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| Comments: |
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MontySigurdson (02/15/2026 12:52pm):
D3 Recon looks a bit too good here since it can interrupt the airport capture (unless P2 capture-skips immediately after the Recon is built which means they will get their first tank later). The Recon also can frontshift easily thanks to the light-terrain center. The 2b also gets a few more safe caps than the 1b. |
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Dr Dr (02/15/2026 01:40pm):
Removed a safe cap for the 2b and moved the remaining cities slightly and also fixed the recon airport interrupt |
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MontySigurdson (02/15/2026 04:40pm):
Recon is still to strong I think (P2 still has to cap-skip to get the airport) - removing some more road tiles or moving the airport back to 01,00 so it's capped earlier would fix it as far as I can see. |
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Dr Dr (02/15/2026 04:44pm):
Moved airport back to.be one turn less to cap |
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MontySigurdson (06/27/2026 01:19pm | Edited: 06/27/2026 01:43pm):
Moved to B-rank due to lack of contested properties/grindiness. In theory, the contested cities would be 15,07, 13,08 and 11,06. 17,08 and 19,06 look contested at a glance, but: 19,06 will go to the 2b, there's no way the 1b can contest it long-term due to the convenient reinforce route from the 18,01 base. The 1b can defend/deny both 15,07 and 17,08 with an Arty. 15,07 should stay neutral for a while at least; 17,08, too, maybe, but the 2b should be able to brute-force cap it after a while once it has built up some unit superiority. 13,08 can be defended by tanks from the 1b in 1 move, so it's also a bit dubious if it will end up contested. This leaves only the center properties to really fight over, so there's quite some risk of a huge center brawl/stall. Though I think the best way to play this is to stall until your 2b can overwhelm the opponent's 1b1a (see below). I think part of the problem is that the (tank) reinforcement distances to any side properties are very short, so if the players don't overextend and build vehicles where needed, it's very feasible to defend/deny these properties for a while. So I think the map is a bit too grindy/stally as tanks can defend a lot of ground if parked in the mountain range area; similarly, Arties are very good if parked behind the mountains. Though this should be fixable by nerfing some of the reinforcement routes with heavier terrain (particularly for the 2b). I think some edits to a few tiles could go a long way here. The airport also could be nerfed a bit with pipes. At the same time, if the 2b builds up enough forces, the 1b1a will get run over eventually, so overall this turns into a (somewhat slow) damage race on the sides once the 1b starts running out of units. Though if the 2b attacks too early, it might turn into a stall again. Overall I think the issues aren't huge, but the map definitely feels quite a bit grindier than it has to be. |
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Dr Dr (06/27/2026 03:55pm):
Adjusted terrain mostly to slow the 2b and also nerfed the arty spot with some roads |
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soul4rent (06/27/2026 10:27pm):
Its still pretty grindy, but it doesn't seem to stall out so it should be fine. |
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