Creator: GoldenEbel || First Published: 09/19/2024 || Players: 2 || Size: 29x23












































































































Categories: A-Rank, Heavy Naval, High Funds, Mixed Base | ||
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Comments: |
GoldenEbel (09/19/2024 11:37am | Edited: 11/04/2024 11:59am):
For HF. Thanks to DaysOfPlague for suggesting the finishing touches. |
ForgotToShoot (11/03/2024 06:56pm):
FANTASTIC map. Lots of fronts to worry about, tons of flippable properties, potential for base diving, some potential for carriers and battleships, it was a very fun match with Sif. I believe Sasha in T4 HF here is strong, but not overwhelming. The extra funds don't change the early game nearly as much as in STD (as expected), but do allow her to remove 100% of enemy power charge with 50k income, which can be pretty gross. That said, T4 is filled with cheap CO powers like Adder, Koal, Jess, Sami, and with a few small sacs even complete power wipeout isn't enough to prevent big swing turns. A couple copter sacs and suddenly those 2 or 3 stars show up real quick, and with such a large map it can be very worth it. I like how the weakest base can also be beefed up by using a rocket to take out a carrier (artillery takes an extra turn or some extra firepower). It suddenly changes the dynamic of the fight, but has enough opportunity cost to allow for openings by the opponent. There were multiple turns where I was considering building a bomber, bship, carrier, rockets, bboat, tcopter, fighters, or other uncommon units. Multiple of these ended up being highly effective throughout the match for both sides. Best part of High Funds IMO. 10/10, one of the most interesting games I've played in a while. |
DaysOfPlague (11/19/2024 05:53pm):
Calling it now. This map will one day require us to introduce double S rank. |
ForgotToShoot (12/04/2024 02:52pm):
No Sasha in T4 :( |
ForgotToShoot (12/04/2024 06:02pm):
No Sasha in T4 :( |
--suffering-- (12/05/2024 05:49am):
No Sasha in T4 :( Don't mindlessly copy and paste |
unbearable stench (12/05/2024 11:25am):
your labs are vulnerable early on, watch out. |
Raedel (12/06/2024 10:17pm):
Shush you, HQ cheese should never be pointed out. Let the clever mice find the right way to gun for them. |
Whitzwolf (12/07/2024 12:48am):
Middle two harbours cannot be captured as cannot drop an inf onto them/no shoals? |
--suffering-- (12/07/2024 01:05pm):
Isn't Koal pretty overpowered here, considering the prevalence of roads? |
Cepera (12/07/2024 06:23pm):
@Whitzwolf Those harbours provide 3* defense for naval units at a cost of 1 move for both types. While it won't repair nor provide income they're still of key strategic importance for the naval warfare it'll be happening on the center. |
OgItsKnucks (12/11/2024 07:43pm):
yeah care for sami cheese as its beyond easy for them to get into position incidentally |
CommanderFox (12/12/2024 11:38pm | Edited: 12/12/2024 11:40pm):
Pipe Seams are like Pog Neo Tanks on roads with no counter attack. Rockets with 20% fire power can 2 shot the carrier. Artillery with 50% fire power has a chance roll to 2 shot carrier. Artillery with 30% fire power break pipes in 2 turns. Artillery usually takes 3-4 turns to destroy a carrier. A 6 hp carrier might not destroy a t copter. B copters will be on the map to pump out more ground troops. |
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