Advance Wars: Dual Strike/Strategy: Difference between revisions

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"One tenth the price for one HP? That's a ripoff! I could have a brand new unit for twice the price and do it in one turn AND have a weakened unit!"
"One tenth the price for one HP? That's a ripoff! I could have a brand new unit for twice the price and do it in one turn AND have a weakened unit!"


Hear me out though, repairing is worth it. To be continued...
Hear me out though, repairing is worth it. We'll put it this way. A unit at full hitpoints is worth more two times the cost of a unit that's half destroyed. The hurt unit will deal less damage when striking first, take more when striking first, and does less damage if any in a counter attack. The reason a full unit is worth more than twice the cost of the hurt one is because it will take less damage when attacking first.
 
If you have a unit at five hitpoints and a base, the logical thing to do is to repair unless you need the base. If you spend the money to make another one of that unit at full hitpoints, you will have for the full price of one, one good unit and one pretty much worthless unit. If you repair, in three days for the price of half of the unit, one good unit. Now about repairing technically, at a base that can repair it, you will restore 2 hitpoints a day with the exception of [[Advance Wars: Dual Strike/COs#Rachel|Rachel]] who repairs 3 a day.
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