Creator: N/A|| First Published: 09/07/2005 || Players: 2 || Size: 30x20
Categories: None
Rating: 7.00 in 7 ratings
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Comments:
Kamuscha (06/24/2005 02:21am):
Its slanted towards GE, there are 3 bases that allow easy access to the center, while
Brown has only 1 base that has easy access to center, and the turn order (moving after
GE) doesnt help them either.

I'd suggest changing the terrain up some, to allow Brown to have easier access to center
(Since 3 bases > 1 base)

Brown has no chance here unless you change the map a bit.
(07/03/2005 04:10pm):
well actually unless brown team goes to the left of the map and takes the air ports and takes
the port on the top right.. brown troops can easily march through.. and the port on the brown
side cane be used as an advantage too
Dullahan (07/04/2005 03:57pm):
The 3 vs. 1 base ratio in the center is mostly negated by the fact that the center
consists almost entirely of chokepoints - BD should be able to easily defend it in FOW.
I'd have to agree with DarkPhantom that BD's starting bases should be able to support the
center base and that the airports will probably turn the tide in BD's favor. The
upper-right port is completely useless though (I mean what are you going to do? Invade
with infantry and mechs?).
(07/08/2005 05:06am):
well... the port i was talking about is near the center by the airport... in FOW if you have a
battleship there... you can completely annoy your enemy .... also you cant spent your whole
life in your territory when battling me.... i can advance VERY quickly... try to take the distant
cities is the stratagy... well you do what you want... the upper right port is a 'sortof'
distraction. i mean if you got a battleship there... you can slow down the troops coming from
the south of the port... (trust me... brown has a little chance of capturing the base at the
right) green units... just have to work quickly... the more time, the easier it is for brown... also
for the brown... in the 'central square' where a major battle takes place... try and go for that
base first.... it gives you the upper hand to the southern cities.... just a suggestion
Dullahan (07/14/2005 03:50pm):
You use quite a few ellipses (...) :-)
Anyways, it looks like Sensei is the CO of choice on this map considering the terrain and
the funds (yay for b-copters and mechs). Based on the game I'm playing, BD appears to be
in major trouble if they fail to secure the base on the left side of the map ASAP.
(07/17/2005 04:34pm):
Yea.................. stuff....... I dont really know about Sensei being the CO choice cuz there
arn't many cities not only that all your mech would have to make quite a trip to the south...
You would also take awhile to capture any of the airports so.... All your advancing vehicle
units would be easier to pick off... I mean the terrain is good for BCptrs and Mechs but it puts
Sensei's COP and SCOP almost useless (if you're playing as BD) all I know is that capturing
the LEFT SIDE of the map is the key to victory.... And if you have Advance Wars 2 for the
GBA you can have a little practice for battling cuz this map I made in my gameboy ^_^ so
yea... I'm currently making another map from my GBA (3p) and it's cool...In a way.... i made it
before on this web site but after saving it.... The stupid site gave me an ERROR MESSAGE....
So yea.... I gave up on that for a while... When I finally get over the anger management from
that day......*squinting my eyes and shaking my head* THAT DAY..... Perhaps MAYBE I can
try again... One day *shaking my fist in the air*........ DARN YOU SPIDER-MAN!!!!! ................
stuff.............. I made this map so all COs have a 'sortof' advantage and a 'sortof' weakness...
Dullahan (07/19/2005 11:31pm):
Sensei has many advantages on this map as either side:
1) B-copters are very effective at halting an enemy advance through the center.
2) Free money from joining mechs - any mechs you don't join can assist in attacking the
center.
3) *MOST IMPORTANT* +1 movement range to T-copter and APCs.

Reason 3 is most important because the leftmost base is hands-down the MOST important base
on the whole map. His additional movement lets him get there quickly and capture it.
Sensei is better than Sami in this respect because of the additional power of his
B-copters - after making a T-copter or APC with a soldier to capture the base, he can send
over a B-copter to secure the area. I know I managed to take the base as GE because of the
B-copters I produced early on after making a T-copter. Nice strategic map for the two
infantry COs. Grit's just not even funny.
(07/21/2005 09:54pm):
Well, what about during FoW Sensei would have to put his Mechs and Infantry (if they are
still alive) in the mountains so they could see farther and the BCptrs would get screwed if
they flew in the fog into the unknown (especially with their limited sight) Recons are weak
with Sensei so they will explode during the journey to BD HQ. And if you only fight with
BCptrs and Mechs BD will start flooding with A-airs. The +1 movement range with transport
units sort of helps don't get me wrong so I give Sensei props for that. But yea, anyone
would have an advantage and disadvantage here. Just that Sensei needs A LOT of time to
get those BCptrs flying, with that time, BD could easily advance on GE. So it's like I said
before, if GE takes to long, BD can take advantage. So yea........... Stuff...
Janusmarine (02/22/2006 03:24pm):
GE has a terrain advantage also. all along the bottom of the map there is not enough
trees to slow an APC to go to and take control of either the center or the bottom left.
If you are BD, to the left you got to buy a transport ship and to the center you have to
go all the way around the mountains (or through it) to just get 1 base.
Nyvelion (08/23/2012 11:26am):
Are you ever going to fix this map? I'd like to try it when it's fixed.



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