Haven't seen so many tank furballs under air furballs in one location in years. I thought about what made the V85 spawn battle work and put in that tiny spawn out to the inbound spawns and those spawn control feilds that had no spawns into them that kept feeding GV's into the center of fights around towns. It took two days before people caught on that you have to drop two VH if you want to dominate the feilds at the fronts. I was pleasantly surprised watching players use 110G again to take out VH and ord like they used to in AH2. I forgot about all the small dips I put in around feilds and that is how tankers were hiding across those 3000yd long open shooting vistas. It's been years since I've listened to players brag about nailing each other out to 3000yds regularly in tank fights.
The default tree and clutter tiles for AH3 turned the tank combat game into a short range hide and sneak ambush game. I watched over the last three years our tank combat getting a bit timid dominated by a small number who excelled at sneaking and ambushing. These first three days of fjordma tank combat turned into a slug fest with lots of loud chatter and screaming on range as players got nailed and immediately spawned back in for revenge. I suspect with 70% less trees and clutter, with open vistas to see tanks a long way off, made players feel they had a chance to get that revenge. Looked and sounded that way to me as I lurked for those three day looking and listening for bugs or problems.
I could simply be optimistic here but, I think my choice of using Hitech's default cloud base elevation for clouds at 3000ft helped in all of those inland valley field attacks to keep the furballs out of the stratosphere. I doubt anyone noticed the cloud banks had a 4 hour persistence before they recycled back to their starting position with no cool down period.
Two big complaints for the last three years have been the thickness of the trees\clutter and slow action. For aircraft all I could do is make sure the largest number of airfields were the minimum distance apart. Didn't hurt a few fields in each country sit in the same long valley with 5,000ft ridges on each side. For the GVers who have griped the loudest over the last three years, I used a tree tile with 70% less trees, very few bushes, and long open vistas to see down. Then I brought the inbound spawns in 1 mile closer to the town or port while placing a short spawn out from the field or port to meet the inbound spawns. Otherwise the airfields have always been at a disadvantage having to drive 2 miles to the town, then up to 3 miles out to the spawn while the attackers got to setup to ambush them giving them the advantage unless someone came out with bombs. With the attackers and defenders able to spawn near each other, almost instant GV combat happened at every spawn battle on fjordma.
At this point Hitech owns the project so I cannot change anything on it. Hopefully he will change the home port for C90 back to P89 and that country will be able to enjoy the use of both of it's task groups when fjordma comes up again in the MA. Instead of telling me whats wrong with this terrain for those who always show up for that at this point. Just build your own terrain and show us all the right way to build an MA terrain if you believe you know better. I know this is only my 4th MA terrain so I suppose I'm still new at it...

You have no clue what it takes to build one or all the limitations that go with it just to get one looking like fjordma.