Creator: Voice of Akasha || First Published: 01/19/2018 || Players: 2 || Size: 24x19























































Categories: S-Rank, Hall of Fame, High Funds, Live Play | ||
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Comments: |
walkerboh01 (01/19/2018 07:51pm):
The FTA counter appears to be balanced through the capture phase, which is neat. This will help speed up High Funds games vs. the currently accepted FTA counter with no preowned bases. That's a huge benefit. |
ais523 (06/03/2022 05:15pm):
Having the neutral bases within rocket range of each other is possibly a mistake – it makes the weak side base easier to defend in an emergency than it really should be, buying time to bring up more units (even though it requires a base-skip). If one of the weak side bases does fall, it's then very strong in attacking the central base, due to the artillery pocket. This is not necessarily a bad thing, as it tends to cause the game to end quickly if one of the weak side bases falls before the other, but it does make the map very centralised around attacking the weak side. Having this many properties on a High Funds map is possibly a mistake – it's easily possible for the airports to spam out Bombers and Fighters, which makes the air game a little repetitive (and really skews which units are viable to build on the ground). Anti-Airs can't get into position easily because of the rough terrain, and Missiles don't cover enough area because the map is so large, so there's no real counter but spamming air units of your own. |
walkerboh01 (08/03/2022 03:00am):
Added to Hall of Fame to commemorate being one of the first High Funds maps to use this style FTA counter (2 neutral + 1 preowned base). |
Meta Rexy (06/29/2023 01:50pm | Edited: 06/29/2023 02:10pm):
Remember to get your airport ASAP on this map because it's more exposed than you think. Make sure your first or second infantry is moving towards it to complete the capture by day 9 or your whole game will be screwed up when the capture is denied. |
likegel (11/22/2023 11:51am):
This map is a bit boring to play with. The key to winning is still to control the central area and then use the support of the airport to suppress enemy factories on the edge. Of course, losing control of the airport is basically losing the ability to attack. Also, don't think that using mountains and artillery defense, the side effects of mountains blocking friendly support are greater than the positive significance of natural barriers |
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