
If all units are destroyed, the army will be routed, counting as a defeat.

Units can freely pass through other allied units, but enemy units are always impassable, even for units that logically should not have issues passing over or under them (such as footsoldiers and planes). Tiles may only be occupied by one unit at a time. They may begin already present ( pre-deployed) on a map, but more often than not will need to be constructed out of the dedicated production buildings (the Base, Airport and Port) before they can be used. Terrain and Properties in Advance Wars By WebĪrmies consist of units which have a wide variety of different uses, strengths and weaknesses, necessitating correct unit choices for the different situations a player can face, though they all have the same number of hitpoints - visually 10, but technically 100 hitpoints each (see Damage Formula). In some game settings, capturing a certain threshold of properties can also be a victory condition, immediately ending the game in favour of that player and any allies.Īt least one preowned property on every map will always be a Headquarters or a Lab, which functions as one of the lose conditions for a player - if successfully captured by an opponent, the player will be defeated and cede ownership of all their properties to the capturing player. Certain properties can also be pre-owned by the player on the map - for all other non-allied properties, footsoldier units (the Infantry and Mech) are required to capture these properties first, transferring ownership to the capturing player. Properties are special terrain tiles which will usually confer certain benefits when owned by an army. All tiles have a mix of defensive, logistical and movement attributes which together determine the flow of the game both on a tactical level and a strategic level. Gameplay takes place on pre-built maps which are constructed out of terrain and property tiles laid out in a grid. Terrain and Properties Main article: Terrain

The CO pick will generally encourage or discourage use of certain playstyles, units, maps and tactics, so the CO pick can be both an important strategic choice and one of personal preference, depending on which factors more into a player's decisionmaking. Most COs have a passive (or 'day-to-day') effect that is active permanently, but also have unique and powerful triggered abilities that can be activated after enough damage has been dealt or taken and their 'power bar' has been sufficiently charged. Most temporary effects, such as weather and CO powers, will last for one day, ending on the same players' turn when the effect began.Ĭhosen at the start of every game, COs (or Commanding Officers) have a range of different advantages and disadvantages that can affect the game in a variety of ways. Once the last player in the turn order has made their moves, it passes back to the first player, with the cycle now having moved forward by one day. Turns are handled in a sequential manner, separated by 'days' as a unit of time once an army has finished issuing commands, they may end their turn and pass to the next army, determined by the order of their Countries, who then issues orders of their own. These differences are covered in Changes in AWBW.įundamentally, Advance Wars is a turn-based strategy game with elements of economic management, similar to many other strategy games. Please note that while it is based on the three original AW games, AWBW is not a perfect recreation of their mechanics and some differences do exist, either where one game's mechanics must supersede the others' or a new method is used entirely.
ADVANCE WARS BY WEB IMAGE ISSUES HOW TO
For a guide on how to use Advance Wars By Web specifically, see the AWBW Guide, or for more detailed strategy, see Basic Strategy Guide.

No in-depth strategy is included this is a rulebook meant for beginners to read. This article provides a rundown of the fundamental game mechanics necessary to play Advance Wars if you are completely new to the series, this will be helpful for you to understand the basic principles of gameplay.
