| Categories: None | ||
|
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
Vidicator (10/28/2007 11:47pm):
My third map. The idea is you don't have to expand, and can just "go". Comment, critisize, and rate please. |
|
Genius (10/28/2007 11:56pm):
no neutrals to fight over.. large amounts of funds.. might work, i dunno. the randomly placed cities and bases might make for an interesting fight. 7 |
|
amthc356 (10/29/2007 12:31am):
right, short capture phase = less infantry flooding = you not being able to win. That's why it's not a 10. >_> FTA is a problem here, though. |
|
Tyrael (10/29/2007 01:42am):
How does less infantry flood = unable to win? It's not like the other player has tons of infantry. Besides, you have 5 bases, I'm sure you could pump out enough infantry from those. I respect the idea of start playing right away, but I personally like the capture phase. FTA is pretty nasty here though, but I have zero to no clue how to counter that. Oh, and Genius there are two neutrals, he could have edited though. 7/10 because of huge FTA. |
|
Tyrael (10/29/2007 01:58am):
OK, put some thought into FTA counter and here's my idea. Since FTA counters are supposed to put the second team a half a turn ahead at the start, and each team starts with 18,000 funds, I'd give 9,000 funds to GE. But each city changed would give a 5,000 net change of funds if capture starts on day 2 (+2000 for GE, -3000 for YC) (assuming the two neutrals stay neutral). The closest we can get to 9000 with 5000 pieces is 10,000, or two cities. So give GE two cities deep in YC territory (I'd suggest the one in the far SE corner and the one straight above it past the factory) and give YC an infantry 4 tiles west of the top GE city that's now in its territory (so capture can start on day 2 and keep the city from giving more funds than intended. The one in the corner can be handled by an infantry produced in the nearby factory). OK, that probably sounds really confusing, but I'm pretty sure it's the best FTA counter possible for this map. Someone can check if it works how I'm saying it does, it's pretty late right now. |
|
Comet (10/29/2007 03:15pm):
Interesting... Eh I don't oppose this map, but I don't really like it all at the same time. The "just go thing" isn't my style. I win using the capture phase as a part of my overall strategy. (duh, im not gonna reveal that strategy even though its not too hard to figure out) I give this map a 7/10 for the interesting idea you put into it. |
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