Creator: XxXNinjinXxX || First Published: 10/03/2015 || Players: 10 || Size: 40x40



























































































Categories: None | ||
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Comments: |
XxXNinjinXxX (10/04/2015 12:08pm):
It is Counter-Strike, but in AWBW format! Terrorists (The northern nations) need to assault the bombsites (the southwestern and southeastern areas where the HQs are located) and take over at least 1 HQ. If they succeed in doing so, they gain a property advantage over their opponents and will win by default when the day timer runs out. Counter-Terrorists (the soutnern nations) need to defend the bombsites (= Not let any of their HQs or other properties get captured). If they succeed in defending, they win by default when the day timer runs out. Every player gets two HE's, or handgrenades (= Missile Silos). Use them sparingly. You don't get any more! Though I heard this "Black Bomb" unit is pretty good... What's with this lack of cities? I'm not sure but I guess Sensei is finally balanced! What's up with the Lab though? The Lab is there so that when the day limit runs out, the Counter-Terrorists actually win! (Because they had 1 one more property than their opponent). The lab doesn't generate any income, so there is no other advantage to having it. Try these rules: Team Game (Northern nations vs Southern nations) Fog of War ON Day limit: 35 Funds per turn: 2000 |
Xmo5 (10/05/2015 03:35pm):
Normally, the only way players are able to capture enemy properties far from the front line is by capturing more properties along the way. This gives them a funding/power advantage to help them push through while also giving them a place to rest and heal up. Otherwise, the battle gets harder and harder to fight because you get farther and farther from your own bases/airports while the opponents can send reinforcements readily. They have ages to see your copter coming and counter with an AA at just the right time and can constantly replenish the type of unit they need most while the attacker can never react quickly enough. Without neutral cities, towers, bases, etc. along the way, I just can't imagine a scenario where the defenders lose here. On a smaller map this would be more practical. |
XxXNinjinXxX (10/06/2015 05:59am):
You might be right. I was considering making it a pre-deployed map, or 2v2. But to make it more fun for players I made it 5v5 and gave them bases. I'm playing a game on it right now, and so that will give me an idea of what changes I need to make. |
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