Advance Wars: Dual Strike/Strategy: Difference between revisions

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'''Battle Copters''' are one of the games most well-rounded units. They are cheap at 9,000, only 2,000 more than a tank, packs the same amount of firepower but takes less or no damage from many units. They work extremely well in the beginning of the game to weaken infantry to stunt the enemy's economic growth and to pick off vehicles. However, any anti-air type unit will make mince meat of it so it will become toast once fighters and carriers get out.  
'''Battle Copters''' are one of the games most well-rounded units. They are cheap at 9,000, only 2,000 more than a tank, packs the same amount of firepower but takes less or no damage from many units. They work extremely well in the beginning of the game to weaken infantry to stunt the enemy's economic growth and to pick off vehicles. However, any anti-air type unit will make mince meat of it so it will become toast once fighters and carriers get out.  


'''Stealth Fighters''' are a mix between a fighter and a bomber. It can do both of the jobs but doesn't do them as well. However, it gets a very important bonus, the ability to cloak itself. When cloaked, can only be attacked by fighters and stealth fighters. It's most usable at the end of the game because of it's price, 24,000. To use it very effectively, build 3-5 of them and cloak them all. Sneak them up to the enemy and strike the indirect units in the back, then use them against the tanks when your army comes through. Remember that APCs can refuel any unit they are adjacent too which can save a couple of turns trip back to the airport when a stealth inevitably runs out fuel.
'''Stealth Fighters''' are a mix between a fighter and a bomber. It can do both of the jobs but doesn't do them as well. However, it gets a very important bonus, the ability to cloak itself. When cloaked, can only be attacked by fighters and stealth fighters. It's most usable at the end of the game because of its price, 24,000. To use it very effectively, build 3-5 of them and cloak them all. Sneak them up to the enemy and strike the indirect units in the back, then use them against the tanks when your army comes through. Remember that APCs can refuel any unit they are adjacent too which can save a couple of turns trip back to the airport when a stealth inevitably runs out fuel.


'''Neotank''' are generally the best of the tank series. They have a movement of six, better than the medium tank. The machine gun is powerful enough to kill most infantry in one hit and the cannon is perfectly able to fight against other neotanks, medium tanks, and normal tanks. The only thing that can stand up to it in direct combat is another neotank and a megatank.
'''Neotank''' are generally the best of the tank series. They have a movement of six, better than the medium tank. The machine gun is powerful enough to kill most infantry in one hit and the cannon is perfectly able to fight against other neotanks, medium tanks, and normal tanks. The only thing that can stand up to it in direct combat is another neotank and a megatank.


The '''Mech''' is a version of the infantry with a slightly stronger machine gun and a bazooka. The bazooka is as powerful as the tank cannon. With it's bazooka, it's made into a fine choice for capturing bases in a contested area early in the game. It still captures bases and destroys light vehicles.
The '''Mech''' is a version of the infantry with a slightly stronger machine gun and a bazooka. The bazooka is as powerful as the tank cannon. With its bazooka, it's made into a fine choice for capturing bases in a contested area early in the game. It still captures bases and destroys light vehicles.


'''Anti-air'''
'''Anti-air'''
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