Sure. I played Romans into my dad's Dwarves/Q10. I developed up onto the level 2 landings (which notably are mostly to the sides, and not to the middle, which is where the action in melee v melee will happen), and used Valguard to create a little more safe space (I'm not willing to put figures under height when playing melee barring a very good reason, so I'll often use a figure to cap spaces to create pseudo-landings). My dad developed up similarly, and ended up claiming the level 4 to my right, and clogging up the level 4 to the left. I couldn't effectively flank the right due to the warehouse and the bush (it's not worth giving up activations to do that with Romans), so we hit back and forth on that right side for a little bit. Eventually we just started making some questionable moves to progress the game faster, as 2-3 attacks per turn was taking forever. I was surprised it clogged like it did too, but it happened pretty much immediately, and the rest of the game was a slog.I appreciate the feedback on Dralli. Would be interested to hear more of your review in detail. I’m a little surprised by both comments as 1) I deliberately made sure there were no 1-hex choke points, so curious to know more about how that played out in your game(s), and if it is as more a result of the figures (ex rats, Raelin, range) or truly the map and 2) there are only 3 hexes in the SZ where a 5-move unit can’t get to lvl 2 in one turn of movement, so again curious to understand that comment.
Again thanks for the feedback.
Frostmire: I haven't actually played this map a bunch, but I think it has had a lot of feedback on it, and I don't know that I have a ton new to add. It's solid and I like using it for monthly events, though I've felt real estate in places to set up and pathing have been tight in my experience. I think the Dungeon Defender format actually hurt this map more because of the big center push those games tend to have. But also I was taking turns with two 4-man squads at a time so there's that.
Great feedback, thanks! I didn't realize this map was being used by anyone but Colorado events.I played this one a while ago in a Quahon+Sujoah+spiders vs TKN+SBN+Nabgrubs machup.
I lost of course cause Quahon is OP. Actually it was |that| kind of game, Sujoah did OS TKN with sting, then SBN proceeded to OS Sujoah. So it was SBN+grubs vs Quahon+spiders very early on. I managed to keep only one Nab next to SBN at a time to limit LB. SBN got caught by spiders, had to triple disengage to hit Quahon. Got 1 or 2 attacks of before dying and it was the end of the game.
Map seemed very good to me, melee vs range machup felt surprisingly good for that big of a map without road.
Quahon did use the Hive perch and it was kinda hard to break into that, but not that easy for the spider to protect her (lots of adjacent spaces).
I liked it.
Great feedback, thanks! I didn't realize this map was being used by anyone but Colorado events.I played this one a while ago in a Quahon+Sujoah+spiders vs TKN+SBN+Nabgrubs machup.
I lost of course cause Quahon is OP. Actually it was |that| kind of game, Sujoah did OS TKN with sting, then SBN proceeded to OS Sujoah. So it was SBN+grubs vs Quahon+spiders very early on. I managed to keep only one Nab next to SBN at a time to limit LB. SBN got caught by spiders, had to triple disengage to hit Quahon. Got 1 or 2 attacks of before dying and it was the end of the game.
Map seemed very good to me, melee vs range machup felt surprisingly good for that big of a map without road.
Quahon did use the Hive perch and it was kinda hard to break into that, but not that easy for the spider to protect her (lots of adjacent spaces).
I liked it.
When you say the hive perch do you mean one of the 3-hex rows on level 2 that stick out below the hive by the start zone and towards the middle of the map?
Could it have been Halcyon, the map I made that predated Kingfisher? Kingfisher is a kind of revision that tightens up Halcyon.Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them...
Could it have been Halcyon, the map I made that predated Kingfisher? Kingfisher is a kind of revision that tightens up Halcyon.Actually it was not your map but another kinda big and flat BftU+SotM+Thundra I confused them...
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.Yes that's this one.
They are fairly similar maps, though I think Kingfisher is a little better for a few reasons. If you get a chance to try it I would be curious if you agree. Thanks for the feedback on Halcyon! I am flattered that it was being used in whatever circumstances you played on it.Yes that's this one.
Indeed! That's it! The picture reminds me that the other change I made was to move the 1-hex outcrops. People were complaining that it was too easy to knock over those stacked 2-hex tiles they were sitting on. In the process I was able to remove the 2-hex perch on level 3 that I think you were referring to; it is now only big enough for 1-space figures. I don't think there are any 2-hex areas on level 3 anywhere on Kingfisher, in fact.It was played in a french tournament in 2019.
https://nsm09.casimages.com/img/2019/02/17//19021709075618734016123603.jpg
I'm the guy looking at the floor in the back, probably looking for dices or something.
Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.
No automatic inclusion of Yngvild glyph. FAIL
I initially was worried I wasn't going to be a big fan of the split start zone. I still don't love it but I don't hate it. It definitely makes you think about how you want to deploy much more than a standard map. That's a good thing even if it was slightly annoying for me especially with the army I was playing which had a lot of moving pieces.
The map itself still played really fast allowing for good development. The height is really nicely placed in that it's really hard to hold for a ranged squad and the middle LoS blockers also make it hard for range to cooperate there.
The one place I'm most concerned about a chokepoint (level 2s next to some level 1 ice and the 2 level 3 height sections in the middle of the map) is a spot that feels like you'd rarely want to create a chokepoint there.
Overall, this map felt fast for development and gave you a lot of options to work with. I'd be very hesitant about wanting to extend range too much on this map as melee is going to catch up to you pretty quick and it can go badly. But if range plays it smart, melee will also have to play it smart and use the tools this map gives it well.
I don't really know how much of a map analysis that is but it's what I noticed while playing on the map.
~Dysole, informationally
Sheep asked for some feedback on Yngvild Pass since I played on it in Round 1 of OHS Season 51.
No automatic inclusion of Yngvild glyph. FAIL
For HexiCon, I'm doing exactly that! LOL
Hey all, I'm looking to play on some new-to-me maps in the next few weeks/months as I have a couple months until my next WoS review is due. Anybody know of a map that is a bit under-the-radar? I'd prefer if you have suggestions of maps that you didn't create yourself. I'm also hoping for maps that have been around for a bit, not particularly ones from the past 6 months or so.
Murky Waters by Robber is one such map that Flash introduced me to on our last CoV podcast episode, but I'm hoping to collect a few more.
Thanks!