Creator: mori10 || First Published: 11/13/2012 || Players: 2 || Size: 23x20
Categories: B-Rank, Standard
Rating: 10.00 in 1 rating
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Mori2 (11/13/2012 01:24pm | Edited: 11/13/2012 07:15pm):
It's been a while.

Changelog:
11-13-12
Changed some river to pipe at neutral base.

MorganLeah (11/13/2012 02:08pm):
I rate it a cool out of yes.
Mori2 (11/13/2012 06:37pm | Edited: 11/13/2012 06:46pm):
I was actually super excited for the comments saying it's chokey and unplayable. Alas.
Teching is a bit slow here, but that's not necessarily a bad thing. Worked on Anthem.

MorganLeah (11/13/2012 07:50pm):
I'll admit I have some potential concerns about the chokes formed by the mountains just
down-right and up-left from the center, especially since those are the strong attack
points to the opponents' HQ given the base distribution.

It might not be a problem due to the strong airport presence on the low base sides though.
I'd be interested to see how it would play out.
Headphone (11/13/2012 09:00pm):
The choke points are only at the center fronts, the side fronts are pretty open. And some
of the choke points create ways to create flanking patterns.
Mori2 (11/14/2012 02:55am):
I was essentially going to respond with what Headphone said, plus the airports will make
that entire area different. I pretty much shamelessly rip off of what I know works, which
is in this particular case some elements of Blood on my Hands. The airports create some
very strong yet passive zoning that allows me to mess around with fronts pretty heavily
and create unusual paths that still work due to where the fronts will develop outside of
those dangerous airport bubbles.

Plus, I heard that all the cool kids spam copters nowadays. I just wanted to be popular.
blozzee (11/24/2012 09:52am | Edited: 11/24/2012 12:25pm):
I don't really like this map since tank doesn't seem to be useful in the center. Air unit
are simply useless because they can be easily countered by AA. if only airport are placed
tad close to the center, then it's much more efficient to use air unit. Aside from that,
artillery are the prominent unit to build here. So, whoever secure their indirect in the
middle first win the game.
Mori2 (12/14/2012 08:34am):
On the match I played here, I encouraged an artillery fight mid since I picked Javier. He has a
good game in the middle of the map here. Just like on any map, copters are still quite good for
hitting key artillery during a push, but you really need to utilize that opening to gain control of a
front in a single turn, or it's mostly wasted. Copters are also always useful for having a
larger number of units than your opponent, and since infantry is so valuable mid, it's not a
bad idea to fit them into your build orders.

If I was Max, I would have gone for a tank/copter push on the sides. The pair of contested
side cities are still very valuable for swinging games here, and forgoing those will lose you
the match hard, regardless of how much of the center mountain range you own.



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