11/8/2022 0 Comments Advance wars by web jade sunHigher cost units work on similar principles, although it is worth noting that stealths can only be hit by fighters or other stealths when they are hidden. Mechs prove their worth by hitting vehicles just as hard as tanks do serving as defense and deterrent, especially when behind infantry. Helicopters are good tank killers (and can be good for getting around meatshields and hitting indirects), but are OKO’d by Anti-Airs even when damaged. Tanks are generally the backbone of an army due to their higher move and appreciable damage-to-cost ratio, although well defended artillery will generally bring their advance to a halt. Without getting overly complicated about units, when it comes to fighting infantry do best fighting other infantry or mechs, or acting as meatshields for other units. Captured cities are also able to repair damaged land units (2 per turn, 3 if Rachel), which when paired with the extra terrain defense can make for a strong position to stop an enemy advance. Infantry are the first units to hit the scene due to their ability to capture cities - Mechs can do the same, but their higher cost and lower move (mountains and rivers being an exception) generally make them a poor choice for simply getting cities captured. Different terrain can cost more “move points” for units to move across, dependent on the type of movement (for example, plains takes 2 MP for a wheeled unit like a recon, but only 1 for a tread unit like a tank), and also provide different levels of protection (Roads provide the least, and cities and mountains the most - although only infantry and mechs can take advantage of mountain terrain defense). Unfortunately though AWBW is also not coded quite as well, so while it’s possible to play in fog the lack of information (such as what unit and its last position (if visible) destroyed yours when you no longer have vision there) makes it a somewhat less enjoyable experience than when playing fog on AW:DS, generally speaking.Īssuming anybody is interested in playing but a little overwhelmed about getting in to a game they’ve never played, Advance Wars basically boils down to working with direct (land and air) and indirect units (land). If I’m not mistaken there are a few COs in AWBW that came from previous titles and some powers are taken from AW1 or 2 rather than AW:DS, although it’s not going to prove a huge difference for players familiar with AW:DS. Making any other action after moving will (generally) end that unit’s turn, even though it’s something that happens almost naturally in any of the games.Īnother major difference is transports due to some coding (or lack thereof) a transport can unload as many times in a turn as possible (logically up to 8 times), altering how the game is played with transports. The most obvious difference between the two games is (aside from being asynchronous) is that AWBW runs on Java, which means that certain operations have to be done in succession, rather than being a simple few button taps.įor example, in order to start capturing a city you must click a soldier unit, move it to a city, click it again and click “Capture”.
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