Creator: mori5 || First Published: 05/12/2012 || Players: 2 || Size: 17x17
Categories: B-Rank, Standard
Rating: 8.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Headphone (05/13/2012 05:57am | Edited: 05/13/2012 05:57am):
Its possible to recon rush btw.
Mori2 (05/13/2012 02:45pm):
Will probably reduce roads and whatnot after this test game then. The horrors of not covering
my maps with too many forests.
walkerboh01 (05/16/2012 08:20pm | Edited: 05/16/2012 08:21pm):
Yeah, you could make the terrain a little heavier.

Overall this whole map reminds me of Atlas, though it's a sideways version. Nothing wrong with
that, since the Atlas concept is solid. And you're still using that same center, I see. xD
Mori2 (05/16/2012 09:12pm | Edited: 05/16/2012 09:20pm):
I just love how the Atlas -style fronts are designed mathematically. There's very specific
types of openings in mountains that I try to craft carefully to create interesting areas to fight,
and the bases are placed with respect to those areas so that it's easier to defend less
valuable territory. Diagonal 1 tile openings that can be hit by two units at once for KOs,
wider 3 tiles that connect the middle forest front, side chokes where a city/mountain/silo form
a cool asymmetric infantry fight (But the non-healing silo side is closer to a base, and the city
is one of the last things you'll capture in the opening phase, and the cool little forest nearby
that makes it easier to defend the city (but moving an infantry there limits its early movement
and threat radius, whereas not moving one there makes it possible to attack the city from that
angle but gives you a more useful infantry closer to mid)), road placement along certain
chokepoints but forests at others, etc.

This is by far one of my favorite styles to make because it works so well without much
visible effort, but I really do put a lot of thought into how and where things will happen on
each one. If anything, I'll start by removing roads before I add forests haphazardly, because
I really like how all the spacing from the bases is designed right now. Removing roads in
specific areas should make recons less viable while keeping areas I want to have 0 cover
intact.

Oh right, and I don't think that recon rushing is...inherently bad unless building an early recon
and moving it in a specific manner is something that your opponent cannot deal with and
would lead to a loss regardless of their actions (like capturing both towers or keeping one
neutral while capturing the other for the entire game, for example). If that's specifically
possible here, I'd be much more motivated to change the terrain, but I'm not sure if that's the
case considering the current base/airport/tower placement.
walkerboh01 (05/17/2012 04:48am):
Well the general idea behind not allowing recon rushing is that it requires a very specific
sequence of moves. In this scenario, because bases are so valuable and because capturing
them optimally is so important for the rest of the game, it becomes very easy to be screwed
for the entire game due to a sub-optimal move sequence. The best way to think about it --in
my opinion -- is that it makes the capture phase very brittle; one small crack and your whole
game crumbles around you.
Mori2 (05/17/2012 12:41pm):
Right, but you should be able to capture the neutral base no problem with the first infantry out
of the closest base without the fear of recon harassment, so long as it's the first infantry.
Most maps have at least one or two infantry sequences that are borderline required.

I'm not sure why you would ever not go for the neutral base immediately, but if it's that big of
a problem, I can change it.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.