Creator: Ninja_Weasel || First Published: 11/04/2013 || Players: 2 || Size: 20x20
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
| Categories: None | ||
| 
 | 
| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! | 
| Comments: | 
| Ninja_Weasel (11/01/2013 09:49am | Edited: 09/02/2014 09:28am): This is the fifth in a series of maps for an illustrative guide to FTA for new Players. Explanation of FTA Part 5: This is the first example we have of map with a proper FTA counter. Now I'll talk a little bit about the theory behind why the "add an infantry" concept is so popular. A common misconception is that an infantry is how you always counter FTA on a map, but that is not always true. What purpose does the infantry serve here? Well, each player starts with 2 bases, and on the first turn they only have 3k. Which means unless you settle for 1 mech on the first turn (bad move), its fairly obvious that both players will build 2 infantry. Since Orange goes first, there should be some way to compensate for Blue, but if you have Blue infantry on their bases it would be the same as if they moved first. You haven't actually solved the problem, just reversed it. The solution should make sense now- you want to make it so Blue is ahead half of the time, and behind half of the time. Here, this is simple since they each start with 2 bases: The base with no infantry will always be 1 behind Orange and the base with an infantry will always be 1 ahead of Orange. On this map, the two main properties to get at the beginning are the neutral base and the neutral airport. As you see, Blue can get the base first and Orange can get the airport first. In fact, both airports and Blue's neutral base will be captured on the same day, but Orange's neutral base will be "delayed" one day compared to Blue: Orange Day 4: Orange captures airport. Blue Day 4: Blue captures airport. Blue captures base. Orange Day 5: Orange captures base. See how thats more fair? With this setup Orange's airport is ahead of Blue's base, but Blue's airport ends up ahead of Orange's base, effectively cancelling FTA. Homework: Why would this FTA counter be wrong if each player started with 4 bases? What about if they had 4 bases and 8k income? (Hint, the answer is hidden in this comment) See Also: Smacky's Guide- http://amarriner.com/awbw_forum/viewtopic.php?t=8518 Secondary Location: http://isndev.omgforum.net/t680-fta-extended-by-smackcakes Wiki Page Links- http://awbw.wikia.com/wiki/Design_Maps | 
| indaDark (11/23/2013 09:32am): homeworkanswer: cause BM is 1 ahead, but 4 behind OS...or something | 
| Xmo5 (11/25/2013 10:53am): You are correct! Of the 4 bases, only 1 would be ahead of OS, making the other 3 bases in OS's favor. That wouldn't follow the logic of putting BM half a turn ahead and half a turn behind. If more (8k) funds were involved, it would be easy for OS to make an APC + 3 infantry on day 1, which would start to make a 2 infantry FTA counter undercompensation. More funds means you need a bigger counter. But remember, predeployed units can make things complicated, so be careful with that! | 
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
 
 
 Create Game
Create Game
 View Games
View Games
 Planner
Planner
 Map Analysis
Map Analysis
 View
                                 View
                                  
                                  Export
Export
 View Favorites
View Favorites