I suck at this map

but suggest trying the legend and discussion thread:
viewtopic.php?t=118513e.g.
[spoiler]Gameplay:
The map has 107 territories, of which are:
16 bases
2 islands
1 south pole
4 sectors
7 ice shelves
77 land territories divided to 11 areas
- Standard reinforcement: +1 for each 3 territories / minimum of 3 applies.
- Starting points are bases A-P. Each base gives +1 autodeploy and one-way assaults the land territory they are in. The bases can only be assaulted from South Pole.
- Bases start with 5 troops. Leftover bases start with 5 neutrals.
- At least one base is needed to stay in the game.
- Land territories give a +2 bonus for each 2 territories in the same area. They lose 1 troop per turn.
- Land territories start with 2 neutrals.
- Islands do nothing. They have no decay and give no bonus.
- Islands start with 2 neutrals.
- Sectors 1-4 lose 3 troops each turn. They are connected to neighboring sectors and land areas. They can assault South Pole.
- South Pole loses 10 troops each turn. It can one-way assault all bases. It can assault back to sectors.
- Holding South pole + all Sectors gives a +30 bonus.
- Sectors start with 3 neutrals each. South pole starts with 30 neutrals.
- Ice shelves reset to 2 neutral when held.
- Ice shelves start with 2 neutrals.
White ice, penguin habitat and mountains are impassable.[/spoiler]
Someone needs to take the south pole and eliminate oppo bases- thereby eliminating the oppo.
Strategies varies with settings -there are issues about building up your deploy or cutting the oppo deploy by moving troops out of your bases/starting points, to take terts, leaving the bases vulnerable, especially as all land terts lose one troops a turn.