Creator: Ninja_Weasel || First Published: 07/09/2014 || Players: 2 || Size: 17x17
Categories: Toy-Box
Rating: 0 in 0 ratings
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Comments:
Ninja_Weasel (07/09/2014 03:57pm | Edited: 07/09/2014 04:14pm):
Rules:

1. You can only use Sensei (Imagine him in the copter, DoR style)

2. Infantry and mechs are banned units so the only way to build them is by Sensei's COP/SCOP

3. AA are banned

Ghosted cities limit the spam, especially around the front lines. Ghosted airports allow
for copters to refuel/repair. Careful, don't lose them! Obviously bombers/fighters are
designed to boost COP/SCOP bars early in the game. Pay attention to how fast you kill the
bombers and maybe you can optimize how many to destroy and when. Keep in mind that each
COP/SCOP means your bar charges slower next time making footsoldier production (and as a
result, capturing) more and more difficult as the game progresses. (This is intuitive to me)

Because AA are banned, expensive missiles must be built to eliminate the enemy copter
unless you weaken it slowly with cheap units. While missiles can also target the enemy
fighters trapped at the top, the map is designed to hinder that possibility substantially.
If you can hit the fighters, you probably have a decent advantage already. Maybe it will
actually help by speeding up the endgame with the COP/SCOP boost.

That should just about cover the basics. Let me know what you think!

ETA: Do you think there are too many bomber sacrifices? I don't know what math goes into
calculating how many funds damage = 1 star (bar segment on AWBW) or what percentage
increase there is with every COP/SCOP. Someone help me with this? Thanks!
MorganLeah (07/09/2014 04:19pm):
Ooh, it's not every day you see a well-done gimmick map like this! I like it.
Xmo5 (07/09/2014 08:26pm):
Thanks! Not sure why I was in the mood, but for some reason I thought to myself (paraphrased)
"I want to come up with a gimmick map... what can I do?" Somehow that got me to this idea and I
guess it worked haha
Myroc (07/10/2014 07:15am):
The wiki claims that each star is worth 9000 funds (in damage taken, dealing damage only
charges the power bar at half the usual rate) and increases in size by 1800 funds after
every COP/SCOP, up to 10 times for a total value of 27000 funds per star.

Neat gimmick. I'll have to try it out some time.
Xmo5 (07/10/2014 01:58pm):
hmm... well the combined effects of destroying/losing those bombers would work out to
about 400k towards bar filling for each player. Assuming optimal use (18k, COP, 21.6k, COP
etc.) that works out to 11 COPs or 5 SCOPs. That might be a bit much.

There's also a bit of FTA or STA here, because you don't charge your own meter when on
COP/SCOP when YC destroys some 2 bombers to COP, CI will have gained almost enough to SCOP
already (44 of 54k). When CI takes their turn, killing 1 bomber grants them 11k of funds,
pushing them to their SCOP while "wasting" only 1k in damage. Conversely, YC gets nothing
from that because they are on their COP, wasting 22k of damage funds. Fortunately, they
can now kill 6 bombers (66k) to give them the required 64.8k for a SCOP. CI is on COP and
misses out on the whopping 132k of damage YC deals. If CI used their SCOP (instead of COP)
on the first turn, they can return the favor on their second turn and refill their bar
completely with 6 bombers. If they COP they would only want to hit 2 bombers for 22k to
top off their bar, forcing YC to miss only 44k instead of 132k. Lets assume they SCOPed
the first turn.

Now, after 2 turns, YC has "missed" a total of 154k worth of damage charging and has
destroyed 8 of their 12 bombers. CI, on the other hand, has only "missed" 132k, exhausted
only 7 of their bombers, and has 4 mechs instead of 2 mechs and 2 infantry. Granted, mechs
will be less useful at capturing than infantry (though the bases are irrelevant in this
regard- same # of days for either), but does that counter balance the 22k of power bar
charging that YC missed? Also, if CI had used COP instead of SCOP and had 2 inf and 2
mechs like YC, that still leaves them "missing" 132k while YC only misses 44k which is a
heavy price to pay for having infantry instead of mechs in the capture phase.

I think the moral of this story is that its complicated. I'm not sure whether or not I can
say it will all balance out by the end because its up to players when to charge their
power bars and when to COP vs SCOP. There might be an optimum COP/SCOP schedule for each
player, and, in fact, that might be it's own strategic part of the battle in and of
itself. Who knows?

Oh, one more question for you guys. You know how when you use your COP (not SCOP) if it
costs (for example) 2 bars, it uses more like 2.5 bars or something. Why is that? I've
seen it do things like this regularly and sometimes it will even bring your bar fill
percentage below 0. Like if you need 33% to COP and you COP when you have 35%, you might
end up with -4% after you COP. Any insight here as to why that is? Thanks!!!
Vennobennu (12/05/2014 10:52am | Edited: 12/05/2014 10:52am):
I believe it's because AWBW is calculating your COP/SCOP cost based on the next level of
meter costs instead of the current - that is, it's adding a hidden 1800 funds per star to
the cost. Almost certainly a bug.

This looks like a really fun map, I wouldn't mind playing on it.



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