

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.
