The community had decided! Not actually though there was kind of a mixed bag of what everyone wants to go over with these articles so I think we'll start off by doing a couple weeks of mixed topics while we get into a groove.
I think covering maps will be a good broad topic that everyone could benefit from so the two most recent maps will be on the agenda for weeks 1 and 3(leaving out Obi's because I assume it will be replaced before most regionals.)
So without further ado this week we will be covering Jabba's Palace!
My favorite map in the current rotation. I think it's beautifully designed with many intriguing choices to be made each match. A lot of these will depend on the list you are running and the capabilities that is has. Bringing eRangers with you? Probably a good idea to open the door and goad your opponent into pressing the green button on theirs. Maybe melee is your thing. Well swing down towards the middle of the map and the pit as well to get in close quarters.
This map has so many way that it can be played and very few of them are just wrong in and of themselves.
First off deployment zones. I almost always go with the red side if given a choice. The terminal on that side can be held by someone on the staircase diagonal from it with very little chance of getting lit up on round 1 or even round 2 unless you advance them. I'd love to hear other thoughts about these if there are any.
Secondly objectives.
Spoils of Crime - I can't say I've played the objectives for the A side of this map very often. And if I do it's generally sending a damaged/support figure down to the pit to grab the two tokens down there just to put a little bit of a timer on the game for my opponent. The loss of 2 movement and 2 speed along with an action is generally enough of a deterrent to keep me away from them unless the game is coming to a close and I just need a couple more spare points.
New Ownership - Completely different story over here. With 12 points up for grabs every single round you cannot afford to give your opponent control of these stashes. Any list with beefy units is going to have a good time holding down those points while your opponent try's to whittle them down. A specific interesting interaction is always the fight for the stash inside the pit and making sure to get enough forces down there to hold the objective while also keeping enough units in the fray up top to not get overwhelmed. I've found Alliance Smugglers are really strong round one with the ability to open either of the doors on their side and then jump down into the pit where they can sit scoring you points all game or at least to force your opponent to come after them.
A couple tips in general for the map from my playing it(mostly as an imperial player)
eJets love the red deployment zone. Be careful if you are playing against them because moving diagonal through difficult and blocking terrain in the middle of the map they can get some very surprising shots off on round 1. Often even with fly-by for the extra blue.
A great spot to hide melee units round one is the 4 spots on the red side right in front of Jabba statue between him and the blocking terrain. Units from the blue side have a hard time getting close enough round 1 to put the hurt on you and then you're close enough round 2 to get into the thick of things.
Enough from me what do you guys think about the map? What has worked for you and what tips or tricks do you have for us?