Creator: Hanzhe^4 || First Published: 12/28/2016 || Players: 2 || Size: 20x20
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| Comments: |
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Hanzhe^4 (12/28/2016 06:37pm):
Rumpelstiltskin oo0000 D2D All allied units has -10%/+10%. Power - Bargain Selet ANY unit and choose one: - +60% defense until your power ends and -2 health. - -60% attack until your power ends and +2 health. - +3 mov. until your power ends and -2 health. Superpower - Price of Magic Choose an allied unit and destroy it. Select ANY unit, select an unit type with $7000 or less and turn that unit into that unit type. |
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a9977321 (01/02/2017 09:36pm):
Didn't know who give the S rank, but there are indeed too many towers though 2 are inaccessable at first. After we free that base inf spam is something else to expect. The terrian is tank-unfriendly and indirects and airforce will prove to be useful here |
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Everdan (01/02/2017 11:25pm | Edited: 01/02/2017 11:33pm):
Comments from my playtest: Agree that some of the terrain is rather heavy. But I don't think it's anything worth worrying about. The map is well-designed in the sense that the 3 towers per side complement the rather heavy terrain very well. If there were fewer towers the terrain setup wouldn't work as well because of all the 3-star terrain. Inf-spam isn't really a problem because of the high funds on this map. 24k for 4 bases + 1 airport translates to about 3/4 ground vehicles per turn, or one copter and two vehicles. So, there'd usually only be 1-2 infantry produced per turn. In fact, the extra base helps make up for the lack of infantry usually found on such high-fund maps. Quite true that indirects and air units will be good on this map, but it's not anything problematic. The relatively far-back position of the airport helps mitigate the power of air units, and as mentioned the 3 towers per side encourages offensive play instead of turtling with indirects. Overall a really good map with interesting decisions with regards to how early to free the t-copter / capture the 3rd tower, sufficient contested properties to make the capture phase interesting, and well-designed fronts that make for an interesting middlegame battle. S rank from me. |
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a9977321 (01/02/2017 11:52pm):
OK then. But I personally wonder about the reliability of play test since you used a broken Javier in the test. Nobody will use indirects against you considering the heavy terrian and even-worse power. Infs and mechs enjoyed a movement bonus here and that's the reason I would prefer a inf+indirect+airforce playstyle. 30% attack gives airforce the ability to counter airforce. |
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Everdan (01/03/2017 01:46am):
Haha, yeah, javier is my go-to so I picked him before I noticed the 3 towers... oh well. But the general principle holds anyway. An indirect-heavy army composition usually doesn't project as much offensive power, and I believe the presence of 4 fronts and sufficient front-switching opportunities provides enough offensive opportunities to the opponent for him to capitalise on this lack of initiative. |
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walkerboh01 (12/07/2017 03:24am):
FTA is probably kind of bad on this map since one base is responsible for both of the neutral bases. I downgraded to A-Rank based on that. |
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Meta Rexy (08/05/2018 01:30pm):
But it doesn't have to be - If you send the infantry towards the lander ASAP and use the other base to cover the neutral one by the black boat, they'll both get there within two turns, no? |
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