Creator: DaysOfPlague || First Published: 03/16/2025 || Players: 2 || Size: 33x14
Categories: New, Mixed Base, Standard
Rating: 0 in 0 ratings
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Comments:
MontySigurdson (04/20/2025 05:03am | Edited: 04/20/2025 06:05am):
I think this one should play out similarly a lot of the time since the corner HQs are the obvious targets you want to go for. A lot of the bases can be Rocket-/Arty-locked and the terrain is very choky in places, so building mostly indirects (and maybe a few Mechs) looks way better than going for other vehicles, especially since you have lots of Infantry on the strong side to use as walls. This adds to the problem that this map will play same-y every game.
DaysOfPlague (05/04/2025 03:22am | Edited: 05/08/2025 04:08am):

I don't think this analysis is correct.

> the corner HQs are the obvious targets you want to go for
The center bases are stronger initially because they're better coordinated, but they can only produce 2 vehicles per turn so
they will actually lose to the scattered bases if they don't accomplish enough with their early tempo. Targeting each base has
its own advantages and disadvantages, but I'd say targeting the HQ base is probably the worst unless your opponent makes
the right mistake (overproduce defense on one of the other bases probably). That base has the best defensive setup, and
the map has enough income that megatank production is on the table.

> going for other vehicles
Do you just mean tanks? but yes, the terrain is indirect friendly.
That said, income is higher than most standard maps so heavy tanks and even megas are very viable. So you absolutely do
have build choices.

> especially since you have lots of Infantry on the strong side to use as walls
Since it's ground-only, yes walls are safer and indirects are better average, but I don't think 3 bases (since each half of the
map is isolated) gives that much infantry to spare in a mixed-base setup.

> This adds to the problem that this map will play same-y every game.
You get dramatically different games just from the high-level choices of: which base do I attack, how many funds do I
allocate to each side, and do I defend my own base or trade/race.
Even if you take 2 games where those choices are the same, there are a lot of smaller decisions and tactics available, so as
soon as players start reacting to one another they should diverge greatly (or likely even before then, since building different
tech units is also likely to completely change the flow of the game).



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