With higher funding, power bars in general tend to charge much faster, meaning High Funds also has a large effect on the Tier List - in this case, more power charge overwhelmingly favours COs whose power is concentrated in their CO powers, especially those with army-wide effects. This encourages more aggressive gameplay overall, and allows terrain on High Funds maps to be less restrictive than Standard. Lower cost units are still in use, though more relegated to early-game duties or walling in the later stages.ĭue to the overall higher quality of units in play, firepower in general is higher than normal in turn, with the frequency of instant-kill matchups making it difficult to form walls or stall effectively. The large increase in available funding has a dramatic effect on the metagame of Standard - with more money being shared among the same number of production facilities, higher-cost units such as Neotanks and Bombers are much more viable and common in High Funds, as poor cost efficiency is less of a concern than it is in Standard. High Funds is a game mode that changes the funding per property from 1000 (the cartridge default) to 2000 - in other words, all income is doubled in High Funds. To compensate, much of the change made to the game can actually be found in its map design, which is tuned more heavily around preventing the emergence of stall tactics and risk-avoidance.įog mapping, being more restrictive than Standard, is also the main driver that affects the balance of the Tier List although it is fairly close to the Standard list, COs who benefit from open maps are relatively stronger in fog, and vice versa for COs who prefer heavy terrain. Aggressive play in particular is disproportionately punished by a lack of information as direct units are required to put themselves in attack range in order to participate in combat, meaning the addition of fog, with no other changes, tends to slow down games and increases the likelihood of stalls. The element of risk subtly affects almost every engagement taken in fog. Gameplay is superficially quite similar to that of Standard, but the addition of fog introduces new elements to the game - there is now an emphasis on information warfare (and the consistent use of Recons specifically) but also an increased element of risk associated with almost every action taken. The Fog of War game mode settings are identical to that of Standard, except, naturally, for the enabling of Fog of War. These settings are a match for the default settings from the cart games, except for banned units - although banning is not possible in the vanilla games, the disruptive effect of the Black Bomb for gameplay of any sort eventually led to its removal from competitive play. There exist other unofficial game modes created by the community as well, some of them being popular enough to have developed their own separate metagames. There are two other game modes officially supported in AWBW through the Global League and/or Z Games: Fog of War, High Funds and Tag. The default competitive settings in AWBW are known as the Standard metagame, so-called as it is the default game mode assumed when no other qualifiers are included.Īll other game modes use the Standard settings as a baseline, rarely changing more than one or two options away from it. The game settings used in AWBW vary slightly depending on the game mode in question.
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