Creator: Ninja_Weasel || First Published: 10/24/2014 || Players: 2 || Size: 21x21














































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Comments: |
Ninja_Weasel (10/24/2014 04:03pm):
The idea here is that the HQs are fairly exposed to enemy transport access but blackboats, landers, and tcopters are lab units! Now, "If Only" you had a transport to get you to the lab... Alternatively, you could play it without "banning" transport units, making the lab up for grabs and the HQs pretty vulnerable to attack, though note they can be defended quickly with artillery should you choose to play this way. At any rate, you could make lab units whatever you felt like... maybe infantry instead ;) Anyway, let me know if you think I should change anything around. Also keep your eyes peeled for symmetry errors, logical fallacies, and political agendas because, despite my best efforts to fool everyone, I'm not *quite* perfect. :P |
Mori2 (10/25/2014 08:34am | Edited: 10/25/2014 08:36am):
This looks really awesome, but I'm not sure it really needs four bases. I think that if you'd remove the base in this picture [ http://i.imgur.com/GFPyRTq.png ] and switch the infantry placement to the other pre-owned base, you could set up a really cool dynamic here with front switching and 2 base pressure. But it's up to you of course. The rest of the map looks really interesting, I hope more people drop by here to give it a look. |
Xmo5 (10/25/2014 09:55am | Edited: 11/10/2014 11:39am):
Thanks! I thought about removing that base when I put the airport in nearby, actually. I figured the preowned base and airport in that area would be sufficient, but originally I had no airport so the base was more important then. I'll take it out. Let me know if there's anything else you think could be tweaked in terms of terrain placement etc. I'm always open to critique if it makes the map better! Edit: I actually just thought that maybe the HQs could be switched. In the paradoxical lab unit ruleset, it has no impact on gameplay, but makes the map more ironic and true to the title. If transports are not banned, it means capturing units would have a long way to go (better chance of being stopped) but once they got there they could capture in peace. The prevailing defenses (apart from shoal blocking) would probably be artillery if the HQs are in friendly territory, and using bboats/infantry to cover the shoal and HQ if in enemy territory. If you can sneak t/bcopters by, they would work too. Thoughts? I'm going to playtest as it is now. EDIT: Mid-playtest, it looks like the heavy terrain area to the NE and SW of center serves as a stalemate location. The army with the cities, forests and mountain has a strong incentive to build a stronghold there and cease forward progress while the opponent can't advance on them. |
Xmo5 (01/28/2015 11:01pm):
Okay, new comment because my last one was long. I made some edits to the map to cut down on the defensive value of the area I mentioned so turtling shouldn't be an option. I also modified the port to make it a bridge across to the tower area. Oh, and removed a few cities so the income level is 21k. Other minor terrain and city placement changes here and there, but that's most of the big stuff. |
tehol (06/15/2020 07:43pm):
So the only way to lab is via t copter? In that case, isn't it just as "easy" to take t copter straight to HQ? Strikes me that t copters should be banned too, and lab should get land access. I like your idea of switching HQ placement... is there a map that does that? |
tehol (07/07/2021 11:26pm):
I implemented my comments here: https://awbw.amarriner.com/prevmaps.php?maps_id=83087 |
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