Advance Wars: Dual Strike/Units: Difference between revisions

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{{All Game Nav|game=Advance Wars: Dual Strike}}
{{wikify}}
{{Header Nav|game=Advance Wars: Dual Strike}}
These are the units that you will control.  They can be built from factories for money that you earn from captured cities.  Some must be unlocked by beating side quest maps.  This section is divided into New and Old.
These are the units that you will control.  They can be built from factories for money that you earn from captured cities.  Some must be unlocked by beating side quest maps.  This section is divided into New and Old.


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;About Vision Range: This shows how many squares a unit can see in FoW.  However, it still can't see hidden units unless next to them.  Hidden units are ground units in forests, sea units in reefs, submerged Subs and hidden Stealth.  Rain will cause FoW even if FoW is turned off and decrease the vision range of all  units by 1 regardless of FoW being on or off.  Vision will never go to 0.
;About Vision Range: This shows how many squares a unit can see in FoW.  However, it still can't see hidden units unless next to them.  Hidden units are ground units in forests, sea units in reefs, submerged Subs and hidden Stealth.  Rain will cause FoW even if FoW is turned off and decrease the vision range of all  units by 1 regardless of FoW being on or off.  Vision will never go to 0.
;About Max Fuel: This is the maximum amount of fuel a unit can carry.  For every movement point used, one unit of fuel will be used.  This leads to times when the straight route may take up more fuel than a route around certain terrain. When it is snowing, fuel is used at a twice the normal rate.  Certain units use fuel every day.  Ships use fuel at a rate of 1/day, copters at 2/day planes at 5/day, submerged Subs at 5/day and hidden Stealth at 8/day.
;About Max Fuel: This is the maximum amount of fuel a unit can carry.  For every movement point used, one unit of fuel will be used.  This leads to times when the straight route may take up more fuel than a route around certain terrain. When it is snowing, fuel is used at a twice the normal rate.  Certain units use fuel every day.  Ships use fuel at a rate of 1/day, copters at 2/day planes at 5/day, submerged Subs at 5/day and hidden Stealth at 8/day.
;About Primary Weapon: This is the name of the primary weapon.  They always have a limited amount of ammo.  Primary weapons will either be direct or indirect.  If direct, it can only fire on units adjacent to it.  However, it can move and then fire on a unit after moving, assuming it could see the unit before it moved. Also, direct units can counter attack when attacked by another direct unit, though at reduced strength from the damage they have taken.  Indirect units cannot fire the turn they move.  However, they can fire without fear of counterattack.  While they have a long range, all indirect units have a minimum range that they cannot fire into.  Sandstorms are a weather condition new to Advance Wars: Dual Strike.  They will reduce the maximum range of indirects by 1, but not to the point of having no targets.  So, if Max has an artillery (Range of 2-2) and a Sandstorm strikes, the range stays as 2-2.
;About Primary Weapon: This is the name of the primary weapon.  They always have a limited amount of ammo.  Primary weapons will either be direct or indirect.  If direct, it can only fire on units adjacent to it.  However, it can move and then fire on a unit after moving, assuming it could see the unit before it moved. Also, direct units can counter attack when attacked by another direct unit, though at reduced strength from the damage they have taken.  Indirect units cannot fire the turn they move.  However, they can fire without fear of counter-attack.  While they have a long range, all indirect units have a minimum range that they cannot fire into.  Sandstorms are a weather condition new to Advance Wars: Dual Strike.  They will reduce the maximum range of indirects by 1, but not to the point of having no targets.  So, if Max has an artillery (Range of 2-2) and a Sandstorm strikes, the range stays as 2-2.
;About Secondary Weapon: Secondary weapons are always direct and have infinite ammo.  Indirect units never have secondary weapons.  Generally, secondary weapons target different units than primary weapons.  When they do overlap, the primary is always the more powerful and will fire by default, unless out of ammo.  Some units rely solely on secondary weapons.
;About Secondary Weapon: Secondary weapons are always direct and have infinite ammo.  Indirect units never have secondary weapons.  Generally, secondary weapons target different units than primary weapons.  When they do overlap, the primary is always the more powerful and will fire by default, unless out of ammo.  Some units rely solely on secondary weapons.
;About Description: This is just the in game description of the terrain.
;About Description: This is just the in game description of the terrain.
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===Land Units===
===Land Units===
====Infantry====
====Infantry====


Infantry are cheap units, have some of the weakest firepower, and lowest movement ranges in the entire game and yet they are the most important units in the game. They capture properties, which give you funds everyday and heal units.  Properties all have 20 capture points, when you capture them with infantry, they will remove a number of them equal to the infantry's hitpoints. Once the points reach 0, the property becoems yours.
Infantry are cheap units, have some of the weakest firepower, and lowest movement ranges in the entire game and yet they are the most important units in the game. They capture properties, which give you funds everyday and heal units.  Properties all have 20 capture points, when you capture them with infantry, they will remove a number of them equal to the infantry's hitpoints. Once the points reach 0, the property becomes yours.
{{Advance Wars/Unit|Infantry |Inftry|3|2 (5 on mountains)|99|None|N/A|N/A|M Gun|Infantry units have the lowest deployment cost.  They can capture bases but have low firepower.|1000|}}
{{Advance Wars/Unit|Infantry|Inftry|3|2 (5 on mountains)|99|None|{{n/a}}|{{n/a}}|M Gun|Infantry units have the lowest deployment cost.  They can capture bases but have low firepower.|1000|}}
{{Advance Wars/Unit|Mech|Mech|2|2 (5 on mountains)|70|Bazooka|3|Direct|M Gun|Mechs can capture bases, traverse most terrain types,and have superior firepower.|3000|}}
{{Advance Wars/Unit|Mech|Mech|2|2 (5 on mountains)|70|Bazooka|3|Direct|M Gun|Mechs can capture bases, traverse most terrain types,and have superior firepower.|3000|}}


====Tanks====
====Tanks====
Tanks are units that are durable and pack a punch. Light tanks are inexpensive (compared to other tanks) and have a good movement range while boasting a great cannon fire attack to other land units (besides the more expensive tanks). Md tanks go the extra length for fire power but limit movement, allowing more defense and an added sense of fight to your opponent. Neotanks are as fast moving as a light tank, they are able to annihilate most land units with ease. The one land unit to beware of is the much slower, stronger hauled behemoth, the Megatank. A Megatank is capable of taking a substantial amount of damage but also able to wipe enemy units in its path, just keep an APC close by to refuel and replenish its ammo. (Watch out for air units and long range units, even battle ships close to the shore will become a nuisance for all tanks.)


{{Advance Wars/Unit|Tank|Tread|6|3|70|Cannon|9|Direct|M Gun|Tank units have high movement ranges and are inexpensive, so they're easy to deploy.|7000}}
{{Advance Wars/Unit|Tank|Tread|6|3|70|Cannon|9|Direct|M Gun|Tank units have high movement ranges and are inexpensive, so they're easy to deploy.|7000}}
{{Advance Wars/Unit|Md Tank|Tread|5|1|50|Cannon|8|Direct|M Gun|Both attack and defense are strengthened from the light tank. (Rough translation)|16000}}
{{Advance Wars/Unit|Md Tank|Tread|5|1|50|Cannon|8|Direct|M Gun|Both attack and defense are strengthened from the light tank. (Rough translation)|16000}}
{{Advance Wars/Unit|Neotank|Tread|6|1|99|Neo Cannon|9|Direct|M Gun|These are new weapons developed by Black Hole.  They are more powerful than Md Tanks.|22000}}
{{Advance Wars/Unit|Neotank|Tread|6|1|99|Neo Cannon|9|Direct|M Gun|These are new weapons developed by Black Hole.  They are more powerful than Md Tanks.|22000}}
{{Advance Wars/Unit|Megatank|Tread|4|1|70|Mega Cannon|3|Direct|Machine Gun|The strongest tank on Earth, which Green Earth developed.  Movement, ammo, and fuel is low. (Rough translation)|28000}}
{{Advance Wars/Unit|Megatank|Tread|4|1|50|Mega Cannon|3|Direct|Machine Gun|The strongest tank on Earth, which Green Earth developed.  Movement, ammo, and fuel is low. (Rough translation)|28000}}


====Indirect====
====Indirect====
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{{Advance Wars/Unit|Piperunner|Pipeline|9|4|99|Pipe Gun|9|Indirect, 2*5|None|Indirect attack unit developed by Black Hole.  Can only be moved on pipes and bases. (Rough translation)|20000}}
{{Advance Wars/Unit|Piperunner|Pipeline|9|4|99|Pipe Gun|9|Indirect, 2*5|None|Indirect attack unit developed by Black Hole.  Can only be moved on pipes and bases. (Rough translation)|20000}}


====Miscellanious/Support====
====Miscellaneous/Support====
 
{{Advance Wars/Unit|Recon|Tires|8|5|80|None|{{n/a}}|{{n/a}}|M Gun|Recons have a high movement range and vision. Good against infantry.|4000}}
{{Advance Wars/Unit|Recon|Tires|8|5|80|None|N/A|N/A|M Gun|Recons have a high movement range and vision. Good against infantry.|4000}}
{{Advance Wars/Unit|APC|Tread|6|1|70|None|{{n/a}}|{{n/a}}|None|APC units transport infantry units and supply rations, gas, and ammo to deployed troops.|5000}}
{{Advance Wars/Unit|APC|Tread|6|1|70|None|N/A|N/A|None|APC units transport infantry units and supply rations, gas, and ammo to deployed troops.|5000}}
{{Advance Wars/Unit|Anti-Air|Tread|6|2|60|Vulcan|9|Direct|None|A*air units work well against infantry and air units. They're weak against tanks.|8000| is called A*Air.}}
{{Advance Wars/Unit|A*Air|Tread|6|2|60|Vulcan|9|Direct|None|A*air units work well against infantry and air units. They're weak against tanks.|8000}}
{{Advance Wars/Unit|Oozium|Slime|1|1|** (Infinite)|Unique|Unlimited|Unique|None|(Need to translate)|(Find effective cost (for CO Gauge))  Cannot be bought, only pre-deployed.|It can move one square at a time.  If adjacent to an enemy unit, it can move onto it and destroy it.  It has very high defense. OHKOs are extremely difficult (ie. need to use Colin's SCO Power).}}
{{Advance Wars/Unit|Oozium|Slime|1|1|** (Infinite)|Unique|Unlimited|Unique|None|(Need to translate)|(Find effective cost (for CO Gauge))  Cannot be bought, only predeployed.|It can move one square at a time.  If adjacent to an enemy unit, it can move onto it and destroy it.  It has very high defense. OHKOs are extremely difficult (ie. need to use Colin's SCO Power).}}


===Air Units===
===Air Units===
====Air to Air====
====Air to Air====
{{Advance Wars/Unit|Fighter|Air|9|2|99|Missiles|9|Direct|None|Fighter units are strong vs. other air units.  They also have the highest movement.|20000}}
{{Advance Wars/Unit|Fighter|Air|9|2|99|Missiles|9|Direct|None|Fighter units are strong vs. other air units.  They also have the highest movement.|20000}}
{{Advance Wars/Unit|Stealth|Air|6|60|Omnimissiles|6|Direct|None|4|When it hides, it can only be seen adjacent units and attacked by fighters or stealth.  (Rough translation)|24000|Uses 8 fuel/turn while hidden.  When hidden only fighters or stealth can hit it, otherwise it can be hit like any other plane.  Being hidden does not reduce damage.  It only reduces the number of units that can target it.}}
{{Advance Wars/Unit|Stealth|Air|6|4|60|Omnimissiles|6|Direct|None|When it hides, it can only be seen adjacent units and attacked by fighters or stealth.  (Rough translation)|24000|Uses 8 fuel/turn while hidden.  When hidden only fighters or stealth can hit it, otherwise it can be hit like any other plane.  Being hidden does not reduce damage.  It only reduces the number of units that can target it.}}
 
====Air to Ground====
====Air to Ground====
{{Advance Wars/Unit|Bomber|Air|7|2|99|Bombs|9|Direct|None|Bomber units can fire on ground and naval units with a high destructive force.|22000}}
{{Advance Wars/Unit|Bomber|Air|7|2|99|Bombs|9|Direct|None|Bomber units can fire on ground and naval units with a high destructive force.|22000}}
{{Advance Wars/Unit|B Copter|Air|6|3|99|Missiles|6|Direct|M Gun|B (Battle) copter units can fire on many unit types, so they're quite valuable.|9000}}
{{Advance Wars/Unit|B Copter|Air|6|3|99|Missiles|6|Direct|M Gun|B (Battle) copter units can fire on many unit types, so they're quite valuable.|9000}}
====Miscellanious====
 
{{Advance Wars/Unit|T Copter|Air|6|2|99|None|N/A|N/A|None|T copters can transport both infantry and mech units.|5000}}
====Miscellaneous====
{{Advance Wars/Unit|T Copter|Air|6|2|99|None|{{n/a}}|{{n/a}}|None|T copters can transport both infantry and mech units.|5000}}
{{Advance Wars/Unit|Black Bomb|Air|9|1|45|Unique (See Special Notes)|1|AoE, 3|None|An unmanned weapon from Black Hole.  When it explodes it does damage to all units within 3 squares. (Rough translation)|25000|It does 5 HP dmg, but cannot finish off a unit.  Will not harm a Hellium.  It will hurt allies as well as  enemies.  The AoE has radius 3 and is shown below.
{{Advance Wars/Unit|Black Bomb|Air|9|1|45|Unique (See Special Notes)|1|AoE, 3|None|An unmanned weapon from Black Hole.  When it explodes it does damage to all units within 3 squares. (Rough translation)|25000|It does 5 HP dmg, but cannot finish off a unit.  Will not harm a Hellium.  It will hurt allies as well as  enemies.  The AoE has radius 3 and is shown below.
<pre>
<pre>
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===Sea Units===
===Sea Units===
{{Advance Wars/Unit|B Ship|Sea|5|2|99|Cannon|9|Indirect, 2-6|None|B (Battle) ships have a larger attack range than even rocket units.|28000}}
{{Advance Wars/Unit|Battleship|Ships|5|2|99|Cannon|9|Indirect, 2-6|None|B (Battle) ships have a larger attack range than even rocket units.|28000|is called B Ship.}}
{{Advance Wars/Unit|Cruiser|Ships|6|3|99|Missiles|9|Direct|A-Air Gun|It is strong against subs and air units.  It can load and supply two copter units. (Rough translation)|18000}}
{{Advance Wars/Unit|Cruiser|Ships|6|3|99|Missiles|9|Direct|A-Air Gun|It is strong against subs and air units.  It can load and supply two copter units. (Rough translation)|18000}}
{{Advance Wars/Unit|Lander|Trans|6|1|99|None|N/A|N/A|None|Landers can transport two ground units.  If the lander sinks, the units vanish.|12000}}
{{Advance Wars/Unit|Lander|Trans|6|1|99|None|{{n/a}}|{{n/a}}|None|Landers can transport two ground units.  If the lander sinks, the units vanish.|12000}}
{{Advance Wars/Unit|Sub|Ships|5|5|60|Torps|6|Direct|None|Submerged subs are difficult to find, and only cruisers and subs can fire on them.|20000|When a sub hides, only cruisers or subs can fire on it. Otherwise it can be attacked like a normal sea unit.  Being hidden does not affect damage done to a sub, only what can hit it. Subs use 5 fuel per turn while hidden.}}
{{Advance Wars/Unit|Sub|Ships|5|5|60|Torps|6|Direct|None|Submerged subs are difficult to find, and only cruisers and subs can fire on them.|20000|When a sub hides, only cruisers or subs can fire on it. Otherwise it can be attacked like a normal sea unit.  Being hidden does not affect damage done to a sub, only what can hit it. Subs use 5 fuel per turn while hidden.}}
{{Advance Wars/Unit|B Boat|Trans|7|1|60|None|N/A|N/A|None|It can load two soldier units.  It recovers 1 HP and supplies to adjacent units. (Rough translation)|7500|Black boats can repair any units, but it still costs money for the repairs (1/10 cost for 1 HP).}}
{{Advance Wars/Unit|Black Boat|Trans|7|1|60|None|{{n/a}}|{{n/a}}|None|It can load two soldier units.  It recovers 1 HP and supplies to adjacent units. (Rough translation)|7500|Black boats can repair any units, but it still costs money for the repairs (1/10 cost for 1 HP). Is called B Boat.}}
{{Advance Wars/Unit|Carrier|Ships|5|4|99|Anti-Air Missiles|9|Indirect, 3-8|None|It can load two air units and supplies them.  Its indirect attack has a wide range in the sky. (Rough translation)|30000|The carrier only supplies units it has loaded, not adjacent units.  It can load Black Bombs.}}
{{Advance Wars/Unit|Carrier|Ships|5|4|99|Anti-Air Missiles|9|Indirect, 3-8|None|It can load two air units and supplies them.  Its indirect attack has a wide range in the sky. (Rough translation)|30000|The carrier only supplies units it has loaded, not adjacent units.  It can load Black Bombs.}}


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===Damage Table vs Land Units===
===Damage Table vs Land Units===
{|
{| border="1"
|-
|-
|
|
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===Damage Table vs Air and Sea Units===
===Damage Table vs Air and Sea Units===
{|
{| border="1"
|-
|-
|
|
|colspan=12 align=center|Defender
|colspan=12 align=center|Defender
|-
|-
|
|
|
|Fighter
|Fighter
|Bomber
|Bomber
|B Copter
|B Copter
|T Copter
|Stealth
|Stealth
|Black Bomb
|Black Bomb
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==Standard Units: Terrain Effects==
==Standard Units: Terrain Effects==
===About Movement Costs===
===About Movement Costs===
If a terrain under given conditions has x movement cost, it will take x movement points to pass through it.  If a unit does not have enough movement points to pay the movement cost, then it cannot move.  Every movement point used requires a unit of fuel except when it is snowing.  Then the fuel cost is doubled.  If a unit does not have enough fuel, then it cannot move.<br>
If a terrain under given conditions has x movement cost, it will take x movement points to pass through it.  If a unit does not have enough movement points to pay the movement cost, then it cannot move.  Every movement point used requires a unit of fuel except when it is snowing.  Then the fuel cost is doubled.  If a land/sea unit does not have enough fuel, then it cannot move. Air units with no fuel will self destruct.


===About Defense===
===About Defense===
In Advance Wars, you will notice that defense is measured by stars.  A star stands for a 10% defense bonus.  Thus 1 star means you subtract 10% of the damage, 2 stars subtracts 20% of the damage, and so on.  Air units do not get the benefit of defensive stars, however.  IMPORTANT:  If a unit is injured, it does not receive full benefit from terrain defense.  Rather, a unit receives defense equal to [its HP]/10 * defense.  So, a full life unit will receive 10/10, or all, of the defense from the terrain.  A unit at 5 HP will receive 5/10, or half, of the defense from the terrain.<br>
In Advance Wars, you will notice that defense is measured by stars.  A star stands for a 10% defense bonus.  Thus 1 star means you subtract 10% of the damage, 2 stars subtracts 20% of the damage, and so on.  Air units do not get the benefit of defensive stars, however.  IMPORTANT:  If a unit is injured, it does not receive full benefit from terrain defense.  Rather, a unit receives defense equal to [its HP]/10 * defense.  So, a full life unit will receive 10/10, or all, of the defense from the terrain.  A unit at 5 HP will receive 5/10, or half, of the defense from the terrain.


===About Funds===
===About Funds===
If you control certain properties, by capturing it with a mech or infantry, then it will bring you money.  All properties that bring funds, will bring the same amount.  The standard is 1000 funds per day per property.  However, in VS mode and Link mode that value can be changed.<br>
If you control certain properties, by capturing it with a mech or infantry, then it will bring you money.  All properties bring the same amount of funds.  The standard is 1000 funds per day per property.  However, in VS mode and Link mode that value can be changed.


===About Repair/Supply===
===About Repair/Supply===
Certain properties repair certain units.  The standard repair is 2 HP dmg. Also, if the unit is at 95% health, and thus 10 HP, it will max it to 100% health.  This can only be noticed if animations are turned on.  Another effect is that these properties will also resupply units of the given type.<br>
Certain properties repair certain units.  The standard repair is 2 HP dmg. Also, if the unit is at 95% health, and thus 10 HP, it will max it to 100% health.  This can only be noticed if animations are turned on.  Another effect is that these properties will also resupply units of the given type.


===About Description===
===About Description===
This is just the in game description of the terrain.<br>
This is just the in game description of the terrain.


===About Special Notes===
===About Special Notes===
Any special information for terrain is put here.<br>
Any special information for terrain is put here.


===Guideline For Terrain Info===
===Guideline For Terrain Info===
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:[Type],  [Movement Cost] or N/A
:[Type],  [Movement Cost] or N/A
:...
:...
Defense:      [Number of stars]<br>
* Defense:      [Number of stars]
Funds        [Yes or No]<br>
* Funds        [Yes or No]
Repair/Supply: [Unit Type: Land, Sea or Air] or No<br>
* Repair/Supply: [Unit Type: Land, Sea or Air] or No
Description:  [Description]<br>
* Description:  [Description]
Special Notes: [Anything important not covered goes here.]
* Special Notes: [Anything important not covered goes here.]


;Airport
;Airport
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Description: A normal city.  Ground units gain supplies and HP in allied cities.
Description: A normal city.  Ground units gain supplies and HP in allied cities.


;Missle Silo
;Missile Silo
Movement Costs:
Movement Costs:
:Infantry: 1
:Infantry: 1
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:Trans: N/A
:Trans: N/A
:Pipeline: 1
:Pipeline: 1
Defense: (Will add soon)<br>
Defense: N/A<r>
Funds No<br>
Funds No<br>
Repair/Supply: No<br>
Repair/Supply: No<br>
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:Trans: N/A
:Trans: N/A
:Pipeline: 1
:Pipeline: 1
Defense: (Will add soon)<br>
Defense: N/A<br>
Funds No<br>
Funds No<br>
Repair/Supply: No<br>
Repair/Supply: No<br>
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===New Units===
===New Units===
*'''Aircraft Carriers''' - The APC/Rocket of the sea.  They can carry two flying units at a time, as well as refuel them and supply them.  Handy for aircrafts that use up fuel quickly, or getting crafts through areas where they may be shot down by missiles.  They can also shoot missiles at aircrafts.
*'''Aircraft Carriers''' - The APC/Rocket of the sea.  They can carry two flying units at a time, as well as refuel them and supply them.  Handy for aircraft that use up fuel quickly, or getting crafts through areas where they may be shot down by missiles.  They can also shoot missiles at aircraft.
*'''Black Boat''' - A repair ship.  Cannot attack, but can repair 1 HP and restore supplies to any nearby unit.  They can also carry 2 infantry across the ocean.
*'''Black Boat''' - A repair ship.  Cannot attack, but can repair 1 HP and restore supplies to any nearby unit.  They can also carry 2 infantry across the ocean.
*'''Black Bomb''' - A giant unmanned missile.  Fly it towards the enemy, and then choose "Explode".  It will do 5 damage to everything within 3 spaces, even your own units, but does not destroy any units.  Runs out of fuel quickly, but travels far.
*'''Black Bomb''' - A giant unmanned missile.  Fly it towards the enemy, and then choose "Explode".  It will do 5 damage to everything within 3 spaces, even your own units, but does not destroy any units.  Runs out of fuel quickly, but travels far.
*'''MegaTanks''' - Stronger than Medium & Neo Tanks.  Just one, giant, multi-gun tank.  Insanely strong and stupid-good defense.  Main cannon only has 3 shots before needing to resupply, and very low movement range.
*'''MegaTanks''' - Stronger than Medium & Neo Tanks.  Just one, giant, multi-gun tank.  Insanely strong and stupid-good defense.  Main cannon only has 3 shots before needing to resupply, and very low movement range.
*'''Oozium''' - Strong defenses, and instantly kills anything in it moves over.  However, it can only move one space at a time, and, lacking any armament, cannot counterattack.  Just don't park anything next to it unless you're sure you can kill it.
*'''Oozium''' - Strong defenses, and instantly kills anything in it moves over.  However, it can only move one space at a time, and, lacking any armament, cannot counter-attack.  Just don't park anything next to it unless you're sure you can kill it.
*'''Piperunner''' - Factories next to a pipe can create pipe runners.  These are mobile cannons.  They can only move along the pipe, but have a long ranged attack.  If the pipe joints are broken, their movement will be limited.
*'''Piperunner''' - Factories next to a pipe can create pipe runners.  These are mobile cannons.  They can only move along the pipe, but have a long ranged attack.  If the pipe joints are broken, their movement will be limited.
*'''Stealth Bomber''' - Submarines of the sky.  They can "Hide" instead of dive.  When hiding, they can only be hit by other Stealth Bombers, or Fighter Jets.  Strong, but use up fuel quickly.
*'''Stealth Bomber''' - Submarines of the sky.  They can "Hide" instead of dive.  When hiding, they can only be hit by other Stealth Bombers, or Fighter Jets.  Strong, but use up fuel quickly.


===Old Units===
===Old Units===
*'''Infantry''' - Your basic soldier unit. Can capture bases, but damaged units take longer to completly capture a base.
*'''Infantry''' - Your basic soldier unit. Can capture bases, but damaged units take longer to completely capture a base.
*'''Mech''' - Mechanized Infantry. Can also capture bases. More powerful than regular infantry, but more expensive.
*'''Mech''' - Mechanized Infantry. Can also capture bases. More powerful than regular infantry, but more expensive.
*'''Recon''' - Anti-personnel vehicle with a long vision range in fog of war.
*'''Recon''' - Anti-personnel vehicle with a long vision range in fog of war.
*'''Tank''' - Armored vehicle.
*'''Tank''' - Armored vehicle.
*'''Medium Tank''' - Armored vehicle. Bigger than a tank.
*'''Medium Tank''' - Armored vehicle. Bigger than a tank.
*'''Neo Tank''' - Faster stronger and tougher than Medium Tanks.
*'''APC''' - Armored Personnel Carrier. Can carry one infantry unit and refuel/rearm any unit in range.
*'''APC''' - Armored Personnel Carrier. Can carry one infantry unit and refuel/rearm any unit in range.
*'''Artillery''' - Indirect combat unit. Does substantial damage, but can't defend itself.
*'''Artillery''' - Indirect combat unit. Does substantial damage, but can't defend itself.
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*'''Transport Copter''' - Can carry one infantry unit anywhere. Must be over land to load/unload.
*'''Transport Copter''' - Can carry one infantry unit anywhere. Must be over land to load/unload.
*Other units to be added...
*Other units to be added...
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