Creator: dstoner12 || First Published: 11/14/2006 || Players: 8 || Size: 40x40
Categories: None
Rating: 6.90 in 10 ratings
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Comments:
dstoner12 (11/14/2006 04:46pm):
A brief background, this map is based on a war that predates the events of 'Game of
Thrones' by George RR Martin. It is designed as a 4v4 map with the 8 players separated as
follows:

OS = Baratheon
BM = Stark
YC = Arryn
GS = Tully

vs.

GE = Targaryen
BH = Martell
RF = Tyrell
BD = Lannister

If you have any recommendations on balancing the two teams please let me know. Thanks.

jhuni (11/15/2006 06:20pm):
Generally historical maps don't have a signficantly "good" playability in AW:BW, sorry.
I can atleast assert that this map is probalisticly not going to be veiwed as aesthetically
pleasing by the average population, mainly do to shoal placement.

I'll aduce my statement of "histortical maps playability" my describing several given
imbalances in this map, such as the centralized-player-imbalance. The existance of the
centralized-player-imbalance has been proven on several levels, and simple reasoning of
such is given. If a player is in the corner he's likely to be harassed by give or take 2
players, and someone in the center may be harassed by atleast 4 players, so essentailly
it's quite a easy concept to understand, and that's likely why nobodys argued of it's
existance. Another imbalance to consider in this map is asymmetricly-differing-propertie
counts
Advisor Nick (11/29/2006 05:36pm):
why only GE got extra infantry?

history or anything? :S
dstoner12 (11/29/2006 06:18pm):
Nick,

I was worried that GE could be pinched early by OS, YC and GS. I debated giving OS an
extra infantry as well since they are surrounded by GE, RF and BH. Instead I gave the OS
team some FTA by letting that team go 1,2,4,7.

I'm hoping the play testing will tell me how much tweaking needs to be done to get the two
teams more even.
Fugue (12/16/2006 09:08pm):
I noticed that OS and YC's HQ's can only be reached by Infantry and Mechs... and that OS's
can only be reached from one direction...
Hm, I wonder how this will pan out.
Nainbuss (01/04/2007 10:59am):
This is not a good idea to put bases on small islands since players are going to produce
units on them then put them in a lander, unload them and this will become tedious.
You have better to put towns or harbours.
I notice that you give each player two bases and one harbour. If this is supposed to be a
team game, it is possible to put more variety on it.
And BH needs lots of time before being able to attack.
vmonkey (01/17/2007 01:41pm):
why does GE have extra infantry, thought it's only two, it can give them an early lead...
not bad though
Fugue (01/29/2007 12:12am):
vmonkey: GE definately needs those. It's having a heck of a time trying to fend off attacks
from all sides as-is.
advancetroopers (05/19/2007 12:19pm):
START THE GAME!!!!!!!!!!!!!!
Pedro The Lion (07/07/2007 12:14am):
BM has a nice advantage, nicely isolated, with allies protecting its fronts and being able to
reach at minimum 3 cities on the 2nd turn, and grit would drill as BM, mostly cause hes well
defended already and if u whack a couple of rockets n artillery just above GE where the
river turns to sea, u hav one hell of a barricade. and the bottom right mountain islands add
awesome strategy, just a few subs n b-ships should do it nicely.
Pedro The Lion (07/07/2007 12:19am):
i'd probly be BM or GE i like maps like that, it brings out the best strategys in people, like
nainbuss said about the bases on islands, it makes them horribly prone to b-ships, but in
FoW the slow build up of forces could be critical to success imagine being GE, play being
crippled while making up a massive invasion force, then just blast the shit outta BM and
maybe even YC with a surprise attack, effectively neutralizing up to 3 members of the
opposing team, (one/two being attacked, one/two trying to help) gj on the map, 10/10
because of above reasons and because it looks awesome



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