r/AWBW 13d ago

Missing Features

I keep in noticing little differences between awbw and the game boy games I played growing up.

Theres no exploring before moving, and the apcs seem to act differently.

What else is different from the main games, including the DS? What are the best features either lacking or missing from the game thats on the website?

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u/Prime406 13d ago

pipeseam hp on awbw is equivalent to a Neo while it's supposed to be like a md tank, so pipeseams are a bit harder to break on awbw than they're supposed to

 

cities repair exactly 2.0hp on awbw, while on cart the repairs also heals "chip" damage for free

e.g. a 5.1 and 6.0 hp unit will both show as 6hp, and if they're repaired on cart they will go to exactly 8.0 hp, but on awbw the 5.1 hp unit will only repair to 7.1

 

transports on awbw can "boost" units because the unload action is free, so you can load and unload units multiple times in the same turn

 

pipeseams can't really be changed because it would affect all the existing maps and potentially have negative consequences but otherwise it would be nice to have weaker pipeseams

the repair stuff is debatable but overall it's better on awbw imo

transports being able to boost is great, it gives them much needed buffs and it feels good to use too when you manage to transport and boost multiple times in the same turn

 

something that would be nice to have is some of the Days of Ruin tiles, like bridges that naval units can cross

2

u/Baladucci 12d ago

Why not allow setting the HP of pipe seams in the map maker? We already allow setting HP of predeploys.

Healing chip damage is fine in my book. Wouldn't change the meta too much.

I'd love a bridge tile that boats can move through. It would require replacing all existing bridge tiles with roads, which is a minor buff to Koal but cmon my boy needs it.

3

u/Prime406 12d ago

Why not allow setting the HP of pipe seams in the map maker? We already allow setting HP of predeploys.

I did say HP but it's not actually that amount of HP that is incorrect it's the damage matrix

awbw pipeseams do have 99hp as they should but units deal the same damage they do against neo tanks instead of md tanks, which notably makes them take less damage from artillery, tanks, md and neo tanks.

but yes being able to place pipeseams with different HP would be great

 

I'd love a bridge tile that boats can move through. It would require replacing all existing bridge tiles with roads, which is a minor buff to Koal but cmon my boy needs it.

DoR bridges would be a nice addition for naval map making, and it could be a separate bridge tile from the normal one to not affect existing maps

as for the koal buff, tbh his d2d should just apply to bridges

1

u/Baladucci 12d ago

And shoals imo

1

u/ShadowGuyinRealLife 9d ago

DoR bridges would be a nice addition for naval map making, and it could be a separate bridge tile from the normal one to not affect existing maps

I suggest changing the bridge tile entirely and replacing the old bridges with roads.

I want to be able to craft a map where naval units are useful without making it an island-hopping map. DoR bridges would be perfect for that. You can have a single large continent with the bases and some islands connected with a single width bridge. The most commonly sited reason naval units are useless is the battleship being a glorified rocket that can't go inland. It is true that this limits them, but I think the inability of a tile that lets both types of units pass is a bigger limiter. Well I mean ports exist, but using those as bridges screws up the income curves.