Learn the fundamental game mechanics of Advance Wars, including COs, terrain, units, economy, combat, and victory conditions. A beginner's guide to Advance Wars By Web.
This page is intended as a guide for newer players to understand the fundamental game mechanics of Advance Wars. It covers COs, terrain, units, economy, combat, and victory conditions, providing a rulebook for beginners. Note that AWBW has some differences from the original games, detailed in Changes in AWBW.
Advance Wars is a turn-based strategy game with economic management. Turns are sequential, divided into 'days'. Players issue commands and end their turn, passing to the next player in country order. Effects like weather and CO powers typically last one day.
COs
Commanding Officers (COs) are chosen at the start of each game and provide various advantages and disadvantages. Most have a passive day-to-day effect and unique triggered abilities that charge up. CO picks influence playstyles. Andy is recommended for new players due to his straightforward abilities.
| COs of Advance Wars By Web | |
|---|---|
| Orange Star | Andy, Hachi, Jake, Max, Nell, Rachel, Sami |
| Blue Moon | Colin, Grit, Olaf, Sasha |
| Green Earth | Drake, Eagle, Javier, Jess |
| Yellow Comet | Grimm, Kanbei, Sensei, Sonja |
| Black Hole | Adder, Flak, Hawke, Jugger, Kindle, Koal, Lash, Sturm, Von Bolt |
Terrain and Properties
Gameplay occurs on maps made of terrain and property tiles. Each tile has defensive, logistical, and movement attributes. Properties offer benefits when owned. Infantry and Mech units capture non-allied properties. Capturing a certain number of properties can be a victory condition. Headquarters and Labs are crucial properties; if captured by an opponent, the player loses.
AWBW includes a unique Teleport Tile.
| Terrain and Properties in Advance Wars By Web | |
|---|---|
| Land Tiles | Plain |
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