Creator: DocSpacebar || First Published: 12/11/2014 || Players: 8 || Size: 40x40
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| Comments: |
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DocSpacebar (12/11/2014 11:51am | Edited: 12/11/2014 12:12pm):
They said it couldn't be done, I took that as a challenge. Here's my attempt at making this idea playable. OS/RF/AB/PC vs. BM/CI/TG/PL. Each "trio" must defeat the solo player or prevent him from capturing their cities (which requires slipping a lander with an indirect or strong tank (and probably an APC with Infantry to keep it stocked) through their foe, 'cause Missiles will toast any Air units, so it's a risky tactic). The solo player must hold out long enough to capture the cities, at which point they'll have a significant advantage. (It will take 16 turns to have more south cities than the trio.) Ghosted ports provide a sea route that's also a land route, as well as funds for either side. Only two available missiles are blocked by a pipe seam; if you want yours then you'll have to wait on capturing some PL or PC cities. Ban Stealths. No one likes them. CO bans include Broken 5, Sami (Transport movement- specifically Lander movement- is huge on this map), Sturm (To avoid day 2 Recon nonsense), Drake? (Again, transport movement, and his Landers have armor, too!), Javier? (There's one Com Tower on each side), Kindle (Properties everywhere) Obviously this won't be perfectly balanced right off the bat. But I'd like to try and get it as close to a fair game as possible, so if anyone's willing to throw some playtests this way, it'd be much appreciated. One thing I'm worried about is FTA in the late-game; if both OS and BM take the same number of turns to defeat their trio, OS boats will reach the center first. While there are no directly central properties, the Ghost Ports and Ghost Airports are rather close, and breaking through to the opponent's cities will devastate them. |
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Meta Rexy (01/08/2015 04:34am):
I think that OS and BM have a tremendous disadvantage... Fighting against air, naval, and ground units isn't easy and fighting 3 people on this kind of map doesn't make it easier... Not sure how it will unfold but OS and BM should have their HQs where the cities are, so that they aren't totally screwed right away. |
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Sixx Spades (01/09/2015 03:53pm):
It might be completely impossible for RS and BM to win when CO powers are involved that inflict damage to the Mech units capturing properties. COs like Hawke, Kindle, Drake, and even Olaf are going to pose a direct threat to units halfway across the map once enough damage is inflicted in combat. This wont take long to occur either due to the expensive units being deployed in the first 5 turns. Be weary of allowing COs with map-wide damage powers on this map, that's all I'm saying. |
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superspeedy (04/12/2015 04:40pm | Edited: 04/12/2015 04:47pm):
you should add pipe seems in the middle so the game can go on if OS or BM is defeated also to make it seem more like a race to see who can get rid of their adversary first so they won't have to face fire from both sides. Also I would say make the second set of ports active because it's a long journey for the ships to the actual choke point where most of the fighting takes place or the southern islands and that make them easy sub\bomber bait if not i'd say put a port on the island next to the factory(I know it's meant for pipe runners) because it has no defence beside A-airs and they go down pretty quickly from a bomber. All in all you need more ports because it just too long a journey by sea or air, your a sitting duck unless you have a squad which is hard with dwindling funds |
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Sneggid (04/15/2015 11:38am):
Agree with superspeedy above, completely. Especially on pipe seams in the middle. The problem with the map is that the bottom half of the map is far too large, takes too long to traverse, and slows the game down. The actual concept is great. Though with this kind of map, banning map-wide damage COs, Hawke especially, is a necessity. A final idea, which might turn the map into something completely different, but its kinda based on the idea MetaRexy said above. There's enough space down the bottom half of the map that you could move the HQs for OS & BM down there, and turn it into a second front for OS/BM (though I'd think it should go in the bottom section below the city-capturing infantry, rather than with them) It would give them more funds (to easier defend against what is otherwise a severe disadvantage), but they'd have to balance the funds better between the fronts. And they wouldn't be out of the game when they inevitably lose against the 3 opponents in the top front. |
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