Creator: Pyrranha || First Published: 06/21/2006 || Players: 4 || Size: 30x20
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Pyrranha (06/21/2006 11:21am):
This map was originally created by Daniel Thomas. It can be viewed at http://www.danielthomas.org/pop/videogames/awmaps_03_pix.htm The following description hath been C&P'd from his site. Bloody urban warfare is in store for Die Fatty Die!, set in a crowded mountain community. Each player starts out in their own corner, leading to fierce territory battles. Soldiers: Each player begins with several Infantry units. Once again, there's a lot of territory to cross, and I'd rather skip the first few turns and get to the action. Every player will be able to reach a neutral city on their second turn, and capture a number of them quickly. Two bases: There are only two factories for each side. Only two. This is done to provide some balance, to prevent this city map from turning into a tank war. Even though you may control a large number of cities, you can only produce two new units per turn, and they're all way back at home. What this means is that you have to pace yourself, and plan ahead. Should you choose heavy firepower? Should you choose something that's fast? Should you churn out endless Mech units and flood the city? Fog of War: Die Fatty Die! is perfect for the Fog of War, between the many city streets and all the forests and mountains. This is where building of Artillery and Mechs can be devestating, and drag down even the largest convoy. Which is pretty much what urban warfare is. The mountains and forests are heavy enough so that you can put infantry on top of a mountain, while keeping him defended from mechanized units like Anti-Air Cars. Home Bases: Like my other maps, you have to keep an eye on your HB. Pay attention to the fact that there are two roads to each base, and a clever player could sneak in through the back door when no one's looking. This is another excellent example of my insistance on balancing defense and offense. I want players to be forced to make decisions, to plan several turns ahead. A passive approach will surrended precious cities, but over-aggression will quickly lead to ruin. Paved Roads: The many intersecting roads allow for quick and easy movement anywhere on the board. Be careful that you don't become too confident; the woods can easily hide enough defenses to conquer any army. Don't get caught on the bridges! These are the dreaded bottlenecks. |
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adder 85 (08/03/2007 10:34pm | Edited: 08/03/2007 10:35pm):
HOW is this 9.40? starting at 5. Terrain variety +1 Chokey -1 Good Base/City ratio +2 Some slight FTA, i believe...-1 Good design that both works well, and looks nice +2 8/10. |
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