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As soon as CA gives us better tools, as I have mentioned before, I will put it in the campaign.
Needless to say, the defenders of Talabheim have many advantages. For example, their northern-most gate could probably stave off any army in the old world. However, the attackers are blessed with two other entrances into the city, both of which are weaker choke points. Choke points aren't everything to this map though: Talabheim itself is riddled with ambush locations and hilltops to defend. This siege map rewards both gall and craftiness, so you must both to win.
Talabheim has forever been the eye of a tempest- the tranquil city lies in a crater, naturally shielded from the perils of the Great Forest. However, the Eye of the Forest has never been so horrified by what it now sees surrounding it. Nor have its rock walls been so shaken by the clankings and stompings of such an iron host. With the city now under assault, there is only one certainty to Talabheim’s fate: Khorne will fantasize of bathing in the bloodshot eye when all is said and done!
@AGES99 <3 :)
@elemental alien I appreciat ehte feedback, but I will likely keep it as is right now at least until siege mechanics are added to the editor. I personally like the forests as they add more tactical options to the map.
I still don't what you're referring to in the city stuff, you seem to be all over the place with the suggestions for that. The building in the back half of the city provide an open field while still providing cover and blocked flanking approaches under the shadow of the defensive fort. I think it works quite well and will get more use if and when I have access to capture points.
I'll think about an additional wall or two on the right flank of the city, but for now, I think it all works quite well.
Thanks again for your feedback.
i also spoke of the trees in the main city growing out of the houses and such, not in crater itself for i so adore your approach with the diffrent tactical and visual areas. to me the small town is a bit to big another set of farmland would fit well.
in the main ciry could be a wall guarding the area next to the woodlands (maybe incorporate the houses into the wall) for it is clear that this portion of the map is not developed lurking full of dangerous mysteries. may sigmar protect