Creator: Red113 || First Published: 08/30/2008 || Players: 2 || Size: 31x31
Categories: None
Rating: 9.50 in 2 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Red113 (08/30/2008 09:34am):

This map is a bit crazy, idiotic even. After all, black tiles undermine all normal spatial
principles.

Still, the navies are trapped in the central lagoon and both want to get out and become key
units in the game. Meanwhile the land forces have two highly interconnected islands to fight
over. The outer islands will also be accessible as the game progresses.

Funds will need to be set high to pay for navies. As always different funding levels produce
radically different games and no difference here. Hopefully FTA is reasonably countered
regardless of funds set. Maybe try 2000 / property.

Red11 (08/30/2008 12:25pm | Edited: 08/31/2008 12:19am):
Hi, you want less than 5000 / property, otherwise newly built battleships will interfere with
base captures.

If Colin is used Max. funds > 3500
If Hachi is used Max. funds >4000
Otherwise Max. funds > 4500
Darth Hawke (08/31/2008 12:03am):
Really good. There's a couple of flaws here and there, but if it was played on FoW, then
it would be extremely awesome! 9/10
Red11 (08/31/2008 03:39am):

Don't worry about the fact that indirects have range back and forth from ports to bases.
That is why there are four bases and two ports! In fact, in this map you can attack
production properties.

Likewise with the airports. They have easy reach to one another, but you should defend
these airfields.
Red113 (08/31/2008 08:01am):

Added 4 neutral bases to account for Battleship bombardment. I wanted to see more inf.
anyway, so this should be fine.
Red11 (09/01/2008 05:05pm):

I think two cruisers have to go.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.