Creator: DASRTwelve || First Published: 08/08/2014 || Players: 3 || Size: 32x40
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DASRTwelve (08/08/2014 09:24pm | Edited: 08/09/2014 09:14am):
Map based off of Operation Market Garden. !!!Description is a Wall of Text!!! Note: You cannot rout GE RF or OS. You must capture their HQ's to win. Orange Star has dropped paratroopers into the heart of Green Earth-occupied Dutch cities (Eindhoven, Nijmegen and Arnhem), with Red Fire advancing to support. Can Green Earth drive off the defenders in time? The top city (Arnhem) was made to be a struggle for OS, as is the bottom city (Eindhoven) for GE The pipes represent the borders of Germany. The OS units at the bottom right corner represent Patton's Third Army driving through German-held territory. Orange star represents the Paratroopers (US) Red Fire represents the Irish 30th Tank Corps (UK). Orange Star and Red Fire are a team. Green Earth represents the German defenders While Orange Star gets FT, Green Earth has a huge army, more bases, and tanks. FoW is necessary Lab Units: Tank, maybe APC (OS's base units should end up as Infantry-Mech-Artillery-APC (if it's not banned)) MUST ban: All air units except T-copters (including black bombs) Recon, Md Tank, Neotank, Megatank, AA, Rockets, Missiles, piperunners NO CO POWERS! Ban Sensei and Sami (stronger infantry), Sonya (FoW advantage), Kindle and Lash (many cities), Koal and Grit (Chokepoint advantages), Von Bolt and Kanbei and Nell and Hawke (Unfair advantages without disadvantages-Too many properties for Kanbei to care about) |
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the-deadly-shadow (08/09/2014 05:30pm | Edited: 08/09/2014 05:35pm):
I think GE has no fair chance. The allies have to many bases and can produce far more units over time. By the way did you notice the Netherlands do not have so much forest and mountains? Units damaged by CO powers can join each other, if the new unit has 10 HP there is a possibility to regain funds depending on the HP of the old ones. This can make the units in Germany usefull to gain funds. |
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DASRTwelve (08/09/2014 06:17pm | Edited: 08/09/2014 06:26pm):
Remember that OS gets no base tanks. OS's strongest direct-combat unit is the mech. RF and GE both can get tanks, but RF has no bases close to GE. I might add a north-western base for GE. Eindhoven was meant to be lost, so GE can stall as long as possible there. OS should lose Arnhem as well. Nijmegen seems to be more favored towards GE since its closer, but they will get surrounded. The mountains are to cut off British Tanks to the route where the Americans are to go and cut off the Germans at Eindhoven from rushing the OS HQ. The Left-hand British forces could easily support the paratroopers at Nijmegen so they need a ways of blocking the tanks and artillery. This way, the Left-hand side won't support the middle column. RF also has a base in that region, and it would make taking Nijmegen a lot easier without mountains. In the actual operation, those troops did not connect with the 30th corps The point of forests was that the Germans could ambush the British and Americans in trees, so the only idea I could think of were forests. There are no Anti-Tank units so the only weapon useable is artillery. I should put some arty and infantry/mechs in the forests for realism. CO Powers are off because they don't fit the actual war (like who summons meteors!?!?!!) |
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Xmo5 (08/11/2014 10:58am):
CO powers disabled means there won't be any day-to-day powers either meaning there is no reason to ban any COs. They would all be equal. Also, this map will be a pain to play on and the matches will take forever simply because there are way too many forests, too few roads, and a lot of rivers with only sparse single-wide bridges. I think it will get very tedious from an early point in the game as armies flock to the chokepoints, back them up, and then proceed to have little more than infantry battles in the rivers until someone gives up or gets booted. |
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DASRTwelve (08/11/2014 03:22pm):
Not necessarily. Some CO's have passive abilities that are unfair like Von Bolt. Kanbei would also have many bases and properties so he can deploy a mountain of 130/130 troops. Since this is an infantry battle, sensei and Sami have unfair advantages. The point also is that you can't rout the enemy. You can rush to go cap HQ. The point of Operation Market Garden was rivers with single wide bridges. The fact that OS and RF get T-copters enables them to surpass chokepoints. There is no AA (besides tanks&infantry but they do little damage) so arty can get smashed up by these infantry. If green Earth can hold onto Nijmegen, then they can wipe out OS with tanks from the right, and try to retake Eindhoven using tanks and T-copters. Then they can take over RF and win. OS can't chokepoint the right because they can't build tanks, and it's difficult for RF to assist the right side for OS since tanks can't cross the mountains. |
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DASRTwelve (08/11/2014 08:12pm | Edited: 08/11/2014 09:25pm):
If OS and RF take too long, GE gets reinforcements. It will take GE 20 turns to break through that wall. Once they do, they should be able to take down RF and OS. But this all depends on how quick OS and RF takes. The reinforcements are pretty big (and they hurt) so it is definitely recommended that OS and RF hurry up The pipe seam is at a place that OS holds so it will be hard for GE to help take it down. The AA and teh APC sit on woods so you can't hit them with arty If anyone knows how to calculate damage done to pipe seams, it would be great to know so I can balance the amount of time OS and RF get to defeat GE |
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Xmo5 (08/12/2014 08:24am):
No, that's what I'm talking about. Any game without CO powers that I can remember playing has meant that *all* powers including the day-to-day powers (passive is the term you used, D2D is what we call it on AWBW) are disabled. Kanbei doesn't get 130/130 units that cost 120%; Sami doesn't capture 1.5xhealth and get +1 transport movement; Sasha doesn't get +100 income per property; Sonja doesn't gain +1 vision in FoW, +50% counterattack, and hidden HP units at the expense of some bad luck; and Olaf doesn't move normally in snow. My understanding is that CO powers disabled results in every single CO choice being identical with 100/100 units that have standard movement. That's at least how my matches on this site have been- I can't speak for the original games. |
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DASRTwelve (08/12/2014 12:11pm):
Welp did not know that. Do you have any other suggestions for balancing this map? I still can't tell how it would go |
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Xmo5 (08/13/2014 09:48am):
To me it looks like GE will easily overrun all of the OS forces except those along the south of the map. The chokepoints are the only things that will give OS any time to defend themselves, but I think the shear fact that they're outnumbered so badly right from the beginning will doom everything but the HQ area. RF will be safe at first, but really doesn't have a lot of land to expand into- there's just nothing for them to capture and grow stronger with. They can pressure GE some to help delay OS's demise (especially in the SW), but honestly, I think that GE will eventually take all of OS's properties and start a slow march towards the HQs. This will end in either immediate surrender from both OS/RF, a long drawn out game resulting in GE's victory, or a stalemate. I suggest some/all the following to remedy this problem: 1. Open things up. Fewer rivers, forests, and mountains and more roads and bridges. This will allow a lot of flexibility between fronts and limit stalemate potential. Think of what places will have the most combat and make sure they aren't narrowed down to a single tile bridge and that there are alternate (short) routes to get around any places that look too tight for good combat. 2. Decrease the total number of forces on both sides, but more-so for GE. The more predeployed units you have, the harder it will be to have a reasonable battle- there's just too much that can happen with what's already there. 3. Spread the units apart some. Don't let any predeployed units start within 1 move of an enemy unit. This decreases FTA/STA impact (which is inherently increased dramatically by adding predeployed units). 4. Decrease the starting funds/properties and make them neutral. By giving players fewer properties to begin with, it will prioritize some capturing before the battle starts and will buy everyone a little time. If you want it to start quicker, only make some of the properties neutral, but make them important ones. Maybe making only the bases neutral at each "city" area will promote a few day lull at the very beginning before the real battle begins. Short enough to give a brief organizational/buildup period, but long enough that you don't really have to wait around. 5. Balance the available funding. RF funding + OS funding should be just around 110% - 120% of total GE funding. This includes the pre-owned properties as well as how much everyone will make once they capture everything in their "range". Ideally it should be true throughout the capture phase, but that's more involved. Currently GE makes about 28k, OS makes like 23k and RF makes like 16k (I counted before I started this comment so I might be slightly off, but its the same idea). OS and RF are severely over-funded (especially OS who can't even build tanks) and if the above issues are resolved, this will become a major problem. It doesn't have to be exact, but just ballpark it. Make them about equal and then give OS and RF each an extra city or two (preowned) and an extra neutral city or 2, giving them a slight overall fund advantage over GE. (This is because having the "team" funds in one place makes it easier to build higher tier units while spamming infantry on other bases and just alternating where there high tier units are built. Think of it as economies of scale) Hope you can find some of this advice useful. Not every map needs to execute these to perfection to be a fun map, but I think the more you implement the changes I mentioned, the more smoothly and enjoyably the game will go. |
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