Creator: MacKaber || First Published: N/A || Players: 16 || Size: 50x50
Categories: None
Rating: 7.00 in 2 ratings
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Comments:
Raedel (02/24/2026 07:19am):
Any nerd wanna give the lore for who's who?
starhal (02/24/2026 08:22pm):
The only flaws of this map, is that ice king can be blocked from accessing the map with just 6 infantry units, and Brown Desert
player has no chance of getting any bases if Blue Moon makes an alliance with Pink Cosmos. Until that is changed, the game's
balance depends on gentelmanly agreements between players to not do that
Schreck (02/24/2026 11:09pm):
ME.

Silver Claw - House Stark of the North.

Teal Galaxy - House Tully of the Riverlands.

Cobalt Ice - House Arryn of the Vale.

Grey Sky - House Greyjoy of the Iron Islands.

Red Fire - House Lannister of the Westerlands.

White Nova - Kings Landing within the Crownlands.

Yellow Comet - House Baratheon of the Stormlands.

Green Earth - House Tyrell of the Reach.

Amber Blossom - House Martell of Dorne.

Jade Sun - Braavos.

Acid Rain - Pentos.

Blue Moon - Myr.

Pink Cosmos - Volantis.

Brown Desert - The horde of Dothraki screamers.

Azure Asteroid - The White Walkers.

Noir Eclipse - The Night's Watch at Castle Black.
Unggoy Slaya (04/03/2026 01:33pm | Edited: 04/10/2026 04:05pm):
There is a flaw with the initial setup where Brown Desert can be locked inside their spawn location by surrounding the
teleport tiles. Someone else already pointed out the same can be done to Azure Asteroid to the North.

The Brown Desert spawn is more easily fixed by getting rid of the teleport tiles and simply making a wall of pipe seams
across the side to allow for a wider front of invasion

The Northern front with Azure Asteroid is more difficult since I believe you are intending for Noir Eclipse to be able to push
into their territory. Since you have the peninsula to the west which is effectively unreachable you could put a couple of Azure
Asteroid rockets within range of some of the teleport exit tiles and an APC to rearm them. This would allow for them to break
any lockout attempts by killing an infantry unit in one hit as needed. Probably a good idea to completely surround these units
in unbreakable pipe. Prevents them from being abused and prevents them from being attacked as well.
duck658 (04/25/2026 12:29am):
For the sake of roleplaying and consistency, here is what I think units should be refered to as:
Infantry ==> Peasant Levy
Mechs ==> Men-at-arms
Recons ==> Light Cavalry
APCs ==> Wagons
Artillery ==> Siege Weaponry
Tanks ==> Knights
Anti-Air ==> Ballistae
Medium Tanks ==> Heavy Knights
B-boats & Landers ==> Transport ships
B-copters ==> Dragons
B-ships ==> Galleys
MacKaber (06/05/2026 03:17am):
To Do:
Buff WW
+4hp GreyJ Inf
Starhalls sugestion



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