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Blitz Gambit

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Blitz Gambit

Postby mrblitz on Tue Dec 30, 2008 8:42 pm

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Re: Blitz Gambit

Postby mrblitz on Tue Dec 30, 2008 8:56 pm

This one has 16 territory groupings - 8 land and 8 sea. The continents have 5 territories apiece, and the ocean groupings have 4. Territory groupings are based upon ability to make one-way attacks out of the grouping. The territory groupings with more one-way attacks outward are given more production value. The base value is 10 for a continent, thus we have the central Asian grouping with a 10 rating. It has no one-way attacks either way, so its rating remains at the basic 10.

The red lines indicate naval invasions from the ocean territories, to land. The green 'set sail' lines are for ports sending ships to sea. Yellow lines are ocean to ocean. They're normal, two-way attacks. Black lines are also traditional, normal two-way attacks.

The 'A' or airbase can attack its own color in the Air Support grouping. Each Air Support territory can bombard all 5 matching continental territories, and can bombard the other Air Support territories.

Each Missile base or 'M' can attack the Eye in the Sky. The Eye in the Sky can bombard all territories.

The board starts out with the territories evenly split amongst the players. Each territory begins the game with 10 armies.

With 81 territories (82 if you count the neutral guerilla territory). You get one army per territory, on that territory, and 10 more on each capitol.

The only freely deployable armies come from the continent bonuses.

You also get +10 freely deployable if you control all of any one group, ('M' 'A' 'X' etc.)

With over 800 armies on the board at the start, there should be some really big battling from the get-go.

The one-way attacks between land and sea give the map some interesting 'channels.'

If anyone could make a good graphical rendition of this map, I could take a shot at the XML. I would love to have a battle like this. If there's any interest, let me know.
Sergeant 1st Class mrblitz
 
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Re: Blitz Gambit

Postby mrblitz on Tue Dec 30, 2008 9:03 pm

So the idea is that there might be more armies on the board at the beginning, rather than the end. The way it's set up... with so many of the new production arriving scattered all over the map, the player has to use reinforcements to put an attack together for round 2.

I'm not sure how it would play with adjacent or chained reinforcements. You'd probably want to secure some territory groupings to get more freely deployable troops. With unlimited reinforcement, each player might spend the first round making giant stacks around the board.

Anyway, after a bunch of battling, players would begin assembling territory groupings, and maybe those troops lost since the beginning of the game could be replaced.

With all 10s or more sitting all over the place, there could be a lot of battling at the start.

The Guerilla zone has a 20-man replenishing neutral army.
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