Creator: PatchWorkExe || First Published: 11/15/2025 || Players: 4 || Size: 35x22
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| Comments: |
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BDSM-Master (04/05/2025 08:46pm):
Great design on this one. While smaller than most (for a 2v2) the islands inclusion adds dynamic strategy to 4 player contests that give nearly every C.O. a chance to play to their strengths. Highly recommend! |
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ShiningForce4 (04/07/2025 03:51pm):
Yellow is the only one that can cap a base in 3 turns. No proper fta counter |
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melly (07/13/2025 12:43pm):
hilariously unfair but looks deceptively balanced XP red can effortlessly lock out blues third base and they cant do nowt about it the bases on the islands are also kinda usless lmao |
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Z3K3 (07/14/2026 03:21pm | Edited: 07/28/2026 12:48pm):
Version: https://prnt.sc/gsSUTOlNqtZi Not recommended, until changes are made. ================================== -There should be one more row of sea tiles at the top of map, so that navy can actually go around there instead of just the bottom. -Orange and Green's harbors are too close to each other if versus. -Blue takes 4 turns to begin capture of their second base unless forced to use their lander, unlike any of the other positions and particularly Orange who goes first and also begins with same infantry count. -Terrain has WAY too many trees with how encouraged artillery spam base lock on central base is, especially against BM with no thought to OS turn advantage. (FOG) -Airports take three to four days to get to any combat, which feels bad when they will mostly just go in a straight line. -Navy relegated to defense or oddly only a southern sea battle if you have time, which nobody will because of the artillery base lock threat and pressure. |
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