Creator: Kaminosai || First Published: 09/28/2006 || Players: 14 || Size: 40x40
Categories: None
Rating: 6.31 in 26 ratings
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Comments:
Kaminosai (09/28/2006 08:00pm | Edited: 12/26/2006 09:52pm):
Edited: 12/26/06
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Yes, I have in fact lost my mind.

Setup should be obvious, 13 vs 1. Tried to make it about as equal as i could for each
side, andi think I managed pretty well. I would suggest the Labs be for most of the
heavier units. Say, anything that costs more than 20,000.

Team 1: Players 1-13
Teamwork is a must! If the other players don't work together and use strategy then the
Tyrant will surely begin to pick them off one at a time. Look at eachother's CO's and
starting positions and decide what roles each should play. Think carefully about when to
use your CO powers as well. Communication is the key!

Team 2: Player 14
You have alot to think about. Do you begin by building large units to harass the others?
Or do you make infantry to begin capturing and prepare for the long road ahead? Plan
Carefully! One misstep on one front
can mean your downfall on the rest. Your CO power will fill quickly, but being hit with
multiple CO powers at a time can be devastating. And remember, your greatest weapon is the
holes in your opponents teamwork.
Doghealer66 (09/28/2006 09:28pm):
Holy crud...That is one heck of a map. I would love to play it. Probably as the 14th player. :)
There may be multiple HQs in the center, but heck, 13 people are going to gang up on you!
(Trust me, I know how it feels) Excellent map, seems balanced.
R0x0rz (09/29/2006 12:20am):
yeah its a cool map i would like to play it sumtime
Greyhead (09/29/2006 02:41pm | Edited: 09/29/2006 02:47pm):
Great map but you might want to get rid of some Com Towers or ban Javier.
7/10
Edit: or give the small teams a little bit more support.
Ice_Punch (09/30/2006 07:51am):
i like it(Joins game)
Ice_Punch (09/30/2006 08:31am):
can we start now?
Satuross (09/30/2006 08:04pm):
everything is good MINUS the com towers. and missiles tooo
Freezie (09/30/2006 10:46pm):
Recons for the first turn, enough to keep all the allies away, PL wins
oomouwmouw (09/30/2006 11:42pm):
umm... Javier. By the time the allies get to you, you'd have enough comm towers to
totally pwn anything that tries to land.
Kaminosai (10/04/2006 02:57pm):
I'm thinking i'm going to replace the com towers with the missle silo's, and move the
extra com towers to being pre-captured on the opposing sides islands. Unfortunately i have
to wait until the four games currently playing on the map are finished...
Kaminosai (12/26/2006 10:05pm | Edited: 12/26/2006 10:06pm):
Edited again. I'm basically switching the edits between this map and:

http://awbw.amarriner.com/prevmaps.php?maps_id=20601

Whichever doesn't have games on it at the moment.

Added more captured cities for PL, and moved the shore closer to the allies starting
islands so
travel copters can reach land in one move.
black-kaito (07/16/2007 06:41am):
Remove all infs of Team 1,
make all the bases for PL precaptured,
set 4 cities of PL in the bottom pipe,
and BAN Hachi & Sensei.

Hmm... perfect map, maybe.
sulla (07/21/2007 01:23pm):
very interesting.
JHKR (09/27/2007 02:40pm):
I don't think this was intended, but TG lacks a comm tower.

Excellent map otherwise.
Falconewing (03/21/2009 10:00am | Edited: 02/25/2010 07:41pm):
TG=no com tower.

Kaminosai (04/09/2010 11:11am):
Updated on http://awbw.amarriner.com/prevmaps.php?maps_id=20601



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