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The impact a map can have on a game is often overlooked. A good strategy incorporates a tactically-sound map choice. But when it comes to locale, sometimes it's hard to see the forest for the trees. We're here to help you make smart decisions when it comes to HeroClix real estate. Official Title: Arcade's Arena Environment: Outdoor Map on Reverse: Avengers Compound Dimensions: 24" x 36" (16x24 squares) Set: Avengers Assemble Status: Modern Until June 2017
I've wanted to do this map for a while. I loved the character of Arcade back when I was a kid. I mean, what's not to like? He's an evil, even easier to hate Carrot Top, and he creates these live action video games that the heroes have to fight through. He combines all the flashiness of the Joker with all the overplanning and gaming of the Riddler. I loved him in the various video games he featured in, and even in the comics he had some really fun issues that paid attention to specific strengths and weaknesses of the heroes he had to fight. So without further adieu, I give you Arcade's Arena!
Making Yourself At Home:
Just for a bit of a cleanup:
So we have another map with neutral options. There's a large open field with some Hindering smattered around, and then a small enclosed area towards the center and off to the side of the map. The building has easy access from either side, and creates a small intimate space if you want to get up close. However, while many maps have the first two features, the pool of water is what makes this the most interesting because for Grounded characters it pushes the action away from that side of the map, and it makes the rest of the map a little smaller as a result. Additionally, it has the benefit of working for Water-based characters, and while it does limit their movement to one side of the map, it allows them to cross the map fairly easily without getting out of the water. We don't get a lot of maps that include so much consideration for Water based characters, and even if you don't have them, it still helps push the action away for everyone else, leaving less options for your opponents.
If you want to take the most advantage of the outside, you'll want characters who ignore Hindering in order to make long shots. That makes this map fairly easy to take advantage of for long range characters, at least on the outside. The problem is that if your opponents see that, they'll likely seek cover on the inside of the building, so you'll need to be prepared to either flush them out with short range characters of your own, or to simply start shooting out the walls with secondary attackers, while continuing to try and outrange them.
Additionally, if you look across the table, and don't see a lot of Stealth busting, this is a good map to pick for short range Stealth teams. There's always Hindering terrain within Reach, so leaving cover isn't an issue, and even if it becomes one, you can move indoors to try and force them in to close quarters. A lot of ranged characters aren't great in close combat, and being forced in to that situation can always help shut them down. So, depending on what you're fighting, this can be a great map to fight in close quarters, and force ranged opponents on the defensive if they overlooked some basic build guidelines like Improved Targeting.
Going back to moving the fight indoors, since the doors are on the ends of the building, you can only get in to them from one end or the other of the map, making this only useful if you want to use it as cover across the map, or if you want to hole up in there. Because each entrance is only a single square wide, it's also not hard to tie up, and with only a little effort, you can use this as a chokepoint for your opponents. The tricky part there is that it takes about 14 squares to get from your starting zone to where you can choke the other entrance, so it's difficult to do before your opponent sets up shop inside. Additionally, opponents can still angle properly to fire through the door without setting foot inside. So if you think you're safe just because you went inside, be sure to ask yourself..
This brings up another point about running inside, and that is that the shape of the interior still leaves plenty of openings for ranged characters looking to peek their head in and fire off a couple rounds. Running Shot for characters with a movement of at least 9 will only get them to the entrance, but a long range character will still be able to fire at over half of the building . There's some Hindering, of course, but if you brought that Stealth Busting long range character I mentioned in the beginning, and if they have Running Shot as well, nowhere will really be safe for your opponent.
Stuck in a Lease:
So the top and bottom of the map look very similar, but there are a few subtle differencse when choosing what side you want to be on. The North side has about 4 squares more Hindering terrain, though most of that terrain is in the back, so it's up to you what to do with that. The North side also has a little more Water than the South side. Either side has a few creative ways of getting either inside of the building or to the side of it, and both sides have two squares of the starting zone actively in the Water, but if Hindering isn't something you like, take the South side. If Hindering is something you want to hide behind a little more, take the North end. Honestly though, either way isn't going to be a huge difference.
For placement, look at your team, and then look at theirs. If you like swarm teams, long range Stealth-busting teams, or using Stealth yourself, keep to the sun. If you like closing in, or using a smaller team, head for the building. Alternatively, you can use the outside of the building as cover, resting near the nook, though this can still leave you open if your opponent can move and set up shots. If you don't mind the lack of cover, but want to keep a Grounded close range team away from you, you might consider flying out over the Water. It's not great for avoiding ranged attacks, but it can force your opponent to stop if they try to Charge you.
Vacation Spots:
This isn't a bad place for casual games, though it'll definitely be a bit open if you're looking to make things proceed a little quicker. It might also work as part of a scenario game where you're trying to get to the center, but it'll get pretty gritty pretty quickly.
It's Getting Kinda Crowded:
You can toss a third player on the inside of the building, and that should allow everyone a little access to everyone else. I'd be a little worried about that third player, because it's easy to close off both exits and hit them in a crossfire, but it still offers them some initial cover. Normally, I like to connect multiple maps together to create a larger playspace if they match up somehow. Given the context of Avengers Arena, however, you could really connect anything to this map since the theme was that Arcade was able to custom alter the island to suit his whims.
I Think I’m Gonna Like It Here:
Well, let's just start with the elephant in the room, Arcade. The primary reason to use this map was because it made the Arcade from the same set in to this overpowered god character for 70 points. He could ignore damage, draw lines of fire through any other friendly character, and even teleport across the map. If you ever get a chance to play him here, he's certainly worth the experience.
Now Arcade aside, this is still a great map for many other characters. tdw020 Odin can attack once from across the map, and frankly has the ability to get in to that building in one move, break Stealth, and lay 5 penetrating damage with a 12 attack on anyone inside. Shifting Focus Batman can also find a lot of well placed Hindering to travel through, and can make good use of hiding out just anywhere, regardless of the black suit on the beach. Also, Civil War OP She-Hulk or similar characters are great here for setting up an ambush on one side of the building, breaking through walls, and attacking the other side of the building. Likewise, uxm062 Magneto can have fun here. While there's a few less walls than he's used to, it's an easy thing to strip away the walls your opponent is using for cover, and then attacking them with them.
This Side Up:
Theme: 3/5
I gotta say I'm a little disappointed that they went this route with the map. Arcade doesn't usually warrant his own maps, and when he does, I'd have hoped for some death-filled madhouse with diverse terrain like the NML Amusement Park. It's just a little plain for an Arcade map, and it doesn't make sens.....
...oh...nevermind...
OK ok, during this storyline, Arcade did use a plain-looking island, though I'd also point out that the comics had a pretty diverse terrain structure that went from 100+ degree beach to snow in less than a mile...so it still could have used a little variation.
Clarity: 3/5
The Hindering terrain can be a little hard to track down, especially since it's nonsensically smattered everywhere. That's not a criticism because I like the layout, it's just that it can get a little confusing when you're trying to count squares and determine how safe you are (Hint: You're not).
Tactical Impact: ?/5
As I said before, the primary reason to pull out this map is for playing Arcade because it drastically changes the terms of engagement here.
Ummm...sure..
So I'd say the Tactical Impact is very high if you're packing him. Otherwise, I'm going to give it another 3/5 because it offers a lot of options to a lot of different characters, and remains a fairly balanced map that slightly favors long range stealth-busting teams.
Balance: 4/5
This map packs a lot of options, and while it favors long range teams, in the absence of Stealth-busters it can be a pretty friendly map to Stealth based teams who want a lot of cover. Even if you don't have what this map is looking for, you should always have an option or two of what's about to happen, and there's more than a few ways to turn the terrain to your advantage.
Terrain Diversity: 3/5
You have walls, Hindering, and Water terrain, and each is used well. No Elevated or Blocking terrain can leave the map a little bland outside of that though.
Overall: 4/5
At this point, it's a classic map with plenty of uses, even if the primary one isn't as popular anymore. I've wanted to do this map since I started the Map Reviews, but I kept putting it off, and now that it's about to cycle out, I wanted to finally take my stab at it. While it may seem a lot like other, similar maps, it's still got some use left if you know what you're looking for.
I'm amazed how many times I've been on this map and been facing an opponent that completely ignores the possibility of destroying the walls, even ones I've come to otherwise except the tactic from. It has at least allowed alpha-strike potential for a team that otherwise wouldn't have it, and the bunker makes a great firing perch for a Stealth ranged squad willing to dedicate the occasional action to opening up a window. As a sniper perch, Arcade's Arena isn't perfect but it definitely dictates the arena!
I've become fond of the map since using the newer iteration of the Suicide Squad there to decent effect, since the lack of elevation actually plays to their mobility limits.
Arguendo of the Beige Lanterns (Pedantry Corps)
Feb 2015: JL Trinity War has have given us the CSA, playable and together. Twice. ROCK ON!
REClixed: Justice for Dmitri Pushkin (your sacrifice will not be forgotten)! New generic Rocket Red @50-75 points while we're at it? Still no 19DV Defender? (WoS Groot doesn't count)
Power Girl AND Bust.
Great review of a great map. I was disappointed that they put so much effort into the Arcade figure from Avengers Assemble that they even gave him his own map, but then they left out the vast majority of characters from that series (and even missed a third of the Avengers Academy kids). That's not this map's fault, though.
It's a fun map for teams that have a lot of Carrying options, with those nice four-square patches of Hindering to park in. I had a great time here with the new common Cable, too, who can warp all the way into the control room on the first turn, then command the map with his warp-and-shoot power the next (right into Hindering, where his trait Stealth makes up for losing ESD when he gets a second token).
It's boring and favors stay near the starting area players.
The battles always end up in the same area. Uncanny X-Men 177 was my introduction to the X-Men. Arcade was in it and he had his Circus Murderworld. Everyone knows that famous cover of the X-Men in the pinball machine.
My excitement level was off the charts when I found out Arcade was coming AND he was getting his own Mirderworld map.
And we end up with this boring island map with a little booth.
Lasers? Traps? Mines? Nets? Anything?!? Shrubbery? Like that screams Arcade...
And any map that robs player 2 of their choice always rates a -1 to its total and this map has very little difference in its hindering placement to give a real choice.
For me, it's 2/5. Simple for teaching new players, but unless I'm using Arcade, I don't choose this map.
Visible Dials and Pushing Damage need to be optional. This is the way.
Only times I've used this map are the times I attempt to successfully roll to use it with Arcade. I've only managed to pull that off once.
I think I may have gotten this map choice two times using the AVAS Arcade.
Quote : Originally Posted by tyroclix
I'm not a fan of this map.
My excitement level was off the charts when I found out Arcade was coming AND he was getting his own Murderworld map.
And we end up with this boring island map with a little booth.
Lasers? Traps? Mines? Nets? Anything?!? Shrubbery? Like that screams Arcade...
And any map that robs player 2 of their choice always rates a -1 to its total and this map has very little difference in its hindering placement to give a real choice.
For me, it's 2/5. Simple for teaching new players, but unless I'm using Arcade, I don't choose this map.
I have to agree with Senator Tyroclix: This is a pretty boring map. It's also a useful map to 'nerf' figures like the 2016 LE Aquaman's; I'd say that this is the map with the largest amount of printed water terrain that is the least isn't well placed (for figures):
KING OF THE SEVEN SEAS: If your opponent is the first player and does not choose a map with printed water terrain, you may place up to 7 water terrain markers on the map when you place objects.
On the other hand, I guess it is good for Nerkkod (or FF Black Manta) assuming that opponents are foolish enough to stay near the water/leaves lines of fire open to them.
UNDERSEA: When Nerkkod occupies water terrain, modify his damage value by +1 and his range becomes 10.
I'll say this about the map: It's blandness works well for AVAS Arcade, mostly because of the large amount of hindering (mostly) foiled by his (targeting) █. A more complicated map would likely make things very difficult for Arcade's force. My experience with the AVAS Arcade has been that you need to play with a force that has enough low point characters (to support Arcade when you lose map choice) made up of characters that can cover for each other (and be conduits for Arcade) if you win map choice.