Creator: PatchWorkExe || First Published: N/A || Players: 5 || Size: 44x37
| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
Varker (01/19/2026 10:20pm):
turn 1 the team makes artilleries turn 2 orange blue and green put 1 artillery in range of the boat, all other artillery are put in place to break the pipeseam in front of yellow while yellow puts an infantry right in front of it turn turn 3 orange blue and green sink the boat while also shooting yellow's seam, yellow breaks their pipe and starts to capture HQ |
|
Raedel (01/20/2026 04:31am):
True but AW players can't read so they won't know the cheese |
|
quacktagon (01/21/2026 09:20am):
The map idea is okay, but why is the HQ on the main island in the middle? As other players already mentioned above, you can win this map very easily within a few days. This definitely needs improvement. |
|
Gaagaagiins (02/01/2026 08:56pm | Edited: 02/01/2026 08:57pm):
Well, this is all at least setting aside the HQ in the middle thing (which I didn't notice (because I can't read))... Maybe the single player in my game is just really good and I suck (hi quacktagon), but, I'm in a game of this and I think the single player has a bit too much of an advantage. I do like the idea of the coalition team having an initial income bump, which gets taken away as the single player is at a highly advantageous position to capture properties in the initial turns, but I think maybe that position is a bit too advantageous. So, at the start of the game, the coalition players start with an income of 14,000 per turn, and the single player starts with an income of 21,000. It's now only Day 6 in this game I am in, and 3 of the coalition players have an income of 8000, and one coalition player has an income of 7000 (31,000 combined). The single player has an income of a staggering 46,000, and has captured 25 out of the 40 Properties on the map (and a majority of all unit producing facilities too, so, it's not like we aren't at a crushing disadvantage there either). I rushed out to defend and recapture the properties near my HQ, and the best I could at this point in the game was recapture two that the single player had captured by Turn 2, and though I can recapture one more pretty easily in a few turns, I let others get captured as a result. All 4 of the coalition members having had similar outcomes in trying to defend and recapture from the single player, such that the single player having a lot more than half of the total income available on the map (46,000 vs. 31,000) even at this fairly early stage of the game, strongly suggests that either the coalition's income headstart is not enough, or the single player's capacity to yank back the coalition's headstart is too much. I thought that the early game held a lot of initial tactical promise, though. I think coalition players should be having to choose between sacrificing some of their initial income advantage to shore up defensively, or aggressively trying to undermine the single player's captures. I'm not knowledgeable enough about the game to know how to fix it but the number and advantageous positions of the single player's predeployed Infantry, might be the main issue. Make it harder or at least slower for the single player to capture them, or easier for the coalition players to defend them. Maybe the coalition players need more Properties, perhaps even another Factory, near their HQs, so they have more of a chance to fight back once they've lost their income headstart. Perhaps those 4 Factories that are initially owned by the singleplayer could be neutral, and the Infantry on them could be placed such that the single player can't reach them until Day 2. Or maybe they could be surrounded by mountains so they'd be useful only for deplying Infantry from (or turning them into a turret by placing Rockets). I dunno, just spitballing here. I also think what might be a more interesting idea than a pipe-seam defended HQ in the middle might be 4 HQs or 4 Labs, not on the corner islands but in more forward positions on the 4 islands closer to the centre. That would give the coalition team a more feasible means to try for a capture victory, but one in which they may need to co-operate to achieve. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites