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This would be a great article if not for one thing.
The Lab map sucks. It and "The Prison" are my least two favorite maps in the game. I love the idea of these articles, but the map funnels you into that center room essentially by force. The map might as well be 8X8.
I've never played on this map, but definitely will hunt it down after reading this. I think I am really going to like this series- I don't know as much about the effects of maps on different playstyles as I'd like to. Thanks Saturnflight!
Maybe I'm remembering incorrectly, but doesn't Icons pre-date Armor Wars, making the Zoo/Chemical Plant the first map with the terrain markings (and therefore the oldest "legal" map)?
The Lab was the first of the 2x3 maps, though.
Aside from that minor trivia point, great article and I'm looking forward to more in the series.
You are correct sir. The Icons starter map was the first map with terrain markings.
This was the first map that was released with an expansion and set a great president that followed with every set since.
Great article. I love this map.
Thanks for taking the time to review. Looking forward to the next.
Who is the more foolish? The fool, or the fool who follows him?
[SIGPIC][/SIGPIC]
Quote : Originally Posted by Insight
Stupidity needs no fuel. It is a replenishing natural resource.
This would be a great article if not for one thing.
The Lab map sucks. It and "The Prison" are my least two favorite maps in the game. I love the idea of these articles, but the map funnels you into that center room essentially by force. The map might as well be 8X8.
It's very hard for me to wrap my head around your perspective on this. The Lab sucks?! Yes, there's a definitely flow of battle, but wallbusting is a completely valid approach, and unlike the Prison, the walls are very easy to destroy.
It's very hard for me to wrap my head around your perspective on this. The Lab sucks?! Yes, there's a definitely flow of battle, but wallbusting is a completely valid approach, and unlike the Prison, the walls are very easy to destroy.
QFT. Every time I play on the Lab map a wall gets blown down it seems.
-Cosmic Spider-Man, as if he needs more places to be effective, can take up residence in the center of the central Blocking terrain (G10) in much the same manner as the tank from the Airfield map.
Just wanted to point out this is only possible when he has phasing/teleport on his last 2 clicks. Flight only allows you to fly over outdoor blocking terrain and that part of the map is indoor terrain, meaning he cannot fly over a square of blocking to get to the center piece he just shot out.
Otherwise, I liked the article and cannot wait for more. I have only been playing Heroclix for less than a year, but I love this map and use it often.
It's very hard for me to wrap my head around your perspective on this. The Lab sucks?! Yes, there's a definitely flow of battle, but wallbusting is a completely valid approach, and unlike the Prison, the walls are very easy to destroy.
The map is heaps better than the prison.
I think maybe I dislike it because I've played on it so many times. People use it as their default map a lot if they're not packing a team with a lot of range. Probably 9 out of 10 fights end up in that same room with the guy in the stasis tube.
Thanks for a clever, insightful and original article.
Quote : Originally Posted by FFFAN
I'm conflicted about map choice being part of your team's strategy. Granted I don't play a lot of competitive games. But I think a team should be either fun to play, or able to win, on any map.
Let me add my pet peeve about MAPS THAT SUCK:
Any map that makes it possible for characters to be placed such that it is impossible for another character to attack opposing characters should be scrapped.
The worst offenders are elevated terrain that is accessible only by "ladders": The outdoor Indy "garden" map, the JSA Timeship and now Hawkworld all suffer from this problem...an opponent with 0-range (and no leap/climb) can do *nothing* if an opposing force completely sits on elevated terrain.
The solution however is to just rule that the spaces of the ladder are adjacent for combat purposes.
WK needs to make that errata or scrap the maps.
To Saturn Flight ........
Super Idea better even then your last series !!!
Keep it up.
BTW: I also dislike this map (but Love the article) and will think of this map as a high choice if I ever play wrecking crew or other close combat swarms or feature a camoflague piece highly on a build.
(Hot Venom or BatB Martian Manhunter with Camo can both dominate on this map !!)
Great article, I'm excited to see more in this vein.
Armor Wars is one of my favorite maps to play on, I've played on it so much and it is designed in such a way that every character can be dealt on it reasonably (even KC Flash).
Great idea for an article series. I actually started writing something similar a while ago but kinda lost interest when I realized how difficult it was getting anything 'published' here unless you were part of the 'in crowd'.
I think this is an important read to new players but also players who frequently are in the bottom end of their local tournaments.
So many times a player will just play 'whatever' map because they think they are all the same. If a player wants to elevate their game they NEED to learn about how to pick maps and use the terrain effectively.
I can't wait to see more.
OT:
The Armor Wars Lab is one of my all time favorite maps. It favors pieces I like - phasing, close-combat, and the less considered powers (all those non move & attack and Outwit powers).
It is also a great training map for new players - learning the art of knocking down walls is crucial in being a top-level player.
12 ranged pieces need not apply! TK becomes much more useful but much more subtle. It has everything good about the Prison Map without the stagnant single location.
Another thing that makes this a good map is there is a real choice in sides. The Parking Lot side favors player wanting a hard breach through the wall to get into the fray fast. HSS fliers, TK, longer range all choose that side. The park side has Water (Namor needs his water). It allows for a soft, slower approach with layers of protection if you travel by the welcome desk but you can be aggressive by dropping the front wall.
Run Barrier to get on the "right side" of the action allotment. Great map!
Visible Dials and Pushing Damage need to be optional. This is the way.
Great Read....looking forward to the whole series.
A couple of tactical things about this map:
I think the High Side (23-24) is a little bit better of an advantage.
The middle Blocking terrain and the tight pinch point between the two creates a small bottleneck as you get up on the doorway of the two prominent walls.
I agree and if I'm player 2 I almost always choose that side.
Quote : Originally Posted by IceHot
Definitely using a late game Ranged hole blaster and a Flying Brick or a TK can be a great move provided you are applying ample pressure to the middle of the map. This tends to happen a lot over the water coming from the High Side (16-17).
But I would definately watch a Low Side (8-9) wall breach, but that tends to be more easily telegraphed.
If I choose this map and get the low numbered side, I will usually send in my tie up pieces into the room as a feint and then double back with the more powerful pieces to breach the wall. This frequently splits forces and frees up Line of Fire to the opposing "back row" / support pieces.
Visible Dials and Pushing Damage need to be optional. This is the way.
Thanks for a clever, insightful and original article.
Let me add my pet peeve about MAPS THAT SUCK:
Any map that makes it possible for characters to be placed such that it is impossible for another character to attack opposing characters should be scrapped.
The worst offenders are elevated terrain that is accessible only by "ladders": The outdoor Indy "garden" map, the JSA Timeship and now Hawkworld all suffer from this problem...an opponent with 0-range (and no leap/climb) can do *nothing* if an opposing force completely sits on elevated terrain.
Why not just assume your opponents may try this and make your team able to counter that possibility just in case? Like, I dunno, pick at least one character with flight or leap/climb to get up there or some range to shoot them? It seems like you're complaining against a strategy that always works against you. The solution should be to add some variety to your tactics so your opponent can't take advantage of you anymore. Otherwise you've just told your opponents they should always choose these maps against you when they win map roll.