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Weather is a gameplay mechanic that affects a number of different systems in a match. In AWBW, rain and snow are included - sandstorms from Dual Strike are not currently implemented.

The CO powers of Drake and Olaf are the most common sources of weather, able to summon rain and snow respectively for up to 1 day. It can also be set globally when creating a game, with the options of Rain, Snow, and Random. Rain and Snow will have that weather condition active continuously, while if random weather is enabled, there is a 4% chance for the weather to change to either rain or snow (4% chance each) for 1 day in a 2 player game, 3% for 3 players, and 2% for 4 or more players, with the change in weather being at the start of a player's turn and lasting until their next turn the following day.

Drake and Olaf may override the current weather condition with their CO powers, although if a default weather has been set, it will resume once their power ends.

Rain[]

During Rain, the terrain movement cost for Treads and Tires is increased by 1 on Plains and Woods, hampering movement for all land vehicles on maps with large amounts of these types of terrain. If Fog of War is active, vision for all units is reduced by one (down to a minimum of 1).

Drake has an affinity for rain, being able to summon rain at will with his SCOP, Typhoon. He is also immune to the terrain effects of rain, though he still suffers from the reduced vision. In addition, if random weather is enabled, each Drake that is present in the game increases the chance for rain to occur by 7% at the expense of the chance of clear weather, so in a 2 player game with 1 Drake, it is a 4% chance for Snow and 11% for Rain. This effect stacks up to 4 times with 4 Drake players present, with a maximum of 30% chance for rain per day.

Olaf is penalised under rain, as he suffers its terrain effects the same as other COs suffer under snow.

Movement costs for each movement type under rain are shown below:

Tile Foot Boot Treads Tires Sea Lander Air Pipe
PlainsAW2 Plains 1 1 2 3 - - 1 -
WoodsAW2 Woods 1 1 3 4 - - 1 -
Road1 Road 1 1 1 1 - - 1 -
MountainAW2 Mountains 2 1 - - - - 1 -
River3 Rivers 2 1 - - - - 1 -
Shoal1 Shoals 1 1 1 1 - 1 1 -
SeaAW2 Sea - - - - 1 1 1 -
ReefAW2 Reefs - - - - 2 2 1 -
PipeHorizontal Pipes - - - - - - - 1
GECityAW2 Properties 1 1 1 1 - - 1 -
GEBaseAW2 Base 1 1 1 1 - - 1 1
GEPortAW2 Port 1 1 1 1 1 1 1 -

Snow[]

During snow, similar to rain, movement costs for certain units are increased, but the effect is much stronger, affecting a wider variety of units including air units. Specifically:

  • Infantry have double movement cost over Plains, Mountains and Woods - notably, this means it is impossible for them to traverse Mountains while snow is falling without a movement boost.
  • Mechs have double movement cost over Mountains.
  • Vehicles with Treads and Tires have +1 movement cost to Plains.
  • Air units have double movement cost to all terrain types.
  • Sea and Lander units have double movement cost over Sea and Port tiles.

With Piperunners being the only unit that is completely unaffected by snow, snowfall is a highly detrimental weather condition, potentially crippling the movement of entire armies if they do not have large stretches of Roads and Shoals (which are unaffected for land units) to travel along. Air units are especially hurt, as halved movement can leave them unable to escape counter units that would otherwise be slower than them such as Anti-Airs.

Olaf has an affinity for snow. Unlike Drake he does not have any increased chance of snow during random weather, but he is immune to the effects of snow and can summon snow using his CO powers.

Sturm is penalized under snow relatively harder than other COs, as his passive movement cost of 1 for all units is disabled during snowy weather.

Movement costs for each movement type under snow are shown below:

Tile Foot Boot Treads Tires Sea Lander Air Pipe
PlainsAW2 Plains 2 1 2 3 - - 2 -
WoodsAW2 Woods 2 1 2 3 - - 2 -
Road1 Road 1 1 1 1 - - 2 -
MountainAW2 Mountains 4 2 - - - - 2 -
River3 Rivers 2 1 - - - - 2 -
Shoal1 Shoals 1 1 1 1 - 1 2 -
SeaAW2 Sea - - - - 2 2 2 -
ReefAW2 Reefs - - - - 2 2 2 -
PipeHorizontal Pipes - - - - - - - 1
GECityAW2 Properties 1 1 1 1 - - 2 -
GEBaseAW2 Base 1 1 1 1 - - 2 1
GEPortAW2 Port 1 1 1 1 2 2 2 -
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