Creator: jukyver || First Published: 02/08/2017 || Players: 2 || Size: 40x12
Categories: None
Rating: 0 in 0 ratings
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Comments:
the-deadly-shadow (02/09/2017 10:28am):
This map has FTA issues.
Tmi489 (02/09/2017 06:30pm):
More like STA, since PL starts a turn ahead in deploying.
Might need an extra infantry/2 for PL for funds, or a recon?
jukyver (02/10/2017 01:16am):
What do suggest?
Xmo5 (02/10/2017 02:01pm):
This is complicated, but here's what I would recommend:

1) Make two transports available to the center island for each player.
2) Add a second neutral production facility on the center island for each player, but not
near the first one or the front.
3) Make all starting properties neutral except for 2 bases
4) Give PL a single starting infantry that can board a transport on Day 1 and make its way
to one of the central production facilities

If this is done effectively, if will allow PL to reach the center island first, with one
infantry, on Day 1. This infantry can reach and capture one of the two production
facilities there (maybe it has a choice, which is okay). Meanwhile, CI builds 2 infantry
on Day 1, and then sends them both to the center island on Day 2. Later on Day 2, PL sends
their second transport and a fresh infantry to the island to capture the other production
facility. This means the capture order should be PL, CI, CI, PL on the center island, just
like a normal FTA counter.

Things are a little complicated here because of the map setup- the central island is
really all that matters from a combat standpoint until much later in the game (assuming
significant naval and air warfare develop at all) because it's what will develop the
fastest, it houses the HQs, and land combat will always reign supreme because it's A)
Cheapest, and B) The only way you increase your income and/or production. There's a lot to
be said about gradual progress, tech up, and terrain impacts that make it more prominent
too, but those are the two big reasons. Regardless, the point is that the overemphasis on
the island center means you basically have to design the FTA counter around it as though
the rest of the map doesn't exist. If the island FTA isn't countered completely and
effectively, you will have FTA or STA, but conversely you could probably get away with
some imperfections around the outside so long as the center island is balanced.



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