Creator: Squidward Tortellini || First Published: 07/27/2020 || Players: 2 || Size: 22x25
Categories: B-Rank, Mixed Base, Standard
Rating: 5.00 in 11 ratings
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Comments:
Squidward Tortellini (07/20/2020 06:04am | Edited: 07/27/2020 06:41am):
Standard funds / no fog.

Theme song: https://youtu.be/xt-oB6DMPD0

This was actually the first map I made on this account - it used to be a simple "up vs down" scenario with lots of forward
airports, but now I've repurposed it into something a bit more interesting.
defmoose (06/17/2022 01:59am):
Adding as a favorite if only for the theme song. :D
fddcsjxk (07/01/2022 08:56pm):
Part of MBO Top Cut
https://challonge.com/MBOTopCut
COMMANDERWOLF (08/10/2023 06:19pm):
I'm going to be the first one to say the fta is off as of 8/11/2023. This is 4 base map with 1k funds and 2nd player gets 2 pre-
own men. It isn't right.

These are idea's of making fta better: (A) pre-own city for 1st player ( yellow comet) which 2nd doesn't capture
(B) 2 pre-own cities for 1st player which 2nd player pre-deployed men captures.
(C) Get rid of 1 of 2nd player men.
medium_md_tank (08/10/2023 09:29pm):
It's right actually
COMMANDERWOLF (08/10/2023 10:43pm | Edited: 08/11/2023 02:02am):
No, it isn't. 2nd player gets to bully.
Silvera (08/11/2023 07:46pm):
4 starting bases FTA counter is to give player 2 two infantry.
COMMANDERWOLF (08/12/2023 12:27am | Edited: 08/12/2023 01:01am):
I can't recommend this map for its fta. I'm sure there are other solutions to look for and not just mine. Fta adapts so its just in
premature stages. The more complexed the fta is, the more it is to is sweet spot of balence.

Unggoy Slaya (08/15/2023 01:38pm):
Good Map IMO, for what it's worth. Definitely a Lash viable map which I always appreciate.
Unggoy Slaya (08/15/2023 01:59pm | Edited: 08/16/2023 01:44pm):
As for the FTA counter discussion, I'm torn. I do feel that having the two infantry does allow for a strong early game from
player two. We are also seeing a trend for the second player to have slightly higher odds of winning. Personally I do think it's
a touch too much, but I also understand that getting rid of the infantry entirely is probably too far the other way.

My recommendation is to move the Red infantry on the right up one space, this will delay it from capping anything for one
turn helping to balance things out just a touch. (Edit: it appears the slight imbalance trend is going away, the win rates seem
to be dead even now. Hopefully it stays that way)
COMMANDERWOLF (08/18/2023 02:47pm | Edited: 08/18/2023 02:51pm):
Moving it back doesn't help enough. If it is just pulled back just 1 space, 2nd player still denies 1st players air port in the center
with the over powered 2 fta man. Anyone could look up a win rate. Win rates mean nothing if there is yielding games on turn 7.
Unggoy Slaya (09/01/2023 01:06pm):
If Player 2 wants to skip captures to try and deny your middle airfield, then you're going to have an economic advantage and
it's easy to take it back. The airport is so close to the other player's base it's not a viable production facility. You can also build
an early recon to punish such a flagrant move.



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