Inconsistencies/differences between AWBW and the AW games

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Inconsistencies/differences between AWBW and the AW games

Postby FunkyChunk » Sun Oct 07, 2007 9:38 pm

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.
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<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.

<b><u>- Cruisers</u></b>
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.

<b><u>- COs</u></b>
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.

<b><u>- Labs</u></b>
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.
Last edited by FunkyChunk on Mon Oct 08, 2007 7:30 pm, edited 1 time in total.
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Postby DarthAttix » Sun Oct 07, 2007 11:07 pm

I think I finally understand, after all this time, how differently AWBW works.

That doesn't mean my next game will come faster than in glacial movement, of course.
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Postby Neko Arle » Mon Oct 08, 2007 12:14 am

I would like to point out that Labs give 3 terrain Def, so they're not useless, this is the same reason some put used siloes on the map.

Further, I think they contribute to Kindle's Powers.
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Postby FunkyChunk » Mon Oct 08, 2007 1:21 am

Neko Arle wrote:I would like to point out that Labs give 3 terrain Def, so they're not useless, this is the same reason some put used siloes on the map.

Further, I think they contribute to Kindle's Powers.


Well, yeah, I mentioned they were 3 star defense terrain.

I just added that "they're pointless" part because it's annoying when a new player makes a map where each team has like 20 labs. I can edit it out if you think I should.

Also, if the damage calculator is any indication, apparently labs <i>don't</i> count as urban terrain. Wtf?
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Postby Manga » Mon Oct 08, 2007 10:39 am

Maybe we should have unit limits like they do in the games.
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Postby Frostylight » Mon Oct 08, 2007 11:40 am

Manga wrote:Maybe we should have unit limits like they do in the games.


NO WAI

The carts had the unit limit because the flash memory cannot handle more than 50 units per army.
The AWBW server has GOBS more memory than the carts, so thats why we have more than 50 units per army.

...The only way a unit limit would work is to control infantryspam on large maps, but the unit limit becomes pointless on smaller maps, as you can infantryspam and still have an army on a small map.

Maybe a customizable unit limit on the game creation menu, default at infinite?
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Postby Inferno955 » Mon Oct 08, 2007 11:43 am

FunkyChunk wrote:Fired silo tiles can be placed in AWBW design maps.

That could also be done in AWDS design maps.
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Postby FunkyChunk » Mon Oct 08, 2007 2:52 pm

Manga wrote:Maybe we should have unit limits like they do in the games.


If it was <i>OPTIONAL</i> and by default set off, then yeah I could understand it to a point. But I just think it's annoying playing a large 1v1 battle where you have to be conscious of your number of units.

For example, the 50 unit count thing can screw you over if you're playing on a sea map and you want to plug up a shoal line with infantry.

Inferno955 wrote:
FunkyChunk wrote:Fired silo tiles can be placed in AWBW design maps.

That could also be done in AWDS design maps.


Nope. I just checked, and it doesn't let you. I think there may be versus maps with pre-fired silos, but you can't place them in the design mode maps.
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Postby benbever » Mon Oct 08, 2007 6:30 pm

Transports can also load and unload after they have ended their turn.


This is really important. APC's are a lot better on awbw because footsoldiers can step trough them. You can move an infantry three tiles into the apc, and then unload it on a mountain. Then use the APC to transport another footsoldier, than supply, then let other footsoldiers step trough it. Cruisers and Landers also become stronger, you can block an inland airport or base for instance by unloading an APC or tcopter, and then unloading the footsoldier the same turn. The unlimited loading and unloading speeds up games, and adds tactic, so it was voted to stay on awbw, even though it confuses newbies.

The unlimited unit count is a good thing, it really is a flaw on the cart. Sometimes on the cart you have to delete units, or let them get hit and merge them, just to build or get new ones. That's not good and not fun.

You can also get (almost) unlimited funds on awbw, I think your max funds on the cart are a lot less.

On awbw, sometimes when you click and buy a tank, it doesn't appear. awbw is glitchy, unexpected things can and will happen. (subglitch)
Also the site is sometimes down, compare it to not finding your cartgame or ds, or it having empty batteries :)
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Postby FunkyChunk » Mon Oct 08, 2007 7:33 pm

benbever wrote:You can also get (almost) unlimited funds on awbw, I think your max funds on the cart are a lot less.


Ah... I forgot about that. I've added a little part about it in the original post.
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Postby Inferno955 » Tue Oct 09, 2007 6:46 am

In AWDS cruisers have a lot more defence and attack vs. air units than in AWBW. They seem to have taken the AW2 cruiser with a few additions....

Also, you could have more than 999,999 funds, it just wasn't displayed as such.


About the CO's: I think Grimm, Sensei, Max, Grit and Jess had their firepower increases on powers nerfed. Kanbei has had a firepower and defense decrease on his powers.
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Postby EchelonThree » Wed Nov 05, 2008 10:07 pm

Do units that are on a ghost square take mass damage from blight?
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Postby benbever » Thu Nov 06, 2008 5:30 pm

I think so. They're on an urban tile after all, even if it's occupied by a ghost. The ghost unit probably won't take damage since it doesn't really exist. But blight isn't perfectly implemented, so you might want to test it :)
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Postby funwes » Sat Nov 08, 2008 1:33 pm

Sonja question: On the cart, it says that she reduces the terrain effects of her enemy's units by one star (I think during s/cop, maybe d2d). Is this true on AWBW?
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Postby Felix45 » Sat Nov 08, 2008 1:48 pm

funwes wrote:Sonja question: On the cart, it says that she reduces the terrain effects of her enemy's units by one star (I think during s/cop, maybe d2d). Is this true on AWBW?


lash is her AW2 self on AWBW. what you described is AWDS, so no. hope that helped.
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