First off congrats on having AOD in the latest 2v2 tourney! Great to see new maps getting work.
When this map was first introduced it was feared that the open middle with green cover trenches would make this an axis favoured map. Long range and lots of cover.
However, the few times I have played it, I found allies actually do very well. The industrial side is mostly close combat situations which are good for allies. And the areas just outside each base are full of sight blockers which let allied blobs move thru and rek stationary axis play.
AXIS PLAY
OST needs to get control of the middle and left side of the map. OKW has an easier time adjusting to the situations presented. Sturms for industrial area/sight blocker flanks or volks for left side open area and middle.
ALLIED PLAY
Blob, smoke, and flank. Maybe grenades to dislodge units in buildings. If OST gets embedded in middle a sniper works great.
I am sure you have watched way more games on this map than I have, so, these are just quick observations.
NEW CHANGES
I think this map works well because the way it changes from base to base. Close quarters -> open -> close quarters. And how it changes from VP to VP. Industrial - > open -> medium range cottages. It gives most factions a decent chance to pick their battles.
After all the backlash I received about sight blocks on Angoville, I would be hesitant to add sight blocks to AOD. I think the very center sight blocks may be a decent change but I would not add these two sight blockers by the industrial area.
The industrial area is already allied territory, adding these blocks may really shift the balance by making this area too much like a maze. OST may struggle here.
I hope all that makes sense
So when do we see the VapeNation AOD test streams?