Creator: Benchwarmer || First Published: 07/04/2022 || Players: 5 || Size: 31x25
Categories: None
Rating: 9.20 in 5 ratings
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Comments:
Meta Rexy (04/30/2024 02:09pm | Edited: 04/30/2024 02:19pm):
Hmmm, this looks a bit like your other zombies map, except more complicated...

The megatank can destroy the black boats and escape the center, quickly reaching a friendly
city to reload, and then can utterly overwhelm one of the allies. I don't understand how the
allies have a fighting chance against it.

On top of that, there are fewer pre deployed units for the allies to work with, while the two
comm towers are more vulnerable, and Sensei can capture the one in the south for free.

I think the allies should each receive a pre deployed MD tank like in your last map because the
chances of them winning here are much lower. The only saving grace is the airports not being
ghosted, so the allies can rely on B copter spam to reliably wall out the zombies (including the
megatank).

Edit: I guess it's more even if the allies can use mass damage COs and if the black bomb isn't
banned, but then the balance remains heavily tilted towards the zombies until the allies can
gather enough funds or meter charge to strike back. To make it less extreme, you could give the
zombies fewer pre owned cities outside of the pipe seams.
rip2g (09/04/2024 10:33am):
This is based on the given settings by the author.

With great coordination, the mega tank is as good as dead. The zombies are too slow to contest the comtowers, meaning that
a single javier is already dangerous. An eagle securing the airports, a kindle occupying cities with indirects, sensei doesn't
stand a chance here due to the map being big and the zombies being too slow



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