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 Common Name: Death Star DCI Name/Points: Tractor Beam Reactor Coupling/Legal for 100 150 Source: Rebel Storm Starter Set, DCI League Kit June 2008 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: No Notes: NA fingersandteeth's Take: Open Gambit area with several angles for long line of sight (LOS) over the center area from both sides, top and bottom. Gambit area has low objects within which can be used for super stealth (SS) but otherwise it's hard to hold. The Tractor Beam Chamber is a good area to advance Melee to the center or even to the opposite side but it is also a good playground for medium based flying shooters. The bottom rooms (Maintenance Station) can be used as a Melee advance but are quite exposed to fire from the top of the map. The Hanger Bay doors can be opened to expose the hanger and almost all within from the top-right of the map. The Control Room and Turbo Lifts are commonly used as turtle areas for commanders and are quite hard to advance towards. Generally the right side has more tactical options because of the exposure an open hanger bay gives but the left isn’t a bad place to start. Melee pieces are in danger of being flanked no matter where the chose to advance from. Summary: Advantage Shooters with good chances for Melee, right side has slightly better options. Detailed Analysis: NA
 Common Name: Muunilinst Grand Plaza (Muun) DCI Name/Points: Grand Plaza/Legal for 100 150 Source: Clone Strike Starter Set, DCI League Kit November 2008 Size: 34x22 Huge Friendly: Partial Rigid Huge Friendly: No Notes: NA fingersandteeth's Take: Pillared and symmetrical Gambit area. Doors and buildings close to the Gambit area, good cover and advancement strategies for Melee. Bottom rooms (Bank with Vault) allow very rapid advance from the right, advance from the left is a bit trickier due to the two doors on the right side of the bank, which can be used to expose and target advancing Melee. Top rooms offer a slower but more protected advance from either side. The map allows a lot of cover and hiding spots for advancing Melee leaving shooters with no choice but to get too close often. Some fairly good LOS for shooters if you can coax the melee into the center but clearly Melee favored as its surprising how fast Melee will traverse the open area due to lack of low objects. Summary: The Melee Map, Shooters need to work hard. Detailed Analysis: NA
 Common Name: Starship DCI Name/Points: Power Regulation Chamber/Legal for 100 150 200 Source: Revenge of the Sith Starter Set Size: 29x19 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Imbalanced map due to the wall divided Gambit area and poor terrain on the right. Left side has most advantage be it Shooter or Melee. If the right side can get first round Gambit (swoop etc), the advantage swings to the Shootier team. Melee on the right side has a huge disadvantage, as there is only one guarded advance route through the Escape Pods. The difficult terrain on the right side contributes to the difficulty of moving from the right. The Control Room doors offer some tactics to the right but only if you can flush the left from behind their wall. Summary: Overall advantage is to the player on left side who can hide and wait. Detailed Analysis: fingersandteeth's analysis
 Common Name: Mos Eisley (Tatooine) DCI Name/Points: Mos Eisley/Legal for 100 150 Source: Ultimate Missions: Rebel Storm, DCI League Kit May-July 2005, Saga Edition RPG (no linework) Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: No Notes: Only DCI Kit version is legal for DCI play. fingersandteeth's Take: Partially enclosed Gambit area gives Melee a slight opportunity but the huge Junkyard is Shooter friendly playground. The low cover particularly benefits "super-stealth" Shooters. The right side tends to be preferable as you have much better line of sight over the whole Junkyard although the left does have the safer time moving from top to bottom of the map. The right side can’t get to the top of the map without moving outside the Repair Shop and risking exposure. Most of the fighting is done around the central storage. Advancing with Melee from either side is hard because of the lower line of sight available to both sides. Summary: Large Shooter advantage but Melee can compete if they can control the central storeroom with a points advantage. Detailed Analysis: NA
 Common Name: Cloud City (Bespin) DCI Name/Points: Cloud City/Legal for 100 150 Source: Ultimate Missions: Rebel Storm, DCI League Kit August-October 2005 Size: 34x22 Huge Friendly: No Rigid Huge Friendly: No Notes: Only DCI Kit version is legal for DCI play. fingersandteeth's Take: Mostly a Melee map with the enclosed spaces but right side teams can get LOS using Override. Shooty team on the left hand side is in trouble as Melee teams can enter slowly through a number of routes giving little exposure until the distance is close. Doors govern the map and having good door control is essential for success. Summary: Melee mainly, low Shooty chances but Override can swing the battle either way. Detailed Analysis: NA
 Common Name: Coruscant DCI Name/Points: Nightclub/Legal for 100 150 200 Source: Ultimate Missions: Clone Strike Size: 34x22 Huge Friendly: No Rigid Huge Friendly: No Notes: In DCI play, windows are treated as walls, and high ledges are the same level as the rest of the map. fingersandteeth's Take: Left side of the map benefits Shooty teams (particularly with Flight) with the open landing pad. The Lobby offers a good place to hit and run from with good LOS from the bottom doors. Melee teams can advance from the left through the Swoop-Bike Repair Shop and into the Cantina. There are two spaces in the Cantina that count as Gambit but by the time you get there you will be a round or two down unless you want to run down the exposed street. Override enhances the advance, as most doors require you to expose your figures to hold them open. Melee teams advancing from the left can force Shooters to get too close by getting Gambit first and holding Gambit. The walled Gambit area gives Melee good chances. Good map not used too often as Death Star or Muunilinst give better advantages to Shooter or Melee respectively. Summary: Advantage Shooter but with good Melee chance if coming from the left. Detailed Analysis: NA
 Common Name: Geonosis Arena DCI Name/Points: Arena Pit/Illegal Source: Ultimate Missions: Clone Strike Size: 34x22 Huge Friendly: No Rigid Huge Friendly: No Notes: In standard play, balconies are treated as the same level as the rest of the map. fingersandteeth's Take: Hilarious map. The right side is forced down a small pathway at the start where the left side Shooters can get LOS and can tee off on the right side if they aren’t careful. Right side need Flight (R2 Tow Cable works well) to alter this or move really slowly to get through unscathed. The bottleneck means that the left side can take the lead as the left side can make Gambit on the first round. Left side advantage particularly with Shooters as they can hang back in the Arena, guarding Gambit. With careful start positions most of the action will occur around the (almost) central wall unless the left are Shooters where Melee will be forced across the Arena floor. If Melee take left then the Shooters will be forced to try and take back Gambit forcing them to get too close to the Melee beats. Shooters can still combat this by setting up good crossfires. Summary: Advantage Shooters but Melee starting from the left can set up an ambush. Detailed Analysis: NA
 Common Name: Chancellor's Starship (Imperial Base) DCI Name/Points: Throne Room/Legal for 100 150 200 Source: Ultimate Missions: Revenge of the Sith, 2007 Starter Pack Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The Gambit scoring area is split by a center wall and doors provide good advancement strategies for Melee from both sides. From the left its safe moving through the upper room without risk of the opponent surprising you with a quick LOS and the right side can advance either through the Throne Room or across the top corridor. However the center doors can be opened or blown for good LOS. Left side has the advantage with 1st round Gambit scoring but the right side can advance easily to offset this. Good Melee but Shooting teams can feel comfortable on it with effective LOS potential. Summary: The odds are about even with perhaps slight Melee advantage due to a guarded Gambit area. Detailed Analysis: NA
 Common Name: Mustafar DCI Name/Points: Plateau/Illegal Source: Ultimate Missions: Revenge of the Sith Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Mustafar has an open Gambit area with no way for Melee to hold it. Right side shooters can pin the left down from the very first turn in the corner unless the left wants to expose themselves to shots on the first turn. The map is dominated by board-wide LOS right down the center. The options for the left are then 1) run across the catwalks or 2) run up to the top rooms. Only real hope for Melee is to advance through the top buildings and bum rush the Shooters. It’s almost certain death either way. With shooters on the left facing Melee coming from the right the odds sway the opposite direction. The top rooms are the only safe advances which is the predictable path and thus shooting teams can set up lower firing lanes. Summary: Its an overwhelming advantage to Shooters. Melee has virtually no chance unless they have Thrawn to enable Vader to traverse the huge distances. Even then its very hard particularly from the left. Detailed Analysis: NA
 Common Name: Shield Generator DCI Name/Points: Illegal Source: AT-AT Imperial Walker Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: These are pure AT-AT scenario maps. Very little cover and hardly any walls make them only marginally better than a blank map for strategy. Detailed Analysis: NA
 Common Name: Hoth Plains DCI Name/Points: Illegal Source: AT-AT Imperial Walker Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: These are pure AT-AT scenario maps. Very little cover and hardly any walls make them only marginally better than a blank map for strategy. Detailed Analysis: NA
 Common Name: Ravaged Base (Ruined Base) DCI Name/Points: Commander's Office/Legal for 100 150 200 Source: Attack on Endor, Saga Edition RPG (no linework) Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: Saga Edition RPG version not legal for DCI play fingersandteeth's Take: Very cool map with a lot of doors and closed spaces for Melee advancement. There are opportunities for some decent firing lanes but doors tend to impede the best LOS paths so Override is important for Shooter teams on this map. Neither side has a real advantage over the other as neither team has access to Gambit from the first round without movement breakers. Both sides can hold their Gambit without immediate threat from the other meaning that the side who gains Gambit first has the advantage. Left side tends to be slightly more exposed than the right side that has a couple of good rooms to utilize for flanking fire, but it's not a huge advantage. Summary: Melee map with a few opportunities for Shooty. A lot of doors makes this similar to Bespin but with a more even spread. Detailed Analysis: NA
 Common Name: Rancor Pit DCI Name/Points: Rancor Pen/Legal for 100 150 200 Source: Attack on Endor Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The central blockade allows Melee advancement from both sides to the Gambit area fairly safely. A small alcove on the left in the Gambit area means that the right has to enter into enemy territory to wrestle Gambit control away. The right side access to Gambit is exposed and so has no such luxury. The top of the map from either side has long LOS deep into enemy territory meaning that range squads can compete but are usually forced too close to their opponents. The right side has a convenient door that can be utilized when making attacks on the left. Most of the fighting occurs predictably around the central bottleneck. Summary: Like Starship, he who takes left has the advantage whether Melee or not. Detailed Analysis: NA
 Common Name: Massassi Temple (Jedi Temple, Yavin) DCI Name/Points: Hall of Judgment/Legal for 100 150 200 Source: Attack on Endor Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Another cool map with a couple of rooms and a dividing wall nearly down the center that allows Melee pieces to get at least close to the fight. The advantage is with the right side as Shooters from the right with door control can open firing lanes on left side figs trying to hold Gambit. Melee figs from the left can advance to the center but will generally get shot to bits trying to cut through a spread out shooty team who can exert pressure on Gambit getters without getting too close. Melee figs from the right can hold Gambit far easier utilizing either the Flight Suit Storage or the Control Room Gambit spaces where the right must come very close to oust them. Summary: Right side advantage generally but the wide open spaces on either side of the wall favor Shooters unless Melee starts from the right. Detailed Analysis: schwager's analysis
 Common Name: Endor Bunker DCI Name/Points: Illegal Source: Attack on Endor Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: If you play with the special Concealment rules for the map then its Melee, but with the standard rules it’s Shooty. Really bad map for Melee if the start on the left with no Concealment. With Concealment they can advance down the bottom with good success. The whole map is so open that there is very few strategies that can be implemented other than holing up in or behind the bunker. Summary: Pretty useless map unless you're doing scenarios. Detailed Analysis: NA
 Common Name: Korriban DCI Name/Points: Illegal Source: Champions of the Force Release Promo, 2007 Starter Pack Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This map is Shooty. No advancement opportunity for Melee at all. Quite a large amount of cover so it’s a super-stealth playground. Shots on first turn, virtually nowhere to hide unless you sit in one of the alcoves crying which you have to start outside of so there is no gurantee you will even make it there. Definitely shooty. Summary: Did I mention it was Shooty? Shooty. Stupid shooty. Detailed Analysis: NA
 Common Name: Echo Base Outpost DCI Name/Points: Echo Base Outpost/Legal for 100 150 200 Source: Battle of Hoth Scenario Pack Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Very wide-open start areas characterize this map. For the right side there are about 6 squares that are relatively safe from being shot from the left on the 1st round (in the bottom right corner behind the Plateau) but in order to park there you will be positioning yourself as far away from gambit as possible. The left side doesn’t have any such ‘hidden’ squares and must hope to set up second. Saying this, almost any set up square on the map can be targeted 1st round with the correct builds (these builds would use a combination of override, snowspeeder, towed shooters, flight, intuition etc. Essentially, any ‘deep strike’ teams) or on the 2nd round by any shooter so taking the hidden squares is not as much of an advantage as setting up second. High activation teams may suffer on this map due to the exposed set up but its balanced by the fact that both sides are in a similar predicament. Missiles (particularly on a mobile/fast platform) will punish teams setting up in clusters. Gambit is housed within the central outpost building and much of it is fairly well guarded with each side having a room that house scoring squares which are pretty well hidden from the other side (Barracks for left and Command and Control for right). The right side actually has the harder path to gambit with 14 squares to gambit (17 squares of movement without flight) compared to 13 for the right side. The closed confines around gambit allow melee a fighting chance if they can secure gambit early but long board wide LOS through the building and plenty of rough terrain/small objects within the outpost means its an uphill battle. There is a significant amount of low objects littered both in and out of the Outpost giving super stealth teams decent opportunities. Summary: fast durable shooters, mobile shooters and missiles rule this map. Setting up 2nd is quite important. Melee must try to rush and hold gambit to force engagement. Detailed Analysis: NA
 Common Name: Ossus DCI Name/Points: NA/Illegal Source: Legacy of the Force set poster Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The landing pad of the Jedi temple that was the staging point for the Sith massacre of the Jedi, Kol Skywalker's death and Cade's escape. The map is dominated by the pad itself and a huge amount of pit space that surrounds it. The central location to the map is the joining of the pad with a set of steps that lead up to a small portion of the temple which serves as the right side set up area. It appears from the damage to the pad that the massacre has already occured. The immedeate feature of note when analysing this map for competitive play is the lack of safe set up squares for the left landing pad side. The shape of the pad coupled with the large amount of pit space offers about 32 set up squares of which only 4-5 are completely safe from first round attacks. These "safe" squares are all within the left-most storage area. The right temple side set up squares are completely safe behind doors and walls so that with care during set up no piece should get shot. Gambit is open and the left has the easiest run to the center with the right having to deal with the steps leading to the platform producing difficult terrain. With Flight, however, this advantage shifts back to the right as they can come from behind a door whereas the left has to emerge from behind a wall if they wish to be safe and that adds a couple of spaces to the center. The pad has a couple of crates and a small space craft that can be useful for providing cover for super stealth commander effect and Cloaked pieces. A second storage area to the upper right side of the platform is a safe forward area for the left that can hide several pieces from right side LOS. However, getting to it takes a couple of turns where the left side is dreadfully exposed. The open areas makes it condusive to shooter squads and the pit space is a Force Push playground. Summary: Advantage is overwhelmingly to the right and the map is a shooter map. Left side is utlilzable only by super stealth/Cloaked squads or super Evade squads due to the very few safe set up squares. Detailed Analysis: NA
 Common Name: Taris Undercity DCI Name/Points: Taris Undercity/Legal for 100 150 200 Source: Knights of the Old Republic DCI Release Tourney Kit set poster Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This map showcases the landscape of the under city of Taris as popularized by the game Knights of the Old Republic. It features an open gambit area that is surrounded by a crashed spaceship, pillars and a few broken buildings. Both sides have fairly well guarded set up options but there are notable advantages to each side. Access to gambit is easier for the right-hand side having an easy 12 square access from behind a shut door. The quickest way for the left hand side is a 13 square dash unless you have Flight but this is also behind a closed door. The surrounding buildings are all in various states of ruin and the absence of key walls make the lines of sight on this map very open and thus advancment for melee is very difficult. This coupled with open gambit and long lines of sight make this a highly shooter friendly map The right side of the board has a very defensive set up with the central and upper doors allowing some great mobile attacking spots that add to its ease of access to the center. The right side also has 2 turbolifts, above and below the center door that can serve as a final means of defense. The left side have the fence that allows for a safe advance to the center which is tempting for melee squads to take. However, the left side has a harder time advancing should they fall behind on points because of the defensive set up on the right. Summary: shooter map with poor advancement for melee. The advantage is to the right hand side due to its defensive set up and shorter distance to the center. Melee will find it tough from either side. Detailed Analysis: NA
 Common Name: Freight Transit Station DCI Name/Points: Freight Transit Station/Legal for 100 150 200 Source: 2008 Starter Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This is a map that has a great deal of rotational symmetry with two trains with identical door and wall blueprints facing in opposite directions the same distance from gambit. Both sides have a difficult time getting to gambit with at least a 14 square distance to gambit through 3 doors. The differences in the two sides depend on the large crates at the top and bottom of the map that serve as walls, the rooms on the top right and bottom left and the random low objects littered about the trains and platforms. These objects can serve as a help or a hindrance depending on the strategy. The left has better access through the top train because of the absence of low objects on the left half of the top train whereas the right has better top platform advances with a 4 square block provided by two crates. The left has probably the better control of the bottom platform due to the turbolifts and crates. Gambit is open for the most part with 2 squares that are found inside each train. The long platform between the trains makes for a nasty shooting gallery. The large number of doors in this map makes Override a very helpful tool and it's surprising how open lines of sight become with a few doors open. Nevertheless, there is a lot of cover and walls for reasonable advancement for melee. Door control is a must for any team using this map. Summary: balanced map with equal chances from either side. Slight advantage to shooters but Melee can advance to the center fairly safely from either side. A lot of doors make this an Override friendly map, door control is a must. Detailed Analysis: NA
 Common Name: Christophsis DCI Name/Points: Christophsis/Illegal Source: 2008 Starter Set Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Showing the command center of Christophsis after the separatist invasion, this map displays a large amount of pit space and narrow walkways that surround the central administration room located at top center. The initial point that any player should note from this map is the large discrepancy between the left and right side access to gambit. The right side has an easy 11 space stroll to the center from behind a door whereas the left must take a 19 square hike through the admin center if moving via conventional means. This puts the right as a favorable start place for any team not using Flight. The left is readily usable to flying teams but the flyer still must move 15 squares from a relatively safe start square in order to achieve first round gambit. However, the gambit is almost completely exposed to either side, especially if the teams have a decent mobile shooter. This generally forces action into the upper administration room as the bottom of the map is totally exposed with the exception of a few bits of rock providing walls and low cover that add no advancement opportunities. The top room, however, makes for a decently fast paced engagement area. The central core crystal protrusion forces either side to enter the room before making attacks on the opposing advancing force and the reactor room itself makes a good halfway point for melee advancement. The right still has the advantage as they can make a two-pronged attack from a rush on the center from the warehouse and the top right of the administration room whereas the left are forced through a predictable pathway past the top of the Assay building. This can be an advantage if you have interference pieces you want to force your opponent to engage first. The left also has two prominent boulders on the streets on the bottom of the map. Unfortunately there is a large void after the second boulder until you reach the center. Wall Climber can reduce this distance but you're still running into an open center from a distance. The large amounts of pit space makes the map conducive to Flight and Force Push squads. Mobile ranged attackers can cover a large portion of the board from either side from almost complete safety making the balance of the map tipped towards shooter squads. However, if action can be forced through the top room then melee can get in and mix it up with reasonable chances. Summary: excessively open bottom half (including gambit) and large pit space polarizes the action into the top room. Map favors Flight and Force Push (FP4 especially), mainly a shooter map unless action takes place exclusively in the upper room which it won't as soon as someone puts a mobile gun on the board. Detailed Analysis: NA
 Common Name: Christophsis Intact DCI Name/Points: Christophsis Intact/Illegal Source: The Clone Wars Scenario Pack Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This map is Christophsis before the invasion and as a result all the walkways are intact and there is less rubble. The map is slightly more balanced than the broken map due to the access towards gambit being more even from either side. Nevertheless, the right side has the advantage even though both have the same distance to gambit because the right side access comes from behind a Warehouse door. The Warehouse on the right side acts as a decent staging point for multiple advances on the center with cheap fodder. This will force the left to advance or to at least keep a gun (mobile preferably) trained on the center watching for gambit grabbers. Other than this it plays very much the same as broken Christophsis as the action is generally pushed into the top room which is identical in both maps. The bottom half of the map is even more exposed with less rubble but it makes little impact as this area sees little play on either map. Summary: like its broken counterpart, mobile shooters, Flight, Evade, and Force Push are all useful on this map with melee figs left running to the administration room to engage safely. Detailed Analysis: NA
 Common Name: Muunilinst Commerce Plaza DCI Name/Points: Muunilinst Commerce Plaza/Legal for 100 150 200 Source: The Clone Wars Scenario Pack Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This is a huge friendly version of the Muunalinst Grand Plaza map released with the Clone Strike starter. It contains many elements that the original map had: the control room on the left, 2 sets of building on the top and the bottom of the map and walls on the right that allow easy guarded set up. However, there are 4-5 key differences that dramatically alter the style of this map compared to its predecessor. First and foremost is the open gambit. Gone is the central block and accompanying pillars that were a salvation for melee squads making the central section a shooting gallery exposing almost anything that stands in gambit. What pillars are left have been moved one square towards the top or bottom of the map allowing easy access for rigid huges and reducing cover for anything else. The top buildings are now combined into one cantina room that has easy line of sight from the left end door to the right and vice versa making melee advancement much harder than before. The bottom building has a similar feel to before except the depression in the central part of the building and the accompanying single space doors have been added which may expose figures in the building to the outside should these doors be opened from afar. The pillars have been removed from the right side set up area and an extra wall has been added allowing greater flexibility to mobile shooter squads that want to keep a trained eye on gambit. This chance probably shifts the advantage to the right side, particularly as the left side control room has steps at each door that function as difficult terrain slowing access. In great contrast to the old Muunalinst, this map heavily favors shooters. The right side has the easiest access to gambit but in order to utilize it they must set up in the open. From a protected starting space the left has a 14 square (13 with Flight) run to the center. The right has a 15 square (14 with Flight) run so advantage is a wash as far as that’s concerned. Summary: shooter map with open gambit makes life difficult for melee. The side buildings offer some safe advance but certain doors might expose melee advancers to fast shooters. The right side appears to have more options for advancement but the difference between the sides is not great. Detailed Analysis: NA
 Common Name: Teth Courtyard DCI Name/Points: Teth Courtyard/Illegal Source: Clone Wars Map Pack 1 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The Teth monastery courtyard is the scene for this map and its defining characteristic is the central path down the center with an AT-TE tank drawn on the center right portion of the path. Either side has two walls running from the top and bottom with a central breach for huges or smaller figs to pass through. The left side has a door that covers the expanse of the breach. The map has little strategy going for it due to the absence of reasonable advancement routes to the all-valuable gambit center unless you are using a super stealth commander effect or Cloaked and you are approaching from the right utilizing the AT-TE for cover. The pillars on the left side of the central expanse offer some cover and LOS blockage from certain angles but would have better served the advancement if they had been staggered vertically so as to impede LOS from the right. As it is the maps is little more than a shooting gallery suitable mainly for scenario play due to the large distance each side must traverse to engage. Summary: scenario map. Otherwise super stealth and shooty rule it. Detailed Analysis: NA
 Common Name: Nelvaan Snow Fields DCI Name/Points: Nelvaan Snow Fields/Illegal Source: Clone Wars Map Pack 1 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The snowy fields of Nelvaan, with its long mesas, rocks, caves and tree stumps, has a couple of glaring characteristics that sets the tone for the Mustafar like play this map sees. Firstly, the large cave impedes most of the right sides safe set up area leaving a paltry few squares that are safe from an early phase attack. Versus an Intuition shooting figure (Boba Mercenary) or a towed shooter there are even less safe set up squares on the right. Secondly, the right side, already disadvantaged by the lack of set up area has 18 squares to the center compared to 11 from the left. The left have a reasonable set up area on the top left behind the mesa and also a couple of well-guarded squares on the bottom they can use to pin down the right's inevitable advance. The center is also fairly open and there are few advancement opportunities without exposing yourself for at least a round. Summary: it's definitely a shooty map that heavily favors the left side. Detailed Analysis: NA
 Common Name: Teth Monastery DCI Name/Points: Teth Monastery/Legal for 100 150 200 Source: Clone Wars Map Pack 2 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The inside of the monastery has an interesting architecture with the entrance as the right side start up area complete with a large door leading into a path with several alcoves each side leading up to a staircase leading to the Main Gallery. Above and below the main gallery are a couple of doors that open into the north and south pedestal halls with the Audience Hall making up the left set up area. The large wall to the left of the Main Gallery defines the action on this map by creating a disparity in the distance to gambit. 18 squares to 11. However, it's not all roses for the right side as standing in gambit leaves you painfully exposed to shots coming from the left side, all the more painful if they are mobile shooters. Either side can hide commanders effectively particularly the right that have 4 squares “hidden” behind a corner comprised of dual bevels (two on the top, two on the bottom). This permits movement between them, but not attacks and so a piece can sit on the inside corner and never be attacked. On the other side of the alcoves are cells that are reasonably difficult to use as melee advancement as opening the cell doors leaves a figure exposed to the left should the hall door open. The exposed gambit area makes this map favor fast shooters as the alcoves provide some cover but not enough near the center as the right can still crossfire from a considerable distance. Summary: generally the right is preferable unless the left has significant speed where the right becomes quite exposed and predictable. Favors fast shooters. Detailed Analysis: NA
 Common Name: Rattatak Arena DCI Name/Points: Rattatak Arena/Legal for 100 150 200 Source: Clone Wars Map Pack 2 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: This is a cool map that was showcase in the first Clone Wars cartoon where force powers were off the hook. Asajj Ventress ran amok to the amusement of Count Dooko. The arena shows the aftermath of the massacre complete with boulders strewn about providing nine different 4-6 square walls and lots of low objects. The distance to the center is dead even down to how exposed each of the nearest spaces to the center are for each side. The set up areas on this map are safe to the deepest threat due mainly to the confines of the arena providing walls obscuring the set up squares from each side. The arena has eight doors leading into it, but only 6 of these can be opened from outside the arena and the observation rooms are accessed by steps from outside making their utility difficult without movement breakers. The map has subtle differences on each side. The left has a 6 square boulder that allows the left to hold the main left arena door with relative safety. This boulder also guards a single square that allows a character to hold a forward position in the arena that is safe for LOS until the right advances significantly into the arena. The right has better advancement on the lower edge of the arena but isn't so central. Gambit is open and the distances between the boulders are significant enough to give a decent edge to shooters although the boulders do give enough obstructions to LOS that the 19 square wide arena can feel cramped quickly giving some chances to advance melee. Override helps because of the number of doors allowing entrance and retreats from the central staging area. Summary: no real definitive edge to either side but the arenas open gambit makes it difficult to hold and gives shooters adequate range from their target to tip the balance in their favor. Override helps. Detailed Analysis: NA
 Common Name: Crystal Caves of Ilum DCI Name/Points: Crystal Caves of Ilum/Illegal Source: Clone Wars Map Pack 3 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: Attacked by chameleon droids and saved by a frog, a snowbunny and the Laurel and Hardy droids, Luminara Unduli and Barriss Offee had quite a conflict in the setting of these caves. Littered with plenty of colorful crystals and many rock walls to provide cover the map is an attractive location. The center of the map is located within the resonance cave and although walls surround it, the center of the cave is actually quite exposed to either side. There is a crystal that provides low cover whilst in gambit which could theoretically be used by a cloaked or super stealth commander effect piece. The distance to gambit favors the right with a nice 11 square stroll to center, 12 if the team want to be completely safe to all but the speediest of shooters. The left side near the shallow pool has a 14 square dash but this space is exposed to mobile fire from some of the choicest set up areas on the right side. (These squares are underneath the Star Wars logo, conveniently.) Advancement for melee or fodder aiming for center glory is possible from either side but the right again gets the better of the deal by a number of alcoves and pillars protecting figures more thoroughly than the left. Still with clever play the left can compete and those choosing this map should be prepared to do so. Summary: edge to shooters as they can train on gambit from a distance from either side while moving fodder into gambit. Right is preferred due to easy gambit and better tactical options. Detailed Analysis: NA
 Common Name: Coruscant Streets DCI Name/Points: Coruscant Streets/Illegal Source: Clone Wars Map Pack 3 Size: 34x22 Huge Friendly: Yes Rigid Huge Friendly: Yes Notes: NA fingersandteeth's Take: The second of Coruscant's maps features many of the same characteristics of the older one; a landing pad, a bar/cantina and a decent stretch of streets. Unique to this part of Coruscant is the casino nature of the bar complete with Pazak, Dejarik and Sabacc tables where patrons can while away their ill-begotten creds. Both sides have safe set up squares, the right has a neat set of public lifts that can be utilized but the feature that dominates the map is the vertical road that sits just left of center which houses the open gambit area. This T-shaped road opens the top half of the map up and forces play to occur along the bottom. This is ensured because a mobile shooter from the public lifts can get LOS on all but one square in gambit, the remaining square is easily exposed from inside the power and fueling station if you're playing from the right. The left can utilize the top end of the casino to do the same but this time no gambit square is safe. Differences in distance to Gambit are 15 without Flight from the left (13 with) or 11 spaces through 2 doors from the right. The Power Station allows the right side the luxury of allowing squads from this side close to center but at the risk of getting shot from the left side turbo lifts. The right has a little further to go to the center but can hold a forward position much easier. They also have the option of advancement through the bottom as well as cover fire from the top and a near-center stalwart position. The right must content themselves with using the Power Station as their forward position and the predictability of this route forward is the weakness of the landing pad side. The map has so much space it is no doubt a shooters map. Exposed gambit and long LOS make it hard for melee to get close. Summary: right will probably get an early gambit lead but then the casino side will dominate later in the game due to better board-wide LOS from safe positions. Shooters maps. Flight will help and gambit is close enough to a pit for Force Push to be useful. A few strategic doors make Override useful. Detailed Analysis: NA
Notes: Gambit scoring areas are outlined in red. Huge Friendly maps mean that a huge character can traverse the map from side to side and also reach and occupy the Gambit scoring area. Rigid huge is the same test for Rigid huge characters. Comment on this article
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