Creator: BlackBelt || First Published: 05/03/2006 || Players: 2 || Size: 33x21
Categories: None
Rating: 8.80 in 5 ratings
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Comments:
2i (05/03/2006 06:12am):
Not bad,not bad at all.
Mr. Cannon (05/13/2006 05:29am):
pretty good map. i like how all infantry cant capture anything 1st day.
Giantkrow (06/04/2006 02:38pm):
You pretty much reversed the FTA. BM has a huge advantage.
sportzfan0110 (06/12/2006 06:56am):
yeah
sportzfan0110 (06/12/2006 06:56am):
yeah
sirfuxalot (07/12/2006 07:34pm):
No. You dont know how FTA works. OS can get a recon and block of those middle properties,
two airports and a com tower against you is not an advantage. BM does get funds faster so
theyll be able to get the properties.
Tempest79797 (08/14/2006 02:56pm | Edited: 08/14/2006 03:07pm):
but isnt the true esscence of advance wars a turn-based strategy video game developed for
the Game Boy Advance by Intelligent Systems and published by Nintendo in 2001.

Advance Wars is the first game in the Advance Wars series of video games, followed by
Advance Wars 2: Black Hole Rising and Advance Wars: Dual Strike. This trio of games is a
sub-series of the Nintendo Wars set of games.

Generally, the objective in a round of Advance Wars is to destroy the enemy army with your
own army using tactics and special powers strategically. There are two ways to defeat an
opponent: destroy every one of his units on the map or capture his Headquarters with
ground soldiers.

Advance Wars is turn-based. Two or more armies, each headed by a commanding officer, take
turns building and commanding units on grid-based maps. When a unit is selected, cells
around it are highlighted; this represents the unit's movement range. A unit can move to
any unoccupied space that is highlighted. After moving, a command list appears with
available unit commands. The default command is wait, a "no action" command which can
always be used. However, if the unit is adjacent to an enemy unit or structure, the fire
command can be used, which orders the unit to attack the target. The amount of damage done
to the enemy is proportional to the number of hit points (HP) it has (all units have ten
when they're first constructed). Thus, a unit with 5/10 HP will do half the normal damage
it would. This also gives a unit with more HP an edge in combat.

All units are limited in the types of units they can attack. For example, infantry can
only strike land vehicles, helicopters, and other infantry. What dictates a unit’s ability
to attack different types targets are its primary and secondary weapons. For example, the
Mech Infantry has a bazooka that can only be fired at land vehicles, but are more powerful
for that purpose than their secondary weapons, machine guns, which those same Mech
Infantry units can use for firing at other Infantry and Mech Infantry. All weapons, with
the exception of machine guns, have a limited supply of ammo.

Various types of terrains are what the cells of any map consist of at default. There are
several different types of terrain, of which the more “natural” varieties terrain include
plains of grass, forests, mountains, rivers, the open sea, reefs, and shoals. These
terrain types differ in how effectively certain units are able to cross them, if at all.
For example, land vehicles cannot traverse mountains or rivers (besides bridges which may
cross rivers). Infantry can navigate mountains and rivers, though they move more slowly
than on plains. Sea units can move around freely in seas or reefs; positioning themselves
in reefs give a small amount of extra defense. Shoals (or beaches) are "halfway points"
between land and sea; transport ships may dock at shoals to board units. Terrain is not an
issue for airborne units.

The rest of the terrain varieties can be viewed as “Man-made”, and it includes roads,
bridges, and properties which in turn include cities, bases, airports, ports, and the
headquarters (HQs). These structures can be Captured by the Infantry (Mech or otherwise)
of any army, and when they are captured their color matches that of its owner (gray
properties are neutral, and belong to no one). Each day, a captured property yields
funding for the owner, and that funding can be used to produce new units at a base,
airport, and/or port (also under the ownership of a player, of course). Generally, a
player wanting to conquer an opponent would consider capturing many properties in order to
produce enough units to defeat the enemy or capture his or her headquarters (if a player’s
headquarters is captured by another, the previous owner of those headquarters loses the round

Fog of War is a term applied to maps that are covered in fog, preventing combatants from
seeing the entire map. Vision is limited by individual units' lines of sight, which varies
from unit to unit. Some terrain types, such as mountains, offer vision bonuses to units
standing on them. Cities, factories, and headquarters all have a set line of sight visible
to their respective owners. Fog of War is an optional setting in multiplayer battles and
can be found in certain campaign maps.

Weather conditions can also affect gameplay. A map without Fog of War becomes foggy when
it rains and snow causes units to consume more fuel as they move. In multiplayer games,
weather can be set to change randomly, fixed to a specific condition, or turned off
entirely (that is, the weather is always Clear).

There are 18 different types of military units in Advance Wars' that can be mass produced
and sent to battle. Each unit has a set amount of attack power, movement and fuel, and
most units have two weapons which are used to attack different types of enemy units to
maximum effect. Most units have specific strengths and weaknesses, as well as units they
can fight and those that they have a disadvantage against, lending the game a distinctive
Rock Paper Scissors feel to it.

The cheapest, most basic unit is the Infantry, and Mechanized infantry is a slightly
stronger, more expensive version of the Infantry. Their main purpose is capturing cities
and bases, as well as combating other Infantry and Mechs. While Infantry machine guns can
battle other Infantry and Mechs, as well as land vehicles and copters (to very limited
effect), the Mech's bazookas give them somewhat strong firepower when used against
vehicles. Bazookas have limited ammo, so Mechs also have machine guns of their own.

There are quite a few different types of vehicular ground units. Tanks and Medium tanks
are Advance Wars’ primary form of direct ground-based combat Both have a primary cannon
for use against land vehicles and ships, as well as secondary machine guns for use against
infantry, vehicles, and helicopters. The artillery cannon, with a firing range of 2-3
spaces, and the more powerful Rocket unit, with a range of 3-5 spaces, are Advance Wars’
indirect ground-to-ground units. The Missile unit is a variation on the Rocket unit that
is strictly ground-to-air. All indirect units cannot move and attack on the same turn.
Other vehicles include the APC, which can carry one Infantry or Mech and refuel the fuel
and ammunition of all adjacent friendly units with the Supply command; The recon, a
lightly-armored jeep used for scouting, has a high vision range in Fog of War but is very
weak against vehicles with nothing but a machine gun; And the Anti-Air unit, a direct
combat unit that is very effective against both air units of all types and Infantry.

Sea units include the Battleship, Cruiser, Lander, and Submarine. The Battleship, the most
expensive unit to produce in the game, is an indirect naval unit with the largest firing
range. The Cruiser is more specialized, having anti-air gun turrets for battling air units
and anti-submarine torpedoes, and it is able to house up to two helicopters for transport.
Landers are simple transport boats which can carry up to two land-based units. They can
pick up and drop off these units at both beaches and ports. Submarines are direct combat
units that can attack all other naval units, and they are able to conceal themselves from
enemy units underwater, unless an enemy unit is right next to them.

Air units include Fighters, Bombers, Battle Copters, and Transport Copters (abbreviated to
B Copters and T Copters, respectively). Although Fighters can only attack other air units,
it can devastate them easily (with the exception of other Fighter units). Bombers can, as
the name implies, drop bombs on any ground or sea unit, dealing massive damage. However,
their lack of air-to-air weaponry makes them highly vulnerable against Fighters. The B
Copter has missiles which can be launched at ground vehicles and boats, as well as a
secondary machine gun for use against other copters, vehicles, and infantry. The T Copter
is an aerial version of the APC, including its ability to carry one Infantry or Mech unit,
and it has no armament either.

Armies are lead by Commanding Officers (COs) who control units. A CO provides units with
special advantages and/or disadvantages, such as extra firepower or a longer unit range.
COs have a Power Meter which fills up by defeating enemy units or when on the receiving
end of a brutal offensive attack. When full, a CO can unleash his or her CO Power, which
gives a temporary positive effect to friendly units or an equally negative effect to enemy
units.

There are 11 Commanding Officers that can be played, battled, and unlocked in the various
game modes. These are Andy, Max, Sami, Nell, Olaf, Grit, Eagle, Drake, Kanbei, Sonja, and
Sturm.

Advance Wars has a variety of gameplay modes and extra features; not all are available
from the start, some must be unlocked.

Field Training is the main game mode that is one of only a few available from the outset.
14 easy missions hosted by Nell introduce all of the concepts of gameplay, including unit
movement, battle, terrain, weather, and CO powers. Once completing all of them, the rest
of the game, including the Campaign, War Room, and Battle Maps, open up for the player.

The Campaign mode is the main part of the game. The Campaign mode takes place in Cosmo
Land, where the Orange Star army must contend with the armies of Blue Moon, Green Earth,
and Yellow Comet in a series of 20+ missions that involve branching paths based on the
Orange Star CO chosen for each mission at times, and secret missions as well.

The missions in Campaign mode are objective-based, with most requiring the player to
defeat all enemy forces or capture an enemy headquarters. After each mission, the player
is rewarded with a Rank, from C (lowest) to S (highest). The ranks are based on three
categories: Power, Technique, and Speed. Power is determined by the number of enemy units
destroyed in one turn, Technique by how few of the players’ own units are destroyed, and
Speed by how fast the mission is completed. When a mission is completed, the rank awarded
thusly determines the amount of Advance Wars coins that are rewarded. These special coins
can be used to purchase things in the Battle Maps mode.

Once the Campaign mode is completed, Advance Campaign can be unlocked, which is
essentially a more statistically difficult version of the standard campaign. Missions
completed here yield twice as many coins as normal.

ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER
BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA
ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER
BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA
ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER
BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA
ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA ALL HAIL HITLER
BLACK PENIS VAGINA ALL HAIL HITLER BLACK PENIS VAGINA

Story-wise, the Advance Wars campaign begins with Orange Star GETTIN REAL GEHETTO IN DAH
HOOD AND BM AINT GOT NO SHIT SO THEY TAKE SOME OF THOSE AND THEY LIKE THIS MAH SHIT BUT BM
SAY ITS THEIRS AND THEY HAVE A PILLOW FIGHT AND EVERYONES GAY, EXCEPT ANDY, CUZ HE FORGOT
WHICH WAY IT WAS TO THE airport

Twenty preset missions outside the main story in Campaign Mode occupy War Room mode. Each
mission takes place on a map against one or more enemy COs; the player may choose the COs
he will use in the battle (as long as that CO has been unlocked). Generally, these maps
have no pre-deployed units, but on occasion, there can be. Some War Room maps must be
unlocked first. If a mission is completed, a ranking system identical to that of Campaign
Mode's is used to reward the player with mission ranks and coins. Any map can be replayed
at a later time to aim for a higher rank/score.

The main Multiplayer mode is like the normal turn-based missions in the campaign and war
room, but they are only played as a pastime; no coins or ranks are rewarded. Multiplayer
matches feature a variety of settings that can be changed pre-battle. These include
weather conditions (clear, rain, snow, sandstorm, random); the option to enable or disable
Fog of War; how much money each captured property yields for each player each turn; and
other options. There are over 100 maps available for multiplayer matches (many of which
must be unlocked by spending coins at the Battle Maps mode), and up to 11 COs are
available for each player to choose from before beginning a match.

The multiplayer comes in two forms: Vs. Mode and Link mode. In Versus mode, only one GBA
system is used, which every participant in the game uses. One person will take his/her
turn, then pass the system to the next person who's turn it is. Link mode is the same game
as Versus mode gameplay-wise, but multiple consoles are used; one for each person. Two to
four people can participate in wireless multiplayer games; every GBA owner must also have
a copy of Advance Wars. Link and Versus mode

so as you can see, a condom is not always the safest option

TYVM

nice map btw i guess ^__^


BlackBelt (09/08/2006 11:31pm | Edited: 09/08/2006 11:31pm):

:P



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.