Creator: SkankHunt42 || First Published: 09/07/2017 || Players: 4 || Size: 39x40
Categories: None
Rating: 9.00 in 2 ratings
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Comments:
SkankHunt42 (09/07/2017 06:50pm | Edited: 09/27/2017 10:46am):
- 2v2: OS+YC vs. BM+GE

- This map was designed with fog in mind, but I am sure it also works just fine without
fog. I think some of the feeling gets lost however as I placed enough reefs, forests and
"tiny" pathways (through the middle) to allow for lots of sneaky plays (putting
missiles/rockets on some of the islands)

- LAB UNITS: ALL ground units except Infs and/or Mechs. The idea here is to make
BM/YC almost exclusively focussed on Air Combat, with a little bit of Naval (mainly for
BBoats, Cruisers & Carriers to refuel). The Inf and/or mech have to be kept for capturing
obviously. OS/GE are Naval & Ground exclusive with no Air at all.

- CO BANS: Broken 5 are probably not a bad idea as always ;) and all the mass damage
COs that hit ALL units, Rachel/Sturm/VB/Kindle might be alright though. With such a
huge map it's just not cool when suddenly ALL your units have 9HP or 8HP less,
especially since the meter charges super fast here. I would also ban Eagle simply
because otherwise there really is almost no reason to not pick him when you play the air
force (BM/YC). And lastly Sasha, way too many cities. Javier might also warrant a ban,
with the potential to get 2-3 comtowers.
---> Recommended CO list: Andy, Jake, Max, Nell, Sami, Jess, Grimm, Sonja, Adder,
Flak, Jugger, Koal, Lash
----> Maybe (Up to you): Rachel, Eagle, Javier, Kindle, Sturm, Von Bolt
-----> Bans (Broken 5 + Damage-All-Enemy-Units-Powers): Hachi, Colin, Grit, Olaf,
Sasha, Drake, Kanbei, Sensei, Hawke

- UNIT BANS: Black Bomb, everything else should be fine?

- None of the ghosted (air) ports are capturable (unless I made a mistake, but I don't
think so). They are for refuel & repair only and I guess to increase the starting funds
(even though that's just a side-effect where I don't really know a better solution to, but
should be fine anyway as the early capture phase will already take a while...)

- Each player starts with 20k funds (@1k funds/turn), with additional 160k up for the
grabs, which means 60k on average per player. Enough to build a shit ton of expensive
naval & air units.

- Almost all islands can be approached by BBoats/Landers except the 2 in the very
middle at top & bottom I think. Transport Helis obviously get everywhere with at least 2
tiles.

- Islands with missiles have nothing else on them. The idea was that you need to
purposely bring an Inf/Mech to them / let it sit there forever and for nothing else, instead
of just capturing the city/-ies on a mini island and then camping on the missile silo.

- Even though it might not look like it at first glance, naval units can move pretty freely
between the islands. I made sure that you could never get stuck on shoals blocking your
path. There are lots of 1-tile wide paths though, so enemy blocking is definitely real.

- FTA... as far as FTA/STA is concerned, I couldn't really think of anything other than:
Left side's naval goes first, right side's air goes first. So each has their own unique FTA
advantage. If I had to take a guess, I would say that Team B (BM/GE) has a slightly
stronger start, as air units can move more freely... but who really knows lol

- Last but not least: I made it so that the Air players always move right before the Naval
player on each team. I actually noticed how much of a difference the order makes in this
map (Had to switch BM & GE for that matter, since otherwise the order would be
switched compared to the other team). Not sure if it's actually prefered to have air go
first, but I would say so simply due to scouting reefs/forests (in fog) and subs with the
freely moving air units (esp. cheap helis), which the naval guy can then take care of with
indirects / his own sub on his turn ;D


Any feedback is welcomed but pls remember that there deeply ingrained concepts which
are there for a reason and probably won't change :)
a9977321 (09/08/2017 03:13am):
Wondering whether we should ban stealths as well
SkankHunt42 (09/08/2017 08:22am):
Maybe? I could see the map getting filled with stealths, but then again, fighters are cheaper and have
better movement and counter stealths, should be fine I think.
a9977321 (09/08/2017 12:08pm):
You should think of the possibility of Stealth and sub blockades, with those pipes
Stealths can easily block the way.
SkankHunt42 (09/08/2017 02:40pm | Edited: 09/08/2017 03:25pm):
At the cost of some of the aesthetics I reworked the middle sections quite a lot (wider / more water) to
make blockades a lot harder than before (Still somewhat possible, but not nearly as easy & effective
anymore)... it definitely looks and feels very different now, but I think it's fine as the playability got
improved by a lot compared to before I think :)

Thx for pointing it out! I didn't actually quite consider how broken 1-tile-wide-pipe-passages are when
blocked with stealths/subs. It sucks that you have to make them visible first, before you can attack
them, even if you already know it's there... oh well, it's fixed now!
a9977321 (09/11/2017 05:49am):
That's much better. WIth the involvement of airforce Blocking will take much more effort now.



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