Advance Wars: Dual Strike/Units

These are the units that you will control. They can be built from factories for money that you earn from captured cities. Some must be unlocked by beating side quest maps. This section is divided into New and Old.

Standard Units: General Information

 * About Movement Type: Each unit has a given movement type which effects what terrain it can cross and how many movement points it will take to cross.
 * About Movement Points: These measure how far a given unit can move. See section 7 for how these movement points come into play on different terrain.
 * About Vision Range: This shows how many squares a unit can see in FoW. However, it still can't see hidden units unless next to them.  Hidden units are ground units in forests, sea units in reefs, submerged Subs and hidden Stealth.  Rain will cause FoW even if FoW is turned off and decrease the vision range of all  units by 1 regardless of FoW being on or off.  Vision will never go to 0.
 * About Max Fuel: This is the maximum amount of fuel a unit can carry. For every movement point used, one unit of fuel will be used.  This leads to times when the straight route may take up more fuel than a route around certain terrain. When it is snowing, fuel is used at a twice the normal rate.  Certain units use fuel every day.  Ships use fuel at a rate of 1/day, copters at 2/day planes at 5/day, submerged Subs at 5/day and hidden Stealth at 8/day.
 * About Primary Weapon: This is the name of the primary weapon. They always have a limited amount of ammo.  Primary weapons will either be direct or indirect.  If direct, it can only fire on units adjacent to it.  However, it can move and then fire on a unit after moving, assuming it could see the unit before it moved. Also, direct units can counter attack when attacked by another direct unit, though at reduced strength from the damage they have taken.  Indirect units cannot fire the turn they move.  However, they can fire without fear of counter-attack.  While they have a long range, all indirect units have a minimum range that they cannot fire into.  Sandstorms are a weather condition new to Advance Wars: Dual Strike.  They will reduce the maximum range of indirects by 1, but not to the point of having no targets.  So, if Max has an artillery (Range of 2-2) and a Sandstorm strikes, the range stays as 2-2.
 * About Secondary Weapon: Secondary weapons are always direct and have infinite ammo. Indirect units never have secondary weapons.  Generally, secondary weapons target different units than primary weapons.  When they do overlap, the primary is always the more powerful and will fire by default, unless out of ammo.  Some units rely solely on secondary weapons.
 * About Description: This is just the in game description of the terrain.
 * About Cost: This is the standard cost of the unit. Cost of units comes into play when determining how a CO Power Gauge fills. (Cost =/= CO Gauge anymore?)
 * About Special Notes: Any special information for units is put here.

Guideline For Unit Information
There are three types of properties that can create units: base, airport and port. They will produce land, air and sea units respectively. If a property can produce a unit, then it can repair and resupply the unit.

Infantry
Infantry are cheap units, have some of the weakest firepower, and lowest movement ranges in the entire game and yet they are the most important units in the game. They capture properties, which give you funds everyday and heal units. Properties all have 20 capture points, when you capture them with infantry, they will remove a number of them equal to the infantry's hitpoints. Once the points reach 0, the property becomes yours.

Tanks
Tanks are units that are durable and pack a punch. Light tanks are inexpensive (compared to other tanks) and have a good movement range while boasting a great cannon fire attack to other land units (besides the more expensive tanks). Md tanks go the extra length for fire power but limit movement, allowing more defense and an added sense of fight to your opponent. Neotanks are as fast moving as a light tank, they are able to annihilate most land units with ease. The one land unit to beware of is the much slower, stronger hauled behemoth, the Megatank. A Megatank is capable of taking a substantial amount of damage but also able to wipe enemy units in its path, just keep an APC close by to refuel and replenish its ammo. (Watch out for air units and long range units, even battle ships close to the shore will become a nuisance for all tanks.)

Standard Units: Damage Information
All damage is in percent, out of 100. It is considered that the attacking and defending COs have average abilities (Andy vs Andy). Also, the attacker is at 10 HP and the defender has no defensive stars. Every 10% damage will reduce HP by 1. A small amount of luck comes into play. Sometimes a 95% attack will OHKO a unit, other times it will leave it at 1 HP. An empty square means the unit cannot attack that target.

Each defensive star reduces damage by 10%. Each HP lost will further reduce damage by 10%. CO abilities and powers can affect this, also.

& - The Oozium attacks by moving onto an enemy unit, not standing next to and firing like a direct, or from a distance like an indirect. Moving onto an enemy will OHKO it.

$ - The Black Bomb does 5 damage to all units, enemy and ally, within its AoE. This damage cannot kill a unit. The Hellium is immune to its attack.

About Movement Costs
If a terrain under given conditions has x movement cost, it will take x movement points to pass through it. If a unit does not have enough movement points to pay the movement cost, then it cannot move. Every movement point used requires a unit of fuel except when it is snowing. Then the fuel cost is doubled. If a land/sea unit does not have enough fuel, then it cannot move. Air units with no fuel will self destruct.

About Defense
In Advance Wars, you will notice that defense is measured by stars. A star stands for a 10% defense bonus. Thus 1 star means you subtract 10% of the damage, 2 stars subtracts 20% of the damage, and so on. Air units do not get the benefit of defensive stars, however. IMPORTANT: If a unit is injured, it does not receive full benefit from terrain defense. Rather, a unit receives defense equal to [its HP]/10 * defense. So, a full life unit will receive 10/10, or all, of the defense from the terrain. A unit at 5 HP will receive 5/10, or half, of the defense from the terrain.

About Funds
If you control certain properties, by capturing it with a mech or infantry, then it will bring you money. All properties bring the same amount of funds. The standard is 1000 funds per day per property. However, in VS mode and Link mode that value can be changed.

About Repair/Supply
Certain properties repair certain units. The standard repair is 2 HP dmg. Also, if the unit is at 95% health, and thus 10 HP, it will max it to 100% health. This can only be noticed if animations are turned on. Another effect is that these properties will also resupply units of the given type.

About Description
This is just the in game description of the terrain.

About Special Notes
Any special information for terrain is put here.

Guideline For Terrain Info
Movement Costs
 * [Terrain Type]
 * [Type],  [Movement Cost] or N/A
 * [Type],  [Movement Cost] or N/A


 * Defense:      [Number of stars]
 * Funds        [Yes or No]
 * Repair/Supply: [Unit Type: Land, Sea or Air] or No
 * Description:  [Description]
 * Special Notes: [Anything important not covered goes here.]

Movement Costs:
 * Airport
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 3 Funds Yes Repair/Supply: Air Description: An air base. Allied bases deploy, supply, and restore HP to air units.

Movement Costs:
 * Base
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: 1

Defense: 3 Funds Yes Repair/Supply: Land Description: A base. Allied bases deploy, supply, and restore HP to ground units.

Movement Costs:
 * City
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 3 Funds Yes Repair/Supply: Land Description: A normal city. Ground units gain supplies and HP in allied cities.

Movement Costs:
 * Forest
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 3
 * Tread: 2
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 3 Funds Yes Repair/Supply: Sea Description: In Fog of War, units hidden here can only be seen by adjacent units and air units.

Movement Costs:
 * HQ
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 4 Funds Yes Repair/Supply: Land Description: A normal city. Ground units gain supplies and HP in allied cities.

Movement Costs:
 * Missile Silo
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 3 Funds No Repair/Supply: No Description: A missile sil. Has a huge blast radius & unlimited range, but it can only fire once. Special Notes: An infantry or a mech can use this property once to launch a missile. It does 3 HP dmg but will not finish off a target. It has an AoE of radius 2. It will hurt enemies and allies alike. See below for a diagram of its AoE. x xxx xxxxx xxx x

Movement Costs:
 * Mountain
 * Infantry: 2
 * Mech: 1
 * Slime: 1
 * Tires: N/A
 * Tread: N/A
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 4 Funds No Repair/Supply: No Description: A steep mountain. Infantry units add 3 to their vision range from here.

Movement Costs:
 * Pipe
 * Infantry: N/A
 * Mech: N/A
 * Slime: N/A
 * Tires: N/A
 * Tread: N/A
 * Air: N/A
 * Ships: N/A
 * Trans: N/A
 * Pipeline: 1

Defense: N/A Funds No Repair/Supply: No Description: A Black Hole pipeline. Thick armor renders it indestructible. No units can pass it.

Movement Costs:
 * Pipe Seam
 * Infantry: N/A
 * Mech: N/A
 * Slime: N/A
 * Tires: N/A
 * Tread: N/A
 * Air: N/A
 * Ships: N/A
 * Trans: N/A
 * Pipeline: 1

Defense: N/A Funds No Repair/Supply: No Description: A Black Hole pipeline. The armor is weaker here than on other sections of the pipe. Special Notes: These can be destroyed. They have 99 HP and are targetable by all units that can reach them. Needless to say, Megatanks are more effective than infantry.

Movement Costs:
 * Plain
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 2
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 1 Funds No Repair/Supply: No Description: A rich, green plain. Easy to traverse, but offers little defensive cover.

Movement Costs:
 * Port
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: 1
 * Trans: 1
 * Pipeline: N/A

Defense: 3 Funds Yes Repair/Supply: Sea Description: A naval base. Allied bases deploy, supply and restore HP to naval units.

Movement Costs:
 * Reef
 * Infantry: N/A
 * Mech: N/A
 * Slime: N/A
 * Tires: N/A
 * Tread: N/A
 * Air: 1
 * Ships: 2
 * Trans: 2
 * Pipeline: N/A

Defense: 1 Funds No Repair/Supply: No Description: In Fog of War, units hidden here can only be seen by adjacent units and air units.

Movement Costs:
 * River
 * Infantry: 2
 * Mech: 1
 * Slime: 1
 * Tires: N/A
 * Tread: N/A
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 0 Funds No Repair/Supply: No Description: A gentle flowing river. Only infantry units can ford rivers.

Movement Costs:
 * Road
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 0 Funds No Repair/Supply: No Description: A paved road. Easy to traverse, but offers little protection.

Movement Costs:
 * Sea
 * Infantry: N/A
 * Mech: N/A
 * Slime: N/A
 * Tires: N/A
 * Tread: N/A
 * Air: 1
 * Ships: 1
 * Trans: 1
 * Pipeline: N/A

Defense: 0 Funds No Repair/Supply: No Description: A body of water. Only naval and air units can traverse seas.

Movement Costs:
 * Shoal
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: 1
 * Pipeline: N/A

Defense: 0 Funds No Repair/Supply: No Description: A sandy shoal. Lander units load and unload units here.

Movement Costs:
 * Tower
 * Infantry: 1
 * Mech: 1
 * Slime: 1
 * Tires: 1
 * Tread: 1
 * Air: 1
 * Ships: N/A
 * Trans: N/A
 * Pipeline: N/A

Defense: 3 Funds Yes Repair/Supply: No Description: (Need to translate) Special Notes: Controlling a tower will grant all units you control +10% to attack.

New Units

 * Aircraft Carriers - The APC/Rocket of the sea. They can carry two flying units at a time, as well as refuel them and supply them.  Handy for aircraft that use up fuel quickly, or getting crafts through areas where they may be shot down by missiles.  They can also shoot missiles at aircraft.
 * Black Boat - A repair ship. Cannot attack, but can repair 1 HP and restore supplies to any nearby unit.  They can also carry 2 infantry across the ocean.
 * Black Bomb - A giant unmanned missile. Fly it towards the enemy, and then choose "Explode".  It will do 5 damage to everything within 3 spaces, even your own units, but does not destroy any units.  Runs out of fuel quickly, but travels far.
 * MegaTanks - Stronger than Medium & Neo Tanks. Just one, giant, multi-gun tank.  Insanely strong and stupid-good defense.  Main cannon only has 3 shots before needing to resupply, and very low movement range.
 * Oozium - Strong defenses, and instantly kills anything in it moves over. However, it can only move one space at a time, and, lacking any armament, cannot counter-attack.  Just don't park anything next to it unless you're sure you can kill it.
 * Piperunner - Factories next to a pipe can create pipe runners. These are mobile cannons.  They can only move along the pipe, but have a long ranged attack.  If the pipe joints are broken, their movement will be limited.
 * Stealth Bomber - Submarines of the sky. They can "Hide" instead of dive.  When hiding, they can only be hit by other Stealth Bombers, or Fighter Jets.  Strong, but use up fuel quickly.

Old Units

 * Infantry - Your basic soldier unit. Can capture bases, but damaged units take longer to completely capture a base.
 * Mech - Mechanized Infantry. Can also capture bases. More powerful than regular infantry, but more expensive.
 * Recon - Anti-personnel vehicle with a long vision range in fog of war.
 * Tank - Armored vehicle.
 * Medium Tank - Armored vehicle. Bigger than a tank.
 * Neo Tank - Faster stronger and tougher than Medium Tanks.
 * APC - Armored Personnel Carrier. Can carry one infantry unit and refuel/rearm any unit in range.
 * Artillery - Indirect combat unit. Does substantial damage, but can't defend itself.
 * Rocket - Has more range and power than the Artillery.
 * Anti-Air - A direct-combat unit that is strong against air units and can hold its own against infantry.
 * Missile - This has the same range as the rocket, but it is an anti-air weapon.
 * Battleship - An ocean-going indirect combat unit. Has the longest range.
 * Cruiser - Submarine-hunting ship that can also attack aircraft.
 * Lander - Can carry 2 units over seas. Loads/unloads units at ports and shoals.
 * Submarine - Ship-hunter. Can submerge (with increased fuel upkeep) to prevent most units (except cruisers and other submarines) from firing on them. While submerged, submarines are also hidden from enemies.
 * Fighter - Excellent attack power against battle copters, but can also attack other planes.
 * Bomber - Uses bombs against ground targets.
 * Battle Copter - Good attack versus ground and sea units, but loses to fighter jets.
 * Transport Copter - Can carry one infantry unit anywhere. Must be over land to load/unload.
 * Other units to be added...