Advance Wars: Dual Strike/Units

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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.

Contents

[edit] 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.

[edit] Guideline For Unit Information

[Unit Name]
Movement Type[Type]Movement Points[Points]Max Fuel[Max]
Vision Range[Number of Squares Range]Primary Weapon[Name]Max Ammo[Number of Max Ammo]
Attack Type[Direct] or [Indirect], [Range]Secondary Weapon[Name]Cost[Cost]
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.

[edit] Land Units

[edit] 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.

Infantry
Movement TypeInftryMovement Points3Max Fuel99
Vision Range2 (5 on mountains)Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponM GunCost1000
Description
Infantry units have the lowest deployment cost. They can capture bases but have low firepower.
Special Notes
Mech
Movement TypeMechMovement Points2Max Fuel70
Vision Range2 (5 on mountains)Primary WeaponBazookaMax Ammo3
Attack TypeDirectSecondary WeaponM GunCost3000
Description
Mechs can capture bases, traverse most terrain types,and have superior firepower.
Special Notes

[edit] Tanks

Tank
Movement TypeTreadMovement Points6Max Fuel70
Vision Range3Primary WeaponCannonMax Ammo9
Attack TypeDirectSecondary WeaponM GunCost7000
Description
Tank units have high movement ranges and are inexpensive, so they're easy to deploy.
Special Notes
Md Tank
Movement TypeTreadMovement Points5Max Fuel50
Vision Range1Primary WeaponCannonMax Ammo8
Attack TypeDirectSecondary WeaponM GunCost16000
Description
Both attack and defense are strengthened from the light tank. (Rough translation)
Special Notes
Neotank
Movement TypeTreadMovement Points6Max Fuel99
Vision Range1Primary WeaponNeo CannonMax Ammo9
Attack TypeDirectSecondary WeaponM GunCost22000
Description
These are new weapons developed by Black Hole. They are more powerful than Md Tanks.
Special Notes
Megatank
Movement TypeTreadMovement Points4Max Fuel70
Vision Range1Primary WeaponMega CannonMax Ammo3
Attack TypeDirectSecondary WeaponMachine GunCost28000
Description
The strongest tank on Earth, which Green Earth developed. Movement, ammo, and fuel is low. (Rough translation)
Special Notes

[edit] Indirect

Artillery
Movement TypeTreadMovement Points5Max Fuel50
Vision Range1Primary WeaponCannonMax Ammo9
Attack TypeIndirect, 2*3Secondary WeaponNoneCost6000
Description
Artillery units are an inexpensive way to gain indirect offensive attack capabilities.
Special Notes
Rockets
Movement TypeTiresMovement Points5Max Fuel50
Vision Range1Primary WeaponRocketsMax Ammo6
Attack TypeIndirect, 3*5Secondary WeaponNoneCost15000
Description
Rockets units are valuable, because they can fire on both land and naval units.
Special Notes
Missiles
Movement TypeTiresMovement Points4Max Fuel50
Vision Range5Primary WeaponMissilesMax Ammo6
Attack TypeIndirect, 3*5Secondary WeaponNoneCost12000
Description
Missile units are essential in defending against air units. Their vision range is large.
Special Notes
Piperunner
Movement TypePipelineMovement Points9Max Fuel99
Vision Range4Primary WeaponPipe GunMax Ammo9
Attack TypeIndirect, 2*5Secondary WeaponNoneCost20000
Description
Indirect attack unit developed by Black Hole. Can only be moved on pipes and bases. (Rough translation)
Special Notes

[edit] Miscellaneous/Support

Recon
Movement TypeTiresMovement Points8Max Fuel80
Vision Range5Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponM GunCost4000
Description
Recons have a high movement range and vision. Good against infantry.
Special Notes
APC
Movement TypeTreadMovement Points6Max Fuel70
Vision Range1Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponNoneCost5000
Description
APC units transport infantry units and supply rations, gas, and ammo to deployed troops.
Special Notes
A*Air
Movement TypeTreadMovement Points6Max Fuel60
Vision Range2Primary WeaponVulcanMax Ammo9
Attack TypeDirectSecondary WeaponNoneCost8000
Description
A*air units work well against infantry and air units. They're weak against tanks.
Special Notes
Oozium
Movement TypeSlimeMovement Points1Max Fuel** (Infinite)
Vision Range1Primary WeaponUniqueMax AmmoUnlimited
Attack TypeUniqueSecondary WeaponNoneCost(Find effective cost (for CO Gauge)) Cannot be bought, only pre-deployed.
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).

[edit] Air Units

[edit] Air to Air

Fighter
Movement TypeAirMovement Points9Max Fuel99
Vision Range2Primary WeaponMissilesMax Ammo9
Attack TypeDirectSecondary WeaponNoneCost20000
Description
Fighter units are strong vs. other air units. They also have the highest movement.
Special Notes
Stealth
Movement TypeAirMovement Points6Max FuelOmnimissiles
Vision Range60Primary Weapon6Max AmmoDirect
Attack TypeNoneSecondary Weapon4Cost24000
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.

[edit] Air to Ground

Bomber
Movement TypeAirMovement Points7Max Fuel99
Vision Range2Primary WeaponBombsMax Ammo9
Attack TypeDirectSecondary WeaponNoneCost22000
Description
Bomber units can fire on ground and naval units with a high destructive force.
Special Notes
B Copter
Movement TypeAirMovement Points6Max Fuel99
Vision Range3Primary WeaponMissilesMax Ammo6
Attack TypeDirectSecondary WeaponM GunCost9000
Description
B (Battle) copter units can fire on many unit types, so they're quite valuable.
Special Notes

[edit] Miscellaneous

T Copter
Movement TypeAirMovement Points6Max Fuel99
Vision Range2Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponNoneCost5000
Description
T copters can transport both infantry and mech units.
Special Notes
Black Bomb
Movement TypeAirMovement Points9Max Fuel45
Vision Range1Primary WeaponUnique (See Special Notes)Max Ammo1
Attack TypeAoE, 3Secondary WeaponNoneCost25000
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

[edit] Sea Units

B Ship
Movement TypeSeaMovement Points5Max Fuel99
Vision Range2Primary WeaponCannonMax Ammo9
Attack TypeIndirect, 2-6Secondary WeaponNoneCost28000
Description
B (Battle) ships have a larger attack range than even rocket units.
Special Notes
Cruiser
Movement TypeShipsMovement Points6Max Fuel99
Vision Range3Primary WeaponMissilesMax Ammo9
Attack TypeDirectSecondary WeaponA-Air GunCost18000
Description
It is strong against subs and air units. It can load and supply two copter units. (Rough translation)
Special Notes
Lander
Movement TypeTransMovement Points6Max Fuel99
Vision Range1Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponNoneCost12000
Description
Landers can transport two ground units. If the lander sinks, the units vanish.
Special Notes
Sub
Movement TypeShipsMovement Points5Max Fuel60
Vision Range5Primary WeaponTorpsMax Ammo6
Attack TypeDirectSecondary WeaponNoneCost20000
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.
B Boat
Movement TypeTransMovement Points7Max Fuel60
Vision Range1Primary WeaponNoneMax AmmoN/A
Attack TypeN/ASecondary WeaponNoneCost7500
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).
Carrier
Movement TypeShipsMovement Points5Max Fuel99
Vision Range4Primary WeaponAnti-Air MissilesMax Ammo9
Attack TypeIndirect, 3-8Secondary WeaponNoneCost30000
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.

[edit] 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.

[edit] Damage Table vs Land Units

Defender
Infantry Mech Recon Tank Md Tank Neotank Megatank APC Artlry Rockets A-Air Missiles Piperunner Oozium
Attacker
Infantry5545125111141525525520
Mech655585551515575708565855530
Recon7065356111454555428620
Tank7570855515151075708565855520
Md Tank10595105855545251051051051051058530
Neotank12511512510575553512511512511512510535
Megatank1351251951801251156519519519519519518045
APC
Artlry908580704540157075807580705
Rockets9590908055502580808585908015
A-Air1051056025105150505545552530
Missiles
Piperunner9590908055502580808585908015
Oozium&&&&&&&&&&&&&&
Fighter
Bomber1101101051059590351051051059510510535
B Copter7575555525201060656525655525
T Copter
Stealth9090857570601585758550858030
Black Bomb$$$$$$$$$$$$$
B Ship9590908055502580808585908020
Cruiser
Lander
Sub
B Boat
Carrier

[edit] Damage Table vs Air and Sea Units

Defender
Fighter Bomber B Copter T Copter Stealth Black Bomb B Ship Cruiser Lander Sub B Boat Carrier
Attacker
Infantry730
Mech935
Recon1035
Tank104015101101
Md Tank1245103035103510
Neotank2255153040154015
Megatank22554565754510545
APC
Artlry405055605545
Rockets556060856060
A-Air657510510575120
Missiles100100115115100120
Piperunner657510510575120556060856060
Oozium&&&&&&&&&&&&
Fighter5510012012085120
Bomber7550959575105
B Copter6595252525252525
T Copter
Stealth4570859555120453565556545
Black Bomb$$$$$$$$$$$$
B Ship509595959560
Cruiser851001051051001205252590255
Lander
Sub652595559575
B Boat
Carrier100100115115100120

[edit] Standard Units: Terrain Effects

[edit] 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 unit does not have enough fuel, then it cannot move.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] About Description

This is just the in game description of the terrain.

[edit] About Special Notes

Any special information for terrain is put here.

[edit] Guideline For Terrain Info

[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.

[edit] 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.

[edit] Old Units

  • Infantry - Your basic soldier unit. Can capture bases, but damaged units take longer to completly 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...