Creator: Arwingpilot  || First Published: 04/01/2017 || Players: 2 || Size: 40x5
Categories: None
Rating: 0 in 0 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
DocSpacebar (04/02/2017 04:01pm | Edited: 04/02/2017 04:02pm):
Now where your previous maps had the problem of too little space for too many teams, this map has the opposite problem:
there's too much empty space. It's going to take a long time for both sides to even meet up. And on top of that, the huge pipe in
the middle means that indirects (especially Piperunners) are going to be king, which leads to stalemates. The best thing to do
might be to remake this map with more height (about 7 or 8 should do), and put the big pipe on the top or bottom of the map if
you really want it; that way, indirects aren't as devastating. Even if you don't remake the map, moving the pipe to the top would
be a drastic improvement, because then you could have room for some shoals on the bottom half to encourage Landers and
Black Boats a bit.

Another idea I had is moving the team's starting properties further toward the center and putting some neutral cities back
behind them so they have to send a few infantry back there to go grab them.

Real marathons go through quite a wide variety of terrain, and more terrain variety would make the map more interesting;
adding forests and cities would be a good start. Neutral cities, in particular, will give both sides incentive to push forward as
opposed to turtling. And if the pipe is moved to the top, sprinkling some mountains in there would be a good idea. Be sure to
keep it symmetric, though.

I don't know how I'd counter first-turn advantage. Recons are stronger on this map and APCs are going to be necessary to get
anything done, so maybe I'd run 2000 Funds/Property and start Black Hole with a Recon or an APC on its central base? But
I'm not an expert, maybe someone else could suggest a better FTA counter. If all else fails, you could just run two bases/HQ
and 1000 funds and make the other starting properties neutral, and give Black Hole an infantry. This would also lead to having
to choose between capturing the close properties early on (and thus giving the other team a chance to capture central
properties) and moving ahead early on (which might delay the production of your early Air or Sea units- T-Copters and B-
Copters in particular).
Xmo5 (04/03/2017 11:37am):
^^ That.

Also, the best way to counter FTA will be to make everything neutral to start except the
HQ and 2 bases. Then add an infantry to one of the second player's bases. After that,
things get hairy really, really fast.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.