Creator: RBFenn || First Published: 05/10/2016 || Players: 2 || Size: 23x25
Categories: C-Rank, Standard
Rating: 5.00 in 3 ratings
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Comments:
RBFenn (05/10/2016 10:29pm):
Another experimental map. Here, each player starts nearby a Lab owned by their opponent,
and can either build a transport (also useful for moving units between fronts) or destroy
the predeployed Cruiser to gain access to it. Lab units would be something essential -
Infantry, or perhaps Tanks+Artillery.

Predeployed Black Boats near your opponent's strong base provide vision on their
production in Fog of War and allow you to somewhat direct where they send their units.
This idea came from the map Moats and Black Boats.
Xmo5 (05/11/2016 07:24am):
I couldn't remember the name, but I immediately thought of that map when I saw the bboats haha
liandry (05/11/2016 09:43pm | Edited: 05/11/2016 09:49pm):
Doesn't capturing all enemy labs mean instant win? If yes, there would be STA, and first arty on weak front =
win.
EDIT: making it two labs will wreck your "make core units lab-only ones" idea. Also, each player has a lab from
the start renders said idea moot anyway.
RBFenn (05/11/2016 09:50pm | Edited: 05/11/2016 09:52pm):
Both players start with HQs, so losing the lab isn't an instant loss.

But you might be right about making the labs preowned...may be better to make them neutral
to start and have lab units be something like Mid-Tanks/Rockets. I'll think about it.
liandry (05/11/2016 10:35pm):
Also, FTA with them bboats. (as experienced in our game lolz)
RBFenn (05/11/2016 10:49pm):
Is there? Both players can move the Bboats to block before the other can move their first
infantry. Or am I missing something?
liandry (05/11/2016 10:57pm):
In that game I wanted to rush the neutral base with my FTA counter infantry, but may that plan RIP because
bboats. So yeah.
If this is a grave issue, idk.
RBFenn (05/11/2016 11:24pm):
I think it's alright - the second player can block the direct path to the neutral base
just as well - but I'm not feeling the bboats so much anymore...they're not as interesting
when the base only has one front to head towards.
liandry (05/11/2016 11:38pm):
I counted moves aaaaand you're right, it does not matter much, assuming both players block the shortest path
towards the bases. (4 turns for second player to reach, 5 for first)
I shouldn't be making snap judgments this quick haha.

I'm actually making this comment to say that this black boat idea is actually good, but I think the idea can be
further expanded on. I personally imagine a map with mostly shoals and some 10 or so bboats to make your
own "terrain" that can be modified as you wish.
I'd call dibs on that but it's out YOLO
Jackie Milton (05/12/2016 08:44pm):
Man... for like having 3 maps on the site, this is excellent.
It looks really pretty too...
Tell me your ways, master!

-J.S.M.
(The "S" stands for "Submits")
RBFenn (05/13/2016 10:12pm):
It's at least 50% being OCD about leaving not one 2x3 patch of plains standing.

Seriously, I like the concept of a 'soft' 2v1 base setup. My goal was to make a map where
the third base could play several different roles; it can be used to pressure your
opponent's lone base, push for the center, or support your own lone base, and each of
those options will inform your build order and capture phase, and change the flow of the game.

Many of the cities on the fronts can be conceivably captured by either side, but the
forward cities are mostly spaced four tiles apart, so you have to balance claiming
contested properties while you can or maximizing early funding at the cost of maybe ceding
those contested cities. A good portion of the funding in this map is backline too, and
"when do I go for those properties?" is another question you have to consider from the start.

Plus there's the preowned lab that you may want to spend funding on to capture, and the
possibility of Landers to ferry units to the center quickly. Though I'm not sure if that
option is attractive enough as it stands, it needs testing. Anyway, that's what I had in
mind while making the map.
liandry (05/14/2016 05:11pm):
When we were playing on this map, RBFenn, I noticed the gazillions of funds I was earning every turn. I was
like, "what am I supposed to do with all this extra cash, buy MD tanks every turn?" and seriously I didn't mind
having my lab stolen that game.
I also noticed how there are absolutely no air units coming in to mess with my "perfect" artillery positions on
my "weak" front.

hmmm, how about putting an airport by the lab? perfect money drain, and suddenly purchasing a lander
becomes way more viable. (in our game, it probably just lost your "weak" front for you)
You can even replace those cruisers with carriers instead just so they can fire at air units produced on those
airports? lol
RBFenn (05/15/2016 12:17am):
Hmm, that's a good idea. An airport would definitely be worth building a Bboat/Lander for
- if I did that though, I might want to just remove the Labs altogether, or relocate and
make them neutral. Don't think I'd want to have Cruisers in, having to build a Bboat is
enough of an investment/delay to getting an airport up and running.

But yes, this map needs either an airport or much less funding.
RBFenn (05/19/2016 10:46pm):
Changes made:

-Replaced the island Lab with a neutral Airport, and moved the Lab to the corner of the
map, replacing a city
-Added ghosted airports near the center, replacing cities
-Removed a couple other cities
-Removed predeployed Black Boats around the enemy's strong base
Everdan (01/06/2017 12:59am):
31k funding per side is really a little too high for 3 base + 1 airport. Dropping from new until fixed.



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