Decided to try out awbw today, thanks to months of watching you and Deejus. I'm having a blast so far, especially when my opponent logs on at the same time the game goes semi-live. I've managed to accidentally baseskip 2 times already! In the first 5 days of a game! I have no idea what I'm doing, lol.
I tried to design several naval maps, and found a few unwritten rules; No airports - they will just take over the map. You need several small islands with properties - big islands result in naval units just being for transport. I don't like the HQ rush maps, but I think it works far better for naval maps because naval battles don't have the same attack - counter strategies of ground unit warfare and you cannot deathball/protect your units as effectively. We all know naval units have the weakest designs and their maps usually mean the ground units have to be stifled. Not just overlooked slightly, they have to actually be stifled because the naval units would just get ignored otherwise. Personally i think they could do with adding some cheap naval unit like a dinghy for a single infantry/mech. No offense, just cheap transport that can be used as blockers. I am getting unity to begin making my own games and a turn based war game is high on my list of priorities. There are so many things i wish aw had, and i don't think it will get them. Given the responses to naval maps, both in youtube and as feedback on my own maps, i think the aw community recognises all the issues, has more fun with ground/air maps, and they have a (rightfully earned in a way) negative view on naval maps for the reasons i mentioned earlier. Naval warfare is unlike any other, both in aw and irl. It is far less enticing for the majority of viewers.
@@albertb4460 all just theoy at the moment. Busy job teaching so actually using unity will begin in summer. The project itself; i have a good idea of the characters and the story, including several endings that are the result of branching pathways. The structure of the story and the branching paths is suitable for a metroidvania or an advance wars/fire emblem/wargroove hybrid. It is easier to design a platormer for the metroidvania, but it is easier to create the branching paths in an aw/fe/wg game, so i am torn on which genre i should go with. I will be working on both and seeing which one i am able to create to a standard that matches my vision. In a nutshell, and this is subject to change, i want co powers and day to day powers like aw/wg, with buildable units from factories, and the fe aspect will be the big roster of characters with different attributes and weapons. Maybe it is too ambitious for a first time dev, maybe it is a hybrid that cannot be balanced, but i like a challenge and this is a hobby i hope to stick with long after my first game, successul or not.
Rather late, but hows the unity project coming along? Sounds fun. Also, as you might guess from my everything, i Love naval maps, and naval combat in general. Its all just very fun.
@@Santisima_Trinidad never too late. Project going to take years 😅 The fallout of the reboot camp, and the seemingly niche status of turn-based strategy games has put me off going down that route (i assume that would be your inerest here). It seems like the platformer idea i have has the most promise for me to pursue, although it does allow for areas where i can incorporate turn-based strategy as an in-world mini game of sorts.
Was cheering for Talose after he knocked me out earlier in the tournament, was a good run for him even if it ended here. Was certainly an interesting and very different style of map. Lots of decision making on a naval map like this.
"Tag is in the game but we straight up didn't program tag breaks because that mechanic is awful" is peak fan remake lol. I mean that in the best possible way.
Very interesting match. In the beginning it looked like Talose was gonna win for sure, but then suddenly deadfs managed to turn it around pretty quickly.
@@thebrazillianguytm2186 We're working on getting that ticker tape parade set up; they told me not to mention it, but I figured you'd find out from all the media interviews you'll surely be doing due to this.
I really have to commend you Mangs on pushing all these maps you think are fun, implementing rules like freeing casino bot CO's, allowing black bombs, as well as all other unusual things in Advance wars by web tournaments. This was a fun watch and I look forward to future crazy games like this.
I think the key difference was deadfs putting tanks and artillery on the HQ push, whereas Talose only used foot soldiers and a couple of recons. Talose couldn't sustain his offense once the battleships started coming out, whereas deadfs could.
I feel like not capturing the second port under his HQ ended up spelling Talose's defeat. Deadfs's was attacking everything at the same time, the HQ, the com towers, and the port, and Talose couldn't defend all of it at once. Maybe he should have left a blackboat in the port or something to block it.
Got to play AWBW a few days ago, been doing alright. Got to get an HQ capture for one of my matches and the other (a league match) I got to overwhelm my opponent. Though I have skipped a few bases accidentally... But yeah, it's been fun.
I think AWBW missed an opportunity to force naval combat in an interesting way. The cartridge had space limitations, so the maps couldn't be so big. ut if you allowed the map sizes to be bigger, you could have a standard "continent" region that's the size of a normal map and a bunch of islands. "What's the point of the islands if both sides have 3 bases and an HQ on the main continent?" and the answer would be lots of properties to contest and a good chunk of income on the islands. You can't get a fight like that on standard sized maps.
Can confirm AWBW uses the exact same tag mechanics as Dual Strike. You can even start gaining more charge on the tagged out CO immediately. This means that Global Damage COs are fucking stupid in Tag matches as well. You ever want to just pop Tsunami every single turn? because if you get to double up on drake you can do that
Just found your channel the other night, really enjoying the content. Is there like a community discord for AW? Kind of want to check it out and see how bad I get smashed lol
There is an awbw discord. The awbw community is great. I encourage you to dive right in with an account and ask opponents for feedback/tips. I have found that the majority if thek are happy to help you out - be that on game mechanics, strategy and map building.
i think the key moment here is deadfs choose to build infantry instead of retcon early game so he has economy lead then with more unit he was able to take the bottom harbour
Damn, cruisers need to be buffed to their dual strike numbers or something. Even on a map without battlecopters that counter them and with lots of subs, they still aren't worth building. At least in dual strike they countered copters and bombers. Awesome match btw always enjoy some good naval combat
Cruisers not being able to do chip damage really hurts their utility, it means they can't chip down battleships, landers other cruisers while they (try to) do anti-sub duty. It's weird, Cruisers can attack black boats in AWBW because they could do that in Dual Strike, but AWBW didn't add any of the other chip damage that dual strike had. It's a shame, a Cruiser+Sub was actually a pretty decent combo in dual strike because the sub could do 80-90% damage, and then the Cruiser finished off the unit.
@@fadeemblem7665 exactly, and them taking only 50% damage from bombers and 25% from copters makes them a very cost effective anti air unit even if attacked first which it will be most of the time. It is actually useful when there isn't a sub around.
@@ajabacan1886 Well the reason I suggest just changing the damage numbers to the dual strike ones is because that would still be faithful to the games which AWBW tries to be, and so is something that might actually be changed in the site itself by the devs when they dont have something more urgent to fix or do.
I think having a greedy opening didn't matter much in a match with a huge amount of properties. The difference of having 11000 income vs 9000 may be big, not so much when its 34000 vs 32000
Gahdamn! Loved this map and match! I would love to see an absolute chonker of a map that plays like PTO from WW2 with loads of bases, ports and airpower scaling up to absurd sizes. I didn't like the HQ rush design initially, but understood why it's like that by the end. I really like Continents + Islands style in Civ, and would love to see something massive like a 64x48 or 48x32 chungus of a map that's intent is multiple phases of ground war, progressing to island hopping, to air war harassment until both econs are juggernauts with loads of units per turn production capacity. Yeeesh. My sperging got a bit out there. Great match though. Excited for EggCupS2.
I have a few maps you may like - same username as youtube... i havent played awbw for months though as i dont have the time but most of my maps should be there.
11:06 my guess for this move . he obvioulsy wants the habro rather then the city ,but more importently the recon would die if it decided to interrupt the capter next trun while on the city cepture non of the mechs could reach the recon if the recon attacks from the southside of the propety. so the recon would get 1 free shot.
Aqua is a guilty pleasure. Like a certain song buried in bomber subconsciousness.... Coming back to comment once I heard everything. I love these breakdowns.
I was actually expecting to see Sami on this map since it's a very explicit HQ rush map. But these guys are the pros, they must know what they're doing.
Yeah Sami looks really strong on this map, especially as there are so many infantry engagements in it. But I am nowhere near their ELO so what do I know.
Is there a reason why Mangs doesn’t like French? Or is it just a inside joke? I’ve heard him throw shade a few times now towards French people and never understood why.
@@Mangs1337 I am just going to chalk it up to you being negative for no real reason/inside joke. Mainly because you replied with a emote instead of an actual answer towards my question. As a french person myself, I don't really care all that much. I was just semi curious/confused. Ah well
@@Mosannugget as an englishman, jokes about the french are common whenever war is part of the conversation. Americans do this too. Idk why though - the french have a very active and successful war history. I did my research years ago and confused me as to how and why this reputation happened. I thought this was an english/american thing and it could be - mangs probably has a big english/american audience. Anyway, i wouldn't take it personally (easier said than done), it is just a joke. Talose is featured often on this channel and i don't sense any prejudice other than the odd cheap "despite being french" joke - i don't think he would feature him if he was actually against the french. Talose is my favourite player and i think he is one of mangs' favourite players too. P.s. i don't know if you follow football, but we play use on saturday and i am dreading it!
It's Weird to see Pros play Drake when Max has a Much stronger Earlygame since Max has higher Firepower. The +1 Move has Late game potential and while Drake's Fuel drain is good, +20 direct damage helps meet benchmarks
Even if you can rush on land, his crap indirect range significantly hampers his progress later on, especially when the other side is at risk of taken while you try to rush the side you want to take
Ya know, there's 2 types of people in this world: 1.) Oh all the pros are choosing Drake, I guess Drake is better in this situation then. 2.) MAX IS ALWAYS BETTER THAN DRAKE IN EVERY SINGLE SITUATION WHAT'RE THE PROS DOING?!?!
If you are not trolling, I'm afraid to say, borrowing the expression from Deejus, you went full baboon brain there "uh! Max hits hard. Max better!" It's close to the worst possible choice here.
I'm a Max enjoyer but even I wouldn't pick Max here. Even Jess (Max Jr.) is a better pick than Max here. The Battleships are just too important, just watch the 2nd half of this match, the placement and zoning was crucial.