Creator: el_B || First Published: 08/06/2006 || Players: 4 || Size: 25x25
Categories: None
Rating: 9.00 in 10 ratings
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Comments:
el_B (08/06/2006 04:03pm | Edited: 08/06/2006 06:29pm):
-- Read this first --
This is a map designed for round 2 of golden_cows map contest. Therefore, I had to follow
certain rules ->
- 7+ Com Towers [x]
- 8+ Pre-deployed units per army [x]
- A land/shoal-locked port [x]
- The "ghost unit glitch" [x]

And I've met all three optional requirements
- 3+ Pre-deployed Black Bombs [x]
- 10+ Missile Silos [x]
- 7+ tiles long bridge with a maximum of one land tile in between [x]

Read this if you're going to create a game on this map:
- FoW _must_ be on.
- Weather doesn't matter, but it should be clear
- Funds per turn -> 500 or 1000 if you want some more units on the field
- Capture is optional, set it to 28 or 29, so a player can win if he captures 3 or 4
Ports/Bases
- Ban every CO besides Adder
- Ban every unit besides APCs, Missiles and Neotanks (Yes, I'm serious)

If you're still interested in this map, read further.
Note: The games on this map start out slow and might take some while.
The goal is to hunt the enemies' Neotanks (and other units) without losing your own ones.
At the beginning you've got to shoot your way through the pipe seams. Low income allows
for rebuilding units, but doesn't allow spamming, so treat your units carefully. You've
got some units to aid your Neotank in luring and capturing other Neotanks.
Capture Ports to increase your income (and to eventually win, if you manage to capture
enough, they're Ports so you can't repair your units there). Use APCs and Black Bombs to
trap enemy Neotanks or just as meatshields. Black Bombs and Missile Silos can also weaken
Neotanks enough so they won't kill your Neotank and Pipe Seams in one hit anymore. (And
even allow your Infantry and Mech to dispose of them). APCs will keep the fuel and ammo of
your units high. Missiles help you taking the Black Bombs down, but most importantly,
grant alot of vision, which is a very good bonus in this map, although they're very slow,
since broken Pipe Seams count as plains.
If you've already lost your Infantry units you can block the enemy base with an APC while
hunting the survivors or capture the ports.
And watch out, everyone can see every Pipe Seam on the map, even broken ones (and the
units standing on them), so they will see which way you're advancing. Try to abuse this to
trick and trap them.
With 500 funds per turn unit are very expensive - You need 5 days to buy an APC, 12 for a
Missile and a whopping 22 to purchase another hunting Neotank.
FTA shouldn't be present in a map like this.

And nyvelion commented too early.
nyvelion2 (08/06/2006 04:09pm | Edited: 08/06/2006 04:09pm):
Looks good, though actually I don't think those black bombs will do mush, with all those
towers there's going to be mostly 1 hit kills here. Same with the missile silos, it's not like
you need to weaken a unit before destroying it, unless you just wanted more urban
terrain for defence. I like how you use Jade missile units to keep the black bombs at bay
and force players to advance by land first too, though it seems like they won't have much
purpose without airports...

Overall looks good, 8/10
el_B (08/10/2006 07:07am):
Commenting to remind myself to add another com tower per nation, so Mechs can 2HKO Pipe
Seams. (They currently do 49% to them
Pedro The Lion (07/02/2007 12:29am):
10/10 cuz it leads to the best strategist, and the smartest, this is the kinda stuff u can't read
out of a book good stuff.
Nyvelion (10/02/2012 02:32pm):
An interesting concept. I admire your creativity.



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