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  #601  
Old February 25th, 2013, 01:39 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

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Originally Posted by Typhon2222 View Post
Thanks person! So glad it gets a thumbs-up from you. And while I'm sorry it may have cost you your game on it, I'm really happy that figures on the glyphs were able to take advantage of the tree bonus to avoid being gunned down by ranged. Given their central location, and with a fringe of high ground around on all sides, I figured they would need it.
I can understand that to an extent. I think the problem is when they are both wannok glyphs, it's just too much. Having to take out two guys next to trees on very powerful glyphs every round is just not easy.... I think if they had been from the standard pool, I wouldn't have felt as bad about it (because they wouldn't have both been so fatal). As for the outside highlands.... they saw almost no play.... the two glyphs were just too important to bother with the outsides.

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  #602  
Old February 25th, 2013, 01:42 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

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Make sure you have a finalized version before then, okay?
Bwah hah, I will. Probably v17.
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  #603  
Old February 25th, 2013, 01:44 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

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Originally Posted by personwholives View Post
Quote:
Originally Posted by Typhon2222 View Post
Thanks person! So glad it gets a thumbs-up from you. And while I'm sorry it may have cost you your game on it, I'm really happy that figures on the glyphs were able to take advantage of the tree bonus to avoid being gunned down by ranged. Given their central location, and with a fringe of high ground around on all sides, I figured they would need it.
I can understand that to an extent. I think the problem is when they are both wannok glyphs, it's just too much. Having to take out two guys next to trees on very powerful glyphs every round is just not easy.... I think if they had been from the standard pool, I wouldn't have felt as bad about it (because they wouldn't have both been so fatal). As for the outside highlands.... they saw almost no play.... the two glyphs were just too important to bother with the outsides.
Gotcha person, that's really helpful, huge thanks. I was worried that Wannok (especially doubled) might be too powerful, which is why I left them only 'suggested' in the build instructions, and rendered them as unknown (i.e., unspecified) on the Virtual Scape pic. So I won't even have to change the pic — will just change the note on suggested glyphs in the build instructsions.
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  #604  
Old February 26th, 2013, 08:49 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Updated the build instructions for THE BOROGOVES (v7):

Wannoks no longer suggested as glyphs; and personwholives added to list of thanks.
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  #605  
Old February 26th, 2013, 09:48 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

I still think that it's fine with Wannok. If ranged wants glyphs they should have to go get them. Gives melee a nice advantage.

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  #606  
Old February 26th, 2013, 10:05 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by greygnarl View Post
I still think that it's fine with Wannok. If ranged wants glyphs they should have to go get them. Gives melee a nice advantage.
Agreed; I just don't know that double Wannok is necessary.

I think my favorite glyph combo for this map, for general play, would be Wannok and Valda (+2 move).

Last edited by Typhon2222; February 26th, 2013 at 10:34 AM. Reason: italics on double.
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  #607  
Old February 26th, 2013, 10:29 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

You're just never going to get me going, "Oh that poor, poor ranged army, they can't contest the glyphs!"

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  #608  
Old February 26th, 2013, 10:37 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by greygnarl View Post
You're just never going to get me going, "Oh that poor, poor ranged army, they can't contest the glyphs!"

Wannok & Valda on The Borogoves would pose some interesting decisions. Get the Valda, and a swift push right through the middle to the enemy's SZ becomes an appealing option. While the Wannok would still provide serious incentive to enter the lowlands.

I'll give it a test game or two, and see how it turns out. If it seems good, I'll probably encourage that in the build instructions. (I don't think I'll ever want to actively require a certain combo of glyphs for a map though. Seems too limiting to me.)
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  #609  
Old February 26th, 2013, 10:49 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

First tweaking of Morh. Main change: the large asphalt hill on the left is now connected to the central lava, to discourage camping. Also raised the central pair of glaciers another level, and moved a bit of lava.


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  #610  
Old February 26th, 2013, 03:51 PM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Just say that two of the same glyph cannot be used together in the pool.
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  #611  
Old March 10th, 2013, 10:06 AM
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Typhon2222 Typhon2222 is offline
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Quote:
Originally Posted by Typhon2222 View Post
Wannok & Valda on The Borogoves would pose some interesting decisions. Get the Valda, and a swift push right through the middle to the enemy's SZ becomes an appealing option. While the Wannok would still provide serious incentive to enter the lowlands.

I'll give it a test game or two, and see how it turns out. If it seems good, I'll probably encourage that in the build instructions. (I don't think I'll ever want to actively require a certain combo of glyphs for a map though. Seems too limiting to me.)
Quote:
Originally Posted by heroscaper2010 View Post
Just say that two of the same glyph cannot be used together in the pool.
Heh, that would be an option too.

Wannok and Valda will be the glyphs for The Borogoves on Round 1 of the Online 'Scape Season 6 tourney. Should be a good test case.
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  #612  
Old March 13th, 2013, 03:11 AM
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Re: Typhon2222's Maps — added MORH (Feb. 25)

Alright, I played a lot on the Borogoves (bec

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