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| Total Votes : 37 |
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Post subject: Creativity Challenge #8 (AAM map): Vote for the winner
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You can vote until Sunday night Pacific Time.
by Sindor
by The Mighty A
by Gate
by carrion
 _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Wed Apr 23, 2008 1:29 am; edited 1 time in total |
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Tue Apr 15, 2008 9:57 am |
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| Sindor's is just awesome. I like everything about it. The city fight one looked ok. |
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Wed Apr 16, 2008 8:43 pm |
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If you wish for your online fights some more (airfield/jungle etc.) tell me. _________________
* Let the others to grow |
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Thu Apr 17, 2008 8:03 am |
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I like those maps especially taht with the rail road, now I can bring my "Dora" gun to the battle...  _________________
YVAN EHT NIOJ ! |
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Thu Apr 17, 2008 3:22 pm |
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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. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Apr 17, 2008 9:05 pm |
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 Lead me, follow me, or get out of my way -- G.S. Patton

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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. _________________ Aaron
"Focus on your own character and your reputation will take care of itself" |
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Fri Apr 18, 2008 6:44 pm |
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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
 _________________
* Let the others to grow
Last edited by Sindor on Sun Apr 20, 2008 12:08 pm; edited 1 time in total |
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Fri Apr 18, 2008 8:00 pm |
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Sinker of Battleships
 AHF Bronze-Rated Trader
Posts: 856

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| 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
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God That's Nice! _________________
WAS 64/64
39-45 36/60 |
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Sat Apr 19, 2008 2:05 pm |
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It looks great. This will be the map for the final. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Sat Apr 19, 2008 2:08 pm |
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Nice work Sindor. _________________
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Mon Apr 21, 2008 3:04 am |
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Small errata: hex P7 is of course a classic village, road bonus apply . If any problem with the map interpretation occurs, do not hesitate to contact me. _________________
* Let the others to grow |
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Mon Apr 21, 2008 6:58 am |
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Points given in challenge #8
Sindor------7 pts
Gate---------5 pts
carrion---------4 pts
The Mighty A----3 pts _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Tue Apr 22, 2008 9:19 am |
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