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       Axis & Allies ForuMINI Forum Index -> Forumini '08 Creativity Challenge
NeuralDream

Creativity Challenge #8 (AAM map): Vote for the winner

You can vote until Sunday night Pacific Time.

by Sindor




by The Mighty A



by Gate



by carrion

Demotox

Sindor's is just awesome. I like everything about it. The city fight one looked ok.
Sindor

If you wish for your online fights some more (airfield/jungle etc.) tell me.
The_lucky_Y

I like those maps especially taht with the rail road, now  I can bring my "Dora" gun to the battle... Very Happy
NeuralDream

I wasn't planning for this, but since Sindor's AAM maps seem very popular, I suggest Sindor makes or chooses the AAM map for the olympic final. The battle will be "no year limit and max. total cost of 100 pts. Limit of 1 hero. Max. number of units 15." if it matters.
afilter

Good job to all, better than I can do! It was a toss up between Sindor and Gates for me, but went with Sindor because I like the railroad twist.
Sindor

As for the Final map, I would suggest the Jungle map. Or, if you want a special scenario:

Eagle has landed

* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2 and P7 are considered "buildings" hexes
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes (see combat zone tile set II)
* H1 and all other hexes are standard (plains, forests, hills, roads).

For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives

Sink the Bismark

Sindor wrote:
As for the Final map, I would suggest the Jungle map. Or, if you want a special scenario:

Eagle has landed

* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2 and P7 are considered "buildings" hexes (but without road bonus)
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes (see combat zone tile set II)
* H1 and all other hexes are standard (plains, forests, hills, roads).

For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives


God That's Nice!
NeuralDream

It looks great. This will be the map for the final.
Shank77

Nice work Sindor.
Sindor

Small errata: hex P7 is of course a classic village, road bonus apply  Wink . If any problem with the map interpretation occurs, do not hesitate to contact me.
NeuralDream

Points given in challenge #8

Sindor------7 pts
Gate---------5 pts
carrion---------4 pts
The Mighty A----3 pts
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