You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
This year, Wizkids continues the practice of a restricted pool of maps for Gen Con Worlds. Heroclix Map Reviews will take a broad look at the list, how it will effect the tournament scene, and planning around some of today's most competitive figures. Even if you're not planning to go to World's, consider this an overview of the new maps from the last year.
Click "Full Story" for all the details! Fair warning: covering 20 maps, even in brief, makes for a LONG read!
Returning for a second year, the Maps Menu seems to be a permanent new fixture of the Gen Con Worlds tournament setting. Last year's list was a selection of maps that spanned years. With so many new releases, this year's lineup could be configured entirely from maps introduced since last year's Worlds events (Superman thru Galactic Guardians, including all of the Infinity Gauntlet series). This makes it easier to remember which maps qualify, and leaves less room for bitterness when a favorite map has been excluded.
The legal maps for 2012's Gen Con Worlds Heroclix Events are:
Soul World - Marvel Heroclix: Infinity Gauntlet
Nexus of Reality - Marvel Heroclix: Infinity Gauntlet
Tamaria - Marvel Heroclix: Infinity Gauntlet
The Garden - Marvel Heroclix: Infinity Gauntlet
Space Racetrack - Marvel Heroclix: Infinity Gauntlet
The Collector's Ship - Marvel Heroclix: Infinity Gauntlet
Mental Plane - Marvel Heroclix: Infinity Gauntlet
Shrine to Death - Marvel Heroclix: Infinity Gauntlet
Blue Area of the Moon - Marvel Heroclix: Galactic Guardians
Realm of Death - Marvel Heroclix: Galactic Guardians
Knowhere - Marvel Heroclix: Annihilators Fast Forces
Alien City - Marvel Heroclix: Annihilators Fast Forces
Gamma Range - Marvel Heroclix: Incredible Hulk
Shadowland - Marvel Heroclix: Incredible Hulk
Sakaar - Marvel Heroclix: Incredible Hulk Fast Forces
Gamma Base - Marvel Heroclix: Incredible Hulk Fast Forces
Smallville - DC Heroclix: Battle for Smallville Fast Forces
Bizarro World - DC Heroclix: Battle for Smallville Fast Forces
Metropolis - DC Heroclix: Superman
Fortress of Solitude - DC Heroclix: Superman
20 maps can seem like an overwhelming number to consider when team building, so we'll try to break them down into a few categories:
-Indoor Maps vs. Outdoor Maps This pretty much explains itself.
-Open Maps vs. Closed Maps Wide open spaces for long lines of fire, or tight spaces for solo combat.
-Standard Maps vs. 'Trick' Maps Trick Maps have some sort of odd attribute that you'll plan a team around.
Some of these maps have been covered in depth by previous Heroclix Map Reviews, and more of them will be featured in upcoming articles. For those that have been covered already, click on the name as I highlight each map to link to the full review.
For the sake of all of our sanity, please do not Quote the following posts when replying to this article!
Soul WorldOutdoor, Open, Standard(HWBE) Notable Feature: Lake hampers mobility, rocks at common point of engagement
Soul World is one of my 'default' maps, meaning that any basic team I run will do okay here. The most offensive aspect of the map is the lake, which will prevent crossing from the A side to the P side. If your team isn't built for 'Trick' maps, and your opponent is lacking in flight, leap/climb, and other mobility powers, consider pressing a small advantage here. Nexus of RealityOutdoor, Open, Trick(HBS) Notable Feature: Nexus special rules prevent most actions that result in attacks
The Nexus is a map to steer clear of unless you specifically built your team for it. The null zone in the middle of the map can ruin plans, but that goes for the opponent's team as well. Characters that can make attacks with Move actions do just fine here, but the real winners are the ones who can push your opponents into the Nexus, rendering them non-combatant.
TamarataOutdoor, Open, Standard(HBE) Notable Feature: 2x2 blocks provide cover on one side
For a wide open map, there's a surprisingly safe route to cross to the other side. And yet, you need to be careful in your positioning to keep from being torn apart by ranged attackers. If you've got a long range figure supported by close combat tie-ups, Tamarata will serve you well.
The GardenOutdoor, Open, Trick(HB) Notable Feature: Extensive hindering terrain, little else
A favorite of Stealth teams, the Garden is a risk with big reward. Wide open spaces allow for full use of supporting powers and long range, but complete safety can't be assured in this Superman Ally/Avengers Initiative/Thunderbolts era. Regardless, there's a contingent of players that view Stealth as the ultimate safety measure, and will stick with that strategy no matter what. Space RacetrackOutdoor, Closed, Trick(HBS) Notable Feature: Outer track with a maze of blocking terrain down the center
This is one of those maps designed for taking on Colossals. The asteroid field can be difficult to maneuver, but there are a surprising number of lines of fire through it. For those who won't risk the asteroid field, the track provides a 3-square lane that's easy to control with the right figure. My favorite choice: 400 point Nemesis can Bio-Blast the entire width of the track. Not suggesting that's a competitive strategy (I went 3-2 with it in IG5), but it's really fun!
The Collector's ShipIndoor, Open, Standard (HBE) Notable Feature: Long, open passageway with elevated sidelines
A lot of open space means that there are plenty of options for lines of fire and movement. The long stretches of elevated terrain can seem intimidating, but keep in mind that a rooftop sniper along the edge will only have about 90 degrees of visibility. This is one of those maps where you'd better have a solid plan, because your opponent can gain a lot of advantage just by choosing starting areas.
Mental Plane Outdoor, Open, Standard(HB) Notable Feature: Blocking in every column, a deceptively open map
The chess board visual is fitting here, because straight lines of fire and movement will really come into play. The strategically placed blocking terrain is less random than it looks, and will cut short a lot of range values. This map supports a close combat centerpiece that needs his support crew to keep their eyes on him. Many players rely more on visual cues than they realize; this map, with its repeated pattern over differing terrain, will throw some opponents off.
Shrine to Death Outdoor, Closed, Standard(HBE) Notable Feature: A closed-off battle on elevated terrain
This is the pro challenge map of the bunch. When you choose this map, you can bet your opponent will choose the Throne side, meaning you'd better be able to storm up a staircase or fly over thick walls to make your alpha strike. Most players won't take the chance, and this map will stay in the box. For those that do, and manage to win on it, the victory is truly deserved.
Blue Area of the MoonOutdoor, Open, Trick(HBE) Notable Feature: 3 levels of elevation running the long way across the map
If you haven't become well acquainted with this map by now, I suggest you do. This is a brutal Colossal-fighting map, and an equalizing factor for close combat teams facing long-range tentpoles. Elevation changes limit lines of fire significantly, and a person on elevation 3 can never see elevation 1 when 2 enters into the equation. Fliers are essential here, and regular elevation changes can make mobile attackers terrifying. Realm of DeathIndoor, Closed, Standard(HB)
Notable Feature: A 2-square-wide maze of walls
A lot of players make mistakes in choosing this map, thinking that if they're based largely on close combat that this is the perfect fit. In fact, that's true for 2-3 man forces. For larger, you'll want something with more visibility. Games on this map will often be 1 figure vs. another for long stretches of time as their teammates play backup and wait for the path to clear. Of course, Phasing characters own the narrow hallways.
Knowhere Indoor, Closed, Standard(HB) Notable Feature: Several rooms off a circular hallway
It's hard to know when to use this map. It's really a matter of looking at your team and how it will match up against the opponent's. If you foresee a lot of one on one pairings, then getting a room might be the best strategy. If you've got some Hypersonic hit and run going on, you might also consider this, but only if you can avoid being trapped in a room when someone comes after you. Best of all might be a Barrier-focused team, which can close off the rooms with your foes inside. Maybe someone will come up with an effective use for this map, but I think it's too much of a risk for most top-tier players.
Alien City Outdoor, Open, Standard(HWBE) Notable Feature: Water pools and towers around the edge
This is a great map for Running Shot. With several towers to jump atop and pillars to block lines from uninvolved opponents, battles here can become a dance with figures circling and drifting around the terrain. The real winners here are aquatic characters that can enjoy the well-placed water terrain. While it's not Soul World, a balanced force that happens to have an aquatic member (like the founding Defenders) might make great use of the Alien City.
Gamma Range Outdoor, Open, Standard(HBE) Notable Feature: A defensive tower across from a large cluster of hindering
I've seen players set up an impressive fortification atop the building on this map, and I've seen others mount a Stealth-reliant attack from the hindering on the other side. You can do as much to hurt yourself as help if you choose this map without considering how it might benefit your opponent.
ShadowlandIndoor, Open, Trick(HWBES) Notable Feature: 6 range maximum on a wide open map
This map will see a lot of playtime due to its incredible range-reducing effect. The open center makes it difficult to keep characters from moving to exactly where they want, and a few pillars of blocking terrain can go a long way. Don't overlook the benefit of advancing along the elevated sidelines.
SakaarOutdoor, Open, Standard(HWBE) Notable Feature: Central tower surrounded by a moat
A great choice for a Mastermind-based team, the central tower provides cover for your fodder and prevents pesky adjacency issues. You may spend the whole game repositioning if a wise opponent circles the center rather than accept your set-up threat.
Gamma Base Indoor/Outdoor, Open, Standard(HB) Notable Feature: Indoor buildings off a central road
There are still enough wall-ignoring characters to give incentive to run this map. Juggernaut, Moonstone, and Kitty Pryde can make surprise attacks from inside of buildings, and those are just the X-related characters! It's also a great map for radius-effect objects (if anyone chooses Kryptonite over the Gauntlet), as you can use walls to protect the objects.
Smallville Outdoor, Open, Standard(HBE) Notable Feature: Open field for one side, large rooftops for the other
It's been said that this is the map you never want to choose, because you're giving your opponent such an advantage by letting him choose to start on the Farm side. If your opponent is packing a Colossal, they might be forced to take the Field. Even if you're playing from Field side, you do have a few options: exploit Stealth, jump on the rooftops to choose your own battles, or keep a crew with Barrier to constantly encircle your centerpiece. Still, this map takes a very carefully crafted strategy that might even be easier to use on other maps.
Bizarro World Outdoor, Closed, Trick(HE) Notable Feature: Multiple elevations and complex lines of fire/movement
The ultimate Colossal killer, this map can create standstill situations. There are plenty of maps you can obstruct Colossals with before resorting to this no-win, no-game situation, but if you hit the finals against a Galactus you might see no other choice. In non-colossal games, this map can give players fits as they try to figure out lines of fire, but a close combat leap/climb team has a serious advantage that's absolutely worth pressing. Remember that diagonals between 2 elevated sections create blocked line of fire to a lower elevation. I'll attempt a diagram:
[_] = sad elevated sniper l__ = safe grounded leap/climber
Metropolis Outdoor, Open, Standard(HBE) Notable Feature: A large central block causes an O-shaped battlefield
If you've got the ability to chase an opponent in circles the whole game, or duck back behind cover after shooting, the Globe at the center of Metropolis might seem appealing. The biggest advantage to be had here is the ability to get well across the map before having to launch your initial assault. Once the battle is joined, however, there's nowhere to go but around the other side.
Fortress of Solitude Indoor, Open, Standard(HBE) Notable Feature: Dropping levels of elevation
This map provides a bizarre reversal of standard terrain progression, dropping lower the further toward the middle you go. It's hard for me to picture the team that can effectively use this map, but if it exists it's centered around a flying attacker on elevation 2 that's supported by support/secondary attacker hybrids in the other levels. It almost acts better as an opponent-thwarting tool.
That does it for the quick overview of this year's big tournament maps! Watch the reviews in the next few months for more of these to be covered extensively. Until next time, enjoy the scenery!
"Remember that diagonals between 2 elevated sections create blocked line of fire to a lower elevation."
Ranged attacks cannot be made from those odd corner spots? I always thought you could take a shot so long as the target is on a perfect 45-degree angle. Can someone please explain why the LoF is blocked in this example?
In the last, oh, 2 years or so, this rule was changed, mostly due to the rule of 'diagonal blocking makes a wall, diagonal hindering stops movement'. Basically, when you draw a 45 degree shot, you waiver the line a bit to one side and a bit to the other, choosing the least restrictive path. So a shot along the diagonal of a wall and hindering would be considered thru hindering. Here, a shot from elevation 2 targeting elevation 1 would be passing thru the diagonal of elevation 2 and elevation 2. It's blocked either way. Even if he was standing on elevation 3 and taking the shot, it'd be blocked.
Excellent primer! With the variety in map choice and the void left from Metron and his pals, it seems like there are quite a few viable teams this time around.
Shadowland - Marvel Heroclix: Incredible Hulk
Sakaar - Marvel Heroclix: Incredible Hulk Fast Forces
Gamma Base - Marvel Heroclix: Incredible Hulk Fast Forces
Anti-Colossal
Bizarro World - DC Heroclix: Battle for Smallville Fast Forces
In the last, oh, 2 years or so, this rule was changed, mostly due to the rule of 'diagonal blocking makes a wall, diagonal hindering stops movement'. Basically, when you draw a 45 degree shot, you waiver the line a bit to one side and a bit to the other, choosing the least restrictive path. So a shot along the diagonal of a wall and hindering would be considered thru hindering. Here, a shot from elevation 2 targeting elevation 1 would be passing thru the diagonal of elevation 2 and elevation 2. It's blocked either way. Even if he was standing on elevation 3 and taking the shot, it'd be blocked.
I hated the change when it came out...I loved putting my snipers on those 45 degree angles. Sure, they couldn't shoot too many people but too many people couldn't shoot back, either, but hey, it is what it is.
On topic, Nexus of Reality at Worlds? Really? Ugh.
Who Has Used The Bat Belt? (7-3 W/L)BM049 Socialist Red Guardsman(W); BM207 The Joker(L); D10a007 Nightwing(L); DKR023 Henri Ducard(W); FFBM002 Damian Wayne(W); CR010 Liberty Belle(W); NML002 Batgirl(L); BM103 The Batman of Zur-En-Arrh(W); TabApp-E Superman(W); SoG040 Deathstroke(W)
The best thing about the Infinity Gauntlet event is the maps. The glove itself is too polarizing. And the figures, while powerful, are not interesting enough for me to want to actually play.