Hawke is a Black Hole CO, and becomes Sturm's second-in-command in AW2. ![]() I'll post some summaries of them here, though. These three COs were all introduced in Advance Wars 2 - feel free to check the ol' LP if you need a refresher on how they tick. Now if your only exposure to Advance Wars has been this thread, then you're probably going "Hawke? Jess? Lash?" right now. KennyMan666 has taken Pink Cosmos, playing as Sami, and the adorable penguins of Cobalt Ice are being commanded by darealkooky, playing as Lash. Representing Amber Blaze we've got Roonespism, playing as Jess. In the Teal Galaxy corner, we have Slur, playing as Hawke. Yes, 14-player games of Advance Wars are messes of week-long turns, dropouts and other chaos. Notice how the colours have changed: in addition to the standard five Advance Wars armies, another nine have been invented to bring the total up to fourteen: this allows for 14-player games of Advance Wars. Here's how things stand at the start of Day 3. Random weather, no fog of war, 1000G generated per property per day. Since nobody happened to pick a CO introduced in AWDS either, this gives this game a very AW2 flavour. Banned units were all the ones introduced in AWDS. It's just another tool to make map creation more interesting - think of them a bit like the ruins tiles from Days of Ruin, but without the Fog of War hideyness.Ĭonditions before the match were as follows: Banned COs were Hachi, Colin, Kanbei and Sensei. They're like cities in that they have three-star defence and low movement costs, but they can't be captured and they don't provide anyone with any money. These are pre-launched missile silos (missile silos being something introduced in AW2) and can basically be thought of as "cities you can't capture". On this 1v1v1v1 map, players 3 and 4 got an extra infantry to play with. 2 v 2 maps might be set up as Player 1 and Player 4 vs. 1 v 1 maps might be set up to give player 2 some starting infantry (typically half as many as the number of bases they start with). The idea of this is to counter something called First Turn Advantage (FTA) - put simply, all other things being equal, earlier players in the turn order will get key properties captured earlier or get first strikes in more often than later players. A couple of things to note: players 3 and 4 (Green Earth and Yellow Comet here) have been given an extra infantry to start with. The map for this contest is called TheLandOfTheBeginning, a four-player map with both land and air bases. But hey, I've quite possibly written more words about Advance Wars in the past few years than anyone else on the Internet (I've certainly drawn the most arrows), so maybe I am qualified. Saying that, I have no idea if I'm qualified to commentate AWBW, since my knowledge of high-level multiplayer strategy is sketchy at best. Think of it as really slow e-sports commentary (that reminds me, we need more e-sports that can be commentated on in a relaxed or hushed tone, in the manner of cricket, golf or snooker: I nominate Worms Armageddon). In a way, this is "live" commentary, in that for the most part, I'll be writing my thoughts on what's going on in the moment, with no idea of how things will pan out in the long run. I wasn't able to get a place in the game what with going on holiday and all, but hey, I can spectate it and I may as well do a write-up of what happens. Recently Slur's been trying to organise some discussion about Advance Wars in the main Games forum - as well as trying to organise some goons into playing of an online browser-based AW clone, Advance Wars By Web. ![]() So this is probably a very silly idea, but it gives me something to until Rivals! AC. Part 92: Let's Commentate Advance Wars by Web! - Part 1 Let's Commentate Advance Wars By Web! (or "March of the Penguins") - Part 1
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