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The best way to describe what happens is to look at how the game progresses turn by turn. First off, turns in Advance Wars are grouped into days. Every player gets one turn per round of the game. You get one-thousand credits every turn from all of your properties with the exception of communication towers. You can build or repair units at your properties with these credits. | The best way to describe what happens is to look at how the game progresses turn by turn. First off, turns in Advance Wars are grouped into days. Every player gets one turn per round of the game. You get one-thousand credits every turn from all of your properties with the exception of communication towers. You can build or repair units at your properties with these credits. | ||
==Properties== | ==Properties== | ||
Properties are terrains such as cities and airports. They generate funds (with the exception of com towers), repair units, and build units. In most maps, you will start out with a few properties, typically with a base. Bases can deploy one of the most useful, cheapest, and weakest unit in the game. '''Infantry'''. Infantry, as well as mechs can capture properties. Every property has 20 capture points by default. To capture it, you must remove all of | Properties are terrains such as cities and airports. They generate funds (with the exception of com towers), repair units, and build units. In most maps, you will start out with a few properties, typically with a base. Bases can deploy one of the most useful, cheapest, and weakest unit in the game. '''Infantry'''. Infantry, as well as mechs can capture properties. Every property has 20 capture points by default. To capture it, you must remove all of it's capture points by capturing it. To do this, move your infantry/mech on top of a property and select capture. When you capture it, you remove a number of captures points equal to the HP of the infantry/mech. To find out how long it will take your infantry/mech to capture a property, use this piece of algebra. | ||
X=number of capture points left | X=number of capture points left | ||
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There are four possible weather conditions: | There are four possible weather conditions: | ||
* Normal: The standard and has no special effects. | * Normal: The standard and has no special effects. | ||
* Snow: Causes all units to use 2 fuel/movement point spent. | * Snow: Causes all units to use 2 fuel/movement point spent. | ||
* Rain: Whether FoW is on or off, it is now on and all units have -1 to their vision range but the vision range will not go below 1 | * Rain: Whether FoW is on or off, it is now on and all units have -1 to their vision range but the vision range will not go below 1 | ||
* Sandstorm: All indirects get -1 to their maximum range but their | * Sandstorm: All indirects get -1 to their maximum range but their maxinum range will never go below the minimum range. | ||
==Direct units== | ==Direct units== | ||
Direct firing units need to be next to another unit to fire at it. They can attack on the same turn that they move. | Direct firing units need to be next to another unit to fire at it. They can attack on the same turn that they move. |