PDA

View Full Version : HeroClix Map Review Heroclix Map Review: The Camp


saturnflight
04/13/2011, 23:19
http://dl.dropbox.com/u/80851/HCRealms.com/201104/Review-%20Camp.jpgThe 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: The Camp
Commonly Known As: The Prison, The Prison Camp
Map on Reverse: The Jungle Ruins
Dimensions: 24" x 36" (16x24 squares)
Set: GridReality's Map Pack 4
Status: Unofficial

Read more for your chance to win this map!

saturnflight
04/13/2011, 23:20
http://dl.dropbox.com/u/80851/HCRealms.com/201104/Map-%20Camp.jpg

Official Title: The Camp
Commonly Known As: The Prison, The Prison Camp
Map on Reverse: The Jungle Ruins
Dimensions: 24" x 36" (16x24 squares)
Set: GridReality's Map Pack 4
Status: Unofficial
Availability: Map Pack 4 is currently available at www.gridreality.com

saturnflight
04/13/2011, 23:27
This is the second time we've looked at a Prison Map, and yet despite their similarities in theme these two maps have very little in common. The Camp features barracks on one end, thick outer walls, several security towers, and a wide open yard- quite different from the narrow corridors of the Sinister Prison.

Right from the starting areas, this map is trying to evoke a jailbreak feel. One player occupies the front gate, where figures can quickly move into the towers for sniping positions. The other player begins a row further in from the edge, inside the first of two barracks.

It's hard not to discuss this map in a thematic way, so we'll just say that the game will generally begin when the prisoners make a break for it, emptying out of their cabin and rushing along the secure outer gates. Note, for a moment, that the gates are an entire framework around the map made up of blocking terrain. These are only broken by the occasional defensive tower and the front gate.

Most players will have a few ranged figures on their team, and you can bet that as the prisoners move toward the front gate, they'll be met by cover fire from overhead. Use the gatehouse as cover while you find an opportunity to storm the sniper posts; you'll have to get through the opponent's starting area to reach the stairs.

Once the prisoners have left the barracks, they'll find themselves in an open yard. It's here they should come head to head with the opposition, who need only leave their starting area to occupy the same area. Here you'll find arena-like action, with long, clear lines of fire and plenty of space to maneuver. Here, the advantage given to ranged weapons is thematic; a close combatant will have to watch their back while they throw down in the yard.

Want to maintain order in the Camp? Watch for the following:

-Long Range. A figure with a long reach can easily take to a tower and cover a huge area of the map. If that same character has even the slightest move and attack option, they can pace the tower for even greater sight. Be sure to watch for the interference of Blocking Terrain around the outer perimeter; a character's attack arc can be destroyed by poor positioning.

-Abilities and Feats related to Blocking Terrain, such as Camoflauge or Unstoppable. Figures who can break walls for free (like Power Man/Iron Fist or Juggernaut) can create nooks in the fence where figures can advance safely. Figures who use Blocking Terrain for cover (League of Assassins) have an upper hand on Stealth figures, who may struggle to find hindering options here.

-Pulse Wave. The new changes to the ability that allow it to trigger regardless of adjacency are going to make this a much more common recommendation. Here, the wide open yard allows for a lot of potential targets. Watch for opportunities to deal more damage to your opponent than yourself, and take up a position where you've left no window for escape.

-Barrier and Smoke Cloud can add terrain features you rely on to the openness of the yard.

-Hypersonic Speed can play hit and run from a position in the barracks or behind the front gate.

-Captain America and the Invaders vs. HYDRA. For a completely thematic game to match this heavily themed map, run a soldier-themed team against a squad of HYDRA guards. If you're playing at home, consider starting a HYDRA Operative or two on each tower.

For added thematic fun, apply the Laser Turret object's rules to each tower square with a gun in it; make it a power action (that deals no pushing damage) rather than a free action, just for balance's sake.

saturnflight
04/13/2011, 23:29
Does The Camp come out as one of the top prisons?

Theme: 5/5
A prison-related map is always a welcome addition, and this one takes the military angle for a nice change from the first Prison map. Here, the tone is captured well, as ranged figures gain a crowd control advantage from tower positions and a wide open yard evokes the feeling of being trapped by the guards or calming a prison riot.
Clarity: 4/5
While there's a lot going on here, it's all handled well and made fairly clear. There's potential for confusion regarding the interaction between elevated and blocking terrain, especially as multiple elevation rules set in; remember that the blocking on this map will obstruct line of fire to grounded figures, while elevated figures can shoot at one another regardless of the fenceline. And a diagonal line of fire from A2 to a grounded figure is blocked, because you have to choose the more forgiving path between A3 and B2, which would be elevated terrain.

<img src="http://dl.dropbox.com/u/80851/HCRealms.com/201104/Mini- Camp 4.jpg" class="imagecenter" width="600px" />
Chamber's line of fire to Poison Ivy is blocked, but with a little Perplex, Power Ring can tag Chamber.

Tactical Impact: 3/5
On this map, the tactics come in the form of the towers. If they're being utilized, you'll need to play very differently. However, if the towers aren't a factor in your game, the map shouldn't shape gameplay much.
Balance: 2/5
For a prison you don't really want balance; you want your guards to have the upper hand on the prisoners. Take turns playing as one side or the other for completely different experiences, but don't expect an equal opportunity map in this one.
Terrain Diversity: 4/5
Indoor, outdoor, blocking, elevated, hindering- and all in good amounts. This map is missing water, but that's it. A wide array of well-placed terrain should allow just about any figure to find what they need in a map.

Overall: 3.6/5
This map is 80% about the thematic feel, making it unique and fun. The Camp comes recommended for your well-rounded map collection, and will enhance a lot of casual games with a new play experience; but it's far from a tournament essential (and as an unofficial map, that's just fine). If you're a fan of military action, this is a must have.

saturnflight
04/13/2011, 23:31
Once again, I'm thrilled inform you that the folks at GridReality have teamed with Heroclix Map Reviews to provide the Realms with a chance to win your own copy of the Camp! All you need to do is be the first to post with the correct answer to the following question:

The figures used in this week's images have one thing in common, and you've got to use the Units section to figure it out! Think you know the answer?

Disclaimers: There may be more than one correct answer, but I have an answer and I need you to match that. HCRealms Contributors are ineligible to win. I will not answer PMs concerning this contest.

Thanks for reading! Next week, we'll put four players on one map in a duel to the death! Until then, enjoy the scenery!

theavengerthor
04/14/2011, 08:36
I saw Thor and Nightcralwer on the Prisoner side of things last night, and they dominated on this map. But I think that had more to do with the fact that it was Thor and Nightcrawler. But I love this map all the same. Very fun to play on.

As for the trivia question... Are all of these units 2 star pieces?

Ouchmaker
04/14/2011, 08:38
Nevermind :D

theavengerthor
04/14/2011, 08:41
I love the choice of Firestorm in your first image. It totally looks like he's screaming, "NOT IN THE FACE!"

Danzig01
04/14/2011, 08:47
The thing I noticed that they have in common is that they all have a rating of 2 stars.

VikingRS
04/14/2011, 08:50
They all have a 2 star rating?

scotrick333
04/14/2011, 08:59
They all have an 8 attack value on their dial! Also "Saturn boy" is actually HoT Marvel boy. :)

-scotrick333

JRS4
04/14/2011, 09:02
Never mind that was not correct

JRS4
04/14/2011, 09:06
All the figures are Modern age figures if the poison ivy is from Batman Alpha set.

scotrick333
04/14/2011, 09:11
I guess they have more than one thing in common! :) the 2 star rating is on them.

saturnflight
04/14/2011, 09:12
They all have an 8 attack value on their dial! Also "Saturn boy" is actually HoT Marvel boy. :)

-scotrick333

A ha ha! I can't believe I got that wrong! He's Marvel Boy the Uranian! Not Saturn Boy the... Saturnite...

Time to come clean, I suppose: I only read 2 issues of Agents of Atlas. :(

But I did enjoy them! If that's any redemption!

(Oh, and by the way, I thought I was so sneaky but I guess I shouldn't have told you about the Units section; theavengerthor totally got it right out the gate. Congrats!)

I'd also like to point out that these figures, plus Power Girl and LE Bruce Wayne, make up the LOWEST RATED FIGURES since character cards debuted. If you've spent any time looking through the one- and two-star figures in the Units section, you'll realize how far we've come that Wizkids is no longer giving us Firebrands and Changelings.

MantisWarrior
04/14/2011, 12:12
Another great review Mr flight and wel done grid reality on such a cool map want one! Too slow to win it though :cry: I love dthe recent 'perspective' shots on your map reviews. Very groovy. Will they be back?

saturnflight
04/14/2011, 12:33
Thanks, glad you like the work I do on the images!

Perspective shots are usually used for specific details I want to highlight: for example, when I want to convey a great distance. I try to constrain the size of my images, and on some occasions I use perspective to do that. It's cool looking, but it has the sideffect of making the terrain less readable.

I have no plans to discontinue them, though! Holding that tool for when it's appropriate.

NeoShazam
04/14/2011, 13:11
I think Chamber can still target Poison Ivy, its on a direct diagonal.

Strange that its an outdoor map, guess that makes HoT Cap a really good prisoner on it.

saturnflight
04/14/2011, 13:44
I think (and verification would rock) that when you pass between two squares on a diagonal, you have to 'flex' the line to the left and the right to see which would be less restrictive. This is similar to directly crossing between diagonals squares of hindering. If the shot is blocked to the left, and it's blocked to the right, then it's blocked period. After all, you can't shoot between to diagonal barriers.

kujonomore
04/14/2011, 14:02
I played this map at home with my son, what a fun game it was....

I played the IM/WM duo and he had a few figs and nightcrawler. I went after the other figs first and managed to kill them, leaving NC to face IM/WM alone and needing a crit to actually do damage.

I had pretty much turned the entire middle building and one of the side buildings to rubble before my dice got hot enough to hit the little blue annoyance and bar-B-que him. It was a very fun game on a fun map though.

NeoShazam
04/14/2011, 14:20
I think (and verification would rock) that when you pass between two squares on a diagonal, you have to 'flex' the line to the left and the right to see which would be less restrictive. This is similar to directly crossing between diagonals squares of hindering. If the shot is blocked to the left, and it's blocked to the right, then it's blocked period. After all, you can't shoot between to diagonal barriers.

Knew it for movement but appears to be right for LoF as well.
Page 14 of new rulebook " Line of Fire Across Intersecting Points".

saturnflight
04/14/2011, 15:14
That was a last-minute revelation for me; I had the whole article done, images and all, when I realized that potentially confusing point and had to go back into Photoshop to diagram it.

I do love that the new rules allow attacks from one turret to the next over the fence, though!

theavengerthor
04/14/2011, 15:41
That was a last-minute revelation for me; I had the whole article done, images and all, when I realized that potentially confusing point and had to go back into Photoshop to diagram it.

I do love that the new rules allow attacks from one turret to the next over the fence, though!

Yeah, good catch on the diagonal line of fire. I might have missed that one, but I knew as soon as I read it that you had it right.

So, umm, how do I claim my prize?

invisibo
04/14/2011, 18:02
Synergize like a boss

ibeatdrew
04/15/2011, 09:36
Glad most liked the map. This one was a tough one to make....It was hard for me to decide whether to leave all the empty space in the middle of the map. The realist in me, said their would be no cover and I went with it. I have played on this map many times...each time starting on the "barracks" side. It is a tough map, I think I only lost on it once though. Surprising though my opponent never took up the "guard towers".

Thanks!

konasavage
04/16/2011, 02:19
Great map, use both sides quite a bit. This map does allow move/attack characters the ability to set up around a wall and then dive in. Can't wait for more.