Creator: Voice of Akasha || First Published: 08/04/2018 || Players: 2 || Size: 23x18
Categories: S-Rank, Heavy Naval, High Funds, Live Play
Rating: 6.00 in 33 ratings
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Comments:
Zeronix (04/16/2019 02:08am):
An interesting map where you're incentivized to build transports and air units to control the center. Two towers per side make it
very spicy indeed. Placing in S-Rank and Under Review. Solid map by Voice of Akasha as always.
Meta Rexy (08/29/2019 03:35pm | Edited: 06/22/2023 01:50am):
There is a symmetry error on this map. Black has two mountains slowing infantry from accessing the middle and blocking vehicles from sitting on the woods by the river, while Purple doesn't.

It's enough to slightly worsen Black's capture phase. :/

Edit: Comment no longer relevant as the design was revised. This map plays quite well. Tends to stalemate on land but this only encourages air and naval units to break through, as well as capture the central island.

Early black boats are more effective than recons in disrupting your opponent's capture phase, especially if you're Sturm and your boats can take three artillery hits on ports :)

This map is great and worthy of the praise. :)
Voice of Akasha (01/04/2020 08:01pm):
Heavily changed the map to encourage more naval play and unchoke the side fronts.
Bedmaker (05/28/2021 05:07pm):
love the new naval maps
SonjaTheSuperior (07/12/2021 10:37pm | Edited: 07/12/2021 10:38pm):
Yeah I really enjoy this map, it has worked very well. Definitely deserves the title S rank. And I must have played it a ton of
times too, in all sorts of tiers and against all sorts of players!

EDIT: grammar and clarity
COMMANDERWOLF (06/15/2023 06:13am):
Even in high funds is 48k each. There are 4 COM Towers total in each corner.

If we exclude the funds from the island, 1/2 of the funds is 42k. from 3 bases, 14 cities and 3 harbors and 1 air port.

If you can control all of the centralized island, you gain 12k every turn. If you can afford and obtain the island.
COMMANDERWOLF (06/15/2023 06:17am | Edited: 08/11/2023 04:09pm):
2nd player needs a stronger fta. If you can't ... at least make it so both players started with 1 pre-own city each.
COMMANDERWOLF (07/17/2023 09:21pm | Edited: 08/13/2023 07:04pm):
My rating is for this map is 1. This map needs to be taken out of global league or stop making games on it so can be edited
enter back in back into global league. It isn't a fair map.

Editing Required.

The set up is so bad that it strongly favors 1st player. Make it so both sides get 2 pre-own bases and then work out the fta.
likegel (09/24/2023 04:46am | Edited: 09/24/2023 04:55am):
Nice design, but due to logging in to the central island first, it has a fta advantage (city defense)

However, with better design, many maps are designed with two small islands in the central area
So isnt a balanced map

This also leads to Kanbei being delayed for two days before logging into the island on this map. This will cause him to
completely lose control of the island

Similarly, Sami and Sensei can log in to the island one day earlier (Transport gain+1 movement.)
Rock Golem (11/22/2023 09:44pm):
Good, Kanbei is OP
COMMANDERWOLF (11/29/2023 09:48pm):
Can't wait for this map to be out of cycle.
COMMANDERWOLF (12/02/2023 03:29am | Edited: 12/18/2023 07:42pm):
2nd player wins are over 1st player wins by 12%. It is a bad scenario for 1st player especially on turn 10. Its a broken map.
Ahahsoboo (01/17/2024 12:48am):
nothing better than a map that revolves around locking 2 battleships behind cruisers and spamming artillery on the tiny straits
also covered by the locked in battleships....
Scurge (01/22/2024 05:13am):
Well, I've loved all 3 games I've played on this map, even the one(s) where I lost, to the point I can't even remember if I lost one or two of them! =P Combined with people not being able to 'agree' whether it has FTA or STA - especially a certain commenter who said complained of FTA in the summer then STA the following winter despite no changes being made to it in the interim! XD - as good as proving that it is, in fact, balanced, I rate it 10/10!
I played as player 2 in all three games. Both players can build a b-boat(& 2 inf) on turn 4, but only player 2 can instead build a lander, so my strat was to do that and ferry vehicles onto the centre island after the first double inf dropoff, which worked well =P Extra 1 move on the b-boat makes no difference, though if in any of the 3 games myself and/or my opponent had played a +1-transport-move CO that of course would have not been the case, so not sure how those impact the winrates.
CrunchyChips (02/04/2024 11:52pm | Edited: 04/12/2024 04:02am):
Gonna edit out my comment. Not sure if game advice counts as valid map commentary & no one's responded either
way. Hopefully no harm no foul and I'll keep my idea in my back pocket should I ever see the map
BeautifulGal2000 (04/15/2024 07:15pm | Edited: 04/15/2024 07:23pm):
pretty decent map, forces naval play which is nice.
think this map might actually better without airports... to keep the naval strategy and capture mix more pure. just a
thought. Even block those corners off, to make the game move a bit faster.

certain co's can 1-turn onto the island... thats a problem if there are capture condition for win. I don't believe that all maps
should have to work with all co's, so that would be no-issue if +transport co's are disabled for this map.
Valior (06/09/2024 02:17pm):
playing against drake on this map is absolutely terrible



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