Advance Wars 2: Black Hole Rising/Walkthrough

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=Links=
 * Official Site
 * Advance Wars Net - The largest Advance Wars site on the web.
 * Advance Wars Bunker Forums - The largest Advance Wars community on the web.
 * Advance Wars By Web - Play Advance Wars online.
 * Advance Wars X
 * AdvanceWorld (French Website)
 * online.AdvanceWorld (Jouez en ligne)
 * Online AW2 damage calculator
 * http://www.awcentre.netfirms.com/AW2CalculatorV4.zip - Copy and paste URL in your web browser; this is a downloadable (15k) damage calculator by ddsdds/Cyber/CyberSach

=Charts=

Unit Chart
=Unit Info=

Direct
These units have to be adjacent to the target to attack.


 * Infantry - foot soldiers. Can Capture properties but are only really useful in battle when finishing off enemies with their machine guns or as fodder.
 * Counter -- Any


 * Mech - foot soldiers with strong Movement Type but THE lowest Movement Point. Otherwise similar to Infantry, but also use a Bazooka that deal damage similar to that of a Small Tank's on vehicles.
 * Counter -- AA


 * Recons - vehicles that have high Vision. Uses poor machine guns. Armor mostly protects vs. machine guns.
 * Counter -- any tank


 * Small Tank - war vehicles that can do some damage to most ground vehicles, but isn't armored enough to withstand a lot of cannon fire.
 * Counter -- Medium Tanks and Indirect fire


 * Anti-Air - war vehicle that primarily targets air units, although it is able to deal a little damage to Small Tanks and can quickly tear apart foot soldiers. No machine guns.
 * Counter -- any tank


 * Medium Tank - war vehicles that have strong attack and defense.
 * Counter -- Indirect fire and bombers (use infantry as fodder)


 * Neo Tank - war vehicles that have VERY strong attack and defense.
 * Counter -- Indirect fire and bombers (use infantry as fodder)

Indirect
These units cannot be counterattacked, but they can't counterattack themselves, and have to attack from the right ranges. (No machine guns, period.)


 * Artillery - Cannon launchers. Attacks land and sea units from medium range.


 * AA Missiles - Missile launchers. Attacks air units from long range.


 * Rockets - Launches Rockets. Attacks land and sea units from long range.

Other
These units strictly perform tasks outside of battling and cannot use weapons.


 * APC - vehicles that can't attack at all, but can transport foot soldiers or supply other units.

Sea
Sea units cannot travel on land, except for Landers traveling on Shoals. They also use up 1 Fuel per turn and sink (die automatically) if they run out.


 * Lander - ships that can transport two land units each, but aren't armed with any weapons.


 * Cruiser - ships that are good for killing subs and attacking air units, but cannot attack anything else. Can carry up to two copters at a time.


 * Submarine - submarines that can fire torpedoes to damage other sea units. Can submerge to hide and also avoid targeting by anything but Cruisers and Subs, at a cost of 4 more Fuel per turn. Large vision range


 * Battleship - ships that can blast away land and sea units from very long range.

Air
Air units are (for the most part) unaffected by terrain. However, copters use up 2 Fuel per turn and planes use 5, and they crash (die automatically) should they run out.


 * Transport Copter - copter with the ability to transport foot soldiers, but has no weapons or supply ability.


 * Battle Copter - copters that are good against land units besides anti-air units and heavy tanks.


 * Fighter - planes that can fire missiles that cripple other air units. Cannot attack anything else.


 * Bombers - planes that drop bombs to devastate land and sea units. Cannot attack air units.

=Commanding Officers=

Basics
A commanding officer is a character that directly affect the units you use. Some CO's do not give any bonuses, some CO's have a slight bonus to all their units, and some CO's gain a bonus to a type of unit, while having a disadvantage on another type of unit. Still other CO's give their units non-combat bonuses. Each CO also has two powers, a CO power, and an SCO power. A CO power usually gives a bonus to the type of unit that CO specializes, or it will damage enemy units. An SCO power costs more, but gives a greater effect. All bonuses are culmative, and all CO power bonuses last until your turn comes up again.

Each CO power has a star cost. Each star represents 9,000G of damage. Whatever damage your units take is directly added to your power meter, so if you lose a full health tank, your power meter will gain 7,000 points. Any damage you inflict is given at half cost towards your meter. So, the person who destroyed your tank in the previous example will gain 3,500 points in their meter.

A couple of other notes about CO powers. Unless that unit gets a defense bonus mentioned the CO/SCO power, it will gain a 10% defensive bonus. Also, when you use a power, the cost to use another power increases. Every power you use (whether CO or SCO) wil increase the star cost by 1,800 (i.e. 20%).

Andy
Andy is a CO that does not favor any units, so none of his units gain a combat bonus or penalty. His main advantage is though his CO powers, which allow him to heal up his units.


 * CO Power: Hyper Repair (Cost: 3 stars)
 * When used, Hyper Repair heals all of his units by 2 HP.
 * SCO Power: Hyper Upgrade (Cost: 6 stars)
 * When used, Hyper Upgrade heals all of his units for 5 HP. This power also increases all of his units' movement by 1, and also gives them a 20% attack bonus.

Max
Max is for the player who likes direct combat. All of his direct combat units (except Infantry/Mechs) gain a 20% attack bonus. However, his indirect combat units are weak. They have a 10% attack penalty, and the also have 1 less maximum range (i.e. a Rocket hits 3-5 spaces normally. Under Max, that range is 3-4 spaces)


 * Co Power: Max Force (Cost: 3 stars)
 * When used, all of Max's direct units (minus infantry/mechs) gain a 20% attack bonus, and also gain +1 movement.
 * SCO power: Max Blast (Cost: 6 stars)
 * When used, all of Max's direct units (minus infantry/mechs) gain a 40% attack bonus, and also gain +2 movement.

Sami
Sami is an infantry specialist in this game. She specializes in capturing property easily, and her infantry are among the best in the game. All of her infantry/mechs gain a 30% attack bonus, and they alsocapture properties at 1.5x normal (i.e. Sami's 10 HP infantry will take 15 capture points off a property. Also, half values are rounded down). However, all of her other direct units take a 10% attack penalty.


 * CO Power: Double Time (Cost: 3 stars)
 * When used, all of Sami's infantry/mechs gain a 20% attack bonus, and also +1 movement.
 * SCO Power: Victory March (Cost: 8 stars)
 * When used, all of Sami's infantry/mechs gain a 50% attack bonus, and also +2 movement. Finally, any infantry with any amount of HP can capture any property in one turn when this power is active.