Creator: FoW Maps || First Published: 10/30/2018 || Players: 2 || Size: 20x20
| Categories: S-Rank, Hall of Fame, Fog of War | ||
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| For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
| Comments: |
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aLittleFishy (08/05/2021 06:56pm | Edited: 10/10/2021 01:39pm):
Would be nice if the armies faced each other, besides that the pipe gimmick is entertaining enough 10/10 |
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laserbacon (08/16/2021 03:37pm):
Also would be nice if the bases weren't surrounded by pipes and mountains. |
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Le lieu tenant (08/20/2021 05:11pm):
you should place the artilleries on a plane to allow players to extract it |
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lemonancy (08/23/2021 11:05pm | Edited: 08/24/2021 02:41am):
Re: le lieu tenant - you can already extract the artilleries by blowing up the pipe next to them. it makes for a halfway decent timing push, where you sacrifice a little bit of early control of the center for a stronger fighting force, since you're up an artillery. I quite like this map! It's a bit difficult to reinforce the battle in the center, which means the initial midfight is crucial. |
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EyesofEmber (09/03/2021 01:26am):
I'm a big fan of this map! The deployment on this map is deceptively complex which makes for an interesting early game. The mountains allow for Infantry to move to the center much more easily than vehicles which adds some nuance to selecting builds. Then you have the nearby port which can accelerate deployment to the center if you build a lander. Which is a risky investment but perhaps the increased speed is worth it. Finally, the trapped artillery allows for some interesting openings if you're brave enough to free it early. Some additional praise here before I wrap up; the Comm towers are in the perfect location. They can and will be contested all game. Central mountains allow for vision and the forest placement gives the players plenty of relevant hiding spots. Then the icing on the cake, the lakes. The lakes in the north-west and south-east are really nice. that additional blocking terrain allows for some interesting fronts to develop. Rockets can easily reach over these lakes allowing for some supporting fire. All around an excellent map. My one criticism is that I think the two lakes could have a shoal removed to allow for some naval play. Battleships, while commonly maligned, could be a factor in games that go really long. As it stands though no one would buy one to just sit in port. 9/10! |
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zethbrora (09/04/2021 11:42am):
This map does have a unique charm to it, though I find it somewhat slowlier paced. I like the fact that Grimm can have an advantage due to the fact that he can free the artillery earlier. |
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Tomate (11/08/2021 05:25pm | Edited: 11/08/2021 05:25pm):
Great map! I wonder if freeing the artillery is worth it? I kinda feel like wasting 2 or 3 turns on it is too much. I like to delete it once its job is done just to not fall victim to the temptation later xD |
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Tanegashima (02/12/2022 05:18pm | Edited: 02/12/2022 05:19pm):
Stupidly enough if one of the teams uses Sturm, as he does get a 1-fuel-per-tile cost, that team can cap the enemy base without the enemy being able to retaliate or counter it. So, bad idea for the map. I can do 4/10 as much for the Artillery on a pipe idea. |
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Florin_TK (06/26/2022 12:58pm):
Sturm is (almost) always banned in serious matches so whether he breaks this map or not is a moot point. |
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medium_md_tank (07/01/2022 06:36pm):
Sturm is T1 in Fog by default so it does kinda matter. He's currently legal in the Top Tier settings for this map for Global League. |
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Sami-YingXiangLi (07/12/2022 02:24am):
This map is in the Hall of Fame as one of the most influential competitive fog maps. |
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Lord Awesome (08/22/2022 07:58pm):
Why are these default nations maps never facing each other :( 1st = Left, Strong side = Bottom? 2nd = Right, Strong side = Top? Controlling. interrupting Mid is as always very crucial. Arti. isn't that great on the vast plains except near the com-towers and water-ways. Proper Tank Zoning can quickly let you dominate the Middle map. There is gonna be a lot of infantry spam because of the geography, so recons would be a-okay. |
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likegel (05/27/2023 02:05pm | Edited: 05/27/2023 02:08pm):
It is obvious that this map is divided into three routes, with the middle area being the closest combat area, infantry melee, and then the two urban areas in the north and south. It is obvious that the tower is placed on the weaker side, competing for the tower and engaging in HQrush next to the tower, which is the main means of attack for the attacking side. Perhaps the admission criteria for the Hall of Fame are HQ rush? https://awbw.amarriner.com/prevmaps.php?maps_id=107315 In global leagues, Vandalism, which performed well and received an S-level rating, did not make it to the Hall of Fame? Anyway, I personally dislike HQ rush, which is a serious battle map that gradually expands its advantages to achieve victory, rather than cheating and playing tricks |
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Thavidu (09/07/2023 01:30pm):
Equal income = 22K |
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start (10/17/2023 02:11pm):
I really appreciate your comments, Thavidu! |
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NizzyDaPrince (02/21/2024 08:28pm):
Low rank player so don't take my comments as the undisputed truth, but the allure of taking both comm towers seems to leave my opponent wide open in the middle for an hq rush. I can sacrifice a few men by sending them to fight for the towers and this is almost always met with reinforcements on the flanks and an exposed middle. Not sure if it's a low rank play problem or if the map just doesn't accomodate for the HQ rush strategy very well. |
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