Creator: Linten || First Published: 01/05/2026 || Players: 5 || Size: 37x37
Categories: None
Rating: 6.00 in 3 ratings
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Comments:
Linten (01/05/2026 12:08am | Edited: 02/28/2026 05:54pm):
Original map https://awbw.amarriner.com/prevmaps.php?maps_id=112140 by Unggoy Slaya

For this map revision I've added a generous amount of pre-deployed's, a few minor terrain and income changes alongside them including a single column on the left side with a lab for BH piperunners&BBoats which may or may not be used as a switch for the elephant in the room: The Defective Black Factory.

**IMPORTANT**
Black Factory Rules: The Black Factory activates on day three once the NE base is captured and produces its first vehicle. Do not attack the pipe seams or move any of the vehicles until then.

Black Hole must deploy units onto the two silo-tiles outside the gates before moving further or attacking any enemy units. If the silo spaces are occupied, then the factory cannot deploy any units as per standard Advance Wars logic.
The Defective Black Factory must produce a vehicle on the north-east base every turn. No exceptions. If your space is blocked, delete a unit and build a tank.
Do not fly air units through the northern mountains. (Unless refueling via the carrier)
Do not join any of these units including after they have left the factory.
Black Bombs may be made from inside the factory airport as a replacement for its missiles alongside your standard units.

- 120/120 Sturm is only allowed to use his Super.
- Please stick to playing CO's from your nations colour unless playing by your own ruleset, IE: Drake/Eagle/Jess for Green Earth.

Capturing the pre-owned city outside the factory acts as a shutdown mechanism when it is captured. If the allied forces manage to push you back that far then the game is likely over regardless.
Linten (01/05/2026 12:08am | Edited: 01/12/2026 04:50pm):
Unggoy Slaya: Designed for High Funds on, with the OS, BM, GE, and YC armies against Black Hole. It is also designed with Sturm being
the Black Hole CO, to give him the proper 120% attack power he has in AW2 and the AW1 campaign. The missile silo's are
spaced so Sturm will get missiles every 7 turns, until the final set which is only 5 turns.

After defeating the black hole army in their homelands once again, the Allied nations follow the beaten CO's Lash, Flak,
Adder, and Hawke to Sturm's citadel. Where the remnants of the once grand Black Hole army lie ahead. However, this is a
trap! Sturm has lured the Allied Nations into range of his Doomsday weapon, the Black Bastion, a massive mobile fortress
equipped with ICBM's, advanced combat communications equipment, and much more. Luckily the allies have arrived ahead
of schedule and the super weapon is not yet complete. Some of the weapons systems are online, but they can only be fired
once every 5-7 days, and there is limited ammunition on board. Can the brave CO's of the Allied Nations survive the
withering onslaught, and bring down Black Hole for good?"
Linten (01/19/2026 11:45am | Edited: 02/26/2026 04:30pm):
Map now intended for 2kfunds+5k starting cash.

It's possible to make a 6boat system for cycling units out of the 'factory' to prevent cheating land units outside, however that makes a huge amount of unecessary faff each turn and ruins the map asthetics. It's mostly me playing Sturm for the time being and hopefuly other people simply respect the game rules.

.|
V Very true, at least one fourth of turn-based web-browser video-game enthusiasts struggle to read more than a single line of dialogue and immediately pick Kanbei.

Raedel (01/27/2026 01:10am):
Looks cool but just remember that AW players can't read.




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