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  #13  
Old February 17th, 2015, 05:40 PM
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Re: Highways & Dieways' Family Tree

But the result was entertaining.

Quote:
Originally Posted by killercactus View Post
Vipers would rock on it though
Keep 'em. I'll take a whole mess of Microcorp or Kurrok+Water Elementals.

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Last edited by Killometer; February 17th, 2015 at 10:01 PM. Reason: left a : off my smiley
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  #14  
Old February 18th, 2015, 08:05 AM
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Re: Highways & Dieways' Family Tree

Quote:
Originally Posted by Killometer View Post
But the result was entertaining.

Quote:
Originally Posted by killercactus View Post
Vipers would rock on it though
Keep 'em. I'll take a whole mess of Microcorp or Kurrok+Water Elementals.
Hmm... max 3 attacks and expensive units vs Vipers? I'm in.

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  #15  
Old February 18th, 2015, 11:29 AM
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Re: Highways & Dieways' Family Tree

Yeah, I guess I'd probably do poorly in that match-up. Extra attack dice don't do much good against 0 defense...

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  #16  
Old June 9th, 2016, 02:38 PM
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Re: Highways & Dieways' Family Tree

Well met!

Just bumping this thread to give thanks . . .

Included in my Suggested Maps thread for my 16 Card/Choice Draft format.

chas has enough terrain that we could just substitute terrain types in toto.


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  #17  
Old December 12th, 2023, 06:56 PM
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Re: Highways & Dieways' Family Tree

Updated op to include two new versions from @MegaSilver 's BoV Map Redux contest this fall:

Iceways and Sliceways by @ryguy266 (2 TT, 2 FotA)



Highways & Darkness by @Chris Perkins (2 BftU, 1 FotA, 1 RttFF)


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  #18  
Old December 12th, 2023, 08:25 PM
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Re: Highways & Dieways' Family Tree

Great! This thread was the original inspiration for the map, which I'd actually conceived and built before the Hexicon map contest. I had seen that tundra was the last set without representation and wanted to fill the gap. It definitely needs a touch from an experienced mapmaker but I'm still happy with the result.
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  #19  
Old December 12th, 2023, 09:30 PM
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Re: Highways & Dieways' Family Tree

Quote:
Originally Posted by ryguy266 View Post
Great! This thread was the original inspiration for the map, which I'd actually conceived and built before the Hexicon map contest. I had seen that tundra was the last set without representation and wanted to fill the gap. It definitely needs a touch from an experienced mapmaker but I'm still happy with the result.
I'm glad that decade old hole in the collection has finally been filled.

A couple quick build instruction questions:
It needs 8 water tiles in addition to the TT and FotA?
What are the snow and ice rules?

The only suggestion that jumps out to me is to pull a tile from under either the 4-hex glaciers or the central level 2 snow fields to fill in the gap along each edge edge of the map between the level 0 ice and level 2 3-hex snow.

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  #20  
Old December 13th, 2023, 12:35 AM
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Re: Highways & Dieways' Family Tree

Quote:
Originally Posted by Killometer View Post
Quote:
Originally Posted by ryguy266 View Post
Great! This thread was the original inspiration for the map, which I'd actually conceived and built before the Hexicon map contest. I had seen that tundra was the last set without representation and wanted to fill the gap. It definitely needs a touch from an experienced mapmaker but I'm still happy with the result.
I'm glad that decade old hole in the collection has finally been filled.

A couple quick build instruction questions:
It needs 8 water tiles in addition to the TT and FotA?
What are the snow and ice rules?

The only suggestion that jumps out to me is to pull a tile from under either the 4-hex glaciers or the central level 2 snow fields to fill in the gap along each edge edge of the map between the level 0 ice and level 2 3-hex snow.
The bases for the 6-hex glaciers are not used, which can be used in start zones and allow some snow to be used to put more height in places where the original had them.
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  #21  
Old December 13th, 2023, 03:15 PM
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Re: Highways & Dieways' Family Tree

Quote:
Originally Posted by MegaSilver View Post
Quote:
Originally Posted by Killometer View Post
Quote:
Originally Posted by ryguy266 View Post
Great! This thread was the original inspiration for the map, which I'd actually conceived and built before the Hexicon map contest. I had seen that tundra was the last set without representation and wanted to fill the gap. It definitely needs a touch from an experienced mapmaker but I'm still happy with the result.
I'm glad that decade old hole in the collection has finally been filled.

A couple quick build instruction questions:
It needs 8 water tiles in addition to the TT and FotA?
What are the snow and ice rules?

The only suggestion that jumps out to me is to pull a tile from under either the 4-hex glaciers or the central level 2 snow fields to fill in the gap along each edge edge of the map between the level 0 ice and level 2 3-hex snow.
The bases for the 6-hex glaciers are not used, which can be used in start zones and allow some snow to be used to put more height in places where the original had them.

That's a great idea. Just have to be sure to keep 6 of the level-1 spaces together to accommodate the Hive.


You could also consider using battlements to affect the flow of units out of the start zone instead of water, like I did on Sludgeways & Drudgeways

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36-16-0 (10/17/09-12/9/23)
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