Creator: DullPheonix || First Published: 10/19/2015 || Players: 2 || Size: 25x19
Categories: None
Rating: 0 in 0 ratings
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Comments:
DullPheonix (10/19/2015 01:47am):
Original by bluebomber_of_legend; Rust
http://awbw.amarriner.com/prevmaps.php?maps_id=42311
Remix by Ruins of Time; Rust Remade
http://awbw.amarriner.com/prevmaps.php?maps_id=43707

Suggested Settings
Unit Bans: Infantry
CO Bans: Hachi, Colin, Sensei
Funds: 2000
Xmo5 (10/19/2015 09:00am):
Nice remake. There are a couple of things I see could be done to improve the map:

1) For a high funds map, the appropriate FTA counter would normally be to make all bases
neutral and place infantry (or mechs in this case) within 1 move of each base. The player
to move first would have one of their units moved back a space to delay capture of one of
the two bases by a turn. This is done because, with high funds, the normal first turn
build options are much more extensive and simply giving an extra infantry doesn't always
make a perfect counter. That said, this is a bit different since infantry are banned. My
intuition would tell me "Hey, you'll be alright just giving a mech FTA counter" but I
think the safe thing to do is go with a conventional high-funds counter as described
above. We know that should work no matter what the first turn build is, so I don't see any
reason to chance it to a less certain counter that saves a few game days.

2) This is mostly a result of the high funds setting, but I think the battlefield is a
little light on properties to fight over. Personally, I would add a few properties per
side, and then perhaps a neutral base. Right now, at 18k income, two airports will not be
used anyway. If you add 3 properties per side and bring the funding to 24k per side, then
you can decide whether you prefer having fewer, high powered units with a lot of focus on
air units, or more, moderately powered units with a little less focus on air combat.
Adding a neutral base would make it look more like the latter option, and personally
that's what I think will work best. Sometimes having too few units (especially high
powered ones) can make a battle haphazard and disorganized.


Anyway, very interesting revamp. Once the changes are made I'm happy to help you test if
you're looking for a player. :)



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