Aias
Twin harbours across a long lake: two coastal passes, long bridges and a central island with a secret lab.
ARENIZ / Maps
42 battlefields for 2 to 14 commanders: duels, team fights and huge free-for-alls, on land, at sea and in the air.
Twin harbours across a long lake: two coastal passes, long bridges and a central island with a secret lab.
A forest triad round an island lake: three bases, three lanes and a fight for the island.
A crossroads under the summit: four bases meet at the high ground in the middle.
Six fjords: bases on long sea inlets, naval routes and narrow land bridges.
The towns of Argos: eight bases between garrisonable towns and open plains.
Mount Olympos and its moat: twelve commanders around the great mountain.
The inland sea of Tartaros: fourteen bases round a huge central sea.

1 vs 1 on a frozen ridge. Climb over the central summit or force one of the two snowfield passes.

1 vs 1 on open farmland with no sea. Few obstacles and many ore fields: expand fast and hold the ground.

1 vs 1 in the desert. A canyon splits the map; its offset gaps turn the short route into a zig-zag past the lab.

1 vs 1 across twin rivers. One narrow ford at the start; repair the bridges to open the flanks.

1 vs 1 on three islands. Narrow causeways join them, long bridges cross the straits and fleets sail through.

3 players among mountain ridges. Reach each neighbour over the summit, through a narrow pass or across a saddle.

3 players in an old oak forest. Armies move along cut corridors and fight for the glades.

3 players around a ruined city. Garrison the ruins to control the short routes to the central plaza.

3 players round an impassable glacier. Hold the frozen gold mesas between the bases.

3 players in the open desert. Fight for the oases under their watchtower mesas.

4 players on open plains with no sea. Storm and hold the hill forts with gold on top.

4 players on an island ring. Causeways lead to the central isle; bridges and fleets open the flanks.

4 players round a river moat. Repair a bridge to reach the rich centre or force the fords between the bases.

4 players among rock massifs with no sea. Cross the open basin or slip through the narrow passes.

4 players at a ruined palace. Wind through the broken wall rings to reach the central court.

6 players in a deep forest. Corridors and glades, short sight and many flanks.

6 players in a red-rock desert with no sea. Take the mesas: every expansion is a high-ground stronghold.

6 players on snowbound peninsulas. Fjords reach the centre; the frozen plateau is the high ground.

6 players along meandering rivers. Each base fords into the inner basin; bridges lead to the neighbours.

6 players in a highland with no sea. Rock spurs split the valleys; hold the lookout mesas.

4 vs 4 on frozen ground. A mountain range splits the island; fight for its three passes and the summit gate.

8 players in open desert. Few chokepoints: hold the mesas and the oases, then storm the sun mesa.

2 vs 2 vs 2 vs 2 on four islands. Shallow fords join the islands; fleets rule the straits.

4 vs 4 across a great river. Three fords at the start, six broken bridges to repair, ships on the river.

8 players in a ruined city. Garrison the blocks, control the streets and take the acropolis.

3 vs 3 vs 3 vs 3 in a deep forest. Armies move only along the cut corridors.

4 vs 4 vs 4 in desert valleys. Mountain passes lead to the central basin and its plateau.

Six teams of two on islands round an inner sea. Fords at the bases, bridges to the centre.

12 players on an open snowfield. Frozen lakes, low hills and almost no chokepoints.

6 vs 6 across a river and its central marsh. Fords, broken bridges and a navigable river.

7 vs 7 across two mountain ranges. Every pass opens into the Great Valley in the middle.

Seven teams of two on an archipelago. Every island reaches the central hub over a ford.

14 players in two rings of ruins round a central plaza. Streets are the lanes.

7 vs 7 in the desert. A rich oil plain lies between the two teams, behind a line of mesas.

Seven teams of two in a snowbound forest. Clearings, frozen lakes and narrow corridors.