Creator: walkerboh || First Published: 02/07/2011 || Players: 2 || Size: 27x23



































































Categories: B-Rank, Heavy Naval, High Funds | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
walkerboh (02/06/2011 05:33am):
Okay, I know the map is chokey. That's kind of the whole idea. The land battle should grind to a stalemate right around those top/bottom shoal bridges, forcing each side to try to build battleships in an attempt to drive back the defenders. As if that isn't enough incentive to gain naval superiority, you certainly don't want your opponent to get their 2 towers, much less all 4! So to recap, there are 2 ways probably of breaking the chokepoint and winning the game. 1) Win naval battle and use bships to drive the enemy back, and 2) win the naval battle and get the tower advantage, giving you the firepower to break through enemy lines. Either way, the whole point of this map is to emphasize a naval battle. Hopefully it works! Funding is high for such a small map in light of this, and no I'm not adding airports. Comments are appreciated as always! |
MossGrande (02/07/2011 07:40am):
I think that planned naval combat is really vital in this map. With 23000 per turn at most, player must watch out for defending expensive subs and battleships. Cruisers wouldn't be so much effective since there are no airports and subs can take themselves out as well. Land is indeed chokey, but I believe that if both players would lead armies from their respective smaller islands in more offensive manner, front lines would end up somewhere in the middle of the map, and there is some space there. Well, that's just a theory. I really love the concept though. |
walkerboh01 (02/07/2011 02:27pm):
Thanks for the thumbs up! I'm considering adding 1 or 2 more properties per side, but I think i'll test it first. Cruisers are just more of a sub-killer really in a map like this, but they probably won't be used much. If I put airports in to promote cruiser use, then no one would bother using naval units though haha. |
thebranch16 (02/14/2011 10:47pm):
I played on this map and really enjoyed it. I do, however, think there should be a few more towers, maybe some out of range of the rockets, so that the tower advantage is really worth all the money spent on naval units. Otherwise, it can feel like wasted effort to win the naval battle and be overrun on the land by sheer numbers. |
walkerboh (02/17/2011 07:41pm):
Hm I'll think about it, but I really think that if you win the naval battle and have even just a 2 tower advantage on someone (much less a 3 or 4 tower advantage), that it will be hard to lose the game. If your opponent doesn't contest the towers, then you won't have to spend that much extra money to win the towers; just one bboat and battleship. And if they do contest the towers, you'll both be spending about the same amount of money probably. I haven't played on the map yet though, so I don't know for sure how it works. |
Meta Rexy (05/01/2011 07:17pm):
I think you should put the rocket units on a capped city so they'll stay useful throughout the game. |
ramdalucksta7 (06/06/2011 03:44pm):
But won't the rockets probably get taken out by battleships relatively early on anyways? Definitely before they run out of ammo... |
walkerboh (08/26/2022 02:43am):
Map changed to work for High Funds as of 8/25/22. FTA counter updated, added a 2nd rocket per side, added more cities in the ocean, adjusted the base positions on the 2-base side and pre-owned the exposed port. |
Scone (04/17/2023 03:57pm | Edited: 04/17/2023 05:14pm):
In high funds on this map, maybe Grit should be bumbed up to Tier 1. There are few reasons I recomnend that. One of his pre-deployed rockets partially locks the enemy port in the middle and this becomes a full lock during powers or with a battleship in range. The pre-deployed rockets box out enemy battleships, increasing the cost to displace them. Grit's navy is kind of strong here, since he can avoid buying subs and focus on battleships and cruisers. The chokepoints on the sides are generally favorable to indirects, especially on the weak side where Grit can effectively wall off enemy with a reinforcement line of black boats. Enemy COs should always plan to rush Grit hard before he can set up, but it's a little more challenging on this map because of the slow start on the strong side. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.