Mapmaker(s): t-o-m
Number of Territories: 106
Special Features: One-way assaults, bombardments, auto-deploy, conditional auto-deploy, limited initial deploy
What Makes This Map Worthy of Being Made: A different gameplay concept loosely based around Operation Overlord (the 1944 allied invasion of Europe). The main strategy of the game centres around controlling bands of territory, which is encouraged through the bonus system of +1 deploy per square held.
Current Map Image (V8):
Changelog:
V8 (gameplay + graphical changes)
- Made the whole map smaller – removed one row from the top and one column on the sides). This is mostly so it’ll fit on people’s screens, and also because the extra regions didn’t add to the gameplay. For a visual comparison of the changes to the two versions, please see here: https://imgur.com/a/rBGES6x
- Was 151 regions now 106
- All borders/grid restructured
- Ships now 1 neutral
- Towns now 2 neutral
- Red zones now 1 neutral
- 'Offset' region now starts 1 neutral
- Added impassable to every place that 4 squares join
- Capital Cities bonus removed
- Changed bonus: "Reinforcement +2 autodeploy when held with neighbouring paratrooper". It used to be the Paratrooper receiving the autodeploy, but I felt it would make the other bonus (Airfield + Paratrooper + Reinforcement) too easy to defend
- Artillery bonus now +2 autodeploy (was +1). I felt that the map needed a bit more of something to fight over
To-do
- Collate feedback on gameplay
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Changelog history:
V7 (gameplay + graphical changes)
- Designed a device to hold the region name and troop count
- Designed a ship icon. The previous photographic-style ships didn’t fit with the theme of the rest of the map – tanks, paratroopers, etc. are icons. Ships should be too.
- Made beach regions on [I] and [J] squares clearer as per
- Fixed ‘Indigo’ typo
- Made Artillery bombardments clearer through colour-coordination
- Added another region to [M] and [Y] squares so that all squares have minimum four regions
- Added attack line from ship Savoy to Yankee and from Vaughan to Verona which should help reduce bottlenecks and promote movement around the map
- Replaced ship attack line graphics
- Added 3 towns (Cactus, Fricton & Duckhole) – this serves two purposes: adds some easy goals to the map (and they’re quite ineffectual bonuses, +1 autodeploy), and adds a neutral region to those squares. Also changed the town’s colours from purple as the ships are now purple
- Redesigned capital cities
- Made grid darker
- Redesigned Town appearance
- Put a starting neutral in each square
- Re-arranged ‘How To’ items (still needs work)
V6 (gameplay + graphical changes)
- Made all region names codes
- Slightly adjusted the land colour/brightness
V5 (gameplay + graphical changes)
- Removed top row of regions to balance the gameplay – the map image is now square shaped
- Updated town symbol & changed them from 5 neutral to 4 neutral
- Moved tank from Barlou to Burgundy
- Removed tank from Dijon
- Moved Parachute from Cadiz to Dijon & moved Reinforcement from Cerise to Donat
V4 (gameplay + graphical changes)
- Added shadow and highlights behind tree impassables to make them pop
- Updated the XXXXXX beach impassable graphics
- Changed bonus structure (removed paratrooper bonus & switched autodeploy bonus from reinforcements to paratrooper)
- Made decay zones more red
- Redesigned How To Play section
- Cleared up some beach regions / moved around some army numbers for clarity
V3 (gameplay + graphical changes)
- Changed land colouring (there is more contrast now)
- Updated impassable graphics & layout
- Updated ‘How to play’ with more instructions & information
- Updated bombard symbol
- Made ‘Matoury’ a paratrooper & ‘Meaux’ reinforcements to add some purpose to that area of the map
- Removed town from ‘Batam’
- Changed ‘Gilbert’ from tank to town
- Made ‘Amroha’ a tank
- Removed Airfield from ‘Ube’ & placed it in ‘Almere’
- Added impassable to ‘Amroha’/‘Almhere’ border (airfield + tank next to each other)
- Added a new bonus – Airfield + Paratrooper + Reinforcements = +3 deploy. The Airfield must be on the other side of the water for the bonus, but you can hold either airfield and any of the rest, making it a bit like a resource pair and a strategy to build on (but it will take troops – Airfields are 2 neutral & receive -1 auto decay, Paratroopers are 2 neutral, Reinforcements are 4 neutral.
- Removed 3 artilleries – having pairs of artilleries was confusing as it was unclear where they bombarded to. Now there are 3x single artilleries with their own line of fire
V2.1 (gameplay + graphical changes)
- Added Battleships (same function as tanks, +3 deploy, but in the water) (idea from thelord)
- Tanks made smaller
- Updated ship graphics
- Added ships to DD square
- Rearranged play instructions
- Gave regions in France more French names and changed some ship names
- Changed wording in H2P (from -1 auto-deploy to -1 decay)
V2 (gameplay + graphical changes)
- Region lines have been made more prominent:
- Changed from: 1pt 6-4-2-4 (dash-gap-line-dash)
- To: 1.5pt 6-2-3-2 (dash-gap-line-dash)
- Added a third pixel in the centre of the grid and also applied a mask to highlight intersections and hint the squares more, without adding too many distracting lines to the map
- Added decay in regions of the map to direct fighting over auto-deploy regions, and to counter-balance the problem of players starting with full squares (decay makes squares harder to hold and the bonus for the square may no longer be worthwhile)
- Added a town to 'Cadiz' region
V1.1 (graphical changes)
- Changed 'How to play' background colour & added divider lines
- Reduced town symbol glow
- Changed army backgrounds
- Changed the grid from 1px to 1px line, 1px space, 1px line