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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: Weapon X Labs Map on Reverse: Starcore Space Station Dimensions: 24" x 36" (16x24 squares) Set:Giant-Size X-Men Fast Forces Status: Active
Known as the brutal facility that spawned Wolverine, Sabretooth, Deadpool, and a host of other unsavory superhumans, the Weapon Plus program was first introduced to us with the origin of Wolverine at the Weapon X lab. It was here that a savage monster broke free of experimentation and killed an entire team of researchers, breaking out into the Canadian wilderness.
When you think about basing a map on this facility, the question becomes, "How do you make a map that not only looks like Wolverine tore through it, but also plays like it?"
There are a number of tricks for giving close combatants an advantage with a map. The most basic is by going Indoor; with a roof overhead, fliers can't ignore Blocking Terrain and ranged attackers can't use elevation as effectively. The next step is walls; by disrupting long lines of fire, you can give close combat figures a chance to advance to a strike position. These are all present on this map, along with one other, slightly less conventional terrain feature: the choke point.
Along the middle of the Weapon X Lab, well-placed Blocking terrain makes easily controllable cutoff points where adjacency can be unavoidable. It is impossible for a character on the top half of this map to draw line of fire to squares A14, B14, O14, or P14. Only a few squares further up, the deep-set entrance to the facility provides ample protection for close combat figures setting up for an attack.
What's the most vulnerable position for a close combatant on this map? Appropriately, right in the center of the lab, where Wolverine's shattered holding tank can be found. Yet even here, you're only a few steps away from the safety of the Level 1 terrain that breaks up the starting area. Lines of fire to this area are nearly impossible to draw, so don't be surprised to see medics set up camp here.
Who would dare return to this nightmarish facility?
-Charging figures. This map is ideal for any character with a 9+ speed and a green box. You should never be under fire from a character outside your move and attack radius. It helps if you can ignore hindering on movement, but it's certainly not necessary.
-Support. That medic has never had such a nicely guarded triage center! Make the map roll to make the most of this; however, even if your medic is left out in the cold, you should find them well protected.
-Characters who need debris tokens, or who make the most of movement through blocking. The new Worldbreaker will love plowing through the center of this map, and Magneto won't mind following in his wake.
-Hypersonic Speed should find enough hiding places here, but watch out that you don't get cornered!
-Barrier, which will be responsible for more wins on this map than Outwit, Probability Control, or Pulse Wave.
Last edited by saturnflight; 09/13/2012 at 22:40..
Should you get your passport out and plan a trip to Canada?
Theme: 5/5
This is the sort of site that a comic-based game should be showcasing. Iconic, memorable, action-packed. More than that, however, this map isn't a 'snapshot' of one key section. We really get a feel for the layout, from the testing area to the holding cells and out the front to the snowy countryside. This isn't a battlefield, it's a location. Clarity: 4/5
When the entire map is set at Elevation 2, some players are bound to get confused. Still, the effects of elevation changes should be minimally felt. In all other regards, this map is clear and avoids complex rules. Tactical Impact: 5/5
Any map that forces a player to pass through a 1- or 2-square-wide opening is going to have a tactical impact. Add to that a few elevation changes, very different starting areas, and a couple areas to make your final stand within, and you have a map that each team should be playing differently. Balance: 4/5
If you're a stationary ranged attacker, you're going to have trouble with this map. But really, that's just a pleasant change of pace, and the fact that Running Shot doesn't add much to the playability of a long-range piece makes things even better. This map counters all the right figures to remain in balance while still making its impact felt. Terrain Diversity: 4/5
With Hindering, Blocking, walls, and Elevations on an indoor map, we've got everything but water represented. A nice array.
Overall: 4.4/5
This map is a must-have, and if I were to recommend the X-Men Fast Forces to anyone it would be for this map. This is map design at its finest.
That's it for this week! Until next time, enjoy the scenery!
Last edited by saturnflight; 09/13/2012 at 22:49..
This is an Indoor/Outdoor map correct? It's only labeled as Indoor. The snowy entrance should be Outdoor. It's good to know if you're playing GSX Storm.
Boy, I sure have pissed off a lot of people lately on the interwebs. Sorry to all.
What about calling them "Papillomas?"
You are far too generous with that clarity rating.
For starters, because it's on a map fold, it is very, very easy to miss the wall near the interior starting areas.
Secondly, I can't tell if there are supposed to be walls bordering most of the level three areas or not. I think so, but I'm not 100%.
IMO, this probably the least clear map since the Sci-Cells.
Waller KOs: AA Robin, Kid Devil, Joker, Question; AW E Cap; FCBD Iron Man; Miracle/Oberon; John Stewart x2, Iron Patriot; Shatterstar; IH Herc; CW Photon & Nitro; FF Nite Owl; 10An R Thor, E Iron Man, Weapon X; FF Kilowog; Hugo Strange; Calender Man; Legion Cosmic Boy & Lightning Lad, LE Pete Wisdom
You are far too generous with that clarity rating.
For starters, because it's on a map fold, it is very, very easy to miss the wall near the interior starting areas.
Secondly, I can't tell if there are supposed to be walls bordering most of the level three areas or not. I think so, but I'm not 100%.
IMO, this probably the least clear map since the Sci-Cells.
Nowhere near sci-cells. There are not walls around the level 3 areas, and they even go so far as to have a small wall ON level 3, so as to clearly show what a wall looks like beside an elevation shadow. And the crease in the map is going to vary from one map to the next, and isn't something I'm going to count against a clarity rating.
This is an Indoor/Outdoor map correct? It's only labeled as Indoor. The snowy entrance should be Outdoor. It's good to know if you're playing GSX Storm.
No, there are no yellow lines designating an Indoor/Outdoor border. Also, the map is labelled INDOOR. The snow blew in through the open door!!
I played on this map with an Avengers theme team including T-Bolted Hawkeye and Morgan le Fay against a Shadow Council Soldier team w/ Agent Venom. Venom could not make his Shape Change roll, and Hawkeye and le Fay rocked and ruled with the Avengers Initiative TA; I almost felt sorry for the SCS' !?!
This maps looks like it would work well against an Unspoken team. With the lowest level terrain only taking up 18 squares on one side of the map, the Unspoken will be stuck in a small area if he wants to use his Stealth/Leadership Trait and if he leaves the area then you can snipe him at a distance to avoid the Battle Fury Trait.. Of course if you win map chioce then your opponent will most likely start from the side with the low elevation but I would rather have the Unspoken stuck in a limited area where he may be easier to deal with.
This maps looks like it would work well against an Unspoken team. With the lowest level terrain only taking up 18 squares on one side of the map, the Unspoken will be stuck in a small area if he wants to use his Stealth/Leadership Trait and if he leaves the area then you can snipe him at a distance to avoid the Battle Fury Trait.. Of course if you win map chioce then your opponent will most likely start from the side with the low elevation but I would rather have the Unspoken stuck in a limited area where he may be easier to deal with.
Now that's thinking outside the box! Er... by putting Unspoken IN the box...
i played a team on this map that was star city keyword n started inside the the facilty n beat my friend who was playin an invanders team. i was usin white arrow, green arrow thats not oliver queen, red arrow, vet speedy from cd, black canery wit jla team. spotter was on speedy over the green arrow cause she had leap climb n she could get around easier n green arrow had the elite sniper feat. long story made a lil shorter busted up the blocking n just started letting the arrows fly. u can play a range team on this map, u just have to know how to work yer lines is all n dont be afrid of makin some hindering terrian. good map i like it a lot, havent really had a chance to play on the star core side thou.