Creator: clord666 || First Published: 09/22/2018 || Players: 5 || Size: 35x50
Categories: None
Rating: 0 in 0 ratings
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Comments:
clord666 (09/22/2018 09:21am | Edited: 03/02/2019 08:50am):
Hello, welcome to this 2vs2 Capture the Flag on AWBW, below are the SUGGESTED settings and how to play.


Recommended Settings Are
Teams: Blue Moon (BM) + Black Hole (BH) vs Green Earth (GE) + Yellow Comet (YC). Orange Star (OS) is the
mod and should be their own team
Tags: Flexible
Weather: Flexible
Fog: Flexible (easier to play with Fog Off but might not be as fun as with Fog On)
CO Powers: On
Funds Per Turn: 10,000 (funding should not be a factor in this game)
Starting Funds: 500,000 (again, funding should not be a factor in this game)
Capture Limit: Off
Days Limit: Off (Mod will crack down on stalling behaviour however, more on that later)
Unit Limit: OFF
Boot/AET: Flexible
CO Bans: Kanbei, Damage COs (Kindle, Sturm, Rachel, Von Bolt, Olaf, Drake, Hawke) unless they agree not to
use their damage powers during the game. Other bans are more flexible with some COs being stronger on this
map than others (e.g Sami will be more useful than Grit, Colin and Hachi). It is recommended Orange Star plays
Sonja.
Unit Bans: Black Bombs, all planes, all ships, rockets, artillery and mechs. Recommended to play with Md
Tanks, Mega Tanks and Missiles banned, but can play with these allowed.
Lab Units: Infantry, T-Copters, Neotanks and Piperunners.


1333 Bug
Due to the tile limit, some of the pre-deployed units could not be created. OS needs to duplicate the positioning
of Piperunners and subs at the bottom just like at the top in addition to any other early moves they must make.
BM also needs to build an infantry on their bottom base to mirror the pre-deployed GE infantry.

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Gameplay
Refer here for the areas of the map (areas are labelled and marked off by red lines. The areas are the squares
within and including these red line): https://i.imgur.com/KLBpGuJ.png (not quite accurate anymore but
should be good enough to understand the following instructions).
The areas labelled with the numbers 0,1,2,3 are not part of the Main Game Area.
Area 2 is used for rewards while the other numbered Areas are not relevant to the Players and are for funding
and Mod use.

The aim of the game is for BM and GE to rescue their infantry from their respective Flag areas and return them
to their defending areas before the other team does, while their teammates YC and BH try to stop this rescue.
To do this, GE and BM will spawn 15 T-COPTERS from their Airports IN THEIR DEFENDING AREAS, while YC
and BH will spawn 15 attacking units IN THEIR DEFENDING AREAS.


NO UNITS MAY ENGAGE IN BLOCKING TACTICS WITHIN THEIR OWN DEFENDING AREAS.
OS will use their mod vision to see if any blocking occurs and may penalize players for doing so (more on
this later).

PLAYERS MAY NOT HAVE MORE THAN 15 UNITS (discounting the infantry) IN THE MAIN GAME AREA.

Once spawned, a T-Copter or Attacking Unit CANNOT BE DELETED, even if it runs out of fuel or ammo.
YC and BH are allowed to build APCs, and units may return to bases in their Defending Area to refuel.

Attacking units are permitted ONLY in their own Defending Areas and in No Man’s Land.
ie ATTACKING UNITS CANNOT ENTER THE ENEMY DEFENDING AREAS.

T-Copters are permitted in their own Defending Areas, their own Flag Area, their own Jail Area, No Man’s land
AND in the enemy team’s Defending Area.


If any unit besides the infantry dies (if the infantry is killed it must be respawned in the correct Flag Area as
soon as possible), you must respawn a B-COPTER from an AIRPORT IN YOUR TEAM’S JAIL (e.g if a BH
Tank killed a YC AA in No Man’s Land, on YCs turn they must spawn a B-Copter in the GE/YC Jail).
These B-COPTERS cannot leave the JAIL AREA unless a Jailbreak occurs.
One way a Jailbreak can occur is if GE or BM have a T-Copter travel into their Jail area rather than the flag
area.


When a Jailbreak occurs, all the B-Copters spawned (and the T-Copter that traveled there) may flee the Jail Area
and make it back to their teams Defending Area. THEY CANNOT ATTACK ANY ENEMY UNITS while fleeing,
however YC and BH may use their units to shoot down any B-Copters that are fleeing. B-Copters are allowed to
engage in blocking tactics though (e.g to protect an escaping flag) but they can only travel in the enemy team’s
Defending Area and in No Man’s Land.

Once a B-Copter makes it back to their team’s Defending Area, they are safe and MUST be deleted next turn,
then another unit (T-Copter if the B-Copter that made it back belonged to BM or GE, Attacking Unit if the B-Copter
that made it back belonged to YC or BH) must be spawned from the teams Defending Area bases or airports.

T-Copters cannot be in the Jail or Flag Area for consecutive turns, however multiple T-Copters may enter and
leave on any given turn as long as every turn with a T-Copter in the Jail or Flag Areas is followed by a turn with
no T-Copters in the Jail or Flag Areas (Jail and Flag Areas are treated separately, i.e. a T-Copter may enter the
Jail Area and another T-Copter may enter the Flag Area the following turn).
T-Copters may also leave the Jail or Flag Area and return a turn later without returning to their Team’s
Defending Areas. They may also initiate a Jailbreak and then a Flag Rescue or vice versa, without returning to
their Team’s Defending Areas.
A single T-Copter can also create several Jailbreak turns (as it can exit and re-enter the jail).
B-Copters can only leave jail when there is a T-Copter within the jail however.
Jailbreaks do not have to involve any or all B-Copters (i.e. some could return, however they can only leave jail
while a T-Copter is also within the jail), and a T-Copter that enters the Flag Area does not have to rescue the flag.


The game is won when a team’s infantry enters their defending area (regardless of hp, however the infantry
itself must be in the area, it does not count if the infantry is still inside a T-Copter) or if all enemy units are in jail.
In this case OS will remove the losing team by capturing their HQs using their infantry in the area labelled with a 0
and then resign. If fog is on, please send OS screenshot (or multiple screenshots if needed).
All screenshots must include vision of the whole map so OS can know it is genuine).


OS will monitor the game for breaking of rules (e.g Incorrect Spawns, too many spawns, T-Copters not leaving
Flag or Jail Areas immediately, deleting units, having units in areas they are not allowed to be in, etc.) and
anti-competitive behaviour (e.g blocking off the Jail or Flag Areas, not sending any units outside the defending area,
stalling, etc.).
If playing with Fog of War, OS will have vision difficulties so send screenshot evidence (again, entire map
screenshot) of the enemy team engaging in rule breaking or anti-competitive behaviour, or your team playing
competitively to OS so they can act or refrain from acting. Also, please do not engage in anticompetitive
behaviour and cheating, or the game will not work.
In the event of cheating or anticompetitive behaviour, OS has a range of options they may employ at their
discretion depending on the degree of the transgression and may also issue warning before acting.
These actions are:
- The piperunners can shoot down units (e.g if they are incorrect spawns, punitively against a team that is cheating
or being anticompetitive, or randomly if the game is stalling for unknown reasons)
- OS may spawn an infantry from a base in the 0 area to shoot one or more missiles (targeted if a team
is cheating or engaging in anticompetitive behaviour, or if the game is just stalling for unknown reason send
missiles to random targets – e.g with a random number generator choosing target coordinates within the
Defending Areas and No Man’s land)
- Sending one neotank out to punish a team engaging in anticompetitive behaviour or cheating, by killing the
team’s units where it can.
Or the game is stalling and the reason unknown, OS may send out the neotank with a random number
generator to determine its movement path and it killing anything it gains vision on (randomly choosing a target if
multiple are in vision range). OS must respawn the neotank immediately may also delete the neotank outside
of the 0 area after they are satisfied it has achieved its purpose.
- Declaring a jailbreak (equivalent of a T-Copter being in the base for that turn) for both teams if the game is
stalling, or against a team if they are cheating or engaging in anticompetitive behaviour.
- Moving the boundaries of No Man’s land away from the line of broken pipeseams it originally starts at to make
the area smaller or larger. OS may do this equally on both sides if the game is stalling, or OS may increase No
Man’s Land into the Defending Area of a team that is cheating or engaging in anticompetitive behaviour. OS may
return the boundaries to their starting positions or to another position if they so choose.

As per a9977321's suggestion to reduce stalling, OS has been given labs within No Man's Land so a token
system may be implemented. The Area labelled with a 2 has towers which can be given (temporarily or
permanently) in exchange for tokens, which may be earned by having a unit on OS's lab for example.

Thanks for reading, hope you enjoy : )
a9977321 (09/22/2018 12:46pm):
PM me when this map got alpha tests. I am interested to join. The concept is interesting,
but it is easy to break rules... FOW is especially complicated and we can possibly start
from no-FOW.

From tactical perspective turtling might give you a slight advantage over the opponent in
the combat... Maybe towers or other incentives(e.g. occupying the lab for 10 days can let
mod shoot a missile at a designated area) can be given. Introducing a total token system
is possible as well.
clord666 (09/22/2018 01:57pm | Edited: 09/23/2018 03:31am):
While some of the rules are easy to break (mostly the spawn rules)
it should be pretty obvious if you do. People shouldn't try to cheat
since it just ruins the game and OS can easily remove them.

I'll change those central labs from neutral to OS and add a tower reward area to allow for a token
system If the creator wants one.
I dont think its required though since OS can punish stalling without
such a system anyways. Plus its possible to stall while holding onto
one or multiple if those labs anyways.
Stalling can often give advantage but it could also result in no one
winning, which no one wants.
clord666 (09/23/2018 05:28am | Edited: 03/02/2019 02:21am):
Example Token System:

At the start of OS's turn, a team will earn 1 token if they have a unit
(regardless of hp) on any of OS's labs. They will earn 1 token
for every lab they have a unit on, but earn 5 tokens if they have a
unit on all 4 labs at once (e.g if they have a unit on 2 of the labs,
they will earn 2 tokens)

Tokens may be exchanged for the following:
10 Tokens: The team gives a coordinate (within No Man's Land or
either Defending Area) for OS to target a missile at on their next
turn.
10 Tokens: OS will move their Neotank and infantry in the Area
labelled as 2 one space so either of the team's infantry may capture
1 tower permanently.
20 Tokens: OS will send one Neotank from the Area labelled as 0,
into their enemy team's Defending Area. The neotank will kill any
enemy unit it gains vision on (if multiple units are in vision it will prioritize
kills then unit cost) until it is killed or it runs out of ammo or fuel
after which it will be deleted. A team can attack the neotank if they wish.
OS will also do their best to ensure the neotank gets as
many kills as possible before dying or running out of fuel.
If both teams send ask to send out a neotank, the neotanks will ignore
each other (ie they will not attack each other).
25 Tokens: OS will declare a jailbreak for the team which lasts 1
turn.
clord666 (03/02/2019 08:55am):
Version 2 after Alpha Test.

Changes
1, Unit Limit removed.
2. APCs in Area 1 removed as Unit Limit no longer relevant.
3. Mod granted subs for greater vision.
4. Placement of subs has resulted in minor terrain changes

Without Unit Limit mod must use their extended vision to notice if there are too many spawns.
However the extended mod vision will allow them to better notice rules being broken either
intentionally or unintentionally.
Mod can also exercise greater discretion when blocking is occurring against the rules.



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