Creator: Monkeh || First Published: 02/17/2025 || Players: 2 || Size: 28x21
Categories: A-Rank, Under Review, High Funds
Rating: 10.00 in 1 rating
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Comments:
Monkeh (02/14/2025 05:25pm):
For HFs
MontySigurdson (03/03/2025 03:32pm | Edited: 04/29/2025 01:48pm):
So while I like the overall idea, I think this one is (still) too slow. When I tested it, it took me until day 8 until units were even able to attack each other (and these weren't even good attacks, so I'd assume the actual fighting will not start until day 9-10 at the earliest). Now ofc there could be pocket strats where you free up the Lander early but that would really hurt your economy for little benefit I think.
So IMO the Lander should be usable from the start and a different ship should be trapped behind the Mech (I thought about Battleship but if you put that where the Lander is, it would already be in a good spot). Maybe a 2nd Lander? Or you keep the Lander behind the Mech but give the players a BBoat? Boring, I know.

I'd also look into speeding up the map in general, unfortunately that would require a different base/airport setup IMO.

EDIT: Re-Newed after changes
MontySigurdson (05/04/2025 02:54pm | Edited: 05/04/2025 03:01pm):
2nd review: So I think this setup just means that you get Rockets very early (maybe even two Rockets or Rockets + Arty) since Rockets can be used to clear all three of the predeployed opposing units. Now of course there still is the choice of which unit to clear first so maybe it's still interestingt enough? Though I think that removing the Arty with a Rocket and the AA+Mech with 1 or 2 Arties is probably best. Regardless, there definitely should be a 'best option' with this setup since the interplay with the opponent is limited at this early stage and while you do lose tempo if you kill the predeployed units, the opponent will have to mirror certain things anyway (for example, not clearing the Arty and not getting the base early should probably be quite a detriment in the long run, same goes for not unlocking the Lander). And once that best option to deal with the predeployed units gets figured out, the opening here is likely to get stale. But maybe I'm wrong here.

A different problem that should definitely be addressed is that this setup makes certain COs better than others early on, at least if you get lucky (for example, Jess can cap the Com Tower and OHKO 100/100 Mechs with Rockets, though it's still not a 100% chance). I think having potential luck rolls this early on can definitely cause balance problems. Changing the Mech HP to 7 should fix this for all CO matchups (I think? Maybe not for Sonja vs Von Bolt.)

Regardless, I think the map should also work without any of the 3 extra predeployed units if some little changes are made.
MontySigurdson (05/31/2025 03:49pm | Edited: 05/31/2025 03:50pm):
3rd review: So I think Arty is still the go-to opener vehicle here, not only can it take out the Mech but also the Carrier (albeit it's a luck roll - it might die in 2 attacks or not, so that's already not ideal). So my opinion still is that none of the predeployed units are necessary here besides the Lander. The Carriers could perhaps be interesting if you move them to the oceans so that they can help protect the 1b or even boost air units if you want to get creative.

As for protecting the neutral Inf base, I think an APC or Recon should be enough, at least then you get more options for removing these units (could use a Mech or a Copter), then again no unit on top at all should also work (and is perhaps preferable as the neutral Inf base isn't really contested either). Then again I'm still not sure if I like the Inf base gimmick here anyway as it just means that the 1b will definitely be overrun at some point so it might lead to same-y games as well.

So to sum up: The map looks fine, but I still think the predeployed units (and maybe the Inf base, too) could be changed up a bit.



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