Creator: Tim0boy || First Published: 08/16/2021 || Players: 2 || Size: 10x10
Categories: Toy-Box
Rating: 5.80 in 5 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Azarel (08/16/2021 03:43am):
Game was a lot more interesting than it looks.

It felt like the defense from mountains was a bit too much though, seemingly giving the advantage to whoever waits to be
attacked (I could be wrong though) as attacking from a road only deal 40~50%, and the counter attack is 40~50% as well,
but then you also get to attack/move on the next turn, so at least if it was a 1 vs 1 situation between two mechs, whoever
attacks from the road loses and the game would be a draw since whoever attacks loses (so neither player would ever
attack).

Therefore maybe using missile silos instead of mountains could be good, to reduce the defense slightly. White tiles instead
of mountains would also have the added side-benefit of making the board look more like an actual chess board.


Speaking of mountains being advantageous I think maybe every unit should start on the road tiles instead of the mountains,
that way if you want to move on top of a mountain you're not fully taking advantage of your units movement.




Also, a small thing, but I think you should remove the corner properties (an the HQs) and replace them with Labs. If you
have no HQs then Labs counts as HQs, but Labs don't provide income. That would make the money stat show how many
units you've joined and potentially provide a tiny bit of extra information without requiring calculating.


Then a fourth and most questionable idea would be that if you replace the mountains with 1-cost movement tiles, like the
missile silos, then regular infantry would have a movement advantage over Mechs.

So maybe it would add more strategy to the map if the 2nd or 3rd row of Mechs were replaced with Infantry instead.


And my last but thought is that in checkers/draughts the pieces move diagonally, right? Well the units in AW move straight.
But there are draughts variants aka "Dama" where the pieces actually move straight and the pieces start in straight rows
instead of diagonal ones.

I've got no idea if that would be better or worse, just a thought. Here's wikipedia link to it:
https://en.wikipedia.org/wiki/Turkish_draughts
Tim0boy (08/16/2021 12:49pm):
Recommendations for Settings:
- No CO's (Very Important)
- Day Limit (Very Important)
Rout is the only way to win, but an agreement can be made so that the player with the higher
Unit value wins



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.