Creator: Master Knight DH || First Published: 08/25/2010 || Players: 2 || Size: 25x26
Categories: None
Rating: 9.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Master Knight DH (08/25/2010 01:15am):
NOTICE: THIS MAP IS DESIGNED FOR DAYS OF RUIN! I AM AWARE THAT SEA UNITS IN AWBW CANNOT
CROSS BRIDGES! If you want to make an AWBW compatible version and are sure you can, go
right away.

In fact, this map probably could use improvement. I simply want to show the concept of
this map. I actually owe much of the terrain to a friend who helped me make the map. The
idea is to make sure there's a decent navy map that doesn't suffer general issues with
sea. I'm honestly convinced it's plausible, even if I wouldn't have the creative skill to
make fully sure of that.
Master Knight DH (08/25/2010 03:24am):
Playtesting commentary:

Okay, it seems there's serious FTA. I may be wrong, but I may not. In the latter case, I
wouldn't know the exact cause and thus I wouldn't know what would be the best solution.
I'm tempted to move the Airport to the same front as the Harbor, but since the Harbor is
unlikely to have suitable value at the start, people would just grab the Airport first
unconditionally.

In fact, the Harbor is having trouble having value, period. To begin with, navy units
don't come cheap. But that's not the only problem. The second problem is that they're
limited to the sea terrain. This is actually a good thing, though, as Gunboat VS Gunboat
doesn't decide anything unless both players are stupid enough, because that would require
both Gunboats to be within the river in the middle of all the fire, or just too far away
from the battle to be an influence. However, the third, and nastiest, problem is the
limited attack ability against anything other than each other. Cruiser can hit air units,
but only with direct attacks. Battleship has the range fire, but is too expensive and
inevitably gets bombed. Aircraft Carrier works with Seaplanes, but it is VERY expensive,
though I suspect if you can stop the possibility of things like Submarine BSing it, you
can make use of its Seaplanes.

Also, expect Forests to be added along the neutral Factory to HQ paths. Otherwise, they'll
be susceptible to sneak-in Bike shenanigans. Or actually, what may happen is the sea
terrain issue being toned down simply because it's a pain in the butt to spare the money
for a Gunboat. What I had in mind was to stop excess HQ harassment. It would take at least
one mid power unit's time to protect the HQ, or else that neutral factory would be
pointless. But a problem occurs when the Bike can snag the Factory to deny the opponent
the option anyway. I want to make sure this would take too long to happen. Otherwise, it
will weaken the usefulness of the navy.
Master Knight DH (08/25/2010 03:25am | Edited: 08/25/2010 03:14pm):
Update on edit:
Airports moved to discourage winning front shenanigans. Originally had discouraging
Gunboat deployment in mind, but that's already done by the map itself.
FTA counter. There was FTA in the first place when Red could have 1K extra starting on Day
5. Now White gets up to 2K extra and not too early. (Note that some people believe Days of
Ruin doesn't have FTA issues in general to begin with.)
Forests added to slow down Bike sneak-in.
Communications Towers replace Cities to encourage control of the center.
Harbors added around the center for navy combat.
Harbors added near each neutral Factory to further pressure the HQs.
City added on side islands. However, I want to avoid allowing the Gunboat to provide an
easy win.
Headphone (08/25/2010 06:08pm):
FTA
Shadow Star (08/25/2010 06:47pm):
Here's how to fix the FTA. get rid of those starting bases. infantry only cost 1K, not 1500. if
you put a Blue Moon infantry on the preowned base closest to the airport. Currently, it's still
more advantagous to go for the airport than the enemy starting city. Also, if You built this for
AW:DoR, which you stated and is obvious by the placement of the ports and bridges, why
post it here?

The terrain is a little plain in some instances, and clumped in other. Right now, 3 bases, 1
airport, and 3 ports is really too much with an average of 10 cities. that means that there's
only average 18K funds per side, way too little for the number of production facilities. A
word of advice. When making a map for AW:DoR, keep it to AW:DoR, unless you're going to
make the appropriate changes to make it balanced for AWBW. which runs on the
amalgomation of AW, AW2, and AW:DS. a very different engine in how to play.
Master Knight DH (08/25/2010 07:33pm | Edited: 08/25/2010 07:44pm):
I posted on AWBW because I couldn't think of a better way to display the map. Even if I
could, I'm mainly wanting to show the concept. Tell me: how many people even like navy in
Days of Ruin?

If somebody wants the map off of me from Days of Ruin, though, my FC is 184-892-469-734.
Please contact me on an IM service, preferably Skype (mknightdh), for arrangement.

Honestly, if I'm Blue, I'd rather take the enemy City first than the Airport which I still
get on the next day and requires a creative use for a T-Copter to not be useless that early.

Bear in mind that the neutral Factories and their accompanying Harbors will require
transports to reach at any reasonable speed. Actually I'll add a River for good measure to
stop Bike shenanigans completely. Those things are there to allow for HQ pressuring, and
Lander delivery allows for dropping a Medium Tank around the enemy HQ. Of course, this all
starts with getting a transport using money that could be used to try to hold the center.

Abuse of the center Harbors will never see the light of day. They're too near the innate
Harbors for Battleship or Aircraft Carrier abuse, and won't be preferable for anything
else that would warrant sea control.

Update: Rivers added, 4 Road tiles now Plains to stop the Airport front Recon from 1-turn
harassing the Communications Tower infantry.
Master Knight DH (08/27/2010 11:58am):
Hunh. Who gave me the 9?

Update: 3 Cities added for each side, making sure it's easier to delay the opponent's
Harbor front and also providing more incentive to contest the center.

I may have overcompensated with the whole concept, though. Navy units are expensive, after
all. >_>
Master Knight DH (09/22/2010 11:40pm):
Update: 3 changes per side, all near the HQ Factories, since their defenses were fragile
before:
1) Mountain protecting Airport to prevent AA Tank lockdown.
2) Forest next to City nearest the Factory. This slows down enemy units, naturally. Units
for the center can be provided from the other Factory.
3) Harbor within 1 turn Infantry movement of HQ Factory.



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