Creator: MC Hammer || First Published: 12/06/2024 || Players: 2 || Size: 22x16









































Categories: A-Rank, Fog of War | ||
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Comments: |
Sami-YingXiangLi (12/26/2020 05:07pm | Edited: 08/09/2021 11:41pm):
It looks very promising Update: Very dynamic and interesting map, two fronts changed under the influence of the fog. And very unique game plan, nice map! |
Rhinotrain (07/19/2021 05:58am):
Just had a great game on this map, was getting absolutely crushed by player 1 but I managed to sneak a cap on their homebase! |
RiceMuncher (08/01/2021 11:39pm):
Mmm looks like a very dynamic map |
aLittleFishy (08/02/2021 10:09am | Edited: 09/06/2021 06:19pm):
Putting the shoal closer to the HQ would give the black boat more value and make it more interesting as to whether you use it to transport infantry faster or protect your HQ (Once it moves off the HQ it can't move back on), as it stands now the port is basically useless Edit: Playing more, I agree with BlueEyeWhiteCat that an early black boat to cap the middle is decently useful, my problem is "secure an income lead that wins the game", as that statement relies on your opponent choosing to resign, as even without owning the majority of middle cities you can still build a medium tank on top of your base, spamming units to kill off ranged units while the medium tank sits on 30% defense. Eventually, yes you will wear down their units while guarding your indirects behind a unit wall and take the base, however, you are doing the same thing with your lone base; meaning this aforementioned strategy will work, if your are willing to wait over 25 turns for it to happen. Maybe older users of this site are okay with that, but most new users will just resign in order to play on (hopefully) a more fun map where this isn't as much of a problem. |
BlueEyesWhiteCat (08/03/2021 10:11pm | Edited: 08/03/2021 10:12pm):
Personally speaking I'd strongly disagree that the port is useless. This map is really unusual insofar as the majority of properties of value are in the middle but it's extremely hard by conventional means to take the fighting away from the bases and spread out your infantry due to the choke points on the 2 base sides. The 1 base player has to commit their resources to holding the choke on that side, stopping them making infantry to send middle, and the 2 base player has to struggle to break the choke. I've found the best way to win on this map to be an early black boat out of the port, letting you get onto the contested middle properties and bypass the choke. That way, you force the opponent to split off their resources they were using to hold the choke to contest your infantry, or make them reciprocate with the same play. If they don't answer the move, you can secure an income lead that wins the game. I can see the argument for making the black boat mobile from the start, but personally I think that'd be a bit too strong: it would definitely be worth taking it out of the HQ because of how many valuable properties are in the middle. Instead, forcing players to weigh up the risks of building out of the port is more interesting in my opinion. Rambled a bit there lol but I really like this map - creates very complex and unique games. |
GorgonSofia (08/17/2021 09:28am):
This map is nice, but it advantages aggressive COs and aggressive play a lot with early recon harass if you aren't ready for it. A good Grimm or Max can absolutely ruin your early income game with a recon or two if you don't prepare. |
aLittleFishy (08/23/2021 08:31pm):
As fun as the idea of capping the opponents base is, the game is not built for it, either an aggressive player like the CO's listed above demolishes you early, or both players stall out in an awkward middle section that still requires stalling the forward base, one of the few matches where I would say taking the blackboat off of the base would actually help (though sami would have to be banned obviously) as right now the match feels less strategic and more annoying |
GorgonSofia (08/23/2021 09:27pm):
definitely agreed that this map doesn't feel strategic, just annoying |
UNOwenWasMe (08/25/2021 03:22pm):
Never won a game on this map, ever. I just don't know what to do, it's incredibly awkward, no way to gather intel effectively, and there seems to be no winning move. Maybe I'm just a smoll brain, but I hate this map incredibly hard. Annoying and infuriating. Would have been a lot nicer if there were one battlefront. There are other maps that do the two-battlefront thing much better. |
JustTesting (09/09/2021 04:00pm | Edited: 09/09/2021 04:10pm):
Personally, I don't this should be classified as a FOW map. I played a few matches, and I can tell that Sonja has an unfair advantage on the chokepoints. She can see your Tank or Arty coming a mile away, and easily evade/destroy you, since you have no escape route. Very hard to counter. Alternatively, I played a Std match with the same player, and it was actually really fun. A definite heart pounding match, but really fulfilling to see your strategy come to fruition! 7/10 - Forget FOW, Play Std and save your sanity! |
Calamityseraph (09/18/2021 11:13pm):
Not great for fog. Every game ends early due to whichever player guesses correctly and wins comms. |
mangs1337 (09/25/2021 05:37pm):
I feel like I lose every game I play on this map, and by the looks of the comments, a lot of people are struggling with the same thing. I don't know what I am doing wrong, but I just feel like I always end up losing on all three fronts. |
cisgood123 (10/04/2021 01:35pm):
This map you need to rush the chokepoint... don't build landers or bboat.. just build tanks to push out. |
G4rB/\g3 (10/07/2021 08:55pm | Edited: 10/07/2021 08:58pm):
In FOW, this map is a headache to say the least. I suggest never playing FOW, EVER. Especially against a Sonja. Her superior +1 vision + Artys will zone out your movement on the far left/right choke points, and there is very little you can do about it. Std Matches are much better, yet still challenging. Feedback: - I suggest placing shoals on the bottom/top edges of the map's sea tiles. Giving units a 2nd, yet slightly longer movement option to leave the chokepoints. |
Rock Golem (08/16/2022 08:21pm):
I will never build a lander! Black boats for life! |
likegel (10/17/2022 12:47pm | Edited: 10/17/2022 12:47pm):
This map intentionally drags the battle line very long. The first time I played, my opponent blocked the door. The tanks (or recon) can not effectively clean the infantry in the forest, and the airports are too far away to provide fire support from the sea. Therefore, the purpose of this garbage map is obvious. The first artillery will replace the usual tank (recon), and the firepower will cover the forest area, or the landing craft (waste enough 12000 or 7500). In fact, these two methods will lose the initiative. Therefore, the opponent can go to the middle to occupy in advance without blocking the door. There is no doubt that the combination of two tanks and one tank plus artillery is more advantageous. It is hard to say that this map has obvious STA, but how to maintain the first hand advantage is still a big problem. Anyway, I don't want to play this map again. In other types of games, bad ass will block the door for inexperienced people. (It refers to games like over watch) |
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