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Hardcore World war 1
[REPLAY MODE]
Day 9
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Turn:
00d 00h 00m
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Total:
00d 00h 00m
Turn:
00d 00h 00m
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Total:
00d 00h 00m
[PAUSED]
The game timer (Total) will not count down until the timer is resumed. Note that the max turn time limit will still count down (Turn).
(00,00)
Game Menu
Resign
Screenshot
Stats
Hotkeys
Keyboard Hotkeys: C - Toggle damage calculator
A - Hold "A" and click a unit to select an attacker for the calculator
D - Hold "D" and click a unit to select a defender for the calculator
Shift - Hold "Shift" and hover over units to preview their movement tiles
Ctrl - Hold "Ctrl" and hover over units to preview their attack range tiles
Alt - Hold "Alt" and hover over units to preview their vision range tiles
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Army Colors
Orange Star
Blue Moon
Green Earth
Yellow Comet
Black Hole
Red Fire
Grey Sky
Brown Desert
Amber Blossom
Jade Sun
Cobalt Ice
Pink Cosmos
Teal Galaxy
Purple Lightning
Acid Rain
White Nova
Azure Asteroid
Noir Eclipse
Silver Claw
Umber Wilds
✕
Overview
Stats
Victory
-
0 | 0
Defeat
-
0
|
0
Generated:
Value:
Sideslip
[
0 /
18000
]
Sidewinder
[
0 /
45000
]
All units gain +1 movement.
All units gain +2 movement.
Sideslip
[
0 /
18000
]
Sidewinder
[
0 /
45000
]
All units gain +1 movement.
All units gain +2 movement.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
Snipe Attack
[
0 /
27000
]
Super Snipe
[
0 /
54000
]
Indirect units gain +1 range and their attack is increased to +40%.
Indirect units gain +2 range and their attack is increased to +40%.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
Barter
[
0 /
27000
]
Merchant Union
[
0 /
45000
]
Units cost is reduced to 50%.
Units cost reduced to 50%, and ground units can deploy from cities.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Hyper Repair
[
0 /
27000
]
Hyper Upgrade
[
0 /
54000
]
All units gain +2 HP.
All units gain +5 HP, +10% attack, and +1 movement.
Double Time
[
0 /
27000
]
Victory March
[
0 /
72000
]
Footsoldiers gain +1 movement and their attack is increased to +50%.
Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Market Crash
[
0 /
18000
]
War Bonds
[
0 /
54000
]
Reduces enemy power bar(s) by (10 * Funds / 5000)% of their maximum power bar.
Receives funds equal to 50% of the damage dealt when attacking enemy units.
Lightning Drive
[
0 /
27000
]
Lightning Strike
[
0 /
81000
]
Air units attack and defense are increased to +20%.
Air units attack and defense are increased to +20%. All non-footsoldier units may move and fire again, even if built this turn (use this power after moving!).
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Barter
[
0 /
27000
]
Merchant Union
[
0 /
45000
]
Units cost is reduced to 50%.
Units cost reduced to 50%, and ground units can deploy from cities.
Morale Boost
[
0 /
36000
]
Samurai Spirit
[
0 /
63000
]
All units' attack is increased to +40%.
All units' attack is increased to +40% and defense to +50%. Counterattacks do 1.5x more damage.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
Lightning Drive
[
0 /
27000
]
Lightning Strike
[
0 /
81000
]
Air units attack and defense are increased to +20%.
Air units attack and defense are increased to +20%. All non-footsoldier units may move and fire again, even if built this turn (use this power after moving!).
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Units (even air units) gain +40% attack while on urban terrain. HQs, bases, airports, ports, cities, labs, and comtowers count as urban terrain.
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
08:00:00
3000
Urban Blight
[
0 /
27000
]
High Society
[
0 /
54000
]
All enemy units lose -3 HP on urban terrain. Urban bonus is increased to +80%.
Urban bonus is increased to +130%, and attack for all units is increased by +3% for each of your owned urban terrain.
Double Time
[
0 /
27000
]
Victory March
[
0 /
72000
]
Footsoldiers gain +1 movement and their attack is increased to +50%.
Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Barter
[
0 /
27000
]
Merchant Union
[
0 /
45000
]
Units cost is reduced to 50%.
Units cost reduced to 50%, and ground units can deploy from cities.
Morale Boost
[
0 /
36000
]
Samurai Spirit
[
0 /
63000
]
All units' attack is increased to +40%.
All units' attack is increased to +40% and defense to +50%. Counterattacks do 1.5x more damage.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Gold Rush
[
0 /
18000
]
Power of Money
[
0 /
54000
]
Funds are multiplied by 1.5x.
Unit attack percentage increases by (3 * Funds / 1000)%.
Knuckleduster
[
0 /
27000
]
Haymaker
[
0 /
54000
]
All units' attack is increased to +50%.
All units' attack is increased to +80%.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Double Time
[
0 /
27000
]
Victory March
[
0 /
72000
]
Footsoldiers gain +1 movement and their attack is increased to +50%.
Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
Copter Command
[
0 /
18000
]
Airborne Assault
[
0 /
54000
]
Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Receives +100 funds per property that grants funds and she owns. (Note: labs, comtowers, and 0 Funds games do not get additional income).
Naval units gain +1 movement and +10 defense. Air units lose -30% attack. Unaffected by rain (except vision), and has a higher chance of Rain in random weather.
10:17:59
5000
Market Crash
[
0 /
18000
]
War Bonds
[
0 /
54000
]
Reduces enemy power bar(s) by (10 * Funds / 5000)% of their maximum power bar.
Receives funds equal to 50% of the damage dealt when attacking enemy units.
Tsunami
[
0 /
36000
]
Typhoon
[
0 /
63000
]
All enemy units lose 1 HP (to a minimum of 0.1 HP) and half their fuel.
All enemy units lose 2 HP (to a minimum of 0.1 HP) and half their fuel. Weather changes to rain for 1 day.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Barter
[
0 /
27000
]
Merchant Union
[
0 /
45000
]
Units cost is reduced to 50%.
Units cost reduced to 50%, and ground units can deploy from cities.
Tsunami
[
0 /
36000
]
Typhoon
[
0 /
63000
]
All enemy units lose 1 HP (to a minimum of 0.1 HP) and half their fuel.
All enemy units lose 2 HP (to a minimum of 0.1 HP) and half their fuel. Weather changes to rain for 1 day.
-
0
Units in vision only
-
0
-
0
0/?
0/?
0/?
0/?
0/?
0/?
0/?
Player Boxes Position
Power bars
Action
Date
None!
?
Hold down "A" or "D" while clicking a unit to add it to the calculator
✕
{{attacker.co.co_name === "Lash" && attacker.power === "S" ? attacker.terrain.terrain_defense * 2 : attacker.terrain.terrain_defense}}
Toggle out of ammo
{{defender.co.co_name === "Lash" && defender.power === "S" ? defender.terrain.terrain_defense * 2 : defender.terrain.terrain_defense}}
Toggle out of ammo
{{damage.minInfo.percent}}% - {{damage.maxInfo.percent}}%
{{damage.minInfo.fundsDamage}}
- {{damage.maxInfo.fundsDamage}}
@{{defRemainingHP.minHP}}HP
{{damage.minCounterInfo.minLuck.counterPercent}}% - {{damage.minCounterInfo.maxLuck.counterPercent}}%
@{{defRemainingHP.maxHP}}HP
{{damage.maxCounterInfo.minLuck.counterPercent}}% - {{damage.maxCounterInfo.maxLuck.counterPercent}}%
{{damage.minCounterInfo.minLuck.counterFundsDamage}}
- {{damage.maxCounterInfo.maxLuck.counterFundsDamage}}
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