Creator: wyj_0081 || First Published: 10/16/2014 || Players: 2 || Size: 17x17














































Categories: S-Rank, Hall of Fame, Fog of War, Live Play | ||
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Comments: |
Meta Rexy (10/18/2014 05:26am):
Two words. BAN. KOAL. |
Xmo5 (10/23/2014 02:12pm):
Nah, Jake is the real threat here. |
Nyvelion (11/06/2014 09:48am):
I'd fear Grimm. |
excomotive (11/07/2014 07:50am):
Even on a map that is 99% roads, Koal is still only barely average. |
Meta Rexy (11/11/2014 01:07pm):
Was being sarcastic lol No I'd really be concerned about Max with his movement bonuses and buffed tanks and copters. This would be hell to play in fog lol. |
Nyvelion (12/11/2014 03:57pm):
99% roads would be something for Koal, but that's different from this. Koal basically needs a road completely surrounded by roads to be able to really take advantage of his power. Instead, look at this map, how often does that happen? About 15-20% of the tiles? If someone sees the opponent picked Koal, all they have to do it stay on the abundant forests and capturables, or force Koal to attack from those spaces, and Koal doesn't get an advantage. There are just enough non-roads on the map to avoid Koal's advantage on roads, with little change in formation. |
the FANG (05/06/2015 06:43am):
I have to announce that although this map seems to be boring, it's still a good map worthy trying and better than many other maps. This map is designed for fog wars, but totally different from other foggy wars I played. By using recons, almost all opponents' troops and formation can be seen, and it's not very hard to guess what's in the woods. So it's rather a no-fog game though you can't see the troops out of vision. I think this type of games is better than a simple fog war. Another point is that the terrain is very flat, which makes tanks and recons very important while artilleries are almost useless. Also, these vehicles are much faster to reach the battlefront than the infantries. As a result, the infantries are limited in the opening. CO tiers on this map is different. I don't think that's something should be blamed. Max, Grit: top Jess: high Adder: high Koal: mid I agree there are still some problems on this map, for example, the indirect troops are useless, the terrains are malformed. But this map gives me the best fog war experience. So I rate it 7. |
gengshuai (01/01/2016 05:07am):
12345 |
yaldah (12/01/2016 07:40pm):
123456 |
黑暗龙哥 (06/04/2019 12:52am):
我加进去了吗? |
sacster13 (07/15/2021 10:20pm):
faerts |
hardcoar (07/20/2021 11:29am):
Koal might almost be viable on here—almost... |
Da Ork Boyz (08/19/2021 06:48pm):
decently balanced but lacks noteworthy or other wise stand out characteristics |
walkerboh01 (09/13/2021 04:08pm):
This map is in the Hall of Fame as one of the "wyj" style maps that has heavily influenced the design of competitive fog maps. |
Madquack64 (10/16/2021 12:34pm):
https://youtu.be/yJDBmP9Mexk |
KaiHF (10/24/2021 04:04pm):
Its a pretty balanced map with nothing really stand out about it beyond the lack of mountains, so there's alot of direct combat unit mobility in play. |
0014x (11/01/2021 08:33am):
Indirects??? Make a barrier with infantary and bring in the Indirects. Boom, boom, enemy dead |
aLittleFishy (11/16/2021 11:02pm | Edited: 12/25/2021 11:00am):
The map itself is pretty balanced and oriented for direct combat units (as above comments have stated) my problem, and i'm guessing many peoples problem (given the map at the time of this comment has a rating of 5.67 with 70 total ratings) is the highly contestable comm towers. While on this map, this is totally fine, as dominating a comm tower's area also enables taking the corner properties on most tiers. With tier 1 matches however, sturm and von bolt are both almost guaranteed to place a recon on both comm towers to prevent them from being capped (a base firepower tank against a sturm recon on plains does only 50% ish damage); even though you can still interrupt the cap with your infantry, you will probably end up taking equal or greater damage in return trying, losing value with sturm of von bolt. You can't ignore the comm towers, as 20% firepower on either is a recipe for losing the match, but doing so only puts you behind them in terms of value. Artillery struggle for reasons stated in above comments, so i genuinely don't know how you respond to this. The map is a 5/10 for me as the comm towers both enable and punish highly aggressive play, as you can crush an early recon from other COs, but it could also be a trap to pull one of your tanks out in the open, that inconsistency annoys me and also the HQ isn't really in a position to cap so if your opponent refuses to resign the match will drag on for a long time |
aLittleFishy (11/18/2021 10:38am | Edited: 12/04/2021 01:18pm):
Also, for new players looking for a strategy, while artillery are bad as they don't have the necessary range to be on the front lines, after your first 2 md tanks or so, a rocket (especially against max) can be helpful in terms of unit count or if your opponent is being too aggressive on a comm tower. Even mercing an infantry every turn or 2 can really hamper your opponents ability to wall their units effectively without giving ground, allowing your md and neotanks to get the first strike on your opponents more valuable units. Max has a very strong early game on this map, but can fall off in viability pretty hard compared to the other COs in his tier; olaf or eagle are arguably better choices as they remain good for the entire match. Edit: Please do keep in mind though that rockets are defensive/zoning tools so you shouldn't build them unless your opponent is being overly aggressive or the match is starting to slow down in terms of pacing i.e a smart player can likely find the rocket and snipe it with neotanks or copters if you build one unnecessarily |
Lalm (12/06/2021 02:23am | Edited: 12/10/2021 05:18pm):
i live in verdun and we do not have any airports or military bases here smh 0/10 innacurate. albiet there are like 10 places named verdun. |
Flooken (12/12/2021 12:52pm):
It’s supposed to be the Verdun in the Battle of Verdun of WW1. I can definitely assure you that they had pink crystals headquarters from the future and Roman palaces from the past. |
CrabQueen (02/10/2022 03:05pm):
This is probably the best, ugly map on the whole website. |
Nemo86 (05/08/2022 01:30am):
After having this map pop up on my GL matches a few time I can say that anyone with movement increases, or decreases in the case of Olaf, has a big advantage here. Being able to charge far across the fields here and get sides of your enemies bubble can be all it takes here. Learning to have a good vision and grouping is the key to winning this map in my experience. |
likegel (10/17/2022 08:25am | Edited: 10/17/2022 08:26am):
This is a boring map. Almost every city is surrounded by woods, which successfully limits the pace of attack. It is difficult to gain huge advantages through direct troops and infantry occupation. Hachi and colin have just played a four hour (36 day) fast game. Because both sides have the means to provide funds in an instant, just endless megatanks. In addition, it is very difficult to march because of the blocking of hidden troops in the forest. In addition, due to the lack of controversial cities, the revenue from the march is very low. (The opponent can attack on the other side. If you are eager to mobilize large troops, you can easily be ambushed by artillery.) At present, GL league matches are some forest fog battle maps, the pace is too slow, resulting in no interest in enrolling. It's like the league committee is laughing at me: "Hey, dude, fog fighting is not suitable for fast rhythm, buy some artillery and ambush in the woods, waiting for the opponent to attack your city" Personally, the map most suitable for fast-paced fog war is the three fronts of "Vandalism", four disputed cities in the center, and the winning conditions easy to meet (occupying enough buildings). Although lacking design sense and novelty, it is easy to end the competition by gradually accumulating advantages. |
platoisbroken (10/28/2022 08:10pm | Edited: 11/24/2022 11:43am):
Will rarely stall, but it can still drag for while. Against a good opponent, it's hard to gain a definitive breakthrough in income (cities). Focus fighting for the corners and comm towers and you will *eventually* win. |
GS Darkus (11/21/2022 09:11pm):
This is THE Map for Koal, and simply for that reason I love it. Besides of that, is quite simple yet effective for a Fog battle. |
steezer (12/05/2022 07:26pm):
Feel like Sturm should be banned here. |
Ransanity (12/20/2022 04:07pm):
Please move the infantry back a space so I can see that there is an uncaptured base at the start. |
IbnalHaitham (03/31/2023 12:00am):
Descend into darkness... 303 days below the sun! FIELDS OF VERDUN! |
Barajaman (06/23/2023 08:03pm | Edited: 06/28/2023 10:40am):
There is asymmetry on (16,03). The road here leads to the woods. Its counterpart tile does not. I know it's just visual so it doesn't really matter. I happened to notice it when I was copying the map to my switch. |
Damianchala (07/10/2023 11:32am):
ajjjjj |
SIMΩMEGA (02/25/2024 12:53pm):
Meta Rexy (10/18/2014 10:26am): Two words. BAN. KOAL. Bruhrdrrerrdrzszhkhdzszhterdzsz. 💀 |
SIMΩMEGA (02/25/2024 12:56pm):
the FANG (05/06/2015 11:43am): I have to announce that although this map seems to be boring, it's still a good map worthy trying and better than many other maps. This map is designed for fog wars, but totally different from other foggy wars I played. By using recons, almost all opponents' troops and formation can be seen, and it's not very hard to guess what's in the woods. So it's rather a no-fog game though you can't see the troops out of vision. I think this type of games is better than a simple fog war. Another point is that the terrain is very flat, which makes tanks and recons very important while artilleries are almost useless. Also, these vehicles are much faster to reach the battlefront than the infantries. As a result, the infantries are limited in the opening. CO tiers on this map is different. I don't think that's something should be blamed. Max, Grit: top Jess: high Adder: high Koal: mid I agree there are still some problems on this map, for example, the indirect troops are useless, the terrains are malformed. But this map gives me the best fog war experience. So I rate it 7. >"while artilleries are almost useless." >"Grit: top" Lol. |
SIMΩMEGA (02/25/2024 12:57pm):
1234567 |
SIMΩMEGA (02/25/2024 12:57pm):
gengshuai (01/01/2016 10:07am): 12345 yaldah (12/02/2016 12:40am): 123456 1234567 🗿 |
SIMΩMEGA (02/25/2024 01:03pm):
Ransanity (12/20/2022 09:07pm): Please move the infantry back a space so I can see that there is an uncaptured base at the start. Noobshderdzsz. 🗿 |
SIMΩMEGA (02/25/2024 01:03pm):
Also, no. |
SIMΩMEGA (02/25/2024 01:04pm):
Barajaman (06/24/2023 01:03am | Edited: 06/28/2023 03:40pm): There is asymmetry on (16,03). The road here leads to the woods. Its counterpart tile does not. I know it's just visual so it doesn't really matter. I happened to notice it when I was copying the map to my switch. Yeah, this makeshdzszerdzsz the mapszd, completely unplayablerdzszhvkhdzsz. 💀 |
ViridisViperz (04/17/2024 01:25am):
Koal did nothing wrong. |
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