Advance Wars: Dual Strike/Strategy: Difference between revisions

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{{Header Nav|game=Advance Wars: Dual Strike}}
{{Header Nav|game=Advance Wars: Dual Strike}}


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===
 
==Units of Significance==
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]]
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]]


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Can't be touched by most ground units and packs a real punch.
Can't be touched by most ground units and packs a real punch.


===Repair===
==Repair==
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 two times the cost of a unit that's half destroyed. The hurt unit will deal less damage when striking first, take more when striking first, and does less damage if any in a counter attack. The reason a full unit is worth more than twice the cost of the hurt one is because it will take less damage when attacking first.  
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 two times the cost of a unit that's half destroyed. The hurt unit will deal less damage when striking first, take more when striking first, and does less damage if any in a counter attack. The reason a full unit is worth more than twice the cost of the hurt one is because it will take less damage when attacking first.  


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===Cannon fodder===
===Cannon fodder===
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.
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.
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