hey gang I added a few updates that will not be in the map before the next map rotates in but you will see them probably next time the map goes into rotation...
note: I changed nothing in the center of the map I think the fights there are the best Ive seen and I'm afraid to touch it! lol
changes are deep in each country and along the coastline fronts
#1.
I added the bismark and the yamamoto for each country. yep 1 lone battleship in each sea vs massive fleets but the battleship is as tuff as a carrier and far behind friendly lines as possible and teathered to the HQ 8k bases by a gv spawn very close to a town very far inshore. in theory it will be hard to capture or keep till the hq bases fall then it will be easy to capture.
my gameplay theory for this is that the bismarks can be used for one vs many last stand fleet engagements similar to the final naval battles of ww2. also if the country under heavy attack rallies and regains ground after having lost its flanks.
the enemy is hiding their carriers the battleship being not useful for direct airbase attack will serve as an excellent hunter killer of hidden carriers.
a high ranking player with strategic wits could command the ship to a place of likely interception and plain and simple hunt them down like dogs similar to cat and mouse chases of the pacific between american and japanese fleets where spotting the enemy is the key. in a big ocean but there is always the spy network (we will consider these players the enigma and jap code breakers right?

) which lets face it they will spy and its all good. sometimes the will sometimes they wont. but now there is a hidden cv hunter on th prowl.
#2
I changed 6 fields into vbases from airbases making the ground war valleys 2 bases longer.
#3
added shore batteries along all but the first two airbases of each country
#4 added strategic spawn points for pt boats simulating offshore pt patrols about 7 mile radius offshore from all but forward airfields. also added spawns for pt boats to and from other bases. hopefully these spawns are located properly to be a threat to unwary cv captains who park the cv in to close offshore or are not watching for incoming pt patrols.
basically there is a lot more danger for cv groups and a lot more and varied kinds of lead flying around the open seas but to compensate...
#5 changed vehicle spawns to favor attackers along the coastal fronts. Ive been watching how the map plays out and how history of ww2 went with d day as a model for shre landing assaults. in dday due to miscomunication the germans were delayed in their counter attack and the allies had a solid beechhead before an armored panzer attack could begin. gameplay has shown the coastal flanks are difficult to take on the map and easy to milkrun with gv's. now the flanks are more vulnerabel once a beachhead base is taken and the advance inland has to be stopped by air attack and goon runs.
#6 moved gv spawns around factories for all bases 2 miles away or further.
again wont be in this rotation (per HTC) but next time the map pops up be some new stuff in it to play with and would like to see if the new options have a positive effect.
I dont want to divert HTC any more than I already have from work on AH2 so this map patch to me is a when they have any free time type thing.
all happy flying thanks for all the positive feedback on the map. its made making it very worthwhile and rewarding to be able to contribute somthing back to the Aces High community.