Aye, I was going to say I figured out how to rotate already but thanks anyways. Sadly this does not allow for the finesse that the tile modifier tool so you can't quite create quality cityscapes. Basically I was going to mess around with making new tactical maps for city battles. Not a super ambitious goal, I am just puttering around with it while on break. I might go into the tile tool and make what I want and use that stamp to make the tactical maps the way I want them to look. I was hoping to bridge the gap between the way FE had it where you have armies outside the city walls but have it so that you can make summoned walls that sit on the front edge of combat and are impassible for the other armies. I thought for the longest time this was not possible but it turns out it is, I think.
To start you make the city hub summon 3(4) wall hub defender units with REALLY high Defense and Attack. This forces them to go to the front of the line, or it should, I have yet to verify this but it appears this is how the game currently does it. Have the wall hub units autocast a spell that summons wall units adjacent to them, using the same format sweep does for axe attacks, and upon completion of the summon the wall hubs get a 100 turn stun effect with a 1 initiative. Finally, make each of the summoned wall units affected by the same stun effect with a 1 initiative modifier.
With that you have walled city battles and open up a lot more possibilities for game play. This all depends on how wide the combat area needs to be and then how many tiles long. I am just trying to figure out how to get the base cityscape built first to work off of then will make the wall units using the existing wall models already in the game. Any how, no idea if it will work but hey its better than trying to wrap my head around the armor/weapon system for a second go until the game settles down again for the AI.