Creator: Sandbagger || First Published: 08/30/2021 || Players: 2 || Size: 23x17
Categories: A-Rank, Standard
Rating: 4.38 in 24 ratings
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Comments:
ShiningForce4 (12/04/2021 12:32am):
Pure and simple hq rush and win
Flooken (12/07/2021 03:20am):
Seems like it would play like Wall of Flesh minus the awkward capture phase
TheGamerASD (01/20/2022 10:56pm):
Here's my analysis of the map after playing a game on it:

The comm. towers are quite contested, and if you're not careful, you could end up losing both of them to your opponent. If you are playing as or against Javier, I would recommend focusing on the comm. tower on your 1b side.

The pipeseams don't seem to be worth breaking. It seems better to use the base next to the pipeseam to build infantry and mechs and build vehicles on the other base on your 2b side. Building an artillery to unlock the airport will mean that you are going to be down a tank on the front.

Transport copters are moderately useful on the 1b side, since you can move infantry over the puddle so they can secure the cities near it. Your transport copters will be vulnerable to enemy infantry, though.

Overall, this seems like a pretty good map which could make it into Global League.
Bossdaddy (02/07/2022 06:33pm | Edited: 02/07/2022 06:34pm):
Painfully grindy map. Played few games and both ended up with draw-conditions, with units scattered across the map.

The corner comm towers are deceivingly easy to defend. My opponent have I have tried to capture this tower, but is easily
defended by the airport + factory. There is a choke point that will cause heavy casualties on attempting to capture the tower,
making it unworthy to embark on such a mission.

Which leaves the center areas to contest, but the cities are so scattered that any consolidated advance will prove to be
fruitless due to infantry only being able to cap 1 or 2 cities. Again, the cities are easily defended by reinforcements, whereas
attacking troops will be forced to withdraw due to the difficulty of sending their own reinforcements.

Multiple chokepoints around the map cause reinforcing troops to filter in slowly, and with the vast amount of area to cover,
the game ends up in minor skirmishes of 2-3 units, culminating in forced advances towards the corners, then retreating into
the center area before mounting an attack on the corners again (because of the natural chokes, any attempt to destroy the
opponent's army is foreshadowed by tedious work) in a cycle.

This map is not so fun.
dj_zmx (02/13/2022 10:13pm):
So to sum it up this far: it's an HQ rush but also grindy, and the comm towers are heavily contested but also easily defended. Also everyone seems to dislike it but it's GL material.

Okay.
Ilese (02/14/2022 10:26pm):
Heavily contested and easily defended tower, schrodinger tower
Tmi489 (02/15/2022 01:47am | Edited: 02/15/2022 04:07pm):
HQ Rush: There is a lot of pressure on the lab early on that can lead to HQ kill.
Grindy: If the HQ is protected correctly / the other lab is obtained, then the only* place to fight is the middle.
Which is open enough, entire army enough, and stall-prone enough to be grindy.
*front switch difficult to execute at many levels of play

Towers contested: Its very easy to flip, especially early on, because of how big the infantry disparity there is between the 2
base and one side of the 1 base.
Easily defended: Point an arty at it lol (when you're devoting resources to defending that lab anyway)

Everyone seems to dislike it: It's made by Ilese.
GL material: It's made by Ilese.
Ilese (02/15/2022 02:28am | Edited: 02/15/2022 02:28am):
Sir its obviously made by Sandbagge—- :(
G4rB/\g3 (04/07/2022 11:26pm):
My fave map...so far.
ViridisViperz (05/02/2023 03:37am):
And you call it "Into The Drought" despite the fact there is obviously water.



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