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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[edit]
- 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[edit]
- [Unit Name]
Image Unavailable
|
Movement Type
|
[Type]
|
Movement Points
|
[Points]
|
Vision Range
|
[Number of Squares Range]
|
Max Fuel
|
[Max]
|
Attack Range
|
[Direct] or [Indirect], [Range]
|
Cost
|
[Cost]
|
|
Primary Weapon
|
[Name]
|
Max Ammo
|
[Number of Max Ammo]
|
Attributes
|
|
Secondary Weapon
|
[Name]
|
Attributes
|
|
Description [In Game Description]
|
Special Notes [Anything important not covered is here.]
|
|
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.
Land Units[edit]
Infantry[edit]
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.
- Infantry
|
Movement Type
|
Inftry
|
Movement Points
|
3
|
Vision Range
|
2 (5 on mountains)
|
Max Fuel
|
99
|
Attack Range
|
N/A
|
Cost
|
1000
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description Infantry units have the lowest deployment cost. They can capture bases but have low firepower.
|
Special Notes
|
|
- Mech
|
Movement Type
|
Mech
|
Movement Points
|
2
|
Vision Range
|
2 (5 on mountains)
|
Max Fuel
|
70
|
Attack Range
|
Direct
|
Cost
|
3000
|
|
Primary Weapon
|
Bazooka
|
Max Ammo
|
3
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description Mechs can capture bases, traverse most terrain types,and have superior firepower.
|
Special Notes
|
|
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.)
- Tank
|
Movement Type
|
Tread
|
Movement Points
|
6
|
Vision Range
|
3
|
Max Fuel
|
70
|
Attack Range
|
Direct
|
Cost
|
7000
|
|
Primary Weapon
|
Cannon
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description Tank units have high movement ranges and are inexpensive, so they're easy to deploy.
|
Special Notes
|
|
- Md Tank
|
Movement Type
|
Tread
|
Movement Points
|
5
|
Vision Range
|
1
|
Max Fuel
|
50
|
Attack Range
|
Direct
|
Cost
|
16000
|
|
Primary Weapon
|
Cannon
|
Max Ammo
|
8
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description Both attack and defense are strengthened from the light tank. (Rough translation)
|
Special Notes
|
|
- Neotank
|
Movement Type
|
Tread
|
Movement Points
|
6
|
Vision Range
|
1
|
Max Fuel
|
99
|
Attack Range
|
Direct
|
Cost
|
22000
|
|
Primary Weapon
|
Neo Cannon
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description These are new weapons developed by Black Hole. They are more powerful than Md Tanks.
|
Special Notes
|
|
- Megatank
|
Movement Type
|
Tread
|
Movement Points
|
4
|
Vision Range
|
1
|
Max Fuel
|
50
|
Attack Range
|
Direct
|
Cost
|
28000
|
|
Primary Weapon
|
Mega Cannon
|
Max Ammo
|
3
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
|
Description The strongest tank on Earth, which Green Earth developed. Movement, ammo, and fuel is low. (Rough translation)
|
Special Notes
|
|
Indirect[edit]
- Artillery
|
Movement Type
|
Tread
|
Movement Points
|
5
|
Vision Range
|
1
|
Max Fuel
|
50
|
Attack Range
|
Indirect, 2*3
|
Cost
|
6000
|
|
Primary Weapon
|
Cannon
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Artillery units are an inexpensive way to gain indirect offensive attack capabilities.
|
Special Notes
|
|
- Rockets
|
Movement Type
|
Tires
|
Movement Points
|
5
|
Vision Range
|
1
|
Max Fuel
|
50
|
Attack Range
|
Indirect, 3*5
|
Cost
|
15000
|
|
Primary Weapon
|
Rockets
|
Max Ammo
|
6
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Rockets units are valuable, because they can fire on both land and naval units.
|
Special Notes
|
|
- Missiles
|
Movement Type
|
Tires
|
Movement Points
|
4
|
Vision Range
|
5
|
Max Fuel
|
50
|
Attack Range
|
Indirect, 3*5
|
Cost
|
12000
|
|
Primary Weapon
|
Missiles
|
Max Ammo
|
6
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Missile units are essential in defending against air units. Their vision range is large.
|
Special Notes
|
|
- Piperunner
|
Movement Type
|
Pipeline
|
Movement Points
|
9
|
Vision Range
|
4
|
Max Fuel
|
99
|
Attack Range
|
Indirect, 2*5
|
Cost
|
20000
|
|
Primary Weapon
|
Pipe Gun
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Indirect attack unit developed by Black Hole. Can only be moved on pipes and bases. (Rough translation)
|
Special Notes
|
|
Miscellaneous/Support[edit]
- Recon
|
Movement Type
|
Tires
|
Movement Points
|
8
|
Vision Range
|
5
|
Max Fuel
|
80
|
Attack Range
|
N/A
|
Cost
|
4000
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description Recons have a high movement range and vision. Good against infantry.
|
Special Notes
|
|
- APC
|
Movement Type
|
Tread
|
Movement Points
|
6
|
Vision Range
|
1
|
Max Fuel
|
70
|
Attack Range
|
N/A
|
Cost
|
5000
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description APC units transport infantry units and supply rations, gas, and ammo to deployed troops.
|
Special Notes
|
|
- Anti-Air
|
Movement Type
|
Tread
|
Movement Points
|
6
|
Vision Range
|
2
|
Max Fuel
|
60
|
Attack Range
|
Direct
|
Cost
|
8000
|
|
Primary Weapon
|
Vulcan
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description A*air units work well against infantry and air units. They're weak against tanks.
|
Special Notes is called A*Air.
|
|
- Oozium
|
Movement Type
|
Slime
|
Movement Points
|
1
|
Vision Range
|
1
|
Max Fuel
|
** (Infinite)
|
Attack Range
|
Unique
|
Cost
|
(Find effective cost (for CO Gauge)) Cannot be bought, only pre-deployed.
|
|
Primary Weapon
|
Unique
|
Max Ammo
|
Unlimited
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description (Need to translate)
|
Special Notes It can move one square at a time. If adjacent to an enemy unit, it can move onto it and destroy it. It has very high defense. OHKOs are extremely difficult (ie. need to use Colin's SCO Power).
|
|
Air Units[edit]
Air to Air[edit]
- Fighter
|
Movement Type
|
Air
|
Movement Points
|
9
|
Vision Range
|
2
|
Max Fuel
|
99
|
Attack Range
|
Direct
|
Cost
|
20000
|
|
Primary Weapon
|
Missiles
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Fighter units are strong vs. other air units. They also have the highest movement.
|
Special Notes
|
|
- Stealth
|
Movement Type
|
Air
|
Movement Points
|
6
|
Vision Range
|
4
|
Max Fuel
|
60
|
Attack Range
|
Direct
|
Cost
|
24000
|
|
Primary Weapon
|
Omnimissiles
|
Max Ammo
|
6
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description When it hides, it can only be seen adjacent units and attacked by fighters or stealth. (Rough translation)
|
Special Notes Uses 8 fuel/turn while hidden. When hidden only fighters or stealth can hit it, otherwise it can be hit like any other plane. Being hidden does not reduce damage. It only reduces the number of units that can target it.
|
|
Air to Ground[edit]
- Bomber
|
Movement Type
|
Air
|
Movement Points
|
7
|
Vision Range
|
2
|
Max Fuel
|
99
|
Attack Range
|
Direct
|
Cost
|
22000
|
|
Primary Weapon
|
Bombs
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Bomber units can fire on ground and naval units with a high destructive force.
|
Special Notes
|
|
- B Copter
|
Movement Type
|
Air
|
Movement Points
|
6
|
Vision Range
|
3
|
Max Fuel
|
99
|
Attack Range
|
Direct
|
Cost
|
9000
|
|
Primary Weapon
|
Missiles
|
Max Ammo
|
6
|
Attributes
|
|
Secondary Weapon
|
Machine Gun
|
Attributes
|
Infantry(high) Vehicle(low) Copter(low)
|
Description B (Battle) copter units can fire on many unit types, so they're quite valuable.
|
Special Notes
|
|
Miscellaneous[edit]
- T Copter
|
Movement Type
|
Air
|
Movement Points
|
6
|
Vision Range
|
2
|
Max Fuel
|
99
|
Attack Range
|
N/A
|
Cost
|
5000
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description T copters can transport both infantry and mech units.
|
Special Notes
|
|
- Black Bomb
|
Movement Type
|
Air
|
Movement Points
|
9
|
Vision Range
|
1
|
Max Fuel
|
45
|
Attack Range
|
AoE, 3
|
Cost
|
25000
|
|
Primary Weapon
|
Unique (See Special Notes)
|
Max Ammo
|
1
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description An unmanned weapon from Black Hole. When it explodes it does damage to all units within 3 squares. (Rough translation)
|
Special Notes It does 5 HP dmg, but cannot finish off a unit. Will not harm a Hellium. It will hurt allies as well as enemies. The AoE has radius 3 and is shown below.
x
xxx
xxxxx
xxxxxxx
xxxxx
xxx
x
|
|
Sea Units[edit]
- Battleship
|
Movement Type
|
Ships
|
Movement Points
|
5
|
Vision Range
|
2
|
Max Fuel
|
99
|
Attack Range
|
Indirect, 2-6
|
Cost
|
28000
|
|
Primary Weapon
|
Cannon
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description B (Battle) ships have a larger attack range than even rocket units.
|
Special Notes is called B Ship.
|
|
- Cruiser
|
Movement Type
|
Ships
|
Movement Points
|
6
|
Vision Range
|
3
|
Max Fuel
|
99
|
Attack Range
|
Direct
|
Cost
|
18000
|
|
Primary Weapon
|
Missiles
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
A-Air Gun
|
Attributes
|
|
Description It is strong against subs and air units. It can load and supply two copter units. (Rough translation)
|
Special Notes
|
|
- Lander
|
Movement Type
|
Trans
|
Movement Points
|
6
|
Vision Range
|
1
|
Max Fuel
|
99
|
Attack Range
|
N/A
|
Cost
|
12000
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Landers can transport two ground units. If the lander sinks, the units vanish.
|
Special Notes
|
|
- Sub
|
Movement Type
|
Ships
|
Movement Points
|
5
|
Vision Range
|
5
|
Max Fuel
|
60
|
Attack Range
|
Direct
|
Cost
|
20000
|
|
Primary Weapon
|
Torps
|
Max Ammo
|
6
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description Submerged subs are difficult to find, and only cruisers and subs can fire on them.
|
Special Notes When a sub hides, only cruisers or subs can fire on it. Otherwise it can be attacked like a normal sea unit. Being hidden does not affect damage done to a sub, only what can hit it. Subs use 5 fuel per turn while hidden.
|
|
- Black Boat
|
Movement Type
|
Trans
|
Movement Points
|
7
|
Vision Range
|
1
|
Max Fuel
|
60
|
Attack Range
|
N/A
|
Cost
|
7500
|
|
Primary Weapon
|
None
|
Max Ammo
|
N/A
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description It can load two soldier units. It recovers 1 HP and supplies to adjacent units. (Rough translation)
|
Special Notes Black boats can repair any units, but it still costs money for the repairs (1/10 cost for 1 HP). Is called B Boat.
|
|
- Carrier
|
Movement Type
|
Ships
|
Movement Points
|
5
|
Vision Range
|
4
|
Max Fuel
|
99
|
Attack Range
|
Indirect, 3-8
|
Cost
|
30000
|
|
Primary Weapon
|
Anti-Air Missiles
|
Max Ammo
|
9
|
Attributes
|
|
Secondary Weapon
|
None
|
Attributes
|
|
Description It can load two air units and supplies them. Its indirect attack has a wide range in the sky. (Rough translation)
|
Special Notes The carrier only supplies units it has loaded, not adjacent units. It can load Black Bombs.
|
|
Standard Units: Damage Information[edit]
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.
Damage Table vs Land Units[edit]
|
Defender
|
|
|
Infantry
|
Mech
|
Recon
|
Tank
|
Md Tank
|
Neotank
|
Megatank
|
APC
|
Artlry
|
Rockets
|
A-Air
|
Missiles
|
Piperunner
|
Oozium
|
Attacker
|
Infantry |
55 |
45 |
12 |
5 |
1 |
1 |
1 |
14 |
15 |
25 |
5 |
25 |
5 |
20
|
Mech |
65 |
55 |
85 |
55 |
15 |
15 |
5 |
75 |
70 |
85 |
65 |
85 |
55 |
30
|
Recon |
70 |
65 |
35 |
6 |
1 |
1 |
1 |
45 |
45 |
55 |
4 |
28 |
6 |
20
|
Tank |
75 |
70 |
85 |
55 |
15 |
15 |
10 |
75 |
70 |
85 |
65 |
85 |
55 |
20
|
Md Tank |
105 |
95 |
105 |
85 |
55 |
45 |
25 |
105 |
105 |
105 |
105 |
105 |
85 |
30
|
Neotank |
125 |
115 |
125 |
105 |
75 |
55 |
35 |
125 |
115 |
125 |
115 |
125 |
105 |
35
|
Megatank |
135 |
125 |
195 |
180 |
125 |
115 |
65 |
195 |
195 |
195 |
195 |
195 |
180 |
45
|
APC |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Artlry |
90 |
85 |
80 |
70 |
45 |
40 |
15 |
70 |
75 |
80 |
75 |
80 |
70 |
5
|
Rockets |
95 |
90 |
90 |
80 |
55 |
50 |
25 |
80 |
80 |
85 |
85 |
90 |
80 |
15
|
A-Air |
105 |
105 |
60 |
25 |
10 |
5 |
1 |
50 |
50 |
55 |
45 |
55 |
25 |
30
|
Missiles |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Piperunner |
95 |
90 |
90 |
80 |
55 |
50 |
25 |
80 |
80 |
85 |
85 |
90 |
80 |
15
|
Oozium |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
&
|
Fighter |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Bomber |
110 |
110 |
105 |
105 |
95 |
90 |
35 |
105 |
105 |
105 |
95 |
105 |
105 |
35
|
B Copter |
75 |
75 |
55 |
55 |
25 |
20 |
10 |
60 |
65 |
65 |
25 |
65 |
55 |
25
|
T Copter |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Stealth |
90 |
90 |
85 |
75 |
70 |
60 |
15 |
85 |
75 |
85 |
50 |
85 |
80 |
30
|
Black Bomb |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
|
B Ship |
95 |
90 |
90 |
80 |
55 |
50 |
25 |
80 |
80 |
85 |
85 |
90 |
80 |
20
|
Cruiser |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Lander |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Sub |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
B Boat |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Carrier |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Damage Table vs Air and Sea Units[edit]
|
Defender
|
|
|
Fighter
|
Bomber
|
B Copter
|
T Copter
|
Stealth
|
Black Bomb
|
B Ship
|
Cruiser
|
Lander
|
Sub
|
B Boat
|
Carrier
|
Attacker
|
Infantry |
|
|
7 |
30 |
|
|
|
|
|
|
|
|
|
Mech |
|
|
9 |
35 |
|
|
|
|
|
|
|
|
|
Recon |
|
|
10 |
35 |
|
|
|
|
|
|
|
|
|
Tank |
|
|
10 |
40 |
|
|
1 |
5 |
10 |
1 |
10 |
1 |
|
Md Tank |
|
|
12 |
45 |
|
|
10 |
30 |
35 |
10 |
35 |
10 |
|
Neotank |
|
|
22 |
55 |
|
|
15 |
30 |
40 |
15 |
40 |
15 |
|
Megatank |
|
|
22 |
55 |
|
|
45 |
65 |
75 |
45 |
105 |
45 |
|
APC |
|
|
|
|
|
|
|
|
|
|
|
|
|
Artlry |
|
|
|
|
|
|
40 |
50 |
55 |
60 |
55 |
45 |
|
Rockets |
|
|
|
|
|
|
55 |
60 |
60 |
85 |
60 |
60 |
|
A-Air |
65 |
75 |
105 |
105 |
75 |
120 |
|
|
|
|
|
|
|
Missiles |
100 |
100 |
115 |
115 |
100 |
120 |
|
|
|
|
|
|
|
Piperunner |
65 |
75 |
105 |
105 |
75 |
120 |
55 |
60 |
60 |
85 |
60 |
60 |
|
Oozium |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
& |
|
Fighter |
55 |
100 |
120 |
120 |
85 |
120 |
|
|
|
|
|
|
|
Bomber |
|
|
|
|
|
|
75 |
50 |
95 |
95 |
75 |
105 |
|
B Copter |
|
|
65 |
95 |
|
|
25 |
25 |
25 |
25 |
25 |
25 |
|
T Copter |
|
|
|
|
|
|
|
|
|
|
|
|
|
Stealth |
45 |
70 |
85 |
95 |
55 |
120 |
45 |
35 |
65 |
55 |
65 |
45 |
|
Black Bomb |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
$ |
|
B Ship |
|
|
|
|
|
|
50 |
95 |
95 |
95 |
95 |
60 |
|
Cruiser |
85 |
100 |
105 |
105 |
100 |
120 |
5 |
25 |
25 |
90 |
25 |
5 |
|
Lander |
|
|
|
|
|
|
|
|
|
|
|
|
|
Sub |
|
|
|
|
|
|
65 |
25 |
95 |
55 |
95 |
75 |
|
B Boat |
|
|
|
|
|
|
|
|
|
|
|
|
|
Carrier |
100 |
100 |
115 |
115 |
100 |
120 |
|
|
|
|
|
|
|
Standard Units: Terrain Effects[edit]
About Movement Costs[edit]
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[edit]
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[edit]
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[edit]
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[edit]
This is just the in game description of the terrain.
About Special Notes[edit]
Any special information for terrain is put here.
Guideline For Terrain Info[edit]
- [Terrain Type]
Movement Costs
- [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.]
- Airport
Movement Costs:
- 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.
- Base
Movement Costs:
- 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.
- City
Movement Costs:
- 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.
- Forest
Movement Costs:
- 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.
- HQ
Movement Costs:
- 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.
- Missile Silo
Movement Costs:
- 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
- Mountain
Movement Costs:
- 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.
- Pipe
Movement Costs:
- 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<r>
Funds No
Repair/Supply: No
Description: A Black Hole pipeline. Thick armor renders it indestructible. No units can pass it.
- Pipe Seam
Movement Costs:
- 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.
- Plain
Movement Costs:
- 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.
- Port
Movement Costs:
- 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.
- Reef
Movement Costs:
- 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.
- River
Movement Costs:
- 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.
- Road
Movement Costs:
- 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.
- Sea
Movement Costs:
- 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.
- Shoal
Movement Costs:
- 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.
- Tower
Movement Costs:
- 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[edit]
- 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[edit]
- 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...