Map Overview – Agent’s Lobby – Jeff Bullard

by Jeff Bullard

Today we’re going to talk about the new “Agent’s Lobby” map exclusive to Majestix. This map currently is a winnable for our weekly MOCs and other Bronze age Events. “Agent’s Lobby” has a few interesting aspects to it that give it a unique feel when playing on it. The split starting areas of the map make team placement highly important. The starting areas mirror each other but space between them is very different. Lastly, this is an indoor map, let’s explore the Bronze Age possibilities.

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The split starting area is a unique map design we haven’t seen used in many years. Depending on how your team sets up, this map can be advantageous or unfavorable. Having a smaller team may lend to your favor. This makes it easier to set up your team in one of the two 12 square starting areas on your side. If you choose to play a Power Battery, that is four squares already taken up. That can be a lot of real estate in the current competitive scene in Bronze Age where colossal 2×2 are everywhere. One distinct difference in the starting areas is the entrance side can see the other half of the starting area. This is not true about the elevator side; lines of fire are blocked between the two halves. This retro design brings another layer to team building.

What a mess! There are bullet casings, ruble, and dust clouds reshaping the 2×2 pillars that run along the sides of the map. Traversing this map may be easier for some i.e. a character with Stealth giving them some protection as they move up. One trick could be a Matter Rearranger assigned from the Power Plant. It can change the printed terrain on this map either opening a whole to shoot or creating a blocking terrain for more protection. The entrance side with the revolving door and Metal Detectors offer a bit more protection if you lose roll for first player. It has walls two squares out between the pillars and edge of the map. This gives you more security from the coming assault. The elevator side doesn’t offer the extra wall to guard against forwarding attacks. It does have three squares of blocking next to the starting area.  If you drop a Barrier between them and the pillar it should ward off any unwanted archers.

Indoor maps are not for every team. Tactically this can shut down the long-range teams easy. In Bronze Age a cheap Barrier piece or even better FREE Barrier are very accessible. A few of my favorite Barrier pieces I have used in multiples are JW 052 Green Lantern, MOS 002 Kryptonian Scientist & JLU 071 The Wonder Twins. Three is the magic number for 2 Barriers a turn and one character to clear. JW 052 Green Lanterns offer a Free Barrier marker or “Light Wall” marker if wanted to carry someone up. Some other sources of Free Barrier are the Wall Construct you can assign from a Power Battery. The Zero (Mandarin Ring) gives you one free Blocking Terrain. Orange Proteus and his ability to turn off Improved abilities within 3 squares adds layer of protection for the Barrier guarding your team. There is a lot of options theme or not to protect your team on this map.

Some offensive ideas you can utilize against the possibility of the excessive blocking are Call-ins with Improved Movement and Targeting through Blocking. Cyclops has always been trusty to get through one piece of blocking terrain. The inspiration from the U.S. Agent ID card reads, “Opposing characters can’t use Barrier or Smoke Cloud or Stealth.” This can allow you to leave them open to strike on your next turn. The main force option could be Tri-Sentinels, Boxing or WWE Ring, or a Gamma Bomb going off will open the map. I am glad to see another diverse map introduced into the Majestix Circuit. Thanks for reading and don’t forget to practice rolling your dice!