Advance Wars By Web Wiki

Properties are one of the main elements of an AWBW battle, heavily influencing the game both on and off the battlefield. With the exception of HQs, properties have 3 Stars of defense, reducing incoming damage by 30% on full health units. Properties also can repair and resupply certain units, but will only do so for the property owner's units (they will not repair units from different armies, even if they are on the same team.)

Capturing Properties

Most properties on AWBW's maps start out as neutral, and need to be captured in order to function. The only units capable of Capturing are Infantry and Mech units. To begin a capture operation, move a foot soldier on top of the property, then select "Capture" from the action menu. The infantry will then take off its current HP value (with full HP being represented as 10HP) from the property's capture count (which begins at 20). The only exception to this rule is Sami, whose foot soldiers will capture cities at 150% speed (rounded down), or instantly regardless of unit HP during Victory March. If a foot soldier is either destroyed or leaves the property before the capture operation is completed, the capture counter will be reset to 20. If a unit performs a non-capturing action but does not leave the property (firing, for example), the capture operation will not progress, but it will also not reset, either.

Capturing properties is incredibly important as they provide funds, production, and repairs throughout the game. Capturing the opponent's HQ is also one of the ways to win a match.

Types of Properties



The HQ is the most important property of the game. Capturing an opponent's HQ will eliminate them from the game instantly, regardless of any other factors. The HQ also provides 4 Stars of defense, repairs/resupplies Ground units, and provides the funding of one property. Additionally, in AWBW, multiple HQs can exist for a given country. However, losing any one of those HQs will result in a defeat for that player.



The most common property type. Cities provide funding, and repair/resupply Ground units.



Similar to cities, Bases provide funding and repair/resupply ground units. They also allow for the production of Ground units.



Airports provide funding, as well as build, repair, and resupply Air units.



Ports provide funding, as well as build, repair, and resupply Sea units.



Labs do not provide funding or repairs, but serve two different roles. 1) If a game has Lab Units enabled, holding a Lab will allow a player to build Lab Units. 2) If a map does NOT have HQs but does have Labs, then a player will lose the game when they lose their last Lab. If a player owns 2 Labs, and one is captured, they will remain in the game – but if their other Lab is captured, they will then be eliminated. If you are playing on a map with no HQs, be mindful to protect your Lab(s)!

Comm. Tower:


Like Labs, Comm. Towers do not provide funding or repairs. Capturing and holding a Comm. Tower will increase every unit's attack power by 10% per Tower as long as they are held. Javier has his defense power increased by 10% per Tower along with the attack boost.

Missile Silo:


Missile Silos cannot be captured. Instead moving an infantry to one will give you the "Launch" command, which will launch the missile to the desginated spot on the map. The missile does 3 HP damage to any unit within 2 spaces of the selected tile, regardless of unit type, but will never destroy a unit. Once used, the Silo is empty, and only functions as a 3 Star terrain feature. Sometimes maps will feature already-empty Silo tiles – again, there is nothing special about these tiles besides their 3 Star terrain bonus.