Creator: McMiCHaeL || First Published: 09/24/2018 || Players: 16 || Size: 15x15
Categories: None
Rating: 6.00 in 1 rating
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Comments:
McMiCHaeL (09/24/2018 11:34am | Edited: 09/24/2018 11:43am):
4 vs 12 map where Teal Galaxy, Purple Lightning, Acid Rain and White Nova are the "Hunters" as they have a
clear advantage over their prey, but the other 12 countries will upgrade and "Evolve" each round as they capture
the enemy cities, ¿who will win? :S

A map just for fun, feel free to comment and rate.
Teams should be: AA AA AA AA AA AA BB BB, better with FoW, random weather and 10 units limit (I guess).
IPS (09/24/2018 01:31pm | Edited: 09/24/2018 01:35pm):
Only problem of the concept is that the team of 4 has already too much starting funds in
few turns and is nearly impossible to counter neotanks using only infantries and mech,;
specially if the ratio of units is almost 1:1 ...

Easiest way for team middle get a win condition is rushing one of the borders then another
one and in this way players in the corner have no chance.

For now, the cities most near of the center players can be neutral while cities and
properties that are most near of corner players are pre-owned by center players; this way
each captured city will have more impact in the game.

maybe adding 1 extra silo per corner can help to prevent this border rush that center can
consider...
Needs important adjustments.
IPS (09/24/2018 01:37pm):
Needs testing also.
McMiCHaeL (09/24/2018 06:02pm | Edited: 10/07/2018 09:33pm):
Testing.
ActivistVictor (10/29/2018 12:29am | Edited: 10/29/2018 12:33am):
i'd say an extra silo would be beneficial, if not outright NECESSARY to the corne teams. i'd also say nix the megatanks
or at the very leart replace them with md tanks to start, that way the rush won't be as hard to survive and it will take a
couple more turns for them to get out of the center, giving the corners a few turns to get some units out there and
making it harder for the center to lock down their bases with so much firepower anything they build is instantly killed


alternatively, you could take IPS's suggestion and make some or all of the pre owned cities neutral, that way it would
just be the initial megatank the corners have to deal with, not that AND a neotank every two turns being built from the
center bases, which might not be possible to survive.

pipes dividing the four cotners extending from the center to maybe a space or two away from teh edges might be useful
also, since it would prevent all four center players from ganging up on one single corner.
Scurge (10/31/2018 09:04pm):
I'd say change the empty silos to loaded ones, so each corner has two more missiles, then
replace the pre-existing ones next to the mountains with airports, those two things should
balance things fairly well if you want to keep the centre team starting with mega tanks
and so many cities as b-copters can usually combat Neotanks decently... Perhaps make sure
the players of the centre team don't run Kindle or Lash to ensure b-copters will help
enough to justify spending the funds on them! XD



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