| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
|
ahanz¢e (08/25/2016 10:45pm | Edited: 08/25/2016 11:01pm):
Might move the pipeseam that's next to the base up one tile, but I'll just leave it there for now. Edit: Yep.. It needs to stay out of the arty's range. B-boats/landers would be used for capturing properties in the early stage, while they could later be used to transport infantry at the southeast base (OS) (or vehicles if you haven't bust through the pipeseam yet) |
|
Everdan (08/26/2016 03:04am):
23k for 2 bases and 1 airport is really high funds. Having many contested cities with such high funds isn't really a good idea - the lack of infantry will create problems in capturing cities. I'd prefer it if the central cities were spaced apart more. 2 pairs of contested cities should be enough. |
|
ahanz¢e (08/26/2016 07:07am):
- removed a few cities & rearranged a few cities also. I don't have much time right now but i'll see to it later.. |
|
ahanzhe1 (08/26/2016 04:10pm):
And a small question: Does the pre-deployed units(besides the inf) or the towers have FTA? |
|
Xmo5 (08/28/2016 09:51am):
Potentially, yes, but less significant. I'm slightly worried that if one player makes the jump and captures a tower, the other player is at a 3-to-1 deficit until they capture one as well, and that could be dangerous, but we'll see how it plays out I suppose. |
|
Peter the mad scientist (08/28/2016 11:02am):
I see labs here. If no lab units are set, why not use labs to replace hqs for more lives? |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.
Create Game
View Games
Planner
Map Analysis
View
Export
View Favorites