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There are 16 unit types in Famicom Wars that can be built from factories, airports and seaports.

Land Units[edit]

The most important part of your army, land units will make up a large portion of your military force. From foot soldiers securing properties to large guns able to deliver powerful direct and indirect fire, learning what roles these units fill is vital for engagements and positioning. These may seem obvious due to the game being simple, but even a few mistakes due to forgetting your army's capabilities can be costly.

Another thing to note is that land units have two types of mobility. On-foot soldiers such as infantry can freely move over most types of terrain including mountains. The only land they can't travel through are ocean tiles. Moving across a mountain or river costs two movement points instead of one.

The other type are vehicles. These can't move over mountains and cost two movement points to go through forests. Most important to note is that it costs 6 movement points to cross a river. Since some vehicles have less than that, they are unable to move across rivers. As a result of this mechanic, only APCs and Medium tanks can safely cross. Keep in mind that river tiles and ocean tiles are different; vehicles cannot cross the latter without a Lander.

This table and the others below will be ordered by how they appear in the Build menu by default.

Unit Cost Move Fuel Ammo Description
Famicom Wars sprite Infantry.png
Infantry
1000 3 99 9 Infantry may be one of the weakest units on the battlefield, but they are also the most important. They're cheap, dependable, and one of the only two types of units that can capture cities. Alone, there are a number of units that can easily dominate them, but they can be surprisingly effective in big groups. It is best to start out the first few days with a healthy dose of Infantry not only to capture things, but to also make it harder for the enemy to navigate.
Famicom Wars sprite Mech.png
Mech
2000 2 70 3 Mech units are teams of foot soldiers, like Infantry, but they pack a slightly stronger punch. They can deal better damage to armored units than Infantry can but are weak to most counter attacks. They're usually good for cost-effective engagements against tanks and artillery or finishing off strong targets. However, their low movement and ammo makes them difficult to use. It's usually better to have a lot more Infantry than Mechs.
Famicom Wars sprite Medium Tank.png
Med Tank
16000 6 70 6 The most expensive land unit but you get premium quality with that cost. Packing the most head-to-head firepower, there is little that can stand in the way of Medium Tanks. Their heavy armor can handle indirect fire moderately well, and their mobility helps them move out of difficult situations. If you can afford them, build them up. (The enemy AI tends to do the same.)
Famicom Wars sprite Tank.png
Tank
6000 5 50 4 Tanks are a strong head-to-head unit that will serve as your main force until you can comfortably go for Medium tanks. They can roll right up to almost any ground target, pelt it with shots, and withstand a good amount of the return fire. Although Medium Tanks dominate regular Tanks in every category, regular Tanks are much more affordable while sacrificing little in flexibility. Be sure check on their ammo regularly, especially if they have do a lot of counterattacking.
Famicom Wars sprite APC.png
APC
4200 6 70 6 Armored Personnel Carriers are armored vehicles that can transport Infantry and Mechs across longer distances than they could ordinarily walk. However, note that loading Infantry or Mechs into an APC ends the turn for that APC even if they haven't taken action yet. Moreover, any damage an APC takes also affects how many soldiers are left inside of it. Repairing an APC does not heal the soldiers inside.

APC are armed with a brawny machine gun, making them excellent weapons against Infantry, Mechs, and lightly armored vehicles. Of course, they are poor against more heavily armored tanks. Regardless, their high mobility and ammo, as well as their inexpensive cost, makes them excellent quick-response units. Just be sure to avoid cannon fire as even a Tank can do a lot of damage to APCs in a single encounter.

Famicom Wars sprite Rockets.png
Howitzer
13000 4 50 5 Howitzers are to Artillery what Medium Tanks are to Tanks: a huge improvement. Howitzers can fire at, and strike, units which are three to five tiles away. And the damage they can do is substantial. Even Medium Tanks will take a few loses from the full force of a Howitzer unit. However, they become vulnerable to any units which manage to slip inside their firing range, so keep some protection on-hand just in case. Thankfully, they can hold their own for a little while as their armor can withstand machine gun fire like from APCs or Copters.

Another thing to note is that they have trouble hitting smaller targets like Infantry and Mechs when they're healthy and hunkered down in defensive terrain. They're best used on more expensive units like Medium Tanks, but don't be afraid to go after capping Infantry and Mechs regardless. Keep in mind they can never counter-attack even if another Howitzer fires at them.

Famicom Wars sprite Artillery.png
Artillery
5500 5 30 3 Artillery is the weaker of the two indirect fire units, but it's incredibly useful. They are able to hit other units from a distance, between two and three tiles away, which enabled them to attack without fear of being counter-attacked. The downside is that they cannot move and fire in the same turn, and they are defenseless against units that are positioned immediately next to them. They also run out of fuel and ammunition quickly, so it's recommended that you deploy a supply truck with them. Nevertheless, they are an excellent answer to choke points where the enemy can only send a couple of units to attack. Keep in mind they can never counter-attack even if another Artillery fires at them.
Famicom Wars sprite AA Missile.png
AA Missile
11000 4 40 2 With only two pieces of ammunition allowed, the Anti-Air Missile unit can't do too much. But what it does, it does extremely well, and that's to knock planes out of the sky. No matter what you're up against, if any enemy jets enter their range of three to five tiles away, these missiles will very likely bat them out of the sky. An extremely effective weapon, keeping them supplied and protected is the only real challenge.
Famicom Wars sprite AA Vehicle.png
AA Tank
5500 5 50 4 These vehicles have only one purpose: to attack aerial units. They can't be used against ground units, so you should only deploy them when the enemy has jets or copters buzzing around in the sky. Even when they do, catching up to them may be a challenge. But if you get an enemy's fliers in your crosshairs, the Anti-Air Vehicle can poke a few holes in their wings and thin out their numbers quite effectively. They are especially effective against shredding Copters. Don't be afraid to go against Bombers with these either as costly loss of a healthy enemy bomber is worth the retaliation damage.
Famicom Wars sprite Supply.png
Supply
3000 5 60 0 Supply vehicles are only good for one purpose: supplying fuel and ammunition to ground units. This works by supplying all unit that has not finished their action who are also horizontally and vertically adjacent to the truck. They can't attack and are easily overwhelmed by just about any other unit. Nevertheless, smart tactics with them can allow them to bring a few units who are far from cities back into the fight again. They're best used with units that have low fuel and ammo like Tanks and Artillery.

Supply trucks are also used when using the Supply command at the start of a turn without consuming an action. Take advantage of this by keeping track of where your Supply trucks are positioned at the of their turns. Do not forget that it costs money to supply fuel and ammo.

Air Units[edit]

Just as important (or arguably even more so) for your army are air units. These vehicles can attack from just about anywhere and are able to cross all types of without movement penalties. Being able to freely go through the map does have some drawbacks however.

Air units are unable to use terrain to reduce the damage they take. Moreover, it costs fuel to stay up in the air when you begin your turn not over an airport. Copters require 2 units of fuel per day while all other air units require 5. If any aerial vehicle turns out to have 0 fuel during the Fuel Check and after deductions, they will crash and be removed from play. Remember to keep track how far your copters and planes are from an ally airport as that is the only way to fully resupply your air units. Supply trucks cannot refuel or reload them. It is also a good idea get in the habit of combining your damaged fliers as it not only helps with health but fuel and ammo as well.

Remember that the planes are expensive investments. It is recommended to combine injured air units not only to keep their health up, but their fuel and ammo as well. (At the very least, make sure they earn their worth before they crash.)

Unit Cost Move Fuel Ammo Description
Famicom Wars sprite Fighter.png
Fighter
22000 10 99 5 Fighter Jets are an upgrade from Scouts. They pack more of a punch and are just as capable of zooming around the map. Use them to dominate the sky as well as clear lightly armored units from the ground below.
Famicom Wars sprite Scout.png
Scout
15000 10 99 4 By no means cheap, Scouts are the weaker of the two jets. Nevertheless, they are extremely effective weapons against ground targets, although it possible for them to take return fire. For non-air units, only anti-air weaponry or decent firepower has a chance to do decent damage against them. They are also rather effective at eliminating copters from the sky.
Famicom Wars sprite Bomber.png
Bomber
16000 8 99 5 What the bomber lacks in aerial firepower, it more than makes up for in ground firepower. These units have no weaponry to fight fliers, but they can wipe away a lot of the ground units with a single strike. It may require some protection to do its job effectively however.
Famicom Wars sprite Copter.png
Copter
4000 6 60 6 Copters are the APCs of the sky. Infantry or Mechs can load up into them and get transported to another location on the map. Since they are airborne, they can help foot soldiers get past mountains and oceans with little trouble. The same rules for repairing a Copter with soldiers inside also apply here. They also pack a decent punch against foot soldiers and lightly armored vehicles. However, their machine guns struggle to damage those with thicker protection. They don't have the best armor themselves, so anti-air weapons and jets tear them up easily. Even the AA guns of a Medium Tank could take a couple points of health off. Nevertheless, they are cheap, dependable, and mobile.

Sea Units[edit]

While they are not very common to see and make up only two units, make no mistake. The two Sea Units here are heavily armored and powerfully armed. While they are expensive, their offensive and support capabilities can be worth the price if used correctly. Be sure to learn what they can do in order to not end up wasting a lot of money.

Just like Air Units, Sea Units will crash (or sink in this case) if they have 0 fuel during the Fuel Check. However, they do not consume any fuel at the start of a turn.

Lastly, there are two things to keep in mind about their terrain. Not only are they restricted to sea tiles, but they also cannot enter river tiles either. A seaport is also the only place where they can reduce how much damage they take. However, their thick armor makes it so that only the most powerful of cannons and bombs can do significant damage on them.

Unit Cost Move Fuel Ammo Description
Famicom Wars sprite Battleship.png
Battleship
28800 6 99 6 Creating one of these can wipe out your bank account pretty quickly. Nevertheless, what you get for the money is an indirect-fire beast, capable of laying waste to any unit of any type that gets within its range (three to five tiles). Despite being limited to the water and unable to counterattack, the Battleship still a floating force to be feared. Only Bombers and Landers have a real chance to sink this monster.
Famicom Wars sprite Lander.png
Lander
18500 5 99 6 The jack-of-all-trades on the water, a Lander can do several jobs and quite well at that. It can serve as an impressive transportation unit, the only vehicle in the game capable of transporting two units at once and accepts all Ground Units. It can also pack quite a punch against other units in battle all while having some impressively thick armor. Even its AA guns can cause trouble for Bombers who try to sink it. The only limitation is that it's restricted to water.

The same rules to repairing a Lander that's transporting units also apply here. Moreover, while it can take in two units in one turn, Landers can only drop one unit at a time even if it's next to two shore pieces or in a Seaport.