I just think that it would be helpful to have an archive of the differences between the two. I'm not comparing them or anything like that. Sorry for overusing acronyms. I have the option to, but I'm not going to post this as a sticky topic, because it may be that there's a list of all this stuff elsewhere and this thread is useless. Add any stuff I've forgotten and I'll update my starting post with it. Also my grammar sucks, sorry about that. Also I write the word "also" way too many times.
<b><u>- APCs and Transports</u></b>
In AWBW, transports can load and unload as many times as they want without ending their turn. Transports can also load and unload after they have ended their turn. In the advance wars game, a sea/air unit that was out of fuel would crash before being resupplied by an adjacent APC; this is not the case on AWBW.
Cruisers cannot attack landers, battleships, or other cruisers as they could in AWDS. However, they can still attack black boats and carriers for minimal damage.
With the exception of AWDS exclusive COs, all COs take after their AW2 incarnation. This applies to CO powers as well. The only exception to this is Sturm, who takes after his AW1 versus mode version (80/120 units and no movement penalty), and has a CO power as well as a SCOP. It's also worth noting that Sonja's units' health is not revealed during battle animations, as there are none.
<b><u>- CO powers</u></b>
In AW2, using a CO power would result in an increase of stats of +0/+10. In AWDS, the increase of stats was +10/+10. AWBW uses the latter version of stat increase.
<b><u>- Fog of War</u></b>
In the AW games, in fog of war you would still see, through the battle animations, what unit attacked your unit. However, in AWBW there are no battle animations, so you can't tell what unit has attacked which or what terrain that unit was on, or what health that unit was. Also, because the log doesn't report enemy movements, if an opponent passes through your field of vision but ends their turn outside of it, you won't be able to tell.
<b><u>- Design Maps</u></b>
In AWBW, design maps have no real limitations. They can be sized extremely small or large, they can have units on terrain that's inaccessible to them (ex subs on mountains), and terrain can be next to any terrain (reefs can be next to land, pipeseams can be next to pipeseams, there can be rows of rivers, &c.). There is no limitation to the amount of properties placeable on a map.
Fired silo tiles can be placed in AWBW design maps.
There can be multiple HQs belonging to one team on a map; if any of them are captured, the team which the HQ belonged to loses.
<b><u>- Unit Count</u></b>
There is no limit here. One team can have more than 50 units on AWBW.
<b><u>- Max Funds</u></b>
Whereas in the AW games you could not have more than 999,999 funds, you can have near infinite funds in AWBW.
Labs are a 'new' property in AWBW, they appeared only in campaign maps in AW2 and AWDS. A lab is a 3-star defense capturable urban terrain. It grants vision to the tile to the lab's owner in Fog of War, just as a city would. A lab does not heal or resupply friendly units, it does not produce any funds, and no units can be deployed from it (during Hachi's SCOP or Sensei's S/COP or otherwise).
When beginning a game on a map, there is an option to set the 'lab' unit(s); this means that the 'lab' unit(s) cannot be deployed from any team unless they control 1 or more labs.
If a team has no HQ, a lab functions as the team's HQ in that, if it's captured, the lab's owner's team loses. If there are multiple labs belonging to one player, that player does not lose the game if one lab is captured; as long as a player still has at least 1 lab, they don't lose.
If a team has an HQ, labs will not function as HQs for that team. If a player has 1 or more labs and their HQ is captured, they will still lose. If all teams have both labs AND HQs and no lab units are set, labs are completely pointless
<b><u>- Black Squares</u></b>
Black squares are unique to AWBW, and function as 'teleport' squares. All units spend no movement points while moving over black squares. Black squares cannot be moved onto, only moved over. For more details, see http://www.amarriner.com/awbw_forum/vie ... php?t=6426
<b><u>- Ghost Units</u></b>
In the mapmaker, if predeployed units are given to a team that doesn't have an HQ or a lab, they function as ghost units. Ghost units disappear as soon as a game on the map is started. Units cannot be joined on a tile where there is a ghost unit. Additionally, no units can be built (or produced via Sensei's S/COP) on a tile where there is a ghost unit.