Creator: IPS || First Published: 03/12/2015 || Players: 5 || Size: 35x25
Categories: None
Rating: 0 in 0 ratings
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Comments:
IPS (03/12/2015 12:28am | Edited: 05/24/2015 12:38pm):
Well this is intended to be an obvius 4v1 match.
Lab units: Battletank, Neotank, Pippe Runner.
Fog of War is optional, also not that recommended at all because the lot of forests.

CO bans
Grit, Kindle, Sturm, Hachi, Colin, Kambei, Sensei, Rachel, Sasha, Sami

Four countries at the south have to fight againist this huge nation at the north that
plans a dictatory like the one seen in North Korea in our world. Around the map there are
3 neutral factions that will not move, 2 of them are rebels aganist the dictatory and BD
represantes indians (YES!! indans with basookas! this is a paralel world !!). GS is
equiped with a single silo (considering that there are FOUR enemy nations, it's not that
relevant) and both GS and BM have a laboratory.

There are predeployed for 2 different reassons
- Some units represantes a part of the story, on this case the movible ones and the
unmovible pipire runners and artillery.
- Some recons are placed on unmovible squares in order to give to these sides sight of
important events such likely if GS mech is rushing the factory at the middle, in order to
BM has a chance to stop him and delaying GS taking it (this if this is going to be played
at FoW)

Ballance is trying to be done, BALLANCE feedback is really apreciated.

Xmo5 (03/12/2015 10:35am):
First, and most importantly, PL, PC, and BD won't actually exist when you play on this map
because they don't have labs or HQs.

Now, if that gets fixed, GS won't stand much of a chance early on I'm afraid. There are
too many nearby units that can swarm, even if they are weak. Basically, all they have to
do is smother the small GS army before it gets strong enough to fight back. Even if GS
prevents HQ capture (quite possible if they plan due to their high starting funds), they
will probably lose a lot of properties and end up in a weakened state with a delayed
start. By the time they emerge from that mess, they'll be hit again by the other armies.
If the 4 allied nations are able to rush and take advantage of this, I don't think GS
could resist them all.

My recommendation is to reduce the number of predeployed units and give GS a little more
space at the beginning. Also, they shouldn't start with that much funding or they will
have no problems wiping out at least one country early on (assuming all the infantry/mechs
are moved/removed).
IPS (03/15/2015 10:26pm | Edited: 03/15/2015 10:28pm):
but these PL, PC and BD units would not move from their squares (or better said, that's
the intented idea). The point is that GS has to destroy them in order to clear acess to
cities and roads to the alied nations. Actually the map says there are only 5 sides, the
alied nations and GS, meaning that all these infantries/mechs theorically shouldn't move
or atack.

Well I'm decreasing the starting cities from the 4 alied nations by 1-2 being guided by
your feedback.

But I would like how wouldl work all these mechs/infantries without human sides that
control them. If they are standby units that won't start an atack nor move, then I guess
that these infantries/mechs would been aceptable because wouldn't bother that much ...
just square blocking and counter atacking.


Xmo5 (03/17/2015 04:58pm):
The problem is that there's no way to do that on AWBW. If you don't give them an HQ, those
units will disappear when the game starts. If you give them an HQ, they will be human
controlled and players will have to fill those spots to start a game. The only thing you
could do is force human players to join and then never move those units, but you can't
count on that happening. It's also boring/annoying for whoever has to end their turn all
the time.

Also, I meant that GS should have their starting cities decreased. Without being hassled
early by those infantry/mechs (even if they're stationary), their 18k income and 6
starting bases will let them build up an army almost instantaneously and their closest
neighbors won't last long. They can afford to build 2 tanks and 4 infantry every turn
while their opponents will be building mostly infantry for the first few turns.

Generally speaking, starting income is best to be kept low for everyone and you compensate
for the 4v1 by giving GS more cities to capture (eventually) and more bases. Once the
capture phase gets going, GS should be making a little bit less than all of the allied
forces combined and that should be true until the serious fighting starts.
IPS (03/20/2015 08:02pm | Edited: 03/20/2015 08:05pm):
By editing this and some counting, here we have some stadistics (for this version)

1.- GS starts with 2 bases, at day 3 should already own 5 bases. With 6000g per turn (11K
at day 3, only counting bases and starting cities).
Alies starts with 8 bases and 15000g per turn.
2.- GS as owns all his cities will have ownage for 40K income stable income per turn. If
Alied forces take the cities that THEORICALLY are intended for them they should have a
combined income of 52K. There are 8K income in THEORICAL neutral zone that any of the
sides could take it.
3.- GS counts with the only C.Tower and a single (or pair if I consider later) of silos to
compense a bit the Alied forces early adventage.
4.- Only GS and BM have acess to V.I.P units (neotanks, pipe runners and battle tanks).
Pipper runners can be built at the centre Base and as it is placed in the right place, it
will be an anoyanse.

http://puu.sh/gIJNL/f040c5380d.png

Well here is the try of analisys of ballanced I tried to do for that version. Red/Orange
are cities that GS will take. Dark blue are the theorical cities that Alied forces will
capture (some are very unaccurate). Brown and light purple are the "undefined" ones that
will give adventage to the player(s) that take them.

Recons were just placed for if the map is played at FoW in order to give some vision to
GS...and as a kind of reference to "the big brother" (ITs WATCHING US!) xDD
IPS (06/13/2015 11:44am):
After a massive buff to GS, had to nerf it. Test #2 incoming.
IPS (05/23/2017 12:53am | Edited: 05/23/2017 12:53am):
Adjusted the map due observing some irregularities in some region of the map.

1.- Terrain modifications between BH and OS.
a) Neutral Base beween the mountains instead of neutral city.
b) Changed 2 pipes to river somewhere in north of OS.
c) Added a neutral Air Port in order to BH consider it to pressure OS a bit.
d) Other minor adjustments.

2.- BM buffs
a) They now start with an extra infantry and Artillery
b) 2 more neutral cities to capture between the roads, needs small fighting.

3.- GE & YC Adjustments
a) GE starts with one less infantry that was gift to YC.
b) minor reposition of BH mech/infantry in order to leave at least 1 mech not being direct
atacked before GS moves.
c) Changed the 2 unmovible recons to 2 unmovible tanks in the mountains (vision nerf to GS
if Fog)

4.- GS base modifications
a) few extra neutral cities.
b) some minor adjustments (most of them were comented previously in other points)



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