Creator: Scurge || First Published: 10/08/2022 || Players: 2 || Size: 21x21
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| Comments: |
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Scurge (10/08/2022 08:23am | Edited: 10/08/2022 08:24am):
Comm Towers are positioned to try to entice early vehicles from the by-HQ bases towards them to hold/secure, reducing pressure on the centre bases as a result. Airports are positioned to take advantage of heavy terrain and late-game to counter any indirect ships that may be built to defend HQs. The resultant 'trade-off' in both instances is that those properties are also in areas likely to be rather contested. |
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Scurge (10/08/2022 08:27am):
My first attempt at a mixed-base map either way, hope I've done an at-least-decent job. As always, constructive criticism welcome and appreciated :-) |
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airob (10/08/2022 01:56pm | Edited: 10/08/2022 01:58pm):
Central bases are 1 turn away from being locked by rockets by opposing base., Airports are 1 turn lockable by missiles as well. This is generally not a good thing, when said rocket and missile can be placed in a very safe position, which is the case here |
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Scurge (10/08/2022 02:57pm):
Similar to Darkling Threshold I intended the airports to be very exposed in such a way, especially with missiles being a very expensive investment for what's usually a rather niche - if not borderline-unusable - unit, the airport one is trying to lock with them usually producing a B-copter first, which alone can threaten said missile well. The base-locking is a very good point, though, especially with rockets being useful pretty much all the time, but I can remove the offending forests easily, would a sea tile or mountain be the best choice? I ask because I'd prefer the latter for functionality but the former for aesthetics ^^; |
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Scurge (10/09/2022 07:08am):
Nvm on my last question; realised I could get the best of both worlds with river tiles =D |
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