Creator: PowerlessCube || First Published: 05/06/2023 || Players: 2 || Size: 22x13
Categories: B-Rank, Base Light, RBC Playable, Standard
Rating: 7.56 in 9 ratings
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Comments:
PowerlessCube (05/06/2023 12:50pm | Edited: 09/11/2023 04:11pm):
Designed for AW1, AW2 rule set for Reboot

Ideal Play Style:
~ 25 turn limit
~ Capture limit (22 - 24) - enough properties that if your loosing badly on all fronts you might as well resign
~ Map was intended for Reboot so AW1 and AW2 units were in mind when balancing this map. But feel free to field some of
the newer stuff.

Notes on Making it:
~ I wanted a map that could improve each bases TTF (Time to Front), so in this map the choice to break a pipe seam or
purchase a lander could shorten the time to front in mid to late game.
~ It's made to work with Reboots online mode, hence the smaller dimensions of 13y by 22x
~ This map has had many iterations and play tests to stream line the flow of units to the front.

NOTES on Coverting it for RBC:
To keep the income consistent between AWBW and RBC on the switch change the following on the map:
- Swap the com towers for labs (labs in RBC give income but are 0 def)
- Replace the cities at (03,00) & (18,12) with road.

Big thank you to my map testers Cheesey, Hrunting and Fiven for their input and feedback and for putting up with the
countless iterations!
PowerlessCube (05/09/2023 10:50pm | Edited: 05/10/2023 11:28am):
I made a variation of this map called 'Mainland Revenue'.

https://awbw.amarriner.com/prevmaps.php?maps_id=145387

Same concept, but I evened up the strength of shore side by adding a pipe busting situation, instead of the lander.
conan_hdx (05/17/2023 07:14am):
It would be more fun with black boat and lab units enabled; also, replacing HQ with lab(+boat) would draw more attention from
the two sides towards the centre, making the game more tactical and combative
PowerlessCube (05/17/2023 07:22am | Edited: 05/17/2023 07:23am):
Map was made for Reboot - Black boats and labs units aren't a thing there.

I had various play tests where the center was too much of the focus so moved the cities out there and left the HQs in as a tidy
way to finish the game.

Ideally the game should finish by 20 turns or less due to the online nature of Reboot.
Creative (05/26/2023 10:17am | Edited: 05/26/2023 10:27am):
Balanced and Fun with day & turn limit but longer time limit will lead to a Battleships
deployed after ~19 days (depend on if it's T0 Co allowed which has price reduction COs
and play-style budget) and basically could lock down 2 contested
city and bottom/top flank which mean no ground unit can pass though flanks without
getting shot which can only be countered
bringing artillery/missile safely to shoal (or near it) and take 3-6 turns to arrive while the
battleship only take 1 turn to move to
attacking position,
or use battle-copters and strike 4 times in a row to completely destroy it whilst avoiding
anti-air, cruiser or missile,
or pay 22k to a bomber and hope that anti-air, cruiser or missile doesn't first strike it.

Also, almost nobody is going middle unless to HQ capture (which can be interrupted
easily unless a dozen of allied units is
surrounding the HQ) because lab doesn't give income and it's worse in reboot camp
due to having 0 defence star and doesn't
unlock lab unit's which basically make it road but as property.

My suggestion is to make the middle area have 2-4 spaced cities to make sure every
Inland Revenue gameplay is not always
battling mostly in top/bottom path, make shoal surrounded the harbor so battleship
can only defend the base next to it, make
the HQ 1-2 space closer to the center.

Overall, 9/10 map, also bring the 2-week test mission feeling after capturing a
contested city.
PowerlessCube (05/30/2023 05:31pm):
Thanks for the feedback Creative, I've made some adjustments to make center a little more interesting for front switching.

PowerlessCube (02/04/2024 05:33pm):
This used to be a Live League map….




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