Maps

A relatively small map perfect for a direct confrontation on land.

A medium-sized map where the players seem closer to each other than they are.

A relatively small map perfect for a direct confrontation on land and rarely on the lakes.

A very small map where one of the players gets a big defensive advantage.

A non-symmetric map with heavy focus on naval combat that allows flanking maneuvers from the ground.

A symmetric map where battles usually go on for quite a while, resulting in frequent usage of higher tier units.

A medium sized map with pretty easy to defend bases, turning naval combat into the most viable strategy.


A medium sized map with significant space in between the players, allowing for usage of both vehicles and avia even though navy shouldn't be ignored either.

A medium sized map where players are relatively close to each other but still have to travel huge distances to each other. Beware of the navy, as it can block any and all land attacks.

One of the smallest maps in the game with little room to maneuver around the enemy.

Player bases are close enough together so that any kind of fast land aggression can be deadly while navy is more or less unusable.

This medium sized map forces players into naval and avia combat while also leaving small access paths to attack with land units.

This small map allows for a perfect blend between land unit and navy usage.

This map leaves the player to choose between a variety of different strategies, as everything is possible.

This medium sized map places players very close to each other, which together with its openness makes it perfect for rush attacks.

This small map places the players very close to each other only separated by narrow passageways allowing for a very fast paced game.

This small map places the players on well defended hills that are only separated by a bit of water, allowing for a fast attack on the water.

This medium sized map separates players with a lake, forcing them to fight for naval domination as as the narrow pathways on land are easily blocked off by naval units.

This map places players in a straight line without any obstacles from each other, allowing for swift attacks irregardless of their comparatively high distance from each other.

On this small map players directly face each of in a small and narrow valley with accessible hills going right to each players base, making units good at holding positions a very good choice.

This map is heavily dominated by higher tier units as the player bases are easily defended and far apart, while leaving the option for all kinds of tactics.

This small map places the two players surrounded by water next to each other while blocking all but 1 access point on land, making land attacks more or less futile.

Due to their close proximity players tend to use their bases as direct fire support while battling, allowing for strategies that would otherwise not work.

Players on this map start in easily defendable hill-bases that are accessible through both land and water, making for a battle that incorporates all unit types.

Any and all attacks on land can easily be blocked of with navy, resulting in battles with heavy focus on both ships and avian units.

This map places players so close to each other that most battles end quickly due to fast paced attacks.

Battles on this map are never the same and depend entirely on a player's initial spawn-point.

This map allows players to go for a variety of strategies due to easily defendable bases and sufficient distance to the enemies location.

This map often results in long stand offs only broken by heavy usage of avia and navy.

The players are spaced evenly around the big central hill which while giving the hill advantage also forces the army to move through a choke-point.

Players are placed in a relatively spacious valley each, which through the hill advantage gives a significant advantage to attackers.

Players start close to each other and are only separated by short, narrow paths that make higher ranged units especially effective while restricting fast and mobile ground units.

Players start in relatively easy to defend bases that have 4 narrow entrances each, making units that deal a lot of splash damage an excellent choice.

This map places players very close to each other but leaves a lot of space for possible flanking maneuvers.

This map places 2 players from each team to fight it out on their separate island, forcing players to use all types of units from vehicles to navy and avia.

This map places players very close to each other but leaves a lot of space for possible flanking maneuvers.

Both bases are connected by a hill giving a huge tactical advantage, but flanking maneuvers on both water and land shouldn't be forgotten entirely.

On this medium sized map all player bases are between a hill and a ring of water, always leaving them vulnerable to at least one of them.

Players have the choice of battling on 3 narrow land paths or to alternatively opt out to the sea while leaving enough room for efficient aviation usage.

While the water can be used as a very useful strategic position, this small map provides players with the option to avoid it entirely and go for a full land assault instead.

This map with its defensive, but open front hills and water at the map borders allows for a variety of strategies from infantry to vehicles and avia to naval units.

The entrances to each base are narrow and therefore easily defended even though the attacker will have the hill advantage and the option to support the attack with naval units. This makes higher tier units a very common sight on this map.

The map places both players relatively close to each other due to the small map size but offers enough room to allow for high maneuverability tactics.

This small map has most positions easily accessible by naval units, making them very prevalent allowing players to focus their land and avia defense on one side.

The close proximity of players with a relatively open middle field, allows players to support their armies with towers, which in turn make siege unit based strategies very effective even though one shouldn't forget to cover their flanks.

Players start on a narrow hill which is easily defended from direct ground attacks, especially those reliant on mobility as there isn't a lot of sideways room to move around close to an entrance. This makes avia and superweapons crucial army components.

Depending on the starting position, players are pitted in a direct and fast paced paced naval/ground based combat, leaving little time to directly tech into higher unit tiers.

The players are connected by a small river and 2 wide pathways which can easily be defended while a hill before each base can provide a strategic advantage.

While at first glance the map has a lot of narrow pathways, they are far enough from each of the bases to still allow and open field assault, allowing fast and mobile units to be especially effective.

This map places the 2 opponents at a decent distance from each other making avia a great option on this map while also leaving the opportunity for surprise ground attacks.

This map offers a perfect mix between naval, ground and avia warfare requiring a lot of versatility in upgrades as well as adaptability.

This map directly pits 2 players at close range against each other, making towers and siege vital to success.

While land attacks are certainly an option, the real focus is on navy which can reach almost every place on the entire map, making it very hard to escape from and leaving especially small room for avia usage.

Success on this map is very dependent on using the terrain to ones advantage as everything except navy is possible here.

This ultra close combat map forces players to succeed without much space for base expansions as everything, including ones base is sparse with space usable for the construction of buildings on top of severely limiting the mobility of units.

This map is relatively open with 2 main paths, a valley and the central mountain leading directly to the enemy while there is a longer path at the top left that can be used for flanking maneuvers. The water at the bottom right also allows for surprise naval attacks.

The players are placed extremely close to each other often turning battles in face-offs between defense supported by siege units as well as rushes. It is also by far the map on which tower-rushes are the easiest to pull off.

A very forested and narrow map with both players starting very close to each other allowing for a lot of trickery and mind games.

The players' bases are positioned in the top left and bottom right corners and are separated by long narrow pathways which can easily be traversed vertically but are hard to maneuver through horizontally which together with defensive hills allows for an easy defense of one's base and therefore fast transitioning into higher tiers of technology.

Players who have their bases in the corners of the map are surrounded by hills on all sides, making it much harder to defend against siege units placed on them. And while the small map size can make using fighter jets hard, it makes bombers that much more efficient.

Players are placed in the top left and bottom right of the map from where they have to fight over a strategically important hill in the middle which can provide a huge advantage for offense based strategies.

Player start directly at shore bases right besides each other, causing very early confrontations between players and making rush tactics and tower rushes very effective. At the same time the huge body of water offers a lot of space for lategame tactics based around navy.

Players are placed on hills which are only open to attacks from 2 sides, making them easily defensible against all kinds of attacks and promoting late-game tactics more than usual.

The players fight with navy over control of a map spanning the entire map, but it is also possible to surprise the enemy with a land attack as the hills connecting the players protect land units from bombardment from the water.

Players can either be placed in the easy to defend corner with only a narrow water path and 1 land opening leading to them or placed in the top or bottom center where they are open to attacks from all sides, making this map a truly diverse experience.

This map places players on 2 land tongues which while easy to defend on land, are very open from multiple angles to naval attacks, making it a must have. It is especially notable that the top of the map is so distant from the player bases that it can be used to sneak around naval defenses.

All paths leading to the player bases placed in the corners are long and narrow making it very difficult to switch between lanes before attacking the enemy. This will allow the enemy to be certain where the attack is coming from as long as they scout it in time.

This map with players in the top left and bottom right corner separates the players by 3 lanes, which are longer than the map size suggests. The various bridges further constrict movement, making them easily defendable positions.

This at first glance very simple map places the players in their own little harbors separated by a land tongue limiting the naval space right beside it severely which in turn makes defending a lot easier there. Player bases are also directly adjacent to a big hill, which can be used to lay siege to a base from the land and allows fighters to use their maneuverability to its fullest.

This very small map might look like a naval map at first glance but is actually a pure land combat map due to the top player being relatively far away from the water. Both land chokepoints are so close to each other that they can be treated as one singlechoke point, making combat more like trench warfare.

Players start at positions that are equally vulnerable to both land and navy attacks while being very compact overall, making games relatively extreme as they usually turn into either very fast paced rush attacks or very slow placed camping.

Both teams are split by a completely impassible body of water that dominates the entire battle field, ensuring no allied land reinforcements. It is also possible to access each base through the adjacent beach from the water.

Players face each other directly in a small body of water, allowing naval defenses to play a great role even for offense as they can severely restrict the opponents ability to get into a good formation. Land attacks are generally possible but the pathways are so narrow that navy can be used to defend against it. It is generally not advised to use avia on this map.

Players spawn on their own little land tongue in the corners each, which is vulnerable to attacks from all sides. There is a huge open piece of land in front of the base entrances, allowing for good offensive land formations. And while the naval channels can easily be defended with just a few platforms, its always possible to go around the entire map and attack from the other side.

This medium sized map has player bases relatively close to each other through the central path, which like the longer side pathways is relatively wide and allows for a lot of maneuvering. Naval combat is rare, but can be a very devastating surprise if used correctly.

Players start in front of a huge and open body of water which allows navy to perform at its peak. Any land aggression can easily be blocked completely as all land access routes are very long and can easily be defended with navy.

The distance between players on the water is so small that naval attack are especially effective. At the same time land attacks can be easily stoped with the help of long and narrow chokepoints in front of the bases.

Players are placed directly besides the water, making them very vulnerable to navy attacks. At the same time the paths on land are comparatively wide, allowing land units to pass without interference from navy and to launch a devastating surprise flanking attack.