Creator: mori18 || First Published: 11/16/2013 || Players: 2 || Size: 20x17
Categories: B-Rank, Standard
Rating: 7.50 in 2 ratings
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Comments:
Mori2 (11/16/2013 12:06pm):
Decided to make something a little unusual here.

Xmo5 (11/19/2013 11:48am):
Interesting. Its strange to see the fronts so isolated like that.
xushu (11/20/2013 03:46pm):
Methinks that Air units would be really important on this map... the terrain limits the
ground units effectiveness. BCopters (and Artillery) ftw~
Argodan (04/13/2015 04:48am):
Indeed, copters reign supreme on the map. BM's copters can move 6 spaces down to park on a very
comfortable spot, where they continually menace the two base setup. They can cross the mountains littered
about the centre and sides, and AAs aren't able to keep up. Such dangerous copters also effectively negate
the possibility of building rockets, which are crucial on such a cramped map where it's easy to wall up and
defend. It seems to me that the first copter nabs a significant advantage, by getting a positioning advantage in
the centre and potentially forcing out an otherwise unnecessary AA.

Indirects are also huge here, particularly rockets, because they can hit both fronts if deployed to the centre.
The map layout encourages defensive positioning. For these two reasons Eagle is likely to be top tier or even
broken here because his copters massacre other copters and he wins any indirect standoff on his SCOP. I
imagine Rachel would also be difficult to deal with because her SCOP easily breaks the many chokepoints on
the map.

To fix this, I recommend removing the mountain 4N of GS's southeast base, next to the city. This prevents
copters from taking up such a dominant position against the 2-base side. Shifting the airport position to be
more backwards or to ensure later capture may also be a good idea.

Strategy tips (as of the current state of the map):
- Get the airport early, and build a copter as soon as you reasonably can.
- With 4 divided fronts, a good grasp of front-switching is essential, and you must not commit forces unless
there is good reason. The exception are rockets, which can hit both fronts if deployed to the centre and
encourage stalemates.
- Be as efficient as possible in using units. If you've set up a defensive wall and your tanks are idling, divert
them to another front where they will be of more use. Same goes for infantry, copters and units in general.
- Control of the two side chokepoints can easily get you a funding advantage if you can spare the units (see
point 3)
walkerboh01 (04/26/2015 05:09pm):
7/10 due to issues mentioned by Everdan above.



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