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#745
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Re: Dignan's Maps - New Map 01/30/24
Yeah, originally the map had no glyphs, but we found the play would just stagnate around the high ground on one side of the map. It felt like the map needed pull on both sides to really shine. With the double Wannok where they are, it feels like players have a strong reason to develop on both sides of the map.
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Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
#746
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Re: Dignan's Maps - New Map 01/30/24
I really like the Wannoks protected by Jungle. It gives that little extra impetus to engage the glyph holder, and softens range's ability to knock them off.
How often did you see bottlenecks at the level 3 road hex overlooking the centeal level 2 road "courtyard"? It seems like a pretty strong place from which to defend lateral movement. Did you notice armies with Raelin I pulling to the right, especially ranged against melee armies? I notice the little perch right outside the start zone (single road for one army, single rock for the other) covers the two single level 4 hexes on that side. Theoryscape nitpicks aside, it looks fun. Over the next month I was planning on doing some tourney army testing on maps from our pool, but I'm probably going to bump this one to the front of the queue. |
#747
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Re: Dignan's Maps - New Map 01/30/24
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The development of ranged armies (or melee for that matter) up the right feels a little slower than up the left. But the level 4 placement feels right with this in mind. You want to move up the right, but can flow somewhat quicker up the left. It's been interesting to see how melee armies have attacked the right hand high ground. Commonly there is a pincer attack from both the right and left because you are able to quickly flow up the left. Quote:
Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
#748
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Re: Dignan's Maps - New Map 01/30/24
@Dignan
Just came to say that I very like your new map Déja vu! Very orignal (wannoks avalaible from startzone!) map, the range melee machup seems very balanced, extremly fast map. Love it!
We played with Yngwild(disengage+Wannok) glyphs but I really think the double Wannok you suggested would be better. The only downside I would notice is if the armies are low figure count, the fight might concentrate on one half of the map, especially if some auras are in play, but not really something you can prevent, esp on a 2 hills map, if players really want to pod they will pod. |
#749
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Re: Dignan's Maps - New Map 01/30/24
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Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
#750
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Re: Dignan's Maps - New Map 01/30/24
I've playtested on Deja Vu several times now (4-5?). Overall, I like it as well...that said, there's one feature I'm not fond of because of the potential abuse of it. That said, I'll reserve the right to hold that comment until after the tourney in Peoria this weekend...cause...I might just use it
Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 309 - 141 Online Record: 19 - 22 |
#751
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Re: Dignan's Maps - New Map 01/30/24
Quote:
Dignan's Maps - Dignan's Multiplayer Maps
Competitive Unit Congress "It doesn't matter how you find the pot of gold, all that matters is that you beat the leprechauns". |
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