The Isle of Wight at the intersection of Dragon Maw & the Straits of Ouroboros.
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A couple things to add to that.Rman Virgil wrote:
Jian's Hilt:
{IMAGE}.... What's special about this area is that it will be one of 2 "Resource Caches" that will pose the challenge of a "surgical strike" (as opposed to a "bludgeon" approach) in that you can readily destroy the cache rather than adding it to your economy if you don't use your head first instead of just going with the "blood-lust" mind set. It tests your Commander acumen, in other words and rewards you for being in full possession your command faculties.
Quickly - 2 opposing teams and a 3rd common enemy that impacts EVERY aspect of the game's unfolding.Rman Virgil wrote:
~ Isthmus of Regret ~
This Landmark evolves topographically. It is one of several Centers of Gravity and also a gauntlet (there is stuff I'm not showing) on the road to conquering "Player 7 Scavs" Stronghold and capturing their rich cache of resources.



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........there are a few different things going on here simultaneously that I will speak to briefly which puts the technique in a very specific, multi-dimensional context as I understand it.....
The Player 7 Scav Droids won't auto attack to escape. Scav Droids controlled by a Human Player will auto attack to gain access.
What I'm doing with this technique is creating a Scav Outpost to guard a significant (& destructible) resource cache that Human Players will want / need and to attack with artillery or IF Weaps will surely destroy the cache, pinch the human player in that whoever succeeds will gain an upper hand, which is why it is constructed such that only a "surgical strike" will win you the reward.
Think of it more a Supply Depot than a Scav Fortress Outpost or FB. The Main Scav Base Fortress does not use this technique and so only if the Scav Supply Depot Droids are taking punishment will the Main Base Scav Droids deploy (very likely intercepting Human Players long before ever reaching the breached Scav Supply Depot ground access). But throughout any maneuver by the human players will first have to contend with Non-Mobile Scav Defenses before they can even reach the Scav Supply Depot entry - same deal with all the vital real estate, including the Scav's main base, "The Last Redoubt".
One of the net consequences of all the foregoing (& other created conditions like looming attrition) is to slant the tactics more in favor of Vtols, Borg Airlift & precision control over blunt, mass, armor deployment offensives. (Even scouting has to be done with a mindful attention that the stock game does NOT encourage, let alone reward.)
Overall my use of Scav Player 7 Droids is minimalist because I do not want to spam them as cannon fodder and yet - through a combination of canny topography, concealed defenses, & resource distribution, Scavs are essentially effecting the 4-Dimension of game play; the ebb and flow of a threatened attrition (as opposed to one that is concerted, firmly forced or entrenched, and thus draining the fun-factor which we have to guard against in the design). At least those are my operational concepts.
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