Properties are one of the main aspects of an AWBW battle, heavily influencing the game both on and off the battlefield. With the exception of HQs, properties have 3 Stars of defense, reducing incoming damage by 30% on full health units. Properties also can repair and resupply certain units, but will only do so for the property owner's units (they will not repair units from different armies, even if they are on the same team.)
Most properties on AWBW's maps start out as neutral, and need to be captured in order to function. The only units capable of Capturing are Infantry and Mech units. To begin a capture operation, move a foot soldier on top of the property, then select "Capture" from the action menu. The infantry will then take off its current HP value (with full HP being represented as 10HP) off of the property's capture count (which begins at 20). The only exception to this rule is Sami, whose foot soldiers will capture cities at 150% speed (rounded down), or instantly regardless of unit HP during Victory March. If a foot soldier is either destroyed or leaves the property before the capture operation is completed, the capture counter will be reset to 20. If a unit performs a non-capturing action but does not leave the property (firing, for example), the capture operation will not progress, but it will also not reset, either.
Capturing properties is incredibly important as they provide funds, production, and repairs throughout the game. Capturing the opponent's HQ is also one of the ways to win a match.
Types of Properties
The HQ is the most important property of the game. Capturing an opponent's HQ will eliminate them from the game instantly, regardless of any other factors. The HQ also provides 4 Stars of defense, repairs/resupplies Ground units, and provides the funding of one property.
The most common property type. Cities provide funding, and repair/resupply Ground units.
Similar to cities, Bases provide funding and repair/resupply ground units. They also allow for the production of Ground units.
Airports provide funding, as well as build, repair, and resupply Air units.
Ports provide funding, as well as build, repair, and resupply Sea units.
Labs do not provide funding or repairs. Instead, if a game has Lab Units enabled, capturing and holding a Lab will allow a player to build lab units. If a map does not have HQs but has labs, labs will function similarly to HQs in regards to victory conditions.
Like Labs, Comm. Towers do not provide funding or repairs. Capturing and holding a Comm. Tower will increase every unit's attack power by 10% per Tower as long as they are held. Javier has his defense power increased by 10% per Tower along with the attack boost.
Missile Silos cannot be captured. Instead moving an infantry to one will give you the "Launch" command, which will launch the missile to the desginated spot on the map. The missile does 3 HP damage to any unit within 2 spaces of the selected tile, regardless of unit type, but will never destroy a unit. Once used, the Silo is empty, and only functions as a 3 Star terrain feature.