Creator: XxXNinjinXxX || First Published: 10/08/2015 || Players: 5 || Size: 40x40
Categories: None
Rating: 7.00 in 4 ratings
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Comments:
XxXNinjinXxX (10/08/2015 02:55pm | Edited: 10/08/2015 03:03pm):
So, it's a race. Race to the finish line and take shortcuts if you dare.

* Ruleset *
Fog of War = ON
Bans = Grit needs to be banned because Black Hole can't have that extra range. Sensei and Sami needs to be
banned, because being able to move 7 steps with APC is cheating.
Random weather for maximum rng.

Note to the Black Hole player. Your role is to set up traps for the racers. Place the Mechs between pipelines
and on the bridges, blocking access to those. (Place the Mech at the back, so the racers waste as much time
as possible having to go back and take a different path) You have to guess which way the racers are going to
take. If you
think they might try to use the middle bridge, block it. DON'T CAPTURE CITIES. I know it's tempting, but that's
not what you get paid for.
XxXNinjinXxX (10/08/2015 02:57pm | Edited: 10/08/2015 03:33pm):
Can someone please let me know if Missiles that are sitting on top of pipelines can move over to the
ground. If they can I need to figure out another way to give BH vision. For now I replaced them with Recons... gets
the job done.
Xmo5 (10/08/2015 03:50pm):
Any unit can move to any adjacent square that they're allowed to move on. The missiles can
move onto plains tiles next to them, a naval unit on land can move into the water if it's
right next to them, and air units can move off pipes onto anything but a pipe. The catch
is that the unit just can't move back. The BH missile can choose to move off either side
of the pipe, but no matter what it chooses, it can't go back.

The shortcut in the bottom middle is actually longer than the shortest path following a
road by a few spaces. I like the other shortcut though. I personally think BH should have
more blockers, even just infantry, and placed in random areas. Just a few here and there
that can decide to stand in the middle of the otherwise clear road (just none by the
chokepoint shortcut) I like the idea of making everyone play as Sturm so that less damage
is done and APCs have a better chance of making it alive. That gives you more room too add
BH forces without doing too much damage. Alternatively, make BH Sturm and make the racers
Javier and give them about 4 towers each.

One other thing to mention is that, assuming all players elect to load their APCs into
landers to avoid the artillery (not mandatory, but possible), some players can get blocked
from unloading if the first players are mean and unload APCs on the shoals. Also, because
of the way AWBW is set up, infantry can be unloaded from APCs that were just unloaded from
landers, leaving more options for blocking up lots of shoals. OS could block 3/4 shoals
when they land, and probably every other player would fail to land successfully because of
the FoW.
XxXNinjinXxX (10/08/2015 04:11pm):
Ah, thanks for the information. I figured it would work like that but wasn't sure. It does make sense. When you
want to move somewhere, it doesn't matter what terrain you're on right. Only what terrain you're traveling to.
Anyway. I think I'll implement your idea about the scattered around Infantry. Just a couple of them. Gives Black
Hole more things to do, which is nice for them. And it works even better since I replaced the cities with Black
Boats (Which I think fits the racing theme even better, I mean in a real race you would have guys fixing the
racers and Black Boats represent that better than cities).

As for the Sturm Idea, it's good except for the fact some players might not like being limited to just one CO. But I
mean this is up to whoever hosts the game so, they get to decide on that one.

You are right about the bottom middle shortcut - I just counted. I'll change that one into something good.

And yeah, the last part you mentioned, I'm not sure I can do much about that one without drastically changing
that part of the map. For now, if players don't want to risk getting stuck because of the previous player blocking
the shoals, they can take the way around the pool, and that way they gain a few squares though they do take
Artillery damage as well.
XxXNinjinXxX (10/08/2015 04:20pm | Edited: 10/08/2015 05:28pm):
As for the scattered infantry, I want to implement them, but the problem that I see is that no matter where I place
them, they will have time to walk to the shortcuts before the racers can get there.

At times like these I wish AWBW had the AWDS that eats units and can only move 1 step at a time.
Xmo5 (10/08/2015 07:27pm):
Well if you stick with the Javier with 4 towers (more if you want) it wouldn't be so bad to put
mechs instead of infantry to limit mobility.

Also, if AWBW had ooziums, they would be abused on so many design maps... it's probably for
the better. :P
IPS (10/20/2015 10:13pm):
I like the idea of this APC race. I will create my own APC race with my obstacles.
Raedel (07/27/2024 03:03am):
Holy shit a race setup that works with interesting shenanigans.
4ldwin (09/30/2024 02:52am):
A neat concept, but pretty uneventful. The whole time I didn't see anyone
except for the one time I see someone refuelling.

What if you were to make a type of 'mini battle' section where all CO's can
battle it out to charge their CO powers for a slight advantage boost. If
you want to make the power charge frequently, then you make the 'battle
arena' for naval units. Let's say you make it a Koal or Adder only game,
think of it like using a mushroom boost in Mario Kart.

You mentioned setting the weather to random to mix it up, but roadways,
properties, and shoals don't get affected by rain or snow, so maybe you
could include some different terrain to actually mix it up.



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