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I wanted to create a map where each side could pick which corridor they took to reach their opponent and each of the corridors had its own specific drawbacks.
With this map our heroes have three options to choose from: the flamethrower hall, the buzz saw hall and the shark pit hall.
The buzz saw hall lacks any hindering or water terrain; there are no obstructions to movement. But the hall is only one square wide and the blocking maze cuts off any chance of long-ranged combat. You take this path and you can get thru at full speed but you need to be wary of what bruisers your opponent could send your way.
The shark pit hall is very open for ranged combat however without any fliers, it will take a few rounds to get from one side of this hall to the other.
The same idea applies to the flamethrower hall. It will take some time to traverse the hall, and you'll get a slight defense bonus but your opponent will also benefit.
The evil scientist's lair also sports the ubiquitous death ray, lab gorilla, nuclear bomb and defunct robot that you'd expect from your standard issue evil lair. All in all, I can't wait to print this guy and give it a try. I've already got one being sent to me from PosterBrain.com.
nice! i'd love to play on this map, and no doubt pull my hair out in doing so! great concept.
the only nitpicky thing i can think, if i were to make it, id turn all that blocking terrain into elevated terrain, couple obligatory ladders, turn it into a really nasty sniper kill box too.
talk about treacherous!
Clever idea. It will be interesting to hear if it plays like the theory. I would think certain figures would do great on this map to the point they are very difficult to defeat. I guess when you give a tourney report about it we'll know more.
Visible Dials and Pushing Damage need to be optional. This is the way.
nice! i'd love to play on this map, and no doubt pull my hair out in doing so! great concept.
the only nitpicky thing i can think, if i were to make it, id turn all that blocking terrain into elevated terrain, couple obligatory ladders, turn it into a really nasty sniper kill box too.
talk about treacherous!
Thank you! That's high praise from a mapmaker of your standards!
Quote : Originally Posted by tyroclix
Clever idea. It will be interesting to hear if it plays like the theory. I would think certain figures would do great on this map to the point they are very difficult to defeat. I guess when you give a tourney report about it we'll know more.
The nice thing about not being Wizkids is that I can make maps as broken and one-sided as I want. Everything I do is more for home scenario so I don't need to concern myself with the metagame. Posterbrain is fairly quick on the delivery so hopefully I'll get a chance to rock this map by Saturday.
Yeah I wanna get my hands on this map for sure.
You should make at least the middle column ofblocking into elevated.
You thinking about special rules for the buzz saw area? What about like, at the end of every turn in which a character occupies a space there, roll a D6. on a 6, they get hit with a BCF attack?
Or something, just spitballin!
"You could try going through those obstacles and take the risks each path offers, or you could just plop Juggernaut down and make your own dang pathway."