Creator: Hanzhe^4 || First Published: 12/28/2016 || Players: 2 || Size: 20x20
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
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.
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
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.
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.
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.
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.
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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