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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: Morlock Tunnels Environment: Indoor Map on Reverse: Grey School for Higher Learning Outdoor Dimensions: 24" x 36" (16x24 squares) Set: Uncanny X-Men Status: Modern
For this week, I wanted to catch up a little on recent maps. I saw this one at States recently, so I thought I'd take a crack at it, not the least of which because the Morlocks were one of my favorite pseudo-villains since Storm got in to a lightsaber knife fight with Calisto. So let's dig right in.
It's a relatively straightforward map, but if you're not satisfied with my photography skills, eMouse has got you covered.
Making Yourself At Home:
So we have an indoor map with a lot of blocking terrain. So basically this is for teams that want to force an opponent in to close and mid range combat. While there aren't a lot of places for a Stealth team to hide, you can still move behind the pillars to avoid lines of fire. Now, powers like Running Shot can help your opponents move to get lines of fire, but it requires very specific placement, and probably about a 10 or better movement.
When it comes to movement, TK is going to be less useful because it's hard to draw lines of fire. Flight is also less useful, because most of the obstacles you'll face aren't ones you can fly over. It mostly just allows you to position well by ignoring opposing characters while you're moving. In order to take the most advantage of this map, you'll want to go full Phasing/Teleport. Each side of the map has a little antechamber that has no direct connection in to the main area. However, since you're boxed in to those areas by blocking terrain, the best way to get in and out of those areas is to teleport through them, which I marked in yellow on the lines of movement map. Keep in mind that it's 10 squares from one antechamber to the entrance in to the opposing hallways. The good part is that this means most characters who Carry will be able to control most of the No Man's Land in the middle. The bad news is you'd most likely need a character with a movement of 13 in order to teleport your team from one antechamber to the other. Characters who can ignore blocking will also work in a pinch, though you'll want someone who can ignore Blocking AND Hindering since Hindering and Water kind of line the chambers outward. This is the best way to draw your opponent nearby while using the cover of the walls to avoid taking hits.
If you can only ignore blocking, you could also try to move your characters out in to No Man's Land, but the pillars might not always offer as much cover as you'd like. It's more perfect for springing traps instead of avoid them. Everything is kind of bunched close together, so try to hug the outside portions of the map so you can limit lines of fire. The best advice though, is to try and bait your opponent to come out. It's difficult to set things up for most characters, and this is an excellent map to hole up and turtle on, especially in the antechamber. The antechamber itself is a nice little hole because there's two ways in, but both of them require you move through at least 2 squares of terrain, and there's plenty of ways to close that way in, especially for multibase characters who can't make the whole movement inside. 2 squares might not seem like a lot, but it's enough to block any lines of fire except for a straight horizontal line, and if your opponent isn't standing right next to the hallway, they could easily run short, especially if you leave a tie-up around the corner from the door.
"Yeah, it's ok...I'll go around."
When it comes to placing objects, you might try placing them in to or just outside the antechamber to restrict movement, but overall, the map is actually open enough to allow plenty of ways around objects, so there's little use there. Instead, if you're not using them for smashing, you might considering placing some near the center of the map to provide additional cover.
Stuck in a Lease:
The bad news is that the halves of the map are the same, so there's no advantage in being able to choose sides. They're probably coming for you with some kind of close attack, or worse, they may have a character who can actually shoot through blocking terrain, and is looking to open up a line of attacks from behind a wall. The best advice is to recognize what plan your opponent is going for, and you work through it. If they're lying in wait for a trap, don't be afraid to blow the wall open with a secondary attacker as part of an onslaught.
Vacation Spots:
This is another fun map to run around, especially since the columns in the middle slow down the action. The antechambers are fun too, especially if you're setting them up as part of a capture the flag type of game. Any sort of treasure hunt might also be fun.
It's Getting Kinda Crowded:
If I were to stick 4 players on this map, I'd probably stick them in the hallways leading to each antechamber. You'd have a bit of cover, but still be able to move around freely. Overall, one of two things is going to happen though. Either everyone will move in to 1 on 1 fights in either antechamber, or they'll move in to the central area to take pot shots at each other before committing to a probable bloodbath. Connecting this map with others leaves a few options, though it's more patterned than something like Ranx. While it doesn't match up perfectly by any means, it does sort of sync up thematically with the GridReality map "The Sewer." You even have a similar if more open design between the two, and some of the water connects together. I'd still probably connect them more to each other, but it should work in a pinch if you're doing something sewer themed. Moving on, it also bears some similarities with the TMNT "Sewers" map, though that one is much more open. You still have the water on the sides, with some sparse blocking terrain keeping everything separate. Again, while it wouldn't fit perfectly, it's similar enough that you could definitely definitely take out some Filth down here.
I Think I’m Gonna Like It Here:
First off, I love the idea of the Turtles down here. While the Turtles feel great in any sewer, this has less things to restrict their movement, and plenty of cover to get in close. Additionally, characters like the new Vanisher, who can teleport through everything also work well here, and my initial experience with this map was a Doc Ock/Vanisher team that was able to control most of the board after the second turn. While Modern characters who can shoot through Blocking are currently limited, you've got a couple Cyclops that can do it to get Jean back from the Morlocks. I know I'd play Dark Phoenix Cyclops here for sure. AoU FF Iron Man can also do it in the opening, which is almost all you need. The Morlocks themselves aren't amazing here, though if it were me, I'd use a few at Click 3 as very effective tie-ups here. KC Green Lantern and Spectre also work well here at their lower point values, since they have plenty of places to hide, and either of the in set Juggernauts would have fun wrecking through the walls.
This Side Up:
Theme: 4/5
You have plenty of ways to misdirect your opponent. The map feels like it should be straightforward, but still has some fun secrets all over to keep your real target away.
Clarity: 4/5
While a little dark, it's not hard to find the columns and walls, and everything follows a clear pattern if it's hard to see.
Tactical Impact: 4/5
This is a huge hindrance on long range teams looking to play keep away. It can also be a hindrance against larger teams who might trip over each other traveling down the tunnels. Quite a successor to Ranx.
Balance: 3/5
While the map itself is even, the effect it has on individual teams is less so. If you're a sniper team, there's no where you can go to really minimize your disadvantage, and your only other option is to turtle where you're comfortable and shoot out a few walls.
Terrain Diversity: 3/5
Hindering terrain seems to have been added as an afterthought. It impacts the map a bit, but not enough to change anything. The Blocking terrain is the primary focus here, and water, while not as plentiful in the center, still makes a strong showing.
Overall: 4/5
It's a great map to be able to count squares for tactically. It's easy to run hypothetical scenarios on, and it follows a very sensical layout. Overall it's a solid entry in to the all new, all different meta.
Does anybody else use line of fire charts. In my Album I have a line of fire chart called HC Diagonals. When reading about this map, in yet another excellent issue by Rurouni82 I wanted to see what really is obstructed. I don't use lines of fire at expert level yet.
If that chart HC Diagonals is correct... You could have a figure in o-11, target a character in m-4? That seems bonkers to me.
Does anybody else use line of fire charts. In my Album I have a line of fire chart called HC Diagonals. When reading about this map, in yet another excellent issue by Rurouni82 I wanted to see what really is obstructed. I don't use lines of fire at expert level yet.
If that chart HC Diagonals is correct... You could have a figure in o-11, target a character in m-4? That seems bonkers to me.
Oh wow, I think you actually can make that shot.
Quote : Originally Posted by OUTBURZT
It is? I thought this was from UXM. Woopsie
Great read here and i love these write-ups in general.
The real woopsie is I got it right in the draft, and then "corrected" it because the name of the two sets keeps confusing me to this day.
I love the idea of a Sewer map, but they never seem to come out like I envision them- long tubes and chambers.
That said, I like this map a lot, and have had great success here. Marauders do well, especially at higher point limits, where you can leave Sinister and Sabretooth in an antechamber until the 'support & swap' can truly pay off.
Looks like an interesting map to play on, I do like a map that makes it difficult to pull off lines of fire it makes me think about my positioning a lot more. Thanks for a great review as always and thanks to emouse for the graphical representation as well very useful.
Anyone know where I could get one of these maps? My friends and I pretty frequently play connected map games.
You could try getting a time machine and take home one of these as your pre-release prize. Otherwise I would suggest buying it on the secondary market though I believe the price was rather high for a map last time I checked.
Origins 2015 Lotr/Hobbit event: First Place
Eternal Games: 2016 Regional Winner. 2016 Super Q Top 16. 2017 Super Q 5th place
Unfortunately, the map is a good map that has the unfortunate side issue of being on the other side of the new Krakoa map. I'd keep an eye out on the secondary market, and make occasional searches on the marketplace, because it's in a bit of demand now that Ranx is out.