Creator: Pinwheel4OP || First Published: 10/05/2022 || Players: 2 || Size: 23x17





















































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Comments: |
walkerboh01 (12/19/2022 05:23pm):
Note: base skip is viable. |
evmaster1 (01/11/2023 09:40pm):
Thanks for giving me a literal puddle to play in -Naval bros |
Wigglestix (01/31/2023 05:37pm):
The utter absence of optimized capture chains make me sad, but does seem to offer interesting variety to play. |
SonjaTheSuperior (04/06/2023 05:20pm):
Lack of chains =/= lack of optimized capture chains |
ShiningForce4 (04/09/2023 08:53am):
Just gotta love port to know wheres |
Crocophile (04/17/2023 11:34am):
absolutely brutal. the AWBW equivalent to a knife fight in a portaloo. combat begins in earnest before you're finished with your back caps, it's trivially easy to choke out the opposing weak side, and i'm pretty sure the labs are set up deliberately so that you can trade HQ positions. it's impossible to avoid creating an imbalance, so there's guaranteed to be no stalling and no hiding. this map causes bruising. 8/10 |
GoldenBoogje (04/22/2023 02:34am):
I don't understaaaand |
Relyks Gaming (05/09/2023 02:11am):
6/10 Rating: My brother and I battled here for practice, and overall the map felt "ok". I wouldn't scream much praise, nor hate for it. I honestly feel like it's missing something but I can't figure out what that may be. It just doesn't feel complete. I think the use of two airports is fine, but maybe separate them one a side of the map for balanced air engagements. Otherwise I can't say much more. |
TK8878 (05/17/2023 01:39am | Edited: 05/20/2023 10:11am):
What we are doing here is Kindle ditto, because the Egg Cup set this to T3 for some reason. I'd say Crocophile's comment is exaggerated, this map isn't *that* crazy. The center is important enough to warrant constant attention, and with that comes potential for stalling (or at least a considerable buildup phase). It's just chokey enough in the right places for early Artillery to be viable. Also, with the bases where they are I don't see HQ swaps lasting more than a few turns thereafter. Still, this map does a good enough job of encouraging conflict (2 COM Towers per side helps) to where it should balance itself out well. My biggest complaint here is that builds are extremely predictable. The only time I even thought about builds was in deciding when to build Artillery. Otherwise this is a solid map. Just ban Kindle if you're playing T3 unless you really like Kindle dittos. |
Dyslexic Lizard (05/22/2023 01:04pm):
Love this map. Really enjoyed the property locations at 17,07 and 17,11 as they are key to winning. Important to capture on offense & important to delay capture on defense. |
AceVanCleef (08/24/2023 12:45pm | Edited: 08/24/2023 12:49pm):
I believe on a Kindle versus Kindle match up, player 2 has the initiative advantage by building a tank first and putting her tanks onto cities on key positions. If you are playing as player 1, prioritise getting both com towers before your enemy does. I probably lost due to not having been able to kill the enemy unit on a city with two units which prevented me to put a tank onto a more central, controlling position. I also agree that one airport could be moved more to the other side as AA takes a while to support a push onto their labs. having b copters closer to the center might help preventing a deadlock as Kindle can hold the center quite well |
Pinwheel4OP (09/28/2023 04:53am):
Reworked the map after tournament games proved map was prone to stalling |
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