Creator: Clownpiece || First Published: 07/31/2021 || Players: 2 || Size: 24x17



























































Categories: A-Rank, High Funds, Live Play | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
AndyandAirports69 (09/23/2021 04:08pm):
Unbalanced there’s a extra city from acid rain |
Ilese (09/26/2021 04:44am):
That give p2 2k income + 1 inf (free 1k) = p2 a head 3k (1/2 of beginning funding 6k) this is balance |
FortyTwo42 (10/11/2021 03:18pm):
HQs are too exposed, a day 1 APC can deliver the starting infantry to start capping the HQ on day 4, (make, premove, load/move/unload, cap) and can then even bodyblock the route an interrupting recon/tank would take. Sami can even do it slightly better and have a more resilient cap. Other than black-boating the HQ, an alternate solution could be to swap the FTA bases? Though I'm not sure if that'd still be blancef. |
Uncharted 2᎓ Among Tiers (10/12/2021 11:53am):
I'm not sure that's necessary if you react to seeing an APC with a day 2 AA. |
sothe- (10/13/2021 08:29am):
It has to be a day 1 vehicle from P2, day 2 AA doesn't make it in time with APC blocking |
Mewtwo (10/13/2021 06:46pm):
please please block the HQs with black boats |
KurisuMurei (11/01/2021 08:39pm | Edited: 11/01/2021 08:41pm):
Another suggestion to slow down a potential HQ capture rush is to switch a couple of shoals on the path to sea near the cities closest to the HQs (the ones northeast of OS and southwest of AR), completing the 'wall' of seas there, and/or extending the 'shallow lakes' directly north of the OS pre-deploy and south of its AR counterpart with seas towards the attacking side, forcing an APC to swing wide around it since it can't go over a mountain. For the second idea, you could instead put in some mountains there as the blockers, if that works better. |
a9977321 (11/12/2021 02:16am):
HQ feels too exposed based on many games. It is a map rewarding HQ rush from both side for the HQ positioning |
Operation Mechstorm (11/20/2021 11:14am):
This map is terrible, please change the HQ issue. P1 can cap the enemy property while their APC is built and moves, and still have time to ferry an infantry for a day 5 cap with the APC blocking the path. Thus P2 *must* build a vehicle turn 1 in the HQ facing base. P1 can then simply see this and abort the HQ cap operation, stunting P2's cap game for free. |
Cannonfodder449 (09/18/2023 12:35pm):
too many choke points, too stally |
likegel (11/20/2023 12:15pm | Edited: 12/27/2024 09:15pm):
A good map, forest and Mediterranean sea, perfectly blocking the confluence of troops. The air force can have enough space to attack the enemy. (The airport is too close to the front line, and most of the time AA cannot reach the central area) But this is an HQ cheese, and the experience of playing is terrible. For me, cannot obtain any effective practice at all 「Rutherford Gaming (12/15/2024 02:20am): How does this guy manage to get his strongside HQ with a cruiser on top of it "cheesed?"」 Idiot, use calculator to calculate the attack effect of two BC. |
Rutherford Gaming (12/15/2024 02:20am):
How does this guy manage to get his strongside HQ with a cruiser on top of it "cheesed?" |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.