Creator: blozzee || First Published: 07/10/2011 || Players: 2 || Size: 30x20
Categories: B-Rank, Mixed Base, Standard
Rating: 7.33 in 6 ratings
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Comments:
blozzee (07/10/2011 03:02am | Edited: 07/10/2011 04:47am):
Credit to headphone with his new map editor :)
ramdalucksta7 (07/10/2011 07:14am):
Why is the port preowned for BM? Doesn't that just give STA?
blozzee (07/10/2011 09:51am):
reedit fta counter, think this is how it's done
ramdalucksta7 (07/10/2011 02:52pm | Edited: 07/10/2011 02:53pm):
So OS gets the airport and island base first and OS gets to deploy from one base first but is
forced to go out of their way and screw up their capture phase. And BM gets to go first from
one base and have a normal capture phase + a funds advantage? I think that's STA. Without
the preowned port and only one infantry for BM with none for OS would be sufficient probably.
Robz (07/10/2011 04:41pm):
The ports should be neutral, they cause some minor(?) issues with the capture phase.
blozzee (07/10/2011 08:13pm | Edited: 07/11/2011 03:50am):
I try to find an alternative of fta counter for this kind of map. Conventional fta counter
is not necessarily would make the game balance on some maps. Here's a prime example which
the fta counter is not as effective since it uses the conventional way.
http://awbw.amarriner.com/prevmaps.php?maps_id=36442 . I Played several games on that map,
BM always have that leading edge controlling the game which slightly difficult
for OS to win.

In this map, BM is given an extra fund of 1k for 2nd day only after that port started to
be captured on first day. I switch the roll of OS to play as like BM by adding those
infantries. But I really not certain about that preown port, I think it should be given
to OS instead. Seeing how this guy doing it
http://awbw.amarriner.com/prevmaps.php?maps_id=51225 and also based on awbw wiki, this fta
counter did applied by other map makers beforehand.
walkerboh01 (07/11/2011 06:05am):
Ah but there are big differences between my map and this map. In this map, there are two
neutral bases, although the one on the main land is much more important than the island
one The way it is now there is definite STA, as OS is forced to decide between getting the
base first and being at a large funds advantage, or getting the base second and being at a
small funds advantage. Neither way is good for them. If you remove the preowned port, it
should work out well.

In the first map (Nonswimmer), STA is caused because the base with the infantry is much
more important than the base without. This gives BM an advantage from two bases
essentially, leading to strong STA. In my map (Look Before You Leap), the counter is also
not perfect. But PL gets to go first from one base, AB gets to go first from 2, but PL
gets a small funds advantage. However, capturing the PL city does not disrupt AB's capture
phase, so it's relatively even.
blozzee (07/11/2011 09:16am):
Personally I don't really get it about preown properties as fta counter especially in your
map. The rule of thumb is that 2nd player gets an additional funds of 2k before the preown
property is fully captured. I think it is a bit too much for a counter Imo unless it's
only 1k advantage which is much more considerable. Other than that 2nd player got to move
first though if there's natural base around near the front, the game would likely have
slight STA advantage since the first move were undertaken by 2nd player to capture that
natural base and then basically the game is leading to 2nd player hand.

Well I think the map like Nonswimmer is abit too small for a front line, thus the STA is
somewhat significant. Anyway I'm gonna edit this once again later. I need your feedback
after this though it would look quite similar.
walkerboh01 (07/11/2011 09:39am):
Yes, 3 base maps are naturally complicated. And it is impossible to counter it perfectly
with a standard counter. The city counter is not too strong - if anything it is too weak
on most maps. Because 1P has the advantage from two bases, they will capture all the
properties faster that those 2 bases can get. This means vehicle advantages, which can be
very decisive. The city counter gives 2P enough funds that they don't end up at a vehicle
disadvantage, but it cannot counter positioning advantages inherent in going first from a
base.

I am happy to give you feedback after you edit it. =)
Nyvelion (01/10/2013 10:18am):
Not entirely sure if this is a problem or not, but doesn't having only the BM corner base
be pre-owned create an advantage for BM? OS is forced to go for the base first. However,
BM has a choice to go for the city, base, or airport first, because none are about to
start creating OS units. Might be too much of an advantage to be able to choose. Or is
that a fair FTA counter, to give BM a choice where OS has none?
blozzee (01/22/2013 02:26pm):
Technically it's an extra fund counter for BM which I was experimenting beck then. BM
still need to get that base first though as an ideal option.
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evmaster1 (01/22/2023 01:37am):
I love this map. One of the few that perfectly demonstrates the land air and sea
interplay. Seaports at end game should be able to lockdown airports. The core of the
map is contestable by land. Ferrying adds additional expediency. Aerial superiority at
mid game is viable. Piperunners can provide a flexible line of defense yet are not
covering all angles of attack. Pipeseams restrict air units early on but open in the
lategame. The only thing I'd add here is pair-up the central mountain tiles so mechs
can utilize their terrain bonus. This is nearly a perfect map. Easily earned a 10/10 from
me. If you want to go the extra mile include lab+silo and you'll have the entire meta
present in a single map.



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