Creator: Dr Notorious || First Published: 03/30/2026 || Players: 2 || Size: 19x15
Categories: B-Rank, Base Light, Live Play, Standard
Rating: 0 in 0 ratings
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Comments:
Dr Notorious (03/31/2026 09:35am):
Moved hq back to be less exposed and changed pipe seams to cruiser
MontySigurdson (04/01/2026 06:45pm | Edited: 04/01/2026 06:45pm):
Looking at this again, I still think early Arty is somewhat forced here because every other option to remove the Cruiser is not that efficient. Copters would work but capping the airport while the Cruiser is alive takes a while (3 turns to even start capping) - and I doubt it's worth it when you can just buy Arty early on, cap contested properties and then cap the airport quickly after the Cruiser is removed. You also are under some pressure to remove the Cruiser fast since the map is so small that the 1b can grab a lot of ground if you delay dealing with the Cruiser (unless maybe if you're Sami, but Mechspamming won't get you that far either if the opponent counters them properly).

Overall I think it's a bit unfortunate that your strong side is only strong if you buy Arty early on. If the blocker unit has to be kept I'd consider putting it on one of the bridges instead - the 13,12 one maybe, with some terrain edits to make the center harder to access - so that removing the Cruiser has some payoff but is not immediately needed to even get to play properly on the strong side.
Dr Notorious (04/03/2026 04:18am):
Decided to remove blocker and slightly slow vehicle reinforcement from strong side base instead
MontySigurdson (04/04/2026 09:19pm):
2nd review: Some minor issues with this one so I think B-rank is still correct.

- Funding curve could be slightly adjusted as currently P2 has 7k gold on day 5 so they can baseskip for BABA tanks or get an Arty if they want to.

- The HQs could be 1HP-BBoated since they are cheeseable, at the very least by Sami.

- I'm also unsure about the number of contested properties here. The 18,05 city is probably not easily contestable as it has two 1-tile-chokepoints around it. 14,06 should probably fall to the 1b1a so the 1b is overextending if it really tries to secure it. Same goes for 17,09. Which leaves 12,04 and the HQs, but you might as well go for the HQ before you try to cap the city next to it. So it seems like this is too HQ-racey as well as there aren't any other good properties to fight over.

- The 1b1a might also get more safe caps than the 1b, at least if the 1b does not overextend, so there might be slight STA due to that as well.



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