Creator: andymans || First Published: 01/21/2025 || Players: 2 || Size: 24x17
Categories: A-Rank, Base Light, Live Play, Standard
Rating: 9.00 in 3 ratings
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Comments:
andymans (01/20/2025 11:27am | Edited: 02/25/2026 04:54pm):
Map with an attempt at strategic objectives to guide the gameplay.

Edit: This has been more or less completely redone since the original. The form obliterates, but if the spirit is good then the spirit remains.
陆沉 (03/23/2025 02:37am):
Artillery is very useful on this map, it can control some important places to eliminate the role of Black Boats.
陆沉 (03/23/2025 02:37am | Edited: 03/23/2025 02:40am):
For example, setting up the Artillery at [05,11], [18,05] can prevent the opponent from landing and capturing the airport or command tower.
andymans (03/25/2025 11:02am):
That's very much on purpose, I was trying to create some important decisions and things to watch out for different from the
pure tactics of how and when to cap cities.
MontySigurdson (04/14/2026 04:31pm | Edited: 04/26/2026 11:36am):
The actual frontline is rather short and the 5 HP APC is best cleared with a Mech - which means the player who does not get the 1st tank chain can unlock the BBoat earlier (since they can buy a Mech immediately without sacrificing a tank build if they do it on the day where they can't afford a tank anyway). So there probably is a bit of TA, too.

EDIT: Re-Newed after changes
MontySigurdson (05/03/2026 07:10am | Edited: 05/03/2026 07:12am):
2nd review: I think B-rank is still fine for this as the frontline is still rather short and attacking is somewhat discouraged due to the terrain (properties surrounded by low-defense terrain). The airports are also a bit strong in that they allow Copers to threaten a lot of ground from the sides (including the 1b) or the center.
andymans (06/06/2026 12:55pm):
Sounds good. Revisions for the new version:

* Pushed everything outward to expand the front line
* Made more attack-friendly terrain near contested cities
* Moved the airports away from center + front lines
MontySigurdson (06/07/2026 10:50am):
Looks improved, so that is good - though I think this can still easily stall along the shoal line in the center (as it's pretty much exactly on the frontline and sitting behind it is a very good defensive position), so it's still a B for me.
andymans (07/08/2026 04:58pm):
Sounds good - New revision after talking + gathering some other feedback:

* Completely redid the corner front lines to address the shoals issue
* Expanded the fight-able open area in the center a little
* Changed an island comm tower to a regular property and tweaked center comm tower placement
MontySigurdson (07/11/2026 03:11pm):
I think there is some STA here currently due to two reasons:
- The funding curve favors P2 atm. If they go for fastest income, they can build an Arty or a Recon in-between tanks (or baseskip for another tank I guess, although that's probably worse). So in effect you get BAbAB vehicles, b being the extra one P2 can get.

- The base where P2 is ahead also gets better caps (the 3-chain from 08,11 and the long chain from 04,08, although multiple Infs will probably cap that one). The base where P1 is ahead only gets the chain from 15,14, where it will only be able to cap 2-3 properties until the opponent arrives and no other safe chains. Overall distribution of safe caps per base is probably OK though.

- Something else I noticed is that the map has a few good full-move city-sitting spots for tanks (from 11,16 in 2 turns: 19,13; also 15,11 but that one is not full-move at least. From the 05,11 base there is 08,05, though that only matters if you had the tank sit on the 06,09 forest before. You can also sit on 08,09 and then reach either 04,08 or 11,07, although only 04,08 is a really good sitting spot. Also 08,05 again, although that is not full-move.

So the property layout and the funding curve could be adjusted slightly to balance both out a bit better - maybe the terrain could use some edits as well since sitting on (owned or neutral) cities surrounded by plains and shoals will likely stall the map out a bit. Otherwise this looks fine.
andymans (08/01/2026 12:15pm):
New revision (thanks for review, this is invaluable). Basically just what you said:

* Adjusted city placement during capture phase to try to fix the funding curves
* Tried for better balance between left and right side capture phase
* Adjusted placement + terrain around the front lines to try to eliminate stally or overly safe places

Cheers
MontySigurdson (08/03/2026 06:44pm | Edited: 08/31/2026 07:31pm):
I think this is almost ready for an A-rank tryout now, just needs one small change imo:
08,16 should be moved to 07,16 to balance the funding curve a bit better. Otherwise you can get ABABA vehicles because P1 can build Arty on day 5+6 or maybe baseskip for tank (on one of these days, baseskipping on both probably hurts too much). This also eliminates a city skip strat for P2, but P1 getting extra vehicle options early on is very likely the bigger issue.

EDIT: Re-Newed after changes
Witte711 (08/31/2026 08:15pm):
The black boat dynamic on the flanks is very interesting. A bboat from the top right corner is two turns away from the right
airport and as such DEMANDS an immediate response. The only real counter is either an immediate bboat from your bottom
right corner (not entirely viable since the infantry are slower to reach that corner) or an artillery from the south base.

Base light really helps make up for the narrow fronts. Every unit is so valuable and it helps incentivize the airport investment.
Overall I think this map is solid. Take that with a grain of salt as i've only played one game

MontySigurdson (09/02/2026 05:21pm | Edited: 09/04/2026 02:54pm):
Assuming regular tank+Inf builds, P2 can't afford a tank on day 6 (only 7k in the bank). I think moving 04,07 to 05,07 probably fixes that.

EDIT: Missed a cap route, the income curve actually works. Upped to A-rank.



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