Creator: Scurge || First Published: 04/25/2017 || Players: 8 || Size: 39x35
Categories: None
Rating: 6.67 in 3 ratings
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Comments:
Scurge (04/25/2017 05:58pm):
Intended to be a more playable version of
http://awbw.amarriner.com/prevmaps.php?maps_id=68900 where I've attempted to use
rotational symmetry in a way that each country gets one each of two possible fronts.
Please let me know if I've missed, duplicated or otherwise messed up a bit.

Due to the bug where tiles beyond number 1,333 from left-too-right-then-top-to-bottom
revert to default (so sea if done on the site and published directly from save-on-site)
this map became an island and so I added ports. The setting may not be perfect for the
addition of naval units, but those units can always be banned (and/or made lab-only units
as there're no labs on this map) :-)
ichbinsehselber (04/26/2017 07:20am):
Interesting idea.
The infantry on the outer ring for the late starting players is ok to counter the FTA on
the outer ring.
The center FTA is higher than necessary. Why give the starting players the Mech while the
others dont get one? This seems to be a mistake.
Scurge (04/26/2017 09:31am):
It's because they each have three pipe seams to break through to reach the missiles whilst
the later-moving countries each only have two. To help the later-moving countries build
mechs of their own, however, they start with the ports close to them pre-owned, whilst the
countries that start with mechs have to capture theirs.
Scurge (04/26/2017 09:33am | Edited: 04/26/2017 09:33am):
[Deleted duplicate-post(sorry)]
kilorodado (04/26/2017 06:10pm):
orange and blue are 1 tile further from their neutral barracks than green and yellow are, making it a 3
turn walk instead of 2 turn. Was this intentional to deal with 1st turn advantage or unintentional? DId
you want one barracks to be within 2 turns and the other within 3? it seems the map is 2 tiles wider
than it is tall.
Scurge (04/27/2017 07:30pm):
It was intentional partially for slight FTA-countering but mostly because the map is
37by35, so 2 tiles wider than its height, as you said :-) At larger sizes I was having
significant problems with that post-tile-1,333 reverting to defaults bug.
Meta Rexy (08/12/2018 12:33am):
I gather the fronts are intentionally narrow and promoting you to abuse the cluster of
missile silos in the middle to break walls?

But then this creates STA with Red and Grey getting first dibs on the missiles, right?
After all, it takes like 5 or 6 hits from a mech to break a pipe seam, and you need to
build an APC to refuel it if you don't want to run out of the 3 ammo and retreat to your
base to refuel instead, wasting time...

IDK It looks cool but I'd have to playtest it first.
Scurge (10/02/2018 07:35pm):
That and also to promote purchasing a Black Boat or two :-)

Once the first seam is broken further progress is pretty fast if an artillery unit is
bought. In the games I've played the main deciding factor in which players get to the
missiles first has been CO choice rather than country, with COs like Sami and Kindle
busting their final pipe seam on the same day, so it seems quite well-balanced based on
that, but I would like to play a few more games to further test it.



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