Creator: ThisMetaIs || First Published: 03/01/2025 || Players: 2 || Size: 19x19
Categories: A-Rank, Base Light, Live Play, Standard
Rating: 0 in 0 ratings
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Comments:
MontySigurdson (03/02/2025 04:24pm):
I think P2/BH is somewhat advantaged by the income curve. Assuming regular Tank/Inf builds, they can get out an extra Arty on day 6 (so vehicle order is BAABb - b being the extra Arty). Since Arties are very useful here for breaking the seam near the airport, I think P2 is advantaged since they get an early Arty without having to sacrifice a tank (and thus cede control in an area).

Adding to that, I think the airport is too tucked away - getting an Infantry over there just takes too long and likely requires you to give up captures elsewhere. So I'd look into the airport situation as well - maybe edit the pipes a little so Copters are still nerfed but Infantry can get to the airport easier.

ThisMetaIs (03/02/2025 08:01pm):
Changes:
- Extended airport pipe to N/S edges and opened other end, to let back Infantry reach sooner without giving up on frontline
caps, while still giving copters 2 turns of movement without being in range of copters coming from opposite side.
- Moved city closest to corner com back more to adjust income curve and not allow BH to get an arty t6. They can arty t7 but
it'll cost them a tank.
ThisMetaIs (03/02/2025 08:09pm | Edited: 03/02/2025 08:09pm):
[Duplicate comment removed]
MontySigurdson (03/04/2025 07:28am):
I still think that tanks have a few too many 30% def spots they can reach within 2 turns with full-move. Due to that, especially the corners are at risk of stalling IMO.
ThisMetaIs (03/04/2025 03:06pm | Edited: 03/10/2025 02:58pm):
Updates:
{Now that this is published, comment removed so as to not suggest strategy}



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