Creator: Pyrranha || First Published: 06/11/2006 || Players: 2 || Size: 30x20
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| Comments: |
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Pyrranha (06/11/2006 08:39pm | Edited: 06/13/2006 12:50pm):
I'd like to point out that I found the map title very humorous. Anyways, on to the map. Oh, crap. Both sides have been dammed in! What to do, what to do? Guess you'll have to blast your way out! You've only got one lander, though, and once it's gone, it's gone, so keep that sucker fueled. Once you've broken through, you'll have to expand, but to where will you go? It depends on how long you want to stay at sea! 1 Day: You're in the middle. Not much to capture here, but it only took one day to get here, right? Expect some fast action if the enemy lands here, too. 2 Days: You can get a little farther away and secure a safer area. The enemy is also guarenteed to be far from you, so you can set up some defenses. 3 Days: You can reach the end of the island. There are two bases here as well as a missile silo. The downside is that there is no port here. 4 Days: You can reach the OPPOSITE end of the island (where it only takes your enemy three days to reach). If you can secure this area, you'll be able to slow down the enemy because they'll have less areas to expand to. Once you've got your landing area, EXPAND LIKE CRAZY! There's absolutely NO CHOKEPOINTS on the island, so Max may be reccomendable. Don't forget, you can continuously shuttle units from your HQ area to the dam and then into the center. This can be very useful in the early game, because you can bring some heavy hitters! Or, maybe you would rather save up for a battleship? Obviously, HQ capture is impossible, and rout is nearly impossible (unless your opponent is an idiot). I reccomend setting a capture limit of 40, 35, 30, or 25, depending on how long you want the game to last. FOW is strongly reccomended, but still optional. Random weather is discouraged because an early snowstorm can screw up your capture phase. You should also probably ban COs who utilize damage-dealing powers, ESPECIALLY Drake. Sensei and Sami are both good bans, because their speedy landers give them access to certain areas faster than normal... but that's your call. Did I mention this can be played on AW2 or AW:DS? Obviously not reccomended for AI play, though. Well, if you bothered to read all that, go treat yourself to a cookie. Have fun! |
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peter91 (06/12/2006 08:02am):
BD advantage is rather large. Because of the extra city they can make a artillery first (and I think that's what you'd want to use for breaking through the pipe) a turn earlier. |
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Pyrranha (06/12/2006 10:27am):
Oh, gee. I didn't think of that. How should I counter FTA then? Should I even bother? Because using an infantry gives BD a large advantage as well... |
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Ababy (06/12/2006 01:08pm | Edited: 06/12/2006 01:09pm):
Add that to the fact that the opponent has no way to access the other person's HQ and you have yourself an impossible to lose map. I recommend an airport in the middle island, or a seaport inside those seas...... Better yet, connect the pipe seam with the HQ landmass so that units can just travel and capture the HQ. |
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saintjimmyisgod9 (06/12/2006 02:40pm):
i dont think that you should worry too much about the FTA on the map. It's not that big, and its not like (with fog) it's going to be as game-deciding as without it. |
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Pyrranha (06/13/2006 12:45pm):
@Ababy: hence is the capture limit... without one, the battle will never end. Did you read the description? |
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your_mom1337 (06/22/2006 01:32pm):
obviously not...he does not get a cookie. |
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jhuni (09/26/2006 07:12pm):
Imbalanced for previously stated reasons |
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Pyrranha (10/13/2006 01:17pm):
Changed the FTA counter from a city to an infantry. |
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