Creator: soul4rent || First Published: 03/18/2024 || Players: 2 || Size: 26x20
Categories: B-Rank, Standard
Rating: 0 in 0 ratings
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Comments:
walkerboh01 (03/21/2024 02:37pm):
Weird map. My heart tells me it should be in C-Rank, but I'll give benefit of the doubt that the very vehicle-unfriendly terrain
creates interesting inf/air vs. vehicle battles.
soul4rent (04/10/2024 05:53pm | Edited: 04/17/2024 10:15am):
Updates:

-> Moved bases slightly farther away from com towers. It is now (very) slightly more than 2 AA turns instead of under 2 AA turns to encourage more back and forth on the com towers.
-> Made it slightly harder to rush lock the airport without having to making touch choices. It now takes 3 AA turns traveling partially through the center-ish area, giving the opponent's tanks potential pot shots if they front shift into position.
-> Adjusted center to make properties more contestable on a diagonal to make things more back and forth
-> Added a mech on a tiny island to encourage a faster start for the 1 base, 1 airport side. The poor mech was shipwrecked, so please be patient with them.
-> Encouraged fighting to shift around more. It now takes ~2 tank turns to center instead of 3, and 3 tank turns to front shift instead of 4. You can't ignore the sides without losing the com towers and getting bamboozled by mechs and copters. You can't ignore the center without losing income and getting bamboozled by front shifting tanks.
-> Updated Airport Areas to have counterplay with mechs if they get locked
soul4rent (07/22/2024 01:50pm):
Putting this map Under Review for the sole purpose of gathering more data on inf only base + airport vs vs normal base interactions.
soul4rent (07/31/2024 10:51am):
Got data. Removing UR.
DaysOfPlague (10/30/2024 12:56pm):
Since soul4rent didn't post his data:
```
Unless there's ABSURDLY BLATANT favoritism for inf + air, they will be over run. This means safe zones with mountains /
rivers where vehicles cannot access without extreme difficulty or even at all, but mechs+inf+copters can easily fly and move
over.

Reasonably contested areas happen around 1-2 tiles of these safe zones, but you can't really push forward because the
threat of AA is ever looming. Even if the terrain is super chokey with 1 tile chokes, full of forests, etc, AA (with a small
amount of help from arties) will almost always prevail beyond 2 tiles. Yes, even if you move the inf bases / airport closer to
the contested area. There was no change in contested areas around the 1B1A when I shrunk the map for "It Ain't me".

However, the 1B1A can't be completely ignored, because occasionally they can build up unit count, overwhelm the AA
oppressors, and gain their small amount of ground in the 1-2 tile ranges of their safe zones.

TLDR: Fun concept zooming mechs on tcopters. AA is oppressive. If you want to make an inf+air vs regular bases map, you
have to make terrain that blatantly rigs things in favor of inf+air, and keep contested areas within 1-2 tiles of this terrain.
```

see: https://awbw.amarriner.com/prevmaps.php?maps_id=163726 for a successful implementation of this concept :)



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