The Ladder now shows the top 15 players only, but you can find your own rank right below the list. The Ready-to-play-list now only shows players that do not already have an open (unanswered) invitation and online players generally shown first. All Infantry are now Troopers and Heavy Troopers have the same attack strength against enemy Troopers as their lighter friends do.
Most importantly, base capturing has been revised. From the help section: You can capture a neutral (grey) or enemy base by moving a trooper on it and selecting “capture” from the action panel. The trooper will take 2 rounds to capture the base during which time he is extremely vulnerable. Once capturing is done the Trooper stays in the base.


15 Comments
I really like the new base capturing (pixel art and all). It is much more intuitive and is sure to change tactics. Good job as usual!
Hmm…. I’m not sure that I like the way that troopers disappear once they’ve captured a base. I’ll have to get a feel for the change.
New Base capturing is horrible. needs to go back to old system
Really enjoy gameplay. Reminds me tons of Advanced Wars, but without the leaders and special powers. Was AW a source of inspiration? As for base capture, I don’t like losing the trooper after the capture. Otherwise keep up the awesome work. Can’t wait to see if down the line you surprise us with Troop Carriers, Cities, Air Units, Naval Units, etc.,etc. :-)
Mark: Why do you think the new base capturing is horrible. Can you be more specific?
I think I must be going colorblind.. after the recent graphics adjustment, I can’t tell the difference between purple-owned cities and neutral ones any more. And yellow ones are a little difficult to distinguish from neutral, too. :(
Is there any chance the game could show the affiliation of a city in the information that appears when you mouseover it? That’d help me out a lot.. and maybe stop me from wasting moves moving my infantry to try to capture bases which turn out to already be mine.. Maybe it could be displayed where it shows capture progress information, when a city is in the process of being captured?
It doesnÕt make sense that an infantry unit at full health (10) can capture a city in the same amount of time as a infantry with only 1 health. Why did you guys minimize the strategic impact of hurt infantry?
I’m new to this whole game, but it’s just like in Advanced Wars. I loved that game. One question, why doesn’t the capturing unit turn gray, like other units that have completed all their available actions?
changing the capturing mid game hurt a lot. also can we some more contrast between units? right now this game is near impossible for color-blind.
There are 3 things I would like to suggest for the next patch:
- The trooper who resides in a base can recover faster than others. It’s more realistic.
- Units can reinforce. For example a unit of 4 sub-units and another of 5 can be merged to make a single unit of 9 sub-units. And the reinforcement takes 1 turn.
- And how about transporting units, like chopper which can transport unit for a more distance in a turn.
I really enjoy seeing how this game evolve.
I like garyc40’s suggestions. Here are my suggestions for the next patch:
- How about adding Cities? Capturing adds income. As a terrain it has higher defense for residing unit.
- A variation on the chopper transport unit would be a ground transport or trooper/personnel carrier.
- New base capturing shouldn’t eliminate your trooper. Is the capture time strictly 2 turns? I liked it better when it was based on points of the capturing unit. Eg. A unit of 10 takes 2 turns. Thus, if the unit is at 5, it’ll take 4 turns.
I agree with the disgruntled, in this case. I’ve seen you guys put a lot of work into this, so I hate to say it, but I don’t like the change at all. Someone said something about how it was poor timing to implement it mid-game. I couldn’t agree more. It may be my fault in that I don’t keep up with the patches as much as I should, but I really got messed up by it.
More importantly though, is the colors. It’s really ahrd to tell the difference between some of them. They’re really washed-out and boring.
In the games/maps where you only start out with one or two units it really slows down the beginning game to have two out of three or four units just disappear. Maybe compensate for it in the smaller games by starting off with more money to replnish the troopers who had to be “spent” capturing?
Just some ideas. Don’t take the criticism personally, though. I LOVE this game. :)
This game is great!
I work on the phone, so the turn based system works very well.
I am new so I never saw the old style of capturing, but it seems like it made more sense. Also, I don’t like loosing the unit, but I think it adds some good balance. When I capture a city, the other guy still has a turn to throw something on top of it to stop my production. I’m not sure how else you could accomplish balance
i wanna ply this game so bad.
I can see why you are bothered by this “mid-game-change”. Loosing a Trooper that would otherwise have defended the base or would have captured other bases can be fatal in some situation. 100% agreed.
We dont have much choice on how we add/alter features to the game. The only thing imaginable would be to have game versions and to make sure each game runs with the rules it was started with. This however would be very expensive in terms of maintainance and time. We think that this time is better invested in new units and things that improve gameplay in the long run.
I hope the overall direction we’re taking Weewar still fits your desires and that you all keep playing that many games you do now.