Creator: Pinwheel_OP || First Published: 12/30/2021 || Players: 2 || Size: 24x19



























































Categories: A-Rank, High Funds, Live Play, Mixed Base | ||
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Comments: |
Pinwheel_OP (12/30/2021 10:33am):
For High Funds |
walkerboh01 (08/04/2022 02:29am):
Currently there aren't very many contested cities, some of the mixed fronts have essentially none. The funding is also pretty low early on, meaning that it's difficult to afford an early lander or bboat to unlock the airport, so the game develops slowly. This might be a good map for a predeployed bboat in the corner. Adjusting the city positions slightly to encourage a bit more dynamism between the fronts might help too. |
walkerboh01 (08/06/2022 05:54pm):
Adding to Under Review based on changes made per the above comments. |
Sunrise (06/01/2023 04:01pm):
This map is too stally, you two bases are trapped in a corner unable to mount large scale offensives. Your airport are so far back they are unable to contribute much. |
COMMANDERWOLF (06/06/2023 01:12pm):
You might not be able to counter air units by using air units because of how the air ports are far away from each other. |
likegel (06/24/2023 02:09pm | Edited: 06/24/2023 03:12pm):
Agree with the above viewpoint, crudely and boring map This map is currently in the rotation pool of Global League, and the end of the game is usually due to the difficulty of defending the besieged base in the center. There are two bases, combined with a base and airport in the four corners, with an independent base in the center that cannot be defended. |
Meta Rexy (06/26/2023 09:37am | Edited: 06/27/2023 11:20am):
I disagree with above comments that this map invites stalemates. Mixed base maps with at least one vulnerable base that's hard to defend shouldn't have rigid fronts unless you play very defensively. Also, the port enables you to buy a battleship to defend the middle if you are being heavily pressured by your opponent's corner bases. There is very little counter play with the ports being shoal locked, the ease of building AA to protect it from bombers, and weak but also difficult terrain for corner base attackers that requires several turns to navigate while remaining in range of its shells. While it will only help you defend a few nearby cities and your lab, this factor, along with fairly defensible terrain, provides more than enough breathing room for the center base and buys some time for players to launch counter offensives from their own corner bases and airport. With multiple cities and comm towers positioned near the fronts, I would expect pressure to shift from the central bases to the lone corner bases, especially once there are enough AAs to prevent air units from escaping the corner and linking up with the player's main forces in the center. Honestly, the biggest problem on this map is Grit being able to lock down a base with a battleship. Of course, Grit still struggles with mixed base maps, where opponents with early aggression can restrict his map control and gain a funding advantage, which can help overcome the inevitable death ball of artillery, so I'm unsure if that issue makes him broken. |
likegel (06/28/2023 03:00pm | Edited: 06/28/2023 03:00pm):
I think @Meta Rexy definitely made a mistake, just drawing conclusions after a game between me and him. In that game, I chose Lash and did not produce any Air Force units, which was the reason why I lost corner control. |
Meta Rexy (06/28/2023 03:06pm):
Was it intentional? Also, the corner base can make battleships too, so if you invest enough you can defend any of your bases for a while. |
melly (07/19/2023 09:06am):
the fuck is this a rank? |
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