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JC Map Pack 6: Pirates Moon Options
FlyingArrow
Posted: Friday, August 28, 2015 7:54:51 PM
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Reviewing the maps from the latest map pack.
With recommendations


Pirates' Moon (SE) - Standard
(Docking Bay)

It is not Huge-broken, but it's very hard for huges to get around. This would be a very melee-friendly map. If you have a huge in your squad, you'd never actually bring the map, but you can at least get into gambit as a huge from the left. Also possible from the right, but it takes 4 rounds, Stable Footing, and perfect landing spots to do it. I think this whole 4-map Pirates' Moon set is awesome. Graphics and layout... really has the feel of a densely populated, seedy Pirate Moon.


Pirates' Moon (NE) - Standard
(Gang Barracks / Transit Station)

Of the four Pirates' Moon maps, this one has the biggest advantage for either side. There is a really big advantage for the left side. The right side has to enter through a door on the left side of the map in order to go down into gambit. An Emplacement or Forward Positioning piece for the left side can dig into gambit and make it really hard for the right side to get in. I don't see any obvious problems other than that, but that is probably enough to keep it off the restricted list. Though as with other unbalanced maps... you only bring it if you're okay starting on the bad side. Still, not close to a candidate for Restricted.


Pirates' Moon (NW) - Standard
(Nightclub)

A huge can reach gambit from the left side coming through the Nightclub. However, it can't get into the street and is likely to be shut out of the fighting. Like the rest of the Pirates' Moon, it's cramped quarters and melee friendly. Very Huge-unfriendly, but huges can at least reach gambit. Only a Restricted candidate if that kind of handicap for Huges is okay. This one is as bad for huges as Tomb of the Acolytes.


Pirates' Moon (SW) - Restricted
Casino/Traders' Market

This one looks like it would be very interesting to play on. It has a horizontally divided gambit, which is something you don't see very often. The most Huge-friendly of the Pirates' Moon maps. I want to play on it first, but from first look, this looks like of the 4 Pirates' Moon maps, this is the one to use for skirmishes. Any of the 4 maps could be Restricted, pending everybody playing on them and getting more opinions. Depends on how much you want to handicap the Huges. This one is the most Huge-friendly and also looks the most interesting for skirmishes. Probably don't need more than 1 Restricted map from the Pirates' Moon maps, but it would be nice to have one. And this one looks like the best.


Pirate Base - Standard

Nothing wrong with it, exactly, but the main point of engagement near gambit is just a single 2-wide door. Looks like very predictable skirmishes with both sides piling up at the door. It's a siege-style map and looks like it would be great for scenarios/RPG. Just so-so for skirmishes.


Crime Lord's Palace - Restricted

I could see this going either standard or restricted. Unlike all the Pirate Moon maps, this is quite Huge friendly, and it does so without being a shooting gallery. If this is on the restricted list, it could end up being *the* map for huges. Especially the melee 60-damage huge we just got.


Imperial Garrison - Standard

There's no name on this map, but it was called Imperial Garrison on Kickstarter. It's the map with a Detention Block in the top left and the Supply Shed in the top right. Just like the Pirate Base... nothing "wrong" with this map. Just that it looks like every skirmish will funnel straight into a two-wide door right in gambit.


Gangster's Vault - Restricted

I'm definitely biased here, but I think it's Restricted-worthy. It's a bit shooty, but not too much. Huge-friendly. Three main paths of engagement: doors in gambit, Vault Office, Conference Room. In my first skirmish on the map, there was combat at all three locations. Right side seems to have an advantage, but not a huge one. There were a couple of final adjustments that were supposed to be made that weren't, but I like it even without them.


Mushroom Planet - Standard

This is the remake of Felucia. No name printed on it, but was called Mushroom Planet on Kickstarter. It's not a reprint with new art like Anchorhead/Theed Palace. This is a new layout, too, but inspired by the Map Pack 1 Felucia map. It's a peninsula-road map that will remind you of a number of other maps. If this were WotC era, we'd consider this one of the best maps available, and this could go Restricted. Not sure I'd recommend it, though. Peninsula-road is a good, balanced layout, so this one is fine, too. But there are a couple things that make it hard to recommend this one over other similar maps (e.g. Theed Palace, Anchorhead). There's no building across the "road" from gambit. And the right side here has a very big gambit advantage. Most of gambit is inside the peninsula-building, but the right side gets a couple squares outside the building that the left side can't see without rushing in and becoming vulnerable. So I'm calling it Standard just because there appear to be other, better peninsula-road maps already there. But this one could be called on just for a change of pace.


Knights' Enclave - ???

No name printed on this one either. It was inspired by Map Pack 1's Jedi Enclave. No idea on this one. It could be super-fun to play on, or super awkward. The door and room go in directions that are quite different from most maps. So it looks like it could be annoyingly slow. But then the left side can easily run to gambit on turn 1, so maybe it's fast. I dunno. Can't even guess on this one without playing on it. It is not huge-friendly, but Huges can eventually reach gambit, so it's not automatically excluded for that reason either.


This map pack could end up beating Map Pack 4 as the best ever for competitive skirmish maps. I don't think any of the maps are going to the open list. I think 2 should make the Restricted list, and a third is a very strong contender. Of the others, I think 2 are balanced enough for Restricted - just not interesting enough. And then FIVE others (including 3 of the Pirates' Moon maps) that could possibly go either Standard or Restricted. This is after just studying the maps for a little while... at this point I've only played on skirmish on one of the maps.
General_Grievous
Posted: Saturday, August 29, 2015 2:26:11 PM
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I'm still waiting on my package to get to the north but from the previews they look like the most competitive and artistically well designed maps yet! Completely agree about crime lords palace as the new go to for huges and it's cool enough too that it is a shoe in for the restricted list
General_Grievous
Posted: Friday, September 11, 2015 4:40:32 PM
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Finally got the maps! Very excited for the first games on these and agree that this is the most competitive map pack set ever from anyone. Here are my thoughts on the maps:

Pirates' Moon (SE) - Standard
(Docking Bay)

Ok so this is my favorite of the pirates moon maps for the diverse buildings and cool ship in the docking bay. Again though with just minor tweaks I think this map could have been huge playable but as is the right side Huges are unable to get past the middle unless you had forward positioning to start in the room to the left of the ship. Left side is a bit better and makes this the second most playable pirates moon map but for now I think it's a cool campaign/RPG  map for going droid/weapon shopping while your ship refuels.


Pirates' Moon (NE) - Restricted
(Gang Barracks / Transit Station)

Alright so after careful review, this is my choice for the restricted map of the pirates moon. There are multiple landing spaces for Huges and either side is able to bring them into play in a real way. It may not have the best hide your commander rooms and as arrow said the left side has a slight advantage (though if you choose this map you can count on starting on the right). It's a cool new type of map that showcases a different and brand new environment. Not to mention the food stand, because even smugglers get hungry.


Pirates' Moon (NW) - Standard
(Nightclub)

I think all of the pirates moon maps make for epic Nar Shaada or even lower level Coruscant maps for campaigns/RPGs but this one's cool style makes it difficult to navigate Huges through and therefore I say standard. Left side of the map (nightclub) is definitely the side to start on and very nook an cranny style of fighting.    


Pirates' Moon (SW) - Standard
Casino/Traders' Market

I agree with the above mentioned point that it would be cool to have a pirates moon map on the restricted, it's too bad that the main alleys on these maps aren't just slightly bigger but of the choices this one is the second most friendly, especially for the right side player. Also some cool and different commander start up points, this could also make a good 4 player map. I think right side has the advantage for movement but all in all a nice standard choice.


Pirate Base - Standard

Nice Hondo's house of scum is finally in the game! Love the theme and literally feel like I am watching a clone wars episode just staring at the map. So 10/10 for style and art but when it comes to competitive play I feel like with some really minor tweaks this map could have been a perfect contender for Huges as well. As is they can only go through the cargo hold room to enter or leave the building rather than the front doors. It's quite unique being an assault map with a protected start area so extra cool points for that but as is I think standard is the place for it.


Crime Lord's Palace - Restricted

Greatest map ever made. So balanced for both sides with protected spots for commanders (turbo lift and quite literally hiding in the bedroom closet hahaha). I love how easy it is it Huges to get around and wish there were more three-wide hallways on maps. For that reason alone I vote firm restricted list. I could see this map going there and then never leaving. My favorite map of the new pack and favorite map ever. Also I love the diverse snow, sand, water, forest an private mansion feel. So many different art schemes here.


Imperial Garrison - Standard/maybe restricted

Again such a brand new and cool design for star wars maps. This is the definitive imperial base for scenarios whether it's attacking it to liberate a captured comrade or steal plans or defending it against rebel scum with your walkers. This map just has a ton of class going on. Gameplay wise though the left side player is going to be screwed a bit for Huges with a singular path they can get outside with while the right side player has a fee more options and the openness of the courtyard. I think it's definitely a potential candidate for the restricted list especially as a huge player you wouldn't choose this map over the other and much better crime lords palace. But it is still very cool in style, has safe starting areas, and a nice layout that doesn't favor one style of play to much.


Gangster's Vault - Restricted

This map is also a beauty for design. You can sneak sound the security/guest lounge or the machine/conference rooms route or direct engage with Huges in the center. Reminds me of the Han's 11 scoundrels book and could be a ton of fun. Ironic that the two crime palaces are the best for gameplay this set haha. This one isn't as strong as the Palace for blocking LOS but its a cool addition all the same.


Mushroom Planet - Standard

If it wasn't for that mushroom in between the command center and the speeder bay I would vote restricted hands down but as is the huge player on either side cannot cross the middle of the map unfortunately. Still a very cool style that doubles as a vong map. And another very unique style to it.   


Enclave - standard/restricted

I'm torn on this map. I love how it takes me back to KOTOR and the epic cool style here with the central tree gambit. Huges can actually get across the map (with a little help from their friends and there is a ton of neat places to hide away in. I wouldn't necessarily choose this map for huge play, but I would definitely be able I play on it with a huge. And I would very much enjoy it. Beautiful map and love the art.

Restricted List for Sure:
Crime Lord's Palace

Candidate
Pirates Moon NE
Enclave
Gangster's Vault
Imperial Garrison

And the rest make great standard maps. Agree that none need the open list and this pack is a true work of art. If Crime Lord's Palace is on the restricted next year I will bring a huge regional team hahaha. If you haven't bought these yet, do so immediately. And order two packs, because you will want this one for competitive play always
TheHutts
Posted: Thursday, October 8, 2015 3:02:29 PM
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I've played on 3 of these now. I'm terrible at map analysis, but wanted to add my 2c.

Knights' Enclave is definitely interesting. It's so pretty and it seems not too bad for melee to advance. All the low objects around gambit are annoying though - I probably wouldn't bring it to a tournament for that reason.

Crime Lord's Palace I definitely liked. It seemed to funnel everything into gambit quickly, and there was lots of action very quickly.

Pirates' Moon (SW) seemed fine. I liked the gambit layout a lot. I would like to see a shooty squad tested on it though - seems like there might be some long lines of sight available.
jak
Posted: Thursday, October 8, 2015 4:13:14 PM
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where can we see these maps?
TheHutts
Posted: Thursday, October 8, 2015 4:14:59 PM
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jak
Posted: Thursday, October 8, 2015 4:16:20 PM
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took long enoughLOL wow thanx
TheHutts
Posted: Thursday, October 8, 2015 4:17:31 PM
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jak wrote:
took long enoughLOL wow thanx


There are 10 new maps. You can see most of them on the Kickstarter page or the Adventurer's Atlas Facebook group.
General_Grievous
Posted: Thursday, October 8, 2015 7:54:56 PM
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TheHutts wrote:
https://www.kickstarter.com/projects/1165033900/map-pack-6-vile-dens-of-slime-and-treachery/posts/1235634

Crime Lord's Palace



My new favourite map for play and style
FlyingArrow
Posted: Thursday, October 8, 2015 8:19:18 PM
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You've mentioned that. Did you have a hand in designing it?
kobayashimaru
Posted: Thursday, October 8, 2015 8:25:35 PM
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There's a couple of awesome maps. Pincer moves and huges are back baby! BigGrin
The Crime Lord's Hideout/Palace looks great, and will be nice for the Geonosian Foundry and Rapid Transit maps.
I'm also liking the Pirates Moon Docking bay,
and of course, the Gangster's Vault. BigGrin
General_Grievous
Posted: Thursday, October 8, 2015 9:06:42 PM
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FlyingArrow wrote:
You've mentioned that. Did you have a hand in designing it?


I may have dabbled a touch in the design hahaha
FlyingArrow
Posted: Monday, December 7, 2015 1:01:21 PM
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Bump. Any other opinions on Map Pack 6?
FlyingArrow
Posted: Saturday, January 2, 2016 9:42:55 AM
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Revisiting my initial comments after a few months. I played less than usual the past few months but I have at least one game in on most maps and I've heard comments from other people, too.

FlyingArrow wrote:

Pirates' Moon (SE) - Standard
(Docking Bay)

It is not Huge-broken, but it's very hard for huges to get around. This would be a very melee-friendly map. If you have a huge in your squad, you'd never actually bring the map, but you can at least get into gambit as a huge from the left. Also possible from the right, but it takes 4 rounds, Stable Footing, and perfect landing spots to do it. I think this whole 4-map Pirates' Moon set is awesome. Graphics and layout... really has the feel of a densely populated, seedy Pirate Moon.


I could see this as a Restricted map I've played on it a couple times. You'd never (ever) bring this map with a huge, but if you're stuck with it the Huge can take the left and reach gambit pretty quickly. Other than the Huge issue, it plays pretty well. It would be nice to see one of the Pirate Moon maps make restricted and this is a candidate.

Quote:
Pirates' Moon (NE) - Standard
(Gang Barracks / Transit Station)

Of the four Pirates' Moon maps, this one has the biggest advantage for either side. There is a really big advantage for the left side. The right side has to enter through a door on the left side of the map in order to go down into gambit. An Emplacement or Forward Positioning piece for the left side can dig into gambit and make it really hard for the right side to get in. I don't see any obvious problems other than that, but that is probably enough to keep it off the restricted list. Though as with other unbalanced maps... you only bring it if you're okay starting on the bad side. Still, not close to a candidate for Restricted.


Stand by my earlier thoughts - Standard only. The left side has a big, big advantage in reaching gambit more quickly and then forcing the opponent to come into their box of death. If you would bring this map to a tournament, you could count on getting the 'bad' side, but for that reason I don't think anyone would ever bring it. So it would be a wasted slot on the Restricted list.

Quote:
Pirates' Moon (NW) - Standard
(Nightclub)

A huge can reach gambit from the left side coming through the Nightclub. However, it can't get into the street and is likely to be shut out of the fighting. Like the rest of the Pirates' Moon, it's cramped quarters and melee friendly. Very Huge-unfriendly, but huges can at least reach gambit. Only a Restricted candidate if that kind of handicap for Huges is okay. This one is as bad for huges as Tomb of the Acolytes.


I don't remember playing on this one, so no new thoughts here.

Quote:
Pirates' Moon (SW) - Restricted
Casino/Traders' Market

This one looks like it would be very interesting to play on. It has a horizontally divided gambit, which is something you don't see very often. The most Huge-friendly of the Pirates' Moon maps. I want to play on it first, but from first look, this looks like of the 4 Pirates' Moon maps, this is the one to use for skirmishes. Any of the 4 maps could be Restricted, pending everybody playing on them and getting more opinions. Depends on how much you want to handicap the Huges. This one is the most Huge-friendly and also looks the most interesting for skirmishes. Probably don't need more than 1 Restricted map from the Pirates' Moon maps, but it would be nice to have one. And this one looks like the best.


Just one game on this one, but I thought the games on SE (Docking Bay) were more interesting. I'd swap my recommendations for those two. Make SW Standard and make SE Restricted.

Quote:
Pirate Base - Standard

Nothing wrong with it, exactly, but the main point of engagement near gambit is just a single 2-wide door. Looks like very predictable skirmishes with both sides piling up at the door. It's a siege-style map and looks like it would be great for scenarios/RPG. Just so-so for skirmishes.


Haven't played on it.

Quote:
Crime Lord's Palace - Restricted

I could see this going either standard or restricted. Unlike all the Pirate Moon maps, this is quite Huge friendly, and it does so without being a shooting gallery. If this is on the restricted list, it could end up being *the* map for huges. Especially the melee 60-damage huge we just got.


I played a game or two here. The Crime Lord is a bit too eclectic for my tastes. Seems like a random collection of rooms on the map. But the layout is solid - should be a Restricted map.

Quote:
Imperial Garrison - Standard

There's no name on this map, but it was called Imperial Garrison on Kickstarter. It's the map with a Detention Block in the top left and the Supply Shed in the top right. Just like the Pirate Base... nothing "wrong" with this map. Just that it looks like every skirmish will funnel straight into a two-wide door right in gambit.


One skirmish here. Casual game played without gambit, and everything funneled into the southern passageway. It's too far to go around into gambit once engagement has begun, so it was just a full frontal assault. As stated earlier, I think most skirmishes would run the same way... just run right into each other.

Quote:
Gangster's Vault - Restricted

I'm definitely biased here, but I think it's Restricted-worthy. It's a bit shooty, but not too much. Huge-friendly. Three main paths of engagement: doors in gambit, Vault Office, Conference Room. In my first skirmish on the map, there was combat at all three locations. Right side seems to have an advantage, but not a huge one. There were a couple of final adjustments that were supposed to be made that weren't, but I like it even without them.


I stand by the Restricted recommendation. I've played multiple skirmishes on this map, and really like it. But again, I may be biased.

Quote:
Mushroom Planet - Standard

This is the remake of Felucia. No name printed on it, but was called Mushroom Planet on Kickstarter. It's not a reprint with new art like Anchorhead/Theed Palace. This is a new layout, too, but inspired by the Map Pack 1 Felucia map. It's a peninsula-road map that will remind you of a number of other maps. If this were WotC era, we'd consider this one of the best maps available, and this could go Restricted. Not sure I'd recommend it, though. Peninsula-road is a good, balanced layout, so this one is fine, too. But there are a couple things that make it hard to recommend this one over other similar maps (e.g. Theed Palace, Anchorhead). There's no building across the "road" from gambit. And the right side here has a very big gambit advantage. Most of gambit is inside the peninsula-building, but the right side gets a couple squares outside the building that the left side can't see without rushing in and becoming vulnerable. So I'm calling it Standard just because there appear to be other, better peninsula-road maps already there. But this one could be called on just for a change of pace.


One skirmish on this map. No change in my opinion. It's a fine map, but we've seen plenty of "Peninsula-Road" maps. This would be a fine replacement for the sake of variety, but no real reason to make the change either.

Quote:
Knights' Enclave - ???

No name printed on this one either. It was inspired by Map Pack 1's Jedi Enclave. No idea on this one. It could be super-fun to play on, or super awkward. The door and room go in directions that are quite different from most maps. So it looks like it could be annoyingly slow. But then the left side can easily run to gambit on turn 1, so maybe it's fast. I dunno. Can't even guess on this one without playing on it. It is not huge-friendly, but Huges can eventually reach gambit, so it's not automatically excluded for that reason either.


I'd lean Restricted for this one. I played 2 skirmishes here, and the map worked well. I don't think it's a shoo-in like Gangster's Vault or Crime Lord's Palace, but it's a candidate.


Recommendations Summary:

Restricted
Gangster's Vault
Crime Lord's Palace

Could go either way (given in order of preference)
Knights' Enclave
Smuggler's Moon - SE
Smuggler's Moon - SW
Mushroom Planet

Standard
Imperial Garrison
Pirate's Base
Smuggler's Moon - NW
Smuggler's Moon - NE
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