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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. To build a team just so you can get map choice, and then choose a map to make that team even better, feels a bit cheesy to me. Just my opinion.
That being said, I do like the analysis of the maps and am looking forward to this series of articles!
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. To build a team just so you can get map choice, and then choose a map to make that team even better, feels a bit cheesy to me. Just my opinion.
That being said, I do like the analysis of the maps and am looking forward to this series of articles!
That said, some teams really need the boost that map choice gives them. For example, I pretty much refuse to play The Wrecking Crew on any map that's not HEAVILY geared toward close combat, especially the Sinister Prison one.
Besides, terrain dictates the terms of any kind of firefight, whether in real life or on the tabletop. It makes sense to know what kind of terrain is out there, and how it can help or hurt your battle plan.
On the other hand, if teams should be built to work on any map, then all maps should be equal and provide no upper hand to anyone; and if that's the case, how do you pick a map? There must be some criteria.
If you build a team with a particular map in mind, you're putting yourself at both a possible advantage and a possible disadvantage (you may very well lose that map roll).
If you can choose special objects to help your team, you can certainly pick a map to do the same.
Remember that every time you use Stealth, you're using the map as part of your strategy. You wouldn't choose the Space map, after all. Is that a 'cheesy' tactic?
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.
The bulk of the fighting centers around the central doorway (I-H/13-14).
The rooms on the K-L side can often get more LoF trained on the doorway quicker.
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.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
One more set of characters this map helps a fair bit: LOF cheats like Dr. Strange, HoT Cap and Trick Shot/Elite Snipers. The choke points can make them simply rule once in position.
God is smarter than we are....
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Great idea for a article series! I wish I had this map though.
WizKids has it available for download as a freebie at http://heroclix.com/downloads/. They used to have a multipage version you could print on normal 8 1/2" by 11" paper and tape together but that version doesn't seem to be up right now.
I was just stating my opinon about the whole choosing of maps. I do like the idea of reviewing all the maps and talking about tactics for them-- it might change my opinion about building teams for specific maps and hoping to roll so you can choose that map.
Myself, I like to play on a variety of maps. We don't play competitively much, we just grab a map and play. As for the Space map-- we have it but I don't think we've even used it.