Multiplayer Guide for WWN (WIP)

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GipFace
Rank: Lord of Children Games

Multiplayer Guide for WWN (WIP)

Postby GipFace » Tue Nov 17, 2009 10:54 am

This is a work in progress and will be on WWN as part of the site overhaul. There's still much to be done.

Update 2013/4/25: I'm finally working on the multiplayer guide again.

Why make the multiplayer guide for a 5+ year old game that nobody plays anymore? (read colored bold for tl;dr)
- I'm always amazed at the Pokemon PvP community's Smogon, a central site dedicated to PvP information. It has thousands of pages of Pokemon strategy spanning all five generations. This is intriguing because Smogon didn't come online until the 3rd Generation, yet it has sections for the first two generations. Why can't we chronicle it, too? So I'd like this guide to be a knowledge pool of everything the community has learned in AW4 PvP.

- Every AW fan site, including this one, has nothing about PvP AW4. The wiki sites are chock full of misinformation. Therefore, I want this guide to fill a void that the AW fan sites failed to do.

- The developer of Custom Wars Tactics has asked me to finish this guide. In the event that his project is completed, it'd be nice to direct new players to a central strategy resource. The guide will be entirely noob friendly, assuming nothing. In fact, there will be a section that just explains the game mechanics.

- I greatly feel that AW4 PvP, due to the nature of people having played thousands of games quickly, has progressed further than AWBW PvP. So maybe it's selfish, but perhaps the guide could show AWBWers what they missed.

- Also, we may not get AW5 for a very long time.

Right now I'm currently at 25000 words for the guide. So far, I've completed the units section. I'd like this to be a site effort, so I'm putting up the units section for peer review. Feedback welcome and encouraged!

For the units, I planned to dedicate only one page per unit, since these are designed to be used for quick reference. Anything that requires more detail will be in the theory or strategy section.

And no I don't care that they're all pictures. Deal with it. The release version will be a PDF.

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I want the detailed unit picture in the box, and then the two unit sprites (small and large) below it. Hopefully someone can do this for me later since I don't have the unit sprites.

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Old text in microtext below!

I was working on a FAQ over a year ago but never bothered to finish it. Well, I decided to share my knowledge anyway in a super-condensed version. Here's a quick-and-dirty primer on how to be decent at multiplayer AW4.

Section 1 - COs


Tier list (November 2010)
Banned: Caulder
Overpowered: Isabella
Fair: Will, Lin, Brenner, Gage, Waylon, Tabitha
Underpowered: Forsythe, Penny, Tasha
Fail: Greyfield
(See the tier list thread for an in-depth explanation of why everyone is where they are.)

Isabella is overpowered but not outright broken. Everyone in fair can keep up with each other.

Caulder
3 zone, +60/+60 all, +5 HP/day (costs money)
COP: None
Banned. No need to explain why. Forget that he's even an option, so when this guide refers to the top CO, it's the one below.

Isabella
2 zone, +20/+20 all
COP: +2 MP, +2 indirect range
Versatility triumphs. She boosts the two most important units in the game, artillery and mechs, and her COP makes both of them even better. She's Gage without the direct vehicle weakness, or a less aggressive version of Will. Once you get her COP charged, you can play like either Will or Gage (or a mix of both) and simply win. See either of them for specific strategies.

Will
2 zone, +30/+10 direct land (including soldiers), +10/+10 other
COP: +2 MP direct land
He has the best mechs in the game. They're great for all-purpose damage, and his antiair are able to blast through any shields. His md/war tanks, though weak to indirects, are good against enemy mechs and will OHKO artillery. However, md tanks have fallen in usage due to b-copters. Use caution with his CO unit because it only has 130 DEF.

His CO power is what puts him at the top of the fair tier. Once his meter is charged, if it's a stalemate, mass mechs and air units. Once it's no longer feasible for all the mechs to get a shot in at 4 MP, smash the enemy. His CO power seems like a worse version of Adder's SCOP, but with cheap mechs, less effective DEF, and offensive meter charging, it is more fearsome than Adder's SCOP ever was. It's more strategically significant than Sami's SCOP because it can be used as early as day 10, or Will can sit back and build up his army, causing the other player to blink first. (Will's mechs at 4 MP cost-effectively defeat every non-promoted land unit in the game because artillery can no longer hold them back)

Lin
1 zone, +30/+30 land, +10/+10 other
COP: +2 vision land, reveal concealed terrain
Best land boost aside from Tabitha, who is a special case. Don't use her COP unless you're playing a multi-front map and need 130/130 land to smash through 100/100 land.

Her strength is her CO unit, because at 150/150, it means her CO unit will usually win or come out even when counterattacking. More important is the fact that it survives two zone 55% attacks. The most common strategy is to apply the pressure with a CO tank and harass. For the midgame, tech up to the higher tanks when possible. They'll vet quickly, allowing you to crush anything in your way and win through sheer stat advantage. Her 130/130 tanks are able to charge into 100/100 md tanks without taking too much counterattack damage, and she is the only CO who can do this, save Brenner with his CO power.

Lin is highly effective due to how defenses are usually setup. The traditional wall consists of an infantry at the front, followed by an artillery behind it. Lin's 150/150 CO unit is able to OHKO or cripple any shield. If her CO unit doesn't OHKO, then her 130/130 antiair can run up alongside it and destroy another shield. Her 130/130 tanks will then follow through and cripple or destroy the artillery behind it. This all but guarantees 2 zone. It is much harder to defend against this assault over the other COs due to her superior stats. Her units take less damage, so their counterattacks are stronger than Will's.

Since 100/100 or 110/110 mechs cannot deal with her 130/130 land units (especially antiair) effectively, she is a virtual autowin against the entire underpowered tier and has an edge against Tabitha, even with a useless CO power. She is that good.

Brenner
3 zone, +10/+30 all
COP: +3 HP
Doesn't have much OHKO power, but he boosts everything, and can use the COP to gain the initiative. His strength is artillery and tanks because they stand the most to gain with his COP. Artillery deal slightly more than 55% damage to most land units, thus minimizing Brenner's 2HKO difficulty with direct units. Crippled artillery at 4-5 HP go back up to 7-8 HP, and tank vs. tank becomes a 10-5 or 10-4 matchup. B-copters will survive any 110 ATK hit from an antiair. This is important when you need your b-copters to tank one hit.

Even though he's known as a defensive CO, you'll want to be aggressive with him in the beginning. Games are won when you can invoke your CO power before they can invoke theirs, and so his starting 3 zone helps you out a bit in achieving that. He rewards good micro, so keep your crippled units alive!

Gage
2 zone, +30/+20 sea and indirect land, +10/+10 other
COP: +2 indirect range
He was at overpowered tier until direct vehicles and copters were metagamed in. Now he's just average. He needs plenty of income in order to obtain a critical mass of artillery quickly. Infantry meatshields aren't very effective because they have 110 DEF. His direct vehicles are also 110/110, so Lin is a very difficult matchup for him. However, he is able to cripple most land units with a single 10HP artillery shot, so he has a tendency to be more efficient and not waste two artillery shots on the same unit. His artillery greatly benefit from promotions because it will guarantee OHKOs, so aim to have a few artillery at level 2 or veteran by the endgame.

Since he effectively only boosts two land units (antitanks and missiles don't matter), his CO power is what saves him from moving to underpowered. Once you have it ready, hold and mass artillery until the other player is forced to blink first. Basically, each artillery is a pseudo-rockets, which means Gage is getting Hachi-like discounts until he pulls the trigger. His sea boost is irrelevant because sea maps are avoided in general.

Waylon
2 zone, +30/+40 air, +10/+10 other
COP: +0/+270 air (regular air units are 130/410)
You can play him like Penny and not concentrate on air, but it's best to attach him to a b-copter and play aggressively. You can then back off and build additional b-copters once the meter is filled. His COP with 4 other air units and vehicle support should win you the game even if the other player masses a cluster of antiair. The main issue with him is that until he invokes his CO power, he is fighting an uphill battle because the other player is able to blitz him with superior land units.

The key to using Waylon is knowing when to attack an enemy's defensive position. Once you have several copters and tanks, it's possible to go in if you can spot any weak points. Don't let one antiair scare off the potential attack; Waylon's CO b-copter can take a direct hit. Let the b-copters handle enemy tanks while the tanks try to pick off as many antiair as possible. The attack usually won't be a complete success, but Waylon will have charged his meter considerably. You can then retreat and regroup.

Tabitha
0 zone, +60/+60 all
COP: 8 HP radius 2 strike
The CO with the most varying and divisive opinions. When AW4 first came out, the consensus was that she was overpowered. Playing ability has since been refined, and she is no longer a powerhouse. Beginners think she is broken, but stats aren't everything.

Her CO unit is 180/180, so it's the focus of her offense. Hit-and-run any poor units that aren't adequately covered. Beware of the enemy sending suicide units; until she gets 6/12 meter (1 zone), counterattacks do not charge her meter. Getting 1 zone is usually an automatic win because then she is just a super-powered Lin. Her CO power is tempting, but don't use it unless you are certain you can win with it. Since the rest of her army is bland, make only a skeleton amount of soldiers to capture and have a backup unit of the same type at all times in case you need to join. People get very frustrated at dealing with her, so much that there will be a dedicated section below about it.

She can use the same offensive tactics as Lin but to a lesser degree because all her minions are only 100/100. She'll take more losses than the opponent in an attempt to get 1 zone, so most games involving Tabitha are wild and are decided fairly quickly. Be aware that there are more counter-strategies for Tabitha than any other CO. Air being standard in all maps has hurt her standing significantly.

Forsythe
5 zone, +20/+20 all
COP: None
Lack of a CO power really hurts, and his 5 zone isn't much of a practical advantage. Doesn't have as much lasting power as Lin, and has nothing to work towards. His long-term disadvantage will become more apparent as the game progresses. There aren't really any strategies specifically suited for him except the CO infantry/bike. However, his units are still 120/120, so he's the underpowered tier's version of Lin.

Penny
3 zone, +10/+10 all, units unaffected by weather (static; properties are still affected by rain)
COP: Random weather change for 3 days
Sandstorm is the best weather condition because it gives her a stat advantage in many matchups. Unfortunately, sandstorm puts Lin's units at 100/130, which is still better than Penny's 110/110, while Will is reduced to 100/110 and keeps some 2HKO matchups. This is the best case scenario; the other two conditions are much worse, though snow will halt a mech flood advance. With only a universal 110/110 and a crapshoot COP, Penny will only put up a fight against the lower half of the fair tier.

Of the underpowered COs, she has the worst matchup against Tabitha because she doesn't boost air units and cannot use a powered b-copter to deal with a Tabitank or equivalent. Furthermore, her CO power will not be ready before Tabitha gets 6/12 meter. You must trap the Tabitha CO unit or hope that the opponent blunders.

Tasha
1 zone, +50/+30 air, +10/+10 other
COP: +2 MP air
After nearly two years, Tasha is no longer considered the worst CO in the game because airports are now standard in all land maps. The 170/150 "Tashacopter" is effectively a $13500 bomber that can't hit antiair. Playtesting has shown that this is better than originally thought. It will OHKO any non-tech land unit with 120 DEF or less. Penny can't shield properly against this, and her COP may arrive too late. Unfortunately for Tasha, a 120 ATK antiair can OHKO a zone b-copter (96%) and a 130 ATK antiair combined with a pot-shot from a soldier or a tank will defeat the Tashacopter. This, combined with a garbage COP, gives her little chance against the fair tier.

Surprisingly, she is able to deal with Tabitha better than the other underpowered COs because her Tashacopter can counter almost any CO unit that Tabitha puts out. If the Tabitha player tries to be cute with a CO antiair, Tasha's 110/110 tanks are more than enough to deal with it.

Greyfield
3 zone, +20/+50 sea/seaplanes/copters, +10/+10 other
COP: Restocks fuel, ammo, and materials
Sea is not part of the metagame (explained below), so all he has are his 120/150 b-copters, which are arguably worse than Waylon's 130/140 b-copters or Tasha's 150/130 b-copters because they have less OHKO potential. His COP doesn't do anything, so don't use him. At least Penny has her crapshoot COP.

-

Section 2 - Units

Core: (~55% of total composition, ~55% of total budget)
Artillery
Mech
Tank
B-copter


Artillery
Composition: ~16%
Budget: ~19%

The unit that in which you'll sink the most money. They hit everything and are deadly when enough are clustered together. However, be aware when building a cluster. You'll need some direct units to start the offensive and charge your meter, so these are best used in tandem with direct vehicles. Direct vehicles attack, then artillery hide behind them. They have fallen a bit in effectiveness because of increased mech and b-copter usage, but don't let that deter you from placing a couple of them in vital areas. For the endgame, they're a good mop-up unit because no land unit counters sheer numbers of artillery.

Mech
Composition: ~24%
Budget: ~12%

The most common unit in the game. Not only are they inexpensive, but the traditional response, infantry, is more expensive than in the other games. Isabella, Will, Lin, and Brenner are the top four when it comes to mechs, and that's good enough to put them as the top four overall. The metagame shifted from artillery to mechs because mech + tank = $9500 while two artillery is $12000. The savings accumulate, which means the mech + tank player is able to save up for more b-copters, md tanks, and bombers than the artillery player.

Tank
Composition: ~8%
Budget: ~12%

The all-purpose attack unit. They break up arty clusters and combat antiair. Don't have too many of them on the map at once because artillery and mechs provide better value. I like to have two or three on the map, one of them being the CO tank, in order to facilitate easy CO unit joining whenever it's needed.

B-copter
Composition: ~7%
Budget: ~12%

When AW4 came out, everyone talked about all the new and repriced units. However, the b-copter silently became one of the most revamped units because of its base damage overhaul. Key to its success is its base damage increase vs. tank from 55 to 70! This is arguably the most important damage chart change from AW3. It means a 120 ATK b-copter will deal more damage to tanks than a (150 ATK) Sensei b-copter! The war tank is the equivalent of the old md tank, but the b-copter deals more damage to it, too: 35 in AW4 vs. 25 in AW3. If that wasn't enough, it also deals increased damage to recons, rockets, rigs, and t-copters. The downside is that it has less base damage against mechs (75 to 65) and antiair (25 to 10), but the antiair matchup is dealt with by tanks, which now deal more damage to antiair (65 to 75).

The b-copter becomes a very important unit if mechs are the only units being built at bases. Being the cheapest offensive air unit, this allows a player to gradually outnumber the opponent. On a 3 base + 1 airport map, 3 mechs + 1 b-copter is $16500. It's not uncommon to have 17 props or more in maps like those.

Support: (~35% of total composition, ~25% of total budget)
Bike
Antiair
Duster
Infantry
Md tank


Bike
Composition: ~13%
Budget: ~7%

Bikes are used for the capture phase. After the initial capture phase, they're usually phased out in favor of mechs unless tempo is required, such as building from a rear base. They don't dent artillery well, but they can attack into mechs and deal good damage to them.

Antiair
Composition: ~4%
Budget: ~5%

The first half of the anti-flying suite. OHKOs mechs and b-copters, which means it's an essential support unit. Always have one in order to discourage a single b-copter from holding you back. Many offensives begin with a well-placed first hit from the antiair, allowing tanks and md tanks to pour through the gap. Due to its OHKO nature, it's fairly easy to vet this. Lin's antiair stand out in particular because they are strong enough to punish mech counter strikes.

Duster
Composition: ~2%
Budget: ~5%

The second half of the anti-flying suite. It's a b-copter/bomber response and soldier harassment rolled into one, and covers more area than the antiair. It does what it does well, but you won't see too many of them because it's a specialized, defensive unit. However, the mere presence of one will force the opponent to answer it due to fear of open zone charging. It's seen much more often than the fighter because a crippled duster can be joined, and will not be useless if the opponent switches out of air.

Infantry
Composition: ~14%
Budget: ~4%

Infantry were the staple unit in the previous Advance Wars games. The problem was magnified in AW3: most COs could get away with over 75% infantry composition, thus bringing new meaning to the term "infantry spam." Now there are many variables going against it. It costs $1500 instead of $1000, and mechs are $2500 instead of $3000. This means that infantry no longer cost-effectively defeat mechs unless there is a significant stat advantage. They also cannot be thrown into a battle in order to impede enemy actions because of AW4's offensive meter charging. Then there is the AW4 damage formula, which de-emphasizes defense and allows zone vehicles to OHKO infantry on terrain. (In the previous games, nothing could OHKO an infantry on a city) Lastly, they cannot dent anything besides rockets and antitanks. Therefore, the only use for them is during the capture phase. Most players will switch to mechs or bikes after the first couple of days, so they are rarely built beyond day 4.

It took about eight months of multiplayer experience before everyone realized that infantry were no longer useful battle units. AWBW had brainwashed everyone's perceptions of infantry, and people believed they were just as powerful in this game.

Md tank
Composition: ~2%
Budget: ~4%

This unit looks awful on paper because you are paying nearly double price for only a marginal ATK increase. However, it resists mechs, so it is used in areas where a b-copter can't reach. Try to level it up because at veteran, it will OHKO any soldier and artillery given an equal ATK/DEF matchup. Will, Lin, and Brenner can utilize this unit to great effect. A neat strategy that the md tank enables is the "variety trio attack." A zone antiair destroys a soldier shield, then the md tank comes up and OHKOs the arty. A tank then takes the fallen unit's place and cripples whatever is around it. The tank will act as a shield for the md tank, causing a very brutal momentum swing.

Niche: (~10% of total composition, ~20% of total budget)
Bomber
Rockets
War tank
Flare
T-copter
Recon
Rig
Antitank
Missiles
Fighter
ALL SEA UNITS + SEAPLANE

(Composition and budget values for each unit are statistically insignificant and will not be listed.)

Bomber
Though not as versatile as b-copters, bombers are actually useful in this game compared to the previous games. They're cheaper, take less damage from fighters, and can OHKO more reliably due to the damage formula change. The best way to get the money for them is to bank enough cash by building mechs for consecutive days, then using the banked cash for the bomber. This way, the land portion of your army isn't weakened significantly. Waylon's bombers are very powerful when combined with his CO power, since it'll guarantee two kills without much retaliation. Brenner also gets decent bombers as well because his CO power will heal any injured ones in a pinch.

The most important use for the bomber is to snipe the enemy CO unit in the endgame. This is where b-copters are usually insufficient for this purpose. Every land CO unit will be crippled from one bomber hit, allowing you to easily 2HKO it and possibly swing the game around.

Rockets
Due to the recent advances in direct vehicle play, rockets are almost never seen in serious games. Usually, rockets are built as a result of issues with the map itself, such as too many chokepoints. If a rockets is needed to push the opponent back, one is usually enough. For mop-up duty, two artillery plus a b-copter is more versatile than one artillery and one rockets. They do keep a Tabitha CO war tank at bay, but in most cases, the bomber is a more versatile response.

War tank
The war tank is rarely used except in defensive situations where you need something that won't be 2HKO'd. Offensively, the key to using it is to wait until you have a substantial army, then use it as a singleton tempo unit. First, it needs to deliver a OHKO and punch through a defense line. Then other direct vehicles can rush in and cripple the indirects which threaten the war tank. The opponent will usually target the lesser units over the war tank, which means the war tank will obtain two kills at be at Lv2.

Nothing sucks more than a crippled war tank, so use it as a tempo or defensive unit only and not as a primary damage dealer.

Flare
The flare has two uses in non-fog multiplayer. The first is to counter an enemy recon rush when there are not enough funds to counter with a tank, or if doing so prevents you from making an infantry or bike. The second is building one in anticipation or in response to Penny invoking her CO power and changing the weather to rain. Both the Penny player and the opponent may use flares to benefit during this situation. In every other case, a tank renders the flare obsolete. They deal a bit more damage than recons, but with only 5 MP, is unsuited for hitting critical indirect targets.

Note that the flare is also strangely effective (45 base damage) against antiair. This is strictly a bonus that is utilized once in a blue moon. You should never build a flare in response to enemy antiair, because the antiair deals just as much damage to it.

T-copter
Converts a slight money advantage into a tempo advantage if using mechs, and pays for itself after two transports. Of course, that just means it's a win-more unit, but if you needed the t-copter to capture a property, it's a complete bonus.

Recon
A common sight in AWBW and AW3, they are rarely seen in the AW4 metagame. Disrupting is more difficult because of bikes, and offensive charging means the recon is free food for a CO tank. They lack OHKO power and cannot do much against any of the core units. As for using a CO recon, it is countered easily and is not seen in metagame play.

Rig
This is rated worse than the t-copter because it comes out of a base, thus giving you one less mech to build, and can't navigate as well as its counterpart. Of course, there will be those times when you'll need to restock a unit that cannot retreat without weakening your position.

Note that unlike property supplying, rig auto supplying comes after daily fuel upkeep. You must force supply a unit in danger of crashing/sinking instead of relying on the auto supply ability.

Antitank
B-copters deal with tanks and md tanks better than the antitank because b-copters are cheaper and take less damage from those two units. Therefore, they're usually only built at a front expo base if you need defense quickly and cannot advance a b-copter in time. What about the war tank, then? Unfortunately, the antitank isn't a hard counter to the war tank at all. War tanks deal 40 base damage to it, which means that the antitank is worthless if it is even slightly damaged. Also, 40 base damage is enough for a Tabitha CO war tank to not fear an antitank: 40 x 1.8 = 72.

A narrow use for the antitank is defending against Waylon's "tanks 'n copters" strategy. Neither unit is effective against the antitank, so it'll buy time until Waylon can bring up a bomber.

Missiles
You'll know when to build these. Unfortunately, those times are few and far between. It is simply more practical to have multiple antiair and dusters. Its only real use is to lock an airport that cannot be reached by antiair.

Fighter
The problem with the fighter is that once it's injured, there is no practical way to repair it. Building a temp airport costs extra money and tempo. Retreating it back to the airport (most maps only have 1 per player) shuts down air production. Therefore, the player is often forced to build a second fighter to join. That's $40000 sunk into units that can't hit land, though you get some of that money back later. Once the opponent sees this, he'll launch a timing attack.

ALL SEA UNITS + SEAPLANE
Sea is not part of the metagame. Here's why sea sucks: slippery slope. Whoever reloads gunboats first wins, plus there is no cheap equalizer to come back from behind. Land units have the mech, while air units have the antiair. The gunboat is not a good equalizer because it's too fragile. Also, there is no real effective way to counter a Tabitha CO battleship. Therefore, nobody plays sea maps because they're all but decided after the first battle.

On maps with a predeployed carrier, the seaplane is a better value than the duster, so go ahead and build them there.

-

(Strategy section in progress)
Last edited by GipFace on Fri Apr 26, 2013 9:06 am, edited 79 times in total.

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DTaeKim
Star CO
Star CO
Rank: War Room Legend
Location: In your base, killing your d00ds
Contact:

Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Wed Nov 18, 2009 7:53 am

I will add more to this later.

Penny - Intelligent Defense Systems

Commander Info: The youngest child of Dr. Caulder. Numerous experiments have left her mind permanently shattered.
Quote: "Tee hee! Let's go, Mr. Bear!"

CO Zone: 3
CO Effect: Makes ALL units (even those outside her CO Zone) immune to weather.
CO Power: Stormfront - Changes the weather to snow, rain, or sandstorm for three days.

Statistically speaking, Penny has the weakest units in the game. Her units are 110/110 within her zone and her CO unit is only 130/130. Penny compensates with a larger CO zone and one of the most game-changing powers among the cast. As mentioned earlier, Stormfront can change the weather to snow, rain, or sandstorm for three days. Keep in mind the weather lasts for three days; that means it ends on Penny's fourth turn after the COP. It is currently believed that the weather is randomly generated, though this can change as hackers delve into the ROM.

Penny can be deployed in a number of units, but three units are preferred: a Infantry, Bike or Tank. An Infantry offers early deployment and a chance to charge the COP early, but it is very vulnerable and it has the worst mobility of the three. A Bike offers early mobility, but like the Infantry, its lack of defenses is a serious concern. Since Penny relies on her COP in order to win matches, the destruction of her CO unit is a serious setback, if not a loss for the player. The Tank offers the best mobility and defense, but it's the most expensive option for the player. The other units simply aren't worth the cost.

Playing as Penny demands micromanagement and the ability to adapt to your situation. Penny has to use her CO unit not to attack, but kept behind the front as much as possible in order to charge her CO bar and limit exposure to enemy attacks. Once the COP is charged, it should be used as soon as possible, though that may change depending on the immediate situation.

Snow - If Penny summons snow, it effectively gives your units first strike advantage for three days. Widely believed to be the weakest effect of Stormfront, it doesn't offer any serious advantage over your opponent. In order to take advantage of snow, Penny should slowly advance with sufficient cover. This forces your opponent back, allowing you to capture some of your opponent's properties or fortify certain positions.

If you're against Penny, the most important thing is to NOT force anything. Your units are unlikely to reach her units and your wounded units cannot retreat from her units. If your units are threatened, it is best to retreat to safety and wait out the weather.

Rain - Rain summons Fog of War. Penny retains normal vision, but her properties no longer have a vision range of 1. However, her opponent is blind. You can set up ambushes, hide units in forests, ruins, and neutral properties, or send an expeditionary force to capture properties. If you make direct attacks, make an attempt to outright destroy the enemy unit, or else he has vision to your units, allowing him to counter. If you have indirect units, this is where they shine.

Against Penny, do NOT panic. Keep your units out of the open or else Penny will start picking them off. Remember that the Fog of War works both ways; you can hide your units in forests, ruins, etc.
What can change the nature of a man?

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ALAKTORN
Location: Italy

Re: Multiplayer Guide for WWN (WIP)

Postby ALAKTORN » Wed Nov 18, 2009 12:55 pm

cool idea, I hope you'll finish it :)

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Alizarin
Rank: Back from the Dead
Location: Tennessee, USA

Re: Multiplayer Guide for WWN (WIP)

Postby Alizarin » Wed Nov 18, 2009 1:27 pm

Really, there's got to be more to Tasha than sitting in the back row ... isn't producing copters, dusters and the occasional bomber with a little vehicle support enough these days?

Anyway, I'll certainly look forward to this. If anyone could use the extra aid ...

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DTaeKim
Star CO
Star CO
Rank: War Room Legend
Location: In your base, killing your d00ds
Contact:

Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Wed Nov 18, 2009 1:32 pm

It's simply not enough.
What can change the nature of a man?

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Dragonite
Rank: My face is beaming.
Location: the netherlands(mostly)

Re: Multiplayer Guide for WWN (WIP)

Postby Dragonite » Sun Nov 29, 2009 12:41 am

Cool.
I do not pay competively because of wifi problems, but this stuff is interesting.

I also like seeing that the metagame seems more fun and versatile than before because direct units are now being played as well.

I look forward to more.

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Usthepeople
Rank: FASCINATING
Location: lurking on dor wi-fi

Re: Multiplayer Guide for WWN (WIP)

Postby Usthepeople » Tue Dec 29, 2009 9:17 am

Alizarin wrote:Really, there's got to be more to Tasha than sitting in the back row ... isn't producing copters, dusters and the occasional bomber with a little vehicle support enough these days?

Anyway, I'll certainly look forward to this. If anyone could use the extra aid ...


b-cotpers are just THAT bad vs AA
it is just so much better to use waylon rather than tasha
[20:20] [JAM]: damn ie closed on itself
[20:26] =-= [JAM] was booted from amarriner.com by YOU ((GET FF))
[20:26] <Wes> Ha!
[20:26] <Wes> I was about to do that too
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Re: Multiplayer Guide for WWN (WIP)

Postby Dragonite » Sat Jan 02, 2010 6:55 am

Well, I will still use buttons because my stylus skills are very poor, and while it nets some extra speed and effeciency, I don't think you need it to win.

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Re: Multiplayer Guide for WWN (WIP)

Postby ALAKTORN » Sat Jan 02, 2010 5:46 pm

Gip, are you going to cover which maps are good for Wi-Fi, which are FTA or STA?

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Re: Multiplayer Guide for WWN (WIP)

Postby ThunderWalker » Wed Feb 17, 2010 11:17 pm

Hmmm.
Forsythe deserves better when looking to your new tier list. When looking to raw stats, I am pretty sure he can handle Lin with ease even when she maxed out her zone. However, I am not so sure about Forsythe beating Tabitha because of Tabitha's huge boost.
And Forsythe has an even harder time when facing the rest of the fair tier...
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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Thu Feb 18, 2010 3:23 am

Forsythe can't handle most COs because he lacks a COP. Lin compensates with a poor COP with stats that would trounce Forsythe's units in general. A maxed Lin would pummel Forsythe.
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Re: Multiplayer Guide for WWN (WIP)

Postby ThunderWalker » Thu Feb 18, 2010 6:30 am

DTaeKim wrote:Forsythe can't handle most COs because he lacks a COP. Lin compensates with a poor COP with stats that would trounce Forsythe's units in general. A maxed Lin would pummel Forsythe.

How can, Lin with a Maxout Zone, defeat Forsythe.

Well, 3 zone 130/130 with a CO 150/150, up against a 5 zone 120/120 with a CO 140/140. Forsythe has better indirects due to the larger zone, and better air units as well.
10/10, with already boosted stats, isn't much of a difference, especially not when you boost a larger number of units than your opponent. But, more important: How the heck will Lin get a 3 zone vs Forsythe? It is likely possible, but as long as Forsythe doesn't meatshield but Tankshields and flareshields on terrain.
A 130/130 COP will trounce Forsythe indeed, it is quite likely, but, Forsythe will be able to strike back rather easily as long as he doesn't lose his CO unit.
However, my knowledge about AWDoR doesn't get any further than raw unit value's, the game balance, the actual tier list and CO statistics, so I'll might be absolutely wrong.
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Re: Multiplayer Guide for WWN (WIP)

Postby HPD » Thu Feb 18, 2010 10:38 am

If you can micromanage well enough, you won't have that much zone problems, as you can maneuver the CO unit around more than enough to boost all the units you need. GipFace is right when he says that 5 zone doesn't really matter much, as with less zone you can just as well boost the lot of your army. Provided that you don't suck at doing so, that is. And, of course, for competitive play, that is assumed.

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Re: Multiplayer Guide for WWN (WIP)

Postby a noob » Sun Feb 21, 2010 10:17 am

Lander is out of the metagame? Sea battles are fun imo. Tabiship rush ftw!

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Sun Feb 21, 2010 9:02 pm

How can, Lin with a Maxout Zone, defeat Forsythe.

It's not about Lin with a max zone, it's about what she can do in the early game.

Lin is going to most likely be on a CO tank. This 150/150 tank is going to claim territory unless Forsythe answers with his own CO unit. This forces Forsythe to lose his one advantage: CO infantry to save costs and provide maximum coverage. If Forsythe uses a CO infantry, the 150/150 tank is going to smash his 120/120 units. If Forsythe responds with a CO tank, then he's just a gimped Brenner. His extra coverage won't matter if his CO unit is on the front lines. If Forsythe responds with a b-copter, Lin, unlike Tabitha, has 1 zone from the start. She can just move back the CO tank one space and have a zone antiair smash the b-copter.

Now, Tabitha can do the same thing, but there's a big difference. Tabitha, after claiming the territory, has a harder time stabilizing because the rest of her army is 100/100. Lin, on the other hand, immediately threatens an offensive by following up any CO tank attack with a zone antiair attack, then moving in with artillery which will have the zone bonus next day.

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Re: Multiplayer Guide for WWN (WIP)

Postby ThunderWalker » Mon Feb 22, 2010 2:22 am

GipFace wrote:...

Thanks for the explanation.

Altough I think the Forsythe-Tank isn't a bad idea, because he can abuse his large zone to swallow Lin's 1-zone up because he is at the frontlines. Forsythe can put an Artillery here and a Mech there and a B-copter on another spot in his zone to cover is CO unit, and they all have the boost. Even if Forsythe surrounds Lin's CO unit and her zone units.

Or is the +10/10 that much of a difference that it offsets even a 4, later on 3 and 2 zone difference?
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Re: Multiplayer Guide for WWN (WIP)

Postby a noob » Mon Feb 22, 2010 7:02 am

For a CO like Forsythe, would it be better to deploy him in a recon or duster, seeing as mobility is key with him?
Also, would a tabi-duster/recon be good for early harass/zone gain?

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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Mon Feb 22, 2010 9:06 am

No. Recons have terrible movement outside of roads. Dusters are too expensive. You're spending 19500G for a harassment unit when a B-copter can do a lot better.
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Re: Multiplayer Guide for WWN (WIP)

Postby a noob » Mon Feb 22, 2010 2:37 pm

One more question: Why is tabitha in a wartank a terrible idea? I get that it takes a while for it to get to the front and has terrible movement and is expensive at 24K, but it seems that nothing can stop that powerhouse considering that mechs/tanks/md won't do jack against it and artillery that isn't massed won't do much either. It's even powerful enough to engage b copters and counter most conventional CO units, like the standard CO tank. It can absorb damage and would probably be a priority target, meaning that other units can break in as well. AFAIK, there is no hard counter to a tabi-wartank except the bomber, and it's not cost effective seeing as the bomber will do ~50% to it which is 12k in funds, while AA tanks that are likely to be part of the ground force will shoot down a 20K bomber. Why are wartanks, or tabi-wartanks, so bad in general? 24K for a tabitank on terrain vs 4 light tanks at 28k with first strike will result in the tabitank still being alive while having dished out sizable counterattack damage. This is assuming that the tabitha player leaves their war tank in the open. It's a bitch to kill, and in CO units usually durability comes first, and that holds true for Tabitha, so why is having one of the most durable units in the game as a CO unit a bad idea?

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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Mon Feb 22, 2010 5:24 pm

You answered it yourself. It costs 24K. That is 24K worth of units you don't have on the battlefield to meet your opponent. That is a serious problem when the rest of your army is 100/100.
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Re: Multiplayer Guide for WWN (WIP)

Postby a noob » Mon Apr 19, 2010 5:05 am

If your opponent mech floods, is building a war tank considered a hard counter?

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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Mon May 03, 2010 11:41 am

No. It's simply not cost-efficient.
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Re: Multiplayer Guide for WWN (WIP)

Postby a noob » Tue Jul 20, 2010 9:45 am

One quick question: is a bomber or a war tank a better option for taking out CO md tanks (Lin and Tabitha in particular)? Or are b copters still the better option?

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Re: Multiplayer Guide for WWN (WIP)

Postby wiseman » Wed Jul 21, 2010 5:53 am

My gut reaction is artillery, honestly. 3x Arty vs CO MDTank? Seems like a wash to me.
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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Wed Jul 21, 2010 3:08 pm

B-copters.
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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Sat Jul 24, 2010 6:21 pm

Artillery and b-copters work, but against a Tabitha CO md tank, you might want to consider the bomber. Once the Tabitha CO md tank goes in, you cannot risk having it survive. It's one of the matchups where the bomber's premium is worth it: the b-copter costs $9000 for 45 base damage, while the bomber costs $20000 for 95 base damage. The damage per dollar is slightly less, but it requires one less opening.

One thing to note is that the CO md tank is usually a midgame unit because many maps still adhere to the "3 starting properties" from AWBW. In those maps, a CO md tank doesn't come out fast enough. By the way, the "3 starting properties" mapmaking rule does not apply to AW4. I actually prefer more starting props so that there are more opening strategies. With 3 starting props, all you can do for the first two days is "inf inf go" and yawn.

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Wed Nov 10, 2010 5:04 am

Updated the units and COs a bit.

This was supposed to be a quick-and-dirty primer. Unfortunately, just the CO and unit sections have grown so large than I don't think strategy will work. I think anyone who reads the CO and unit sections will already learn a lot, anyway.

So for now, I've removed the strategy section. Maybe I'll add it back and only cover the CO unit and such.

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Re: Multiplayer Guide for WWN (WIP)

Postby cheat equals LOSE » Wed Nov 10, 2010 5:10 pm

I like that at least somebody is dissecting a wifi game I play. Great work. :gesalute:

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Tue Nov 30, 2010 1:43 pm

Md tank has moved to support while bomber has moved to niche. I realized I've built more bombers than usual just because I mained Waylon. ~_~ Missiles and fighters are now at the bottom of niche. Again, I built more fighters than normal, this time due to Deep Defense. ~_~

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Re: Multiplayer Guide for WWN (WIP)

Postby PKNintendo » Thu Jan 27, 2011 3:36 pm

Excellent thread Gipface.

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Thu Sep 22, 2011 12:09 am

Is anyone still interested in me completing this, or is this game supah dead? I have lots of tips but if there's no interest, I suppose they'll all be tucked in my head until AW5 cums!

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Re: Multiplayer Guide for WWN (WIP)

Postby Delta_Angelfire » Fri Sep 30, 2011 10:41 am

Tips are awesome! Keep going!
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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Thu Feb 02, 2012 10:04 am

I might actually finish this, but I don't want it on forum thread format. I need a web designer who can help me lay out a dedicated site for the guide. Dunno if Xenesis will have the time to help me.

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Re: Multiplayer Guide for WWN (WIP)

Postby DTaeKim » Thu Feb 02, 2012 10:09 am

We've got something planned.
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Re: Multiplayer Guide for WWN (WIP)

Postby SJCrew » Fri Mar 30, 2012 9:11 am

Awesome. I picked up the game again recently, but whenever a half-decent player shows up, I get my ass handed to me. Tips on how to maximize the potential of my boy Gage would be greatly appreciated.

I decided to troll around with Greyfield today, and was immediately discouraged by the influx of Tabitha players. Tabitha whomps on Greyfield so badly, even at sea. He really doesn't have any way to destroy her CO unit, so it's basically a demo theater to see how quickly your opponrnt gets Firestorm (all instances in which Firestorm is activated should precede turning off your DS). This is vital information to add to the guide.

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Thu Aug 16, 2012 1:48 am

Just wanted to let everyone know that the comprehensive multiplayer guide is being worked on right now and should be done before the end of the month. It will be available in pdf, and WWN will host the internet mirror in Wordpress format. The main WWN site should also receive an overhaul to go along with its completion.

This will have way more in-depth information that what is currently on this thread, and is pretty much my final send-off for the game. I want to have a tome of accurate multiplayer knowledge before it's forgotten.

Look forward to it!

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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Fri Apr 26, 2013 6:20 am

Big freakin' update. I'm working on the guide again. Read the top post. :o

Usage changes from the old text:

Antiair: Support > Core
War tank: Niche > Support
Rockets: Niche > Support
Bomber: Support > Niche
T-Copter: Niche > Support

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Re: Multiplayer Guide for WWN (WIP)

Postby ThunderWalker » Sun Apr 28, 2013 6:21 pm

It looks great :)

One question:
Can you please put the old text in hide/spoiler tags so it doesn't take up as much space anymore (at least if it matters)?

Prime Bbcode Spoiler Show Prime Bbcode Spoiler: Blab
Blab
Blab
Blab
BLlab
BLaaaarrrbbbblarbl

This concludes the intelligence of the average politician.

Edit: As you see, the answer is that it does not matter, so nevermind. :P
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Re: Multiplayer Guide for WWN (WIP)

Postby GipFace » Thu May 09, 2013 1:07 am

Almost done the COs. Will post up in a week.

In the meantime, I've updated my morphing damage chart to be color coded! There are now also two flavors of the damage chart. The complete one, and the simplified one:

(outdated image)

The complete one is the one you all know and love. All matchups, plus a CO list and other additional info at the bottom. 0-93% go from a red-yellow-green scale. 94-99% are luck-dependent, while anything over 100% is in blue for a 1HKO. The colors dynamically change! Remember that HP and terrain stars affect luck, so even the 94-99% matchups may be unable to 1HKO. On the flip side, a 90% matchup with no terrain defense, maximum HP, and maximum luck may be a 1HKO despite not being marked as such.

(outdated image)

The simplified damage chart is one that will surely make Juigi/MasterKnightDH super mad (because he wants every unit to be balanced lolol~). It's less than 1/4 the size, tuned for the PvP metagame: only 14 of the 26 units are listed. The rest of the units either don't attack (like the t-copter) or see too little usage for them to be relevant. Use this if you know all the basics of the game and just want a small, quick spreadsheet for instant damage calculations between the most common units. If this were available for a smartphone, I'd definitely use it!

Also fixed was the damage calculation. AW4's damage formula actually rounds down after every calculation. Therefore, a 130A vs. 110D matchup may end up doing 1% less than expected. Looking at the cell for infantry vs. infantry, we have:

=(ROUNDDOWN((ROUNDDOWN(ROUNDDOWN(55*($B$3/100),0)/($D$3/100),0))*($F$3/10),0))

What's that nonsense? 55BD multiplied by ATK value ($B$3), round that down, divide by DEF value ($D$3), round that down, multiply by HP, and round that down. Phew!
Last edited by GipFace on Mon Jul 22, 2013 3:54 am, edited 1 time in total.

Slazzy

Re: Multiplayer Guide for WWN (WIP)

Postby Slazzy » Wed May 29, 2013 12:00 am

Possible 1HKO Is 90%-99%.
..........
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