Monday, February 27, 2012

Maps: Outdoor Four Crystal Cluster

One limitation of the game is that the map names aren't readily apparent. For this blog entry, I'm calling it Outdoor Four Crystal Cluster based from forum member hatter_m's designation.

When discussing important squares, since this is a 9x6 board, I'll borrow terminologies from chess: the horizontal axis will be letters (A~I) while the vertical axis will be numbers (1-5). For example, the blue Deploy Zones are in tiles A1 and A5, while red Deploy Zones are in I1 and I5. The lone Defense Boost Square is in E1 while the Assault Boost Square is in E5.

In my Map Overview, I discussed how maps determine the viable strategies in the game. This map is a good example as it showcases how victory conditions, Heroic Team, and initiative comes into play.

Victory Condition

There's two ways of winning in Hero Academy: by eliminating all of your opponent's Units, or by destroying all of the opponent's Crystals.

Personally, my default strategy is to eliminate all of my opponent's Units (if you eliminate all of their Units, they can't destroy your Crystals). In this case, however, there are certain advantages to going after their Crystals.

At first glance, this map looks symmetrical: the Crystals (C2 and G2, B5 and H5) and Attack Boost Square (C3 and G3) are in identical positions. However, the location of the Defense Boost Square (E1) and Assault Boost Square (E5) are game changers.


The area I marked is what I'd call the area of conflict. A ranged-three Unit on the Attack Boost Square can reach their corresponding highlighted areas (Blue Team can reach Blue and Yellow Squares, Red Team can reach Red and Yellow Squares). That's not to say you need to use a ranged-three Unit or that you need to "park" them on the Attack Boost Square, but this is a common tendency to gain "board control."

Notice, however, how the Premium Squares in the middle are out of reach and provide different advantages.
The Defense Boost Square is the perfect staging ground for a ranged-three Unit to attack the opponent's Crystal. Not only are you out of reach from the "ring of fire" I illustrated above, but you can attack the Crystal with impunity, and receive less damage during the opponent's counterattack. (Alternatively, you can aim to simply block this off from your opponent so that they don't get to employ this strategy.)
The bottom Crystals, on the other hand, leaves little room for maneuverability and makes it difficult to reinforce, especially if your opponent manages to land a ranged Unit on the Attack Boost Square (that would leave the Deploy Zone and the square above it as the only safe spot for your Units in that area). Regrouping is much easier in the upper area as there's more space to clump together.

However, the key area is actually this:


The two Crystals are three tiles away from each other, but more importantly, an enemy Unit on the Attack Boost Square makes both Crystals vulnerable to area of effect attacks. For example...

An attack by the Grenadier on the Archer damages both Crystals. (A Wizard and/or Void Monk can damage both the Archer and one Crystal if the Archer is the main target, while a Wizard can damage the Archer and both Crystals if the top Crystal is the main target).

If one of the Dwarves's Unit was on the Assault Boost Square, the Crystals would receive 360 (or 300 for other Heroic Teams) damage in addition to the splash damage from the Grenadier.

So while you don't need to destroy the Crystals in this map to win the game, there are certain advantages in doing so. It's all determined who manages to hold on to the Premium Squares, which brings me to...

Initiative

The key to this map is who controls one--or both--of the Premium Squares in the middle of the map. Control of the Defense Boost Square can lead to the destruction or protection of the top Crystals. Control of the Assault Boost Square hastens your capability to destroy your opponent's Crystal, or prevent them from winning via that victory condition.

What's important to note, however, is that during the first round, each of those squares can be secured with three Actions. If you've managed to secure one of those Premium Squares with a sturdy Unit like a Knight or Paladin, it's difficult to dislodge them unless your opponent has a Knight or an Impaler.

Heroic Team

Each Heroic Team has its own advantages. Council for example has the Archer, and it's the best Unit to place on the Attack Boost Square since it has a range of three and deals a lot of damage; killing a unit with just two Actions is possible. The Dark Elves's Void Monk can abuse its movement of three squares per Action (either as part of hit-and-run tactics or to secure a Premium Square). But there's a significant advantage to Dwarves who manage to secure the Assault Boost Square due to how common splash damage is, in addition to miscellaneous benefits due to getting a higher bonus from Premium Squares, Pulverizer, the extra Assault Boost Square bonus from Engineer, or the Grenadier's ability to ignore line of sight (and aim for the targets you want, assuming they're in range).

There are subtleties to the trajectories of the splash damage of the Dwarves, and you can see the breakdown at Making and Breaking Games. If you're going for a destroy-the-Crystals victory condition, the key is in your ability to deal significant damage to Crystals while attacking your opponent's Units at the same time. Due to the sweet spot illustrated above, it's very likely to damage a Unit, at the same time damaging both Crystals.

If you're losing to Crystal destruction in this map, you might want to prevent your opponent from securing the Assault Boost Square.

Strategy: Map Overview

There are a lot of variables in Hero Academy that determine the optimum choice. What immediately comes to mind is the Heroic Team you pick (currently Council, Dark Elves, and Dwarves). Another factor that determines the outcome of the game is initiative, as who goes first--or who goes last--has an advantage (no matter how slight).

But one factor that's not readily apparent, especially when we simply compare win-lose ratios of Heroic Teams, is the map. The map plays a big factor in your overall strategy, and since this is a game that features asymmetrical units and abilities, it will tend to favor one Heroic Team over another, and determine how much of an advantage initiative provides.

When talking about game balance or improving your, it's vital to discuss the map. Not all maps are equal, and a strategy that is very effective in one map might not be as potent in another.

Introduction

I'm currently playing Robot Entertainment's Hero Academy game for the iOS and a significant part of me wants to discuss strategy and tactics.

Thankfully, despite being a new game, a lot of helpful material has already been written. Tsothoga of Robot Entertainment Fans has compiled various links related to the subject but I want to reiterate the importance of the following links:
Now those guide's are a bit outdated, at least in light of the latest update, but most of it is still viable. I'll revisit those subjects (and perhaps tackle them more comprehensively) when time permits but in the next few months, I'll be tackling subjects that haven't been covered as much.