Creator: Benchwarmer || First Published: 11/22/2021 || Players: 5 || Size: 31x23














































































































































































































































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Crumkid4 (11/22/2021 12:56am):
Sensei is really good on this map |
ppmousej (04/14/2022 03:41am):
If BH is only allowed to build inf and mech, maybe BH choose Hachi is more balanced game. Sensei is broken (zombies should cost something). BTW, is there a non-lose strategy such that sturm put a MegaTank (not KO mech in one shot.) over HQ, and set 4 black-boats in 4 ports(for sufficient money to repair the mega tank). |
The one who snipes (11/15/2022 07:12pm):
Artillery is overpowered on this map. |
Meta Rexy (12/04/2023 05:00pm | Edited: 12/15/2023 06:08pm):
A zombies map that is actually good. Artillery are meant to be strong, but when BH is Sensei and can spam steroid boosted mechs every 2-3 turns, the allies will need all the help they can get. Kindle can 1HK zombies with her artillery, rockets, and city camping MD tanks, which is invaluable here. Lash is also pretty good, for similar reasons. I think the map would benefit from a couple less pipe seams. Once Black breaks them all, it turns into a wide open map with no cover at all for artillery, and then it's only a matter of time before one player gets overwhelmed. Namely, the pipe seams beside the corner silo tiles for Green and Yellow should be turned into pipes. This would be consistent with the other corner silo pipes for Orange and Blue. Ban Javier or the 3 comm towers will break the game. |
Meta Rexy (12/19/2023 03:15pm):
In retrospect, the allies would be wise not to waste the missile silos by firing them too early. If you're not hitting at least 7 or 8 mechs, you're not getting the most utility out of it. After multiple waves of Mechs from Sensei SCOP break open all the pipe seams, it's very easy for allies to be overrun, and you'll need all the help you can get. |
Meta Rexy (04/22/2024 10:15am):
Another retrospect comment. I think the ability of the allies to prevent Sensei from capturing some of the neutral bases (by rushing them with the pre deployed units) is a little overpowered in a zombie defense map. While it's fun to see them sucker punch him before the flooding starts, it really isn't in the spirit of the map for high aggression in the first week to be rewarded lol. The solution is easy - switch the bases closer to allied rockets so they're pre-owned by Sensei, while the bases closer to the corners should become neutral. This would discourage allies from breaking pipe seams early, rather than waiting for the right moment to strike. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.