Battle Isle : a serious map variant - Sign-ups

(Played as Game A of 2) GM: Pedros. Result: DIAS (AardvarkArmy - Winterfell; GhostEcho - Aiel; Netr0 - Borderlands; attitudes - Midlands; drrnwrstlr - D'Hara)

Battle Isle : a serious map variant - Sign-ups

Postby Pedros » 29 May 2013, 17:50

OK - back here now for formal sign-ups.

Long overdue for a second outing here, Battle Isle had rave reviews first time out (viewforum.php?f=53) - which was over 4 years ago!

It's a map variant, six players, on a totally artificial map. Land surrounds sea area which contain three islands - two very small, one, Battle Isle itself, large. Islands are connected by bridges. The designers (René Krokowski and Frank Bacher) wrote:-

On a fictional map it isn't that easy to name spaces in a senseful way. Therfore we decided to name the home countries and the surrounding landspaces according to some of our favorite fantasy series:

A Song of Ice and Fire - George R.R.Martin (Riverrun/Winterfell)
Wheel of time - Robert Jordan (Aiel/Borderlands)
Sword of truth - Terry Goodkind (D'Hara/Midlands)


The spaces on the central Battle Isle are named after Alaskan mountains to reflect its inaccessibility!

Battle Isle.gif
Battle Isle.gif (53.35 KiB) Viewed 3831 times

Rules are standard Dip (no multiple coasts, no canals) apart from the bridges, which operate as follows:-

0. Apart from the rules below, normal Diplomacy rules apply. In particular, the game will be home builds only.

1.Bridges: Armies are able to occupy all bridges; fleets cannot occupy bridge spaces and have no direct effect on any bridges.

2. Armies enter bridges via one of the two spaces adjoining each end of each bridge, and not from elsewhere.

3. Bridges do not divide the surrounding waterspaces.

4. Both fleets and armies can move below a bridge that is dividing two landspaces, in order to reach adjacent territories e.g. F Karhold - White Harbor; in cases like this, a terriroty like The Neck which is not shown to have a sea coast does not have such a coast! This movement is limited to travel in each direction between the following pairs of spaces: Seagard/Northern Twins; Tumblestone/Kingswood; Southern Wrangell Mountains/Richardson Mountains; Karhold/White Harbor; Tanimura/Southern D'Hara; Southern Frontier/Rang Shada Coast; Northern Coast Mountains.Pelly Mountains; Aringill/Tar Valon; Northern Chugach Mountains/Endicott Mountains; Drowned Lands/Tear.

5.Grey spaces: The grey spaces resemble impassable territories like high mountain ranges, swamps, dangerous coasts etc and are completely impassable. This means that Stormy Island cannot be reached by a fleet due to the impassable surrounding terrain.

6. 42 SCs so 22 for victory.

7. The "impregnable enclaves" Any power which, after any Fall season, is reduced to controlling only groups of Supply Centres in impregnable enclaves will lose those supply centres and be eliminated from the game. {Alternative rule, under discussion: Any power which controls no SC outside the impregnable enclaves may not vote on any draw proposal nor share in any draw other than DIAS.

The impregnable enclaves are Northern Wilderness and West Rang Shada; Valley of Arryn and Northern Valley of Arryn; and Fal Dara and Fal Moran.

8. Blind auction, so no discussion of preferences.

9. I reserve the right to select players for this one. The game will not start until either Baltic or Zombies has finished. Deadlines 3/1/1

Here is a complete list of all land territories according to which part of the map they are in:-

D'HARA
D'Hara,
Northern D'Hara,
Plains of Azrith

Northern neutrals
East Rang Shada,
Northern Frontier,
Northern Wilderness,
Rang Shada Coast,
Southern D'Hara,
Southern Frontier,
Southern Wilderness,
Tanimura,
West Rang Shada,

MIDLANDS
Aydindril,
Northern Midlands,
Tamarang

NorthEastern Neutrals
Agaden,
Cairhien,
Northern Icefields,
Northern Mountains of Death,
Northern Pass of Doom,
Pass of the Forsaken,
Saldaea
Snowy Mountains,
Southaven,
Southern Icefields,
Southern Mountains of Death,
Southern Pass of Doom,
Westland

BORDERLANDS
Arafel,
Kandor,
Shienar

Eastern neutrals
Aringill,
Fal Dara,
Fal Moran,
Illian,
Kinslayers Dagger,
Northern Forbidden Pass,
Southern Forbidden Pass,
Tar Valon,
Tear

AIEL
Aiel Waste,
Drowned Lands,
Rhuidean

RIVERRUN
Harrenhal,
Riverrun,
Seagard,

South Western neutrals
Kingswood,
Northern Mountains of the Dragon,
Northern Twins,
Northern Valley of Arryn,
Southern Mountains of the Dragon,
Southern Twins,
The Eyrie,
The Neck,
Tumblestone,
Valley of Arryn,
White Harbor,

WINTERFELL
Castle Black,
Karhold,
Winterfell,

Islands
Ahklun Mountains,
Big Salmon Range,
Bonanza Mountains,
Brooks Range,
Endicott Mountains,
Franklin Mountains,
Kilbuck Mountains,
Kuskokwim Mountains,
Mackenzie Mountains,
Northern Chugach Mountains,
Northern Coast Mountains,
Northern Wrangell Mountains,
Omineca Mountains,
Pelly Mountains,
Richardson Mountains,
Romanzof Mountains,
Saint Elias Mountains,
Sea Folk Island,
Southern Chugach Mountains,
Southern Coast Mountains,
Southern Wrangell Mountains,
Stormy Island,
Talkeetna Mountains,
Taylor Mountains,
White Mountains,
Yukon Flats,

Players interested (I'll be selecting players from this list based on DVFG track records; "CONFIRMED" means confirmed ready and able to play if selected.)
JDCoolPenguin CONFIRMED
Netr0 CONFIRMED
kerrmit CONFIRMED
GhostEcho CONFIRMED
letram13 CONFIRMED
stew0610
condude1 CONFIRMED
mr bump CONFIRMED
bluecuillin CONFIRMED
SaltySailor CONFIRMED
AardvarkArmy CONFIRMED
WarSmith CONFIRMED
attitudes CONFIRMED
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Re: Battle Isle : a serious map variant.

Postby Netr0 » 29 May 2013, 17:58

Where is the map? Seems most were removed from the forum posts in that link.
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Re: Battle Isle : a serious map variant.

Postby glacier777 » 29 May 2013, 19:55

Quick link guys: http://i7.photobucket.com/albums/y282/B ... estart.png

This map looks insane Pedros. I probably don't want to play but wow, such an amazing map!

The territory names look legible to me.
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Re: Battle Isle : a serious map variant.

Postby Netr0 » 29 May 2013, 20:42

Holy poop! Map looks awesome.

Two odd and rather confusing rules in the original were not played last time round; since that game was praised I am following their lead (fleets can convoy to bridges even though they can't move to them

I was just about to ask this question until I saw that.

; and fleets "control" bridges by moving underneath them.) As we'll be playing it, bridges are effectively inland provinces, open to armies only


I am not fully sure what "Control" means. Does that mean they enter the bridge section blocking any army from going onto it since the boat is there. Including bouncing the army from entering if they both contest it. Also if they can move to control it. Does that mean the fleet is still in the ocean tile? Or can another fleet go into it. If it is in the ocean tile but no other fleet can enter it while it is under the bridge. Does it take a season to go from controling bridge to the ocean tile it self before being able to attack/support other tiles around the ocean.

Another question is that I saw you say home centers. But will that mean you can only build in home centers or will it be a build anywhere.


Pedros I would love to play this variant with you.
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Re: Battle Isle : a serious map variant.

Postby sinnybee » 29 May 2013, 20:44

Awesome map.
The only thing I don't like about it is that no bridge engineer would be stupid enough to have a long bridge next to an island (and this happens twice) rather than two smaller bridges with the island between the bridges...
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Re: Battle Isle : a serious map variant.

Postby kerrmit » 29 May 2013, 21:10

I think I might be interested...if you need people.
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Re: Battle Isle : a serious map variant.

Postby Willie900 » 29 May 2013, 21:11

sinnybee wrote:Awesome map.
The only thing I don't like about it is that no bridge engineer would be stupid enough to have a long bridge next to an island (and this happens twice) rather than two smaller bridges with the island between the bridges...


Your logic has no power here... :twisted:
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Re: Battle Isle : a serious map variant.

Postby Netr0 » 29 May 2013, 21:17

Willie900 wrote:
sinnybee wrote:Awesome map.
The only thing I don't like about it is that no bridge engineer would be stupid enough to have a long bridge next to an island (and this happens twice) rather than two smaller bridges with the island between the bridges...


Your logic has no power here... :twisted:


As a former Minecraft Bridge Engineer. I have made bridges such as these!
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Re: Battle Isle : a serious map variant.

Postby dcaibal » 29 May 2013, 22:16

Very interesting variant indeed!

I notice that someone may hole up almost perpetually, if they get lucky each turn, in the south west corner of the map- three centers, with three entry provinces that touch four others. If someone's really lucky, they'll have to be a work-a-round for a while...

Just an observation, but someone can get a lucky streak for a while.
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Re: Battle Isle : a serious map variant.

Postby VGhost » 29 May 2013, 22:28

I'd like to play.

Are you using the linked map or is there an updated one prepared?
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