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Thursday, 09 September 2010
 
 
Home arrow Holocron Articles arrow Map Analysis: Yavin 4 Massassi Temple

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Map Analysis: Yavin 4 Massassi Temple PDF Print E-mail
Written by schwager   
Saturday, 30 September 2006

Map Analysis: Yavin 4 Massassi Temple

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One of the maps introduce in the Attack on Endor expansion, the Yavin map is one of the few maps that allows for some maneuverability for huges. However, that maneuverability is not as valuable as it would seem at the competitive level.

When deployed in the Hangar (1), rigid huges have only one way to get to the other side of the map; to go right through the middle. When deployed on the Temple side (2), the excessive terrain will cut a huge’s mobility down by half.

When deployed on the Hangar side, and X-1 Viper Droid could be very effective. In fact, having the X-1 in the middle of the Yavin map would give a player plenty of ground to cover, giving the opponent less maneuvering room. This would also put one in an advantageous position to conrol the gambit scoring area (3) for the majority of the game. However, in using the X-1, one runs the risk of being forced to deploy on the side of the map that is the definition of "huge unfriendly". It will typically take three full rounds to reach the center from the Temple side.

Huges being crossed off the list, we are usually left with the two different builds that dominate the 150 and 200 point levels: "super stealth" via Clone Commander Bacara of the Republic, or the average Thrawn/Mas Amedda build.

Plenty of low objects and walls make this map a solid option to use the "super stealth" strategy, involving Bacara and usually a group of Republic Commandos. However, there are several Thrawn/Mas Amedda squads that will be able to contend on this map as well.

The true key to winning on this map, is door control. With the introduction of the three point Ugnaught, some may choose not to include a character such as Lobot or R2-D2 within their squad. On the Yavin map, one would be put at a huge disadvantage if your opponent had brought along a character that could Override and you had been caught without one. The gambit ring hardly extends past an area that is not enclosed by walls or doors. Simply put, if one maintains control of the doors, they stand a good chance at controlling the gambit scoring area. When a player controls the gambit scoring area, they stand a good chance at winning the game (though this is not always the case).

One thing to keep in mind regarless of which map is played, is to take advantage of key spots on the map that allow for a player to snipe at the enemy with either a legitimate escape route, or minimal return fire. Each map has its own "sniper spots", and Yavin is no exception.

If a player has a shooter in the Control Room (4) and is shooting at enemies in the hangar, there are a couple of things that the player could do to make the best of their location. In the bottom-right corner (5) of the Control Room, a player can keep a character from being exposed to more than half of the map, while keeping the door open. If the enemy is in the lower half of the map, all that player needs to do is move his character up two squares, and that character now has line of sight to the other half of the map, and then some. Characters with Mobile Attack would do exceptionally well from this position.

If the enemy is advancing, and you simply need to get a shot off before your shooter is based by the likes of Lord Vader or Darth Vader, Jedi Hunter, you can simply take the shot (assuming you have Mobile Attack, as otherwise it would take another turn to set up properly) and drop back a few squares. This closes the first door and opens up the second, providing an escape that can be rather frustrating for your opponent.

In Flight Suit Storage (6), the same tactic can be executed to some degree. A player is offered the same escape route that they would have in the Control Room, but there is no room to alternate a shooter from top to bottom (of that room) while maintaining door control.

Overall, the Yavin 4 Massassi Temple map is a unique one, to say the least. At first glance, one might see this for exactly what it is not: a huge-friendly paradise. It’s a tricky map where knowing the "ins and outs" really puts a player at a distinct advantage over his opponent. This goes for any map without a doubt, but even moreso for Yavin.

Last Updated ( Thursday, 05 October 2006 )

 

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