the larger figures. Conversely, you could leave none and let the larger figures languish at the base levels of the map. Just an insight.

-Ski
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Gordon Berg
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Putting the hills more towards the center of the map and symmetrically doing so is recommended over putting hills more towards (or in) each player's start zone.

Reason being is that it gives heroes and squads with ranged attacks an advantage over most figures who don't because those ranged units will just camp on height for the majority of the game, made worse because there probably was little risk getting to those elevated spots so quickly. There are always exceptions, of course, and to my mind that's one of the major points of the game. So if you had some Phantom Knight squad figures, you might not be as worried if playing on a map with non-centralized height.

In terms of movement and hills, you'll find the majority of cards in the game give their heroes and squads either a movement of five or six.

So think about the typical hill they would need to climb in front of them:

3
22
11111

If the numbers represent the height level of the map, then a figure that can move six spaces (non-flying) and is starting its move on the right-most 1 (bolded) would be able to make it to the space where the 3 is: one movement cost for each 1, two move cost to make it to level 2, and two more to make it to level 3. If it could only move 5, it won't make it to level 3 on its turn from that spot.

So when there are hills on the map, some thought needs to be given about how a figure will reach the top of it and more importantly, from where. And, as mentioned above, would the space on height accommodate a two-hex figure or not, and do you or do you not want that two-hexer to be able to be there.

If your goal is to make sure you are playing on a map that is fair and balanced, then simply take a look at the Battlefields of Valhalla (Best of Tournament Maps) thread in the link D S provided and build one of those if you can, assuming you have the terrain required.


Edit Update

I think a great example of map design can be achieved with just the terrain from the first master set: Common Ground
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John "Omega" Williams
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There are no standards or examples really. Everyone goes at it in their own way.

But the suggestions above about leaving some movement locations for 2 space figures up the hill or not are one thing to allways keep in mind.

Same goes for things like caves ravines, and bolt-holes. Think about who can and cannot access those points.
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J B
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I agree that putting the high ground near the center of the map (or just anywhere that isn't the start zone) works well. It should probably, for the sake of fairness, be about equidistant from each player's starting area so they have an equal shot at reaching it first, should they choose to do so.

Putting the high points of a map in the start zones tends to result in start zone turtling.
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