(Removed that dumb "Broken Trio" crud) |
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*Broken - Too strong for standard play between two or more similar skill players |
*Broken - Too strong for standard play between two or more similar skill players |
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*Broken 5 - [[Kanbei]], [[Sensei]], [[Grit]], [[Colin]], and [[Hachi]] |
*Broken 5 - [[Kanbei]], [[Sensei]], [[Grit]], [[Colin]], and [[Hachi]] |
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+ | *BM - Blue Moon |
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==C== |
==C== |
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*OHKO - One-Hit KO, killing a unit in one hit |
*OHKO - One-Hit KO, killing a unit in one hit |
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+ | *OS - Orange Star |
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==P== |
==P== |
Revision as of 06:46, 22 January 2012
Welcome to the Glossary. If you want a term defined or you're unsure on how to define a term that you think is useful for other AWBW players, please leave a comment and a more experienced member will add it for you.
Editor's note: Please don't add stupid shit, it makes our community look bad, thanks!
The format used will be: Term goes here - definition goes here.
A
- AAA - Amarriner
- A-Air - Anti-Air
- Active Player
- AET - Auto End Turn
- Art - Artillery
B
- Black Tiles - 0 Movement Power Tiles or Teleport Tiles because they provide free movement.
- Blandie - COs with no Day-To-Day ability. Ex. Andy
- Blocking - restricting your opponent's options by using your own unit as an obstruction. Ex. Blocking a base to prevent production
- Broken - Too strong for standard play between two or more similar skill players
- Broken 5 - Kanbei, Sensei, Grit, Colin, and Hachi
- BM - Blue Moon
C
- COP - CO Power
D
- Day-to-Day - The abilities of a CO when not under the effect of CO Powers
- D2D - See Day-to-Day
E
F
- FoW - Fog of War
- Flood - producing nothing but one type of unit
- FTA - First Turn Advantage, the advantage given to player 1 by being first to play. Ex. Being able to produce the first tank or reaching a certain amount of income first.
- FTA Counter - The advantage given to player 2 to balance out FTA, typically an extra pre-owned city or infantry
G
- Ghost Unit - unit from a non-participating country that disappears upon the start of a game. Typically used to stop production from a given facility.
H
I
- Inf - Infantry
- Infantry Hop - the use of infantry and sometimes APC/T-copter increase your capture phase efficiency Ex. moving infantry #1 that has already captured last turn to a further neutral city and having infantry #2 who is next in line capture the city infantry #1 was on.
J
- Joke Map - map designed for non-competitive reasons
K
L
- Leapfrogging - using an APC or Transport Helicopter to effectively transport 2 infantry at the same time.
M
- Meatshield - A unit placed at a particular position to protect your more important units Ex. Infantry protecting Artillery
- Mech Flood - When a player produces a disproportionate amount of mechs turn after turn
N
- Neo - Neotank
O
- OHKO - One-Hit KO, killing a unit in one hit
- OS - Orange Star
P
- Playtest - Playing a game on a map to check for balance
Q
R
S
- STA - Second Turn Advantage, advantage for moving second on a map
- Self-Voter - map maker votes on their own maps
- SCOP - Super CO Power
T
- Terrain Variety - enough terrain to provide interesting matches.
U
V
W
X
Y
Z