Creator: Pog || First Published: 03/08/2021 || Players: 2 || Size: 17x17
Categories: B-Rank, Base Light, HFOG
Rating: 6.20 in 5 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
Pog (03/08/2021 08:50am):
For HF, and fog. Idrk. Have fun!
Dredge (03/09/2021 05:24am):
I can see indirect spam being pretty annoying here.
OutlineY (03/09/2021 07:13am):
Looks really good!
Voice of Akasha (03/10/2021 03:27pm):
Sturm does not approve of this FTA counter.
Pog (03/10/2021 09:38pm):
Sturm should be banned here X.X
aLittleFishy (02/05/2022 04:13pm):
I couldn't tell from the first comment if they meant HF or fog or HF fog specifically, so i played on regular fog and given how low
the income will stay for a long time and how separated the bases are from the fronts due to awkward terrain, early recons are
very strong as is attempting to rush both comm towers, as their positions aren't enough in one players hands to prevent that
rushing. Maybe i was just taken by surprise, but i can't recommend this map for fog alone, as it will likely devolve to infantry and
arty spam after the rushing with little ability to recover. not gonna rate it though as i may have just played on the wrong game
mode (again, i didn't play with HF)
ais523 (05/27/2022 01:13pm):
I played this on fog and regular funds.

Despite the bases being placed diagonally, in general, orange owns the left side of the map, and blue owns the right side –
the chokepoints at the top middle and bottom middle are much easier to defend than they are to attack. As such, both
"outside" labs tend to get captured early. The center of the map is mildly valuable, but typically only later in the game, so a
capture victory is unlikely (you have to capture all four labs at once, and unless attempting extreme rush strategies, the two
corner labs will have swapped hands before that point). The corners are hard to reach, and after swapping hands in the
early game, I doubt there will be meaningful attacks on them until the game is almost over.

The start of the game is very slow, because it takes a long time to capture all the properties due to the odd placement – it
sort-of felt like it could be improved by pre-deploying a few more infantry on both sides, as that's what the game is going to
look like after a few turns anyway.

B-copters are very strong, because anti-air, their natural predators, have extreme difficulty chasing them. The game seems
to come down to which player is the first to find a cost-effective method of dealing with them (which is often "build B-copters
of your own and win the vision game"). As such, I think a good strategy is to spread recon out all over the map, primarily for
vision purposes (they have plenty of forests to hide in and it's hard for tanks to reach them).

Artillery is good at holding the chokepoints, but it needs support to avoid being torn apart by B-copters. Infantry isn't as good
as usual because the map is base-light, so it's hard to spam them without blocking builds.

This is a fun map to play once or twice, but I can see it getting repetitive if played repeatedly.
ais523 (05/27/2022 01:13pm | Edited: 05/27/2022 01:14pm):
(deleted, my previous comment posted twice for some reason and this was the duplicate)



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.