View Full Version : HeroClix Map Review Heroclix Map Review: Arkham Asylum
saturnflight
05/18/2011, 23:54
http://dl.dropbox.com/u/80851/HCRealms.com/201105/Review- Arkham.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: Arkham Asylum
Commonly Known As: Arkham
Map on Reverse: None
Dimensions: 24" x 36" (16x24 squares)
Set: Arkham Asylum
Status: Active
UPDATE: Now with a link to a behind-the-scenes article with Seth Johnson from 2008!
For a look back at last week's review of another mental ward, click here! (http://www.hcrealms.com/forum/showthread.php?t=316998)
saturnflight
05/18/2011, 23:56
<img src="http://dl.dropbox.com/u/80851/HCRealms.com/201105/Map- Arkham.jpg" class="imagecenter" width="300px" />
Official Title: Arkham Asylum
Commonly Known As: Arkham
Map on Reverse: None
Dimensions: 24" x 36" (16x24 squares)
Set: Arkham Asylum
Status: Active
Availability: Arkham Asylum was distributed as part of the prize support package for the DC set of the same name.
saturnflight
05/18/2011, 23:58
Arkham Asylum is the refuge of Gotham's worst sociopaths between mad plots to kill the Batman. Perhaps comics' secure unit with the least security, Arkham has often been portrayed as one step away from being as insane as the criminals it houses. An overlap of overblown personalities creates the dark, twisted character that sets Arkham apart from other comic book locales.
Then Heroclix got its own version of the Asylum laid out as a battlefield. Full of visual easter eggs and dominated by the checkerboard associated with sterile environments gone wrong, Arkham was a neat tribute to its residents. But somewhere along the line, the layout was lost.
Click here for some insight on this map's design from Wizkids' Seth Johnson! (http://web.archive.org/web/20081121151740/http://www.wizkidsgames.com/wk_article.asp?cid=41888)
<img src="http://www.batmanytb.com/bios/places/arkham_blueprint.jpg" class="imagecenter" width="400px" />
The blueprints of Arkham Asylum that were likely used as reference; note the circular layout on top.
In every example I can find, Arkham cashes in on that creepy feeling of long brown hallways with cells lining the sides, the whole facility overwhelmed by shadow and decay. If you want to evoke Arkham Asylum, all you need to do is make a long hallway with some cells, then have a turn or two in the hallway where you find a counseling room and a 'treatment' room. Splash some shadows, a few references to their most famous patients, and bam! Arkham.
What did we get? Pods.
Imagine that you are a night shift worker at Arkham. Maybe you deliver dinner. Maybe you're simply checking doors. You take the elevator to the third floor, where Gotham's most infamous villains are locked up. And you find that the third floor is a massive auditorium with several individual cells scattered about it. And you can't see into any of the cells until you walk straight to the middle of the room, where all the cell doors face. And now you're surrounded on every side by horrific faces, taunting laughter, and an odd little man in an oversized hat that would be delighted if you'd join him for tea. This is not intelligent architectural design.
<img src="http://dl.dropbox.com/u/80851/HCRealms.com/201105/Mini- Arkham 1.jpg" class="imagecenter" width="400px" />
The Penguin chose the wrong cell; every character can target him, and most can do so while keeping safe from the other residents.
But this is what they gave us, so let's examine it. We have starting areas in opposite corners rather than opposite sides. This is a neat touch, and can lend a little variety to the opening moves of the game, but it also effectively cuts out the other two corners in a roughly triangular area. You will never find a reason to send anyone other than Professor X to one of those corners.
The cells act primarily as line of fire disruption. It's not hard for a close combatant to advance on this map, and a Mastermind figure can safely keep a minion behind him in the narrow corridors between cells. Going into the cells is a dangerous strategy; a Barrier figure can quickly make you regret exploring the Riddler's room.
All terrain outside the cell blocks and starting areas is clear. This means object placement will be important. With Stealth being as common as it is, Super Strength and Telekinesis can neuter many opponents' tactics. A Stealthed figure often wants to hide in the middle of everything for wide visability; forcing them into cells for cover will mean decreased roles for those characters.
In this map, safety comes with a limited role. If you want to keep someone out of the fray, you'll likely have to give up their ability to truly impact the game. Long range won't get you far, and even Running Shot will struggle to get you a good line of fire. Getting up close is really your best option, and with little to get in your way as far as terrain goes, Arkham allows for that.
<img src="http://dl.dropbox.com/u/80851/HCRealms.com/201105/Mini- Arkham 2.jpg" class="imagecenter" width="400px" />
Doctor Destiny takes cover between the close-set pods right of his starting area, but gives up any effective lines of fire to do so.
When you get the call to Arkham Asylum, who do you want at your side?
-Hypersonic Speed is really the only power to thrive here. With so many perfect points to retreat back to, you should always be able to find somewhere safe to hide.
-Barrier is the paper to Hypersonic Speed's rock. Barrier can often close off two rooms in one action, and can make a very frustrating game for your opponent as you hole up in a hallway.
-Super Strength and Telekinesis, especially when paired with abilities to ignore adjacency, can clear up the objects laid on the field and rob players of the only effectively placed hindering terrain on the map.
-Smoke Cloud, on the other hand, can give you hindering terrain that no one can swipe; this is a must for the Gotham teams out there.
-Charge will usually be enough to move your close combatant from a safe launch point to adjacency. Paired with a Barrier friend, you can keep your Charging figure safe from retaliation so long as you attack from an angle.
-Regeneration will enjoy how this map provides so many locations for safe healing. A figure like GSX Wolverine can enjoy relative immortality as opponents struggle to get more than one line of attack against him in one turn.
-Mind Control can ruin a strategy in a hurry; with lines of fire being such precious commodities, placing an opposing character exactly where he shouldn't be can leave your enemy in a bad situation.
saturnflight
05/18/2011, 23:58
Is Arkham all it's cracked up to be?
Theme: 4/5
I have to give credit where credit's due; adding so much personality to each inmate's cell is very cool. But the map falls just a little short for missing so badly on an architectural level.
Clarity: 5/5
I'll just repeat exactly what I said about the Mental Ward from last week: no problems with clarity here, which is impressive when dealing with a grid laid over a checkerboard floor pattern.
Tactical Impact: 3/5
Okay, so it does push you toward a central conflict. And that's definitely a tactical override. But the rooms become mostly dead space, as do the northwest and southeast corners. And there's very little interaction with the map once you've shuffled to the middle.
Balance: 1/5
Take a look at who I recommended. Hypersonic. Super Strength. Telekinesis. And who's going to suffer? Little guys relying on teaming up against one target. That's right, this map is great for your stereotypical tentpole brick. Who here wanted a map to make Superman better?
Terrain Diversity: 2/5
Hey, look! There are walls! And there's some hindering inside the walls! Good for you, Dr. Arkham!
Overall: 3/5
This map is fine for a home game between Batman and the Inmates. Bonus fun points if your friend lets you start the appropriate characters in their matching cells. But you'll quickly lose interest as the map isn't laid out right at all.
That's it for this week! Come back next week for more narrow corridors. Until then, enjoy the scenery!
red king
05/19/2011, 11:24
This map is fun with the GSX Juggernaut. Otherwise I hate it.
vrashwrath
05/19/2011, 11:38
I love sinestro corps on this map. I drove my wife nuts with Arkillo constantly sniping then turtleling up.
Pick this map everytime I can when I'm going up against HoT Captain America!
ED
TerribleSage
05/19/2011, 12:14
Never allow a player using Cosmic Spider-Man to choose this map. Unless you're using him; in that case, pick this map.
Previously Banned
05/19/2011, 12:47
Good review (as always); I think you're spot on with this.
kujonomore
05/19/2011, 13:05
Good review!!
On your one picture I don't think Firefly or Riddler have LOF to Penguin
Good review!!
On your one picture I don't think Firefly or Riddler have LOF to Penguin
I agree on all counts..
Pentarch
05/19/2011, 15:32
I agree on all counts..
I took it for granted that Firefly could have, but I noticed Riddler couldn't see the Penguin.
Overall though, this is one of my favorite maps, and honestly I find that my swarm teams work just as well as a tentpole team. Controlling the center is key, and blowing out certain walls can really alleviate some of the hindering issues that can be found with it. That and I get to use Barrier to it's fullest here. :laugh:
But does anyone else get a headache while looking at the tile pattern?
flatmatt
05/19/2011, 15:54
I feel obligated to point out that at some point we were told that this map was based on a comic-accurate design for the Asylum, with the cells laid out in a spiral pattern. Still not practical for an actual asylum, but justified by that comic at least.
saturnflight
05/19/2011, 16:58
Good review!!
On your one picture I don't think Firefly or Riddler have LOF to Penguin
Firefly and Riddler both have ways to move and attack; they could pick other targets, of course, but in this pic I tried to show how that one cell is less safe than the others.
saturnflight
05/19/2011, 17:01
I feel obligated to point out that at some point we were told that this map was based on a comic-accurate design for the Asylum, with the cells laid out in a spiral pattern. Still not practical for an actual asylum, but justified by that comic at least.
Can you find an image of that design? And do you know if it ever actually looked that way in panel?
I don't think it was actually a comic that had it layed out like that, but that Arkham's cells are routinely showed to be in a long curved corridor and that that was what they were trying to get an idea of while not actually being a long curved corridor.
The last time I played on this map was with my Guardians of the Galaxy team versus an Asgardian team ("Yes Mister Quill, I know you think your a half-alien, but that doesn't give you the right to attack Donald Blake 'because he's really the god Thor'. If you can't behave we'll have to take your pet raccoon away from you...") Starlord was definately my man of the match as he was able to move up, get in combat with an opponent and shoot them to KO while staying out of the line of sight of the enemy ranged guys. I think Sharpshooter works quite well on here too.
ibeatdrew
05/19/2011, 19:32
This map never made much sense to me. I like the "pod" comment. It totally doesn't feel like an asylum too me at all...if anything, replace the tile floor with pavement and remove the table and the map that would feel like a hobo cardboard box city.
Zilleonti
05/19/2011, 23:40
I just got this map Sunday at a tournament. I think we used it once (a while back) but... After thoroughly looking over the map and reading the review I just might give my copy of the map a few tries.
flatmatt
05/20/2011, 00:00
Can you find an image of that design? And do you know if it ever actually looked that way in panel?
I didn't think it would be this easy to find, but here's the article I'm referring to:
http://web.archive.org/web/20081121151740/http://www.wizkidsgames.com/wk_article.asp?cid=41888
Lucy in the sky
05/20/2011, 00:55
Love the map. Love the article.
saturnflight
05/20/2011, 08:18
I didn't think it would be this easy to find, but here's the article I'm referring to:
http://web.archive.org/web/20081121151740/http://www.wizkidsgames.com/wk_article.asp?cid=41888
That is a fantastic find! Thanks for digging that up! I'm adding that link to the article.
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