Creator: DrNasty || First Published: 04/30/2026 || Players: 2 || Size: 18x19
Categories: C-Rank, Mixed Base, Standard
Rating: 0 in 0 ratings
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Comments:
Christiaan1 (07/12/2026 02:56pm):
Congratulations for your map being picked to be used in the Mock-Cup tournament, a non-official tournament organised with
the idea to use C rank maps only.

Looking at the maps and seeing what did and didn't work is part of the tournament so that's why I'm leaving this comment.
The feedback about the map based on the game played goes as followed:
- Very likely that map 1 is imbalanced in terms of income, p2 needs extra compensation like precap city or extra backward
inf. In terms of symmetrical cap order I think p2 is 2-4k behind
- P1 gets first vehicle on Headonism, and also first double vehicle turn, which for mixed base means p1 is getting way more
initiative in choosing where the fights will take place with p2 having very little compensation of note
- Airport is in a very bad spot, it takes a long while and devotion for it to be captured while it can be easily denied by an arti
faster then it can be captured.
- Piperunner can be very strong and be a quick "buy first equals win".
gduma (07/13/2026 09:44pm):
Thoughts on the piperunner:
-In one move from the center base it can lock both the airport and opponent center base.
-Once on the pipe it can only be attacked when at 6/20 of locations by vehicles, and due to it's ability to lock the airport, it has no counter but opposing indirects, which it can either outrange or out maneuver easily due to the 14 pipe spots where it is protected from vehicles.
-The map's income per side is 19k, so saving a few thousand and buying a piperunner is very easy to do in the midgame. On a lower income map it would be more of an investment, but here it is relatively easy to spare.
-The very easy to deny airport by an artillery makes the piperunner have no counter. A second airport or non-deniable airport would be needed to allow a bcop that can get out before the piperunner's hit the field

On the airport:
-A D2/D3 mech can make it to the airport before it is locked by an arty, but that is not necessarily an intuitive tactic for a player to make.
-If a mech is not made, a D4/D5 arty from the top left or bot right can deny the airport capture from over the pipe
-Along with denying the airport the artillery has value in capturing the contested city by the pipe and securing a potentially contested com tower, along with eventually being involved with base locking the opponent, making this a strong purchase regardless
gduma (07/13/2026 09:57pm | Edited: 07/13/2026 09:58pm):
I am not a map maker, so no guarantee these would fix things, but one potential solution, make the river behind the middle base not a river and instead a shoal/road/plain/forest.
-The infantry could get to the airport one turn earlier, making it harder to deny
-The enemy base would still be 5 tiles away so rockets could not lock the opponent's base.
-Currently, enemy piperunners can move adjacent to this space in one turn and lock both the airport and base without fearing vehicle counter attack. Making this vehicle-movable terrain would allow counter play to this possibility.

Alternative, move the airport location one movement space closer to the base by swapping it with the nearest mountain:
-Makes the capture one turn earlier, making it harder to deny
-Denying it now requires placing your artillery on the com tower you want to capture, creating a more interesting choice of denying yourself 10% attack to prevent an opponent from getting their airport.

I do not know if this truly solves the problem with the strength of piperunners/airport denial, but would possibly help



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