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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: Sanctuary Environment: Indoor/Outdoor Map on Reverse: None Dimensions: 24" x 36" (16x24 squares) Set: ROC 2019 Status: Modern
Bet you guys were wondering where I went off to. Well, I've been busy working on these, and I wanted to take this opportunity to show them all off as a giant preview right before ROC. So let's check out our new host of maps! First off, we have the overdue review for the monthly map for October, available now at https://gamermats.com/heroclix It's our own shelter for the downtrodden and the righteous, the Sanctuary!
Making Yourself At Home
This is an Indoor/Outdoor map, so there's a lot of room for both. That said, while the map does feature a lot of Outdoor terrain (it actually makes up a slim majority of the map), in a lot of ways this is still more of an Indoor map than an Outdoor one. You can't move between the North and South sides of the map without going Indoors, and unless you have Phasing/Teleport or want to shoot out some walls AND wade through a whole mess of Hindering, you'll have to go through a significant amount of Indoor terrain just to come out the other side, often in very predictable exits. What this means is that basically every game the interior will have an impact, while the exterior will likely only matter in some games, so plan to deal with the interior first.
The first thing to note is the interior has a lot of Hindering terrain, mostly in the form of rows of pews. While this makes sure the map has a lot of cover, the structured layout of the Hindering also means that it doesn't restrict access to characters who can't move around it so much except to funnel them a bit, which is the primary theme of the map. This also means that firefights are going to be very difficult for anyone who can't Ignore Hindering for line of fire, and powers like Stealth or even just Energy Shield/Deflection are going to have a stronger impact here as there will be cover everywhere to take advantage. Because of the funneling issue, you might also want to make sure you have characters who can ignore other characters for line of sight as well, since a lot of fights will feel the impact of a lot of characters jumping over each other for kills. That said, the map is less useful for long range-sniper teams, and better suited for short or even mid-range teams, and presents a lot of opportunities to lock enemies down after drawing them in close. This makes powers like Sidestep and/or Plasticity excellent on this map. Leap/Climb can also work really well, not only for it's ability to ignore a lot of the terrain, but also to attack people next to the Elevated terrain.
Another thing to talk about is how the interior splits in to two different floors. The first floor is the largest single area of the map, but also the most direct, so it's a good place for larger characters to meet each other head on. That said, the Elevated terrain bits along the side are just as easy to access, and while they're a little more cramped, they push people in to small corridors while allowing them to flank the center and have their own little side battles away from a potentially larger force in the center. The way it works, it's likely that you'll both be able to meet your forces as you like, but also keep in mind that the upper pews work better to shot down in to the central area, allowing you to bypass the Hindering terrain for anyone not directly standing in it. Additionally, while Flight doesn't afford you a lot of advantages, it does allow you to move up and down the upper pews as you like, which can come in handy if you're trying to give your opponent a bit of the runaround.
Lastly, I want to talk a bit about this as a turtle map. Ideally, this is a great map for turtling, largely because both Starting Zones are completely protected, and the interior of the building has a lot of smaller choke points to hang enemies on, along with a lot of cover to dig in early, and force enemies to root you out. That said, it's worth noting that the difference in Starting Zones can be an issue for you. The Southern Starting Zone has more direct access to the building, and only one entrance and exit point. The Northern Starting Zone has two separate ways to get in to the building, marginally better access to the second floor, and more direct cover from the Starting Zone to the church. The bad news with all of this is that you don't get a choice on which of these two Starting Zones you get, so while it's still a pretty good map for people who want to turtle, it's less good because whichever Starting Zone is worse for you is the Starting Zone you'll likely wind up with. In the meantime, this is a great map for choke points, so you can definitely place figures in or near Hindering terrain in the church itself to slow down enemies, and you'll likely have a lot of good success in forcing your opponent to sacrifice more than you in order to pass these easily fortifiable areas. Even better are pog generators because the choke points mean you can continually make minions and then have them choke up the entire church to make it more difficult for your enemies to get to you.
Stuck in a Lease
This is a fairly balanced map in the sense that there are places for just about everyone here. However, it's a fairly unbalanced map in that it's going to be more difficult to get the fight to the areas you want them to be in if your opponent doesn't want them there as well. So let's start with the Starting Zones. The good news is that they have a fair amount of difference if you or your opponent is deciding to turtle a bit. The Southern Starting Zone is a little more exposed to the interior of the building, but that can easily be fixed by placing your characters off to one side or the other of the building, and it makes it easier to set up someone on the other side of a wall to ambush people as they pass through (you can also place them around G or J8, inside the bushes along F or K 15, or just in the pews in your enemies path). The Northern Starting Zone requires that you protect two entrances and exits, but you can't shoot at the Starting Zone from the inside, and your opponent will likely have to telegraph which side they're going to in order to be able to find a spot to launch themselves from in a turn or two. Keep in mind, though, that you should weight these between which one you want and which one you don't want your opponent to have for themselves, so weigh that out after you see their team.
Likely, however, a lot of the battle is going to happen inside the building. The pews mean that there's a lot of ranged cover available, and that Grounded characters will have access to everything, but also have to go through small 2 or even 1 square wide hallways to get where they want to be. Count on a lot of fights getting really cramped really quickly, and don't be afraid to take ground early to fall back to later. The map allows for a lot of runaround, so if you don't like the idea of having to fight in close quarters, just draw your opponent out, take a few pot shots in the meantime, and then try to fall back to another spot later. To that effect, if you're still on the fence about Starting Zones, I'd point out that the Northern Starting Zone is a lot better at this than the Southern Starting Zone.
Vacation Spots
When it comes to casual games, this is a good map for it's differentiated Starting Zones, and with several good, unique areas to place different objectives at if that's more your thing. Larger teams are going to leave the map cluttered, so if you enjoy that, then this is a great map for it, but if you'd rather leave things more about maneuvering, remember to stick to smaller teams who want to run back and forth shooting at each other. The map becomes a lot about which areas you can control, so there should be some fun back and forth, with forces digging in, only to assaulted by a different enemy force shortly thereafter. It's a good battleground for players who want to fight for every inch of the map, so it should result in a lot of long, drawn out games comparatively.
It’s Getting Kinda Crowded
So, more than two players will only exacerbate things on this map, and the whole thing is going to feel exponentially more cramped. If that sounds like a good time for you, then great. The first thing to look in to is if you have a third player, it's not so bad to place each player on an entrance to the church, and let things go from there. For 4 players, you might consider starting everyone INSIDE the church, placed off in the four edge corners. Alternatively, you could have two players just outside the church and two more players starting near the dip on the Eastern and Western side walls by the upper pews. If you don't mind turning the Battle Royale in to two two on two games, you might also consider starting everyone outdoors, just North or South of the East and West centers, and use the walls to prevent them from having to fight. The Southern players will have to fight over the entrance in to the church, or blast their way through a few Walls as an alternative.
I Think I’m Gonna Like It Here
ew019 Oliver Queen, Templar is a good example of a ranged character who isn't afraid to get in close. What he lacks in being able to Ignore Hindering, he makes up for in being able to use Running Shot, Sidestep, and Penetrating/Psychic Blast from point blank range. ygo3013 Magician of Faith boasts Stealth and a host of other defensive abilities that make him difficult to take down here from range in addition to a trait that gets more powerful even if he does get hit. cwsop031 Wiccan has plenty of support spells, but can also use his Carry and Phasing/Teleport to get his group around the map without having to go through the church unless they want to. wkD-003 Dr. Fate doesn't need line of fire to have a huge impact on everyone within 6 squares, and has the mobility to be wherever he wants to be, even if he'd rather be in a firefight from the pews on the other side of the church.
This Side Up
Theme: 4/5
For how many steps were taken to avoid any specific religion or denomination, this place certainly still feels like a church of some kind. I really like the use of colors, and the purples and blues work really well to create a nice, calm space. It's a little strange to me to not have the alter on a higher elevation, but I can see why it isn't. Similarly, I understand why the building was made more neutral, though in the future I've seen enough Daredevil fights to wish for a Cathedral down the road.
Clarity: 4/5
The neon colors of the carpet can kind of blend in with the terrain a bit, and I had a problem telling if the rail along the second floor was a kind of special terrain, but overall, the place, while cluttered, follows a very specific order, so it's not too hard to figure out once you understand the Elevated terrain a bit.
Tactical Impact: 4/5
This a really good map for mitigating the advantage Flying characters have, and herding large groups in to small spaces. While there are places for other types of teams, the battle will almost naturally flow to the center, and, once there, it'll get really cramped really quickly, allowing solid close and mid range teams to tie down enemies that would rather play from afar.
Balance: 3/5
While the map favors small, short and mid-ranged teams, other teams do have options to either stay outdoors, or to try to play keepaway by using the different paths inside the building. That said, there will still be a lot of struggle, and it won't be difficult to get caught off guard by an opponent who planned well here.
Terrain Diversity: 4/5
Solid use of a lot of different terrain types. A lot of the space on this map is spent trying to divert teams in to very predictable alleys in a very small arena. This is a great way to take a larger map, and make it feel much smaller. The pews do a great job of offering cover without getting too much in the way, and the Elevated does a lot to push the action just a bit away from the center while the Walls push everything in.
Overall: 4/5
A solid map with an interesting design. I really enjoy the use of Elevated terrain here, and it feels like a properly layered map, with a lot of twists and turns, ins and outs.
Official Title: Political Rally Environment: Indoor/Outdoor Map on Reverse: None Dimensions: 24" x 36" (16x24 squares) Set: ROC 2019 Status: Modern
Our next map is the Team Champions map for this year. Designed by Team Champions, Adam Friedman, Paris Gordon, and Mathew Esbrook, it's certain to be a fairly divisive map; it's the Political Rally!
Making Yourself At Home
This map features an Indoor portion and an Outdoor portion, though I'd point out that for the most part, the Indoor portion is all that matters. The Outdoor portion is regulated to the Northern and Southern edges of the map, and walled off from the rest of the map a mere 3 squares in to each side. It doesn't really affect Movement, though it offers some kind of small, vague protection from large sized characters who could otherwise draw lines of fire on to the stage. Even that is sort of minimal, however, as the doors are large enough to grant easy access to the stage for lines of fire. Really the outside does little more than kind of gently push the action further in to the center, and in a strange, thematically backwards way, this makes the stage a good vantage point for snipers, though the access points are not especially difficult to traverse. In you are looking for long range characters, Ignoring terrain for line of fire is highly useful, most especially Ignoring Hindering terrain, as it eliminates a lot of the potential cover opponents will seek out once the shooting starts.
Overall, while the map does offer a lot in the way of cover, it's not highly restrictive when it comes to Movement. There are several clear lanes to get wherever you want to go, so the map does really well to help Grounded characters kind of even the odds against Fliers. That doesn't mean there's not a few places for Fliers to give Grounded characters the runaround, but the advantage is less pronounced. Grounded characters will still have trouble getting up and down the stage quickly in the midst of battle, though they can still easily access it for setup. The seats also can be difficult to move around for powers like Charge on a Grounded character, but it's still not often going to be a huge problem, just one to watch out for.
If you do want a more melee focused game, there's a series of smaller rooms along the Eastern side of the map that offers a lot of cover through the use of the doors, walls, and single square bottlenecks. Characters don't have a lot of elbow room, so it's a great place to either lure people in to range for your melee characters, or to protect your more valuable characters. The walls around the area protect it from outside interference, and though they can be shot out, the Elevated terrain also makes it difficult to shoot further in to the room. The doors segment the room in to areas only 4 squares long, and you can even reinforce the doors with a character to force enemies to waste more time in order to use the room. This could easily allow you to force your opponent to submit their characters to multiple ambushes in each room, though you're going to need some fairly tempting bait to draw them in to something so obvious.
Stuck in a Lease
This map has a lot of nooks and crannies to explore, so it's important to figure out where you want to be. First of all, there's no tangible difference between the two starting zones, so pick whichever of the two makes you feel more comfortable, or maybe even just pick the side of your preferred political affiliation. Once you get that out of the way, keep in mind that the podium is a fairly accessible (to both players) location that provides the best lines of fire on the map. The center of the map offers a lot of Hindering, but is otherwise a very open segment of the map, and the Eastern side is a mire of close quarters combat. Alternatively, you can hang out near the Starting Zones on the map to also gain long lines of fire, so you can tailor the map a bit to whatever experience you want to have.
When it comes to the stage, I want to talk a bit about how easy it is to get up during setup, but how it might be a bit harder to get off of. If you take the stage too quickly, your opponent might move to simply take it from the other end, which sort of cancels the advantage it provides, and turns it to a short range area instead of a vantage point of a long range area. The Blocking terrain kind of divides the stage a bit once your on top of it, so if there's a response, it's going to eliminate range from the fight. However, once one side or the other has committed to a different path, this makes it harder to change their mind later. The exception, of course, is Flying or similar characters, who can move up or down the stage at will. Flying ranged characters will be able to use the stage to create pressure to take it, and then simply leave when it gets invaded. This is one of the few really promising ways you can use Fliers on the map, so if that's an option, I'd recommend you take it. Otherwise, simply try to draw the fight to the corner that best suits you, and go from there.
Vacation Spots
Honestly, I like this map a lot better when it comes to casual play, because it really feels like it was designed for some kind of scenario with all of the small rooms and different biomes. Honestly, I wish I'd had another map like this back with the Roleplayer's League for a few chapters. Even if you don't want to do something as in depth as role play, some kind of zone control or king of the hill type game would work out well here, and games with multiple objectives would have a lot to play with here as well.
It’s Getting Kinda Crowded
If you're messing around with more than 2 players, I'd recommend using either the stage or the back rooms to create more spots to start additional players. The Elevation and some of the other terrain help isolate yourself a bit while you're getting your bearings with the other players, though you might still run in to the problem of getting hit from both sides by the players who started in the more traditional starting zones. You can try putting 4 players in the corners, and the doorways would allow them to move in to the center of the map with a bit of safety, but honestly, the way the map is setup, it's likely that the two top players and the two bottom players will end up fighting each other before making headway across the map. Another idea is that the map works well with a reverse version of itself on either the Eastern or Western edges, so you can create a much larger space. Personally, I like combining the little rooms together because the edge of the map doesn't have the walls drawn in, so you can make the rooms bigger, and then they create a semi-passable barrier between the center of both maps.
I Think I’m Gonna Like It Here
wkD15-004 President Lex Luthor actually has a lot to do on this map. He does a really solid amount for 98 points, and he doesn't actually need to be around to make an impact, so he can either hang out in the parking lot, or quickly duck in to the smaller rooms to keep himself safe, while forcing the enemy to keep coming after him. If you'd rather switch parties and have a Marvel villain as the next president, eax029 President Osborn works really well here too, and while he does need to sort of stay near the person he chooses for a bodyguard, it's worth noting that he doesn't actually need line of fire to the person, just to be within 4 squares, so he can hide in the room or outdoors, and still grant his buff. Even better, he makes pogs as a free action, which makes it very easy to take the rooms along the Eastern wall, and then flood them with guards that opponents have to deal with. und008 Zombie Abraham Lincoln can also do a bit of good here, and while the map doesn't seem like the best place for him with all the open terrain, it makes it easier for him to use his Zombie Swarm ability to force a hoard in to melee range so that the Zombies onto enemies, and the terrain itself isn't especially difficult to traverse for characters who don't fly. If your politics are a little more out there, trekrf010 Gowron works well on Klingon theme teams to organize your team without having to place himself in the direct line of fire for anyone, much like President Luthor.
This Side Up
Theme: 5/5
The theme is pretty strong, and I liked how they included the Team Champs on the wall behind the podium. I like the seats and the stage, and even the AV setup near the back. I was going to say I wish it had doors, but that was when I was looking at an earlier version of the map. This one kind of explains the lack of doors by making the scene more chaotic and making the walls look like they were torn in to. I also feel obligated to point out the variations on modern day political slogans for the different players, and though politics aren't my cup of tea, it's definitely a really cool detail.
Clarity: 4/5
The floor has a crisp red, white, and blue floorplan, and while it draws attention to the stage, it stands out against most of the terrain to me. The battle mess can be a bit distracting, but it's not that bad once you know what to look for. Meanwhile, there's three major areas that all have their own flow, and the stage has it's own problems with Blocking terrain that kind of fades in to the wood floors, so it can be a little confusing to take in at first, but once you take a minute, there's a clear method to the madness.
Tactical Impact: 3/5
There are several portions of the map that are helpful to several different team comps. The map kind of levels the playing field a bit for Fliers, but does still grant them advantages. The map overall is really open, which helps ranged characters, except for the parts that are really bad for ranged characters. It's just got a lot of contradictory things going on, much like politics, and it's not especially the best map at anything. It does really help turtle teams or keepaway teams though.
Balance: 4/5
The nice thing about this map is that there's probably somewhere on it that your team works pretty well on. The only complaint is that it's probably also near a spot where someone else's team works well, so sometimes it can feel tactically like this map is a bit of a wash.
Terrain Diversity: 4/5
There are five different kinds of terrain on this map, which is usually what it takes to get a 5 out of me here, but three of them are different kinds of Blocking terrain, and while they're all very well done, it just felt like they do a lot of the same jobs in places. I LOVE the inclusion of doors, however, and I don't think we see them enough, especially in a setting like this where they can be used so tactically.
Overall: 4/5
A really cool map, with a lot of nooks and crannies. Personally, I think the real-world political slogans are a little much, but overall, I think the map is really cool, especially with the updates. I personally think I'd enjoy this map more for scenario play, but it's still worth keeping an eye out for in tournaments!
Official Title: Mr Chomp's Swamp Environment: Outdoor Map on Reverse: None Dimensions: 24" x 36" (16x24 squares) Set: ROC 2019 Status: Modern
But I know what you're really here for. All the other maps are really cool, but let's check out what last year's champion has in store for us. Without further adieu, I bring you the Championship map, designed by last year's champion, Daniel Powell!
Making Yourself At Home
We got a really cool shoutout to Clixed Off one side of the building, and Mr. Chomp, the fighting alligator, on the other side. The number one thing to notice about this map is that the Water terrain, and to a lesser extent, the Hindering terrain, divided the map in to three long rows, and Grounded characters are going to have a hard time switching between one to the other. You're going to definitely want some kind of characters who can ignore Hindering or at least Water for Movement, though that can come from the Aquatic symbol, the Flight power, or anything else really that will help you ignore the terrain a bit. This would be true in any case, but it's especially true since one of the Starting Zones literally cannot move out without running through Water terrain to move in to the map as a whole, and it won't take long for any opponent to realize that they A.) probably don't want to start in a completely walled in area, and B.) will definitely want you to start in that area if it hinders you even at all.
Now, after Movement is the issue of line of fire. Now, Line of fire is not that difficult, but there is still a lot of Hindering terrain around to impact it, and the building in the center will make it a lot easier to make it to get near the center without either side being able to take as many pot shots at the other. That said, your largest obstacle will likely be the Hindering terrain, so if you want to make longer lines of fire, you should work on including that on your ranged characters. This should work fairly well, especially against Grounded characters, because the terrain will keep an unprepared enemy off balance while you Running Shot back and forth across the swamp, taking pot shots the entire time while they try to pin you down with a more mobile fighter. You can still do this without Ignoring Hindering on line of fire, but your shots may be a little more difficult or require you to get in a bit closer to line them up.
Now, if you're not going the ranged route, this is actually a good map for melee characters, especially if they come in teams that use a lot of ranged support like Probability Control or Outwit. Provided your team can outmaneuver the opponent's team, and that the opposing team either can't do a lot of ranged attacks or that you can cancel them out with powers like Stealth or Energy Shield/Deflection, this is a great map for getting in close, simply because the Water terrain still makes Movement tricky for them, and a lot easier for you, allowing you to get the jump on your opponents and get those first hits in. It also allows you to take more advantage of powers like Charge or Sidestep to keep maneuvering around them, as the battle shifts. It's not just for getting the first hit in either: the Water kind of creates these narrow passages only one or two squares wide for Grounded characters, so if they have a larger team, they might easily find themselves not able to use everything.
And while we're talking about the Water, I know I've mentioned it before, but this is a phenomenal map for Aquatic characters. The Water is spread out evenly all throughout the map in much the same way Hindering is spread out across maps like Poison Ivy's Greenhouse, which makes it easy to find places with Water nearby. It's worth noting that no square on the map is more than 3 squares away from Water, so close and mid ranged characters have a lot to work with, and I already mentioned how easy it is for this map to funnel enemies in to narrow passages where they can be outmaneuvered by people who can move across the Water. While I wouldn't say it's as amazing as some of the almost pure Water maps we've gotten over the last few years, it's much newer than those, and it's much more deceptive about how beneficial it is to Aquatic characters than places like Flashpoint Flood or the Pacific Ocean.
Stuck in a Lease
The first thing to keep in mind is that the Swamp can be quite a bit different depending on what side you have. The Northern Starting Zone is completely walled in by Water terrain, so if you have a heavily Grounded team, or even if your opponent does, you might consider sending your opponent there, since it'll be more difficult to get out. The other thing to consider about that though, is that the Clixed Off building is going to protect the person in the Northern Starting Zone a little more than the Southern Starting Zone, so if you are worried about them digging in there, you might not necessarily want them to start off with that kind of advantage. Completely up to you, though I'd usually recommend taking the Southern Starting Zone.
Once you decide to start moving out, depending on your Improved Movement options, the Water terrain is going to remain a large obstacle. Keep in mind that on the southern half of the map, the Water divides the map in to an East side, a West side, and a center, the center doesn't really go anywhere. Once you commit to one side or the other, you're either going to have to double back, cross some Water, or circle around the northern edge of the match AND cross Water in order to get to the other side. This is a really easy way for a player with a lot of Movement options to keep one step ahead of a player without them, and if you're the player without them, you might have a bit of an uphill battle there, so try to be aware of where your opponent is, how much space they need, and where on this map you can force that to be not enough. If you're a little hydrophobic, your best bet might be to draw opponents closer to you near the mud ring in the South, simply because it's the largest bit of dry land on the map.
Vacation Spots
If Casual is more your thing, this map is definitely going to be fairly unique in the way things play out. One side is going to be sort of walled in, so that's going to one major change, but even then, a lot of characters are going to have trouble moving around through the swamp, and in a large scale battle, this is going to create a lot of unique situations for players to try to work around. The lopsidedness of the map can also be useful for siege type games, or scenario play, and, again, with larger games, players are going to find themselves having to be creative as they move a larger team around the map (or evading a larger team in the case of one group fighting a lot of mooks controlled by the other group).
It’s Getting Kinda Crowded
When it comes to more than two players, I really like the idea of this map for 3 players simply because instead of using the Northern starting zone, you can place two players opposite each other in either of the Northern corners, and each corner has a natural path leading downward towards the rest of the map. You could even adjust the player to the South, starting them closer to the middle of the map by the swamp, so that each player has a relatively clear line of fire to the action, but need to either choose between crossing the water and leaving themselves exposed, or following the path and spending more time trying to properly lay out their troops. For that, I'd honestly recommend limiting the number of points each team can spend on Fliers just for the full effect. Interesting enough, as complex as the map is, it fits against itself in at least a fairly organic way on every side, so the map can create some really cool islands and paths between maps without seeming to mean to if you can manage to get more than one at an event.
I Think I’m Gonna Like It Here
tmnt017 Leatherhead is a great character for this map. While he doesn't do a lot of range, the terrain barely affects him at all, and he has plenty of potential to fight people getting choked up by the terrain. Likewise, tmnt2030 Armaggon works well here too. He has two separate ways to ignore the terrain, and he can make good use of the shack in the middle for cover regardless of where he starts on the map before striking anyone who dares to leave themselves too exposed. pr006 Knifehead might not be a choice most people think of, but he does gain bonuses in Water, doesn't care about anything really getting in his way, and is built to take on multiple opponents at close range. eax048 Triton goes so far as to be able to pretend to use Hypersonic Speed while he's in Water, and this map makes sure he has the opportunity to be in Water whenever he wants to.
This Side Up
Theme: 5/5
I honestly don't know who Mr Chomp is, but I do think this is a really cool map for him. I loved the shoutout to Clixed Off, and I think it's quickly becoming a pattern for Heroclix groups to make their mark in the landscape we play on. I also really love the dirt arena, though it does bug me a little bit that it's not sized for the Boxing Ring, because that feels like such a good place for it.
Clarity: 3/5
The blues and greens kind of fade in to each other, so it can be hard to tell what's where. I actually didn't realize at first glance that the Northern Starting Zone is sealed off, and that's a pretty important thing to notice. It's also important to noticed that the only real engagement zones move in narrows paths along the edges of the map, and that the Southern Starting Zones path through the center dead ends at the shack, but you have to really read the map to get a feel for all of that.
Tactical Impact: 5/5
Everything I just said for Clarity is HUGE. I don't think we've ever had a map that seals only one of the players in to their Starting Zone for having Grounded characters, and that's a pretty big deal. The pathways heavily encourage players to move away from the center in to narrow passages, and that's a pretty rare thing for maps. It's a big deal, and definitely something to pay attention to because it's easy to dominate larger teams, especially Grounded ones, here.
Balance: 2/5
I do like that the map gives a choice in Starting Zones with a very fundamental difference between them, but I'm worried that for an unwary player, that won't be enough. It's easy to be caught off guard here, and even if you're paying attention, a team that can deal with the terrain is going to have an easy time keeping anyone else off balance.
Terrain Diversity: 3/5
There's only Water, Hindering, and Blocking, but they're each used in a highly restrictive way that we don't often get on our maps. Honestly, I really love the layout, even if we're missing more of the terrain options (I would have liked at least some Obscuring to do with the theme).
Overall: 5/5
A really cool map design with a large tactical edge. This map deserves to be on a lot of team rosters, even if it's not your first choice, simply because it will discourage others from playing teams that are crippled by it.
Official Title: The Octagon Environment: Indoor Map on Reverse: None Dimensions: 24" x 24" (16x16 squares) Set: ROC 2019 Status: Skirmish/Battle Royale
Last up, we have a special treat, where I get to show off the new ROC Skirmish map for multiplayer games! So, grab your ringside seats and your giant foam fingers, because it's time to step in to the ring at The Octagon!
The Octagon is a variant of the older Main Event map that feels more like an all out brawl map that the Wrestling Arena seemed to want to be. It's got a lot of new shiny updates that really make the map stand out though, so let's give them a look.
Making Yourself At Home
This map is mostly standard Battle Royale faire, with a smattering of Hindering terrain along the edges and a lot of clear terrain in the center. When picking a Starting Zone, it's worth noting that the North and South Starting Zones having Hindering terrain a teeny bit more front and center than the East and West Starting Zones, though they're also a bit smaller. Additionally, they ALSO have an easier time slipping in between the Hindering terrain along the diagonals without their Grounded characters getting stuck, so they're worth claiming early in a lot of cases. An important note is that the Starting Zones are along the straight edges of the map instead of the corners, which I'll come back to in a moment. The paths between the Starting Zones are fairly clear with the exception of some Hindering terrain that Grounded characters are going to want to avoid, but overall, they're pretty manageable, so if you want to move in to another Starting Zone, you have that option. However, because of the odd layout for the Starting Zones, and the way diagonal movement works in this game, it's worth noting that the Starting Zones are really only a mere 5 squares away from each other, so if you're the last player on the initiative roster, you better get moving quickly.
But where do you move to? Well, that's the other big thing to notice. Despite all of the aesthetics in the middle, the center of the map is completely clear terrain. Because of the size of the map, this means that anyone who moves out there is going to be really exposed to just about anyone else from any of the three teams. Even without moving outside of your own Starting Zone, enemies will likely only need a Reach of about 13 squares to attack your characters, which isn't that hard with powers like Hypersonic Speed, Telekinesis, or Running Shot. And since most of the Hindering terrain is along the outer edges, you'll have to dig in to a spot fairly early if you want any sort of cover against ranged characters, which can easily give them an early advantage (longer if they end up getting ignored in the confusion).
Honestly though, I think a lot of players will be hesitant to move towards the center, and try to attack their immediate neighbors on one side or the other, pushing far enough in to that neighbor's territory that their other neighbor doesn't simply do the same to them. Really, there's about a 50/50 chance you or the person you're fighting are going to have to deal with getting attacked on two fronts, and it's entirely possible that it could happen to both of you. From there, the game turns in to more of a free for all, as characters pile on to each other. Charge and Sidestep are really going to have an impact here, and there's going to be a lot of smashing, so make sure to bring your favorite objects with you to break over someone's head. Additionally, since Initiative matters here, you might consider a theme team if you can afford it, and powers like Super Strength can really bring the pain to knock out the characters you want to first if objects are allowed in your game. After most of the teams are engaged, you could then start moving ranged or support characters near the center to create distance where the map itself does not.
A Minor Skirmish
So, for those unaware, Skirmish is a new game type recently introduced for multiplayer games. The big change is that at the beginning of the game, your characters randomly placed in different square across the map, so there's a lot more of an all out brawl feel to the fight. To that effect, you're going to want characters who are better individually, and rely less on their team, so the builds will be a bit different. Additionally, everyone sort of takes their turns at the same time, with players only moving one piece at a time before the other players move as well, so your choices will be a lot more broken up. The last big difference is that you score based on how much damage you deal instead of how many enemies you KO, so inflicting damage is the name of the game, not sniping kills from the other players.
To that end, this is a very straightforward Skirmish map. The Starting squares are on either end of the arena walls, and this map was clearly designed with these rules in mind. What that means is that not only will your characters be isolated by the Skirmish rules, there won't be a lot of protection for anyone anywhere. Maneuvering your characters will be just as important as making attacks, and not a lot of smaller maps can really accomplish that as well as this map can. This place really levels the playing field for both Flying characters and Ranged characters, and that's a great thing for some really cool smash em ups. Again, if you can bring objects in to the fight, it's highly recommended, as anything that can increase your damage will help you here. Self-sufficient characters will also be important, because while your characters will occasionally be able to interact with each other, they'll often have to worry about being overwhelmed. Points in Skirmish are determined by the damage you deal, not the final blows you're responsible for, so your support characters aren't necessarily going to be singled out for quick points, but they very easily could be singled out for weak defenses or quickly reducing the options you have to dish out damage of your own.
This Side Up
Theme: 4/5
The theme is a fairly simple one, but I really like the way that the ring was made and it works well for the theme. I do wish that the map used a little more terrain to separate the ring from everywhere else, like making it Elevated or even surrounding it with doors (I originally thought it WAS surrounded by Door Terrain when I was working on this until I found out it wasn't, which is an excellent idea for a map down the road). Still a really fun map that puts the freedom in free-for-all.
Clarity: 4/5
I'm still a little sore that the ring itself doesn't have any special rules for the change in terrain, but I will concede that the map otherwise is fairly straightforward to read with all of the actual terrain on the outside edges.
Tactical Impact: 4/5
This is a really cool map for Battle Royale players who don't want to work with a lot of restrictions. Use your weaker characters to meat shield or tie-up enemies for your stronger characters, and try to do more smashing than the guy next to you.
Balance: 1/5
I feel bad for characters who normally make good use of the terrain, or who want a little more isolation to work properly, because they won't get that here. It's also even less kind to the players who turn up lower on the initiative order, because they're going to have to expose themselves first, and no matter where they really go, the other players will be able to find them in quick order.
Terrain Diversity: 1/5
Just some Hindering along the edges. As I said before, this is a map for people who don't want things like terrain getting in the way of their smashing.
Overall: 4/5
A really unique map that fills in a gap for what it lacks more than what it supplies. You don't want to be caught unaware here, but there's still a little room for tactics if you're clever or at least a bit political.
A church map has been high on my wish list for quite a while, so I've given it a lot of thought. Unfortunately, I don't think this one quite gives me what I was looking for in the layout, and in fact I'm not sure how I feel about the layout as a whole. I will be excited to pick this map up if it comes out on paper, but if it's only ever offered on neoprene I probably won't spring for it.
Sanctuary: I appreciate the attempt at giving player 2 a choice but I still feel this is closer to a home game map (vs a competitive design). The elevated sections give some flavor and provide some interesting choices - but I would have gone a different route - either a run down church or something a bit smaller where a nearby forest, graveyard, and storage building could have been used.
No bell tower?
Political Rally: For home play as the mirror-design is not for true competitive games (if player 2 has no choice then it should be banned from tournaments). Cute idea. Dull game play.
I'd have included a backstage / alley to break up the giant open area most of the map has. Yawn.
Mr. Chomp: The most interesting by far and a choice for player 2 means this is a solid design.
Water terrain is great and I'm pleased to see blocking terrain. I would have added some elevated - maybe a tower, and I would have liked if the shanty had either an interior or a shape other than a rectangle.
A pick-up truck or a fan boat would have added some interesting features beyond the same ol' same but if I was going to buy one, this is the only one I'd consider of the three so far.
Octagon: Fun map for fun home games. Clearly designed for nostalgia and creative scenarios, I like it. Competitive - absolutely not. The worst kind of cut and paste - all 4 quarters! Should be banned from competitive play as player 2 is totally hosed if he/she gets stuck on it. But having characters sitting on the seats to come in and just dropping dice in the center - it could be a hoot.
Visible Dials and Pushing Damage need to be optional. This is the way.
Sanctuary: I appreciate the attempt at giving player 2 a choice but I still feel this is closer to a home game map (vs a competitive design). The elevated sections give some flavor and provide some interesting choices - but I would have gone a different route - either a run down church or something a bit smaller where a nearby forest, graveyard, and storage building could have been used.
No bell tower?
Political Rally: For home play as the mirror-design is not for true competitive games (if player 2 has no choice then it should be banned from tournaments). Cute idea. Dull game play.
I'd have included a backstage / alley to break up the giant open area most of the map has. Yawn.
Mr. Chomp: The most interesting by far and a choice for player 2 means this is a solid design.
Water terrain is great and I'm pleased to see blocking terrain. I would have added some elevated - maybe a tower, and I would have liked if the shanty had either an interior or a shape other than a rectangle.
A pick-up truck or a fan boat would have added some interesting features beyond the same ol' same but if I was going to buy one, this is the only one I'd consider of the three so far.
Octagon: Fun map for fun home games. Clearly designed for nostalgia and creative scenarios, I like it. Competitive - absolutely not. The worst kind of cut and paste - all 4 quarters! Should be banned from competitive play as player 2 is totally hosed if he/she gets stuck on it. But having characters sitting on the seats to come in and just dropping dice in the center - it could be a hoot.
There is no blocking on the map the building in the middle is elevated.
And thank you for the kind words.
Clixed Off Podcast Host, 2017 ROC World Champ, 2018 ROC World Champ