Properties produce a certain amount of funds per turn which is set and shown at the beginning of each game.
Advance wars by web co powers full#
Supply - Exclusive to the APC, this command supplies all adjacent units with full fuel and ammo.When it becomes 0, the building is captured. All buildings have 20 capture points to start, and capturing a building reduces it's capture points. This captures buildings that an infantry or mech is standing on top of at a rate of the unit's HP (hit points). Capture - This command is exclusive to Infantry and Mechs.Secondary weapons are usually machine guns and they have unlimited ammo. Against infantry, secondary weapons will be used on default (A Tank unit will attack an Infantry unit with its machine guns rather than its cannons). Mechs out of ammo will fire on Tanks with their machine guns). Attacking consumes ammo if ammo runs out, an unit cannot fire unless it has a secondary weapon and is applicable to the current target (Eg. 55% will inflict either a 5HP or 6HP damage to the enemy unit. A rating higher than 100% indicates a one-hit-kill (aka OHKO). By moving the cursor over an attackable unit, a percentage will be shown. Red squares will show over enemy units that can be attacked. Fire - If in range to attack the enemy, this command will appear.In the event where unit does not want to be moved, a command is not necessary. Wait - The unit does nothing, and cannot move again this turn.If a plane or ship runs out of fuel, it dies. When a land unit runs out of fuel, it cannot move.
Click one to move there, but be careful, moves can not be taken back. When the page reloads, the red squares show movement range. Different CO's (Commanding Officers) have different effects for different units. Funds are acquired at a rate of 1000g per allied property per turn. To build units, funds (the game's currency) are used. When one army is finished issuing commands to its units, it ends its turn, and the next army moves.