Advance Wars: Dual Strike/Walkthrough

From StrategyWiki, the video game walkthrough and strategy guide wiki

Template:All Game Nav

wikify
wikify

This page needs to be wikified It needs to be re-written with wikimarkup and laid out correctly according to the editing guidelines. If you can wikify this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wikimarkup without damaging a page, why not use the sandbox?

cleanup
cleanup

This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

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.


Force Rank Abilities

Some force abilities may be missing

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 (Need 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

External Links

Advance Wars: Dual Strike on Wikipedia

Advance Wars Net

Nintendo of Japan