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Expansion Maps


3 vs 3
Players : 6
Size : 128x128
Starting Mines: 60,000
A good 3 on 3 map, but it takes awhile to play. Make sure you 2 hall on immediately. One hall at your mine and 1 hall on a treeline. Also build your mill on another treeline. You want to be chopping a couple different directions because you never know where you are going to need to chop through later. I think humans are the better race on this map, but orcs can hold their own as well. If you can chop out to the middle area, and continuously remember to cancel a building, you can use that as a 'door'. Get your mages out to the middle area, and re-build the building that walls the enemies out. Cancel it again when you want to send more units out there. Another trick is to chop a single line path until 1 tree is left. Using 3 units, you can then hop over (into someones base preferrably) and start a mage tower. If they attack it, kill their units with your mages.

Arena
Players : 4
Size : 64x64
Starting Mines: 40,000
A quick little 2 on 2 rush map. You either repair rush (probably will need catapults later), or you do a fast 1 hall power (low peons, 1 catatpult or cannon defense at the most). It's a small map and the trails are narrow, so you end up having stand-off's alot. A pretty cool map.

Crowded
Players : 8
Size : 64x64
Starting Mines: 80,000
An interesting map. Make sure you are using your peons to chop out room for a closer hall immediately. Make sure they are chopping out 2 trees at a time. The sooner you get a close hall placed to your mine the better. Catapults can wreak havoc if the enemy is straight across from you. If the enemy isn't, however, don't waste your time and money on ranged units or buildings. Towers cost 1000 oil each, so you can only build a few a game. If the enemy is in the same corner as you, use your resouces on grunts, instead of peons. Wall off where your mine is, and attack through the walls to get to his. Setup your grunts in a 2 on 2 (with a few backups), and they will be screwed.

Friends
Players : 8
Size : 128x128
Starting Mines: 220,000 (for 2 players)
This used to be one of the most popular maps around, but it seems to have died off with War2BNE. Because it is played on fixed order, you know where the enemies are immediately. The trees are too spaced to be able to wall in, so grunts are a necessary part of the map. Smith first rushing works real well. Also sitting at home, as a passive rusher works wonders as well. By the time the enemy gets to you you will have a few more grunts, which means you win with alot of grunts. To be competitive on this map you will have to play it for yourself.

Jimland
Players : 5
Size : 128x128
Starting Mines: 35,000. Middle has 42,500
Expect a long game with this map (I wonder why?). Dragons should not work. Use peons and sappers to make trails to your enemies. Mages and death knights should be your main unit used. Also keep chopping to expasion mines. You could even use sappers to take out trees if you need to get to a certain location before the enemy. As soon as you have a path to your enemy, start using invisible mages to wear down their forces and peons. If you use orcs, make sure you are using alot of runes, with hasted death knights.

Twin Harbors
Players : 3
Size : 96x96
Starting Mines: 40,000
I bet very few people have played this map, but it isn't that bad. It is good for seeing who spends their money well. One mine each, and several ways to launch an attack. Mages and death knights always seem to be the most efficient unit, but a quick rush (the middle lake), or even a sapper job work as well. Try it out.

Us
Players : 5
Size : 128x128
Starting Mines: 60,000
This pud used to be played a fair bit on Kali. I think it's because people wanted to play a map that represented where they lived. That's the only reason I can come up with, because it isn't all the great. The spots are hard to wall in (except for top right), so just rush for all you're worth.

Web
Players : 8
Size : 128x128
Starting Mines: 102,500
A much better map for large team games, than for 1 on 1's. Just make sure you chop out as soon as you have zeppelins, so you don't get stuck inside your 'web' of trees (by a quick enemy cat). You can always wall in where you chopped out if you need to. From here it becomes a huge land war. Make sure you are spending all of your resources, and using all of your units together. If you can get a death knight on the oppostion's peon line, then the game should be over since expansions are so hard to come by.

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