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==Standard Units: Damage Information==
==Standard Units: Damage Information==
All damage is in percent, out of 100.  It is considered that the attacking and defending COs have average abilities (Andy vs Andy).  Also, the attacker is at 10 HP and the defender has no defensive stars.  Every 10% damage will reduce HP by 1.  A small amount of luck comes into play.  Sometimes a 95% attack will OHKO a unit, other times it will leave it at 1 HP.  An empty square means the unit cannot attack that target.


Each defensive star reduces damage by 10%.  Each HP lost will further reduce damage by 10%.  CO abilities and powers can affect this, also.


  All damage is in percent, out of 100.  It is considered that the attacking
& - The Hellium attacks by moving onto an enemy unit, not standing next to and firing like a direct, or from a distance like an indirect.  Moving onto an enemy will OHKO it.
  and defending COs have average abilities (Andy vs Andy).  Also, the attacker
  is at 10 HP and the defender has no defensive stars.  Every 10% damage will
  reduce HP by 1.  A small amount of luck comes into play.  Sometimes a 95%
  attack will OHKO a unit, other times it will leave it at 1 HP.  An empty
  square means the unit cannot attack that target.
 
  Each defensive star reduces damage by 10%.  Each HP lost will further reduce
  damage by 10%.  CO abilities and powers can affect this, also.
 
  & - The Hellium attacks by moving onto an enemy unit, not standing next to
      and firing like a direct, or from a distance like an indirect.  Moving
      onto an enemy will OHKO it.
 
  $ - The Black Bomb does 5 damage to all units, enemy and ally, within its
      AoE.  This damage cannot kill a unit.  The Hellium is immune to its
      attack.


$ - The Black Bomb does 5 damage to all units, enemy and ally, within its AoE.  This damage cannot kill a unit.  The Hellium is immune to its attack.


===Damage Table vs Land Units===
===Damage Table vs Land Units===
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===Damage Table vs Air and Sea Units===
===Damage Table vs Air and Sea Units===
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Revision as of 04:53, 16 September 2006

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Template:Sidebar2

Hello! My name is Chris and while I have been an avid GameFAQs reader for many years, this is the first FAQ I have written. Thus, it is very much a work in progress.

I started this due to the hodge podge info on AW:DS. I felt that there needed to be a central source for all the info. So, I started gathering everything I could find, and wrote this up. Initially, I thought to include all pertinent information as I could get it. As the FAQ grew, I knew I needed a better focus. At this point, I have decided exactly what I want from this FAQ.

My goal in writing it is to convey enough information so someone could recreate the gameplay in its entirety. Thus, all CO info, unit info, terrain info will be included. Eventually, it will include specific details on the randomness of "luck" and "chance" in the game. Basically, this FAQ will be my attempt at reverse engineering all of the gameplay mechanics. It will not include a Walkthrough ever. Though, I may or may not release a Walkthrough separately, depending on how much I enjoy writing this.

Anywhere you see a ^ it means I am going to update that empty info with something. Feel free to help me fill in those blanks! Thanks.


Advance Wars Naming Abbreviations

Advance Wars has used abbreviations for its units since AW 1 on the GBA. They are generally very easy to figure out and exist only to save space. In addition gamers and message board posters have been using acronyms for commonly used terms. They are listed below in the form given and sorted alphabetically.

A-Air
Anti-Air
AoE
Area of Effect, attacks that hit all in a given area.
Artlry
Artillery
CO
Commanding Officer. Also, CO Power meaning the first tier special ability.
dmg
Damage
FDL
Free Documentation License
FoW
Fog of War
GNU
GNU's Not Unix
HP
Hit Points (less common, Health Points).
HQ
Headquarters
Inftry
Infantry
JPN
Japan or Japanese, using JAP is considered offensive.
M Gun
Machine Gun
OHKO
One Hit Knock Out, or Instant Kill.
SCO
Super Commanding Officer. Usually in the form of SCO Power, meaning the second tier special ability.
TBS
Turn Based Strategy (not Turner Broadcasting Station)
Torps
Torpedoes

General Game Play Information

So, what is Advance Wars: Dual Strike? It is a Turn Based Strategy (TBS) game. In it, you will face your opponents by constructing units to complete a goal. During this process you and your opponent will alternate turns. I will describe how these turns work and give you an idea of game play. To understand the specifics, though, please go to the corresponding sections.

The default goals involve destroying every unit the opponent has or capturing his headquarters. Depending on the mission, other goals may exist.

I guess the best way to describe what happens is to look at how the game progresses turn by turn. First off, turns in Advance Wars are grouped into days. Each player gets one turn per day. At the start of any given turn the weather may change randomly if the Random weather setting is on. Also, if certain effects changed the weather for a set number of days, then the weather will default to normal at the start of that player's turn following the set period of days. One note, unless a map is set to a specific weather condition, it will always start as normal for the first day.

There are four possible weather conditions:

  • Normal: The standard and has no special effects.
  • Snow: Causes all units to use 2 fuel/movement point spent.
  • Rain: Whether FoW is on or off, it is now on and all units have -1 to their vision range but will have at least a vision of 1.
  • Sandstorm: All indirects get -1 to their maximum range but will have a maximum range at least equal to their minimum range.

I know I used some terms that may be strange so I will help to explain them.

FoW is a setting in which the only portions of the map you can see are those within a certain range of your units. Each unit has a specific vision range that tells how many squares away they can see in FoW. There are some exceptions. Land units on forests and sea units on reefs can only be seen by adjacent units in FoW, regardless of vision range. Also, properties under a player's control are always visible, even when an enemy is on them.

Almost all units have fuel. Whenever a unit moves it uses its movement points. Depending on what type of terrain the unit is moving over it will use different amounts of movement points/square. Regardless, for every movement point spent the unit uses 1 fuel. Some units also use fuel each day. If these units still have no fuel following the repair/supply phase then they are destroyed.

Indirets are a type of unit that attacks without being next to another unit. Rather, they attack from a distance. They will have a minimum and a maximum range that they can target. However, indirects cannot attack the same turn that they move and cannot counterattack other indirects, even if they can target them.

Along with weather, any effects that last for a given time will where off at this point in the day after the applicable number of turns.

Now that you are all caught up, the next part after the weather involves money. For each property you control you gain money. The standard is 1000 gold per property but can be changed depending on the map. Any property that can be captured will bring in money, this includes an HQ. In a one on one battle, capturing an HQ will typically end the game. However, in larger battles it will usually just eliminate the player whose HQ was captured. In that case, the HQ will become a mere city. Airpots, Bases, Cities, HQs, Ports and Towers can all be captured and thus will bring funds each turn.

Following the money portion of a turn, comes the repair/supply part. At this point all units that can be repaired and supplied will be. Certain units can repair and/or supply other units. Also, certain properties can repair and supply certain units that are on them. Repairs cost money. For every 1 HP repaired, the player pays 1/10 of the total unit cost. Supplies are free, though.

After this, any units taht require fuel/turn will be destroyed if they do not have enough fuel to pay the daily fuel upkeep.

Now the fun begins. You can move units, build units, attack, capture and use powers.

Powers come in certain varieties. You have CO Powers, SCO Powers and Tag Breaks. All of these and their effects are discussed in detail in section 8.

Capturing can only be done by Infantry and Mechs. Properties that can be captured have 20 capture points. To be capture all 20 points must be depleted. When an Infantry/Mech captures a property (which is done by moving on top of it and choosing "Capture") it will deplete the property's capture points by its HP. Thus, a 10 HP Mech will take 10 points of the 20. So, a full life unit will require 2 turns to capture. Certain effects can change the rate or effectiveness of capturing for Infantry/Mechs.

Building units is done on bases, for land units, airports for air units and ports for sea units. Each unit has a price and if the player does not have enough money, then the unit cannot be built. Units cannot take any action the turn they are built.

Moving units is done by selecting the unit and choosing a square within its applicable movement range,which is highlighted, and moving there. Remember how fuel costs and movement points the various movement costs of different terrain affect where a unit can move. Also, if a unit is hidden, either due to being unseen in FoW or hidden, like a Stealth of Sub, and the path the unit is trying to move crosses it, the unit will forcibly stop due to the "trap" and be unable to take any action. Following an accepted movement, the unit will be able to see from its new location. However, it cannot attack units that just now went into its vision range. When a unit is moved, a player can undo the movement before it is accepted and if it was not trapped. If FoW is turned on, all of these unaccepted movements will still cost fuel.

After a unit moves, it can attack if it is not an indirect type unit. Units can also attack without moving, but if they do so they will be unable to move afterwards. When a unit attacks, to determine the damage refer to the damage table in section 6. Various attack and defense bonuses will alter how damage is dealt. First, consider the attack bonuses. If a unit has X% attack, he deals the listed damage times X%. Easy enough. Then consider defense. Subtract the defense of the unit being attacked from 200%. So, 200% - X%. Then multiply the damage calculated after factoring in attack bonuses by this value. You will note that 200% defense makes a unit immune to all damage.

During attacks your CO Gauge and your enemies CO Gauge will fill up. Please see section 8 for more info on that.

And that concludes a basic tutorial on how the game mechanics work. Now read on to learn more!

Game Modes

Campaign

Campaign mode is the storyline mode of the game. You can earn points to unlock abilities, COs, maps, color edits and game modes from here. There are two types of Campaigns, hard and normal. Hard campaign awards more points. Up to three separate Campaigns can be saved and in progress at a time. More points are awarded for not using Forces and Tag Breaks.

War Room

War Room is where you can test your skills and earn points by trying to emerge victorious from various maps. These maps will involve you facing one or more enemy COs amd generally they will have an income advantage over you. You will seldom, if ever, start with predeployed units. The enemy will seldom, but will, start with them. In War Room, you can choose to play as any CO you have currently unlocked.

Versus Battle

This is where you can play battles involving up to 8 players, human or computer. You can play as any COs you have unlocked and on any maps you have unlocked. Also, you can choose settings such as the funds/turn that properties bring in, weather settings, whether CO Powers are available, limit the number of days of the game, set a property limit for victory and other options. If FoW is on, then the game will request a keypress before switchin to another player's turn to prevent other players from seeing, since all of the gameplay is on one system.

Survival

Survival battles come in three different types: Money, Turns and Time. In money mode, a player will need to complete the battle using only a certain amount of money. In turn mode, the player will have a certain number of turns to emerge victorious. In real time mode, a clock will count down and require a player to think and move quickly to complete the goals in the required time.

Combat

An entirely different game mode. Here players will fight in real time combat. The rules and gameplay mechanics will, of course, differ greatly from the traditional TBS game.


Battle Maps

This is where you can buy maps, COs, game modes (like Edits) and more. Come here often with points and buy everything. Some things may only become purchaseable after certain conditions have been met, like getting an A rank in Normal Campaign Mode.

History

History contains various statistics, such as units lost, points earned and many, many more.

Link

Here you can link up your DS to another persons and play multiplayer the way it is meant to be played. If only one person has the Advance Wars: Dual Strike cartridge then the gameplay will be somewhat limited.

Sound Room

Once Sound Room is unlocked, you can come here to listen to the various music such as CO themes, country themes and other music, a fan favorite.

Gallery

Gallery mode contains all of the medals earned as you have progressed through the varius ranks.

Design Room

Design Room has two subrooms: Map and CO. CO mode allows you to edit the CO colors while Map mode allows you to design custom maps. Black Hole structures cannot be placed here, so no Minicannons or Blackcannons and the such. Helliums can, however, be placed in Map mode.

Standard Units: General Information

About Movement Type

Each unit has a given movement type which effects what terrain it can cross and how many movement points it will take to cross.

About Movement Points

These measure how far a given unit can move. See section 7 for how these movement points come into play on different terrain.

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 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 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 Cost

This is the standard cost of the unit. Cost of units comes into play when determining how a CO Power Gauge fills. (Cost =/= CO Gauge anymore?)

About Special Notes

Any special information for units is put here.

Guideline For Unit Information

[Unit Name]
Image Unavailable Movement Type [Type] Movement Points [Points]
Vision Range [Number of Squares Range] Max Fuel [Max]
Attack Range [Direct] or [Indirect], [Range] Cost [Cost]
Primary Weapon [Name] Max Ammo [Number of Max Ammo]
Attributes
Secondary Weapon [Name]
Attributes
Description
[In Game Description]
Special Notes
[Anything important not covered is here.]

}

There are three types of properties that can create units: base, airport and port. They will produce land, air and sea units respectively. If a property can produce a unit, then it can repair and resupply the unit.

Land Units

Infantry
Image Unavailable Movement Type Inftry Movement Points 3
Vision Range 2 (5 on mountains) Max Fuel 99
Attack Range N/A Cost 1000
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
Infantry units have the lowest deployment cost. They can capture bases but have low firepower.
Special Notes
Every property has 20 points to it. An infantry on aproperty can choose "capture" as an action. For each HP the infantry has, it will take 1 point from the property. When the property is down to 0, it is then under your control.
Mech
AW unit Mech.png Movement Type Mech Movement Points 2
Vision Range 2 (5 on mountains) Max Fuel 70
Attack Range Direct Cost 3000
Primary Weapon Bazooka Max Ammo 3
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
Mechs can capture bases, traverse most terrain types,and have superior firepower.
Special Notes
Every property has 20 points to it. A mech on a property can choose "capture" as an action. For each HP the mech has, it will take 1 point from the property. When the property is down to 0, it is then under your control.
Recon
AW unit Recon.png Movement Type Tires Movement Points 8
Vision Range 5 Max Fuel 80
Attack Range N/A Cost 4000
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
Recon units have high movement range and are strong against infantry units.
Special Notes
Tank
AW unit Tank.png Movement Type Tread Movement Points 6
Vision Range 3 Max Fuel 70
Attack Range Direct Cost 7000
Primary Weapon Cannon Max Ammo 9
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
Tank units have high movement ranges and are inexpensive, so they're easy to deploy.
Special Notes
Md Tank
AW unit Md Tank.png Movement Type Tread Movement Points 5
Vision Range 1 Max Fuel 50
Attack Range Direct Cost 16000
Primary Weapon Cannon Max Ammo 8
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
Both attack and defense are strengthened from the light tank. (Rough translation)
Special Notes
Neotank
AW unit Neotank.png Movement Type Tread Movement Points 6
Vision Range 1 Max Fuel 99
Attack Range Direct Cost 22000
Primary Weapon Neo Cannon Max Ammo 9
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
These are new weapons developed by Black Hole. They are more powerful than Md Tanks.
Special Notes
Megatank
AW unit Megatank.png Movement Type Tread Movement Points 4
Vision Range 1 Max Fuel 70
Attack Range Direct Cost 28000
Primary Weapon Mega Cannon Max Ammo 3
Attributes
Secondary Weapon Machine Gun
Attributes
Description
The strongest tank on Earth, which Green Earth developed. Movement is low. (Rough translation)
Special Notes
APC
AW unit APC.png Movement Type Tread Movement Points 6
Vision Range 1 Max Fuel 70
Attack Range N/A Cost 5000
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon None
Attributes
Description
APC units transport infantry units and supply rations, gas, and ammo to deployed troops.
Special Notes
Artilery
Image Unavailable Movement Type Tread Movement Points 5
Vision Range 1 Max Fuel 50
Attack Range Indirect, 2*3 Cost 6000
Primary Weapon Cannon Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
Artillery units are an inexpensive way to gain indirect offensive attack capabilities.
Special Notes
Rockets
AW unit Rockets.png Movement Type Tires Movement Points 5
Vision Range 1 Max Fuel 50
Attack Range Indirect, 3*5 Cost 15000
Primary Weapon Rockets Max Ammo 6
Attributes
Secondary Weapon None
Attributes
Description
Rockets units are valuable, because they can fire on both land and naval units.
Special Notes
A*Air
Image Unavailable Movement Type Tread Movement Points 6
Vision Range 2 Max Fuel 60
Attack Range Direct Cost 8000
Primary Weapon Vulcan Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
A*air units work well against infantry and air units. They're weak against tanks.
Special Notes
Missiles
AW unit Missiles.png Movement Type Tires Movement Points 4
Vision Range 5 Max Fuel 50
Attack Range Indirect, 3*5 Cost 12000
Primary Weapon Missiles Max Ammo 6
Attributes
Secondary Weapon None
Attributes
Description
Missile units are essential in defending against air units. Their vision range is large.
Special Notes
Piperunner
AW unit Piperunner.png Movement Type Pipeline Movement Points 9
Vision Range 4 Max Fuel 99
Attack Range Indirect, 2*5 Cost 20000
Primary Weapon Pipe Gun Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
Indirect attack unit developed by Black Hole. Can only be moved on pipes and bases. (Rough translation)
Special Notes
Oozium
AW unit Oozium.png Movement Type Slime Movement Points 1
Vision Range 1 Max Fuel ** (Infinite)
Attack Range Unique Cost (Find effective cost (for CO Gauge)) Cannot be bought, only predeployed.
Primary Weapon Unique Max Ammo Unlimited
Attributes
Secondary Weapon None
Attributes
Description
(Need to translate)
Special Notes
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

Fighter
AW unit Fighter.png Movement Type Air Movement Points 9
Vision Range 2 Max Fuel 99
Attack Range Direct Cost 20000
Primary Weapon Missiles Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
Fighter units are strong vs. other air units. They also have the highest movement.
Special Notes
Bomber
AW unit Bomber.png Movement Type Air Movement Points 7
Vision Range 2 Max Fuel 99
Attack Range Direct Cost 22000
Primary Weapon Bombs Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
Bomber units can fire on ground and naval units with a high destructive force.
Special Notes
B Copter
AW unit B Copter.png Movement Type Air Movement Points 6
Vision Range 3 Max Fuel 99
Attack Range Direct Cost 9000
Primary Weapon Missiles Max Ammo 6
Attributes
Secondary Weapon Machine Gun
Attributes Infantry(high) Vehicle(low) Copter(low)
Description
B (Battle) copter units can fire on many unit types, so they're quite valuable.
Special Notes
T Copter
AW unit T Copter.png Movement Type Air Movement Points 6
Vision Range 2 Max Fuel 99
Attack Range N/A Cost 5000
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon None
Attributes
Description
T copters can transport both infantry and mech units.
Special Notes
Stealth
AW unit Stealth.png Movement Type Air Movement Points 6
Vision Range 60 Max Fuel Omnimissiles
Attack Range None Cost 24000
Primary Weapon 6 Max Ammo Direct
Attributes
Secondary Weapon 4
Attributes
Description
When it hides, it can only be seen adjacent units and attacked by fighters or stealth. (Rough translation)
Special Notes
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.
Black Bomb
AW unit Black Bomb.png Movement Type Air Movement Points 9
Vision Range 1 Max Fuel 45
Attack Range AoE, 3 Cost 25000
Primary Weapon Unique (See Special Notes) Max Ammo 1
Attributes
Secondary Weapon None
Attributes
Description
An unmanned weapon from Black Hole. When it explodes it does damage to all units within 3 squares. (Rough translation)
Special Notes
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.
   x
  xxx
 xxxxx
xxxxxxx
 xxxxx
  xxx
   x

Sea Units

B Ship
Image Unavailable Movement Type Sea Movement Points 5
Vision Range 2 Max Fuel 99
Attack Range Indirect, 2-6 Cost 28000
Primary Weapon Cannon Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
B (Battle) ships have a larger attack range than even rocket units.
Special Notes
Cruiser
AW unit Cruiser.png Movement Type Ships Movement Points 6
Vision Range 3 Max Fuel 99
Attack Range Direct Cost 18000
Primary Weapon Missiles Max Ammo 9
Attributes
Secondary Weapon A-Air Gun
Attributes
Description
It is strong against subs and air units. It can load and supply two copter units. (Rough translation)
Special Notes
Lander
AW unit Lander.png Movement Type Trans Movement Points 6
Vision Range 1 Max Fuel 99
Attack Range N/A Cost 12000
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon None
Attributes
Description
Landers can transport two ground units. If the lander sinks, the units vanish.
Special Notes
Sub
AW unit Sub.png Movement Type Ships Movement Points 5
Vision Range 5 Max Fuel 60
Attack Range Direct Cost 20000
Primary Weapon Torps Max Ammo 6
Attributes
Secondary Weapon None
Attributes
Description
Submerged subs are difficult to find, and only cruisers and subs can fire on them.
Special Notes
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.
B Boat
Image Unavailable Movement Type Trans Movement Points 7
Vision Range 1 Max Fuel 60
Attack Range N/A Cost 7500
Primary Weapon None Max Ammo N/A
Attributes
Secondary Weapon None
Attributes
Description
It can load two soldier units. It recovers 1 HP and supplies to adjacent units. (Rough translation)
Special Notes
Black boats can repair any units, but it still costs money for the repairs (1/10 cost for 1 HP).
Carrier
AW unit Carrier.png Movement Type Ships Movement Points 5
Vision Range 4 Max Fuel 99
Attack Range Indirect, 3-8 Cost 30000
Primary Weapon Anti-Air Missiles Max Ammo 9
Attributes
Secondary Weapon None
Attributes
Description
It can load two air units and supplies them. Its indirect attack has a wide range in the sky. (Rough translation)
Special Notes
The carrier only supplies units it has loaded, not adjacent units. It can load Black Bombs.

Standard Units: Damage Information

All damage is in percent, out of 100. It is considered that the attacking and defending COs have average abilities (Andy vs Andy). Also, the attacker is at 10 HP and the defender has no defensive stars. Every 10% damage will reduce HP by 1. A small amount of luck comes into play. Sometimes a 95% attack will OHKO a unit, other times it will leave it at 1 HP. An empty square means the unit cannot attack that target.

Each defensive star reduces damage by 10%. Each HP lost will further reduce damage by 10%. CO abilities and powers can affect this, also.

& - The Hellium attacks by moving onto an enemy unit, not standing next to and firing like a direct, or from a distance like an indirect. Moving onto an enemy will OHKO it.

$ - The Black Bomb does 5 damage to all units, enemy and ally, within its AoE. This damage cannot kill a unit. The Hellium is immune to its attack.

Damage Table vs Land Units

Defender
Infantry Mech Recon Tank Md Tank Neotank Megatank APC Artlry Rockets A-Air Missiles Piperunner Hellium
Attacker
Infantry 55 45 12 5 1 1 1 14 15 25 5 25 5 20
Mech 65 55 85 55 15 15 5 75 70 85 65 85 55 30
Recon 70 65 35 6 1 1 1 45 45 55 4 28 6 20
Tank 75 70 85 55 15 15 10 75 70 85 65 85 55 20
Md Tank 105 95 105 85 55 45 25 105 105 105 105 105 85 30
Neotank 125 115 125 105 75 55 35 125 115 125 115 125 105 35
Megatank 135 125 195 180 125 115 65 195 195 195 195 195 180 45
APC
Artlry 90 85 80 70 45 40 15 70 75 80 75 80 70 5
Rockets 95 90 90 80 55 50 25 80 80 85 85 90 80 15
A-Air 105 105 60 25 10 5 1 50 50 55 45 55 25 30
Missiles
Piperunner 95 90 90 80 55 50 25 80 80 85 85 90 80 15
Hellium & & & & & & & & & & & & & &
Fighter
Bomber 110 110 105 105 95 90 35 105 105 105 95 105 105 35
B Copter 75 75 55 55 25 20 10 60 65 65 25 65 55 25
T Copter
Stealth 90 90 85 75 70 60 15 85 75 85 50 85 80 30
Black Bomb $ $ $ $ $ $ $ $ $ $ $ $ $
B Ship 95 90 90 80 55 50 25 80 80 85 85 90 80 20
Cruiser
Lander
Sub
B Boat
Carrier

Damage Table vs Air and Sea Units

Defender
Fighter Bomber B Copter Stealth Black Bomb B Ship Cruiser Lander Sub B Boat Carrier
Attacker
Infantry 7 30
Mech 9 35
Recon 10 35
Tank 10 40 1 5 10 1 10 1
Md Tank 12 45 10 30 35 10 35 10
Neotank 22 55 15 30 40 15 40 15
Megatank 22 55 45 65 75 45 105 45
APC
Artlry 40 50 55 60 55 45
Rockets 55 60 60 85 60 60
A-Air 65 75 105 105 75 120
Missiles 100 100 115 115 100 120
Piperunner 65 75 105 105 75 120 55 60 60 85 60 60
Hellium & & & & & & & & & & & &
Fighter 55 100 120 120 85 120
Bomber 75 50 95 95 75 105
B Copter 65 95 25 25 25 25 25 25
T Copter
Stealth 45 70 85 95 55 120 45 35 65 55 65 45
Black Bomb $ $ $ $ $ $ $ $ $ $ $ $
B Ship 50 95 95 95 95 60
Cruiser 85 100 105 105 100 120 5 25 25 90 25 5
Lander
Sub 65 25 95 55 95 75
B Boat
Carrier 100 100 115 115 100 120

Standard Units: Terrain Effects

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.

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.

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.

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.

About Description

This is just the in game description of the terrain.

About Special Notes

Any special information for terrain is put here.

Guideline For Terrain Info

[Terrain Type]

Movement Costs

[Type], [Movement Cost] or N/A
[Type], [Movement Cost] or N/A
...

Defense: [Number of stars]
Funds [Yes or No]
Repair/Supply: [Unit Type: Land, Sea or Air] or No
Description: [Description]
Special Notes: [Anything important not covered goes here.]

Airport

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 3
Funds Yes
Repair/Supply: Air
Description: An air base. Allied bases deploy, supply, and restore HP to air units.

Base

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: 1

Defense: 3
Funds Yes
Repair/Supply: Land
Description: A base. Allied bases deploy, supply, and restore HP to ground units.

City

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 3
Funds Yes
Repair/Supply: Land
Description: A normal city. Ground units gain supplies and HP in allied cities.

Forest

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 3
Tread: 2
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 3
Funds Yes
Repair/Supply: Sea
Description: In Fog of War, units hidden here can only be seen by adjacent units and air units.

HQ

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 4
Funds Yes
Repair/Supply: Land
Description: A normal city. Ground units gain supplies and HP in allied cities.

Missle Silo

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 3
Funds No
Repair/Supply: No
Description: A missile sil. Has a huge blast radius & unlimited range, but it can only fire once.
Special Notes: An infantry or a mech can use this property once to launch a missile. It does 3 HP dmg but will not finish off a target. It has an AoE of radius 2. It will hurt enemies and allies alike. See below for a diagram of its AoE.

  x
 xxx
xxxxx
 xxx
  x
Mountain

Movement Costs:

Infantry: 2
Mech: 1
Slime: 1
Tires: N/A
Tread: N/A
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 4
Funds No
Repair/Supply: No
Description: A steep mountain. Infantry units add 3 to their vision range from here.

Pipe

Movement Costs:

Infantry: N/A
Mech: N/A
Slime: N/A
Tires: N/A
Tread: N/A
Air: N/A
Ships: N/A
Trans: N/A
Pipeline: 1

Defense: (Will add soon)
Funds No
Repair/Supply: No
Description: A Black Hole pipeline. Thick armor renders it indestructible. No units can pass it.

Pipe Seam

Movement Costs:

Infantry: N/A
Mech: N/A
Slime: N/A
Tires: N/A
Tread: N/A
Air: N/A
Ships: N/A
Trans: N/A
Pipeline: 1

Defense: (Will add soon)
Funds No
Repair/Supply: No
Description: A Black Hole pipeline. The armor is weaker here than on other sections of the pipe.
Special Notes: These can be destroyed. They have 99 HP and are targetable by all units that can reach them. Needless to say, Megatanks are more effective than infantry.

Plain

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 2
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 1
Funds No
Repair/Supply: No
Description: A rich, green plain. Easy to traverse, but offers little defensive cover.

Port

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: 1
Trans: 1
Pipeline: N/A

Defense: 3
Funds Yes
Repair/Supply: Sea
Description: A naval base. Allied bases deploy, supply and restore HP to naval units.

Reef

Movement Costs:

Infantry: N/A
Mech: N/A
Slime: N/A
Tires: N/A
Tread: N/A
Air: 1
Ships: 2
Trans: 2
Pipeline: N/A

Defense: 1
Funds No
Repair/Supply: No
Description: In Fog of War, units hidden here can only be seen by adjacent units and air units.

River

Movement Costs:

Infantry: 2
Mech: 1
Slime: 1
Tires: N/A
Tread: N/A
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 0
Funds No
Repair/Supply: No
Description: A gentle flowing river. Only infantry units can ford rivers.

Road

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 0
Funds No
Repair/Supply: No
Description: A paved road. Easy to traverse, but offers little protection.

Sea

Movement Costs:

Infantry: N/A
Mech: N/A
Slime: N/A
Tires: N/A
Tread: N/A
Air: 1
Ships: 1
Trans: 1
Pipeline: N/A

Defense: 0
Funds No
Repair/Supply: No
Description: A body of water. Only naval and air units can traverse seas.

Shoal

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: 1
Pipeline: N/A

Defense: 0
Funds No
Repair/Supply: No
Description: A sandy shoal. Lander units load and unload units here.

Tower

Movement Costs:

Infantry: 1
Mech: 1
Slime: 1
Tires: 1
Tread: 1
Air: 1
Ships: N/A
Trans: N/A
Pipeline: N/A

Defense: 3
Funds Yes
Repair/Supply: No
Description: (Need to translate)
Special Notes: Controlling a tower will grant all units you control +10% to attack.

COs

About Abilities

Most COs have certain abilities that offset them from the standard. The standard is determined by Andy, who is considered to have 100% attack and defense for all units, with no movement, range or any other type of penalties or benefits. These abilities may range from bonuses to direct damage, to movement or sight range bonuses. However, most COs with bonuses will have some kind of penalty as a counter. This may be more expensive units or weaker sea type. While this makes it so that each CO is considered equal because of benefits and penalties, some COs will be better in situations that maximize the use of their benefits and minimize their penalties.

About CO Gauge

The gauge will have the form xxXXXX or some other combination of lower and upper case 'x's. Each x corresponds to the "stars" that need to be filled in order to use a CO or SCO power. The lower case stars, or 'x's show what needs to be filled in order to use a CO power. The full gauge, including the large stars, or 'x's, show what needs to be filled to use a SCO power. These stars are different from defensive stars. They represent, in a sense, money. Each star initially represents 9000 money. However, whenever a power is used, the amount required to fll a star goes up 1800. To fill up the gauge you either need to kill enemy units or have your own units killed. For every HP lost to a unit you control, you gain 1/10 of its total cost to your CO gauge. For every HP of damage you do to an enemy unit, you gain half of 1/10 of its total cost to your CO gauge. Rumors say that cost of units does not relate to CO Gauge anymore. Rather, there is a set amount that units fill up the gauge that is independent of cost. How does this work exactly?

About CO Power

The CO power is the first tier special ability of a CO. It requires all of the small stars of the CO power gauge to be full. Unless explicitly stated otherwise, CO Powers grant all units at least +10% to attack and defense. If stated that specific units receive more, then those units receive the higher bonus and the rest still receive the +10%. When a CO Power gives a +X%, that X% is in addition to any inherent bonuses the CO receives, not in place of, unless explicitly stated otherwise.

About SCO Power

The SCO power is the second tier special ability of a CO. It requires all of the stars of the CO power gauge, small and large, to be full to use it. Unless explicitly stated otherwise, SCO Powers grant all units at least +10% to attack and defense. If stated that specific units receive more, then those units receive the higher bonus and the rest still receive the +10%. When a SCO Power gives a +X%, that X% is in addition to any inherent bonuses the CO receives, not in place of, unless explicitly stated otherwise.

About Tag Affinity

For every star of a tag affinity, the COs get +10% to attack while using their Tag Break. Thus, a 2 stars gives +20% to attack during Tag Break.

About Description

This is just the in game description of the CO. Hit and miss are likes and dislikes.

About Special Notes

Any special information for COs is put here.

Guideline For CO Info

[US Name] ([JPN Name])
Abilities:
[List abilities]
CO Gauge: [xxxXXX]
CO Power: [Name]
[Description]
SCO Power: [Name]
[Description]
Tag Affinity:
[Tagable CO]: [X], [Name]
Description:
[Description]
Hit: [Hit]
Miss: [Miss]

NOTE: All Romaji spellings of their Japanese names are taken directly from Nintendo's website. When I noted a possible spelling mistake, this is due to the text being obstructed by another image. Other than that, these spellings are 100% official. Check the website yourself. http://www.nintendo.co.jp/ds/awrj/chara/index.html

Orange Star (Known as Red Star in Japan)

Andy (Ryo)
Abilities:
No inherent weaknesses or strengths. All units have 100% stats.
CO Gauge: xxxXXX
CO Power: Hyper Repair
All units recover 2 HP of damage.
SCO Power: Hyper Upgrade
All units recover 5 HP of damage.
All units get +1 movement points.
All units get +30% to attack.
Tag Affinity:
Max: X
Eagle: XX
Description:
Hit:
Miss:

Max (Max)

Abilities:
All direct units do 120% damage.
Indirects have -1 maximum range.
CO Gauge: xxxXXX
CO Power: Max Force
Directs get a further +40% to attack.
SCO Power: Max Blast
Directs get a further +70% to attack.
Tag Affinity:
Andy: X
Grit: XX
Description:
Hit:
Miss:

Sami (Domino)

Abilities:
Infantry and mechs do 120% damage.
Soldiers capture properties at 1.5 times the normal rate, rounded down.
Direct units do 90% damage.
CO Gauge: xxxXXXXX
CO Power: Double Time
Infantry/Mechs get +1 movement points.
Infantry/Mechs get a further +20% to attack.
SCO Power: Victory March
Infantry/Mechs get +2 movement points.
Infantry/Mechs get a further +50% to attack.
Infantry/Mechs can instantly capture properties, regardless of HP.
Tag Affinity:
Eagle: XXX
Sonja: X
Description:
Hit:
Miss:

Nell (^Need Romaji^) ^Need to unlock for latest info, in case of changes^

Abilities:
All units are lucky and may do extra damage.
There is a small chance, about 15% of doing +1 HP damage above the rounded up value of the percent attack.
This chance gets reduced greatly when the target has 2 or more stars of terrain defense.
The luck chance of her natural ability is also unlikely when a weak unit attacks a strong unit. Say, an infantry attacking a Md Tank and will be less likely to do +1 HP damage in these cases.
CO Gauge: xxxXXX
CO Power: Lucky Star
All units get even luckier.
Units have about a 15% chance of doing +5 HP damage and about a 15% chance of doing between the default and the +5 HP damage. Thus, only about a 70% chance of doing "normal" damage.
These odds reduce as her attacking units are at lower HP.
Weak units have mucm more noticeable chances of getting lucky on strong units. Infantry can hurt Anti-Air and Md Tanks or heavier if lucky.
SCO Power: Lady Luck
All units have about a 70% chance of doing +3 to +10 HP damage, evenly distributed in that range.
All units have about a 15% chance of doing +1 to +2 HP and 15% chance of "normal" damage.
These odds reduce as her attacking units are at lower HP.
Weak units may now OHKO strong units. Infantry may OHKO Neotanks.
Tag Affinity:
Rachel: XXX
Description:
Hit:
Miss:

Hachi (^Need Romaji^) ^Need to unlock for latest info, in case of changes^

Abilities:
All units cost 90% of their normal price.
CO Gauge: xxxXX
CO Power: Barter
All units cost 50% of their normal price.
SCO Power: Merchant Union
All units cost 50% of their normal price.
Land units can be built on controlled cities, in addition to bases.
Tag Affinity:
Sensei: XX
Description:
Hit:
Miss:

Jake (John)

Abilities:
All land units on plains do 110% damage.
CO Gauge: xxxXXX
CO Power: Field Break
Units on plains get +^% to attack. ^Get exact value^
Indirects get +1 to attack range.
SCO Power: Hyper Combat
Units on plains get +^% to atack. ^Get exact, will be more than above^
Indirects get +1 to attack range.
All vehicles get +2 movement points.
Tag Affinity:
Jess: X
Rachel: XX, Orange Crush
Description:
Hit:
Miss:

Rachel (Rachel)

Abilities:
Units on appropriate her properties repair at +1 HP/day but repair costs increase proportionately.
CO Gauge: xxxXXX
CO Power: Miracle Chance (Lucky Lass)
Increases luck of all units and they may do extra damage. Extra damage is in HP (so +1 or +2 HP dmg), not percent damage. ^Find exact odds^
SCO Power: Red Star Bomb (Orange Star Bomb)
Three missile strike is launched at enemy. ^Find specifics.^
Tag Affinity:
Jake: XX, Orange Crush
Nell: XXX
Description:
Hit:
Miss:

Blue Moon

Olaf (Whip)

Abilities:
No penalties due to the snow.
All units get +20% to attack in snow.
CO Gauge: xxxXXXX
CO Power: Blizzard
Snow falls for 2 days.
SCO Power: Winter's Fury
Snow falls for 2 days.
All enemy units take 2 HP damage.
Tag Affinity:
Grit: X
Description:
Hit:
Miss:

Grit (Billy)

Abilities:
Indirect units do 120% damage.
Indirects have +1 to their maximum range.
Direct units do 80% damage.
CO Gauge: xxxXXX
CO Power: Snipe Attack
All indirects get a further +1 to maximum range.
All indirects get a further +^(30% or 40%)^ to attack.
SCO Power: Super Snipe
All indirects get a further +2 to maximum range.
All indirects get a further +40% to attack.
Tag Affinity:
Description:
Hit:
Miss:

Colin (Ewan)

Abilities:
All units cost 80% of their normal prices.
All units do 90% damage.
CO Gauge: xxXXXX
CO Power: Gold Rush
Get +50% to monetary funds.
SCO Power: Power of Money
All units get +10% + 1/300 * [Current Funds]% to attack.
Tag Affinity:
Sasha: XXX
Description:
Hit:
Miss:

Sasha (Sasha)

Abilities:
Receive +10% money from each of her properties, so 1100 by default.
^Negatives?^
CO Gauge: xxXXXX
CO Power: Break Crash
The enemies' CO gauge is decreased by the amount of money Sasha has.
SCO Power: Platinum Attack
Half of the monetary value of the damage done to enemies becomes funds.
Tag Affinity:
Colin: XXX
Description:
Hit:
Miss:

Yellow Comet

Kanbei (Kuchiyo) ^Please check my Romaji^

Abilities
All units do 120% damage.
All units have 120% defense.
All units cost 120% of their normal cost.
CO Gauge: xxxxXXX
CO Power: Morale Boost
All units get a further +40% to attack.
SCO Power: Samurai Spirit
All units get a further +40% to attack.
All units get a further +40% to defense.
All units' counterattacks do double damage.
Tag Affinity:
Grimm: X
Sonja: XXX
Description:
Hit:
Miss:

Sonja (Asuka)

Abilities
All units have +1 to their vision range.
The enemy players see '?'s instead of the HP value of Sonja's units.
All units have slightly bad luck and may do less damage by about 1 HP. Therefore, 95% damage is seldom, if ever, a OHKO with Sonja.
All units receive +50% to their attack ONLY when counter-attacking. ^ Does she still have the counterattack bonus? ^
CO Gauge: xxxXX
CO Power: Enhanced Vision
All units receive a further +1 to their vision range.
All units can see into forests and reefs.
When attacking, her units ignore 2 stars worth of terrain defense.
SCO Power: Counter Break
All units receive a further +1 to their vision range.
All units can see into forests and reefs.
When attacking, her units ignore 3 stars worth of terrain defense.
When targeted by an attack, her units will attack before the enemy attacks if a possible target exists. Since Sonja attacks first, she will not receive her counterattack bonus, even though the enemy targeted her.
Tag Affinity:
Kanbei: XXX
Sami: X
Description:
Hit:
Miss:

Sensei (Yamamoto)

Abilities:
B Copters do 150% damage.
Infantry and Mechs d0 110% damage.
Transport type units get +1 movement points.
All sea units do 90% damage.
CO Gauge: xxXXXX
CO Power: Copter Command
All controlled cities will have a 9 HP Infantry appear on them, ready to move and attack.
B Copters get a further +30% to attack.
SCO Power: Airborne Assault
All controlled cities will have a 9 HP Mech appear on them, ready to move and attack.
B Copters get a further +30% to attack.
Tag Affinity:
Javier: X
Hachi: XX
Description:
Hit:
Miss:

Javier (Kouzou)

Abilities:
All units do 130% damage.
All units have 80% defense.
CO Gauge: xxxXXX
CO Power: Kamikaze Break
All units get a further +^% to attack. ^Get exact values^
SCO Power: Wind God
All units get a further +60% to attack.
Tag Affinity:
Sensei: X
Description:
Hit:
Miss:

Green Earth

Drake (Mop)

Abilities:
All sea units do 120% damage.
Rain occurs more frequently when playing as Drake.
All air units do 90% damage.
CO Gauge: xxxxXXX
CO Power: Tsunami
All enemy units take 1 HP damage but it cannot kill units.
All enemy units lose half of their fuel.
SCO Power: Typhoon
All enemy units take 2 HP damage but it cannot kill units.
All enemy units lose half of their fuel.
Tag Affinity:
Eagle: XX
Description:
Hit:
Miss:

Eagle (Eagle)

Abilities:
All air units do 120% damage.
All air units use 2 fuel/day less than normal.
All sea units do 90% damage.
CO Gauge: xxxXXXXXX
CO Power: Lightning Drive
All non Infantry/Mech units can take a second action but have penalties to damage dealt until Eagle's next turn. This means any attacks they would make with the second action and will do less damage and counterattacks to the enemies' attacks the next turn will do less damage. Air units will do only 70% damage until Eagle's next turn land units will do 60% damage and sea units will also do 60% damage. Since Infantry/Mechs are not affected, they do not get the penalty and will, in fact, get the standard +10% bonus to attack that all CO Powers give. Defense is unaffected for all units.
SCO Power: Lightning Strike
All non Infantry/Mech units can take a second action.
Tag Affinity:
Andy: XX
Drake: XX
Sami: XXX
Description:
Hit:
Miss:

Jess (Hannah)

Abilities:
All land units, excluding Infantry/Mechs do 120% damage.
Air and sea units do 90% damage.
CO Gauge: xxxXXX
CO Power: Turbo Charge
All land units, excluding Infantry/Mechs, get a further +20% to attack.
All land units, excluding Infantry/Mechs, get +1 movement points.
All units are resupplied.
SCO Power: Overdrive
All land units, excluding Infantry/Mechs, get a further +40% to attack.
All land units, excluding Infantry/Mechs, get +2 movement points.
All units are resupplied.
Tag Affinity:
Grimm: X
Description:
Hit:
Miss:

Grimm (Bittman)

Abilities:
All units have 120% defense from indirect type units.
Towers provide +10% defense, as well as +10% attack.
^ Negatives? ^
CO Gauge: xxxXXX
CO Power: Iron Shield
All units get a further +30% to defense from indirect units.
Towers grant double bonuses.
SCO Power: Royal Guard
All units get a further +80% to defense from indirect units. This is a total of 200% defense. They are immune to indirects.
Towers grant triple bonuses.
Tag Affinity:
Kanbei: X
Jess: X
Description:
Hit:
Miss:

Black Hole

Hawke (Howke)

Abilities:
All units do 110% damage.
CO Gauge: xxxxxXXXX
CO Power: Black Wave
All enemy units take 1 HP of damage but cannot die.
All of his units recover 1 HP of damage.
SCO Power: Black Storm
All enemy units take 2 HP of damage but cannot die.
All of his units recover 2 HP of damage.
Tag Affinity:
Lash: X
Description:
Hit:
Miss:

Flak (Kong)

Abilities:
Small variations in attack, may do more, may do less.
CO Gauge: xxxXXX
CO Power: Brute Force
Variation in attack increase, tends to do more, though. ^Get odds^
SCO Power: Barbaric Blow
Variation in attack increase, tends to do more, though. ^Get odds^
Tag Affinity:
Description:
Hit:
Miss:
Special Notes: The random damage will randomly do additional HP damage not simply additional % damage. What does this mean? It means enough infantry which do fractions of a percent to a Megatank can do a bonus of +1 HP or more of damage and significantly hurt it.

Lash (Cat)

Abilities:
All units receiving defensive terrain bonuses also apply the bonuses to attack. So, 1 star provides +10% to attack and defense.
CO Gauge: xxxxXXX
CO Power: Terrain Tactics
All movement costs drop to 1.
SCO Power: Prime Tactics
All movement costs drop to 1.
All units receive double the terrain bonuses for attack and defense.
Tag Affinity:
Hawke: X
Description:
Hit:
Miss:

Adder (Snake)

Abilities:
No inherent weaknesses or strengths. All units have 100% stats.
CO Gauge: xxXXX
CO Power: Sideslip
All units get +1 movement points.
SCO Power: Sidewinder
All units get +2 movement points.
Tag Affinity:
Koal: X
Description:
Hit:
Miss:

Jugger (Zipo)

Abilities:
Small variations in attack, may do more, may do less.
CO Gauge: xxxXXXX
CO Power: Burning Punch
Variation in attack increase, tends to do more, though. ^Get odds^
SCO Power: Crash Blow
Variation in attack increase, tends to do more, though. ^Get odds^
Tag Affinity:
Koal: XX
Kindle: X
Description:
Hit:
Miss:
Special Notes: The random damage will randomly do additional HP damage not simply additional % damage. What does this mean? It means enough infantry which do fractions of a percent to a Megatank can do a bonus of +1 HP or more of damage and significantly hurt it.

Koal (Chakka)

Abilities:
All land units on roads do 110% damage.
CO Gauge: xxxXX
CO Power: Ikkitsukan
All units get +1 movement points.
All land units on road get a further +^% to attack ^Get exact^
SCO Power: Kokushimusou
All units get +2 movement points.
All land units on road get a further +^% to attack ^Get exact^
Tag Affinity:
Jugger: XX
Kindle: X
Adder: X
Description:
Hit:
Miss:

Kindle (Candle)

Abilities:
All land units on urban terrain do 110% damage. Urban terrain means only capturable properties. So, Missile Silos do not count.
CO Gauge: xxxXXX
CO Power: Power of City
All land units on urban terrain get a further +^% to attack.^Get exact^
Enemy units on urban terrain take 3 damage.
SCO Power: Apple Fever (Think "Big Apple")
All land units on urban terrain get a further +^% to attack.^Get exact^
All units receive +x% to attack. x = 5 * number of her properties.
Tag Affinity:
Jugger: X
Koal: X
Description:
Hit:
Miss:

Von Bolt (Hell-Bolt) ^Please check my Romaji^

Abilities:
All units do 110% damage.
All units have 110% defense.
CO Gauge: XXXXXXXXXX
CO Power: None
SCO Power: Demolition Bolt
3 HP damage is done in with an AoE of 2, will hurt enemies and allies.
Allies affected must wait, taking no action, this turn.
Enemies affected must wait, taking no action, on their coming turn.
The game looks for the the highest density of units, goes by monetary value. His units count as negative money towards this density.
Tag Affinity:
Description:
Hit:
Miss:

Sturm (^Need the Romaji^)^Need to find what the deal is with Sturm in AWDS^

Abilities:
CO Gauge:
CO Power:
SCO Power:
Tag Affinity:
Description:
Hit:
Miss:

^ Will be adding things here soon! All CONFIRMED info is appreciated. ^

Force Rank Abilities

 ^ I may be missing some force abilities, will be checking to make sure that
   I have them them all. ^
 Force rank abilities are extra abilities that can be equipped to a CO.  Up
 to 4 abilities can be equipped at a time.  ^Will fix this intro, just want
 to add the abilities list for now.^
 About Effects
 -------------
 All effects will affect only your units unless explicitly stated otherwise.
 When I say all units, you can assume I am saying all of your units.
 Guideline For Force Rank Abilities
 ----------------------------------
 [Ability Name]
   -  [Effects]
   -  [Special Notes, if there are any]


Level 1

 Lucky
   -  Become luckier, more likely to do +1 HP damage
   ^Get probabilities for lucky^
 Pay Off
   -  Gain money when damaged ^find exact amount^
 Snipe
   -  Indirect attacks do +5% damage
 Snipe Guard
   -  All units get +8% defense from indirect attacks
 Tackle
   -  Direct attacks do +5% damage
 Tackle Guard
   -  All units get +8% defense from direct attacks


Level 2

 Hide
   -  Daily fuel cost -1 for hidden stealths and subs
 Power of Tower
   -  Towers' attack bonus now gives +5% extra to attack
 Transguard
   -  Transport type units get +10% defense from all attacks


Level 3

 Domino (Sami) March
   -  Infantry and mechs get a +1 bonus to their capture rate
   -  This bonus is factore in AFTER Sami's 50% capturing bonus
 Price Down
   -  Cost of units decreases by 5%
 Repair Plus
   -  Repairs heal +1 HP per day, costs increase proportionately
 Support Star
   -  After a CO tag, all units get +8% to attack
 View Plus
   -  All units get +1 to their vision range


Level 4

 City Star
   -  All units on cities get +10% to attack
 Forest Star
   -  All units on forests get +10% to attack
 Hide Star
   -  All hidden units (subs and stealth when hidden) get +15% to attack
 Marine Star
   -  All sea units get +10% to attack
 Mountain Star
   -  All units on mountains get +10% to attack
 Road Star
   -  All units on roads get +10% to attack


Level 5

 Cannon Guard
   -  Black Cannons and Mini Cannons do -2 HP damage to all units
 Missile Guard
   - Missiles (from Missile Silos) do -1 HP damage to all units
 Store Guage
   -  CO Gauge (Break Gauge) fills faster ^Get exact amount^
 Trans Move
   -  Transport units get +1 movement points


Level 6

 Field Free
   -  All units have a movement cost of 1 in plains
 Forest Free
   -  All units have a movement cost of 1 in forests
 Gold
   -  Each property you control gives +10% money (1100 in default mode)
 Hide 2
   -  Daily fuel cost -1 for hidden stealths and subs
 Support Guard
   -  During CO tag abilities all units get +10% to defense ^Check to ensure^

Level 7

 Rain Star
   -  When it is raining, all units get +20% to attack
 Snow Star
   -  When it is snowing, all units get +20% to attack
 Storm Star
   -  When there is a sandstorm, all units get +20% to attack


Level 8

 Snipe 2
   -  Indirect attacks do +8% damage
 Snipe Guard 2
   -  All units get +12% defense from indirect attacks
 Tackle 2
   -  Direct attacks do +8% damage
 Tackle Guard 2
   -  All units get +12% defense from direct attacks  


Level 9

 Price Down 2
   -  Cost of units decreases by 8%
 Support Star 2
   -  After a CO tag, all units get +8% to attack


Level *

 Asuka (Sonja) No See 
   -  Units become hidden during Special Break and SCO Powers
 Domino (Sami) March 2
   -  Infantry and mechs get a +2 bonus to their capture rate
   -  This bonus is factore in AFTER Sami's 50% capturing bonus
 Repair Plus 2
   -  Repairs heal +2 HP per day, costs increase proportionately
 Soul of Hachi
   -  Units can be deployed from cities during Special Break and SCO Powers
 View Plus 2
   -  All units get +2 to their vision range


Related Links

Some interesting gameplay videos thanks to Julien: http://angelino2k.free.fr/VCLP0142.divx http://angelino2k.free.fr/VCLP0143.divx

Advance Wars: Dual Strike on Wikipedia

Advance Wars Net - A wonderful site with good forums and lots of info

Nintendo of Japan - their official AW:DS site, better than the US site