Creator: a9977321 || First Published: 12/13/2021 || Players: 9 || Size: 40x34
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| Comments: |
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a9977321 (12/14/2021 01:04am | Edited: 12/14/2021 01:37am):
This version is still under testing. Previous version: https://awbw.amarriner.com/prevmaps.php?maps_id=79594 https://awbw.amarriner.com/prevmaps.php?maps_id=68415 Inspired by: http://awbw.amarriner.com/prevmaps.php?maps_id=67667 Suggested setting (pending testing): FOW, capture=92, day=60, CO power=on, fund=80000, income=0 Ban everyone other than Javier Ban all naval units A group of explorers have entered the dungeon to claim treasures, but competition and monsters lurking inside ensure a battle to come. Monster: CI is the dungeon monster here. Being 10T Javier makes his units invincible. But his winning chance is low, mainly serve as a treasure guardian and force explorers to get more treasure. Possible way of victory includes routing all explorers or win by capture (property count/day count), which is hard with properties getting captured and so few units around. Explorers: Other 8 players are explorers. Each group got unique advantage. The default setting is 1 tower, 2 missiles (vision and meatshield, "the torch"), 6 infantries (normal explorers) and 3 mechs (armed explorers, tougher, alower and able to break wall/stuff). BM: This group uses mobile scouts instead of clumsy torches. (-2 missles, +2 recons) GE: This group brings guns with them. Though ineffective against explorers they deal good damage against walls, and offer additional damage. (+3 artilleries) YC: This group got an armored car, but they got fewer armed explorers. (-1 mech, +1 infantry, +1 tank) BH: This group got more men. (+6 infantries, +1 mech) GS: In this group more men are armed. (-2 infantries, +4 mechs) BD: This group brings an artillery, as well as some support units. (+3 APCs, +1 rocket) AB: This group got better stats. (+2 towers) JS: This group got a machine gun as well as additional torches. (+1 AA, +3 missiles) |
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a9977321 (12/15/2021 02:42am | Edited: 12/15/2021 03:16am):
Section for ideas on further balance: GE might be too good in current setup. Depending on whether I need an extra tower for everyone GE might stay the same or receive 1 fewer artillery. Do we need an additional tower to reduce casualties? 1 tower with 3 star terrain might not be enough. Another option is to allow Kanbei. Idea for games with shorter timer but 2vs2vs2vs2 Idea for making CI stronger but not invincible |
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Tmi489 (12/26/2021 02:40pm | Edited: 12/30/2021 12:46pm):
YC feels a bit weak. For what's effectively a recon combat-wise, BM has two - and BM is in a better position. Both BM and YC are also severely down in unit count (compared to everyone but AB) without amazing compensation. Maybe BH is too strong (and everyone else, a tad strong) then? |
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Zubaz (03/20/2022 06:09pm):
AB starts with 3 comm towers and is too tough to take out on most terrain. Its easier for them to contest the comm tower in the middle and get a fourth one. |
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