Creator: BamboozleV || First Published: 03/17/2015 || Players: 2 || Size: 23x21
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Everdan (03/18/2015 01:50pm):
Map looks great, interesting 2 airport + 2 base setup, early-game funding's nicely tweaked to make tough
decisions on vehicle deployment - although it's theoretically 25k per side, most likely you won't be able to reach
20k funding per turn in the early game since there are so many contested properties, which makes it difficult to
deploy 2 copters per turn - nicely done.

One concern I do have is that GS's southeast base can potentially get cut off from the centre because the only
route vehicles can take to the centre is that land bridge, which happens to be closer to YC's base. If YC
occupies it first, the southeast base is going to be quite literally stranded there. I think it'd add more front-
switching options and strategic depth if the base at the southeast could potentially support the centre. To fix
this, you could remove the pipes near the southeast airport, providing an alternative route for vehicles to move
by, and also widen the land bridge to 2 spaces so it's more difficult to blockade completely. Another good idea
would be to move the bridge a couple spaces south so it's more accessible to GS. Any combination of these
would work too.

I'm slightly concerned that the HQ is vulnerable here. YC's northeastern base has a more or less direct route to
GS's HQ, while GS's southwestern base has to take a long convoluted trip to reach it. Overall I think it's actually
about the same distance for each base, and remember the southeastern base can't even support the HQ if YC
plays it right and takes control of that land bridge. This would be partially solved by fixing the first problem, but
still, it's problematic. I actually rather like the movement restrictions on the river-surrounded base, so maybe the
best solution is to put B-boats on the HQs, move them back slightly, or do both.

Lastly, I think there's FTA because the counter base gets to capture much fewer properties than the non-
counter base. Redistributing the properties should be enough to fix it.

By the way, I'm really liking those shoals on river corners - they look so good I want to start using them on my
own maps. Cheers!
Bamboozle (01/24/2016 06:15pm):
Thanks for the feedback. Redistributed city placement, opened up the bottom routes and bboated the HQs.
Hopefully most of those issues should be at least improved.



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