Devon99 wrote:I know I'm repeating past history here but dam this map works so well with trench, when a rev take a judge its nice, the judge goes neut but not killer nuet so its two rounds to get back to bombarding. Two rounds is no good if your opponent holds a Rev. Which is all just perfect, makes ita real cat and mouse game.
Also agree with previous posts, landowners just aren't coming into there own yet, proabaly cus they seem off the beaten path and when there are bonuses to break from the off.
Still a really nice map, well played Cairns.
Thank-you Devon.
I am finding in the games that I am in which are still going since this started Beta that because of the assault capability of the judges (when someone goes to town), it wipes out the accuser/accused bonuses that people have built. So now players are seeing the alternative that holding the landowners in itself still creates a bonus (coupled with Town Halls and gossiping) that can be used for building more land property bonuses and assaulting neighbours.
This is a quick map for 1v1 if it is played only with accuser/accused pairs, but if you expand to landowners the game takes on a whole different dimension.
I am also finding that rather holding a judge, players are sitting to the side of the judge with large numbers of armies which doesn't allow the reverends to assault the judges hence now loss of armies.
This causes a surprise effect if you haven't forted your accused territories enough when a judge suddenly assaults the whole accused territories.
tbh...i am finding this would have to be one of the most strategic of my maps so far.
![Wink ;)](./images/smilies/icon_e_wink.gif)