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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: European Castle Map on Reverse: Quinjet Hangar Dimensions: 24" x 36" (16x24 squares) Set:Chaos War Fast Forces Status: Active
It would seem that Heroclix will never be short a map of a factory, city street, scenic park, or Helicarrier. With a new set that features 2 Black Knights, a Baron, an Arthurian sorceress, a King, and a nameless ruler with a crown and a mullet, what this game needs is more castles, especially since the last castle map was so difficult to obtain. Fortunately, the Chaos War Fast Forces set provides us with one. And let's be honest, with exclusive Scarlet Witch and Mockingbird figures, you were gonna buy it anyway!
The last time Wizkids gave us a castle map, the design was such as that you had to find your way over the walls. This time, they're starting you on the walls, and you have the choice on whether to descend into the courtyard or circle the battlefield along the parapets (it took ten minutes on Wikipedia to find that term, and I'm still not sure it's right, so medieval architects, feel free to jump in and correct me).
This is one of those maps with a 3-to-1 elevation change, and it's pretty wide open. The positions provide a lot of visibility, but are close to the starting areas and may leave figures with mid-level range values coming up short. Remember that characters on level 3 can't see past level 2 to level 1; in other words, you can cover the roof of the building in the middle of the courtyard, but can't fire at people on the far side.
Lines of fire from the tall towers. Morgan le Fay can't see any of the Knights, but can see all of the Barons.
Your best path to your opponent will often be right over the top of that building. Even for grounded characters, this should be a valid option; the steps (or barrels) to the roof are well placed for easy, direct paths. The building does a good job of breaking up the fight and providing cover while avoiding the issue of 'dead space' on the map.
Outside of the elevations, this map has little in the way of terrain. There are a few spots of Hindering, mostly located around the central combat area. There's also a very prominently placed well, providing your swimmers with a position to launch attacks from.
What kind of figures are kings of this castle?
-Fliers, especially with free breakaway. It isn't easy or convenient to be locked in as a tower sniper and have to use the ladders. One phasing/jumping tie-up and you're caught without an escape plan. Going after a tower sniper when you're grounded is even more difficult. So bring a Dinah Soar, or better yet, a Vision. Having a plan to deal with Hawkeye or Kang is critical.
-Barrier is probably the easiest way to defend your forces from overhead attacks. With the current rules written to allow outdoor blocking to obstruct targeting a character on the same elevation, your opponent will be left with only your Giants to fire on. Keeping up with the rest of your team while having actions left to use on Barrier will be tough, but once you've gotten around the side of the building you'll probably be in place for the rest of the game.
-Colossals. This is a very fun, balanced battlefield for a faceoff with Galactus, Master Mold, or Ziran. Able to see all elevations, the colossal still has a blind spot in the form of the far side of the building.
-Quake, Force Blast, and other knockback-generating attacks. The highest recommendation goes to Crystal, whose ranged quake can toss pesky snipers off the high walls and down to your other attackers. This is a map where players will want to take to the rooftops, giving you plenty of opportunities to deal falling damage.
-Long range attackers have been pinpointed as big threats in all the suggestions above. It goes without saying that an ill-equipped opponent will find these hard to deal with.
Theme: 5/5
The colors and textures are all very nice when the map's out in front of you. Castle themes are always in style. And this map gives you the chance to hide in a hay cart! Clarity: 4/5
For what they're working with, they did a good job with the elevation clarity. Still, multiple elevations is a sticky point for a lot of players, and those questions are bound to come up. Tactical Impact: 4/5
A heavy sniper aspect goes along with the wall-climbing tactics necessary to play well on this map. A lack of conveniently-placed hindering will leave many players without a clear place to go. Balance: 2/5
If your mobility isn't great, you'll struggle to fight off elevated attackers. Use the building as best you can, but eventually you'll need to get up on the walls and take on the snipers. It can take two or three turns for a grounded character to cover as much ground as a flier can in one. Terrain Diversity: 3/5
A lot of walls go along with a sampling of Hindering and Water for an unusual mix of terrain elements that skews toward a different sort of figure. Closer to a 2.5, I rounded up for multiple elevations.
Overall: 3.6/5
Most players will stay away from this map in the more competitive events for fear of their opponent making better use of it than they do. A player who takes the time to get familiar with it, however, can intimidate a lot of opponents simply by choosing it. That's an X-factor advantage that's worth working for. This map also shines in multiplayer, as you can connect two of them for a full courtyard.
That's it for this week! Until next time, enjoy the scenery!
Theme: 5/5
The colors and textures are all very nice when the map's out in front of you. Castle themes are always in style. And this map gives you the chance to hide in a hay cart!
*patiently waiting for my Ezio click*
And shepherds we shall be, for Thee, my Lord, for Thee. Power hath descended forth from Thy hand. That our feet may swiftly carry out Thy command. So we shall flow a river forth to Thee, and teeming with souls shall it ever be. In nomine Patri. Et Fili. Spiritus Sancti
Nice review! I'm excited to try this map out once I pick up this pack! And I totally dig the four player full courtyard idea!
"Time enjoyed wasting, was not wasted."
Quote : Originally Posted by jdm61802
Its one thing to lose due to dice rolls, another due to a better player, and a whole new level when you lose because you totally forget your team strategy.
As soon as my one buddy saw he could connect the maps he bought a 2nd starter, now we play Giant Castle wars... 1st war was between Loki and Frost Giants Vs. Surtur and Fire Demon Army Vs Thor, Hulk, IronMan, Captain America.
It was honestly epic.... I guess you had to be there.
TO THE GAME OF GAMES!! YUKON CARDS & COMICS Lewisburg PA
HCOL League 1 Winner
As soon as my one buddy saw he could connect the maps he bought a 2nd starter, now we play Giant Castle wars... 1st war was between Loki and Frost Giants Vs. Surtur and Fire Demon Army Vs Thor, Hulk, IronMan, Captain America.
It was honestly epic.... I guess you had to be there.
I've done that with the Heroclix/Horrorclix Convention exclusive Castle Ruins map.
If not in this article, I've explained it in others. A rules guru would give better explanation, but here's the basics (take the time to learn it well, it comes up a lot these days):
Any elevation, even a lower one, can block line of fire between 2 characters on different elevation. 3 can see all of 2 below it, but none of 1 beyond it. If there's no 2 between 3 and 1, then 3 can see all of 1.