Creator: karavalenge || First Published: 02/21/2018 || Players: 4 || Size: 36x20
Categories: None
Rating: 1.00 in 1 rating
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Comments:
Xmo5 (02/23/2018 06:22pm):
There isn't even the remotest of chances that AB loses this match. Even if the allied
nations capture everything to the left of the pipes, they will still make less combined
than AB, and AB starts with all of that income from Day 1. (The single player will also
fire their SCOP first, and likely multiple times before they get hit, further allowing
them to build momentum against their opponents)

Then, to top it off, AB gets a massive predeployed force worth over 550k (compared to the
allies getting less than half of that, of which about 20% of which is transports) and
amazing defenses, with nearly invulnerable piperunners protected behind a layer of pipes
(which can be replenished at 2 per turn, if desired), narrow chokepoints, and beautifully
safe sniping positions from all approaches. I'd be surprised if the allies ever progress
beyond the bridge.

My suggestion in cases like this:

1) Try and keep the single player income slightly below the combined income of the allied
players- it should stay this way at every stage of the game to keep the fight reasonably
balanced until one side or the other takes an advantage.

2) I recommend drastically reducing the predeployed forces. Advance Wars makes entrenching
really, really easy, and a lot of predployed forces for a defending player only
exacerbates this. You want players to have a chance to attack and it's hard to attack with
a net positive gain when your opponent has a highly engineered wall of predeployeds.

3) Open the map up significantly. Even if you took my advice on the first 2, the layout of
this map would still make it impossible for the allies to progress through the killzone
chokepoints. Ideally, there should be multiple ways in and at least some of them should be
relatively open. The attackers need a weakness to exploit or they'll stall and/or lose.



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