Creator: BamboozleIV || First Published: 11/09/2014 || Players: 2 || Size: 23x23
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| Comments: |
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Xmo5 (11/10/2014 03:12pm):
That airport location is dangerous for HQ rushing. Lining up an artillery for defense wouldn't be an issue, but I would ban Sami probably. Apart from that, I like the way the HQ feels so exposed to the airport. |
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BamboozleIV (11/10/2014 04:39pm):
Would piperunners be good to ward off early HQ cheesing? I haven't really used piperunners in a serious map before so I'm unsure of how they'll work. |
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Xmo5 (11/10/2014 07:51pm):
That could work, it might be tough to get to the neutral base and capture it before the opponent can send a tcopter over. I count 7 turns as PC to start capturing if you send the FTA infantry to the airport and buy a tcopter on the first turn you can. It takes 7 turns for GS to position an artillery in the forest by the HQ following the same logic. The same is true in reverse, but PC can only have the upper hand in defending if their FTA counter goes for the neutral base. It might be a good idea to lock the piperunner on single spot by placing it, for example, on the mountain above the broken pipe seam. Alternatively, you could find a way to lock an artillery in a similar manner, but that would require some map altering. The advantage would be a smaller range of influence (unless you used a rocket) and, more importantly, no influence on attacking air units allowing for mid-game HQ rush. A pipe runner might discourage offensive air strikes too much. |
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BamboozleIV (02/14/2015 01:22am):
Decided to take the safe route and switch the bases around, now there's still a decent threat to the HQ but rushing it shouldn't be as much of a problem. |
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