Creator: 2adFurDay || First Published: 12/25/2007 || Players: 2 || Size: 24x17
Categories: None
Rating: 8.86 in 7 ratings
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Comments:
2adFurDay (12/25/2007 10:29am):
Based on this: http://awbw.amarriner.com/prevmaps.php?maps_id=31831 - tried a different
take on the typical "BH VS ALL ZOMG" type of map.

I needed two extra rows and two extra columns to improve the map, so had to make a new
version of it.

Rules are the same as before: GS gets a neat fund advantage for a head start then has to
manage 4 major fronts and two defensive fronts (attacking through the braches in the pipes
is too hard, it's more of a stalemate place that has to be defended on both sides), OS and
GE have to attack GS, and YC does its best to help them with only one factory.

Best played in fog of war, ban the broken five and Sami, ban piperunners and megatanks,
and make whatever only GS and YC should control the lab unit(s) (ideas could be neotanks
or mechs for example)


Things changed from the previous version of the map:
- Changed the team colors around, just for fun
- GS now gets labs instead of the HQs BH had, so a front can be lost and the game still won.
- Changed the configuration of the starting units and cities
JoeVector (12/25/2007 11:25am):
Why does GE get an artillery instead of a tank? I think the latter is more useful during the first turns.
BadFurDay (12/25/2007 12:11pm | Edited: 12/25/2007 12:13pm):
'twas an error, it's fixed now ;)
CO_Raven (09/19/2012 03:31pm | Edited: 09/19/2012 03:51pm):
Tip things more for the 3. Gs has too much advantage. The 3 may have an overall
advantage in funds if they could manage to hold their own. However, GS can put a
full pinch on any of them, crushing, say, OS very quickly, sentencing the rest to
easily being put away. If GS balances, it might be an even fight but they can
mobilize too quickly early on. 25k says 3 tanks and an infantry first turn, 4 tanks on
the second turn? Send them all at OS or something. Maybe mix an artillery in there
if you wish but I think going with a direct attacker and going with that will make it too
easy for GS to overrun one and secure a basically permanent fund and production
advantage.

Oh yes. Banning piperunners and megatanks are pretty useless. For the most
part, they'd be unused anyway.



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