Creator: SmackCakes || First Published: 11/17/2006 || Players: 2 || Size: 13x13
Categories: None
Rating: 6.06 in 17 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
SmackCakes (11/17/2006 05:20am):
A lot of people feel that predeployed games can become stale as neither player wishes to
risk losing their units in an all out attack.. conversely production games can become more
about overwhelming your opponent with numbers and properties than truly outplaying them.

The idea of this map was to strike a balance between the two types of game. you have a
small but balanced predeployed starting force, and a single base with a small amount of
income to reinforce your army a little every day or two.

To counter FTA.. BM begins half a day ahead of OS. So at the end OS’s first turn they
should be only half a day in front of BM rather than a whole day, then BM will move half a
day ahead and so on etc…
BM have also been given a predeployed infantry to represent half a day’s production, and
can begin capture of their a neutral city slightly sooner which should help to even out
the first turn fund advantage.
SmackCakes (11/17/2006 05:29am):
added some stationary black boats so the b.copters have somewhere to go for repairs.
jhuni (11/17/2006 12:51pm | Edited: 11/17/2006 12:54pm):
Seeing as there's so many predeployed units you probably should just make the starting
bases neutral, so that essentially it's more of a predeployed battle. Your FTA balance is
clearly good, and the terrain variety is great, but it's a little chokepointy, so I give it a 9/10,
but since it was rated 6 I'll give it a 10....
amthc356 (11/17/2006 03:30pm):
nice
bakabonest (11/17/2006 06:47pm):
Good map, but some that doesn't mean there aren't any (minor) issues:
1. For the BM's predeployed infantries, one is 1space away from its original point while the
other one is 3spaces away from its original spot. That adds up to the average of 2spaces
away from its original spot, when it's suppose to be 1.5 spaces away. So I'd move the
infantry that is 3spaces away one tile back. I know artillery's behind a bit (only 2spaces
forward while it has a MP of 5) but trying to balance it with an infantry is probably not a
good idea since they're too important. (Yes, I know, it's VERY minor)

2. I think you have too many properties for just one base. If you want to keep it at this
funding, then you should probably open up the map a bit(less chokepoint) because right now
I see both players amassing rockets.

And... this is just a personal opinion, but perhaps you can add a predeployed recon to each
side?




SmackCakes (11/18/2006 12:37pm):
Okay I thought about the infantry, and decided to adjust it so it now has a slightly less
favourable starting position in the river. This is still technically a 3 space move, but
from an accessibility point of view it is only 2 spaces ahead of it’s OS counterpart. A
happy side effect of this is that it now has the choice of being able to get north as well
as west. Only downside was that it could no longer reach the neutral city on day 1 so I
moved one of BM’s cities 1 space closer to compensate.

I’ve also widened the middle a bit and added 2 extra bridges, and I added another copter
each which should give allow a little freedom from indirect pinning so long as can keep
them alive.

As for predeployed recons: the reason I originally left them out was because their large
movement and vision is a nuisance when it comes to FTA, they can get to the middle in no
time and camp cites or block bridges etc.. and generally cause balancing issues, so I
thought it would be safer just to leave them out. and that still holds true, if they are
needed they can always be built.
Riukken (11/25/2006 02:10am):
+2 Good terrain variety.
+1 A good way to fix FTA.
+1 Symmetrical
9/10
sulla (03/24/2008 10:15pm):
predeployed maps suck.
Pyrranha (02/07/2009 10:30pm):
@sulla: NO U



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.