Making this to move the discussion out of the shoutbox.
VCoH Angoville
With the lack of Truesight, and the older mechanic of high/medium/low muntions/fuel points, this creates several issues.
The main play around this map was always about defending your cutoffs to keep your fuel income up (while harassing your opponents)
Playing from the North was favorable if you could secure the cutoff in the southeast to block your opponent off. The inverse was true for the south, as they would want to take the cutoff to the north west, however with no building watching the cutoff, it was far easier to hold.
Therefore the dominant play was always around the south east cutoff for BOTH players. If North grabbed it and held, it would net them map advantage, and then transition into a tech advantage.
Old Angoville Coh2
Important to note:
Right side has 5 territory points, 1 fuel, 1 munition, 2 vps
Left side 5 territory points, 1 fuel, 1 munition, 1 vp
New Angoville CoH2
New layout has many things changed, buildings, sight blockers, and territory points.
Right side has 4 territory points, 1 fuel, 1 munitions, 2 vps
Left side has 6 territory points, 1 fuel, 1 munitions, 1 vp
Also important to note that the cutoff in the south east still exists, and it still has a dominant building right on top of it. The cutoff "mimic" in the north east now has the same thing. HOWEVER. The northern cutoff is far more ineffective as it does not overlook the actual cutoff that it does in the south. This leads to dominance from the north base, as they have more tools that are far more effective from the map itself to cutoff the south spawns resources in the east.
Also important to note the the LoS blocking medium crush wall in the south was removed and than mimicked in the north (good change imo).
Now depending on faction, you will never want to go to the east if you lose the first engagement. There are far more resources on the left side. This might sound good, but it actually lends itself to axis. As the western side is primarily long to medium range engagements. This would also slightly help out brits, but since they have no native garrison clears... most brits would be vetoing this map regardless as it has 8 garrisons (one garrison on the minimap can't be accessed), therefore it has 2 less than the original port.
The other thing is that in the west the northern base ALWAYS has a free point connected to their base, even if the cutoff is contested and the south does not. Slightly favoring the North side. This is compounded by the fact that if they lose the south east building near their cutoff the also lose the entire east side. Whereas the north does not. So overall the map will favor north spawns, and devolve into rushing the cutoff buildings.
Below is a picture to clarify what I am talking about.
(important to note I am showing how the territory SHOULD be in the east, but it isn't for some reason, it also could be in the south west mimicked like this, as another option.)
This issues, are multiple for me on this map, as I detailed above (bear with me it is late for me and I tend to ramble in long posts). I am sure I missed a few things, but I really can't remember the last time I played this map (where the game wasn't over at 20minutes), so I am trying to talk to the multiple iterations it has had this far.
Not that it can't be fixed. Is that it is no longer angoville with these changes (lost its soul as I say). It SHOULD be an all new map, done by the person that did the work on this. (aka Rosbone) As to my knowledge these are changes he wanted to make and was told no by the powers that be.