Velensk, ForPeace: There are many reasons why this can be considered a good knalga map. One of the great factors is how it caters toward 4 mp dwarves. P1 can fortify the solf villages (19,14 and 23,16) with dwarves in turn 3, and later making it nigh impenetrable with a third dwarf sitting on the forested hill. P2 can reach soft villages in a similar pace. While the defense line is less sturdy, they have a similar key importance forested hill to almost completely block traffic from the middle. P1 can also attack 9,20 village with a fresh recruit in 2 turns. Let us take a look how knalga rotates.
A characteristic trait of Ruphus Isle which i mention many times is the constant migration of units from the defense of the soft flank to the attack of the opponent's soft flank. Usually factions have to achieve this by moving in the cover, behind the impassable mountains. Obviously it is a detour that temporarily forces your units out of play and consumes their movement points. Meanwhile knalga has the option to cross safely via the shortest route. The image above shows the "dwarf currents". P1 upon the end of the opponents powerphase can use the red lines to move the dwarves from right to left. P2 takes advantage of the blue routes. Purple stops are mutually used. The middle purple dot with the hill, let us call it the the launch pad, is especially interesting. It allows P1 to migrate agressively and allows P2 to attack the soft flank directly.
The image could not take quick dwarves into account without getting inextricable. As a rule of thumb, P1 has somewhat better routes for 4 mp dwarves, but P2 offers a broad range of extra possiblitites for 5 mp dwarves.