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Architects of the Realms of Valhalla Discussion and presentation of the maps approved by the ARV.


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Old May 6th, 2017, 02:26 PM
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The Scroll of Mountain Pass

COMPETITIVE MAP
By Yodaking



Download, Online Game Link
Required sets:BftU, TT, RttFF



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Map Bio -
Few year round paths exist through the mountains with most spring time passes becoming obstructed by heavy snow and ice in the winter. Those few passes that do remain open year round are heavily traveled by merchants in the times of peace, and heavily contested by armies in the time of war


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Reviews-
•Tiranx

TREX
There are only 2 concerns on the whole map gathered from both games. I felt a tad hard to uproot figures from the glyphs on the sides. with the rock out crop there, there was only one space on each side to shoot the glyph holder with height. The other was how many spaces it took to reach the top middle. When you wanted to try for the road bonus with a 5 move figure, you have to settle for 4 spaces on turn 1 to get the bonus on turn 2. The balance concern is for a 6+ move or flying figure can take a height on turn 1 where figures that walk with a 5 or less have to wait til turn two. These two small gripes can be worked around and still the map was pretty balanced, and was a load of fun. So at the moment This map was still top notch and I feel it is tournament worthy. All the map can and could be played on. Altogether great job on this one and it did capture the theme of a mountain pass.

Sir Heroscape
I really like this map. I really does feel like a mountain pass and looks great. After playing it, I felt it was very well balanced and provides enough cover for melee, but maybe not enough height for ranged. There are really only 2 levels for this map, and that's a little concerning...because it inevitably gives melee the advantage as soon as they make their way to the middle ground. I would have liked to see a couple 2-hexers or 1-hexers in the middle to give a little more variation and add more to the rocky feeling...but even so, the map still played well. The glyphs on the edge were only a concern b/c there is no direct way to attack from height with melee, and even ranged figures will have a hard time getting LOS from a heighted position (depending on the figure holding the glyph). Some armies will be able to hold the glyphs much more effectively because of this, so that is a bit of a concern...but not immense. I do like how the glyphs are placed a solid 2 turns away from figures and that allows either side ample opportunity to counter and glyphs blitzes. All-in-all it's a competitive, tournament worthy map.

•Biggabullfrog

Last edited by Sir Heroscape; August 22nd, 2019 at 12:33 AM.
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