This is more likely to be the case on bigger or higher income maps. Most maps are not too recon-friendly due to FTA/STA concerns, and APCs are only good if they accelerate your income enough to offset its cost while avoiding enemy tanks. Your first non-infantry unit on a small to mid-sized map is usually a tank, as it is the best unit to fight for contested properties. However, you also don’t want to capture them too early just to lose them a few turns later because your infantry units that were supposed to reinforce the front still have to capture backwards properties. You also have to find the correct balance between capturing backwards properties and frontline properties first, as you don’t want to have your infantry arrive too late to fight for contested properties. Unit count tends to matter less once enough units are in play, so you don’t need to build from airports or seaports every turn, and it is also fine to skip an infantry to get out a key unit one turn earlier in the midgame.Įfficient capture phase just means that you go for any neutral bases as soon as possible to start producing from them immediately, and to have your earlier infantry capture multiple properties. That means that you will end up with a lot of infantry, which are multipurpose for capturing, shielding and killing enemy infantry. Thus, you maximize unit count by not leaving your factories empty. This applies both to positioning on smaller scales (shielding your indirects, placing your units as offensively as possible, threatening potential counter formations and gaining control of heavy terrain squares) and positioning on larger scales (fighting for a central location, choosing the fronts to fight on/reinforce).ĭerived from those concepts, there are a few simple tips which ensure that one does not needlessly fall behind.ĭepending on the state of the game, unit count can be very important as even small differences can lead to large gains/losses of positioning. In broad strokes, having a better position allows one to threaten to gain advantages in the other categories. Positioning is the tactical core of AWBW gameplay and can’t be taught by a simpleguide. This is more relevant for games on bigger maps and with higher income, where powers are more frequent and games last longer. For gameplay purposes, it is advantageous to either overcharge your opponents powers, and/or barely not allowing him to use his powers in a constructive manner. It is also a disadvantage for powers that giveįirepower boosts as opposed to powers you can more easily fire off in the middle or at the end of your turn. On 2-3 star COPs as they spend less time charging stars that become This is an intrinsic disadvantage for COs who rely Stars become more expensive with every power usage and you do not gain charge as long as your own One star is charged by either losing 9000G or destroying 18000G worth of units. Power bar charge usually tends to be more important on larger maps and with SCOP-reliant COs. Examples would be attacking with more copters than the opponent can hit, or pushing him back with an unbreakable line of artillery because he doesn’t have enough indirect units. Likewise, army composition can make even a less expensive army stronger if the units are more suited for the current situation. This in turn puts the opponent into situations where he has to waste his firepower on less important units (usually infantry). Having more units gives you more opportunities to shield your units, break the opponent’s shield, block his movement and so on. Unit count is important because AW is a grid-based game where every unit takes the same amount of space. However, that rarely tells the entire story. Income and army value are very straightforward parameters, the player whose army is more expensive is more likely to have the stronger army, and income allows you to build those armies. Of the following categories, listed in no particular order. There are many ways to gain those advantages, which usually fall under one To win a game of AWBW you need to be able to overpower your opponent’s army by gaining small advantages and snowball them into bigger ones.
0 Comments
Leave a Reply. |