Creator: Mori2 || First Published: 01/08/2012 || Players: 2 || Size: 18x13
Categories: C-Rank, High Funds, Teleport Tile
Rating: 5.80 in 5 ratings
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Comments:
walkerboh01 (01/08/2012 06:11pm):
Weird name, cool map.
Grit Snipe map maker (01/08/2012 06:35pm):
What walker said.
Mori2 (01/08/2012 07:15pm):
Hoping for some interesting stuff coming out of black tile placement. Well thought out placement,
not just as a gimmick. There's just so much about them that are cool, from the obvious movement
options that it generates to the idea that two direct combat units separated by black tiles cannot
fire on each other (But the movement distance between them is still 1, not 2).
Grit Snipe map maker (01/08/2012 10:53pm):
I hate Black Tiles especialy on big maps.
Headphone (01/08/2012 11:19pm):
Really? Black tiles work better on bigger maps, imo. Its harder to get certain distances right on
smaller maps.
Grit Snipe map maker (01/08/2012 11:23pm):
Everybody has different tastes Headphone.
Rush_FTK (01/09/2012 09:35am):
Mori have grown to be a map master like Headphone^_^ I should work harder...
This map is a cool map,but if i caputer the lab in edge,and use two IF to defence,i wonder if it
have way not to draw...

Mori2 (01/09/2012 02:36pm | Edited: 01/09/2012 02:51pm):
AWBW are less than rarely determined by a lab/hq cap. I've seen it happen on occasion, but
in a serious game, the vast majority of the time one side will surrender once the "winner" of
the game becomes obvious. As such, capping the lab is fairly pointless, as it would draw a
vital infantry away from combat for a property that nets you no funds, which can easily be a
game changer on such a small and aggressive map.

It's mostly there as a fallback position, but if the game is between two evenly matched
players and you get to the point where you're capturing it to prevent lab cap loss, you've
probably lost the game already. I suppose that it's not really necessary, and does nothing to
really help the game, and as such it may be removed or switched out for a city. We'll see,
still have games going on it.

In terms of how to uproot walled units around those labs, a simple artillery would do the trick.
That's partially the reason why there's a city in the perfect position for an arty unit there, and
why the important sides of the city in that particular case are roads.
Mori2 (01/11/2012 09:14am | Edited: 02/04/2012 02:04pm):
This map has a really fun opening game, which was my entire goal here. Fantastic. Could
stand to be a bit more chokey.

Edit: Added chokeyness.

Edit: Switched to three bases. Will test for balance.
airob (02/04/2012 06:08pm):
You've been misusing the subjunctive.
Mori2 (05/02/2012 01:55am):
I'd call this an 8. Not spectacular, but a very fun use of black tiles to create interesting supply
lines.
eurgg (05/27/2022 10:16pm):
Fta is too important



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