This week has some odd map picks. Teams that do well on these will have displayed that they can adapt to any situation, and excel in games that are at the far reaches of the myth experience. Captures on The Dark Canyon This is one of the only maps with a "defensible areas" theme that still works. Many people take one look at all the hills and give up all hope of playing an offensive game, but what they don't realize is that with an army of trow and mauls, and dwarven heroes that can protect key choke points, there are a host of options available to the captain. This will be the first game of the series, so it won't help much to get half of the balls and sit on them -- at least one flank will need to be aggressive enough to take control of the game. Soulless will not be as useful here as on other maps like Drowned Empire, but a few will still be necessary for pushing back enemy dwarven heroes and slaughtering fetch. Be careful not to load up on zerks and ignore the mauls, mauls have definite advantages here. Last Man on The Barrens The Barrens is a new map by Rohan of MoR, but the unit set should be familiar. Much like Venice, The Barrens is a wide open map, the usual equation with three river crossings (and therefore three flank strategies) no longer applies. It takes a while to get used to this style. There are no drawn out standoffs at the crossings, one side reluctant to attack at a disadvantage. Rather the attacks come from anywhere, the hills are all over the place, and neither team ever has a clear land-based advantage. My only suggestion for this map is to break into as many groups as possible, and spread out, being careful to remain within support distance of one another. The more units you have bearing on the enemy at once, the harder it is for them to survive. A full team controlling 4 or 5 different free-for-all style groups will be able to take on any team. From there it's just smart play and cunning tactics. Flag Rally on Calm Before the Storm Another wide open map, Calm provides few choke points, and opens you up to attack from any angle. If you're up in points, it might be worth your while to play a defensive game, but the flags are widely spaced, and they're all easily accessible without first going through another, so be careful not to spread yourself too thin. If you have to attack, you're in luck this round. Any of the flags here can be attacked successfully with a good combination of skill, luck, and pus. The 12 minute time limit will make it tough to try and go one by one, so a typical three prong, or preferably a four prong strategy will be the best. Make sure you've got all your players this week, a small turnout could quite easily spell defeat on this array. Good luck everyone! Wight Slayer |