Creator: Aye Nuss || First Published: 08/15/2021 || Players: 2 || Size: 21x25
| Categories: None | ||
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| Comments: |
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OutlineY (08/15/2021 05:43am):
Silo in the corner is a problem |
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Aye Nuss (08/16/2021 12:47am):
What improvements would you suggest? |
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clemaxgra (08/16/2021 12:19pm):
I think yellow might have started first in both my games, unless I did the wrong setup? New to setups. |
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clemaxgra (08/16/2021 01:35pm):
Yes, yellow definitely has the advantage with more units + first turn. Also having specifically that edge infantry at the start of their first turn is a build+move order win regardless of who start first That infantry could be used to capture the opponent's city. And in terms of movement of the apc, the apc has just enough movement to send an infantry from corner base to the other corner base, then go to center to pick up first infantry right after it finishes capture to send it to pressure opponent's com tower. |
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Aye Nuss (08/19/2021 02:33am | Edited: 08/20/2021 08:58pm):
Changelog: yellow's extra infantry has been removed and a grey infantry has been added. APCs and extra infantry have been removed for both sides. Both missiles in top right and bottom left corner have been replaced by neutral city tiles. |
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clemaxgra (08/19/2021 03:44am | Edited: 08/19/2021 05:47am):
I still recommend removing the apcs. With turn orders considered, even though grey starts later, the added infantry is a move order win when combined with the apc. Yellow couldn't follow the move order. t1: apc to center factory t2: infantry to apc, apc deliver to range of neutral. Infantry (X) begins capture of opponent city t3: apc move to center, just in time for infantry (X) to enter it next turn to be brought to contest opponent's com tower |
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clemaxgra (08/19/2021 05:47am):
https://awbw.amarriner.com/2030.php?games_id=401837 Visualization of the move by gray, which can't be copied by yellow. |
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