Creator: crunch || First Published: 09/13/2013 || Players: 7 || Size: 40x30
Categories: None
Rating: 3.00 in 7 ratings
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Comments:
crunch (09/13/2013 09:06pm | Edited: 09/18/2013 02:15am):
So I see a lot of 4 vs. 1 maps, with the 4 allied nations fighting black hole. Yawn, too
boring.

In this variant, the COs of Orange Star must fight Black Hole themselves. With seven
countries and seven armies combined, they must stamp out Back Hole
once and for all!

To play this map, set OS to Nell, BM to Max, GE to Sami, RF to Andy, AB to Jake, BD to
Rachel, and PC to Hachi. I recommend Sturm or Von Bolt as BH. Note that certain COs start
at a disadvantage (RF and BM are boxed in at first) and some start with an advantage (1
Com Tower to PC and AB). So to succeed, there must be diplomacy among the OS COs! Use
press often to send orders and strategies to others. For example, try to leave some cities
neutral so BM and RF can capture them later on, as they should be the only countries with
an airport for a good part of the game. OS in particular has a strong force in all three
fronts, so whoever is playing as OS should form the main plan, gauge sacrifices, send
orders, analyze intel, and generally lead the main assault. Rather fitting that Nell's job
is to command Orange Star and its COs!

There are Black Hole recon forces everywhere, composed of a scattered mix of units.
They're there to cause trouble and slow down allied forces. BH should not cherish them but
rather sacrifice them. The main army in the center is built to swoop in and eradicate the
stalled forces, much like Sturm's Doom Army in AW's mission "Hot Pursuit" HC. There are
several pipe seams scattered around to connect the three fronts, and the allied nations
must win on all three fronts to capture all labs and beat Black Hole. Even if one front is
lost, don't panic! Pipe seams allow you to swoop in and assist a front that's in danger or
reenter a lost front after sufficient time to rebuild forces. This should even out the
game a bit.

The whole point is that the health of OS is based on all 7 COs. If one CO dies, the other
six will be damaged slightly. Units from the left side COs are seen on the right and vice
versa, stressing how intermingled the fates of all the countries are. So sacrifice
countries to buy others time or hold chokepoints on both sides, maintained by 4 COs at a time!

The terrain of the map should make for exciting play. The left side is very chokey, since
Andy and Sami can skillfully hold a chokepoint. Hachi and Andy are all-rounders, so they
can assist with choking BH. The right side is significantly more open (note the lack of
roads, though). Max and Jake are deadly on open plains, and Rachel can provide back-up
with predeployeds and her always useful SCOP. The center is a gracious mix of both, so all
seven COs can have their time to shine. Andy and Rachel are all-rounders, Hachi and Nell
are great for weathering the initial storm, Jake and Max can crush BH's forces once OS has
the advantage, and Sami can drive the final HQ Capture gambit.

Play with FOW or not, Set Random or Clear weather, set a capture/day limit if you want to,
an set funds to anything you want. It's your choice. Just remember to ban all BM, GE, and
YC COs, okay? ;)

I hope you like the whole "7 vs. 1" idea, because this should be the only 7 vs. 1 I'll
ever do. It took weeks to finish this map. ;-_-

Criticism please?
Veritech (09/13/2013 11:34pm):
Why does this remind me of Tobuscus?
100 games (09/15/2013 11:10am):
Those B.Bombs will easily destroy OS
crunch (09/15/2013 12:18pm):
...Which is where the team aspect comes in. The other COs can provide resistance in the
main front while battling in the side fronts.
pen (09/22/2013 07:41pm):
Too much advantage for BH.

Also, black bombs can be deployed later on too, it's just going to get messy.
crunch (09/23/2013 07:19pm):
I guess I gave BH too big of an advantage...

Keep in mind that combined, the allies have more funds than BH. It's 7 vs. 1, after all.
If the allies produce one strong push, then one of the three branches of BH's troops will
fall. Even if it means sacrificing a few countries, it should be possible for the allies
to win.

Thanks for the critique. Maybe I should remove some units from the central front. That or
give OS more units.
Tyrantboy (10/15/2013 04:58am):
BH too overpowered like in other maps
2/10
Nyvelion (10/30/2013 07:58am):
BH cannot stand up to the power of TEAMWORK!
crunch (11/03/2013 01:22am):
I'm surprised this map isn't very successful. It's one of my favorites so far...
crunch (11/11/2013 11:02pm):
I've made many major changes to this map. Most notably, BH initial forces are much weaker
and the allies get more properties. A lot of pre-owned BH cities are no longer aligned.

BH is probably too weak now... '-_-

Comments/suggestions please? :)
Sybray (11/12/2013 04:38am):
Thats a lot of pre-deploy you have there
then theres major base placement....
did BH plane-drop naval units from the sky to the pond?
whats with the cruiser mountain crusade? a faster way for Sturm/Von Bolt to bring up the
Co Meter?
the two lower cities next to the Bship and the Cruiser should be ports with unplayable
country units to prevent deployment, that way the sea is fully traversable in the middle.
Epic hidden sub blockade.
crunch (11/13/2013 12:04am):
I guess the heavy pre-deployment was kind of overkill? :P

As for the second question... Flak got a battleship in a lake before, so I think naval
units in weird places is normal for Wars World.

The cruisers are there to absorb Ex Machinas and Meteor Strikes. Charging up Rachel's or
Jake's or Sami's SCOPs is more dangerous than Sturm's or Von Bolt's.



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