Creator: Sol Sage || First Published: 07/30/2022 || Players: 2 || Size: 21x19
| Categories: B-Rank, Base Light, Fog of War | ||
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| Comments: |
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Sol Sage (07/19/2022 02:30pm | Edited: 08/02/2022 03:40pm):
For fog. Vers 1.1 - Added more properties to the north & southern parts. There wasn't enough action as I originally thought there was going to be. Hopefully this should encourage more gameplay than running yourselves into the middle. Moved the airport back slightly and added a line of mountains to delay infantry. However roads were added to still allow for vehicles, especially tires to reinforce that side. Port was added in the HQ moat to allow the lander to refuel from boosting. Two bases is a little too demanding to require an APC. Lab adjacent to the HQ moat has become a city. Vers 1.2 - Altered the weak side base to allow for boosting from the first action. Although this will allow much faster reinforcement to the middle/opposite side, considering you can only effectively boost from that base once every two turns, and it leaves the unit being boosted unactionable upon being dumped I believe it shouldn't stall out. Vers 1.1 was changed without boosting consideration which rendered the lander boosting basically meaningless. Forests were added along the north/south of the HQ to allow for boosts while still slowing down vehicles who opt not to boost. River in the middle were pushed back slightly to allow for easier front switch without getting bottle necked in the middle. Altered the road/added a forest in the strong side base to allow for boosting to help reinforce the weak side faster. This can only be done using a specific movement/pattern with the lander/vehicle but can allow for a slight boost. Vers 1.1 was changed without boosting consideration which rendered boosting from that base pointless as vehicles could reach far beyond where the lander could take them at any given moment. It was impossible to line up/match the lander at all. |
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Humita (07/28/2024 09:34pm):
Interesting map, but it seems like the double cities at the top/bottom altho contested early as the armies meet there in the mid game, the airport side should win pretty convincingly there even after starting a bad fight since you have airport so close and you can send early on vehicles from the weak base. And after the double city the only other property is the comm tower which should be very easily defendable with the chokepoint with arty behind and mountain for vision, leaving the main army without a target, which would probably leave a shift towards center + staredown. I think if maybe either base could reinforce either side it could help so you can pick where to invest or at least, you can pose somewhat of a defense on the weaker side instead of the map defaulting to a damage race. Or, nerf the strong side, by slowing down airport or placing spy, also probably remove some road/shoal so recons aren't so fast from that base. |
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