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WRITER SWAP WEEK: Map Review
FEATURING The Anti-Matter Fortress
Hi folks, Arsenalroy2k here as we launch Writer Swap Week! Where over the next few days, HCRealms contributors trade articles. It's like Assistant Editor's Month, just less appearances by David Letterman and less Aunt May as a Herald of Galactus. That probably makes it all sound less appealing, but bear with us.
So today, I'm kicking things off as I step in for saturnflight and review the Anti-Matter Fortress map from the Crisis Anti-Monitor Action Pack!
Official Title: Anti-matter Fortress Commonly Known As: Anti-Monitor Map Map on Reverse: None Dimensions: ANTI-MATTER! Kidding... 36" x 36" (24x24 squares) Set: Crisis Anti-Monitor Action Pack Status: Active Availability: Unlikely still in stores, but you never know.
When the Anti-Monitor action pack initially came out, the most I was interested in buying this set for was of course, the Anti-Monitor. I mean, the Event Dial was weird and the generics were worthless since you couldn't get multiples of them. couple years later and the only thing from this action pack I've used on more than one occasion? The map.
And why wouldn't I use it? It's gorgeous. It looks like a giant maze where characters can split up and flank their opponents, or burst around a corner shooting. All that's if you don't just take the shortcut by going through or over the walls.
Barry might have dodged Sinestro, but Mary's prepared to sneak attack.
Of course, with such narrow corridors on this map, it's far more likely that your teams are going to be engaging in close combat attacks than trying to snipe one another from afar. And that's why I fell in love with this map the more and more I played on it. You just get out there and then get swinging.
Another wonderful thing about this map is that it's basically the anti-Gotham City map. Very little hindering terrain to help characters with stealth or the Batman TA. Not unless those teams want to use some actions to break some of the blocking to create debris (which could additionally help GSX Magneto). So your opponent could be using actions to break terrain down, which are less actions attacking your team. And while they're getting some needed hindering, you can be getting closer and closer to making those crucial attacks.
Now nerfing stealth is one thing. But the best thing about this map? It's phenomenal for Battle Royals.
In a game where you have more than one opponent, the toughest thing to deal with is that first initial turn. Players don't want to move out because they're afraid their team will get torn apart by all the other opposing figures. On this map, your team has the benefit of the blocking as protection. Maybe not from all the opposing players, but it should suffice for protection from most.
Psimon Sez: "Enjoy this, since it's the best use of my TK you'll get on this map."
So if you plan to play in the Anti-Monitor Fortress, what'll serve you best here?
-Flight & Move & Attack powers. Running Shot, Charge and HSS are good, but the means to move over the blocking as opposed to around it make those powers even better.
-Knockback powers. Whether you're using Force Blast or Quake, the chance to dish out even a bit of damage to an opposing figure while pushing them back into the blocking could prove useful.
-Combat Reflexes. Considering how likely it is that people are going to be fighting in close proximity to each other, getting yourself an extra boost to your defense might not be such a bad idea.
-Barrier. As if trying to gain a clear line of sight with all the blocking around wasn't difficult enough, a well-placed set of barrier markers could protect your team as you get even closer to your enemies.
-Camouflage, if you're playing in a game that allows for feats. Because then your characters with Shape Change can't be ranged as long as they're near a piece of blocking.
-Colossals & Giants. The biggest concern when playing those types of pieces is them being shot all to heck before they ever make it to their targets. But since blocking terrain obstructs line of fire both ways, new colossals like Frost Giants, Apocalypse or old giants like Yellowjacket, Atom Smasher and so on can get closer and closer to their targets (ignoring the blocking for movement) without having to worry about being mowed down.
"ME WANT COOKIES!"
Theme: 5/5
I guess it's thematic. Looks like the place where Anti-Monitor was fighting in the Crisis series.
Clarity: 4/5
For the most part, the map is very clear. There's blocking terrain, and then there's everything else. No special rules to obfuscate things. And I'm fairly certain that thing in the center is an anti-matter engine or something equally anti-matter-y. But I'll be perfectly honest: I've had this map since the action pack came out, and I'm just now realizing that little red blot in the middle of the hindering is supposed to be The Flash.
Balance: 4/5
So long as you or your opponent aren't playing a team based around using hindering as an advantage or a team built around long ranged attacks, you're all good. Which brings me to the next point...
Tactical Impact: 4/5
The best tactical aspect to this map can be a double edged sword. Sure, this map makes it easy to creep up on your opponent, but it also makes it every bit as easy for your opponent to creep up on you!
Terrain Diversity: 1/5
If you love hindering terrain, you're out of luck unless you want to huddle all your guys in that five square patch or waste actions demolishing that blocking terrain. And if you're a guy who loves either elevated terrain and/or water terrain, you are fresh outta luck.
Overall: 3.6/5
Whether you're playing one on one or in a battle royal, this map is going to play a factor into how the game shakes out.
Thanks for joining me, I'll be back to Comic Accurate Marvel Edition as normal next time.
Great review! I have fond memories of this map... My Starro killed off GSX Apoc and 500 other points of stuff then held off a full power Foom and Anti-Monitor for a full half hour, 1 shot away from killing Foom too. Good times...
Love the review, I have played this map many times, and it is one of my favorites. Have several fond memories of matches held here....Illuminati beating down the Skrulls being one of them!
I will have to cosign your points on the terrain breakdown. Ignoring on movement is huge. And making giants and 0-range folks that much more playable against ranged folks is just icing on the cake!
A good review overall, but I have to give one caveat about playing on this map: the grid lines don't stand out very well from the rock floor. It makes it REALLY tricky sometimes to play on. That, and the 3' x 3' size, can be considerable deterrents.
Good, but the lines on the ground could've been a little lighter overall.
I've only played on this map a few times (3 to be exact) and only with the Fantastic Four (Mr. Fantastic and Thing from the starter and the LE Sue Storm and Johnny Storm from SI). Let me tell you, the FF TEAR IT UP on this map. Like Arsenalroy said, it's great for melee combat and great for fliers. Thing's full movement charge/quake was quite the boon here, along with Sue's "Get away from him" SP and Johnny's pulse wave. Now that I have the Susan Richards chase I may have to bring the FF back here for another go-around.
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This is my favourite map for giant battles of thousand-point swarm teams.
One of the great things about Heroclix is that it's almost a completely different game at different point levels. If you're only playing 300 point battles then I think you're missing out. At 500 points you've got room for 2 tentpoles or a great team of 100 point pieces. At 1000 points you've got amazing Colossal duels or armies of minions sweeping across the map.
I played a great Skrulls vs Moloids battle on this map. When the game isn't 100% range-based, you get some interesting maneuvering going on - how many Infiltrators will I send down this hallway? Can I predice which direction Mole Man will go, and be ready when he gets there? Will my own forces take damage, become useless, then block the arrival of fresh reinforcements?
Quote : Originally Posted by BrunoHarm
"Man these ribs are good, Hey can I see that guys card?"
This is my favourite map for giant battles of thousand-point swarm teams.
One of the great things about Heroclix is that it's almost a completely different game at different point levels. If you're only playing 300 point battles then I think you're missing out. At 500 points you've got room for 2 tentpoles or a great team of 100 point pieces. At 1000 points you've got amazing Colossal duels or armies of minions sweeping across the map.
I played a great Skrulls vs Moloids battle on this map. When the game isn't 100% range-based, you get some interesting maneuvering going on - how many Infiltrators will I send down this hallway? Can I predice which direction Mole Man will go, and be ready when he gets there? Will my own forces take damage, become useless, then block the arrival of fresh reinforcements?
This was a great comment, and makes me want to write up about different ways to team build to get different experiences out of.
I use this map a lot for multiplayer games. I recently played here with Nemesis; it was a 1000 point game, and he was allied with some other oddball GSX characters against a gang of Asgardian villains and another team of all Kangs. What a great battle! Nemesis was exceedingly difficult to deal with, as the walls compensated for the large target he presents. My opponents kept finding themselves caught in the long hallways when Nemesis got his column-wide blast. Hit 8 at once!
Great review and a great map, always played it with alot of up close players.
Question though ! when giants move on this map do they destroy the terrain ?
But I'll be perfectly honest: I've had this map since the action pack came out, and I'm just now realizing that little red blot in the middle of the hindering is supposed to be The Flash.
You and I both, but I'm not sure how it's the Flash...? Well, yeah, looks like he smashed into it on the northeastern quadrant of the anti-matter and is dissolving towards the middle...?
As for the map itself, I totally agree...it's one hell of a way to nerf stealth teams.
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