Creator: HyperSea || First Published: 08/16/2021 || Players: 16 || Size: 50x27
Categories: None
Rating: 9.50 in 2 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
HyperSea (08/16/2021 04:36pm | Edited: 10/12/2021 09:03pm):
Duck Hunt! Inspired by the classic Halo custom game. Instead of one man with a sniper, you have one Grit with eight
406mm, high-mobility, pipe-mounted cannons! Better run fast!

=-=-=-=-=-=-=-=-=-=-=-=-=-=

Rules:

Teams: Yep. 15v1 - White Nova vs all.
Fog: ON
Funds: Not necessary to adjust. Can set to 0 if you don't want Grit to be able to resupply.
Day limit: Yes. To prevent forest turtling by one of the 15 runners. Set it to something in the range of 15-20. (By this I mean
sitting in spawn or something. The runners are definitely meant to do their best to hop between forests on the way to White
Nova's HQ).
Capture limit: Off
Unit limit: Doesn't matter. Leave at 50.

COs: Ban all except for Grit and whichever CO you want the runners to play. For a neutral game give them someone with no
day-to-days like Andy. To give them an easier time give them Sami or Sensei (for the transport mobility). If a runner picks
Grit anyways it won't matter.

Optional rules:
Ban Grit: Give the hunter a harder time by forcing them to pick someone without extra indirect range.
Tag COs: Let the hunter play as both Grit and Sonja. They pick from turn to turn if they want more vision or more range.
CO powers: Disable if you just want the aesthetics of picking your favorite CO (and want to make it a little harder for the
hunter and runners).
Weather: Set to rain if you want to make it harder for the hunter. Pick snow if you really want to see the hunter win.




killeroid356 (08/16/2021 05:00pm | Edited: 08/16/2021 05:02pm):
Turning off CO Powers disables day 2 day as well, but this is a cool af map! unless im mistaken, the hunter cannot shoot down
the heli's, so maybe add a missle or 2?
HyperSea (08/16/2021 05:15pm):
Piperunners actually have the unique ability of being able to shoot on every unit in the game (shared only by the stealth
fighter). So the transport helis are just as squishy as the APCs and infantry.

However, I didn't know about that effect of disabling CO powers. That's good to know, thank you. In that case CO powers
should be left on if you want to give Grit his extra range.
killeroid356 (08/16/2021 05:20pm):
ah, gotcha, i always just thought piperunners were rockets on pipes, that makes more sense
Creepus2003 (08/16/2021 06:17pm | Edited: 08/16/2021 06:22pm):
looks fun, but you actually do have to keep an eye on funds, if any runner gets an airport and makes a stealth, they could
probably become invincible if they kill the two tanks.

but i suppose the days limit can keep that from happening.

also those bases...can produce infantry.
which grit cant shoot until they run into range...
so uh, those tanks are the only thing keeping the runners from taking the base and running away with it.
since if grit uses his piperunner AND recon to hold the base down, and the pipe runner only has 9 shots since theres no APC,
well that base is baisically either an endless diversion or an infantry swarm spawner.
HyperSea (08/16/2021 06:54pm | Edited: 08/16/2021 07:14pm):
Thanks for the comment!

You know I guess you're right, I hadn't legitimately considered the runners actually wasting time to try and cap the production
facilities, but I guess they might. The bases shouldn't be an issue because they're so close to the pipe (I just assumed the
hunter would be able to respond fast enough if anyone tried), but if the hunter doesn't have vision they might be able to get
the port or airport, which would definitely disrupt the normal flow of the game. I'll update the map later, I just started a game
on it and can't edit it right now.

One solution is just to ban all units, but if someone else hosts a game on the map they might forget to do this. I might just
replace the facilities with empty silos or cities. I also already think I'm going to give the hunter an extra recon and maybe
some stationary cruisers. We'll see how this game goes.

Also, the tanks are locked in place by the mountains, rivers, and pipes. They're just there for extra, stationary vision (like the
cruisers would be if I add them).

Edit: Ya I think I will just remove the facilities. The main reason I even put the bases there was to allow the piperunners to sit
on them and get some extra range if needed, while also allowing the runners to move through the tile if was empty (a normal
pipe wouldn't allow that, obviously). The ports and airports were just there to look pretty - but if there's a chance that could
mess up the game they should go.
HyperSea (10/08/2021 11:19pm):
Something is wrong with the editor. I try to save the map and it seems to randomly delete some of the predeployed units. Right
now, it's unplayable as it was meant to be played. My first test game with it went well, and I was trying to balance it some more,
but then this happened.
HyperSea (08/22/2025 11:18am):
Ah yes, let's see now ... it's been ... almost 4 years!?!? Well, I finally remembered this map, and since whatever editor bug
prevented me from placing units has been patched (probably for a long time now), I've made some changes and republished
the map. Grit now has 10 piperunners instead of 8. I remember from my test game that 8 actually didn't feel like enough.
a9977321 (12/05/2025 02:24am):
With cooperation the runners can gather all their transports together and make a breakthrough in the side. Piperunners can
shoot only once per turn.



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