Creator: Christiaan2 || First Published: 08/18/2025 || Players: 2 || Size: 22x18
Categories: B-Rank, Fog of War
Rating: 0 in 0 ratings
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Comments:
Christiaan2 (08/18/2025 01:26pm | Edited: 08/18/2025 01:31pm):
I made this copy of another map of mine while it has an active game on it and seeing I
want to experiment with changing up the bboat system to favor the 1b more.
Original map: https://awbw.amarriner.com/prevmaps.php?maps_id=129451

Changes and ideas:
Original map is new and fog category and the copied one would remain the same
(new category included >w>), a thought did occur that making it high funds would
make it more fair to deal with the bboats and have the port, lander idea and naval units
from the port play a larger role but I haven't done much looking in how or if it would be
High funds fog viable.

Main changes are:
- Changed the blockable shoal tile for the 1b to a seeable bridge so that 1b can move
outwards further at the cost of being seen or go around and remain unseen (besides
enemy Sonja which is a plus in my eyes).
- Changed the seeable bridge tile for the 2b to a blocking pipe seam with the bboat on
top, I noticed the 2b can get to the middle sides much more quickly then 1b can
realistically settle there so by doing this I wanted to give the 1b more time as 2b has to
move around till it breaks the seam (and kills the bboat if it doesn't move) and has an
easier time attacking and defending the sides. Is a pipeseam overkill in this reegard
and should I make it be the bboat on top of a shoal? Going from 4/5 hits to 1/2 arti
hits feels too much of a sudden drop.
- There is some thought about making the shoal path from the 2b a bridge or keepnit
as a shoal;
With a bridge the 2b would always be able to send 2 tenks towards the middle while
with a shoal that gets blocked they end on the same tile.
The idea with the shoal is that the players can choose to block it with the bboat which
makes it 1-2 turns faster to open up the stronger path into the sides, they woild then
be able to exactly cause the 2 tanks ending up on the same tile which coild make it an
interesting idea alongside the player having to choose between finishing off the bboat
with the arti or leave it blocking and open up the seam. This idea makes the option to
move the bboat there much stronger and viable then if it was only able to Scout
whatever moved across the bridge.

Not sure if the airport should be moved away from the 2b and towards the 1b, maybe
some test games with the new bboat setup would be needed before changing it. If it
does needs moving I see the city closely above/below the 1b, I haven't tested how
strong the airport then becomes.
Another option is the city to the left/right of the 1b, which would give the bboat there
the option to view what gets produced at the cost of not seeing the bridge. I however
don't know how strong that placement is for an airport. It can then move and interupt
some of the middle cities in 1 turn, altho with it being fog that's not as strong.
Christiaan2 (08/18/2025 01:34pm):
I did publish the map and for the MC watching:
This is a change concept I wanted to put out and experiment with while not changing
the original yet (as I'm unable to).

So please read above message (even if it's a whole paragraph) and comment how the
changes would affect the map for the better or worse.
Christiaan2 (08/19/2025 05:08pm):
1 of 5 maps experimenting with changing up the original map https://awbw.amarriner.com/prevmaps.php?maps_id=129451

This iteration primarily has one of the routes from the 2b be a pipeseam, the bboat can move to block the shoal which makes
the seam be unblocked in 3-4 turns instead of 5. Because of this the 2b has a harder time getting to the sides.
MontySigurdson (09/04/2025 02:05pm | Edited: 09/04/2025 02:05pm):
Untagged as I think #2 is better. IMO it's prudent to always move the BBoat to block (04,13) but with #2, the 2b still can move out Infs through the river until the BBoat or pipeseam are cleared.
Christiaan2 (09/21/2025 08:47am | Edited: 09/21/2025 09:13am):
Map got touched up in a new round of revamps to the map based on feedback provided regarding the first iterations.

Compared to the first touch up the 2b BBoat choice got reverted back to the old one, the airport was moved to the 1b side
and the BBoat RPS also got fixed.
The primary difference is that the middle terrain primarily keeps the original maps terrain design.



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