Monday, October 18, 2010

Viva la Treasurika!!

HeroScape doesn't have traditional treasure for it's characters. Instead, it uses magically enhanced spaces called "Glyphs" to give boosts that can change the way you play your game. Some scenarios would let you take them, and there is even a new type of Glyph called Treasure Glyphs. Those you can take with you like treasure, but retain the same style as normal glyphs.
Normal Glyphs, sometimes referred to as Power Glyphs, have red backs:
Treasure Glyphs can be distinguished by their golden back:



Glyphs have a myriad of powers, most commonly Stat Boosts though. +1 Attack(Astrid), +2 Move(Valda), +4 Range for Range 4 or greater figures(Ivor) are all examples of Glyphs. The Belt of Giant Strength(+2 melee attack, one use) or the Ring of Protection(+3 defense, 1 use) are both examples of Treasure Glyphs.
Not Using Glyphs:
Glyphs of any kind have a rather unique essence in this game strategy-wise. Without them, however, a newer player can begin to learn the ropes of what works and what doesn't work so well. It is really important to learn this if you want to win by your own strategy, rather than by the aid of glyphs. Once you have learned more game mechanics, then you can stick new random factors in the game. Like Glyphs.


The Tactics of the Wave 12 troops-A very short and discriminate study
We have have Wave 12 out for so long now that I'm sure I've come around to writing some new ideas ou for them:

Wyrmling Family:
This army's base is 3 of each color Wyrmling(effectively cheap dollar-wise, around $35-$40, USD mind you). Then you simply add in extra stuff, especially cheap heroes like Me-Burq-Sa(50 points) or cheap squads like the Tarn Viking Warriors(4 man team for 50 points) until you meet your desired point total. If you feel that you don't need a color of Wyrmling at all, you can clear it out of this build and replace them with a force to be reckoned with. 500 points is a common baseline and taking 3 squads of Deathreavers for a small 120 point cost(though, depending on where you get them I can't guarantee the price) could allow for some interesting shooting breath attacks while still being protected.

Mr. Hulk-Flayer:
Not much of a strategy, or army, but for 250 points you can get 2 Uncommon Heroes, one with the power to mess with turn order and the other to simply smash away the tough stuff. Requires 1 Ogre Warhulk and 1 Mind Flayer Mastermind.

Customizing Your 'Scape: Act 5
Easily a great way to begin the design process is to determine at least one of 2 things: 1. What you want to accomplish with this custom unit -or- 2. The name of it. This can really set the level of quality according to general power rankings. Plus, you can always change it later.

Though I normally don't give previews of my customs, I think this unfinished guy will really be a great example. Note that he is still in the design phase and will probably pop up from time to time.

Though I'll definitely be fixing that image, the point here is that Ragnarok(name pending) is a great name and will get a better than average card. Just something to look forward to I guess.





Well since nobody answered yesterday's question, I won't answer it...yet. But I'll give a great challenge!
Help me get a better pic of the Power Glyph(please, if not I can always take a picture of it later).
Preview Time: Did you think I was done?

2 comments:

  1. I'd recommend repainting him before your finished. A black elf doesn't fit too well with Jandar, whatever powers he may have.

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  2. Fortunately I have 3 Pelloths(Drow Wandmages?) to mess up one. And no, this won't be a D&D Druid. This'll be more along the lines of Fire Emblem styled, though not perfectly.

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