Creator: Daddymacsac || First Published: 10/16/2023 || Players: 2 || Size: 22x22
Categories: B-Rank, Mixed Base, Standard
Rating: 9.00 in 1 rating
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Comments:
Daddymacsac (10/07/2023 08:52am | Edited: 10/07/2023 10:01am):
4b & 2a mixed base map for Standard. 2 Comm towers for each player. Equal income = 22k.
MontySigurdson (09/25/2024 07:47am | Edited: 09/25/2024 07:52am):
Player 1 can force ABAB vehicle order if they decide to buy an early Arty to free up the airport. This is an issue because early Arty seems quite useful here anyway. Minor city adjustments could fix that. Otherwise this one is interesting.
Daddymacsac (09/28/2024 04:36pm | Edited: 09/28/2024 04:37pm):
Made some tweaks to change the tank order to BAAB with only 8k on turn after first tank to prevent tank into arty build. Also
added one more city pair and adjusted city positioning for a few cities to create more contested properties based on new
capture timings.
MontySigurdson (09/28/2024 05:31pm | Edited: 10/22/2024 09:13pm):
Put in 'Under Review' to get some more data on this setup.
EDIT: Got the data; I think this map should play nicely now.
MontySigurdson (06/22/2025 05:29pm | Edited: 06/22/2025 05:37pm):
Moving this to B-rank as a bit of testing was done on it recently. I'll just try to sum up MWB's and doctorSalt's feedback from the map testing channel here (full credit goes to them for testing the map and theorycrafting):

- The 2b appears to be very weak; the terrain around the neutral base is especially bad. A piperunner might even be forced so it's defensible. The 1b1a is strongly incentivized by the light terrain around it to build a Rocket to attempt a Rocket lock. So some of the shoals and the bridge around the 1b1a could be turned into plains to slow down Rockets (or wheel vehicles in general).

- The Missile lock on the airport could maybe be removed and instead either the airport or the Com Tower could be locked behind a pipeseam. Right now it appears that killing the Missiles is very hard (probably partly due to the pressure that the corner airports can exert on the 2b). The 2b has trouble pushing into the 1b and 1b1a in general, so it is a likely scenario that the 2b gets overrun while the Missile stays alive and this just becomes a north VS south (in which case there are not too much contested properties left).

MWB also suggested the following changes:

- Put a Bboat lock on the corner airport and move it more towards the corner (basically at least 2 moves to a likely battle)

- Remove some of the mountains around the 2b (replace them with forests maybe) so that these bases are less hampered by the terrain.

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My own 2 cents: Having watched the test game, I think it's true that especially the 1b1a is quite OP here as it can threaten the 2b with Rockets and Copters very easily; it can also try to attempt a baselock early on. So I definitely agree that the map could use some further changes to prevent early baselock strats.



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