Creator: Jimmy(Payne) || First Published: 10/14/2016 || Players: 2 || Size: 23x23
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| Comments: |
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hanzhe (10/14/2016 06:53pm):
Looks really great at first look. Although the towers could be slightly contested. |
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Xmo5 (10/15/2016 10:35am):
FTA counter R.I.P. |
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Xmo5 (10/15/2016 10:53am):
Also, I'd probably suggest moving the netural base back a little bit, still near the outside edge, and switching the airport to the other side of the HQ, maybe where that city is adjacent to the river outlet. This will force the combat to stay a bit further from the river/bridge area which would probably be a bit tight and stalematey (YAR!) and also make the towers a bit less contested. If you do that, you could probably stand to add another mountain or two in the general combat area. Otherwise, this looks pretty good! |
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Xmo5 (10/15/2016 03:23pm):
I'm also starting to think that it would be good to have a naval transport route across the fronts. Maybe turn some of those mountains around the center into sea tiles and give a lander+shoals so you have direct transportation from the shoals near that city to the lake directly across from it. You might even make the last river tile into sea and expand in that direction so the reinforcements can come from closer to the river and move diagonally forwards towards the opposite front. It's not necessary, but it links the fronts a lot more, especially in the late game. Only downside I see is that you'd probably want to redo the center island to force tcopter landing, but that certainly messes with aesthetics. Maybe the lander idea is bad, I dunno. Just thinking aloud. |
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Jackie Milton (10/16/2016 11:46am | Edited: 10/21/2016 07:40am):
(Hah, stale-matey. Took me a day...) Those are good suggestions. I will get to them shortly. ~Alright, so I made the changes you suggested (mostly), and added an FTA counter. The lab was originally not supposed to be accessible, so I just took away the shoals. I put the cruisers in for deterrance/visibility/because I wanted to. Anyway, let me know. -J.R.M. (The "R" stands for "R.i.p. In peace") |
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Xmo5 (10/21/2016 10:12am | Edited: 10/21/2016 10:15am):
Changes look good, but you forgot AB's lander :P Also, Drake/Sami could be dangerous with 7 MP landers- they can reach the further set of shoals (the only ones useful for vehicles) if you load near the mouth of the river. Not sure how much of a difference it would make in the overall game, though, considering it's a relatively minor advantage. I probably wouldn't change it unless it became problematic in test games. I'd almost consider moving the neutral base back a little bit more so it's within 3 moves of the starting base; more than that can be tedious. You want to rush it for obvious reasons, but it almost feels awkward to have to send your first infantry that far away before you capture anything. Lastly, I'd probably suggest redistributing the cities so that fewer of them are behind the fronts. You don't want to hit the Mixalot point: Little in the middle but you got much back. Anyway, I think you can probably test at this point regardless. That might give you a better idea how to reorganize for optimal play. Feel free to set up a game and we can play. |
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