Island Assault '43 (*with Specialist Positions*)
Posted: Thu Nov 09, 2017 9:06 pm
Map Name: Island Assault '43
Mapmaker(s): HitRed for Concept/XML, Artist ?
Number of Territories: 100
What Makes This Map Worthy of Being Made: Designed like a real invasion.
Settings: Built for QUAD team or POLY only
Special Features: Large initial troops (300 vs 200)
*Innovations: Specialist Teams (offensive/defensive), Specialist Positions (Leader/Artillery/Infantry)
Map Image:
One player on each team will be a non-moving, almost entire map bombardment unit. Think of an artillery piece or stationary battleship. The other 2 team players would be Infantry. The fourth player will be a non-moving LEADER position (think bunker/command center) that globally deploys the lions share of the teams bonus troops. The LEADER, having a decision making position, might give priority to artillery, frontlines, offensive / defensive areas or self preservation of the command center. This will be the basis of the Tarawa map.
This kind of game format would create Specialist Teams (offensive/defensive) and Specialist Positions (Leaders/Artillery/Infantry). I would expect this might be a big draw for Clans.
Each player would receive 5 bonus troops per turn. Team 1 leader would get an additional 15. Team 2 leader would get additional 25 to simulate the strength of defensive fortifications. So in 10 turns Team 1 initial advantage might be over. Very few other bonuses are planned. Likely just 4 (radio, generator, water purifier, radar) +1 each.
A round limit. The Japanese command center must be taken in that time.
The only place the artillery can't bombard is the leader position. It must be captured by ground assault.
HitRed
Team 1
Leader (decisions, deploys most of the bonus)
Artillery (attacks all/most of the map)
Infantry 1
Infantry 2
Team 2
Leader (decisions, deploys most of the bonus)
Artillery (attacks all/most of the map)
Infantry 1
Infantry 2
Plenty of time to think it over. Pi-School is my current focus.
Mapmaker(s): HitRed for Concept/XML, Artist ?
Number of Territories: 100
What Makes This Map Worthy of Being Made: Designed like a real invasion.
Settings: Built for QUAD team or POLY only
Special Features: Large initial troops (300 vs 200)
*Innovations: Specialist Teams (offensive/defensive), Specialist Positions (Leader/Artillery/Infantry)
Map Image:
One player on each team will be a non-moving, almost entire map bombardment unit. Think of an artillery piece or stationary battleship. The other 2 team players would be Infantry. The fourth player will be a non-moving LEADER position (think bunker/command center) that globally deploys the lions share of the teams bonus troops. The LEADER, having a decision making position, might give priority to artillery, frontlines, offensive / defensive areas or self preservation of the command center. This will be the basis of the Tarawa map.
This kind of game format would create Specialist Teams (offensive/defensive) and Specialist Positions (Leaders/Artillery/Infantry). I would expect this might be a big draw for Clans.
Each player would receive 5 bonus troops per turn. Team 1 leader would get an additional 15. Team 2 leader would get additional 25 to simulate the strength of defensive fortifications. So in 10 turns Team 1 initial advantage might be over. Very few other bonuses are planned. Likely just 4 (radio, generator, water purifier, radar) +1 each.
A round limit. The Japanese command center must be taken in that time.
The only place the artillery can't bombard is the leader position. It must be captured by ground assault.
HitRed
Team 1
Leader (decisions, deploys most of the bonus)
Artillery (attacks all/most of the map)
Infantry 1
Infantry 2
Team 2
Leader (decisions, deploys most of the bonus)
Artillery (attacks all/most of the map)
Infantry 1
Infantry 2
Plenty of time to think it over. Pi-School is my current focus.