Creator: Headphone3018 || First Published: 02/20/2018 || Players: 2 || Size: 22x16
Categories: A-Rank, High Funds, Live Play
Rating: 4.33 in 9 ratings
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Comments:
Meta Rexy (10/26/2019 12:29pm):
This is a cool map with plenty of space for both direct and indirect pushes. It plays really well :)
berkuhlee (05/24/2020 11:41pm):
example gamestate at day 24: https://i.imgur.com/bwiwKgB.png
fika monster (02/04/2022 09:11am):
is this a Slay the Spire reference
fika monster (02/04/2022 09:41am):
Sturm should not be tier 2 in this map. His recons can disarm early enemty infantry quickly here, even with the lots of obstacles
bukie (06/28/2022 11:26pm):
I LOVE SLAY THE SPIRE BatChest
likegel (10/01/2023 01:45pm | Edited: 11/27/2023 01:24am):
FTA, one infantry compensation missing

The airport is too close to the controversial city, But eagle said it wasn't a bad thing

edit:
@NyankoGreatWar “Uhh, I mean... This is high funds right?”
So what? P1 not only leads in the number of infantry, but also has opening funds (each side has a factory, which can not only
purchase infantry, but also earn 1000 income)

And, don't ask stupid questions.
NyankoGreatWar (11/19/2023 02:12am):
[quote]FTA, one infantry compensation missing [/quote]

Uhh, I mean... This is high funds right?
shoeLv3 (08/11/2024 01:15am | Edited: 08/11/2024 01:16am):
ilikegel is incorrect regarding the FTA counter being incorrect

1 starting base = +1000 P1 (+2000 P1 turn 1, +0 P2 turn 1, alternates infinitely so average of +1000)
1 starting infantry P1 = +1000 P1
2 starting infantry P2 = +2000 P2
+2000 P1 = +2000 P2
Spritemare (12/05/2025 01:20am):
Extreme stallfest. There is only one pair of contestable cities, and they are on the opposite end of the map from each other. The lab is only assailable once a major advantage is already gathered. There simply are not enough objectives to play off of to make aggression worthwhile.

The center pipes block aggressive front shifts, but combines with the choke points to allow defensive front shifts. Both armies can move alongside the back channel with very little chance to attack each other. Centralized base & airport provide too much flexibility for defense. If neither player cedes control of their half of the center (which is comically easy to avoid losing due to base and airport reinforce), this will come down in favor of whoever secures the single contested property first.

As it currently stands, I think this map will come down to day limit almost every single time as long as neither side makes an egregious error.



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