Creator: SuperAnon3MC || First Published: 02/18/2018 || Players: 2 || Size: 35x30
Categories: C-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
Xmo5 (02/22/2018 11:43am):
One of the issues you run into with maps with this design is that it's extremely difficult
to effectively land an assault on your opponent's island. There are limited landing areas
and by the time you have the ability to transport units across, they've inevitably
defended against any incoming attack by either covering all the shoals with infantry,
preparing units to attack anything that's unloaded before it has a chance to move, or some
combination of the two.

My guess is that you want this to play out like a naval battle, but navy tends to have
some of it's own problems. It really does best when it's meant to serve as support for a
land-based battle and also tends to get overshadowed by air units when they're available.
Air units are cheaper, faster, and more versatile so they tend to make for better options.
In all likelihood, they will choke out any naval warfare which will make it impossible to
land units on the enemy island (which would likely be blocked or attacked anyway).

My suggestion is to make each island be a land battle between the two players, but leave
some key objectives available to taking by way of naval combat. Make sure anything that
requires you to land units on enemy or neutral territory leaves plenty of room (lots and
lots of shoals) so there's always a safe place to unload. Funding will also need to be
relatively high, probably on the order of 1.5-2k per city to encourage naval units to be
purchased, which requires a special FTA counter method where the bases are all neutral to
start and one of P1's infantry is staggered to delay capture by one turn (check the High
Funds map category to see what it looks like). Lastly, I recommend reducing air unit
availability significantly so that it doesn't play as great of a role in the battle over
the water.

Hope that helps!



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