Creator: Tmi489 || First Published: 09/15/2017 || Players: 6 || Size: 30x30
Categories: None
Rating: 7.25 in 4 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Tmi489 (08/09/2016 08:47pm | Edited: 09/29/2016 03:46pm):
My version of this: awbw.amarriner.com/prevmaps.php?maps_id=67936
Untested and uncalculated.
Settings:

Funds (Per Turn):
FOW: Off
Teams should be on for everyone v. BH, but is not necessary.
Lab: Everything but: Tank, Anti Air, Recon, Fighter, Black Boats, and Bans.
Bans: All Sea Units minus Black Boats and Cruisers. Neotanks, Md. Tanks.
CO Bans: Sonja (Replay), Kanbei (Enough funding for any car, beats out Grimm/Javier)
Rules:

BH is the host, and shall not cap the HQ's in the middle for fun. BH Black Bombs should explode ASAP. The 1st
round of Cruisers will move next to the bases then out, then the 2nd round will move on the 3rd turn. BH will
send units out from the bases provided, but will never block the roads completely. Bases are released on where
your last checkpoint (Boats/Cities) was. Currrent points will be announced everytime BH moves, but not
currency. Piperunners may not attack unless on the road, and Md. tanks may not attack at all.

All the other players race to the end, killing alongthe way. When all tanks/1 tank have lapped 3 times, whoever
gets the most points (later) wins. BH will forfeit, but not before capping everyone but the victor's HQ. They
compete for points.

Note: BH is Sturm.

Car System:

Compared to the previous map, this time you get to pick your car! Cars are what you use to race, and you can
only have 1 out at a time. BH Megas or Pipes will lease bases as you go. If your car dies, then they will be
released... only build 1 at a time. For every crash after the 2nd one, you lose 20 points (explained later).
Respawns will be available only after you die, and if more units are built, then you'll be punished.

Standard (Tank): Reliable, bulky.
Glass (Anti Air): OHKO's infs, breaks easier.
Fast (Recon): Fastest, has trouble with the Moon Zone, least damage and bulk. If the only car used 3 times in a row,
then the first crash will not count.
The Track:
The track is split into 4 sides and the middle, and stuff between the two.

Start: Racers prepare their cars. It's also the first checkpoint, if needed.
Corners: Everytime you pass through a corner, there's a place to heal. Mod units will release if needed to allow
you to spawn another unit.AKA, checkpoints.
Top Side: Racing area. Mod units may disrupt, but there's no set terrain.
East Side: Barricaded Area. Ranged units will fire once per 2 days, the amount is decided by the mod.
South Side: Moon (Terrain) Area. Speeds will have a harder time here, and it's squished. The reason why?
Because every racer before moonwalked/moondrove from that zone.
West Side: Battle Area. Mod artilleries will not be at less than 6 health, if so then they will heal. Black Bombs can
be used at anytime, with the respective artillery being more likely to fire at you if you use bombs to blow up an
opponent. Up to 4 tanks can be used per round, but never Megas, to fight 1v1.
BCopters: Once the 2nd lap starts, they start hunting players based on place in points and laps.Of course they
are 5HP due to bombs.
1 HP Bomber (NE): With blown up bombs, it starts nagging behind a playe, then switches.
Middle: BH will only capture HQ's at the end, and not the victor's HQ. They can also decrease funding or
towers as punishments.
Middle South: BH can break fighters for points, and also have silos that can be used for events or bought.

Points:

For every checkpoint you pass, you gain 20 points. For every lap you make, you get 50 points. 1st place to
finish gets another 100 points, 2nd gets 75, and so forth, with the end position determining the later places.
Killing a unit gives points listed below, but only on the last blow. Whoever gets the most points, is the only one
not captured at the end. Checkpoints/Corners, if landed on, also gain another +5 bonus.

Infantry: 2
Mechs: 3
APC: 10
Artillery/Piperunners (ROAD ONLY): 15
Tank/BCopters: 25
Crashing: -20 after the first 2 (worth stating again)

For every point you get, you also get 1 currency. Currency converts into 1 point each, but can be used to buy
things at the shop. Each item costs 50 currency, and will be private.

Silo at X Person
More Likely to target X Person (Will attack if in range 1/2 of the time, lasts 1 lap)
Less Likely to target you (1 Lap)
Summon 2 Mechs/1 APC for X and Y People (Attack those 2, gives half points)
Destroy Fighters at Middle (25C instead)
Note: May be unbalanced.

Events: At any time, if balanced,the mod can do various events. Barricades of troops can form (not too thick),
Silo's launched, units appear, etc.

Notable CO's:

Adder/Koal/Max: Extra movement helps! Adder can also use that movement in the Moon Zone. However
Koal/Max also have power buffs, the latter which may overshadow the former because of the Moon Zone.
Eagle: Like the above, but this time you get an extra turn! Although it's pretty hard to get up, and it balances out.
Javier/Sturm: Extra Defense! Sturm loses power especially in (S)CO powers, but can move in the Moon Zone
just fine. Javier 2T might beat out Sturm but it should be fine as racing is good.
Damage CO's: Can break through mod units easier.

*Meteors and Missles would strike the Mega Tanks*
Budgie64 (08/12/2016 09:12am):
cool

a9977321 (09/15/2017 10:34pm):
I like it. Please inform me when a test is running.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.