Creator: srstarry || First Published: 05/25/2008 || Players: 2 || Size: 24x24
Categories: None
Rating: 7.43 in 7 ratings
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Comments:
srstarry (05/26/2008 03:35am):
Comments please
srstarry (05/26/2008 06:26am):
The megatank will reach the base within 6 turns.

Early megatank attack can be countered by infantry+artillery, or infantry+APC early HQ
capture.

There are 3 "main" bases, all of them being quite near to enemy possible indirect fire.
artillery is the key!

HQ can only be reinforced using landers. conquering the water around the enemy HQ is the
key to isolate it.

There shall be no roads. because rockets are gamebreaking. Do ban sturm,and the overpowered 5.

AMajor (05/26/2008 11:22am):
This is cool and I like it. I think there's no harm in making the sea sections bigger by
just cutting out the pipes that don't really block anything that border the sea. It's
just a bit too small in there. Also, I'd personally move the ports farther apart, moving
the central ones to the sections blocked off with mountains by the airports. (Then
removing the mountains as well.) And fix the pipe in the bottom right corner.
I also give you a 9.
srstarry (05/26/2008 11:36pm):
Some changes that i plan to do
1) OS Megatank will be moved back 2 squares
2) BM Megatank will be moved back 1 square
3) the airport will be pushed further back
4) ill have to widen the shores too...
5) i think im gonna remove the pipe seem near the middle bases so that its possible to
"block" the route by placing lots of indirects along the other side of the pipe.



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