One thing that hurts this map is when playing against OKW. Sturms rush your cutoff (#1), then Volks blob into the other side of the map (#2). And on the south side, the sturms and volks can work together because the strong hold areas are right next to each other. One bad engagement and you are in your base the rest of the game with NO resources. GG
After playing a few matches on it, I would suggest:
- a rework of the cutoff points is mandatory. I dont think having two cutoffs is good. And if you have two cutoffs, they need to be on opposite sides of the map (since it is a little narrow).
- Rethink the SOUTHEAST side of the map. Buildings and green cover make it hard to come back out of your base. The north is a little better but has fences everywhere. Open it up a little. I like the trick of adding YELLOW cover objects on the enemy side of the green cover to deny the green for them.
EDIT: The large groves outside each base could also be changed to allow for better flanking right out of your base. I would use two hedges so you have a sight blocked path out of your base on the side of the map.
