Creator: Monkeh || First Published: 07/22/2024 || Players: 2 || Size: 18x17
Categories: A-Rank, Live Play, Standard
Rating: 4.42 in 12 ratings
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Comments:
Monkeh (07/22/2024 09:14pm | Edited: 07/22/2024 09:14pm):
Original version Buzzkill. Updated to fix P1 recon TA by removing 2 road tiles to delay recon movement and updated FTA
counter starting infantries.
DaysOfPlague (07/22/2024 09:26pm):
For anyone wondering, this FTA counter is equivalent to the normal one except that both players effectively start from day 2
with 1k less funds.
buildthewall (07/23/2024 01:51am | Edited: 07/23/2024 02:00am):
Old map it was possible to build a day 3 recon. And on day 4 your recon would be centered and could control all 4 center cities
with a ton of roads to abuse your tires. I think my opponent quit AWBW because of the original map
Havefun (07/30/2024 09:52am):
I may be completely wrong here. Is there a FTA for yellow on this map?
I ended up a tank behind than is normal in a typical build sequence.
https://awbw.amarriner.com/game.php?games_id=1218270

I have noticed one mistake I made in the capture phase but I still couldn't but the extra tank?

My gut feel is that something is not quite right.
Rutherford Gaming (08/04/2024 06:15am | Edited: 08/04/2024 06:17am):
I checked the replay and it seems fine. You got ABBA tank order which is what a balanced map should have (or BAAB is just as good)

That being said, there does seem to be a slight tilt towards yellow on this map, but I've seen much worse on Global League. (HF currently has a 60-40 winrate map.)
dision (08/14/2024 02:31pm):
Pretty good map
dision (08/28/2024 09:07am):
On subsequent playthroughs of this map, there is an issue in the center. The 2 center-most cities that are 2 tiles away from
each other present an issue where player 2 gets the advantage of always being capable of denying player 1 their center
building while player 2 will always get theirs.
CommanderFox (09/28/2024 10:46pm | Edited: 09/28/2024 10:48pm):
This map is pretty darn small. It is 9 unit tile space for the center of the map. There isn't much fall back line without major set
backs or loosing the game. I rather have 12 or 18 unit space route tiles from the base towards the focal point of the map. A
lot of the cities are contested so every city counts. The pipes hurts the ground units more than know which side the air units
are going. You should consider a passage or the very least mountains. You defending very close quarters with 1 ground
base. The air port is the 15 block spaces away from the center so it does give a good 3 turns to know where the air units are
going to be compared to the ground bases. There isn't a buff towards air units being farther away. I like other map way better
than this. Get Caustic Finally on the Global League or make a map with Caustic finally with air ports, we don't have that yet.
Standard player (10/08/2024 09:30pm):
I have only ever seen the right side win on this map
Little Mac (02/22/2025 12:28pm):
Holy 2TA



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