Creator: tonytone || First Published: 03/22/2017 || Players: 2 || Size: 31x25
Categories: C-Rank, Mixed Base, Standard
Rating: 0 in 0 ratings
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Comments:
a9977321 (03/23/2017 12:18am):
Add a proper FTA counter. It is an BM inf and a BM city within the OS inf's reach I guess?

Map is good in other aspects. Navies can be seen here, but landers should not be expected.
tonytone (03/23/2017 11:22am):
Will add in FTA after game. Not sure about adding a BM city, it give
an extra 2000 in funds but the FTA Inf will make up the difference in
6 days and continue too. While OS is ahead of BM by one day. BM
will catch up the next day, but that FTA Inf is still out there capturing
city. Who's to stop him,or her. OS may eventually catch up to this
Brave Inf,or not. In many cases, in so many days, it may even out.
Thx a9977321. (Need to test this with smaller map).
Xmo5 (03/24/2017 11:09am):
a9977321 is right: The generally accepted solution to countering FTA on a 3-base start is
to give BM one infantry on a starting base (I would personally choose the NW city due to
its vulnerable location) and also one city by an OS starting base (I would choose the one
closest to the SW OS base).

This is primarily due to the fact that FTA manifests in a couple different varieties:

1) OS builds units before BM (it will have a tank or copter first, etc.)
2) OS advances to important locations first (will reach the center before BM)
3) OS is always one step ahead in income

When you have 2 bases, giving BM an infantry addresses all 3 of these factors on one of
them (since the infantry is worth a free 1k) while not addressing any on the other, making
it a good balance, assuming each base is equally valuable. (Note that #3 can be tricky and
depends on city locations and expansion rates etc.) When you introduce a third base, this
balance is broken and you have to find a way to either help BM or hinder OS halfway on a
single base. By adding an extra city for BM, you help offset #3 from my list for that
base, and by forcing OS to select that city as their first target, you can potentially
impact #2 a little bit by limiting rush options or making their first infantry's capture
path less optimal.

Anyway I think this is a decent map with some potential, but I'm worried the lone base
might get overrun; note that it can be rocket locked as well. If it does, the
left-to-right battle looks a bit bland due to the linear terrain and open areas in the
center. I would limit OS's ability to pester with indirects by cutting away some of that
land behind their northernmost base and maybe either A) Move BM's NE base to the west a
bit, and maybe north (for better support without getting too close to the HQ) or B) add an
airport somewhere in the general area between the tower and lone base, being sure to make
it reasonably accessible without being too close to the enemy HQ.

For the time being, I put this in New and with some updates I think it could be an A rank.
If you make edits and want more feedback, feel free to send me a message and I can take
another look. Keep up the good work!
tonytone (04/19/2017 10:15pm):
Okay, made some corrections and I'm about to try out this
map. thank you.
Xmo5 (04/20/2017 09:40am):
Good changes here. My gut instinct is that the neutral base feels a bit far away from the
starting base and from the action, while being a bit close to the HQ, but I like the pipe
seam location a lot, so maybe leave it as-is for now.

The other thing I'll add is that you'll end up with a bit of STA with the current setup
because one base is responsible for capturing the neutral base, the airport, the tower,
and over half of the funding. To balance this out, I would swap which side the port is on,
putting it by the other base. Alternatively, at least move the predeployed lander to the
other base. I'd also switch the tower and airport positions so the airport can help
support the lone base a little better.

As before, if you make some edits and want me to take another look, feel free to send me
another message and I'll come take a look. :)
tonytone (04/24/2017 10:54am | Edited: 04/24/2017 10:57am):
Update: I added a residential port. An army can use this for
small
boat transportation. I also added and extra Infantry. (no FTA
issues,I hope). I switched the tower and airport for better
base support as recommended.

Xmo5 (04/24/2017 11:44am):
You can add the extra infantry if you like, but my recommendation would be to either avoid
them, or to put them on the other base instead, so that they don't complicate the FTA counter.
tonytone (05/04/2017 08:58am):
@Xmo5; I see what you mean about complicating the FTA
counter. OS will reach the neutral base first with the extra
Infantry so thought best to remove them.
tonytone (05/07/2017 09:24pm):
Update: Due to the cramp battles of this map. Major changes
has been made. The lone base has been moved from the
upper right corner to the middle and replace the neutral base.
The center fighting area has been widen above and below.
Also scattered field on to the roads has been place to slow
down Rockets and Recons. A new objective is also in order.
Take your base back while looking after your headquarters.
Somehow the middle base went Mutiny and best you get it
back before starting the real battle.
Xmo5 (05/08/2017 09:38am):
You definitely need to add a blackboat or lander on the HQs since the "mutiny" base is so
close- it would be too easy to rush the HQ, especially as Sami. I would also move the BM
base in the bottom right corner more to the left, so the path between BM and the mutiny
base isn't such a straight line. Maybe swap it with that city by the beach, with a forest
bordering it on 2 sides. The road going between the bases could be stopped partway as well
to limit recon rush, and you could afford to move a city onto that stretch, probably
within one vehicle move for the lone base. You should always use road in moderation,
especially on the fronts.

I like the base swap setup though. It will keep the first and second halves of the battle
quite different from each other.
tonytone (05/11/2017 08:11am):
Update: I lessen the road and changed it up some, to prevent
rush. I added extra pipe and Mountain to prevent takeover of
headquarters prematurely by the Middle base. Also put some
distance between the upper left base and the mutiny base.



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