|Creator: Artamiel || First Published: 10/26/2017 || Players: 2 || Size: 36x36|
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Xmo5 (10/27/2017 12:35pm):
At first glance, this definitely seems to be one of the better implementations of black
tiles used for deploying units all over the map. The way you restrict it to a few distinct
entry points really makes a big difference in the way that it allows for fronts to form in
an organized, healthy way, while still making the black tiles 100% relevant.
I would argue in favor of:
1) Giving OS another entry 5 spaces South of their central lab (and an equivalent for BM)
2) Making each player start with an even number of bases (you can always have them start
with 2 and make others neutral)
3) Adding another base. This map has a lot of fronts and a lot of funding, and it will
essentially play like a mixed base map, so if anything, you want more bases to increase
the base:fronts ratio, even if it means dropping the funds:base ratio. In conjunction with
#2, start with 2 bases and make the other 4 and airport neutral
4) Potentially blocking off the entrances with friendly bboats so that a player can't try
and use their opponent's black tile pathway without going through some effort first.
Additionally, the defender has the option to delete the bboat and send in another unit to
fight back, before it's destroyed.
Artamiel (11/01/2017 05:02am):
Agree with that.
Change: The central entry and terrain is changed to keep dynamic, and corner bug issue is fixed.
There are 9 entrances vs. 6 factories so I think pre-owning more bases will help early inf line
About mixed base: No, here defender is not annoyed by production limit for one front. Moving
between fronts are also encouraged.
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