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==Units of Significance== | ==Units of Significance== | ||
These are units that have a large part in the game such as, battle copters, mechs, and so forth. See also [[Advance Wars: Dual Strike/Units#Damage Table vs Land Units]] | These units are units that have a large part in the game such as, battle copters, mechs, and so forth. See also [[Advance Wars: Dual Strike/Units#Damage Table vs Land Units]] | ||
'''Battle Copters''' are one of the games most | '''Battle Copters''' are one of the games most rounded units. They are cheap at 9,000, only 2,000 above a tank, packs the same amount of firepower but takes less or no damage from many units. They work extremely well in the beginning of the game to weaken infantry to stunt the enemy's economic growth and to pick off vehicles. However, any anti-air type unit will make mince meat of it so it will become toast once fighters and carriers get out. | ||
'''Stealth Fighters''' are a mix between a fighter and a bomber. It can do both of the jobs but doesn't do them as well. However, it gets a very important bonus, the ability to cloak itself. When cloaked, can only be attacked by fighters and stealth fighters. It's most usable at the end of the game because of | '''Stealth Fighters''' are a mix between a fighter and a bomber. It can do both of the jobs but doesn't do them as well. However, it gets a very important bonus, the ability to cloak itself. When cloaked, can only be attacked by fighters and stealth fighters. It's most usable at the end of the game because of it's price, 24,000. To use it very effectively, build 3-5 of them and cloak them all. Sneak them up to the enemy and strike the indirect units in the back, then use them against the tanks when your army comes through. Remember that APCs can refuel any unit they are adjacent too which can save a couple of turns trip back to the airport when a stealth inevitably runs out fuel. | ||
'''Neotank''' are generally the best of the tank series. They have a movement of six, better than the medium tank. The machine gun is powerful enough to kill most infantry in one hit and the cannon is perfectly able to fight against other neotanks, medium tanks, and normal tanks. The only thing that can stand up to it in direct combat is another neotank and a megatank. | '''Neotank''' are generally the best of the tank series. They have a movement of six, better than the medium tank. The machine gun is powerful enough to kill most infantry in one hit and the cannon is perfectly able to fight against other neotanks, medium tanks, and normal tanks. The only thing that can stand up to it in direct combat is another neotank and a megatank. | ||
The '''Mech''' is a version of the infantry with a slightly stronger machine gun and a bazooka. The bazooka is as powerful as the tank cannon. With | The '''Mech''' is a version of the infantry with a slightly stronger machine gun and a bazooka. The bazooka is as powerful as the tank cannon. With it's bazooka, it's made into a fine choice for capturing bases in a contested area early in the game. It still captures bases and destroys light vehicles. | ||
'''Anti-air''' | '''Anti-air''' | ||
Rips through helicopters and | Rips through helicopters and and srill effective against mech and infantry. Vulnerable to other units however. | ||
'''Bomber''' | '''Bomber''' | ||
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===Control a Bridge=== | ===Control a Bridge=== | ||
Bridges are essential to winning the game. Having control of one will block all of the enemy units from coming through, but you need to know how to control one. The big parts to a bridge block are a fodder such as | Bridges are essential to winning the game. Having control of one will block all of the enemy units from coming through, but you need to know how to control one. The big parts to a bridge block are a fodder such as APC's or heavy tanks to block the enemy from going through, and a few indirects such as rockets and battleships. Place the fodder in the passage, and place the indirects behind it. With this, as long as you can keep a fodder in the way, you should be able to control it. However, it's a different story if you want to take one from your enemy. To do that, you should use air units or indirects to take out the indirects, and destroy the fodder with your tanks and indirects. If you can't destroy the indirect, you should build a few neotanks and maybe a megatank depending on how strong the fodder is. Place them right out of range of the indirect, and when you use a CO power, move them in and try to OHKO each one to make room for the next. After that, defend your bridge! | ||
===Blockade=== | ===Blockade=== | ||
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===Cannon fodder=== | ===Cannon fodder=== | ||
If you've | If you've no interest in (or hope of!) destroying attacking units but need to contain them then deploy some cannon fodder to surround your indirect units, bases or just to slow an enemy down at a choke point. The idea is that she has to use a turn to destroy them buying you time to do more indirect attacks, create the right attacking units etc. Infantry and recon are ideal as they are so cheap but you can also use almost destroyed units or anything you no longer have a use for eg anti-air missiles once all enemy air is destroyed. Remember, no matter how tempting, don't attack the enemy as this gives them chance to retaliate. The aim is to hold up the enemy, not damage it. Of course if she has superior numbers then you'll need lots of cannon fodder units to succeed with this strategy. | ||
{{Footer Nav|game=Advance Wars: Dual Strike|prevpage=Force rank abilities|nextpage=Modes}} | {{Footer Nav|game=Advance Wars: Dual Strike|prevpage=Force rank abilities|nextpage=Modes}} |