Creator: walkerboh01 || First Published: 06/03/2018 || Players: 2 || Size: 20x17
Categories: B-Rank, Fog of War, Live Play
Rating: 8.33 in 3 ratings
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Comments:
walkerboh01 (06/02/2018 02:45am | Edited: 08/07/2022 03:35pm):
FoW map based heavily on Mori's map, Jacked:
http://awbw.amarriner.com/prevmaps.php?maps_id=60377

The predeployed recon chooses between:
1. Move onto the airport to delay capture. This only gives vision of 1 base and can be destroyed (quicker) with a mech.
2. Move onto the missile tiles. This doesn't delay the airport but allows vision of 2 bases and requires an arty to be destroyed.
3. Don't move. This delays the airport AND allows vision of 2 bases, but can be destroyed even faster with a mech.
mech2000 (06/03/2018 09:58pm | Edited: 06/03/2018 09:59pm):
I really like what I'm seeing :D

But I am worried that it might be a tiny bit choky with these mountains. I think I would remove the
mountain closest to the missile silo in the middle as that would open up the middle by quite a bit. Maybe
move the forest to its spot. It would also help weakening potential walls around the forest & silos, which
would be very hard to break due to the way FoW works. Although you might already have had another
reason for this specific forest placement.

Also am I seeing it right that you get the option between having vision on all 3 bases or blocking the
airport for a while (and only seeing 1 base)? Cool idea :D
walkerboh01 (06/03/2018 11:51pm):
Hi, thank you for the great feedback!

You might be right that the extra mountain in the middle makes it too choky in fog. I'll remove it and see
how it works. Open maps are probably more desirable in fog games.

And you're correct about the predeployed unit. I've played with predeployed vision near the bases before,
but hopefully this twist is an interesting gimmick.
walkerboh01 (09/21/2021 03:10am | Edited: 10/13/2021 12:59am):
Edited a bit to open up the center and allow for more dynamic play.



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