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Turbo86 (08/28/2022 10:21am | Edited: 08/28/2022 01:36pm):
As the name suggests, "Wetlands" is, well, wet! Not a very creative name, but this map does offer player plenty of opportunities to get creative! The main island is covered in rivers and forests; Even with three Factories, it is not easy to reinforce the front lines. The map initially presents a strong and a weak side for ground units, with only one Factory able to defend the exposed HQ at a moments notice, whilst the other two will see units arriving late. However, clever use of the lander can speed up movement considerably. There are areas where Blackboats and Landers can hide from Submarines, but doing so will limit their use. These transport units are able to reach the small but profitable islands surrounding the main island, and more adventurous players may be able to clog up the enemy transport route, drop units deep into enemy territory or even directly onto the HQ! Air units are able to thrive on this island due to the amount of rivers offering them plenty of escape routes from Anti-Air, and Cruisers/Carriers. APC's and Blackboats may be able to refuel and heal units, but Transport Copters offer greater maneuvering capabilities at the cost of some utility. It is possible to lock the enemy Airport using a well placed Curiser/Carrier, but doing so may leave units in range of the nearby Harbor and Factory, although it is possible to lock these down too! There are a couple of smaller islands off the main island that are quickly accessible by Air or Sea; Each player has a small island deep within their territory that will bring income, but losing it may also result in a well placed Rocket base-locking the player's Factory or Harbor. The other island is neutral and offers little strategic benefit beyond the extra income (although it is possible that some players may use this as safe area to retreat weakened units to, or as a quick pit-stop should they fear a Submarine is hidden in the area). There are three neutral property areas on the main island; The northwest area is small, remote and lacks defensive cover (besides the cities). The central area is also small, but has the HQ's, a handful of cities and bridges, a mountain with surrounding forests, and a lake which may leave units vulnerable to attack. The southeast area offers the biggest amount of space for ground units to fight over and is the easiest area to reinforce. The neutral properties here include a Harbor and there are a couple of mountains and forests that can be used for cover/intel (Fog of War). Hope you enjoy the map :) |
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Gravymage (08/28/2022 01:01pm):
The maps has some good chokepoints for indirects. A bunch of fun moves you can do with the blackboats. I dont like the cities off the mainland because you make the decision to go after them in the early game and just forget then for the rest for the game. |
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Turbo86 (08/28/2022 01:48pm):
Gravymage - Some tweaks have been made. Starting Factory is now the central one as this is further away from initial conflict and offers players more options during the capture phase. Initially players were given a Blackboat, but I replaced this with a Lander as it offers more instant variety. The island now houses the players own (two) cities and the Lander has been positioned nearby, so more properties are available to capture on the main island and players do not have to waste turns collecting them. This island was always supposed to be one that players would feel safe owning, but with the potential to be stolen (preparing for an 8 player version). Thank you for the match and the feedback :) |
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Turbo86 (09/14/2022 03:52pm):
Redesign to introduce a contested comm tower, mover hq's further away from the central properties, remove pre-owned properties, have Factories become pre-owned and replace Landers with Black Boats. Play-testing showed that the previous version would almost certainly result in a big battle in the center as players raced towards the HQ. Hopefully these changes create a more interesting and varied playing experience. |
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