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Official Rules List

JakeSamiRulz edited this page Apr 5, 2021 · 7 revisions

Custom Wars Tactics

Rules


Global Map Rules

  • Movement -> Mirror AWDoR-DS (Move) / AW2-AW1 (Move Cancelling)
  • Damage Formula -> AWDoR (Complete) / CWT Hybrid (AW2 - AWDoR)

Default Boosts

  • D2D: +10% offensive luck (all units)
  • COZ: Default Range [0~2]
  • COP: Default Boost (+10/+10) [+1 CO Zone when reached (CO Unit only)]
  • SCOP: Default Boost (+10/+10) [+2 CO Zone when reached (CO Unit only)]
  • Veteran Rank Abilities: Only active when your active Commander is Veteran Rank (or higher for boss COs)

Power Bar Charge Rate

  • Same price rate like AW2
  • Will get more expensive for 10 powers, than be a standard price

Power charging

  • In COZ -> Follows AWDS
  • Outside COZ -> Follows AW2

Commander Unit Ranking

  • Commander units start at No Rank (instead of Veteran)
  • Commander units gain +1 Rank every time they kill a unit

Regular Unit Ranking

  • Regular units can only rank up in an owned CO Zone
  • Regular units can't rank up past the active Commander Unit

Terrain Stars (AWDS Style)

  • AWDoR Special terrain and buildings keep their stars

Weather

Snow (Approved by Spyro & JSRulz)

  • +1 terrain movement (Air, Infantry, Sea, Transport Move Types)
  • 2x Fuel Consumption {all units}
  • No property resupply {all units}​​​​​​​

Rain (Approved by Spyro & JSRulz)

  • FoW (Immunity grants MoW)
  • All Units Vision is 1
  • +1 terrain movement (Tires, Treads)

Sandstorm (Approved by Spyro & JSRulz)

  • MoW (Immunity grants Clear)
  • (-30/+0) {all units}
  • -1 indirect range {all units}

Heatwave (Approved by Spyro & JSRulz)

  • (+0/-20) {all units with less than 2 Terrain Stars}
  • -1 movement {all units}
  • -1 HP Repair Rate {all units}

New Abilities

Commander Unit

  • Losing the commander unit drops morale bar to 0
  • There is no way to unload commander units
  • During Dual COs -> Two Commanders can be out at the same time
  • During Dual COs -> Two commanders can't occupy the same unit

Ranks

  • Guard (I): (+5/+5)
  • Elite (II): (+10/+10)
  • Veteran (V): (+20/+20)
  • Ace (A): (+30/+30) Pocket CO Zone {Campaign Boss Commanders Only}

Mid-Air

  • An air-space for Dusters, Strikers (Seaplanes), and some Leader Units
  • Can't be shot by Infantry Units (like High- Air)
  • Mid-Air units can't fire upon High Air Units

Building temporary structures (APC/Rig, Blackboat)

  • Uses HP instead of using Materials
  • Unit must be max HP (10.0 HP) to start structure
  • After temp structure is built, unit takes at least 5 HP non-lethal damage
  • Buildings have 20 Capture Points (CP)
  • Units build at a ratio equal to their HP (1HP/1CP), so (10HP/10CP)
  • Build rate is affected by capture rate for that unit type
  • If building unit attacked, build rate is weakened by the following ratio (1HP/1CP)
  • If building unit is destroyed, the temporary building isn't built

Assist

  • Owned Direct Units can call owned indirect units to fire with the following conditions:
  • Enemy unit has to be next to owned direct unit
  • Enemy unit has to be in firing range of friendly indirect unit
  • Owned unit is not able to attack enemy unit
  • Indirect unit has to be able to fire on enemy unit
  • Assist uses the firepower of the indirect unit for calculating damage
  • Assist depletes 1 indirect ammo

Sea Dominance

  • (+1/+0) per each owned sea unit on the map (owned units)

Dual Commanders

  • Charging only applies for inactive CO in their CO Zone
  • Swap works the same like AWDS
  • Active COs share all their abilities with an inactive CO Unit
  • Inactive COs only retain access to their CO Zone Abilities in their CO Zone

Synergy

  • Only affects the Commander Zone
  • The Stars boost luck (+10 positive luck per star) 
  • Passive: Both Commanders have to be on the battlefield to activate

Tag Powers

  • Both Commanders have to be on the battlefield to use as CO Units
  • Both Commanders have to have their SCOP fully charged to use

Does the following conditions:

  • The Active Commander takes a Super powered turn as normal
  • Upon pressing Swap, all units are reanimated and the inactive CO becomes the active CO
  • The Next Active Commander takes a Super powered turn

Leader Units

  • Each Leader Unit is required to have a unit it upgrades from

  • Does not have a damage chart, instead uses other units attack, defense, ammo counts, movement to decide power level

  • They come with a Pocket CO Zone

  • Can be upgraded in active Commander Zone for 50% cost, but causes Commander Unit to wait

  • Upgrading a Leader Unit always costs 50% of the base unit cost

  • Leader units must be upgraded into and can no longer be built

  • Units can only upgrade if the CO Unit is on the battlefield

  • They can only be upgraded in an owned CO Zone or owned property

  • Upgrading on an owned property causes the upgraded Leader Unit to wait

  • Upgrading anywhere else requires the CO Unit to use the 'Upgrade' command, causing the CO Unit to wait

Dual Commanders and Upgrades

  • If both CO Units are on the battlefield, both Commanders can use either upgrade choice
  • The Commander Unit that initiated the upgrade is still forced to wait

Pocket CO Zone (New)

  • Creates a 0 range patch of CO Zone that sits under the unit
  • Pocket CO Zones gain all CO Zone abilities of owned Commanders on the battlefield
  • Pocket Zones are deactivated if no owned Commanders are on the battlefield ​​​​​​​​​​​​​​​​​

Explaining CWT Hybrid Damage Formula System

  • Defense Stars -> AWDoR Defense
  • Communication Towers -> AWDoR Defense

Commander Abilities -> AW2 Defense (up to {50-90} [needs testing])

  • The rest goes into AWDoR Defense
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