Creator: remy53 || First Published: 06/15/2010 || Players: 8 || Size: 40x40
Categories: None
Rating: 9.33 in 3 ratings
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Comments:
remy53 (06/15/2010 01:24pm | Edited: 07/07/2010 05:07am):
On this map all players have an HQ that is surrounded by the enemy infantry and bases. Be
at ease, 3 megatanks and a APC are around your HQ. But your HQ isn't safe yet. Indeed, the
enemy has 4 bases, and you can only destroy 3 units per turn, which means that the enemy
will inevitably build up his forces around your HQ. Reinforcement will arrive quikly thanks to
the 2 mechs.

On the other hand, you may get some help. Each player's HQ has an allied base nearby. All
you have to secure your allies HQ area by breaking the seam. Of course, your megatanks
won't be able to do that since the enemy is building an unit every turn from their base. There
are also many important cities and missile silos on the inside, so be prepared for the big
clash !

This map was inspired by one of Donnyton's map, "The Butterfly Effect" (not on this web
site ^^)

The CO which can increase defense and attack of megatanks without powers, and the
mass damage CO must be baned: Drake, Falk, Grimm, Hachi (too strong here), Hawke, Jake,
Javier, Jess, Jugger, Kanbei, Kindle, Koal, Lash, Max, Nell, Olaf, Strum, Von Bolt.
Units bans: none
Labs units : Md.Tank, Mega Tank, Neotank, Rocket, Piperunners.
Teams: Of course On
OS+GE+AB+TG vs BM+YC+GS+PC
Tags: On or Off
CO Powers: On
Fog: Off
Weather: Clear
Starting Funds: 0
Funds per Turn: 1000
Capture: Off
Days: Off
DuelStriker (06/15/2010 02:16pm):
This looks great. However, TG, GE, AB and GS have their neutral bases/mechs closer to
their HQs than the other armies. Also, some labs take longer to get to than others. Assuming
all players will go right for the labs so they can build those units, OS takes 3 turns, BM takes
4, GE takes 4, YC takes 5, GS takes 3, AB takes 3, PC takes 2, and TG takes 3.
remy53 (06/15/2010 02:31pm):
ok I try to modify it.
remy53 (06/15/2010 02:51pm | Edited: 06/15/2010 03:19pm):
Now each it takes 3 turns to start capture of labs.
and if a infantry is create from the neutral base, it take 2 turn to to go the closer enemy base,
so
they are all at the same distance.
I move the APCs too. Now they cannot be touched by any infantry in 1 day.
More balanced now ?
nickdown (07/08/2010 11:48pm):
Sounds good to me 10/10
remy53 (07/09/2010 08:58am):
thanks a lot :)
omnomnom (03/02/2011 03:23pm):
Very nice, there might be 1 problem though, I think there should be a stipulation that no one
can use an APC to cover a base on the first turn. Without it the earlier teams, like OS, can kill
and cover before a player even gets a turn.



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