Burning Isle (Volcanic islands theme)
Tactical considerations:
- The Guild Lord is somewhat vulnerable, but his soldiers have the higher ground (important for archers).
- Lava everywhere, blocking many paths as well as the central flag (important during GvG battles). Lava inflicts "Burning" condition on anyone going through it.
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Wizard's Isle (Pre-Searing Ascalon)
Tactical considerations:
- Of the three here, has the most defensible Guild Lord. Archers will have some elevation advantage.
- Very conventional set-up and terrain, yielding logical movements and tactics. Unsure if the gate mechanic present in beta still applies.
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Isle of the Dead (Ascalon catacombs)
Tactical considerations:
- Very vulnerable Guild Lord. Surrounded on two sides by higher ground in addition to a hey-diddle-diddle-straight-down-the-middle approach. A nice wonderful kill-zone, in other words.
- Reasonably defensible corridors helps offset the above.
- Tar pits in the middle surrounding the flag slow movement by 30%. Catwalks above them provide for some interesting situations.
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