As
a change of pace, this 2-player map sees the armies meeting
at the center, and working their way outward. Secure your territory,
or sneak across to the other beach and cause miscief. Is that
a rocket in your HQ?
Home
Island: Each player's home island contains
the HQ, two bases, and a seaport. You begin with two infantry
units, one APC, and one lander. You should be able to start
moving right away. Where you choose to go is entirely up
to you.
Small
Lake: The center lake is small enough for
your landers to reach the beach from the seaport in one turn.
Use this to your advantage.
If
you really want to be a jerk, you could save up for a submarine
and start sinking boats. Not that I would ever do that. Oh, no.
Not me. Did I hear you say "battleship"? Now you're really causing
trouble.
Neutral
territory: Each of the eight sections on
the map contain the same number of territories - three neutral
cities and one neutral base. Now, since each player has a
lot of space to cover, you have a lot of freedom in choosing
what to capture. I always go for the nearest bases first,
and try to control the center as much as possible.
Start
in the middle, then work your way outward. Don't be obsessed
with capturing cities right away. Unless you can score some quick
strikes, this will be a long war. Think long-term.
The
pipes, the pipes are calling: There are
one or two breakable seams on each of the eight metal pipes.
You can either use the pipes as a defensive barrier, or you
can start breaking through to open another line of attack.
This is especially important at the north and south pipes;
the one open space will easily cause traffic jams.
Remember
to use all your options and draw an attack from another direction
if forces are trapped somewhere. You opponent has to be vulnerable
somewhere.
Symmetry
Bites: No doubt some of you may be upset
that this board isn't perfectly symmmetrical. Tough. Deal
with it. I'm an artist, so I enjoy the slightly off-center
look of this map. The look of a map is often as important
to me as anything else.
Each
side has an equal chance for victory. A good map should give
you the tools, and leave all the options to you. At least, that's
my theory.
Why
those four ponds?: Why not? Don't be so
nosy. |