Here they come, three at a time...
ANT - Placid(W)-Arkangel(L)
In the NE, my opponent invades a $2 neutral with his $3, but my resistance there lasts basically the whole game. I have an ally just across the small straight, and support my guerilla guard tower on a peninsula with rocket launcher fire from my ally across the water. This works well.
On the southern end, Arkangel invades a neutral with a disclosure of LAVs and mortars, but I surprise him with a bunch of rocket launchers, which quickly turn his offensive into a retreat, and when my RLs don't have an ideal attack on this ally, they just turn the other direction to pound on another one of my opponent's nearby disclosures.
WASS - Placid(W)-MENTOR Donut(L)
In another thread, Wasserland replays were requested by Quitch. I'd like to see more of them as well, since this map does seem to require the most different sort of playing style. So here's the beginning of my own Wasserland contributions, one of the most recent games on this map I've played:
I'm PL and I hit Donut hard from the start, quickly grabbing a $4 neutral. My tritons zip around aiding my battleships in sinking his smaller naval forces before he could group together a navy of any significant size. This replay demonstrates the value of mobility on this map.
EM - Placid(L)-Tiger(W)
After being pounded by Tiger several times in my first few games, I finally try a game against him where I play the PL, hoping I might at least stand a chance. And, in fact, I did stand a chance. This game was really very close.
However, several little errors on my part compound to produce a negative result for me: Tiger gets indemnity from one of my countries, and right about the same time, I should be getting indemnity from one of his next door...a fair trade, and then it looks like I have the advantage around the rest of the map. But what actually happens? Several times, I am just a hit-point or two away from taking this country from him, but I can't eliminate every unit.
After Tiger gets indemnity, he starts hitting me harder and it becomes obvious that I can't clear the country and would ultimately lose. I play it out, and my only satisfaction comes from the fact that the neutral $3 Tiger invaded on the first turn produced one particular guerilla mortar who destroyed, well, a lot of units.
Additionally, I don't think I transported quite as efficiently as I ought, and that could have well made the difference in this game...if units could have moved only a few hexes faster then Tiger's troublesome SA may have been fully defeated and the tide turned.