Creator: a9977321 || First Published: 12/13/2021 || Players: 9 || Size: 40x34
Categories: None
Rating: 1.00 in 1 rating
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Comments:
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)
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
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?
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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