Creator: Algorias || First Published: 07/25/2006 || Players: 2 || Size: 40x40
Categories: None
Rating: 8.56 in 9 ratings
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Comments:
Algorias (07/21/2006 02:26pm | Edited: 07/28/2006 06:58am):
Win as many of the side battles as you can, each helps you in the main battles:

1) NE - SW corners: Fight for some juicy reinforcements

2.1) NW corner: Capture the towers

2.2) SE corner: More tower capture. Be careful as infantries are not expendable

3) NW - SE next to the corners: Outmaneuver the subs and stab the enemy right in the back

4) NW - SE almost center: Run to the cities before getting hit

5) N - S center: Don't get tempted. If you bust those seams, you might lose much more than
you gain

6) Center: Danger Zone


CO bans:
Grit, Jake: Range screws map design
Javier: Too many towers
Hachi, Sensei: Build on cities
Kanbei, Colin: Too powerful here

No unit bans. No FOW. 1000 - 2000 funds
s128n (07/25/2006 03:38pm):
too much fta
Algorias (07/26/2006 06:04am | Edited: 07/28/2006 06:59am):
EDIT: several balance issues fixed. FTA should be nonexistant now.
Where no one knows (07/28/2006 09:09am | Edited: 07/28/2006 09:18am):
Why are the piperunners in different locations? OS can attack both seems with his to let
mechs in, while BM will have to move to attac kthe second.
Algorias (07/28/2006 09:31am | Edited: 07/28/2006 09:35am):
Locations are different because the OS player needs to have his runner set 1 turn (i.e 9
squares) back or he will have FTA. OS can reach only 1 seam too. Anyway, busting both
seams open as fast as possible is hardly the best strategic choice.
Mr. Cannon (11/23/2006 08:44am):
I see you put alot of thought into this map. anyway it's a good concept. 8/10



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