Advance Wars: Dual Strike/Strategy: Difference between revisions

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Now that we've covered the basics of the game, we'll learn about playing effectively. First some units of notice, then some good rules to know.
Now that we've covered the basics of the game, we'll learn about playing effectively. First some units of notice, then some good rules to know.
===Units of Significance===
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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 Copter'''
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'''
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, it becomes unhittable by all units with the exception of fighters and stealth fighters. It's a unit that'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'''
Neotanks 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.
 
'''Mech'''
The mech is a version of the infantry, it has a slightly stronger machine gun and a bazooka. The bazooka is as powerful as then 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'''
Rips through helicopters and suprisingly effective against mech and infantry. Vulnerable to other units however.
 
 
'''Bomber'''
Can't be touched by most ground units and packs a real punch.


===Repair===
===Repair===
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