You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
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. In this article series, we're here to help you make smart decisions when it comes to Heroclix real estate.
This is the first of a series of articles examining the maps of Heroclix. They will examine all the maps with terrain markings, and will also occasionally feature custom-made maps available to the public.
Maps weren't always so easy to make sense of. Terrain began clear, but as the maps became more aesthetically ambitious, the features shown became more difficult to interpret. "Is that a set of stairs?" "What do dinosaur bones mean?" "Wait, that's a fence?"
Finally, someone had the revolutionary idea to add terrain markings to a map. Armor Wars was the first set to feature these markings. It became the 'point of no return' as far as maps are concerned; any map prior to Armor Wars is no longer tournament legal, while maps the Lab and forward will, theoretically, remain legal forever.
To cover the basics in this first article, here's a quick guide to terrain markings found on the modern Heroclix map:
___A thick black line signifies a Wall.
___A yellow line surrounding an area marks that area as Indoor terrain.
___A red line surrounding an area marks that area as Elevated terrain.
___A green line surrounding an area marks that area as Hindering terrain.
___A blue line surrounding an area marks that area as Water terrain.
___A brown line surrounding an area marks that area as Blocking terrain.
___A purple line surrounding an area marks that area as a Starting area.
___An orange line surrounding an area marks that area as Special; the rules for such an area can be found printed in the corner of the map.
Thanks to MobileHorror for the image file of the Armor Wars map.
The most notable feature of the Lab is the S-shaped flow of battle. From the starting area, a team will generally enter through the doorway headed right into the first room, then double back into the central area of the map, where they will engage the opponent in combat. An alternative is to use a character to break through the wall directly in front of the left half of your starting area (though this is a much easier tactic for the 1-2 Starting Area than the 23-24 Starting Area due to the lack of terrain obstructing movement).
What does an S-shaped flow of battle mean practically? One, that line of fire will be segmented along that conceptual S. This map can be extremely tough to draw a long, clear line of fire on. Two, that your characters may be using a lot more of their speed value to maneuver through the bends and various obstacles. Finally, close combat characters, even those without move and attack options, can really shine. Each new room offers another choke point for catching opponents in close combat.
Doctor Octopus utilizes a choke point. The Neon Green shows the only non-adjacent squares in the other room that line of fire can be drawn from.
There are a few less significant attributes of this map; these are not the reason you choose the Lab, but are things to be aware of when you're playing there.
-Hindering terrain is relatively wall-anchored, and often commits a figure to one room. That makes Stealthed characters great 'security guards' for safeguarding a room, but can also leave them with nothing to do turn after turn. When you consider the half-speed impact of hindering and the closed quarters making adjacency hard to avoid, many Stealthed figures will find it hard to change positions.
-The two large chunks of Blocking terrain provide excellent cover for Hypersonic Speed or transporters. The block in B13-C15, however, can become a death trap very quickly; don't get boxed in here.
Inertia may be the fastest guy in the room, but he should take a second to plan his escapes!
So what characters should consider making the Lab their battlefield?
-Hypersonic Speed. Hit and run tactics love corners, and the S-shape of this map allows for strong cover just a few squares of movement away. Cramped quarters don't bother figures who ignore adjacency. The central route has no obstructions to grounded speedsters; every square is reachable without setting foot in hindering. Obviously, the most potentially devastating options here would be Kid Flash or Nightcrawler, but this map doesn't make either of them necessary.
-Close combat minions. With so many choke points, all you need are warm bodies to keep opponents from moving effectively. Natural cover can reduce the fear of Running Shot and long range, giving you plenty of time to advance. This map gives a character like the Fire Demon or Rock Troll excellent points to Charge from, and the fact that Minion abilities don't need line of fire to trigger means that your 'leader' can remain effective from the other side of a wall (which you'll find happening a lot).
-Mastermind (and Defend). It can be very difficult to get to precisely who you want on this map, and if Doom takes up a fortified position in the middle of the map with loyal followers waiting behind him, your opponent will have to waste actions breaking walls to get to their softer defenses. In the same way, a Defend figure can stay behind a wall of attackers, safeguarding his higher defense. This can work very effectively in squares A12-A14.
-Barrier (and Smoke Cloud). You can make a regular practice of closing off rooms at the end of your turn. Barrier/Smoke Cloud figures only need line of fire to one square, making it easy for them to stay back and leave the unobstructed fire for their allies. Smoke Cloud can especially have an impact here, giving cover to Stealth characters in more convenient positions and stopping movement in an already crowded corridor.
-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.
The Lab Theme: 4/5
The theme is appropriate, the map has incredible detail, and the armored suits scattered throughout give a nice tie-in to Armor Wars. The fact is, however, that we all wish this had been Stark Labs. That missed opportunity for 100% comic tie-in is the only think holding this map back from a perfect 5. Clarity: 4/5
The first map with terrain markings was remarkably readable, selling everyone on the change wholeheartedly. This is one improvement executed flawlessly. Misses one point only for the palette; Black and Brown lines can mix in with the map graphics. Tactical Impact: 5/5
This map has a huge impact on how a team is played, and can by itself make or break certain team builds. Balance: 5/5
Both sides are faced with similar terrain to navigate, while still offering little touches to differentiate. Terrain Diversity: 4/5
It contains many of the forms of terrain, but pays only lip service to Water and completely skips Elevated. As a primarily indoor map, that's about par for the course.
Overall: 4.4/5 The Lab map is one that's had the opportunity to stand the test of time, and many players will still default to it to this day. This is an indispensable map for a well-rounded map collection.
Thanks for reading! I hope people enjoy this series, and find it useful.
I have image files for the first few maps thanks to PDFs from MobileHorror, but I'm in dire need of more, quality overhead map shots. If anyone knows where I could find these, let me know; this includes any archived articles Wizkids may have, or anyone's own images saved from such previews that they'd want to e-mail me.
Okay, I'm finally done writing! Let the comments roll!
Great article. This map made me want to create maps in 2d. Up to this point I was only doing 3D maps.
When this map came out they had a scenario contest for it as well. One thing to note about "Theme". If I remember correctly back then there were some licensing issues with maps, They couldn't actually depict a "Comic" location like they had in the past. Hence the way the Scenario contest was set up where no "Marvel/DC/INdy" characters could be referenced or any Properties such as locations. This is still an issue today, just maps need to be approved by the licensors to be the "Comic locations" That's how we are able to get maps like Hawkworld.
So in a way, this was Stark Labs/Star Industries without being called it.
Excellent, well thought out analysis of the Lab map. I appreciate the pointers on how to best use the intricacies of the map. Eagerly look forward to the next map to be analyzed.
"The Flash vs Superman...who would win in a race? A: The Flash. Next question." - The Physics of Super Heroes.
Great article! Map selection is sometimes the least thought aspect of this game. Yet, as you said can make or break any team if you position wrongly or select a map that your opponent can take advantage.
I know I've made that mistake a few times. I once selected the Asgard map thinking that his Lampost Batman had limited hindering terrain to hide on and then forgot that he can hide on the rim of elevated terrain. He tore me apart little by little and there was not much I could do to make things go my way.
ibeatdrew, if you'd be willing to add insight into maps like you did right there, I'd love to be able to quote you in future articles! Perhaps you've even got map images I could use (obviously providing the original isn't necessary, but perhaps a jpeg copy sized like the Lab map above... PM me if you'd like to contribute!