Creator: Locke64 || First Published: 02/23/2009 || Players: 2 || Size: 20x20
Categories: None
Rating: 0 in 0 ratings
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Comments:
Nyvelion (02/24/2009 05:55am):
Probably need funds high so they can build battleships to stop the teal infantry. At first
I thought that it would be enough just to give enough funds for tanks, but tanks could be
blocked by two infantry while a third captures. BM is especially doomed with one infantry
being 3 spaces away already, is the BM HQ supposed to be one square lower so that BM at
least has a chance?
Locke64 (02/24/2009 07:45pm):
Hmm, you must have commented before I had finished.
Well, I'm finished now, and here's how it works:

The carriers in the middle are there so that both players can cross the middle without
actually engaging in combat. The subs in the corners are so no one can rush to their
opponent's HQ so fast, but they are forced to go the long way.

In order to win, players have to cross the center to the section containing their own HQ,
then around the corners past their own subs into their opponent's territory. Once that area
is secured, the player must kill the carriers so that he/she can get landers/black boats
through the center and drop their units on the shores of their opponent's HQ. The subs near
the shoal are to prevent players from blocking the shoals thus preventing their opponent
from capturing thier HQ (stalemate).

The point of this map was to force both players to cover all four sections of the map before
they could capture their opponent's HQ.

Ban all ranged units and attacking naval units:
Artillery, Rockets, Piperunners, Battleships, Cruisers, and Subs. (Missiles and Air Units don't
matter, as there are no airports.)
Also ban the mass damage COs.


It took me forever to fix all the glitches in this map. I hope it turned out all right. *tests it*

Kruegster (02/24/2009 11:22pm):
FTA
Each player is earning 14,000 so the FTA should compensate for 1/2 of 14,000 (7000). One
infantry is not worth 7000-A recon and infantry would be a better counter.

Locke64 (02/24/2009 06:45pm):
"In order to win, players have to cross the center to the section containing their own HQ,
then around the corners past their own subs into their opponent's territory. Once that area
is secured, the player must kill the carriers so that he/she can get landers/black boats
through the center and drop their units on the shores of their opponent's HQ."

It will take a long time to win. Even when a player has five bases, he has to destroy a carrier
and send a lander.

Kruegster (02/25/2009 04:13pm | Edited: 02/25/2009 04:14pm):
There is a good chance of the match being a stalemate because of how small the two
chokepoints are. All that OS needs to do is defend the top righthand corner, and all blue
needs to do is defend the bottom lefthand corner. If a player would only send units to defend
against his opponent then he can’t lose. I suggest widening the two chokepoints to five or
six spaces big.
dragoneye776 (03/07/2009 02:23pm):
A player could also choose not to delete their subs protecting their HQ, for Blue, they can
ignore the top right and stack their troops in the lower left. Then when the opponent deletes
their subs, Blue can rush in directly to the HQ.
Nyvelion (12/04/2013 11:58pm):
Nvm, didn't know you weren't finished. Looks different now.



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