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#145
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Re: The Tournament-Worthy Asymmetric Map Workshop
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#146
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Re: The Tournament-Worthy Asymmetric Map Workshop
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This example though is exactly why I brought up the 'more start zone options' argument in the BoV thread. The armies would still be limited to 24 figures, but we could give them more places to deploy in order to maximize the build. If able to do this (give more options), on Fort Lannister I would most likely give the entire 24 hex rock pieces on either side as places to deploy for the attacker. It may turn out, in the interests of balance, this BoV rule may have to be ignored and though it would automatically take FL out of the running for induction, it would give another balanced map choice to Tournament Directors (if that's what it took to put FL over the edge as balanced). -insert signature here- Last edited by nyys; January 20th, 2009 at 02:41 PM. |
#147
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Re: The Tournament-Worthy Asymmetric Map Workshop
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#148
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Re: The Tournament-Worthy Asymmetric Map Workshop
Oh right, my mistake. If we're using random glyphs, then sure, we should keep attack and defense in the pool. We just probably need to balance access to the glyphs a bit.
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#149
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Re: The Tournament-Worthy Asymmetric Map Workshop
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-insert signature here- |
#150
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Re: The Tournament-Worthy Asymmetric Map Workshop
On Caught In The Middle I think I'm going to work on the assumption that having your start zone split is equivalent to the disadvantage of having most of your start zone on level 0 and work from there, aiming to balance access to height, glyphs and cover equally. Sound like a good working hypothesis?
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#151
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Re: The Tournament-Worthy Asymmetric Map Workshop
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The basic goal of the ruins there is to obstruct ranged engagements, particularly in the first turn or two. This disadvantages a primarily ranged army on the high ground, but is an advantage for a primarily melee army on the high ground. Both of these things seem like good effects to me. |
#152
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Re: The Tournament-Worthy Asymmetric Map Workshop
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#153
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Re: The Tournament-Worthy Asymmetric Map Workshop
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#154
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Re: The Tournament-Worthy Asymmetric Map Workshop
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EDIT. A question about random-glyph protocol. I know of two systems in common use: 1. Place armies, reveal glyphs, roll initiative for the first round. 2. Don't reveal until they are stepped on. Does anyone play that they are revealed before army placement? I'm assuming, and hoping, not. Last edited by ollie; January 20th, 2009 at 03:20 PM. |
#155
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Re: The Tournament-Worthy Asymmetric Map Workshop
I'd like to get a bunch more games in on FL V2 before making further changes (like the 'bridge' and start zone options), but definitely things to consider.
I've always played glyphs are not revealed until stepped on. -insert signature here- |
#156
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Re: The Tournament-Worthy Asymmetric Map Workshop
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- As pointed out by MI_Tiger, it's only an asymmetric map in the sense that one start zone is closer to the tower. If one did move forward with trying to make that a regular tournament map, the first thing you would do would probably be to rearrange things so that both start zones are equidistant from the tower. At that point it is basically a symmetric map. - Although the winding stair idea is really cool and beautifully done, it runs into all the double-spaced figure problems we've seen elsewhere, and if anything, they're even worse here. |
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