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Trench Warfare!

Posted November 11th, 2012 at 07:24 PM by kolakoski
Updated November 11th, 2012 at 07:40 PM by kolakoski
Well met!

While cleaning up the mess form Friday's game - tearing down the map in the living room, and moving everything to the spare room - I put up another map I've called Trench Warfare! The Start Zones are the Sandy areas behind the Evergreens.

The highest point on the map is at the center of the Trench road.

Would it would be better if the Start Zones were repositioned to the ends of the map nearest to the Battlements (or perhaps in the Swamp), as units must enter the Trench road from either end, unless they fly/leap onto it?

[This map was built in response to a comment from chas implying a certain sameness to my maps' designs of late.]
Total Comments 2


chas's Avatar
Nice terrain variety! Where you put the start zones would depend on what kind of scenarios you envision. Do the players need to enter the Trench Road to gain victory?
Posted November 12th, 2012 at 03:53 PM by chas chas is offline
kolakoski's Avatar

Not necessarily . . .

Well met!

In this case, I think not having to go there, though the highest point on the map is at the center of the trench road, would mitigate against there being too much advantage to getting into the trench first (with flyers/leapers). It's all moot anyways, because I've rebuilt it yet again, into something more open which I've called Woodland Road

Posted November 12th, 2012 at 07:31 PM by kolakoski kolakoski is offline
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