Creator: ruinedshadows || First Published: 08/23/2016 || Players: 2 || Size: 24x16
Categories: C-Rank, Standard
Rating: 8.00 in 1 rating
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Comments:
ruinedshadows (08/23/2016 10:31pm):
Wanted to play around with having a water feature on the front for this map. I also wanted
to keep the dynamic of a property you can capture early but possibly not hold onto forever
with the airport. Additionally, each starting base is responsible for different fronts and
different objectives (neutral base or airport).

This territory is hotly disputed as there is oil under the pools in the center. Both sides
have already started building additional oil pipelines. Break your opponent's oil pipe for
bonus points!
Everdan (08/24/2016 12:57am):
nitpick: i'd suggest leaving the counter inf on the base so it can access the city on turn 1. it's a small thing, but
you never know if it might matter.

not sure how well i like the setup, it'd be nicer if the lone base was easier to defend - the airport trade isn't
necessarily great either if it causes big swings. as it is the map is almost guaranteed to go into a base trade,
and once that happens it's likely to stalemate because the new fronts will be too narrow.
ruinedshadows (08/24/2016 01:07am):
It can access a city, two actually, and if you decide to go the other way then you need
that extra space there to prevent pushing too fast (STA).

But I agree with your second part. I'm working on a redesign...thinking of maybe swapping
the neutral airport and base
Everdan (08/24/2016 01:48am):
the STA here has to do with the way the fronts are set up, not with the position of the infantry. the one covering the
neutral base is responsible for ~9 cities + 1 base, while the other is responsible for ~6 cities + 1 airport.
ruinedshadows (08/24/2016 05:41am):
I see what you mean now. I appreciate the comments.
Xmo5 (08/24/2016 10:10am | Edited: 08/24/2016 01:58pm):
I think the airport and neutral base are too close together. They can reach each other in
one move, which means you only need to build an AA to immediately shut down the airport
(assuming the path is or can be opened) and vice versa with a copter to prevent tanks.
Even with that aside, it has a fairly powerful position, easily reaching any point on that
front in 1 move. I'd suggest either you decrease the prominence of the airport by moving
it away from the front somewhat, or you move the front by dropping the neutral base back.
Heck, you could even switch the HQ and neutral base positions if you wanted.

Finally, I agree with Everdan that you should just put the infantry on the base. The FTA
counter is supposed to simulate Player 2 building 1 infantry ahead of time so they are 50%
ahead and 50% behind every turn. If placing the infantry on the base is not balanced, that
means the fronts are not balanced, and that's a design issue to work around, not something
to correct with a slightly different infantry placement. While it seems harmless enough,
it does open other possibilities that wouldn't exist otherwise. For example, here, your
FTA infantry can reach the center city 1 turn earlier than if it were on the base, leaving
Player 2 the option to rush the center, which could be particularly dangerous as Sami.

I put this in Casual Play for now, but I think it's at the very high end of that category.
A few solid edits could put you on track for a higher category.
ruinedshadows (08/26/2016 05:00am):
Thanks a lot for the comments. I switched quite a few things around. Including moving the
airport and neutral base, making the front a little more terrain blocked and moving the
tower. Let me know what you think.
Xmo5 (08/28/2016 09:28am):
Looks better with the improvements. I would move the FTA counter to the other base and take out some of the
forests near the front. It's a bit terrain heavy at the moment.



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