So after having played 6 games on the map yesterday, here's my feedback:
-The new resource layout feels more dynamic and encourages play on all parts of the map. In fact, I found it both surprising and awesome when my opponent started aggressively going for the cut-off on the eastern island below the base. The ammo and fuel changes also seemed to feel more balanced, allowing for more diverse strategies to be employed.
-Bars are very brutal on this map due to all the shot-blockers and hedgerows. As a result the wehrmacht player is generally forced to get a second mg or to get 4 volks to provide more mobility. As it stands now, I find that the hedgerow between the woodenshed and the center eastern cut-off is the main reason why it is so difficult to defend versus bars. I realized that cutoff can be protected with an mg from across the bridge, however the problem with that is that the mg would have no field presence if it were to be relegated to merely defending the center cutoff. Upon further testing, I noticed that by capping both the +10 muni and +5 fuel territories on the island, a player is able to completely circumvent the center cut-off, so perhaps flankiness of the center cutoff isn't really a big problem. Furthermore, it seems on switched positions, it is easier for the Wehrmacht player to defend the center cutoff, due to the different placement of the hedgerows. Let it be known though, that I’m not suggesting a fix, per say. I’d just like you to be aware of how the cutting off plays out. In fact, I’d be quite interested to know what other players have to say.
- The intersection in by the center vp is a bit too narrow, which results in a lot of frustrating vehicle pathing issues with m8s and whatnot.
- In my 5th game, the strong house, just below the eastern center cutoff, took two direct howi hits and went down. I believe each shot did exactly 50% damage, which I found rather peculiar.
Using the linked tactical map picture, I’ll explain some potential issues I noticed:
http://www.mediafire.com/view/?myfiles#a468otp3ykhutl1
-The western players retreat pathing by the northern vp is still a rather big issue. I know you tried fixing it, but as it stands, it’s rather imbalanced seeing as the western player retreats along the center road, while the eastern player uses the top bridge. The green arrows indicate good retreat paths, while the yellow arrows indicate poor retreat paths.
- I tested which fence openings a jeep could slip through and which it couldn’t. I indicated my rather inconsistant findings on the tactical map, with red crosses and blue checks respectively signifying impassable and passable openings.
-The cutoffs on each player’s respective island have varying levels of cover. I can see how this would work playing on fixed positions, since the Wehrmacht player will be defending his rather than harassing the american’s and vice versa, but perhaps on switched positions this might pose problems. I’m not sure though, since I haven’t tried switched positions yet. Also, I don’t think the asymmetry would affect anything other than tournament games, which are any by default played on fixed positions.
All in all, I feel that the map has improved a lot since it's first iteration. Perhaps, I'd be nice to see what the top players have to say about it.