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Old 08/23/2012, 18:32
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saturnflight
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Heroclix Map Review: Avengers Mansion Grounds
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: Avengers Mansion Grounds
Map on Reverse: Negative Zone Prison
Dimensions: 24" x 36" (16x24 squares)
Set: Chaos War Prize Support
Status: Active
Last edited by saturnflight; 08/23/2012 at 22:02.

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Old 08/23/2012, 18:39
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It's been a long time since the Avengers Mansion was first represented in Clix, but in what is a rare case of a 'map remake', the concept has stayed largely the same. Take a look at the new map alongside the Outdoor Adventure Kit classic!



With the emphasis on the Avengers in this set, the timing was right for a remake. From the image above, however, you can tell that a lot has changed. For one, I've cropped out 8 columns on the old map, which was a standard-at-the-time 24x24. You're not missing anything over there. For another, the playable porch space has been covered by a rooftop. In fact, when you get down to the gameplay aspects of this map, you'll find very little in common with the original.



Let's start with the fence. With a solid brick wall at the edge of the road, we no longer have to wonder why traffic drives thru the front lawn. In game, you'll find this an excellent opportunity for cover as you approach your opponent in the wide open yard (especially if he's using the rooftop positions- more on those in a moment). In a lot of games, however, players will simply decide to use the wall as the edge of the playing field, and won't bother running into the street.

If you're not hurdling walls, you're probably still hurdling bushes. The shrubbery here is enough to stop any knight, or any other ground-based character for that matter. If you can't afford to slow down on your approach, you'll have to detour up the roof (we're getting there, I promise!) for an alternative path. Defensively, these hedges offer great bonuses from ranged attacks. I recommend standing behind them, rather than in them, when you're able to, just to keep your full movement.

Alright. The roof. First, note that it's not quite even. One player will get a little extra roof room (though how to make the most of this is beyond the level of thought I like to put into these articles). The two squares of Blocking terrain are very useful for staying just out of sight as you set up for a Charge. The popular choice, however, will be moving along the edge for sniper shots. Thankfully, this map offers plenty of protection, and with at least 2 ladders per side you should be able to find a way to base your opponent even with the least mobile of characters.

When do you want to bring the fight to the Avengers' home turf?

-If you're a thematic player, this map is asking for an Avengers vs. Masters of Evil showdown. As this is considered by many to be the definitive Masters of Evil story, and as we're only missing Blackout and a Screaming Mimi version of Melissa Gold, it's an appealing prospect for perhaps the first time. http://marvel.wikia.com/Masters_of_Evil_%28Earth-616%29

-Stealth can play very well on this map, even for figures usually sacrificing their optimal potential to use it. Without the burden of occupying the square, and since many opponents will have to cross 2 lines of hindering to get to you, these sorts of characters can enjoy safety from ranged attacks as they move up the battlefield naturally.

-Flight. The wall can act as natural protection if you can just skip over the top of it. Also, flight helps you to deal with opponents on elevation.

-Perplex, Probability Control, and other long-range supporting powers. You should be able to keep lines of fire to your own characters without difficulty. In the case of Perplex, those extra squares for movement or range can make a big difference on this map.

-Charge figures. Of course, Charge always takes a back seat to Running Shot and Hypersonic Speed, but characters WILL take to the roof, and the roof is laid out perfectly for a good Charge, either from the ground or from behind the blocking. I'm thinking Wrecking Crew...
Last edited by saturnflight; 08/24/2012 at 08:10.

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Old 08/24/2012, 08:18
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Fair Market Value for this Mansion?

Theme: 3/5
When you tackle a comic book locale, you're going to get a high score. However, a top-down view on the front yard of this mansion really only gives us the shadow of the gate for iconic elements. Still, it's working with what you've got.
Clarity: 5/5
There are no confusing overlaps of terrain, and everything's easy to read. This is a bit of a 'back to basics' map, with the same colors and elements that the game has used since the beginning.
Tactical Impact: 4/5
I really like the double hedges in the middle and the impact they have on your game. I also like that they provided safe alternate paths. Though if your team is all fliers, like the Green Lantern Corp, none of that will matter to you.
Balance: 3/5
Just like I said above, fliers bypass all the challenges of this map. In general, this map is mean to your average grounded close combatant, favoring ranged attackers that don't mind firing through hindering (Avengers Initiative, anyone?)
Terrain Diversity: 3/5
Blocking, Hindering, and Elevated terrain. Well used, but still not diverse like we're so often seeing today.

Overall: 3.6/5
The distribution model of this map will mean most everyone gets one, and the thematic link to a dominant team in today's environment should get this map a lot of play. Still, I expect more choices for the look than for the strategy.

That's it for this week! Until next time, enjoy the scenery!

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Old 08/24/2012, 08:46
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Old 08/24/2012, 09:19
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I hate this map, which is sad because the theme is so good.

It takes the worst aspect of the prison map with an even bigger advantage for ranged pieces and flyers.

The only way for a grounded character to move across the map without moving through hindering terrain is across the roof. This means that like the prison map, all fights wind up taking place on the cramped roof.

Also, there is no way for a grounded character to move into the paved portion of the map without going through hindering. This makes the paved portion useless in a majority of the games.

This map also gives HSS flyers a lot of places to hide, on the street, on the roof, behind blocking on the roof, etc...

I'd put balance even lower than 3/5, more like 2/5 and even 1/5 against a lot of teams.

Plus the fact that there is a shadow of a gate with no gate on the map really bugs my sense of aesthetics.
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Old 08/24/2012, 09:29
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I love this map... The FF X-Men had a good game on here for me recently!

Thanks for the review!
Quote : Originally Posted by Harpua View Post
red king is spot on with this statement.
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Red King, please send your address to MoomPix. We ARE watching you.
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Old 08/24/2012, 09:30
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Quote : Originally Posted by themonkey View Post
I hate this map, which is sad because the theme is so good.

It takes the worst aspect of the prison map with an even bigger advantage for ranged pieces and flyers.

The only way for a grounded character to move across the map without moving through hindering terrain is across the roof. This means that like the prison map, all fights wind up taking place on the cramped roof.

Also, there is no way for a grounded character to move into the paved portion of the map without going through hindering. This makes the paved portion useless in a majority of the games.

This map also gives HSS flyers a lot of places to hide, on the street, on the roof, behind blocking on the roof, etc...

I'd put balance even lower than 3/5, more like 2/5 and even 1/5 against a lot of teams.

Plus the fact that there is a shadow of a gate with no gate on the map really bugs my sense of aesthetics.
Do you build a lot of theams with no way to deal with hindering in your path? No taxis? Phasing?
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red king is spot on with this statement.
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Red King, please send your address to MoomPix. We ARE watching you.
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Old 08/24/2012, 09:36
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Quote : Originally Posted by themonkey View Post
This means that like the prison map, all fights wind up taking place on the cramped roof.
I disagree. This map is nowhere near as cramped and confining as the prison map.

The map is to your advantage if you have characters that can ignore hindering (such as the Avengers Initiative or Superman Ally team abilities) and your opponent doesn't.
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Old 08/24/2012, 09:54
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I know that there are teams out there with no Flight, no Leap/Climb or Phasing, no Carry, no Ultimates/Avengers Initiative/Superman Ally, no Giant, and no Stealth as consolation. However, I'd say those teams are at a disadvantage on ANY map, because they don't have anyone that takes into account terrain.

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Old 08/24/2012, 10:15
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Quote : Originally Posted by saturnflight View Post
I know that there are teams out there with no Flight, no Leap/Climb or Phasing, no Carry, no Ultimates/Avengers Initiative/Superman Ally, no Giant, and no Stealth as consolation. However, I'd say those teams are at a disadvantage on ANY map, because they don't have anyone that takes into account terrain.
Did someone mention the BPRD?
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Old 08/24/2012, 10:22
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Quote : Originally Posted by themonkey View Post
I hate this map, which is sad because the theme is so good.

It takes the worst aspect of the prison map with an even bigger advantage for ranged pieces and flyers.

The only way for a grounded character to move across the map without moving through hindering terrain is across the roof. This means that like the prison map, all fights wind up taking place on the cramped roof.

Also, there is no way for a grounded character to move into the paved portion of the map without going through hindering. This makes the paved portion useless in a majority of the games.

This map also gives HSS flyers a lot of places to hide, on the street, on the roof, behind blocking on the roof, etc...

I'd put balance even lower than 3/5, more like 2/5 and even 1/5 against a lot of teams.

Plus the fact that there is a shadow of a gate with no gate on the map really bugs my sense of aesthetics.
Agreed.

I'd also add that I don't remember the double hedges on the edge of the walkway from the MoE story.

What would make this map instantly better ?
Moving the starting areas to be like Karnak, where one is on the roof and one is outside the gates. Person who wins Map is outside the gates and has to take the mansion back over...sort of like the Avengers having to take it back over from MoE.
My Maps:Training Facility, Subway, Moon Base.
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Old 08/24/2012, 11:52
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Quote : Originally Posted by saturnflight View Post
I know that there are teams out there with no Flight, no Leap/Climb or Phasing, no Carry, no Ultimates/Avengers Initiative/Superman Ally, no Giant, and no Stealth as consolation. However, I'd say those teams are at a disadvantage on ANY map, because they don't have anyone that takes into account terrain.
Yeah, but this map is really bad.

Usually maps have either cover you can hide behind when moving across the map or at least a strait shot so you can run as fast as possible to base contact.

If you want to move to your starting area to the open green area on the opposite side of the map it takes you 5 move actions with a 6 movement. Potentially that's about 9 turns to get across the board!

Place a character with a six range on the grassy side of the hedge and they will get two shots against an approaching close combat ground pounder with a movement of 8 or less making their way across the hedges and driveway.

And I play a lot of generics and theme teams that don't have a lot of options for carrying. I've played on this map plenty of times to know it's rough on those kinds of teams.
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Old 08/24/2012, 11:56
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Although one of my favorite Heroclix moments ever took place on this map.

Falcone Bodyguard using leap climb to carry Gravity Feed Bane next to CW Hawkeye. Next turn Bane knocked Hawkeye off the roof and into the bushes. Take that arrow boy!
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Old 08/24/2012, 12:12
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Quote : Originally Posted by gatharion View Post
Did someone mention the BPRD?
False. Lobster Johnson has stealth.
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Old 08/24/2012, 12:13
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Also- nice review.
I wish the CW FF packs weren't all bought up by people at my venue who wanted 2-3 of the Scarlet Witch.
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