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Tardis (01/08/2010 10:37pm):
Blue Moon was doing just fine setting up their research area -- they chose a nice defensible canyon for their HQ, the causeway had been built beside the lake to augment the ferry service, several ports had been constructed on the seashore to obtain supplies, and they even had a few units deployed to protect their investment. Unfortunately, Green Earth's spies were in it from the beginning, and threw the scientists out of their own Labs just as their air force arrived. Green's islands are of course not "real": that's why their HQ is unassailable and they have enough T-Copters to lift everything off on Day 1. Blue goes first so that they can choose how to prepare for the initial attack. (They also face the correct direction). The neutral properties on the southeast plain give Blue something to do other than send units west as fast as possible. Blue of course has no hope of holding the Ports on the seashore without even a Cruiser to start with, but Green has no use for them except as money, and may even pass over them in favor of bases for APCs and more footsoldiers. The east has more properties than the west, so that Blue Moon is viable for quite a while after Green starts gaining territory. As the game progresses, Green's income rises and Blue's at best stays level, but Blue can assemble quite an army at their eastern properties so that Green's attack slows down and a conventional battle ensues with however many properties Green managed to capture. This map might do well in Fog of War, so that Green can choose where to strike but can't automatically hit all the Anti-Airs first. The terrain is meant to encourage several different styles of play: the Rocket is well-placed, but Mechs can do a lot of good in the mountains in the southwest and air units are at a disadvantage around the forest and lake (especially in FoW). The Labs are meant to encourage Green to attack a lot of the map at first (rather than slowly advance a wall or strike only at the HQ). Stealths might make an interesting Lab unit, or restrict other anti-air units (especially Fighters) so that Blue has to scramble to capture them. Or restrict footsoldiers so that Green can't capture much until they make a lot of progress (but Blue is delayed in capturing the southeast area). Bans: Eagle, Max, and Kanbei (Green would start out too powerful). Sensei (massive spam for Blue). Colin (Blue could stall for G). Damage COs (Green can't recover from it for a while). Jess loses on air attack, but free resupply might help her. Sturm or Grit could actually be interesting here as the defender. Hopefully this map doesn't suck just because it's a D-Day-style invasion scenario, but I'm sure it's horribly unbalanced (because it's so hard to calculate it with such asymmetry). I'll attempt some quick playtests to get it right -- perhaps by recommending some initial funds to bolster Blue's immediate response (albeit in exchange for big units for Green by Day 4). |
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