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==Repair==
==Repair==
When you repair, you pay one tenth of the unit's price for each hit point. Repairing units is cheaper and more cost effective than purchasing a replacement, and helps maintain combat effectiveness of units that took some damage.
When you repair, you pay one tenth of the unit's price for each hit point. While you could have a brand new unit for twice the price, repairing is worth it. Put it this way. A unit at full hit points is worth more than two times the cost of a unit that's half destroyed. The hurt unit will deal less damage when striking first, take more when attacked, and does less damage if any in a counter attack.  


For example, if you have a unit at five hit points and a base, the best general option is to repair. If you spend the money to make another one of that unit at full hitpoints, you will have a good unit for the full price of one, and one unit suitable only as cannon fodder. If you repair, in three days for the price of half of the unit, one good unit. A base can repair about 2 hitpoints per day, with the exception of [[Advance Wars: Dual Strike/COs#Rachel|Rachel]] who repairs 3 a day.
If you have a unit at five hit points and a base, the logical thing to do is to repair unless you need the base. If you spend the money to make another one of that unit at full hitpoints, you will have for the full price of one, one good unit and one pretty much worthless unit. If you repair, in three days for the price of half of the unit, one good unit. Now about repairing technically, at a base that can repair it, you will restore 2 hitpoints a day with the exception of [[Advance Wars: Dual Strike/COs#Rachel|Rachel]] who repairs 3 a day.


==How-To==
==How-To==
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