Advance Wars 2: Black Hole Rising/Walkthrough

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Charts

Unit Chart

Name MP Ammo Vision Range Move Type Cost
Land
Anti-Air 6 9 2 1 Treads 8000
APC 6 0 1 1 Treads 5000
Tank 6 9 3 1 Treads 7000
Artillery 5 9 1 2-3 Treads 6000
Rocket 5 6 1 3-5 Wheels 15000
Missile 5 6 5 3-5 Wheels 12000
Neotank 6 9 1 1 Treads 22000
Recon 8 0 5 1 Wheels 4000
Infantry 3 0 2 1 Foot 1000
Md.Tank 5 8 1 1 Treads 16000
Mech 2 3 2 1 Mech 3000
Air
T-Copter 6 0 2 1 Air 5000
B-Copter 6 6 3 1 Air 9000
Bomber 7 9 2 1 Air 22000
Fighter 9 9 2 1 Air 20000
Sea
Lander 6 0 1 1 Lander 12000
Battleship 5 9 2 2-6 Ship 28000
Cruiser 6 9 3 1 Ship 18000
Sub 5 6 5 1 Ship 20000

Terrain Movement Chart

'*'Property in this listing stands for city, base, airport, and HQ.

Terrain Foot Mech Treads Wheels Lander Ship Air
Clear Weather
Plain 1 1 1 2 - - 1
Forest 1 1 2 3 - - 1
Road/Bridge 1 1 1 1 - - 1
Mountain 2 1 - - - - 1
River 2 1 - - - - 1
Shoal 1 1 1 1 1 - 1
Sea - - - - 1 1 1
Reef - - - - 2 2 1
Property* 1 1 1 1 - - 1
Port 1 1 1 1 1 1 1
Rain Weather
Plain 1 1 2 3 - - 1
Forest 1 1 3 4 - - 1
Road/Bridge 1 1 1 1 - - 1
Mountain 2 1 - - - - 1
River 2 1 - - - - 1
Shoal 1 1 1 1 1 - 1
Sea - - - - 1 1 1
Reef - - - - 2 2 1
Property* 1 1 1 1 - - 1
Port 1 1 1 1 1 1 1
Snow Weather
Plain 2 1 2 3 - - 2
Forest 2 1 3 4 - - 2
Road/Bridge 1 1 1 1 - - 2
Mountain 4 2 - - - - 2
River 2 1 - - - - 2
Shoal 1 1 1 1 1 - 2
Sea - - - - 2 2 2
Reef - - - - 2 2 2
Property* 1 1 1 1 - - 2
Port 1 1 1 1 2 2 2

Unit Info

Land

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. Defense is also slightly higher than that of an Infantry.
    • Counter -- AA, air units, Tanks, indirect
  • Recons - vehicles that have high Vision. Uses poor machine guns. Armor mostly protects vs. machine guns.
    • Counter -- any tank, air units, mech
  • Tank - war vehicles that can inflict damage to most ground vehicles, but isn't armored enough to withstand a lot of cannon fire.
    • Counter -- heavier Tanks and Indirect fire, air units and mechs when attacking first
  • 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 and Indirect fire, Bombers when attacking first
  • Medium Tank - war vehicles that have strong attack and defense.
    • Counter -- Indirect fire, Neotanks, air units, Bombers
  • Neotank - war vehicles that have very strong attack and defense.
    • Counter -- Indirect fire and bombers

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, has a 2-3 range for normal COs
  • AA Missiles - Missile launchers. Attacks air units from long range, has a 3-5 range for normal COs.
  • Rockets - Launches Rockets. Attacks land and sea units from long range, has a 3-5 range for normal COs.

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. Move an APC next to units running short on ammo or fuel and select "supply" to fully resupply all units around the APC. Additionally, any unit standing next to an APC will be resupplied when the turn begins.The AI will usually prefer APC's to other units and will send these units to choke points (like bridges)to stop your units from flooding them and as in choke points, only 1 unit can attack the APC unless there are indirect units to come to the rescue, but the APC can get even more annoying, if it is on a city.

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. It has the same rule with air units: if the fuel runs out after you move it, it will live until the beginning of your next turn. Sea units can be resupplied by standing for one turn on an allied port, or with an APC.

  • 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 5 fuel units per turn. Large vision range of 5
  • Battleship - ships that can blast away land and sea units from very long range.

Air

Air units are unaffected by terrain defenses. However, copters use up 1 fuel per turn and planes use 5, and they crash (die automatically) should they run out. Note that an air unit with no fuel (i.e. just moved, so it has no fuel left) will not die until the beginning of your next turn). An air unit can be resupplied by standing on an allied airport for one turn, or with an APC.

  • 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, and are moderately powerful versus naval units. Battle Copters can also attack other copters.
  • Fighter - planes that can fire missiles to severely damage other air units. Cannot attack anything else.
  • Bombers - planes that drop bombs to devastate land and sea units. Cannot attack air units.