Creator: wyj_0081 || First Published: 06/19/2018 || Players: 2 || Size: 21x21
| Categories: A-Rank, Fog of War | ||
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| Comments: |
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wyj_0081 (06/19/2018 10:20am):
for fog |
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Sami-YingXiangLi (08/25/2018 04:16pm):
I found this map is “Beyond Eternity”map's fog style. In Fog Global League, it becomes even more important which bases build which units per turn, because they usually need 2 turn to reach the fighting front, which is a great test of players'estimates of the front and the judgment of their opponents. |
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knocklok (09/13/2018 12:44am):
takes too long to spawn due to its geography, thats why i found this map boring |
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Sami-YingXiangLi (08/25/2019 11:21pm):
Placing in Under Review. it's updated in the HQ area. |
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cowsheeppig (02/25/2020 03:19am):
The blackboat on the HQ is misleading. I can't believe people make maps that grant the attacker of HQ so much vantage. Feeling weird for the first time playing, and should be boring for the second time. |
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Becomingprim (10/03/2020 08:15pm):
A common mistake I've seen on this map, and I've done myself is moving an infantry to 15,18 instead of 15,19, making the capping on 10,20 start a turn late. The reverse positions for BM. Just giving people a heads up on this error I've seen so commonly. |
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Utsuhoagie (08/28/2021 08:14am):
when the when the impostor |
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aLittleFishy (08/31/2021 10:44am | Edited: 03/01/2022 10:13am):
Despite the awkwardness revolving around the HQ and the annoyance of some players attempting to rush your comm tower early, i like the creative way the wyj_0081 has both players build t-copters. They aren't pre-deployed, so rushing isn't as much of an option, but not building one early sacrifices a lot of income over the course of the match in that standalone city, so both players build one, and if you have it then you also get to boost infantry movement to your preferred front (switching as necessary). The hardest part in building transports is always that their value vs a tank isn't as obvious and can backfire against an aggressive opponent, but this trick on the map (while also awkward) is a clever way to force it. I can see why some people dislike it and the map is pretty meh but i would like to see this map trick more, as t units just don't see that much use. 5/10 |
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AMONG US (09/05/2021 05:58pm):
seems a bit SUSSY |
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aLittleFishy (12/02/2021 10:52am):
Would be nice if the armies faced each other |
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Boomfly (12/04/2021 01:13pm):
Haven't played it that much, but my first impressions are very negative. Deploying units is extremely awkward since they have to run around the mountain and through the forest. It just feels like you aren't doing any progress when trying to get the army out, and it's easy to forget what you were going for if you play asynchronous over a couple of days. It's hard to pinpoint, but the layout just feels confusing in general. On most maps I can tell what's going on and what I want to try at a glance, here I have to stop myself because I'm sure I've overlooked something about how my units will move through the terrain. I also oppose that harbor next to HQ setup. A wild battleship can make getting that HQ cap a real mess, so it's probably better to just aim for a win by property count. |
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zethbrora (12/13/2021 12:25am):
This map is really confusing imo, some stuff in it (like the blackboat, inf movement required to cap stuff) isn't intuitive. Forcing the players to build a transport copter just to get that one city is also unpleasant. |
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Cayrol (12/14/2021 10:25am):
Î really like this map, with the insentive of a gamble betwen defence and offence, but the only probleme i think is the middle, i played a lot on this map and 100% of the figth is on the side, i don't know how but having an intreste in the midle would make the masp more beter. |
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platoisbroken (01/22/2022 11:58pm | Edited: 01/23/2022 12:01am):
Couple pieces of advice: 1. Leave the blackboat on HQ (since it's nearly useless and HQ is quite exposed as is). 2. Go all in on one front (since weird lakes in center make front-shifting a hassle). Overall, one of the "weaker" maps I've played on League. - Gameplay feels cramped and offbeat from the start. - Extremely narrow CO selection (only 4 available when I played). |
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Quickslow87 (02/04/2022 02:18pm):
I would disagree on the Black Boat. The transporting of infantry makes gaining income happen a lot faster. And then Drake’s +1 boat movement bonus makes him a must-use for Tier 3. |
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Ranu (02/23/2022 10:57am):
And it also leaves you wide open to HQ racing. Which... isnt exactly something you can win if your opponent leaves the black boat on his HQ. That Sami I played against demonstrated that quite well. Certainly didnt expect to ever outrace a Sami as Sonja, but hey, aint complaining. |
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Lost and Found (02/25/2022 01:31am):
I also think the bboat is essentially mandatory to use right away, except vs Sami (which arguably kinda buffs her into T3 viability alongside Drake/Andy). The transported infs can generally stop any cheeky early cap attempts by other COs. |
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aLittleFishy (03/01/2022 10:03am):
@LnF To add to what Ranu is saying, infantry can stop early cap attempts, but mean nothing against a full HQ assault (the strategy that platoisbroken suggested i.e "Go all in on one front"). This is especially true as IF your opponent is going all in on one front then the corner cities will be overrun by your opponent anyways, so sending infantry to cap it can end up being a trade of unit count for temporary income. I see both sides with this, and i think it just comes down to preference and playstyle; if you intend to have constant reinforcements near your HQ or are going for a win through property limit then moving the bb has value that is worth the risk of a more vulnerable HQ. Personally, i don't like moving the bb as the potential of losing early infantry for a little extra income in a contested area of the map doesn't sit right with me. (to be clear, it may not be a bad strategy, it just isn't one i'm comfortable with.) |
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Lost and Found (03/29/2022 07:21am):
Yeah, that makes sense overall. I always found the income boost to be good enough at allowing you to defend the HQ corner with tanks (and still send a first vehicle recon towards their HQ to see what they did with the boat and maybe get some hits in), but I can see how HQ safety could be valued more if you want to attack into their HQ corner early. (I don't think it has anything to do with the property limit though - you'll probably need both corners' cities to win through that, whether you get the cities early or later.) I definitely think the boat is very worth it, since the income it accelerates can be hard to get later and is a solid overall money boost of ~3-4k total, but it's probably not the only move in retrospect. (And vs Sami, obviously keep the boat on until you have vehicles around) |
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cwstestpo (04/05/2024 08:24am):
both corners' cities to win through that, whether you get the cities early or later.) |
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