![]() ![]() Here are some of the more common units you'll be using. But hey, if you capture your opponent's HQ, you win! It's one of two ways to win, along with destroying all enemy units (Rout). The single most important property you own is your HQ - if it gets captured, you lose. Cities cannot build units, but can heal ground units. Bases build and heal ground units, airports build and heal air units and ports build and heal naval units. ![]() Properties you own can heal your units for 2HP a turn, provide funds (typically 1000G per property per turn) to build new ones with - and of course, build those new units. All properties start with 20 capture points, and a footsoldier removes as many capture points per turn as it has HP - so a full health infantry can capture a property in two days. Indirect/long range units shoot from afar, and cannot be counterattacked (though they also cannot counterattack themselves).įootsoldier units (infantry and mechs, as well as motorcycles in Days of Ruin) have the ability to capture properties on the game map. This damage percentage is then modified further by things such as CO abilities, terrain defence boosts and the HP total of the attacking unit (eg a 6HP has only 60% of the attack power) to give you an expected damage for your attack.ĭirect combat between two units is resolved by the attacking unit shooting first, and then the defending unit counterattacking with whatever it has left. There are no armour or firepower stats, instead all encounters are abstracted with a big ol' damage chart (every 10% is one hit point). Units with no number are at full health, units with a number are at that number of HP (for instance, the 6HP tank in this picture). Sorry!)Īll units start with 10 hit points*. (disclaimer: pictures are from AW1 - AWBW doesn't have cool in-battle animations. I am completely new to Advance Wars! What's an airp Some maps also have glitchy black "teleport tiles" that started as a bug and became a feature: they allow cost-free transport along them, a bit like railways from the earlier Civ games. Yes, these games are usually quagmires of player timeouts. Yes, this means that games can be up to 14-player. Other things of note: there are fourteen countries in AWBW, with nine extra countries added on to the familiar five. But so was everyone else in AWDS.) COs out there. It also means that there are a few weirdly overpowered (oh my goodness AW2-stats Kanbei) and underpowered (AW2-stats Jess. Recons and tanks still get a look-in though, especially for early-game harassing. This is a bit of a weird hodge-podge that takes out the "less transparent, but quite useful balance wise" CO Power mechanics changes from AWDS, which means that infantry and artillery still rule the metagame (as opposed to DS's infantry, tanks, recons and Black Bombs). There are no Advance Wars Days of Ruin COs or units (shame, there are some cool units in DoR).Two-CO tag teams and Tag Powers are available to have set up when you host the game.Sturm has AW1 Versus stats (80% attack, 120% defence) and two CO powers: a six-star power that is a 4HP Meteor Strike, and a ten-star (6+4) super power that is an 8HP Meteor Strike.All COs and units introduced in Advance Wars: Dual Strike have their AWDS stats.All COs and units introduced in AW or AW2 ( except Sturm) have their AW2 stats.AWBW uses Advance Wars 2's rules for CO meter charging, with star-based CO Power bars and each star taking 9000G of damage to fill.Here's how AWBW's ruleset is cobbled together: I know Advance Wars already, but am new to AWBW. ![]()
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