Creator: Red1100 || First Published: 12/26/2011 || Players: 2 || Size: 37x25
Categories: None
Rating: 5.00 in 1 rating
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Comments:
Red11 (12/26/2011 11:58pm):
Funds is 2000 +

MegaTanks should probably been banned.
walkerboh01 (12/27/2011 06:13am):
So many bases... I don't know how that will possibly work well.
Red11 (12/27/2011 06:30am | Edited: 12/27/2011 07:02am):
Often, spamming inf. from rear bases is a loosing strat. Your front echelon forces wont
have the oomph and you'll get roled. Anyway, im doing a test run, Sami has a chance, a very
good chance against damage COs here, imo.

Also, I like the base race. :-)


blozzee (12/27/2011 09:48am | Edited: 12/29/2011 03:48pm):
overkilll!!1111 but the cities aren't that much..lets see how this will go
walkerboh01 (12/27/2011 08:49pm):
I don't think spamming infs is a losing strat at all. You get steady supply of units to use as meat
shields and to capture enemy properties. Why do you think Sensei is so strong? ;-)

The only situation where it might hurt you is if you spend so much on infs that you can't afford to
keep up with vehicle count. But especially in a HF game, I don't think it's a problem.
Headphone (12/27/2011 09:12pm):
Also, if you're building nothing but big units on the front line, then you should only have enough
money to build infs in the back lines.
Red11 (12/27/2011 11:04pm):

It depends on the map of course, but on some of my other high base maps, spamming
infantry leads to a lost position. On this one, with such high funds, it might be better to spam
something else, like recons. :-)
Kruegster (12/28/2011 05:02am):
Spam recons?! Personally I would almost always would prefer spending 8000 on 1 inf and
1 tank rather than 2 recons.

As was already mentioned, there are a lot of bases. I am not a fan of seriously playing
such a big map with tons of bases because it takes FOREVER to move all the units. For
your tourney I played on your map http://awbw.amarriner.com/prevmaps.php?
maps_id=39411 This map also has 9 bases. It took me many hours to finish that game, and
a similar outcome likely would have occurred even if each player only had 4-5 bases.
Having 9 bases greatly prolongs the game.

As Walkerboh said, Sensei is a great CO. Having a large number of infantry is greater than
a small army of big units. Which is better 1 megatank or 28 inf? The 28 inf are much better
because they can capture, take or block 28 positions, and attack 28 other inf, mech, or
range units.

I think the best non-broken CO for this map is Sami due to the huge number of inf that can
be built. I believe Kanbei would be the greatest CO of them all for this map. Hachi or Sensei
would not be as good as usual because of the low number of cities and higher funds. Colin
I think will not be amazing with huge numbers of units and an opponent can rush the cities
to stop weak little Colin from capturing. Grit would be great if the bases were precaptured,
but because they are not the opponent can rush with tanks and Grit will be difficult to use
for the beginning of this fight. Max could beat Grit on this particular map.

Red11 (12/28/2011 10:52pm | Edited: 12/28/2011 10:55pm):
It's necessary to formulate a strategy on this map, right from the beggining. Broadly there is
a centrist strategy and a corners' strategy. The type of CO should match the strategy. Sami
will be the strongest in the opening phase because of her capture rate and fast apcs. If the
damage COs can come out the opening not too far behind Sami in terms of properties they
can disdain inf. spamming and attempt to build a heavy unit supremacy, preferably in the
center. They use a local material advantage to increase the overall supremacy by inflicting
more damage. They use a couple of recons to defend cities that take a few turns to get too.

I havent played Andy very often and so havent got that much experience in assessing his
relative strength, but it is a well know fact that he excels in high funds position and it is
probably the same here.
Red11 (12/29/2011 08:16am):
The map you refer to Kruegster is smaller than this one, and has black tiles, so infantry are
far more mobile on that map than this one.

It is because of the nature of infantry spamming from back bases, that it can be a problem,
or insufficient. They come out of the 'barracks' in a line and are fed piecemeal to the front
line. Imagine seven infantry coming towards a tank, does the tank turn and flee? The back 5
or 6 infantry arent doing anything for awhile, its a resource not being utilised quickly enough,
it's like a maginot line, an unused military expense.

Sensei, Sami, Adder obviously are exceptions to the general rule about too much Infantry.
Tough infantry, from the damage COs also make them more viable for a spam, half the
reason to pick Grimm is because of his infantry. Watch a Grimm versus Grimm battle and see
how aggressive infantry can be.

As you say this map has a high chance of finding a critical moment early in the game, by the
more mobile force. Whilst Petain is assembling his ponderous infantry and artillery army, max
or something of that ilk is already dominating more of the map with a mobile tank force.

Im more than happy to watch an infantry spammer assemble here but i can quietly predict it
wont be enough. the opponent can deftly switch the action to another front by some
unexpected builds, but the beleugered infantry horde, wont be able to respond that quickly.
Kruegster (12/29/2011 05:49pm):
"but the beleugered infantry horde, wont be able to respond that quickly."

But that's why a player doesn't only concentrate on one front. Send the infantry, tanks,
and (later) artillery to all the fronts.

"As you say this map has a high chance of finding a critical moment early in the game"

Exactly why Sami is perferfect for this map! With all the bases, Sami should not have
trouble taking one more base or else getting ahead by a com tower than an opponent using
a damage CO. The 3 bases in the 2 corners away from the starting mech+inf are fairly
contestable, and Sami is great for rushing and taking contestable properties early in the
game. Getting ahead by even one base ussually is the turning point that ends a match, and
I think Sami would not have trouble doing this to win right away on this map.
Red11 (12/29/2011 07:59pm):

What do you think of the lab placement, is it exposed enough?
walkerboh01 (12/30/2011 12:34am):
I think it's worth at least testing the map Red, but I'd be very surprised if you find that it's fair and
enjoyable as it is now.
Red11 (12/30/2011 01:03am):

By unfair im guessing that you mean all the bases dont have a pre-determined owner?
walkerboh01 (01/01/2012 08:01am):
Yeah, I think you're going to have FTA issues because of the contested bases and super long
supply times. Also, the map is going to take forever to get going. ;-)
Red11 (01/02/2012 05:21am):

Because it's unfathomably complex to calculate if there is fta or sta, fta doesnt matter. I think,
whoever plays better will gain an advantage, or if both players play equally well, they'll
come out of the opening even. But, winning the opening doesnt mean the game, because of
strategy from the start and the COs issues as discussed above.
walkerboh01 (02/01/2012 02:04am):
I think it rather just adds to the likelihood of the map being imbalanced. Especially with how long
and drawn out the capture phase is. 5/10 from me, because I really can't see how this map
would be any fun to play on.



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