Creep Notes
Team creeping is fast, but central movement remains dangerous because both sides contest healing access.
Map Guide
A snowy original battleground where split fountains and exposed taverns reward assertive map control.

Team creeping is fast, but central movement remains dangerous because both sides contest healing access.
The side expansions are powerful, though they become liabilities if your formation gets split.
Contested fountain access rewards Orc's fast raider mobility and ability to deny healing zones while keeping army pressure constant.