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kill me (Design Map by 7.8/10-ign)
Categories: A-Rank, High Funds

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Rating: 10.00 in 1 rating
Map Committee Rating: 0 in 0 ratings
7.8/10-ign (12/11/2017 12:00pm):
To be played with 2000 funds per property and infs banned (Mechs only). Also ban
BBombs (you only get this one). Average funds per player will be 60k when all properties
are captured. The Airports with GE BBombs on them are ghosted. You can't build any
copters or planes on them, but they refuel & repair your air units.
Last Edited on 12/11/2017 03:26pm
Xmo5 (12/11/2017 04:34pm):
For a proper high funds FTA counter, neither player should start with any income-earning
properties. You should use labs in place of HQs and give each player 2 mechs within one
move of a neutral base each, and stagger one of player 1's mechs back by one space so it's
a turn behind in capturing the base. Not sure how to address the mech behind the pipe wall
except to make that base neutral (and the airport)... it won't be perfect since player 1
will always be one turn ahead in gaining that income, but it's the best I got.
7.8/10-ign (12/11/2017 05:22pm):
Yea I know about that one, but I want all the properties to be pre-captured for match flow
reasons (also the airport to keep refueling the bbomb), so that one wasn't really an option. I
know that the current set up is not perfect by any means, but I think it's still good enough.
Do you think one player has a significant advantage over the other currently?
walkerboh01 (12/11/2017 10:09pm):
It's definitely a non-negligible advantage. P1 will get to build all of their vehicles first, which means they'll have
control over the contested regions. For evenly matched players, this will create a pretty noticeable disadvantage
for P2.
Headphone (12/12/2017 01:58am):
How I would adjust for fta on this map, while trying to keep your vision is:
1. Like Xmo5 said make each preowned property neutral and add a mech for each one you
wanted preowned (bases AND airports). Stagger the capture so each player has an advantage
on half the properties at the end of their turn.
2. Instead of having the BBomb on an airport try having it be adjacent to either a
land-locked BBoat or an APC.
3. Adjust the terrain leading to the center so that the first Megatank to the center
doesn't command too much zone control.

About the HQ, I'm not sure if you need make it into a lab at 2000 funds per property. If
my tournament match on the other inf banned map taught me anything, It's that it might be
preferable so that you can get off the ground with mech production after you cap the bases.

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