Creator: ThisMetaIs || First Published: 08/31/2025 || Players: 2 || Size: 23x17
Categories: A-Rank, Live Play, Standard
Rating: 1.67 in 3 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
ThisMetaIs (08/31/2025 06:26pm | Edited: 08/31/2025 06:27pm):
Trying a different property configuration for https://awbw.amarriner.com/prevmaps.php?maps_id=174407 to try to reduce TA.
Will delete the duplicate and keep whichever version looks better, but thought it might be easier for MC to have both versions
to compare.
czary101 (01/15/2026 05:21am):
p1 scout too op
MontySigurdson (01/25/2026 07:23pm):
Yes, day 3 Recon for P1 does look a bit too good here. If P2 gets their own Recon, P1 gets an advantage in the early game (on account of having the earlier Recon) and if P2 saves up for a tank, the P1 Recon will get at least one free hit in, probably more unless P2 goes for the back caps first which likely is not advisable.

So I think this would play better if the terrain was (way) less Recon-friendly.
ThisMetaIs (01/25/2026 08:59pm):
Update: Pretty significantly shifted the shoals into plains/some roads to nerf recons. Also adjusted the com tower property a bit more towards the 1b side.
MontySigurdson (01/31/2026 04:47pm | Edited: 01/31/2026 06:54pm):
Looks good.

The Inf interactions in the center are still potentially problematic though IMO - because if both players go for the center caps immediately after sending an Inf to the neutral base, fighting can start very early which means you're not going to get the intended tank order. I think this could be fixed by moving the center cities one tile back - to (10,11) and (13,10) - to delay these Inf fights a bit if everyone goes mid.

EDIT: Upped to A again after this was edited



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.