Creator: Bleggaman || First Published: 05/19/2026 || Players: 2 || Size: 25x17
Categories: B-Rank, Live Play, Standard
Rating: 0 in 0 ratings
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Comments:
Bleggaman (05/11/2026 01:55pm | Edited: 05/19/2026 05:11pm):
Updated:
- this iteration now has smaller time to center; allowing for slightly better front shifting.
- FTA removed by deleting center property.
- Extra pipe seams added so artillery has something else to do in its free time :')

Retained cool trade offs between better capture phase vs protecting HQ.

Artillery is guaranteed to break pipeseem by day 5, giving you your airport day 7 and copter day 8.
Black boat extends your infantry to get multiple early properties on your weak side (including an airport as early as day 4), and
it can help re-inforce your strong side with extra healing.

Comm tower swaps from weak side to strong side ownership.

But what is a dog, really?
typica21 (05/19/2026 05:46pm):
how thoughtful of you, giving the artillery extra pipe seams to break so it wouldn't be bored
Bleggaman (05/20/2026 01:57am):
I try :’)
MontySigurdson (05/24/2026 06:09am):
The Arty gimmick doesn't seem very useful all things considered since you have a BBoat to grab the airport anyway and the back route is not something the 1b wants to use, so unlocking that doesn't bring much to the table either. Investing 12k to transport the 6k Arty over with a Lander is not very good either.

I also think this lacks contested properties - there's 02,08 and not much else initially; maybe 08,07, but if the 1b1a goes for that, it's probably an overextension. P1 also can't be too aggressive with their captures or they might not be able to afford a tank on day 7 if one of their caps gets interrupted or if they have to pay repairs.



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