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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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General Map Guide Updated for 2022-2023 Tournament Season Special thanks to Flyingarrow for helping create this general map guide. This guide is based on commonly expressed views within the Star Wars Miniatures community. So please feel free to share your opinions on the various maps. Hope it helps you choose a winning map for your squad! ************************************ Effective for 2023 (Pits & Palaces)
Restricted A (Palaces)
Theed Palace
Crime Lord's Palace
Desert Palace (Jedi Cartographer)
Restricted B (Pits) Modular Base aka Rebel Fortress (Jedi Cartographer)
Mushroom Planet
Rancor Pit (WotC) Siege Maps: Speed of Play: Average, Favors:Non-Melee, Door control, Opponents w/ Scissors*One side seems to have an advantage, better access to gambit or commander areas where the other does not. *One half of the map has an enclosed structure and the other half is open and more vulnerable. *Often features multiple doors and long “thread the needle” lines of sight. Prime example of how knowing your map can be really advantageous. Your opponents will normally always choose the “better” side. So you become very familiar playing from the other side. A false sense of security playing on the “better” side can spell disaster for a player. These maps are also superb for scenario games. Restricted Siege Maps: 1 Restricted D: Dark Academy (JC) *Open Labyrinth qualities Standard Siege Maps:Cliff Side Citidel Hall of Judgement Korriban- “Massassi Temple” Alien Warzone Dxun Camp Ice Fortress North Outpost Oasis Commander's Office (WotC) Peninsula/ Road Maps: Speed of Play: Average, Favors:Stealth, Non-Melee* Gambit is within a building or room. * Building looks like a peninsula attached to either the north or south map edge. * An east-west road or hallway runs north or just south of the gambit building. These maps are well balanced and have safe set-up for either side. Usually, a great map for shooters but does have options for melee. You have to study these maps well to play rock or scissor squads on them. Restricted Peninsula Maps:
Standard Peninsula Maps: Starport District Felucia Taris Lower City Outlaw City Theed Palace Roundabout maps: Speed of Play: Fast, Favors: Mobile Shooters & Movement Breakers * A central pillar or structure "roundabout" inside the gambit zone offers safe gambit for at least Round 1. * A circular intersection surrounds the gambit area, allowing full movement around map center. * Structures North and South of the central island provide cover for shooters. * East and West sides provide equally safe areas for commanders and access to gambit. These maps are well balanced but you do need to be prepared with a set up plan. You can usually get 1 round of gambit before your opponent comes roundabout after you. Not terrible for melee. Has some safe squares for advancing your squad across the map.
Restricted Roundabout Maps:
Standard Roundabout Maps: 1 Commercial Spaceport Bothan Spynet
Doughnut Maps: Speed of Play: Fast, Favors: Swarms, Non-Melee, some melee * Has an enclosed gambit area "doughnut-hole" for collecting gambit safely. * A circular intersection surrounds the gambit area, allowing full movement around map center. * Structures North and South of the central island provide cover for shooters. * East and West sides provide equally safe areas for commanders and access to gambit. These maps are well balanced but you do need to be prepared with a set up plan. Your approach to the center of the gambit filled doughnut can be very dangerous. Some of these maps can be melee friendly, while others are a shooter merry-go-round.
Restricted Doughnut Maps: Standard Doughnut Maps: 7 Simulation Deck Tomb of the Acolytes Peaceful City Mos Eisley Residence Modular Base Mercenary Base Swamp Caves
Closed Labyrinth Maps: Speed: Slow, Favors: Paper & Rock *Gambit enclosed by a central chamber (closed) or partially "framed" by structures/ walls (open). * Multiple doors and corridors leading to the central chamber. * May have a few “thread the needle” long lines of sight. * Typically both sides have safe lockable rooms for commanders. Plan ahead for set up and navigating the corridors and doors on these maze-like maps. "Closed" Labyrinths allow gambit collecting while "Open" Labyrinths have shooting lanes into gambit. They are great maps for higher activation squads. Play as fast as you can, look out for shots from across the map and doors for locking out your opponent.
Restricted Closed Labyrinth Maps: 1 Restricted C: Rhen Var Citadel
Standard Closed Labyrinth Maps: 13 Throne Room Mos Eisley Docking Bay Star Forge Outer Rim Fueling Station Spicemines of Kessel Remote Listening Post Strike Force Carrier Boarding Action Ice Fortress South Command Deck (MoM) Asteroid Base Mining Colony:Upper (MoM) Off World Shipping Center
Open Labyrinth Maps: Speed: Slow, Favors: Swarms, High Activations, Scissors *Gambit is partially "framed" by structures/ walls (open). * Has some doors and corridors leading to the gambit zone. * May have a few “thread the needle” long lines of sight. * Typically both sides have safe lockable rooms for commanders. Plan ahead for set up and navigating the corridors and doors on these maze-like maps. "Open" Labyrinths usually have shooting/ strafing lanes through gambit. They are great maps for swarm squads and Scissor squads as well.
Restricted Open Labyrinth Maps: 0
Standard Open Labyrinth Maps: 12 Off World Cargo Docks Freight Transit Station Black Pit Slums Old Casino Mos Eisley Marketplace Exodus Class Cruiser Off World Transport Facility Security Deck Residential District Financial District Business District Imperial Plaza
Dividing Line Maps: Speed of Play: Average, Favors: None * Typically both sides have safe lockable rooms for commanders. * Multiple doors with interconnected rooms and corridors. * Both sides have safe approaches to gambit. * Gambit is split so that each side can be in gambit without being able to attack each other
Restricted Dividing Line Maps: 3 Restricted A The Vault * Restricted B Cantina Map Restricted B: Jabba's Palace
Standard Dividing Line Maps: 3 Sinkhole Oceanic Facility Hangar Deck
Arena Maps: Speed of Play: Fast, Favors: Scissors & Non-Melee * a large open center "Arena" for combat with exposed gambit or structures for minor protection. * multiple access points to the arena or center chamber. * Long lines of sight across the map. Your options for set-up and approaching the other side are limited on these maps. They’re great for movement breakers and Scissor squads. Learn the strafing lanes and lines of sight on these maps best you can. Typically, after one player makes a mistake with their placement on these maps…it’s all down hill from there.
[b]Restricted Arena Maps: 3 Restricted A: Nightclub *Siege map qualities (WotC) Restricted B: Rancor Pen Restricted D: Great Library *Roundabout map qualities Standard Arena Maps: 8 Grand Plaza *Roundabout map qualities Death Star *Open Labyrinth map qualities Mos Eisley (Updated Version) Power Regulation Chamber Financial District Commercial Spaceport Rattatak Arena Yavin Ruins *Open Labyrinth map qualities
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Great post. I would introduce one more pattern, splitting off and slightly redefining Labryinth by introducing "Dividing Line" as a category.
Labyrinth: * Multiple doors with interconnected rooms and corridors leading to a central chamber. * May have a few “thread the needle” long lines of sight. * Typically both sides have safe lockable rooms for commanders.
Asteroid Base Rhen Var Citadel Off World Shipping Center
Dividing Line: * Typically both sides have safe lockable rooms for commanders. * Multiple doors with interconnected rooms and corridors. * Both sides have safe approaches to gambit. * Gambit is split so that each side can be in gambit without being able to attack each other
Cantina Map Jabba's Palace (Commander's Office could qualify here, but is more of a Siege map with the vulnerable right-side starting area.) (The Vault fits in this category, which is probably why I wanted to split it off.) (Other examples since this is a new category: Sinkhole, Oceanic Facility, Hangar Deck - sort of) ===
Using those 7 categories, here is how I would classify each of the 21 Restricted maps (mostly agreeing with what you had):
Cloud City - Siege Nightclub - ????????? - This is a tough one. Dividing Line, Siege, and Arena all partially apply. I'll call it Arena. Theed Palace - Peninsula/Road Peaceful City - Doughnut Off World Shipping Center - Labyrinth Off World Cargo Docks - A very crowded Arena. Almost crowded enough to call it Labyrinth instead, but not enough doors. Could go either way. Great Library - Arena Rancor Pen - Arena Anchorhead - Peninsula/Road Jabba's Palace - Dividing Line Cantina Map - Dividing Line Cliffside Citadel - Siege Simulation Deck - Doughnut (but with some extra doors) Starport District - Peninsula/Road Commander's Office - Siege Grand Plaza - Arena (maybe Labyrinth if you don't think the main room is big enough to call an Arena) Rhen Var Citadel - Labyrinth Asteroid Base - Labyrinth Bothan Spynet - Roundabout Command Deck - Labyrinth Tomb of the Acolytes - Doughnut
Count for each category (out of 21 maps), and recognizing that classifications for several maps are debatable: Siege: 3 Doughnut: 3 Roundabout: 1 Dividing Line: 2 Labyrinth: 4 Arena: 5 Peninsula/Road: 3
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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Excellent guide! Can we have this stickied? Cheers, man! Great job, and thanks! I'll be using this for reference often, I think.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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This is a great resource for preparing for tournaments. Thanks for putting this together!
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
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I agree with the classifications and the speed, but I'm not sure I agree about how Rock/Paper/Scissors fits in. Scissors squads are often associated with gallop/strafe with a massive movement breaker, but that doesn't have to be the case. Furious Assaulting Cad, for example. And other deep strike squads (e.g. Embo) are Rocks instead of Scissors. Dr Daman's Raxus Prime Troopers favored Bothan Spynet, and that's a Paper squad. I guess it's just that there are a number of other important factors besides Rock/Paper/Scissors. Speed of your squad, how important your commanders are, etc. And within each map pattern, individual maps can still vary quite a bit. Under Doughnut maps, for example, Simulation Deck has pretty good commander protection while Tomb of the Acolytes has nearly none.
(Side note: I forgot that thing in the center of Desert Sanctum is a pit. That makes it a Doughnut map instead of Roundabout.)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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FlyingArrow wrote:I agree with the classifications and the speed, but I'm not sure I agree about how Rock/Paper/Scissors fits in. Scissors squads are often associated with gallop/strafe with a massive movement breaker, but that doesn't have to be the case. Furious Assaulting Cad, for example. And other deep strike squads (e.g. Embo) are Rocks instead of Scissors. Dr Daman's Raxus Prime Troopers favored Bothan Spynet, and that's a Paper squad. I guess it's just that there are a number of other important factors besides Rock/Paper/Scissors. Speed of your squad, how important your commanders are, etc. And within each map pattern, individual maps can still vary quite a bit. Under Doughnut maps, for example, Simulation Deck has pretty good commander protection while Tomb of the Acolytes has nearly none.
(Side note: I forgot that thing in the center of Desert Sanctum is a pit. That makes it a Doughnut map instead of Roundabout.) There is a feeling among players that certain squads can do better on different kinds of maps. I'm just pulling from my personal experiences and things I've heard from other players to create a general opinion. When I play Thon (Rock) on an Arena map it's his Scissors-like ability that benefits me not his being Rock. Therefore, I would say Arena maps favor Scissors not Rock even though one can tear up an Arena with a Master Thon or Cad.. I think it's safe to say that roundabouts like Bothan Spynet favor (Paper) and movement breakers. Simulation Deck and Tomb of the Acolytes are both balanced side to side and have a doughnut center. Tomb is perhaps better for (Rock) and Simulation for (Paper). I don't think the Doughnut map pattern offers enough lanes or spots to be (Scissors) maps. I say Doughnut favors Rock because the ability to safely collect gambit and move around map center helps melee squads. of the best maps for melee. I forgot to remove Desert Sanctum before, I think I'll just focus on Restricted and Standard maps. Let me know if I missed any. Thanks!
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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You updated this to the new map lists with impressive speed.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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FlyingArrow wrote:You updated this to the new map lists with impressive speed. Thanks! I was just waiting for a map update to get started on this again. Do you also think Mining Colony Upper Level is a Closed Labyrinth Map?
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Yes I think closed labyrinth sounds right.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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I can't seam to find a link for pictures of the restricted map list. Would someone be able I post it here?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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it's in the rules update for 2015 thread in General
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Kez's visual guide to the maps: https://www.dropbox.com/s/s5u8uvsrcov0ku3/MapList%20Restricted%20March%202015.pdf?dl=0I'm surprised it doesn't have its own sticky thread here in the Map forum. But I'm putting it here for easier reference.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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Mostly Updated... will work on map descriptions later.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/18/2008 Posts: 1,098 Location: Kokomo
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Updated for 2017
Scroll Up to Top of Page
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,193 Location: Los Angeles, California
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I have 9 of the 10 maps. I have lost/misplaced the "Imperial Plaza" map. Is this map still for sale somewhere? If so, can someone post the link here to purchase it? Thanks in advance
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,093
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miniature market has them for sale currently http://www.miniaturemarket.com/aaacifn1.html
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Ice Fortress North (the other side) is also a good map. Maybe not Restricted-worthy (starting zones are kind of Strafe-vulnerable), but I've had some good skirmishes on that map. Not as big a fan of Ice Fortress South.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,193 Location: Los Angeles, California
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Awesome! Placed my order. I should have it in a week or 2. Thanks gentlemen!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/17/2010 Posts: 3,682 Location: Beggers Canyon Tatooine
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HELP can we get the pictures back up
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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Apologize in advance - it's just photos of my laminated maps. Not the best way to show them, but it's better than nothing. Imperial Plaza Dark Academy Cloud City Command Deck Outlaw City
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