Creator: Cardinal_Justice || First Published: 05/19/2021 || Players: 4 || Size: 25x25
Categories: None
Rating: 2.00 in 1 rating
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Comments:
Cardinal_Justice (05/19/2021 01:32pm):
Based on Lonely Reef by War eagle 3, https://awbw.amarriner.com/prevmaps.php?maps_id=54634

Found that on my Lonely Reef Personal there wasn't enough draw to the center, and so made this one rich with resources and
production facilities. I also wanted to integrate sea and air units.
Dredge (05/19/2021 05:22pm):
Not a very good edit.
Cardinal_Justice (05/19/2021 08:17pm):
Dredge, what are your thoughts? We also never play with powers, so how does anything but symmetry really factor?
Ilese (05/19/2021 08:32pm):
Turn order factor a lots in production facilities. That’s why you rarely see any neutral product facilities in the contested areas.
Because Whoever reached the center first (YC and OS) will have much much more advantage over other players. Another
point is, product facilities is really, really hard to take back when lost, so it’s too important to be ignored -> all players will
pump everything they have into that zone, make other part of the map irrelevant
Surto6 (05/21/2021 03:29am):
What worries me more is that there is no way to fight back againt someone who has taken the centre because they would have
4 towers, whilst without towers it should theoretically be possible to gang up against the man in the centre and retake it.
rotpilz (05/21/2021 09:39am):
Javier with just one tower is already pretty good, imagine 4
Cardinal_Justice (05/21/2021 11:26am):
Surto, as you said, the person in the middle does get strength, but would likely end up ganged up on. But again, my friends and
I play to a day and unit count, not to total elimination.

Rotpilz, I have no idea what that means as we don't play with powers. I did some reading last year and it basically said that
AWBW tiers don't account for how different maps play with different powers.
rotpilz (05/21/2021 01:15pm):
Oh, i forgot
Still, 4 comms are higher (?) than Grimm's passive (comparing; I know it's no CO Powers) with
almost no downside (8 to 2 turns to capture all and no income from them)
LnF (05/24/2021 11:55pm | Edited: 05/24/2021 11:58pm):
forget the four towers, whoever has the whole center gets four extra units a day - even
with lots of ganging up, it'll be hard to take that when the center is so easy to defend by
design. (3* terrain with each space only being vulvnerable from one direction, or air on
corner tiles? Sign me up!)

Add to that what others said about anyone who 'wins a central factory' having a
massive advantage in fighting for the other ones, and you have something that
could easily result in problems.
Cardinal_Justice (05/25/2021 02:03pm):
LnF, would you say that the central factories should all be aligned with their closest faction to start the game, and maybe even
a recon or tank provided on it?

My friends and I also only play to 30 turns or so, because after that the game is already going the way it will develop (we also
only play FFA with 4 players).



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