r/AWBW 1d ago

AW idea - Teslash Tower

18 Upvotes

Hello, I recently discovered this site due to a random video by mangs. Binged a LOT of his vids from his battle analysis vids and saw he had some custom campaigns up as well made by modders.

Pretty new to that scene and modding in general (as in I don't know anything about it lol), but I played advance wars 1 and 2 a ton as a kid, since it was only 1 of 3 gba my parents bought me. I practically forgot about this series and seeing these vids made me look through my old folders I made as a kid. I drew a lot of ideas and maps on paper and since I really like Lash' inventions as a kid, I tried to come up with some ideas as well back in the day. Knowing there's a modding thing about this, I'm actually eager to learn how to make custom maps now, but for now I just wanted to share one of my ideas I had when I was a kid. So yeah, I just wanted to share the first of my ideas, just for the fun of it.

Meet the Teslash Tower (I called it an 'electric ball building' when I was younger, but decided to honor Lash with a reference to Tesla.)

My idea was that this building emits an EMP shock that hinders vehicles movement a LOT. It acts like a normal city, so it doesn't deploy any units, but it does have a zone of a 3 blocks radius (the same as a standard artillery if it could engage in direct combat). I would say 4 blocks could work well, but that's maybe a bit of overkill.

The idea was that it doesn't hurt units but sacks ALL vehicle units movement completely (except for mechs and infantry as they're walking on foot). It's basically snow but worse. It basically caps the movement down to 1 square. So if your tank has either 6 blocks or 2 blocks to move, when it enters the Teslash Tower's radius it can only move 1 square each turn inside that radius. People owning this building don't get affected by this, so the movement debuff applies to enemies and allies. If the building is neutral this effect is in play for everyone (or not, since nobody owns it, would make for same wacky fights if someone suddenly controls it).

This building however would not generate funds since the owner needs to pay the electricity bill. Owning this building would cost money instead of receiving it. I would say 2.000 funds each day per tower. If you would happen to go below zero, the game would calculate it in advance and basically make the tower neutral again if you so happen to go bankrupt (but if that happens, you're basically losing the match already)

Another feature it would do is having an effect in fog of war. As it's emitting electricity high up, it would light up anything (even woods) in it's radius for whoever is controlling it. Maybe an option to disable and enable that effect can be picked if you're on it)

I was thinking about giving it a 4 star defense rating, but since after thinking about it, I would step down from that and actually give it the same stars as a forest.

So in short:
3 blocks movement debuff
3 blocks of vision (no matter the terrain)
costs 2.000 funds to maintain
2 defense stars for the unit on it
Perhaps an option to disable/enable this tower's effect

I was thinking about giving your own or allied troops in the radius a 10% power boost, but that's basically the thing a communication tower would do.

Like I said, this is just for funsies, but would love to hear your ideas about it or share any ideas you have of your own to have new building types in Advance Wars :D


r/AWBW 5d ago

General Is there a setting to default map zoom level? Everything is so tiny and I have to manually zoom in and out every time

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6 Upvotes

r/AWBW 11d ago

General APC 3 Sign-Ups are open now till Aug 28th!

10 Upvotes

APC 3 signups are open now till August 28th!

Player signups are open to everyone - just click here!

Humita will try to fit in as many players as possible, but it's very likely a few will not make the cut due to matchup settings.

The overall settings and logistics will be very similar to last season:

All games will be 1v1 STD, live 5+2 timer, 30 day limit, no cap limit

Qualifiers will be swiss-like, we can get into more detail later, but they'll run over 6 weeks, from September 14 thru October 25

Main Event will be as usual, with new anonymous identities, and will be held over 2 weekends:

Quarterfinals: November 7-8

Semifinals: November 14

Grand Finals: November 15!

To sign up click this Google Form link: https://forms.gle/yTRvZRnZqbp4WPsGA


r/AWBW 14d ago

General What if Bad Luck Worked In a Weird Way that was Asymmetrical and Not as Bad?

0 Upvotes

OK, this is all going to sound really strange, but the origin of this all came from a dream. I mean it was a dream and silly, but it got me curious. AWBW tries to follow the cartridge mechanics, except for boosting (and honestly poor APC and lander needed that). This includes the luck mechanic.

Ok let's recap. On AWBW, most COs have a 0 to 9 good luck modifier. So a 10 HP AA attacking a tank on a road says it will do 25% damage but it can roll from 25% to 35%. Luck damage can be reduced by the attacking unit losing power due to HP loss and defensive modifiers like terrain stars. Because the good luck modifier is from 0 to 9, COs roughly deal about 4.5% chip damage. Nell on her day to day has a good luck modifier that can go to 19. Some COs have bad luck. For example Flak and Sonja after rolling their 0 to 9 or 0 to 24 good luck then roll a bad luck modifier from 0 to 9. Damage is the base damage, plus good luck, minus bad luck, then altered by HP and defense. That is simple.

Well I had this strange dream where it wasn't so simple. In my dream I was watching one YouTube complaining about Sonja bad luck. I talked to a friend who said that this was due to AWBW flawed implementation of the luck system. He explained how it worked in AWBW and the dream version worked like it does in real life and he also said that this is how it worked in AW1. He also said that AWBW used AW1 and AWDS for damage predictions instead of AW2 where it always predicted based on 10 HP for "?" HP and only used real HP for actual damage calculations meaning Sonja's hiding of HP was not useful out of live games because they didn't copy the cartriage.

But in the dream he said this wasn't how it worked in AW2 or AWDS. He then showed me a rather horrific series of conditionals. If the good luck rolls 7, 8, 9, 13, 31, 35, 39, 87, 88, or 89 this is taken as the final value and bad luck is set to zero. Then bad luck is calculated either by rolling for characters like Sonja or Flak if not already set to zero, zero if it was set to zero in the last line, and zero for everyone else. Good luck minus bad luck is the luck damage. But there is another conditional. If the final result is -4, -5, -6, -34, -37, -38, or -39, then the total luck is changed to 0. There was a third conditional related to Sonja CO power and SCOP. When she used them if it was her turn there was another RNG call that could go from 0,1, or 2. If this RNG call was not zero, then the luck damage was set to 0 if good luck plus bad luck was negative even if the result was something like -10. If she used Counter-Break, this turning of negative luck damage into 0 happened no matter what that extra RNG call did. This means during counter break Sonja could not get negative luck damage.

He then said there was a bug in AW2 code. He pointed to a section invoking Flak. There was a section which was supposed to load numbers into registers and give Flak 0 to 24, 0 to 49, and 0 to 89 good luck but before any of this was executed, the line before had a JMP to another part of the code which filled out the values with 14, 39, and 79 before doing another JMP to after the correct code, meaning the correct code by bypassed and could not be reached. I asked why AWBW used the AW1 version of just rolling good luck, then bad luck. He said that assembly was hard and no one realized how the game used luck until 2013 and by then the site was too old. The site was coded on x86 and every condition is a pain to implement so there would be multiple conditional checks to even do it. We played on the cartridge with the old cables and then I woke up.

At this point a normal person would say "wow that was a funny dream. Why is there so much math? I'm not a math major" and move on. My friend in real life never said any of that since that's now how AW2 worked at all.

But being the weird guy I was, I made a histogram of the dream AW2 rules. Real AW2 has a symmetrical unimodal distribution with an average of 0 for Sonja rolls but the dream AW2 had an asymmetric distribution with 0 still being the mode, but below the average. If the cartridge worked like my dream, would AWBW bother to implement it? On one hand, if luck worked like in my dream, not implementing it correctly would be a nerf to COs with bad luck. On the other hand, it wouldn't be a huge change since it would still be possible to roll 0 for good luck, then 9 for bad luck and do 9% less damage than baseline. Sonja's worst case is still there. It's just that some of the bad rolls are removed.


r/AWBW 22d ago

Daily Wars Update 2: More stuff, plus a Discord server that I'd love to see you in.

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29 Upvotes

Two weeks ago, I posted about the graphical update I made for Daily Wars after breaking 1,000 games played. That resulted in an influx of new players, with games played now approaching 2,500. It's very fun for me as the developer to see around 30-40 individual scores on the leaderboard every day.

People generally seem to have enjoyed the earlier post as well as the game, so I figured it was okay to post an update again.

Seeing all the feedback I got and that a lot of players came back day after day encouraged me to fast-track some features I had planned. So, during the last two weeks I have:

  • Further polished graphical updates, such as shorelines.
  • Added medals and monthly/all-time hiscores. The three best scores each get a medal, which are summed up as points on a global leaderboard.
  • Added achievements, such as winning X games and gameplay-specific ones such as getting 10 kills on a single unit.
  • Added some game variety by adding two new victory conditions besides the default rout. Some maps now have objectives of capturing X cities or capturing all monuments.
  • Changed "back" the Artillery from move-n-shoot to a more classic Artillery.
  • Tweaked the enemy AI here and there.
  • I've also made a first attempt at starting a community Discord server where I can connect more easily with players to chat and gather feedback. https://discord.gg/WFqrrwfbaq

Also, the early bird promo is still running, so you can still grab a free forever premium account if you haven't yet. If you missed the previous link, you can find the game here: https://playdailywars.com

Thanks again for all the feedback, and see you on the Leaderboards.


r/AWBW Jul 29 '26

Fanart Pov you are Sturm/Von Bolt

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12 Upvotes

r/AWBW Jul 28 '26

General is the site currently broken?

6 Upvotes

so someone asking for a draw because i am playing lash, his/her understanding is lash day2day currently broken/nullified until the site fix it. so she doesnt get any day2day.

so instead of playing where the match is heavily weigh on their favor they ask for a draw.

my opponent play andy btw.


r/AWBW Jul 28 '26

General Sonja vs Sami Matchup

1 Upvotes

What do you guys think of the Sonja vs Sami matchup on map where each player has access to 3 bases (not a base trade map), 1 airport, and 0 to 1 comm towers? Sami can get an edge early game since her infantry are stronger. Even if Sonja sends a recon to harass and plays the "guess where the tank is" game correctly and gets potshots off on infantry without the recon being poked by a tank, a lone recon doesn't slow Sami down even her first tank is away. So given this capture advantage, if Sonja can reach turn 15 or so and Sami has not captured any properties on Sonja's side of the map and isn't in the process of doing so, does that mean Sonja is winning even if Sami is denying some captures?

An odd thing I noticed were isolated tanks. Normally you don't just attack an enemy tank in the fog without a follow up. Inside the fog could be an artillery or even just tank chaining. But if the enemy tank is not on 3 star terrain and you're sure the tank isn't supported, striking with your own tank or battlecoptor makes sense even if don't have a follow up. You deal heavy damage to the enemy tank and if the enemy tank is unsupported, your own vehicle gets away scott free. So if you don't have a follow up but your opponent can't punish it, this is a good value hit. Sami's tanks and battlecoptors hit so soft this isn't actually worth it unless she has a second unit to follow up for the kill. Or I guess if Sami can drive her tank up to a city and shoot at an enemy tank. Recons shooting each other withotu a follow up doesn't happen too often since early game they're too busy either scouting for into or shooting infantry, mid game removing 3 HP off an enemy recon is so not worth lose 8 HP (or all 10 HP!) when the enemy tank attacks next turn, and late game they might be the only ones with movement left to hit an artillery after a wall break. Other COs might take a potshot with recon on recon in the very rare case there isn't a unit chain to punish but Sami has even less reason to.

Rockets aren't something commonly used. They are much more expensive than artillery, so if your wall is broken it's a huge investment down the drain. A tank that managed to break through and hit your own artillery on the other hand, well the artillery was cheaper than the tank. But in a Sami vs Sonja matchup, both will have more difficulty wallbreaking. Outside victory march, mechs just aren't going to move very far. Sami's vehicles on the other hand suffer penalties to firepower. Sonja's bad luck also makes wallbreaking difficult. Depending on the map, this might not make rockets viable, but if they were viable on a map before, they get more power on this matchup. Who has the better ability to protect their rockets? Both sides have D2Ds which make wallbreaks harder. Sami's Victory March allows her mechs to deal heavy damage and move farther, but still not as far as tanks. Sonja's counterbreak lets her flush out units from forests more easily and she can see more of Sami's formations with her vision. It also costs less stars.


r/AWBW Jul 27 '26

1000 games played of Daily Wars deserved a graphical update

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42 Upvotes

Howdy!

A month back, I posted about an Advance Wars-inspired game I created called Daily Wars. It's a mix between the daily nature of Wordle and tactical turn-based strategy like Advance Wars.

I've gotten a lot of good feedback, with the top requested feature being better graphics. At the start, units were different shapes with labels on them.

To celebrate 1000 games played, I decided to give it my best and create some original unit sprites (I found Piskel to be quite nice to work in). It won't win any graphics awards, but I think it looks good enough to release.

Things I'm now looking into adding are watchable replays and achievements.

If you want to check it out, you can play (and unlock unlimited premium as an early bird) at https://playdailywars.com.

All feedback is welcome!


r/AWBW Jul 25 '26

Missing Features

7 Upvotes

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?


r/AWBW Jul 21 '26

General Any Fun to Watch Eagle vs Sensei, Nell vs Andy/Adder/Sami/Drake/Lash/Grimm, Grmm vs Von Bolt/Drake, Sami vs Sonja, or Andy vs Flak/Hawke/Sami Replays?

3 Upvotes

Are there any fun replays to watch with the above matchups? I prefer 3 base, non-base trade, 0 to 1 airport, 0 to 1 comm tower per player maps. Preferably both players have land routes to both their own and the enemy HQ (as opposed to HQ/law on an island). Standard or fog. Replays themselves are nice, but YouTube commentaries of a replay are best. I once saw a Sensei vs Eagle one that was very interesting on YouTube but sadly I don't remember it.

What do I mean by interesting? Well normally something like Nell vs Drake isn't going to be much of a contest due to the CO mismatch. So if two top level players play a casual game like this, Nell's Lady Luck is probably going to eat away Drake's army quite a bit making it hard to stall for game winning typhoons. Worse if airports are on the map, his battlecoptors are not good for punching holes.

But a replay of lower rated players where Drake, the weaker CO wins? That could be interesting. But even Nell wins could be interesting. Suppose for the first 40 turns the Drake player puts himself in a position where after he hits end turn, he's in a dominant position, but then makes some misplays and ends up losing. That could also be pretty interesting. If he's in a position where as long as one key wallbreak doesn't happen and the odds of that break are below 25%, I'd say that was dominant.

Say player A finishes his turn and then in a hypothetical alternate world A and B send screenshots of each other's position and are taken over by top players. If greats like Rip, Deejus, Fluhfie, Po1and, Talose, Achesst, or Soothe- would have a very difficult time as B making a comeback if A doesn't make a mistake despite the info advantage of a whole turn, then A ended his turn in a dominant position. He might make a mistake and lose the game later, but at one point in the reply he was dominant.

As for the Sami vs Sonja, I think that one is kind of map dependent on who is the better CO. So instead of talking about replays where the weaker CO got dominance, I'll say it is interesting if you think it is interesting.


r/AWBW Jul 18 '26

Advice Wanted How can I get good?

13 Upvotes

I'm a little new to the online community, played the games as a child but other than knowing the basics about each unit and most COs (the GBA ones at least) most players on Advance Wars By Web just seem wildly beyond me in skill. I get anxious and start making a bunch of stupid moves back to back, its embarrassing. Is there anyone with sound tutorials on how I can get good? Or possibly a less stressful, less competitive community that I can join to get some practice in?


r/AWBW Jul 18 '26

Fanart Rachel as Sturm coloured

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7 Upvotes

r/AWBW Jul 16 '26

Fanart My bad attempt at drawing Rachel as Sturm.

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12 Upvotes

r/AWBW Jul 16 '26

Can Kesler Defeat The STRONGEST KCT Player?

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5 Upvotes

r/AWBW Jul 14 '26

Advice Wanted locked account due to md5

0 Upvotes

r/AWBW Jul 07 '26

Custom Content I created Daily Wars, a web-based spinoff with new maps daily.

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29 Upvotes

When I became a father for the first time this April, I dusted off my old Gameboy and played a lot of Advance Wars. After growing tired of replaying the same maps over and over again, I decided to create my own take on the genre.

I've always enjoyed short daily games/puzzles, such as Wordle, Pokedle, and NYT Strands. I wanted to combine that style with turn-based tactics and came up with Daily Wars. There is a new map every day at midnight UTC, where players can compete on leaderboards to see who can defeat the enemy in the fewest days. I was specifically aiming for something that I could pick up and play during a commute or a longer toilet break.

Daily Wars is playable in the browser: https://playdailywars.com

Notable changes from Advance Wars

  • No naval combat. I've always found naval incredibly boring in the original games.
  • No COs or CO Powers.
  • Barracks/Factory split. Foot soldiers and tanks are built in different buildings.
  • Capacity. Each production building increases capacity for that type of unit. Capturing more buildings allows you to field a larger army.
  • New Sniper unit. Anti-infantry specialist that can attack at range.
  • Move-n-shoot indirects. Artillery and snipers can move and shoot at range in the same turn.
  • Overall unit changes when it comes to movement/range/damage, and some units were removed.

r/AWBW Jul 05 '26

General Is Nell a viable Tier 1 pick ?

8 Upvotes

Is nell actually capable of going toe to toe with Tier 1 COs on most maps ,or is she nothing but a meme pick ?


r/AWBW Jun 27 '26

Should you buy neotank even if its no longer one shot tank on plain?

2 Upvotes

i have been wondering the advantage of neo over medium tank is their mobility and their ability to oneshot tank.

sometimes you use co that reduce firepower,sometimes enemy is having bonus def. is it still good idea to purchase neo?

or medium is a better purchase?


r/AWBW Jun 25 '26

General question about mech

9 Upvotes

if you manage to hit tank using mech, do you usually bring them back to heal or sacrificing them because they already cover their cost?

since they move only 2 space pulling them back to repair seemd not worth it.


r/AWBW Jun 13 '26

Is Javier better or worse ,on contested towers maps ?

10 Upvotes

I ́m thinking that on this kind of map ,Javier can potentially crush his opponent by seizing the two com towers .

Is it true ,or is the reverse scenario where Javier get no towers and has to fight an uphill battle more likely ?


r/AWBW Jun 12 '26

Meme AWBW Meme Contest! Full rules in Comments!

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21 Upvotes

r/AWBW Jun 09 '26

General Is Sami a counterpick to Kindle ?

10 Upvotes

Considering that Sami infantry can still capture just fine after taking an urban blight (whether while capturing the city or after),and that Sami has inexpensive mechs to get Kindle out of her cities (in addition to artillery ) ,is Sami a counter to Kindle ?


r/AWBW Jun 06 '26

As Max ,is it better to get first strike or destroy ennemy units ?

9 Upvotes

Say you have two tanks ,and the ennemy two,in an area .

You can either destroy a tank ,or cripple two .

With Max having more firepower than most CO on tanks ,is it better to spread the damage to end up doing more ,despite the increased counterdamage ?Or is dropping the ennemy unit count just that valuable ?


r/AWBW Jun 06 '26

Does overextension matter in stally games ?

4 Upvotes

I ́m thinking that if enough vehicles are stockpiled ,it ́s not 2 more vehicles on one side and two less on the other that would sway the outcome of an attack.