|Hanzhe^4 (01/01/2017 01:44pm):|
Note that the airports with the bombs, or ghost units, are properties that won't be able to
produce units or have unit(s) unloaded onto that space. (APC/T-copter, in this case.)
Power - Spike Trap
Select a spike, plain or road terrain:
- Convert it to 'allied spike' terrain for the rest of the game.
Disable CO Power. (You may activate COP again or SCOP if you can.)
Superpower - Spikecharge
- All allied units gains +5% Attacks for every allied spike terrain.
- All allied units gains +1 HP for every 2 allied spike terrain.
Mov.: Same as plain.
Terrain Star: 1
Any enemy unit occupying it take 1 damage at the beginning of its turn.
Last Edited on 01/05/2017 12:12am
|Hanzhe^4 (01/02/2017 03:39pm):|
Not sure why it's in S-rank, but sure.
|shen150 (01/02/2017 04:30pm):|
Why does pink get 2 black bombs while blue doesn`t get any?
|Jackie Milton (01/02/2017 04:53pm):|
Because fuck Blue Moon, that's why.
I always like your custom CO comments; always very interesting and they raise some points about how
AWBW might benefit from some game changes/additions, regardless of the hypotheticalness of those
changes. You're S-Rank in my book, haha :)
|Bamboozle (01/03/2017 03:13am):|
I haven't been up to date with recent AWBW stuff for a while, but I just gotta say your maps have been becoming
really excellent as of late. I'm not sure who put it in S-Rank either but while it's strange to give it to a really new map,
it's justified for your maps, they're just designed so nicely. So imo the S-Rank totally works here.
Last Edited on 01/03/2017 03:18am
|Hanzhe^4 (01/03/2017 07:55pm):|
To the comment about the bombs: ^What he said.
And well, I guess the only thing I can say is thanks. :)
|Everdan (01/04/2017 06:59am):|
it might be too late to say this but I'm the one who put it in S-rank after I did some testing.
The 3v1 base setup imbalances the game more than usual, which always makes for a fun match. It works
because the piperunner and heavy terrain down the sides gives sufficient defensive options to the weaker front.
The relatively more open centre provides some variety and allows for large-scale pitched battle should either
player want the option.
The capture phase is non-obvious and extremely interactive, with two contested cities on each side and four in
the centre. The positioning of those cities is also well thought-out since the centre cities cannot easily change
hands, which provides more of a reason to attack down the sides despite the heavier terrain.
Lastly, the fronts are well-designed, with enough obstacles to force interesting decisions in terms of troop
positioning and enough front-switching options to provide flexibility. I also like the small gimmick with the tower
that creates an early-game decision between tanks and arties.
Overall an excellent map fully deserving of its S-Rank.
|Hanzhe^4 (01/04/2017 10:30pm):|
Well, again, the only thing that I can say here's thanks, especially for testing and analyzing it. :)
|Hanzhe^4 (10/01/2017 04:29pm):|
Oooh yeepee global-league category.