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#12
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LuckyF
On fast maps, a convenient road network and the number of objects placed along the roads become even more important. It also becomes much harder to play if you get stuck on a one-way road, as while you're wasting time going around on the off-road, your opponent can comfortably spread out and take over everything on the fast roads. And modifying one-way roads isn't a plus for all map layouts, and not all players support it; according to the rules, standard one-way roads are still the default.
Another significant drawback of fast maps is that if someone gains control earlier, they can easily take over all the other Castles in the same turn by simply using low-tier units – this isn't right.

Yes, I forgot to mention one-way roads (this is exactly how I lost to Hell in the CIS tournament) and the ability to take over any Castle in one turn; there's no way to counter that. Ideally, the distance between Castles should be more than one turn; otherwise, the game turns into a simple tug-of-war and a waste of money on buying low-tier units whose only goal is to reach the next town and self-destruct, passing the baton to the next hero. The 8x12a map is particularly prone to this, and the mirror map in its current form suffers from it to a lesser extent.


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