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November 9 2020
The latest edition of Legends of Kalidasia: Heroes of the Heragul is available for download. This is version 2.2.0 and introduces a new, cleaner system of movement, a change to when sensors are placed on the battlefield, and enhances the role of fighters in battle.
Download the rules here(14MB PDF) or you can find them on the Legends of Kalidasia Page.
If you have purchased a digital copy of Heroes of the Heragul from Wargame Vault or have a download code for the game, those archives will be updated soon. Print copies of Heroes of the Heragul will starting including a print copy of the 10th edition of the rules in the next few weeks.
November 2 2020
Over the summer, I started working on an update to Heroes of the Heragul which factors in everything I’ve learned from running events and teaching players Legends of Kalidasia. By chance, this update ended up being completed by the end of 2020 and has a planned release not too far after the 10th anniversary of the game. Rise of the Surakari was released back in August of 2010, so labeling this update as the 10th anniversary edition just made sense.
Officially, this will be rules version 2.2.0. Therefore, it is not an entirely new game. In fact, most of Heroes of the Heragul still remains unchanged. Nearly everything that is part of the current starter set is still valid and compatible. My goal was to smooth out some of the most difficult parts of the game, make fighters play a more consistent role in battle, reduce the impact of “double strikes”, and clean up some of the tokens on the field. While exactly what has changed will be laid out a little later, lets take a quick overview at each of these points:
Since Heroes of the Heragul was released, the part of the game I struggled with the most was the movement rules. I wanted to create a unique experience for Kalidasia, but the system also had to be easy to grasp for new players. While I think created a cool system with the template based movements, it was really difficult for new players to figure out. Performing basic maneuvers was just as detailed and complex as crazy s-curves.
For the 10th anniversary edition, I created a new movement system that captures most of the tactics and flexibility of the template system, but it much simpler to execute.
These two items are related to each other as by changing one game mechanic affects the other. A double strike is where a warship would get the last move of a turn, inflict damage on a target, and then also get the first activation of the next turn. This allowed for two full attacks before retaliation, which in Heroes of the Heragul could be deadly. While this can possibly still happen, a change to sensor points makes it more of a risk.
There is no longer a sensor phase. Now, a warship only generates sensor points when it starts its activation. Therefore, if you want the two sensor points from the Virgo Missile Boat in your backfield, you will need to activate that warship before activating your front line ship. This will make the decision about which warship to activate first more difficult since the “obvious choice” no longer has the sensor points available to support all of its attacks.
How this cleans things up is that a warship tends to use most of its own sensor points in its own attack. Since sensor points are only getting placed at a rate that is slightly more than they are being used, there will be fewer tokens on the board to follow along with warship movement.
Fighters in Heroes of the Heragul had the potential to deliver to a critical strike during the battle, but often times, squadrons of fighters canceled each other out. This resulted them mostly having little impact on the warship combat. Now, after fighters are eliminated from the game, they have a decent change of being respawned into battle, but they can and only be spawned under certain placement conditions. This will create a mini-area of control aspect that can allow a players to truly gain fighter superiority over the enemy.
The new rules will be released for free in the near future. Shortly after that, it will be integrated into the various download codes that come with print copies of the game and with the digital version of the game over at Wargame Vault. Finally, a print version will replace the current rulebook available in the Heroes of the Heragul starter set. Check back with this site for when each of those events occur.
June 1 2020
This is the first miniature release for 2020 and it is also the first 3D printed warship miniature in the Legends of Kalidasia line.
The Surakari Virgo is one of the alternate versions of the most common front line Surakari warship – The Draco Frigate. Exchanging its main Plasma Pulse Beams for a pair of Plasma Missiles, the Virgo tends to act more in a support role than the Draco. Its armor, hull, and sensor values are on pair with the other frigates available to the Surakari, but at 10 points, it finds itself between the Draco and the Delphinus variations.
Purchase the new Surakari Virgo miniature here. Its Beta Stat card can be found at the link as well or its official card will be released soon as part of the Fractured Empire Expansion for Legends of Kalidasia.
May 15 2020
This global pandemic has certainly messed up pretty much all aspects of business at this point. Normally, I ship all my sales out using the United States Postal Service and normally, this is fine, even for world wide shipments.
Of course various lock downs have prevented mail from being moved between various countries. As a result, for the near future, I am only selling and shipping to United States addresses. I apologize for any inconvenience this might cause. Hopefully, this will be all over soon.
Please stand by for future updates.
May 13 2020
Several months ago, I started this series of articles on getting the Prusa SL1 to work for the production of Kalidasia Miniatures and I ran into a number of issues. As a quick recap, I was getting things like this:
After getting a basic understanding of supports, I started getting successful prints, but the results were often inconsistent. For example, when printing three identical miniatures, two would succeed and one would fail.
Don’t pay attention to those miniatures being Tiger Sharks…That’s not the point of this article. I initially assumed that this was caused by something I was doing wrong. In general, with mechanical devices, strange random issues are usually the result of the operator. However, in this case, I discovered over time that the failures were not actually random.
After calibration, the first print would work great. Then, with each successive print, more and more of the miniatures on the build plate would fail in a predictable pattern. With some help from the crew of the SL1 Facebook group, the issue turned out to be caused by a slightly incorrect assembly of the printer. As a note, I purchased the fully assembled version of the printer.
One or more of the dozen or so bolts that held the printer together were not completely tightened down. This would cause some aspect of the printer to become slightly misaligned during the printing process and this misalignment would get a little bit worse with each print. Tightening down these bolts solved the issue and I have not needed to recalibrate the build plate since February or so.
For more information, check out my Tabletop Battlefield video on this issue:
The good news is that with the printer running, some miniatures should be appearing soon. I will leave you here with this picture: