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facet wrote:Thanks for your quick reply DiM
I seem to have found some weirdness. It looks like Krithia is linked to madios and to Sedd el Barr. Am I right?
http://aloe.software.coop/owncloud/public.php?service=files&t=b78ac5cfe00789350fabe2e2769a85f3 (link set to expire 20/3.)
This one allowed me to reinforce when I wasn't sure that I should have been able (I did so with the next click). http://aloe.software.coop/owncloud/public.php?service=files&t=d649ee212ad9d8e0e8a53f6db8c478f4 (link set to expire 20/3.)
Both from same map. Not parachute. What am I missing?
facet wrote:Ahh, now I fully understand that text. So it is to do with looking very carefully for the wee boxes - the villages! ahem. Thanks Gilligan.
I was able to reinforce from the yellow squared location with 10 units to the territory with the cursor. My apologies for not describing it.
facet wrote:/me facepalm. TY
biscuit boy wrote:A few of the territ's along coast line are a little hard to tell if you can advance out or attack to a adjacent area. I really like that it is the most real life map for how the actual battle took place. Can get bogged down on the beach with those battleships. Wish the D-Day map was more like this.
judge_reinhold wrote:It seems like some of these maps are only tested with BOB installed. Until BOB functionality is incorporated into the site, the maps should make it visually obvious what attacks what, IMO.
biscuit boy wrote:It's a typical first turn typically wins type of map. Wonder if you can make it that whoever is deployed on spots that are bombarded gets to go first or make the deployment even on who gets those spots.
If you want some fun try the settings of 3 or 4 poly 2 player game with parachute reinforcements....
Nola_Lifer wrote:biscuit boy wrote:It's a typical first turn typically wins type of map. Wonder if you can make it that whoever is deployed on spots that are bombarded gets to go first or make the deployment even on who gets those spots.
If you want some fun try the settings of 3 or 4 poly 2 player game with parachute reinforcements....
You still seem to enjoy to play it no?
Steiner75 wrote:Nola_Lifer wrote:biscuit boy wrote:It's a typical first turn typically wins type of map. Wonder if you can make it that whoever is deployed on spots that are bombarded gets to go first or make the deployment even on who gets those spots.
If you want some fun try the settings of 3 or 4 poly 2 player game with parachute reinforcements....
You still seem to enjoy to play it no?
I must admit, I thought that first turn represents a huge advantage, but upon checking my games I was probably suffering from a confirmation bias.
Total Games completed 33 (Team games with 1 vs 1, 2 vs 2, 3 vs 3 or 4 vs 4, some polymorphic)
out of these: 15 won by the team/player moving first and 18 won by the team moving second. So in conclusion no indication that it is a "first turn typically wins" map.
I really like the map as it makes for exellent gameplay with chances to turn around "lost" situations.
Great job by cairnswk!!!
Only one thing I am suggesting to change: If possible, the same team / player should not hold both Gendarmerie and Kum Kale with the initial drop. That really makes for too much of an uphill fight for the team not in posession of these two pieces of real estate.
Dukasaur wrote:Steiner75 wrote:Nola_Lifer wrote:biscuit boy wrote:It's a typical first turn typically wins type of map. Wonder if you can make it that whoever is deployed on spots that are bombarded gets to go first or make the deployment even on who gets those spots.
If you want some fun try the settings of 3 or 4 poly 2 player game with parachute reinforcements....
You still seem to enjoy to play it no?
I must admit, I thought that first turn represents a huge advantage, but upon checking my games I was probably suffering from a confirmation bias.
Total Games completed 33 (Team games with 1 vs 1, 2 vs 2, 3 vs 3 or 4 vs 4, some polymorphic)
out of these: 15 won by the team/player moving first and 18 won by the team moving second. So in conclusion no indication that it is a "first turn typically wins" map.
I really like the map as it makes for exellent gameplay with chances to turn around "lost" situations.
Great job by cairnswk!!!
Only one thing I am suggesting to change: If possible, the same team / player should not hold both Gendarmerie and Kum Kale with the initial drop. That really makes for too much of an uphill fight for the team not in posession of these two pieces of real estate.
Good to see someone actually look at the numbers and see!
Frogmanx82 wrote:Seems like it would be more fair if the territories that can bombard landing ships always start out neutral. Especially in the south were once the landing ship is lost, you can't get it back.
Steiner75 wrote:biscuit boy wrote:It's a typical first turn typically wins type of map.
I must admit, I thought that first turn represents a huge advantage, but upon checking my games I was probably suffering from a confirmation bias.
Total Games completed 33 (Team games with 1 vs 1, 2 vs 2, 3 vs 3 or 4 vs 4, some polymorphic)
out of these: 15 won by the team/player moving first and 18 won by the team moving second. So in conclusion no indication that it is a "first turn typically wins" map.
I really like the map as it makes for exellent gameplay with chances to turn around "lost" situations.
Great job by cairnswk!!!
Steiner75 wrote:Only one thing I am suggesting to change: If possible, the same team / player should not hold both Gendarmerie and Kum Kale with the initial drop. That really makes for too much of an uphill fight for the team not in posession of these two pieces of real estate.
Steiner75 wrote:Frogmanx82 wrote:Seems like it would be more fair if the territories that can bombard landing ships always start out neutral. Especially in the south were once the landing ship is lost, you can't get it back.
Well, the Artillery Pieces certainly did not start off as neutrals in 1915, even though many blokes from OZ and NZ would have considered that to be more "fair"...
Nevertheless, holding Kum Kale AND / OR L06 Landing ship / Halil-Eli does represent a huge advantage, I aggree.
One way to alleviate that situation would be to assign Kum Kale and L06 / Halil-Eli to different teams, or in case that is not possible, to at least reduce the number of neutrals on In-Tepe and F5 from 6 to 3
Frogmanx82 wrote:I think it would add strategy to the straights if MS4 to MS9 also got the landing ship bonus or at least a 1 autodeploy. Most games the straights don't even come into play. There is just not the incentive.
Still think kum kale has to start neutral. Its just too key. You should have to earn the right to use it.
Nola_Lifer wrote:Think this map is perfect. Hate to see it changed like what happened to cricket because so many complained because they didn't know how to play properly. I think some games will be totally unfair drop but that will be few. MS1-3 do need an incentive to be used. Make make the other spots that don't revert to neutral +1 or +2 but other than that I think the map is pretty solid. Played enough games to see that despite what may seem a bad drop you can work through it.
j1mathman wrote:Enjoy this map, and agree with Nola and Frogman about Kum Kale and the M(S)1-9.
Dropping Kum Kale is an advantage, but it with the opening bonus being small, I don't think it is overpowered. Making In Tape less of a neutral value would be a mod to make a counterattack on Kale possible earlier.
M(S)1-9 is a little confusing it's a really long entry so I've left my Landing Craft sit there unused for several turns. The aa guns on the shore in the south are interesting, but i hardly ever use those, even if my opponent comes out in the later rounds, usually they are 1s and not important anyway. You could also shorten the landing area, making it longer arrows, and just 2 neutrals between you and the shore? Maybe the MS 1,2,3 could hit M3, then go to MS8 and 9?
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