Advance Wars 2: Black Hole Rising/Walkthrough

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=Links=
 * Official Site
 * Advance Wars By Web
 * Advance Wars Net - A very useful guide to advance wars
 * http://www.underthemountain.org/awn/aw2damagecalc.shtml

=Contributors= In alphabetical order:

RobKohr

=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.