Creator: Bum || First Published: 10/17/2022 || Players: 2 || Size: 25x17
Categories: B-Rank, Standard
Rating: 5.20 in 15 ratings
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Comments:
Mangs (11/03/2022 05:30pm):
This map won 4th place in the Egg Cup map making contest!
Mangs (11/03/2022 05:30pm | Edited: 11/03/2022 05:30pm):
*Deleted*
Crocophile (04/17/2023 03:17pm | Edited: 05/24/2023 09:53am):
painful map. i believe how it's meant to work is that PL ultimately takes over the left side and TG gets the right, with
aspirations of opening the pipe seam and capturing the opposing airport, but in practice, it's a cramped centre fight with
infantry pressure on the sides perpetrated by the BBs. recons are bad on account of all the mountains, artillery's pretty
good, and mechs get a rare chance to shine in the centre if the BB gives them a lift. some interesting ideas, but playing
them through just ended up making my head hurt. 5/10

equal income = 20k

errata: for some reason i thought this was a fog map and played my practice games in fog? whoops! ignore the recon part
Koras (04/23/2023 10:27pm | Edited: 04/23/2023 10:28pm):
The center is a forced choke point and nothing else matters. The 4 labs make it losing by HQ
cap is basically impossible
FlooberDoober (05/11/2023 02:47am | Edited: 06/03/2024 12:43pm):
This map is awful. Early game is extremely volatile and it's very detrimental. Feels like there is some ideal set of plays else you lose critical momentum but it is unintuitive, but maybe I'm bad.

Played 5 games on this and all of them were basically decided by turn 5-6 in mine or opps favour. Not much fun.
Naberius Buster (05/14/2023 08:51am):
Recons are bad because of mountains!? Early Recon is OP precisely because of all the roads, shoals, and properties that
allow for an early Recon incursion into the BB landing area, and that lone mountain on the weak side greatly slows down a
Tank counter against it.
I won my game easily because of that Recon and it's 3 interrupts screwing over my opponent's income and
delaying/preventing his Com Tower cap.
TK8878 (06/15/2023 06:19am):
The way the large lake & mountain areas delay reinforcements creates a sense of uncertainty to whether you're capture
chaining & reinforcing correctly. Combine that with how it also makes some normally unwieldy Standard openers viable and
you have a recipe for poor first impressions, which is a shame because I like how much variety this map offers in exchange for
a little patience.
Warpuppy (07/02/2023 04:13pm):
I thought I was going to hate this map because it is exactly the kind of map that I hate in fog of war. Which is a map that has a lot of terrain obstructions around your bases that make it hard to reinforce the front line. It usually comes down to a rock/paper scissors match up where the winner is decided by whoever opens with the correct units.

This being a standard map though makes things more interesting. You can see what your opponent is building immediately so while you do have to plan ahead, you actually have time to do so.

There are a lot of terrain obstructions which make air units good, but to compensate the airport is walled off in the middle of nowhere. There are 3 major fronts, and while it is not easy to front shift, it is also hard to react to your opponent front shifting. Since there are 3 bases that all have trouble sending tanks where they are needed, I think it is worth it to find a time in the game where you can afford a lander. Trying to make one too early could get you killed though. The comm towers are hard to reach but can have a big impact if they are captured. This map turned out to be better than I thought it would be.

All that being said, while this can be a very technical map for veteran players to test their wits against each other, it seems like it would be a difficult map for new players to play on. It probably should have been featured near the end of Egg cup rather than round 4.



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