Creator: RedFlower || First Published: 02/27/2025 || Players: 2 || Size: 24x16
Categories: A-Rank, Fog of War, Live Play
Rating: 0 in 0 ratings
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Comments:
RedFlower (02/27/2025 07:33am):
Original map by Bum https://awbw.amarriner.com/prevmaps.php?maps_id=155934
Slightly changing a previously flawed FTA counter to test a new concept: P1 is ahead on 2 bases but is 2 turns behind on the
other.
RedFlower (03/16/2025 12:02pm):
Changed the map to a normal FTA counter
MontySigurdson (05/17/2025 01:45pm | Edited: 05/30/2025 10:37am):
So I think B-rank is alright for this, the main reason being that the 1b is very isolated so frontswitching is quite cumbersome. I think it might play better if the map was a few tiles smaller horizontally as right now there is a lot of empty space in the middle.

EDIT: Re-Newed after changes
MontySigurdson (05/30/2025 12:35pm | Edited: 05/30/2025 01:50pm):
2nd review: I'd still say that this would be more balanced with a regular FTA counter as the bonus Inf just means that P2 is ahead on 2 bases from the start (albeit with a short delay on the neutral one). The pipeseam near the preowned base also means that P1 has to build Recons or tanks from the weak side base at the start (or buy an Arty to break the seam which costs a lot of tempo). So again P1 seems a bit disadvantaged (at least in that they have less options). So tbh I'd just remove the seam and the bonus Infs near the neutral base, then this should work out nicely (assuming tank order still checks out). I think it would also improve the map if the 2 mountains behind the 1b were removed so that vehicles have an optional extra path (you could just add 1 forest in the area if you don't want the HQ to be defended too easily, although I don't think it's an issue).
EDIT: Back to New after edits
MontySigurdson (05/30/2025 03:29pm | Edited: 05/31/2025 07:56am):
3rd review: I think this map needs to be a bit more open and then we can try it out in A-rank. The main problem I have is that the 1b can just get the 3-chain around (21,08) more or less for free as the terrain hinders the 2b so it cannot even threaten the (19,08) capture (that should happen last) reasonably unless the 2b is willing to make disadvantageous attacks. So I'd say some of the sea tiles in the area have to go, maybe (18,09), (17,10) - and (16,10) as well probably so the 2b has better followup routes if it attacks. Otherwise the (18,10) tile will just serve as a convenient parking spot for Rockets/Arty and the side fronts might stall out if the opponent responds with their own indirects.

That would also have the side effect of making the center more accessible which I'd say is a good thing as it makes the map more dynamic.

But like I said, this looks fairly decent otherwise.

EDIT: Upped to A after edits



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