Creator: Rush_FTK_2020 || First Published: 10/11/2021 || Players: 2 || Size: 27x18
Categories: S-Rank, Fog of War
Rating: 4.41 in 66 ratings
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Comments:
Rush_FTK_2020 (10/11/2021 01:28am | Edited: 10/11/2021 10:36pm):
for Fog of War
a modification from Vandalism by KuroaK (in Arcaea) (https://www.youtube.com/watch?v=BYLIMpT6t8I)
Songs : https://www.youtube.com/watch?v=EQzl6zbLFSY
Kantbei (10/23/2021 10:09pm):
Map has quite a few tricks. The idea appears to be to base race the enemy one base / one airport side with your two base,
reinforcing with air from center as needed. You do this with a mech / inf / arty / AA push, and a few tanks and copters to
snipe indirects. If opponent is not preparing for your push, they will quickly die.

On the other hand, you should be doing the exact same thing to your opponent on your weak side. Center is largely inf fight
--- committing vehicles there seems dangerous as you can quickly lose the side fights which are more important, and given
center can't front switch, it's not as useful. Mechs are also stupidly good here.

For these reasons, Sami seems to be T2 instead of T3 on this map.
Rush_FTK (10/28/2021 10:41pm):
Re...Really? in fact, less inf seen in my test game. but surely sami may gain advantage cuz no one can stop his capture.
Tomate (12/02/2021 08:16pm):
very interesting map

Just finished my first game on it, and Kantbeis analysis is basically spot on. Vehicles in the
center do not seem to be worth it, because the side fights are more important. Your main goal
should be to push through on your strong side, taking the 2nd com tower and enemy base while
defending your own

The landers are fun, tho I feel like the one on your weak side is kind of useless, as it can only
transport non-infantry to behind the enemies lines, where they will just die instantly
Gigabyte22 (12/12/2021 02:51pm):
Really interesting map. Kantbei was bang on: 3 fronts, one attacking, one defending, one with less action. The forests in the middle of the side fronts give some great opportunities for unit positioning in the centre, both offensively and defensively, and make indirects more viable and important. The mountain ranges that start near the neutral bases and run inwards are a great way to de-emphasise the centre front: units from your attacking front will have to take the long way round, units from the defending front can get there quicker but you'll need to forgo sending them to the defensive front itself.

The thing that won me the map was a unit of rockets on the defensive front. The layout of the mountains around the defending base kinda works for artillery but is much better for rockets, which can start well sheltered behind the mountains, then creep forward to the forests. Mechs can get into the mountains and effectively prevent both infantry capturing the comm tower and city and vehicles from supporting the caps, particularly if the mechs are backed up by indirects. I deployed a lot of B copters on the defensive front, to get my unit count up and deal with my opponent's... brave neotanks, and if my opponent had actually deployed more anti-air I would probably have been a goner. There are 2 properties to deploy from while defending, but one can only really deploy battle copters, meaning attacking anti-air are a must. Conversely, it's difficult to get air support to the attacking front, and I had to ferry in artillery to deal with my opponent's neotank cost-effectively.

I feel like there are plenty of noob traps with this map (in a good way). The centre front is less valuable and less fiercely contested than the sides, and can afford to have fewer troops on it. Once you've captured properties and got your income going, the temptation is to tech up and deploy heavy tanks, but fighting a battle on 3 fronts means you kinda need cheaper units spread across the 3 fronts.

The offence/defence nature of this map, along with its low income for its size, mean that if your opponent digs in and refuses to resign, it can be a bit of a chore to get as far as their HQ. There's also not much to do with naval units other than move your landers back and forth to transport units, but such is the way of the Advance Wars naval game. I do agree with Tomate that the lander on the defensive front doesn't have a lot to do: units can get to the action on both the defending front and the centre front faster by land.
zethbrora (12/13/2021 11:15am):
I like this map
aLittleFishy (12/16/2021 10:37am | Edited: 12/17/2021 10:28am):
I would like to emphasize Kanbei's point about mechs being stupidly good here, you can literally just have your lone base
produce a constant train of them to protect your comm tower, as it only takes 3 days to get to the comm tower and they will
spend the entire time on mountains or cities; you can also cram a artillery behind the mountains as the only things that can
attack it are air units from center or infantry/mechs (mechs being a little too slow for your strong side and therefore unlikely).
Map has a lot of little tricks like this which can make playing on it a real drag for those that don't know and fairly boring for
those that do, as many of the tricks can slow down the match a lot (Gigabyte22 mentions this in regard to teching).
Potentially interesting, but personally just not very fun 1/10

Also at the time of this comment, sami is still available in T3 matches, and like Kanbei said, is wildly OP for that tier due to
abundance of infantry and mech as well as importance of caps and thus more benefit in capping as well as generally
uncommon md and neotanks making her downside less pronounced
Witte711 (12/18/2021 02:48am | Edited: 12/18/2021 02:52am):
I think this is more of a copter spam map. If you take mid via a few tanks + aa and a stream of
copters then if they push forward with ground on either of the flanks you can counterattack
with a swarm of copters and a couple vehicles from your lander. So although you might go
down a comm tower to someone like Sami you can likely take it back or take theirs. So cos like
Adder/Grimm, Andy, and Sasha should really enjoy the copter fights if they do the same. Since
copters are so dominant I think Sami is probably not that strong in t3. I guess her better cap
game would allow her to build more which would make up for her disadvantage in those fights.
Also, her winrate is absurd, so she probably should be banned at this rate. Those are my
thoughts.
Unggoy Slaya (12/30/2021 06:08pm):
I like the concepts, forcing strategic deployment while still having pretty good access between the fronts with the landers. One
thing I will say is Lash is a monster on this map with the middle sections having heavy terrain, she can just get into the center
and capture. Then hold until she has a death ball and can make the final blow to win. Kindle could also be a problem having
those cities in the center clumped up, but Lash is still the better option I think. Not sure I would score it yet, need to play more
on it.
platoisbroken (04/23/2022 05:11pm | Edited: 09/08/2022 08:30am):
The concept is intriguing, yet in practice the map can drag and stalemates can easily arise. Transports are not the best



tools for allowing front-shifting, since they drop units with their "action" already spent (thus can't get a first strike).



I'm currently in a game where I narrowly lost the fight for the 4 central cities, and the two side "fronts" were completely



inconsequential since they can easily be locked up with rockets. Dislodging the enemy from occupying the center is nearly



impossible with the bases being so far way.
likegel (12/06/2022 01:19am | Edited: 04/27/2024 08:40am):
I think it will be easier to defend. Mach can really protect your tower. In addition, there are docks on both sides. After the guns
hold off the opposite tanks, no one can interrupt Sami's occupation of the middle city. With this advantage, you can quickly
use heavy units to recapture the inferior city.

If you are an ordinary commander, I would prefer to go to the middle after two side tanks for AA and mach, and then try to
save money to build battleships to capture the opposite tower.
walkerboh01 (03/01/2023 01:39am):
Added to S-Rank based on successful runs in Global League.
ViridisViperz (05/17/2023 12:20am):
Cool map but those central airports are a bit questionably placed. Be careful where
you place airports otherwise naval units can become quickly irrelevant. The general
rule is to allow naval the proximity to lockdown airports.
Meta Rexy (07/10/2023 01:29pm):
This map favours defensive play and although you don't want to lose the side fronts, the center
is very strong with cities and forests. Guard the landing zones as if your life depends on it,
because you don't want your units to be crippled the moment they disembark from transports.
Contrary to some of the above comments, the Landers are great for shifting between fronts
(BOTH of them), but cruisers are a big waste of money compared to fighters here, with how
narrow the sea is and how vulnerable to copter strikes they themselves are.

Attacking your opponent's zone can be a real pain if you don't have ample recons for vision
whereas they just have to drop an infantry on a mountain and can detect almost everything you
have.
platoisbroken (01/05/2024 04:43pm):
S-Rank XD XD maybe A-Rank, just maybe. But to each their own XD XD
CookieLamb3 (03/21/2025 07:00pm):
This is the greatest fog map of all time. Much better than overrated Stalingrad



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