Creator: AlphaOmegaProgrammer || First Published: 12/16/2024 || Players: 2 || Size: 25x25

















































































Categories: B-Rank, Mixed Base, Standard | ||
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Comments: |
AlphaOmegaProgrammer (12/16/2024 07:45am | Edited: 12/28/2024 10:51am):
Standard Equal Income = 32k Fight over the contested com towers, try to flip a base or two, and try to take all of the labs. Use naval transports and air units to harass enemy territories and maybe even steal some properties if they let their defenses down too much. Ban Sami and Javier, and probably also ban Von Bolt. ------------------------------------------------- Between the outskirts of Blue Moon's and Yellow Comet's territories exists an island called the Island of Dedosa. The island has significant geographical importance in the region, which caused Blue Moon and Yellow Comet to share the island to fight off Black Hole forces. Ever since Black Hole was kicked out of the region, Blue Moon and Yellow Come have been trying to negotiate ownership of the island, but an agreement was never reached. Yellow Comet says the island is closer to Yellow Comet than Blue Moon, so the island belongs to Yellow Comet and Blue Moon needs to go. Who will take control of the island? ------------------------------------------------- Planned Changes: (none) |
MontySigurdson (12/25/2024 12:50pm | Edited: 12/28/2024 10:12am):
Unfortunately this one has some issues IMO. I think rocketlocking is too easy here in general (can be done within 1 turn on/against the 1b1a and from/against the corner bases. 1b1a can even be Arty-locked easily). Also I think that the corner airports don't really contribute much except being a minor annoyance that requires the opposing 2b to keep at least an AA around. Meanwhile, a Rocket from the corner base can lock down the lower 2b base and there really is no immediate counterplay besides plopping down a Rocket yourself. IMO the map would probably play better if the corner unit production buildings were swapped for just cities (with maybe 1 Com Tower among them). I realize you probably want this to be a base trade but overly encouraging very early Rocket/Arty locks is not the way to go as it leads to formulaic and (IMO) rather frustrating gameplay. Tank order seems alright on paper - however, I had a game state where it looked pretty feasible for YC to baseskip for the first tank. EDIT: Back to 'New' after changes |
MontySigurdson (01/19/2025 07:16pm):
2nd review: Keeping this at B-rank since there are some flaws unfortunately. - Tank order is ABBA if both players go for greed, however YC can make it ABAB by interrupting two BM caps (which should usually be possible unless BM cedes ground from the beginning which is not ideal for them). - The corner bases aren't very useful and I'm really not sure what their purpose is. If you try to ferry anything over to the main island from there, the opponent will see it coming and can counter it. Maybe it's worth it if you bring over Infantry/Mechs but even that is doubtful (as the opponent can just have an Infantry sit on top of the mountain closest to the corner base so that there's no good unloading spot left, at least not within 1 turn). At the same time, the corner bases can't be really threatened by the other player either since a bunch of Infs (and maybe an AA) should be able to defend them forever unless the opponent is willing to invest an excessive amount of funds. - If the center bases flip, there probably won't be a lot of contested properties. And as I mentioned above, the corner base islands can't really be fought over either, so that leaves the Com Tower islands I guess. But fighting over those isn't too interesting as well (the corner 1b1a should win that in the long run). |
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