View Full Version : HeroClix Map Review Heroclix Map Review: Hawkworld
saturnflight
01/20/2011, 09:15
http://www.hcrealms.com/forum/picture.php?albumid=1412&pictureid=14283
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.
saturnflight
01/20/2011, 09:16
http://www.hcrealms.com/forum/picture.php?albumid=1412&pictureid=14282
For a much larger image, visit Wizkids.com (http://wizkidsgames.com/wp-content/uploads/2010/12/Hawkworld.jpg).
saturnflight
01/20/2011, 09:17
The game continues to strive toward a greater level of comic depth, and maps are a part of that effort. At the same time, with so many maps already out there, exotic locations become more and more important to make a map really stand out. It's a delicate balance to achieve both: a comic location that's as recognizable as it is novel. This balance was most recently attempted with DC75's Hawkworld.
I asked the graphic designer of this map about what it's like to work on a comic-based location:
It worries me a bit that I won't be able to capture the look of the location within the confines of a 16x24 square map and the pre-determined "terrain" features required by Wizkids. Accuracy bothers me as well. If it's a location that I know well from books I read then it excites me to be able to do a location I am familiar with and I try to add as many details as I possibly can that I know from those books. If I am not to familiar with locations then I have to research and hope I am getting it right. The scary thing about these locations is that they have to be approved, so Marvel and DC look at these maps and say yes or no. If it's no then it's back to the computer. Ultimately I want to create a map that the fans of the comics are gonna like and have that response of "Cool Hawkworld!" and that players are gonna like as well, even though that is more up to the "Map Layout team". The original Hawkworld map I created was actually sent back and had to be redone almost overnight to meet deadlines. This is one of the "Stress Factors" when dealing with locations that are comic specific.
What did you use for reference?
I can tell you that the first version of Hawkworld was taken from an early issue of Brightest Day, but the actual map is designed off of a later issue.
Before I get into the review of this map, let me be upfront in telling everyone how I go about a review. I've put a fair amount of time into acquiring every map Wizkids puts out (and a few from other sources), and to date, I'm caught up on this. Playing on every map, however, is a bit more daunting a task, and one that recently has proved an insurmountable challenge. I like to think that I've played long enough to be able to evaluate a map fairly well from study alone, but there's a depth that is missed without having actual gametime logged. That's what makes the thread format of a forum-based article so important; you folks are just as qualified as I am, and your views on maps are just as valid. I encourage you to contribute your own thoughts, and to take the time to read what other Realms members add. It's my favorite part of writing these, and you might just learn something!
saturnflight
01/20/2011, 09:19
Hawkworld is defined by its Special Terrain, as all maps dabbling in Orange seem to be. To capture the aerial nature of Hawkworld, this map sports open air spaces, complete with a simulated 'falling' mechanic (and the 'game balance'-dictated 'respawning' rule).
Orange squares are Open Air (Low Gravity). After actions resolve, if a character who can’t use the Flight ability occupies an Open Air square, deal them 1 unavoidable damage, then that character’s owner may place them in their starting area. Non-carried objects in Open Air squares are removed from the map. Open Air squares are otherwise treated as clear terrain.
This isn't the first time we've seen this rule (though there are slight changes in its wording). Marvel's Avengers set hosted the Coming of Galactus tournament series, with a remake of Galactus as a top prize. Included with that figure was a Rooftop map (which we will take a look at later in the series), and that Rooftop map debuted this mechanic. For the multitude of players who never had the chance to own that map, the return to this gimmick is a welcome wide release.
Don't make the mistake of thinking that Open Air is off-limits to non-flying characters. Any figure is able to cross the gap; it's just stopping in the open terrain that's problematic. That means that, as strange as it seems, the Flash can attack from a square of Open Air, so long as he resolves his Hypersonic Speed action on solid ground.
http://www.hcrealms.com/forum/picture.php?albumid=1412&pictureid=14284
Flash may not have a :m-wing:, but on this map he can pretend he does!
There's plenty of fun to be had with the Open Air rules, which is good because there are 186 squares of it! That's 48% of the map! 186 squares that can only be safely occupied by a flying character. 186 squares of quick escape. 186 squares of ideal knockback path. You see where I'm going with this.
Aside from the Open Air, this map has a couple of noteworthy components. Squares B7 and B18 are fantastic cover points; just make sure you have an escape plan in case your opponent boxes you in! Each side has a pair of towers; these will let you see over your friends to fire on the opponent, and plenty of ranged figures should be able to provide cover fire well into the middle 'bridge'. Finally, the starting areas surge forward toward the battle, likely to counterbalance the 'respawning' effect.
http://www.hcrealms.com/forum/picture.php?albumid=1412&pictureid=14285
Lex can't get a bead on Hawkman from the open air.
By the way, if you haven't noticed by now, this map is identical on either side; despite the fantastic perspective elements, the actual terrain is exactly the same.
Despite the fact that there's a fair amount going on with this map's unique layout, the Open Air still remains the focus when considering this map. If you chose to use this map, you better be utilizing it! So who does that best?
-Fliers, quite obviously, but fliers with range especially. You need not fear being based on this map; in order to land a close combat hit, your opponent will need Charge, Hypersonic Speed, or the Transporter ability, and the first of those will 'fall' and 'respawn' at the resolution of the attack. If you can avoid it, don't take up your position in the lower lettered columns, where the stone hawk can provide cover to potential targets.
-Plasticity. Anytime there are narrow areas of passage, you should immediately think Dark Blue (have you ever been alone in a crowded room?). While this map does allow for circumventing your choke points, you'll be forcing your opponent to use extra movement traversing through dangerous terrain. On that same note...
-Double Base figures can cut off the safe passages of the map.
http://www.hcrealms.com/forum/picture.php?albumid=1412&pictureid=14286
Robin turns 4 squares of movement into 6 to avoid Bruce and Selena's PDA.
-Support figures can stay safely in the back lines; any character is never more than a few steps away from a return to the starting area for some healing help, so long as they can survive the fall damage.
-Force Blast and Quake wait their whole lives to play on a map like this. If ever there was a place to use Gorgon or Malice, this map is it. Force Blast is of course more reliable; you don't risk missing. However, Quake can be used with Charge; it can send multiple opponents off the edge; and you don't risk overshooting with an ill-timed 6. A team built around Force Blast or Quake should always be themed to ensure the best chances of a fall-damage map like this one.
saturnflight
01/20/2011, 09:20
So is it time to book your flight to Hawkworld?
Theme: 5/5
A map based on a comic book location is hard to go wrong with. But Hawkworld is so niche that it shoots straight for the geek in all of us. It's maps like these that give me hope for an Attilan one day. :nervous:
Clarity: 3/5
It is slightly problematic that this map has orange terrain lines around a red sky, and there can be some confusion with the 'ground far below' squares, so look closely before assuming grass means safety. Overall, however, this map is quickly and permanently understood.
Tactical Impact: 5/5
This is a map that promotes neglected tactics like few others! Force Blast can become devastating, and positioning becomes a major consideration each and every turn. This is a map that can really impact a team's success.
Balance: 4/5
There's some issues with this map promoting ranged fliers, but with the layout carefully planned, most close combat figures can find a way to reach them without too much sacrifice. The mirror image in this case is very important to maintaining a fair setup.
Terrain Diversity: 5/5
It has no water and no indoor, but it's so novel in its terrain use that I just can't fault it for that. This map knew what it wanted to be and then just completely bought into it. Perfect.
Overall: 4.4/5
This map is so offbeat, so different, so completely-the-sort-of-place-that-makes-comics-imaginative, that it's a must-own for anyone. If you can only carry 5 maps with you to your next tournament, this should be one of them.
Thanks to ibeatdrew for once again lending insight into this map. Come back next week, when we look at another large map.
VelvetGuru9
01/20/2011, 09:52
Nice. I also like outwitting the flight ability of a flier over an orange square, catches them completely off guard.
iceman243
01/20/2011, 09:57
Another good map review, thanks. When playing on this map, the lack of hindering terrain really came into play as there are a lot of players in my area that rely on Stealth.
jackstar7
01/20/2011, 10:04
I really appreciate this highlight of the map. Once I win roll-off, this one is coming out at my next game.
Mr. Pilkington
01/20/2011, 10:12
This map allows for the use of a lot of neat figures. Rampaging Hulk on his top click could really play havoc with your opponent's formation. Gorgon, The Thing and Green Scar could too, but lack the L/C mobility. Penance becomes a significant threat with his all-adjacent or ranged Force Blast. The free Force Blast on Kid Flash and Wally West hurts that much more. That does bring up the question of SR Hal Jordan's trait though. I was thinking it could be very helpful, but I'm betting the flight effect will end too soon to provide safety in the special terrain.
In Golden Age you can dust off figures like LE Dr. Donald Blake, E Steel (Origin), REV Power Girl and LE Teth-Adam to Charge/Quake. Armor Piercing might be needed to make it stick.
Bat-Phreak
01/20/2011, 10:13
Good review!
The few games I have played so far on this map revolve around the center intersection. The hindering terrain is within TK range of the Deployment Zones; sort'a like dropping food in a piranha tank! ;)
fastcat99
01/20/2011, 10:21
Nice. I also like outwitting the flight ability of a flier over an orange square, catches them completely off guard.
Ooohhh....That's my next new move!!
Thanks for the article. I like the map, gotta try it out. Vector also will come in handy with his special TK
Char-Vell
01/20/2011, 10:27
This map is AWESOME!
I love how characters can cross the orange areas without trouble, but if they end their turn there. OUCH!
Kinda like Wile E. Coyote walking out to the middle of a canyon before looking around and realizing he's in mid air, holding up a little sign saying "help", and plummeting to the ground.
sheer genius!
PlotDeviceLad
01/20/2011, 10:35
Good review!
The few games I have played so far on this map revolve around the center intersection. The hindering terrain is within TK range of the Deployment Zones; sort'a like dropping food in a piranha tank! ;)
Suddenly Vector just became even more popular to play with this comment, IMO. ;)
Everytime I see this map, I keep thinking Flash Gordon Hawkmen... "DIVE!"
This map looks really interesting. I have yet to acquire one.
I really enjoy the rooftops map. More of the same with a slight twist.
Anyone have an extra. I have an extra WoS Bridge map I would be willing to trade.
Suddenly Vector just became even more popular to play with this comment, IMO. ;)
Everytime I see this map, I keep thinking Flash Gordon Hawkmen... "DIVE!"
Don't forget Wonder Woman SHe TORE ME APART In sealed on this map...Jeez pretty much anyone who can utilize knockback effectively:
Penance would be another good option
VnTHypbLlkE
DIVE MY HAWKMEN!!! DIVE!!!
lancelot
01/20/2011, 11:32
I believe the map's been errata'd to show that the placement after taking "falling damage" is mandatory: you MUST return the figure taking falling damage back to the starting area.
Other than that, agreeing with your points.
saturnflight
01/20/2011, 11:52
Nice. I also like outwitting the flight ability of a flier over an orange square, catches them completely off guard.
This comment is exactly why I recommend reading what readers post! Fantastic suggestion for coping with flying long-range figures.
saturnflight
01/20/2011, 11:54
I believe the map's been errata'd to show that the placement after taking "falling damage" is mandatory: you MUST return the figure taking falling damage back to the starting area.
Other than that, agreeing with your points.
Oh of course, I never thought otherwise. Did something in my article seem to allude to that?
Monkaroni
01/20/2011, 11:54
Chances are you will lose every time unless you have one or two characters with outwit.
lancelot
01/20/2011, 11:58
Oh of course, I never thought otherwise. Did something in my article seem to allude to that?
The terrain description has the "may" terminology in there but that's just semantics ;)
TheVagrantKing
01/20/2011, 12:03
I like using it with characters who have activation clicks that move into fliers.
It also gives some crazy yoinking possibilites. Charge to attack someone adjacent to open air and leave yourself in the OA terrain. Hits, and then after actions resolve, you can bail out to your starting area :)
ibeatdrew
01/20/2011, 12:28
Another great review!
Glad people liked the map.
The orange sky in this map was actually more muted in my Photoshop file, same with the grass...not sure if something happened at the printers. But still it worked out.
I wish I could post my "1st draft" of this map. I like it much better.
ComicJunkie
01/20/2011, 13:12
Having played on this map several times now I feel that you substantially overrated this map on terrain diversity. With no walls nor water, scant amounts of hindering terrain, and tiny rooftops, this should not constitute a 5-star rating considering all it lacks.
5 star terrain should be an inclusion of the 5 special types of terrain: hindering, blocking, water, elevated, and walls. This map would get a 3+ or even a 4 due to the orange squares. I would expect to be able to hide from Captain America on a map with terrain diversity ratings of 5.
Other than that, great review.
Thunderclese
01/20/2011, 13:47
I like using it with characters who have activation clicks that move into fliers.
It also gives some crazy yoinking possibilites. Charge to attack someone adjacent to open air and leave yourself in the OA terrain. Hits, and then after actions resolve, you can bail out to your starting area :)
Hey, that's not a bad tactic to avoid taking some heavy damage from a ranged piece!
since i planning to use the hawkworld map tonite and it was mention that it has been errata'd to "must place in srarting area" i need to know if this is true. I've looked on wizkids and on other threads that talks about hawkworld map and couldn't find any referance about the change.
Elda King
01/20/2011, 13:59
The article said little about one of the main features of the map to me: it's just perfect for ranged attackers, as there is very little to block their line of fire.
Other great strategies on this map are to move an enemy non-flier to the orange squares to deal it damage and send it back... You could use TK, Mind Control, or Nightcrawler to do so. All the better if you could MC an enemy Nightcrawler (I did so once, it was lots of fun).
pupulesurfer
01/20/2011, 14:01
This may be the noob in me talking but wouldn't the movement from this pic/comment still be 4?
Robin turns 4 squares of movement into 6 to avoid Bruce and Selena's PDA.
As I see it on the map, couldn't Robin just use the L/C while traveling on the diagonal making it a movement of 4 still?
Unless of course it is open air he is running through and not elevated like I'm imagining - thus causing an adjacency issue.
gfishfunk
01/20/2011, 14:49
Additionally, two things are immediately worth noting:
1. The elevated terrain on either side of the map is surrounded by the starting zone, but not a part of the starting zone. If you wanted to put a light object/heavy object to use as hindering terrain on that ledge, you are able to. It is a good fort that you can control fairly easily.
2. The starting areas branch pretty far into the map. A normally slow piece will find it easier to make its way to the center; since most people do not think about placing their figures in their starting zone, except to put them way upfront, the range swing is a fairly low number (ie., even with a low swing, you still cover a lot of ground in the map).
beecaveman
01/20/2011, 15:13
We had questions when we played on this map last week. I had a BD Deadman floating in space who got charged by a 50pt BB Amazonian. She charged, missed, took her click, and then stood there. My opponent liked the defend click she was on and the fact that my Deadman was tied up. The "may be placed in the starting area" seems obvious enough but the "click of damage when actions resolve" left us scratching our heads. When and if does she take damage again? The resolution of her action that brought her out there - click of damage, but then what? When she clears? A free action? A tokened action only?
If there is an errata that she "must be placed in the starting area" that clears it up.
beecaveman
01/20/2011, 15:16
Oh and I've been loving these articles. Map choice is often overlooked and your great articles are showing why that oversight is deadly. Thanks Saturnflight!
JoeGualtieri
01/20/2011, 15:25
beecave man- it's EVERY action, which is why the Ice strategy is so devastating on the map (until it's errated, anyway)
beecaveman
01/20/2011, 15:33
beecave man- it's EVERY action, which is why the Ice strategy is so devastating on the map (until it's errated, anyway)
Thanks for answering Joe. Let me ask more...
So in my example, she charges, takes a click. One of her teammates, Wonder Woman w/ Horsey let's say, charges up into open air as well, they both take a click?
My turn, I perplex Deadman's damage, they take clix?
I move Detective Chimp on the other side map, they take clix? He then outwits something, they take clix?
If that's all true, that's big time devastating.
Thunderclese
01/20/2011, 15:36
We had questions when we played on this map last week. I had a BD Deadman floating in space who got charged by a 50pt BB Amazonian. She charged, missed, took her click, and then stood there. My opponent liked the defend click she was on and the fact that my Deadman was tied up. The "may be placed in the starting area" seems obvious enough but the "click of damage when actions resolve" left us scratching our heads. When and if does she take damage again? The resolution of her action that brought her out there - click of damage, but then what? When she clears? A free action? A tokened action only?
If there is an errata that she "must be placed in the starting area" that clears it up.
As was mentioned, the map's already been errata'd to "must" instead of "may", I'm not sure how Ice's Incap would factor in, though. I'd have to err on the side of the special power since it says "no game effect" can move or place her away from that square.
beecaveman
01/20/2011, 15:42
As was mentioned, the map's already been errata'd to "must" instead of "may", I'm not sure how Ice's Incap would factor in, though. I'd have to err on the side of the special power since it says "no game effect" can move or place her away from that square.
Thanks Thundercheese, where was that errata'd? I seem to miss these alot.
JoeGualtieri
01/20/2011, 16:22
Beecaveman, it's been mentioned by one of the Deps (Harupa, IIRC) as coming soon, but it hasn't officially happened yet.
Thunderclese- the full text is
Ice can use Incapacitate. If she hits with Incapacitate, no game effect can move or place her target away from the square(s) it currently occupies until the beginning of your next turn.
The errata is supposed to worded to get around that.
JoeGualtieri
01/20/2011, 16:25
Aw heck, I've got to bring this up.
One of my favourite Heroclix plays ever came on this map. Mlle. Marie CCEed my opponent's John Stewart out into the Heavy Gravity terrain. After another attack, I outwitted Stewart's flight with Amanda Waller and KOed him.
beecaveman
01/20/2011, 16:44
Aw heck, I've got to bring this up.
One of my favourite Heroclix plays ever came on this map. Mlle. Marie CCEed my opponent's John Stewart out into the Heavy Gravity terrain. After another attack, I outwitted Stewart's flight with Amanda Waller and KOed him.
Awesome. I love your "aw heck". You wanted to let everyone know first thing, but you waited cause your a gentleman.
Although I didn't get to use it when I took my New Warriors team to Hawkworld, SI Gee's special power looks like it could add insult to injury, not just causing damage by knocking people into the open sky but giving them an action token as well.
Superclone
01/20/2011, 17:28
I can tell you I saw this map and said "Oh cool! Hawkworld!"
Great review :)
VelvetGuru9
01/20/2011, 17:38
Another little nasty tactic on this map is to run up and base your opponents with a low point figure and then have SI LE #112 Sue Storm use her SP. Have her running shot over there after basing your opponent and they won't have seen that one coming.
GET AWAY FROM HIM!: Sue Storm can use Quake. She can use it normally, or can use it as if she occupied a square occupied by a friendly character 6 or fewer squares away to which Sue Storm can draw a clear line of fire, ignoring the effects of opposing characters on line of fire.
She gets running shot for 4 squares and a range of 6. Keep her back behind your formation and then have her RS in front to quake your opponent's figs, and as long as none of your figs are in the way she'll have a clear LoF.
Another little nasty tactic on this map is to run up and base your opponents with a low point figure and then have SI LE #112 Sue Storm use her SP. Have her running shot over there after basing your opponent and they won't have seen that one coming.
GET AWAY FROM HIM!: Sue Storm can use Quake. She can use it normally, or can use it as if she occupied a square occupied by a friendly character 6 or fewer squares away to which Sue Storm can draw a clear line of fire, ignoring the effects of opposing characters on line of fire.
She gets running shot for 4 squares and a range of 6. Keep her back behind your formation and then have her RS in front to quake your opponent's figs, and as long as none of your figs are in the way she'll have a clear LoF.
You can't use Quake with running shot. Running shot gives you a Ranged combat action. Quake is a close combat action.
Smurf's Up
01/20/2011, 18:20
Orange squares are Open Air (Low Gravity). After actions resolve, if a character who can’t use the Flight ability occupies an Open Air square, deal them 1 unavoidable damage, then that character’s owner may place them in their starting area. Non-carried objects in Open Air squares are removed from the map. Open Air squares are otherwise treated as clear terrain.
By "after actions resolve..." does that mean after every action? Also, after reading through, someone stated there was an errata that they [B]must[B]
go back to the starting area. So, I guess it does mean every action. Just to help me out, could someone clarify this for me please. Thank you!:classic:
Matthevv
01/20/2011, 20:49
Hawkworld.
Step 1: Use Vector from WoS
Step 2: Move enemy char over pit.
Step 3: Rinse
Step 4: Repeat.
Oh Hawkworld. you are nature's greatest wonder.
SkrullThemeTeamer
01/21/2011, 00:00
this map lost me my 2nd match during the sealed event but I don't hold a grudge, this map is definitely something new and unique and that's always good to see
MadCap#1
01/21/2011, 07:49
Thanks for the review! Very informative.
This is not one of my favorite maps, though. I expected something different I guess when they said "Hawkworld". Compared to others we have seen recently, it seems plain.
Preacher13
01/21/2011, 22:21
Where did this map come from? I never saw this...
I think I got something else with DC75 prizes.
JoeGualtieri
01/23/2011, 08:33
Where did this map come from? I never saw this...
I think I got something else with DC75 prizes.
It's a double sided map with the Airport on the other side.
Preacher13
01/23/2011, 14:50
It's a double sided map with the Airport on the other side.
Ha, thanks. I'm an idiot, I have it, but I never looked at the other side of the airport!
Space Jawa
01/23/2011, 21:24
Another fun strategy I thought up the other night - if you use WoS Nightcrawler on the map, you can use his kidnapping power to drop opposing figures out of the sky. Not a bad way of handing out an addition point of damage or otherwise messing with enemy formations, if you ask me.
Or you could just do it for kicks and giggles at the idea of Nightcrawler dropping people out of the sky. :laugh:
Matthevv
01/24/2011, 04:19
Ha, thanks. I'm an idiot, I have it, but I never looked at the other side of the airport!
It's ok I did it too! When it flipped over as another map for the first time. It was like magic!
goldpony
01/24/2011, 17:42
For those who missed it, a rules thread on the Ice SP combo. Yes, its every action:devious:
http://www.hcrealms.com/forum/showthread.php?t=297165&highlight=hawkworld
vlad3theimpaler
02/17/2011, 03:36
I know I'm a little late to the discussion, but I have a few rules comments.
1. The Map has NOT been errata'ed to change the "may" to "must" yet. The rules deputies have posted that it WILL receive errata, but it hasn't actually taken place yet. I would recommend checking with one's judge to see if the judge is going with the current wording or the proposed errata.
2. The Flash is actually NOT safe from damage in your example, Saturnflight. The map's effects resolve after every action, including the free action in the middle of hypersonic. So Flash could run out into open air, punch someone, then take 1 damage, and then he can be placed in your starting area, and then continue his movement from there. It's weird, I know, but to my knowledge, it is how it works.
A great map but the bane for my team, I hate fighting in this map lol.
da-Craig-O
04/09/2011, 04:04
Are the new colossal figures completely hosed on this map? There are a lot of spots with only one square available to stand on.
Tim Drake
04/09/2011, 04:15
Are the new colossal figures completely hosed on this map? There are a lot of spots with only one square available to stand on.
Good question... Will they even fit entirely on the wider areas of the "bridge"?
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