Temple Tussle (Ranked)

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|colspan=2 | <span style="font-size:85%"> ''Open terrain analysis: For each open terrain, count the number of adjacent open terrains. An open terrain has a minimum of 1 adjacent open terrain and a maximum of 8 open terrains. <br /> The quantity signifies the number of open terrains with X adjacent open terrains. The distribution indicates the map difficulty in relation to movement.'' </span>
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|colspan=2 | <span style="font-size:85%"> ''Open terrain analysis: For each open terrain, count the number of adjacent open terrains. An open terrain has a minimum of 1 adjacent open terrain and a maximum of 8 open terrains. <br /> The quantity signifies the number of open terrains with X adjacent open terrains. The distribution indicates the map difficulty in relation to movement.'' </span>
 
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==Offensive Map Control==
 
==Offensive Map Control==
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===The Eight Paths===
  
 
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| STYLE="vertical-align: center; text-align:justify;" align="left" | Temple Tussle (TT) is a PVP map containing <span style="color: orange">'''224'''</span> terrains with <span style="color: orange">'''4'''</span> victory terrains. There are no impassable terrains and <span style="color: orange">'''4'''</span> difficult terrains. A central open <span style="color: orange">'''4x4'''</span> contest zone is surrounded on four sides by mini-mazes, creating a 'King of the Hill' scenario. All figures adopt the 'offensive force attacking downwards and opponent defending upwards' orientation.  
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| STYLE="vertical-align: center; text-align:justify;" align="left" colspan=4| Temple Tussle (TT) is a PVP map containing <span style="color: orange">'''224'''</span> terrains with <span style="color: orange">'''4'''</span> victory terrains. There are no impassable terrains and <span style="color: orange">'''4'''</span> difficult terrains. A central open <span style="color: orange">'''4x4'''</span> contest zone is surrounded on four sides by mini-mazes, creating a 'King of the Hill' (KotH) scenario. All figures adopt the 'offensive force attacking downwards and opponent defending upwards' orientation. <br /><br /> As in usual KotH-like arenas, offensive control is established by winning areas leading into and out of the victory zone. As Figure 1 shows, there are <span style="color: orange">'''8'''</span> paths connected to the victory squares (highlighted in purple). Two paths involve difficult terrains, suited for ranged units. Whichever party successfully controls these pathways controls the game. However, it is impossible for a single party of <span style="color: orange">'''3'''</span> to simultaneously occupy <span style="color: orange">'''8'''</span> positions. Instead, we split the map into <span style="color: orange">'''3'''</span> distinctive zones and place units within those regions (Fig. 2) to cover as many paths as possible. By doing so, the map is set up for pincers and overlapping kill zones while allowing free flowing movement designed to punish isolated enemy units. Figure 3 show desirable positions that allow a team of melee units (attacking downwards) to exert map control on the opponent. <span style="color: limegreen">'''M1'''</span> block enemies attempting to penetrate from the left lane while <span style="color: limegreen">'''M3'''</span> block enemies from the right. <span style="color: limegreen">'''M2'''</span> supports <span style="color: limegreen">'''M1'''</span> and <span style="color: limegreen">'''M3'''</span> by forming pincers and if need be, choke points to completely shut down enemy maneuvers into the lanes. Figure 4 show the same for a team of ranged units. Unlike melee units, ranged units set up overlapping kill zones to cover units attempting to penetrate the lanes and the victory terrains. Hence, the use of width and a higher strategic line of offense. Note that designations merely show preferable positions. In practice, hybrid teams work best to exert map control by covering each other with flexible positioning.
| <!--[[File:SoB choke1.png|thumb|250px|Fig. 1: Choke points splits map horizontally]]-->
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| <!--[[File:SoB choke2.png|thumb|250px|Fig. 2: Choke points splits map vertically]]-->
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| [[File:TT_8paths.png|thumb|250px|Fig. 1: The Eight Paths]]
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| [[File:TT_3zones.png|thumb|250px|Fig. 2: Splitting into the zones]]
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| [[File:TT_offcontrol1.png|thumb|250px|Fig. 3: Offensive map control using melee units]]
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| [[File:TT_offcontrol2.png|thumb|250px|Fig. 4: Offensive map control using ranged units]]
 
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Revision as of 22:46, 26 May 2013

Contents

Temple Tussle Map Analysis

Temple Tussle PvP map
Map analysis
Terrain type Blocked Impassable Difficult Open Victory Total
Quantity 120 0 4 96 4 224
Open terrain analysis
No. of adjacent open terrain 1 2 3 4 5 6 7 8 Total
Quantity 0 4 16 24 30 16 6 4 100
Open terrain analysis: For each open terrain, count the number of adjacent open terrains. An open terrain has a minimum of 1 adjacent open terrain and a maximum of 8 open terrains.
The quantity signifies the number of open terrains with X adjacent open terrains. The distribution indicates the map difficulty in relation to movement.

Offensive Map Control

The Eight Paths

Temple Tussle (TT) is a PVP map containing 224 terrains with 4 victory terrains. There are no impassable terrains and 4 difficult terrains. A central open 4x4 contest zone is surrounded on four sides by mini-mazes, creating a 'King of the Hill' (KotH) scenario. All figures adopt the 'offensive force attacking downwards and opponent defending upwards' orientation.

As in usual KotH-like arenas, offensive control is established by winning areas leading into and out of the victory zone. As Figure 1 shows, there are 8 paths connected to the victory squares (highlighted in purple). Two paths involve difficult terrains, suited for ranged units. Whichever party successfully controls these pathways controls the game. However, it is impossible for a single party of 3 to simultaneously occupy 8 positions. Instead, we split the map into 3 distinctive zones and place units within those regions (Fig. 2) to cover as many paths as possible. By doing so, the map is set up for pincers and overlapping kill zones while allowing free flowing movement designed to punish isolated enemy units. Figure 3 show desirable positions that allow a team of melee units (attacking downwards) to exert map control on the opponent. M1 block enemies attempting to penetrate from the left lane while M3 block enemies from the right. M2 supports M1 and M3 by forming pincers and if need be, choke points to completely shut down enemy maneuvers into the lanes. Figure 4 show the same for a team of ranged units. Unlike melee units, ranged units set up overlapping kill zones to cover units attempting to penetrate the lanes and the victory terrains. Hence, the use of width and a higher strategic line of offense. Note that designations merely show preferable positions. In practice, hybrid teams work best to exert map control by covering each other with flexible positioning.
Fig. 1: The Eight Paths
Fig. 2: Splitting into the zones
Fig. 3: Offensive map control using melee units
Fig. 4: Offensive map control using ranged units


Line of Sight

Coming Soon !


Defensive Map Control

Defensive Positioning

Coming Soon !


Coming Soon !

Crowd Control

Coming Soon !

      
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