Creator: Faelurian || First Published: 07/29/2024 || Players: 5 || Size: 39x23
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| Comments: |
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Faelurian (03/14/2026 03:47am | Edited: 03/14/2026 05:31pm):
Umber wilds' battleships force the infantries into the T-copters which are then chased down by Missile-chan with support from additionnal air units to block tiles. They need to do so before the T-copters escape and drop the infantries outside, but if they do they win as boats will eventually run out of fuel. Please let me know if you have balance suggestions or ideas on how to make this better :) Will probably need to adjust some parameters like number of shoals available or number of seams to make it balanced. USEFUL TIPS : As Umber wilds, don't lose control of both your cities as they are the only way to refuel the missile. As other players, blast the inner seam last, otherwise enemy air units will be able to block your escape forever. |
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rmac (05/20/2026 02:49pm):
battleships at 1 hp means even with 5 comm towers, each pipe takes 7% per day, totaling to 14.14 -> 15 days per pipe seam. This means a 60 day minimum man hunt, quite a while to survive against a one-shotting missile. The current setup would also allow UW to break pipe seam and get access to either side, guaranteeing their win after they get in. The best current strategy is to capture a city or two to allow you to repair your battleship, and then take breaking seams from 15 days to 3 (2 with good CO choice). suggestions, one, remove the connected sea tile that lets UW break into the land strips early. two, have the UW missile start at 1hp, to give incentive to repair up/ slow start the game rather than having them be able to instant kill off the bat. three, make the UW airport tiles a blocked off area that they have to break out of. Four, make the harbors owned so that the battle ships slowly repair up, and then you take hiding from 60 days (really closer to 65) to around 20 or so. five, make the cruisers like 5hp to really wall the properties, or maybe make 2 layers of weak cruisers. (my game had UW completely break into my base area at the 20 turn mark. i had lost due to design not lack of skill) Six- maybe a missile command area with a mech and missile silos to allow UW some fun, make it a pipe-blocked thing, and then you could have a missile a turn or so from UW. |
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