Creator: DuelStriker5.5 || First Published: 01/23/2018 || Players: 2 || Size: 23x19
Categories: A-Rank, Global League, High Funds, Live Play
Rating: 5.50 in 24 ratings
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Comments:
DuelStriker5.5 (01/23/2018 04:57pm):
Made for High Funds games, trying out the FTA counter recently used by Voice of Akasha here:
http://awbw.amarriner.com/prevmaps.php?maps_id=72975
the-deadly-shadow (01/26/2018 05:21am | Edited: 01/26/2018 05:29am):
I don't think that the extra airport will be used. It provides only neglectable income and
it's position is hardly better than the other. In order to make the airport more
strategically usefull, I would suggest to left-right mirror the extra island and/or moving
the island 1 tile closer to side of the 2 bases.

I also think it is uniteresting to position a force in the middle, as your forces on the
flanks can protect the cities in the middle pretty well. I would suggest that at least one
of them should not be able to be protected from the other side of the river. I would
suggest moving the city next to the curled river to be place at the collumn in the center.

I would like to see a comtower to promote agressive play. There are several possibilities
to place it. An interesting placement would be to place it on the island with the extra
airport.

Overall I think it is still a decent map. 7/10
Cheese_lc (07/24/2021 10:34am):
A good map for HF. Do you want to decide if yo protect your line, take the center or take the airport first

likegel (08/06/2022 11:12pm | Edited: 10/22/2024 07:00am):
1 rating
BlueWind (12/17/2024 05:11pm):
Map made to drag out games and promote death balls, no fun at all.
ViridisViperz (12/23/2024 07:55pm):
the tournament community seems to love unavoidable 1-tile pinch points and limited paths of engagement. They love the slow
slog. I personally can't stand it!
Meta Rexy (01/15/2025 10:28am):
Pacing suffers from heavy terrain near chokepoints combined with lack of early comm tower. Becomes a real grinder with drake.
BongoBanjo (01/20/2025 03:15pm):
Rather stally map without a day limit, there's only one or two contested properties here and the heavy terrain helping the
defender means that having a SCOP CO is preferable to a D2D CO as better powers allow you to offset a deficit of a single
property. That, coupled with the option of a defensive battleship on the 1b side in a body of water that can't be contested by
naval units from the opponent protecting both the HQ and the 2nd most contested property means that it's too easy to turn a
match here into a slog. It also means that any match both with or against Drake is going to be a pain. Esthetically pleasing
though I'll admit
RunsLikeChicken (02/02/2025 09:10pm):
Income parity = 45k
Spritemare (05/15/2025 02:15pm):
Extremely stally with only 1 real contested property that is easily locked down by indirects. I'm normally a battleship enjoyer, but defensive battleships completely lock down approaches on the 1b and 2 properties that would otherwise be contestable become completely safe. This compounds with no real option to get a hit on these battleships with bombers due to airport distances and a difficulty in front shifting due to the center terrain to make it a game of Advance Walls by Web.

Unless your opponent blunders some horrible huge engagement, this map doesn't seem to have a win condition outside of "grab the singular contested property, lock it down with indirects, and ride the income lead for 20+ turns" which isn't particularly engaging or dynamic.



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