Wars World News
ForumIRC ChatDesign COsMapsAdvance Wars Project: Check it out!HackingOlaf's ChairHome
Advance Wars
Field Training
Campaign
Advance Campaign
War Room
CO Guide
Unit Guide
Damage Chart
Battle Mechanics
Concept Art
Downloads


Advance Wars 2
Tutorial
Campaign
War Room
CO Guide
CO FAQs
Damage Chart
Game Mechanics
Unlockables
Concept Art
Downloads


Advance Wars DS
Campaign
War Room
CO Guide
CO FAQs
Unit Guide
Skills Guide
Damage Chart
Game Mechanics
Combat Mode Guide
Survival Mode Guide
Unlockables
History Ranks
Concept Art
Downloads


Advance Wars Days of Ruin | Advance Wars Dark Conflict
Campaign
Trial Maps
CO Guide
CO FAQs
Unit Guide
Damage Chart (Print)
Concept Art

Super Famicom Wars
How To Play
CO Guide
Unit Guide
Damage Chart (Print)
Terrain Guide

Monday, April 21st, 2014

Unit Guide

Infantry
Mech
Recon
APC
Artillery
Tank
Anti-air
Missile
Rockets
MD. Tank
T-Copter
B-Copter
Fighter
Bomber
Lander
Cruiser
Sub
B-ship


Cost - 1000
Infantry units have the lowest deployment cost. They can capture bases but have low firepower.
3 Infantry move on foot. They can cross most terrains but only in short increments.
2 - 5 This is the unit's vision range. This increases when the unit climbs a mountain.
99/99 Infantry carry rations. When they run out, they won't be able to move.
1
1
2
2
1
1
-
-
Weapon 1 Weapon 2 - M Gun
- 1
Infantry units are not equipped with primary weapons. The secondary weapons of the Infantry are machine guns. They can fire on the units below.

General Information and Strategy

Infantry units are the first and most basic units you'll find in Advance Wars, and therefore, they're as cheap as it gets while still being able to count as a unit. Their ability to capture means they're not only valuable, but completely essential to any battle. Chances are you'll have to deploy several of these grunts on your early game so you can increase your income and gear up for the actual war. Even during later phases of the game, it's wise to have infantry around to capture gained territories and even defend your own.

Now, most of this you'll already know if you're an Advance Wars player, but it doesn't mean you can't use Infantry in advanced tactics. As I've mentioned above, Infantry are the cheapest units in the games, but they remain units. They're capable of blocking the path of enemy units, they provide you with a decent two tiles of vision (which can be improved to 5 tiles for a bargain-priced recon!), and while their weapons are the weakest in the game, they can still manage to deal a chunk of damage off attrition and luck.

Infantry can cross all land-based terrain and are very handy units to have around. All for the bargain price of 1000g.



Cost - 3000
Mech units can capture bases, traverse most terrain types, and have superior firepower.
2 This is the unit's movement range. It can cover most terrain at the movement cost of one.
2 - 5 This is the unit's vision range. This increases when the unit climbs a mountain.
70/70 Mech units carry rations. When they run out, they won't be able to move.
1
1
1
1
1
1
-
-
Weapon 1 - Bazookas - 3/3 Weapon 2 - M Gun
1 1
The primary weapons of mech units are bazookas. They can fire on the units below.

The secondary weapon is the machine gun.


General Information and Strategy

Mech is short for Mechanized Infantry, which should give you a clue on how to use them. Mech units retain the capturing abilities that are natural to infantry, but are also heavily armed with bazooka cannons, which pack enough punch to match a Tank. Despite the high firepower, Mech units remain quite cheap at barely 3000g, which makes them easily the most cost-effective unit in the game.

However, while Mech's Bazookas have the same firepower as a tank, they lack the strong armor that comes along. Mech units will be severely hindered when attacked by units they can't quite handle, like Anti-Airs and B-Copters. Not to mention that they're also the slowest unit in Advance Wars, at simply two tiles of movement per turn.

Still, Mech units are quite handy and represent a direct threat to the enemy. They can traverse all land-based terrain with no penalties at all, which also means they can use terrain defense to their favor when engaging in combat. Their low cost allows them to be a very effective support unit in battle, and with the ability to capture tucked along, so much the better.



Cost - 4000
Recon units have high movement range and are strong against infantry units.
8 Recon units travel on tires. This prevents them from crossing some kind of terrain.
5 Recon units have a large vision range, making them invaluable in Fog of War.
70/70 This is the current fuel amount. The unit can no longer move when all the fuel is used.
2
3
-
-
1
1
-
-
Weapon 1 Weapon 2 - M Gun
- 1
Recon units are not equipped with primary weapons. The secondary weapon of recon units is the machine gun. They have minimal firepower.

General Information and Strategy

Recon units are named after their primary function, Reconaissance. Their vision ability is the highest in the game, at a whoppin' 5 tiles of vision, and their amazing movement range allows them to get you that vision pretty quickly. Recon units are very valuable as Fog of War vision points, but that's not all they can do.

The low cost combined with the high mobility make the Recon unit the perfect weapon for the capturing phase. It can stop Infantry units without breaking a sweat, and it will usually manage to outspeed T-Copters and APCs to those vital properties. If you want to stop your opponent from capturing and protect your Infantry units at the same time, the Recon is one of the most recommendable units.

They are, however, very weak altogether. It has basically an infantry's firepower, while being resistant to Infantry fire, but anything above that will completely outpower the jeep. Even Mechs, which are cheaper, will smack the poor Recons into oblivion. As you can see, the Recon is very useful at the early game, but as soon as the tanks make their appearance, they're quickly sublevated to being simply supportive vision points.

With that said, Recons remain a valuable unit in the early game, and their vision makes them required for almost any army you'd like to deploy on Fog of War. Do not underestimate them.



Cost - 5000
APC units transport foot soldiers, ammo, gas, and rations.
6 This unit travels on treads. This is its movement range.
1 This is the unit's vision range.
70/70 This is the current fuel amount. The unit can no longer move when all the fuel is used.
1
2
-
-
1
1
-
-
Weapon 1 Weapon 2
- -
APC carry no weapons and cannot fire. APC carry no weapons and cannot fire.
General Information and Strategy

The APC, short for Armored Personal Carrier, is your land transport.

True to its name, it will carry up to one foot soldiers unit wherever it can travel. That's right, you could move an infantry unit over the APC to load it, transport it and then unload it on any side of the APC for a maximum movement of 10 spaces in one turn! Considering the low movement of infantry and mech, it's easy to see that these units are essential in the early game.

However, the APC simply can't do everything, and while it is quite sturdy for its cost, it simply has no means to attack. Don't shrug it off and decide that there's no use in such a unit later on. You'll be surprised. The APC can very easily enable you to lead a war of attrition by transporting the cheap mechs from your base to the frontline. Or plan a property capture.

And most importantly, the APC can supply any of your unit it can get next too. Planes burn their fuel fast and your land units might need some ammo from time to time, that's where they come in play. Having one or two out in the field can be a lifesaver at times. And don't be fooled by its seemingly unlimited capacity to supply other units, the APC will still run out of fuel if you don't supply it...



Cost - 6000
Artillery units are an inexpensive way to gain indirect offensive attack capabilities.
5 Artillery units travels on treads. This makes them easier to deploy than rockets.
1 This is the unit's vision range. It needs intel from other units to fire in Fog of War.
50/50 This is the current fuel amount. The unit can no longer move when all the fuel is used.
1
2
-
-
1
1
-
-
Weapon 1 - Cannon - 9/9 Weapon 2
2 ~ 3 -
The primary weapons of artillery units are cannons. They can fire on the units below.

General Information and Strategy

The Artly, well, it's really the Artillery, but once again shortened to fit. The first and cheapest indirect unit you'll ever use. It isn't too fast, but it still travels on treads which gives it more movement flexibility than it's bigger brother, the rocket.

Indirect units are used differently than direct units. They can either move or shoot in one turn, not both. They can also only fire at a distance. As such, it is extremely important to block enemy access to your indirects since they simply can't defend themselves once an enemy direct is attacking them. On the other hand, they won't take any counter damage and are great to use to defend some other units.

Indeed, you can often afford a meatshield and an indirect unit when your opponent can afford a tank unit. Use to your advantage the fact that a cheap meatshield is something for which most players will sacrifice their costly tank units. Simply put, indirect units can deal incredible damage to most units and you'll even scare away Md tanks with some intelligently positioned artillery.

As a final note, it is good to realize that the artillery unit is always useful. Despite having lower range than a rocket, you can afford 2 artillery and 3 infantry with the cost of a rocket. That's more meatshielding, more capturing, and if you must, you'll take down that rocket with one artillery while the other one is sacrificed. That, and the artillery has superior defence. They are quite valuable.

Always keep in mind, though, Artillery units are extremely weak. They can't take a hit at all; Recon units deal considerable damage to them. They should never be deployed without support or at least decent terrain cover.

The greatness of the Artillery unit lies in it's cheap cost and ease to deploy. A great unit to use in both defense and offense.



Cost - 7000
Tank units have high movement ranges and are inexpensive, so they're easy to deploy.
6 Tank units travels on treads. This limits the types of terrain they can cross.
3 This is the tank's vision range. It's fairly wide for a ground unit.
70/70 This is the current fuel amount. The unit can no longer move when all the fuel is used.
1
2
-
-
1
1
-
-
Weapon 1 - Cannon - 9/9 Weapon 2 - M Gun
1 1
A tank unit's primary weapon can fire on the units below.

The secondary weapon is the machine gun.

General Information and Strategy

Here we are. The Tank unit; the standard, the basics, the meats and potatos of ground-based combat. When deploying an army, you'll notice the tank is a name that appears often.

Tank units can deal with most of the threats you'd find in land-based combat. They deal great damage to all ground units with the sole exception of the MD. Tank, and it's fairly obvious why. This doesn't mean they're the all-mighty landlords; while they do deal about 55% or more to all ground units, they still take a pounding from Mechs, other Tanks (of course), and most importantly, indirect fire.

In other words, the Tank is the middle point in ground warfare. It outlasts Recons, Infantry and everything that belongs to the capturing phase, and forces the opposing player to tech up as well. The tank is the unit that puts an end to the capturing phase and says when the real warfare begins.

To do this, it has three main assets. First of all, as mentioned above, it deals excellent damage to everything but MD. Tanks, including opposing Tanks. Right along with this, is his second asset: The tank is extremely mobile. It has an above-average 6 tiles of movement and travels on treads, which means it's the fastest ground unit. And lastly, the tank is heavily armored, which allows it to effectively make Machine Gun units obsolete.

So, if the tank scares everything but himself away, what's left? Artillery units. Artillery units are cheaper than Tanks, bear quite decent mobility and deal a whoppin' 70% damage to Tank units. But of course, Artillery can't work without support, and the supporting unit protecting them is, surprisingly, the very same Tank. So, all in all, the tank unit steals away the ground warfare spotlight and usually is the most common unit in a standard game.

That said, the tank remains a simple ground unit. It will fail at sight of B-Copters and Bombers, not to mention B-Ships. While the king of it's land, it won't do well at all if you factor in Aerial and Naval warfare, so of course, deploy a balanced army to win.

The tank's strength is in it's decent cost and extreme versatility.



Cost - 8000
A-air units work well against foot soldiers and air units. They're weak against tanks.
6 This units travels on treads. This is its movement range.
2 This is the unit's vision range.
60/60 This is the current fuel amount. The unit can no longer move when all the fuel is used.
1
2
-
-
1
1
-
-
Weapon 1 - Vulcan - 9/9 Weapon 2
1 -
The primary weapon of A-air units is the Vulcan cannon. It can fire on the units below.

General Information and Strategy

The Anti-Air unit is not what some would call essential, because it has very specific uses and can't do a lot of different things. But it's very useful, because it's excellent at what it can do.

The Anti-Air, as it name implies, it an Anti-Aerial unit. It can kill both T-Copters and B-Copters with a single hit of it's Vulcan Cannon, and Fighters and Bombers are seriously damaged by it. B-Copters can't deal any significant damage to it (and will get completely blown away in the counter), which means the only Aerial unit capable of doing something against the Anti-Air is the Bomber, and almost three times it's cost. This is one of the reasons the Anti-Air comes in handy; it's a cost-effective way to keep an enemy Aerial force at bay. By just 8,000 the Anti-Air can dispose of any Aerial unit effectively.

It's not, of course, a perfect solution. The Anti-Air is a ground unit, that while quite mobile, remains a ground unit and can't cross several types of terrain. Air units, on the other hand, have no restrictions in their movement, so they can place themselves safely away the claws of the Anti-Air. The Anti-Air is also weak to Tanks (which of course, are common like the plague), so your opponent might seek to take out your Anti-Airs with ground forces before using their Aerial fleets. Of course, you must counter with your own ground forces.

It's also worth noting that besides Air units, the Anti-Air is very effective against Infantry units. It's one of the few units that have a guaranteed kill against Infantry on roads, and it's also the cheapest one able to do so. So, even if there's no Air units, this little smacker can come in handy to kill those pesky Infantry that might be blocking your way.

All in all, the Anti-Air shines as one of the best support units for any ground force, coming at a cheap price and working wonders. Deploy them as you see fit.



Cost - 12000
Missile units are essential in defending against air units. Their vision range is large.
4 This units travels on tires. This is its movement range.
5 This is the unit's vision range.
50/50 This is the current fuel amount. The unit can no longer move when all the fuel is used.
2
3
-
-
1
1
-
-
Weapon 1 - Missiles - 6/6 Weapon 2
3 ~ 5 -
The primary weapon of missile units are anti-air missiles. They can fire on the units below.

General Information and Strategy

Ah, the Missile is a unit I am quite fond of. Unfortunately you'll find little occasions where their deployment is in any way useful. You can very simply forget about them in any map without an airport. Even in Fog of War, the recon will do a better job at gathering intel.

The Missile has lousy movement, 4 actually, which is already severely hindered due to having tire type of movement. So you'll usually have to plan where and how you'll be deploying it.

The Missile is an indirect unit which can only fire at air units. Unfortunately, most air units have good movement and its quite hard to catch them off guard into your range. The Mssls is still a fantastic behing the lines support unit, destroying even enemy planes in one shot. Something which the AA can't do and which could be quite annoying at a choke. The Mssls is quite cheap, considering the units it can fire on tend to be quite costly. The Mssls is the easiest way to make your opponent enrage about being unable to deploy an air unit without deadly consequence while also being unable to remedy the situation. As an indirect unit, you'll indeed find it easy to hide or protect the cause of the airport block.

But the Missile is a unit which shines in Fog of War. It's immense vision range allows it to fire on whatever air unit it can see. This is only agravated by the fact that air units can't hide by any means. Also, in Fog of War, air unit movement is less of an issue since caution takes over and usually prohibits player from moving into potentially dangerous territory. Finally, in fog of war, it is hard to determine from where the Missile has attacked you. The Missile can thus prove to be a surprise to the opponent or confuse him further.

The Missile is useful due to it's amazing vision which allows it to work by itself in Fog of War and be a total pain to those low-sighted Air units.



Cost - 15000
Rocket units are valuable because they can fire on both land and naval units.
5 Rocket units travels on tires. This makes them more difficult to deploy than artillery units.
1 This is the unit's vision range. It needs intel from other units to fire in Fog of War.
50/50 This is the current fuel amount. The unit can no longer move when all the fuel is used.
2
3
-
-
1
1
-
-
Weapon 1 - Rockets - 6/6 Weapon 2
3 ~ 5 -
Rocket units can fire on the units below.

General Information and Strategy

The Rocket, this is the ground's big guns. It's not only the strongest indirect unit which you can drive, but also the one with the largest range.

However, it is not as flexible as the Artillery. It's armor is less efficient, it's minimum range is increased, and it moves on tires. In other words, to protect it you'll have to resort to using more important means. You'll have to plan carefully when it's deployed to make sure it always has some form of protection.

Ideally, you'll be using the Rocket when you wish to be able to hit far away, or if you want to cover a large area and when you have little to do to protect the Rocket. Rivers and Mountains create natural chokes and will block any direct unit capable of crossing the rocket's range and attacking it.

In Fog of War, you'll usually find indirect units to be much more useful. That is because they can hide in forests. And units hidden in forests cannot be seen through normal vision, which increases the chance of an opponent unit entering the rocket's range. And for units in forests to be attacked, the opponent will first need to have a unit next to said forest. In other words, the indirect unit has additional protection. However, don't believe that because of its range the rocket is the best to use. Both Rocket and Artillery have little vision and depend on other units to be their eyes. Unfortunately, while the Artillery can fire at relatively close range, and thus doesn't require you to send your units far away to be of use, the rocket will depend on your ability to uncover intel (and recons) since it can only fire relatively far away. Unfortunately, most units can't see so far away... On the other hand, the Rocket is also harder to discover.

Regardless, don't underestimate the Rocket as its huge range completely makes up for its weaknesses.



Cost - 16000
Md (medium) tank units' defensive and offensive ratings are the highest of the ground units.
5 This unit travels on treads. This is its movement range.
1 This is the unit's vision range.
50/50 This is the current fuel amount. The unit can no longer move when all the fuel is used.
1
2
-
-
1
1
-
-
Weapon 1 - Cannon - 8/8 Weapon 2 - M Gun
1 1
Md tank units' primary weapons can fire on the units below.

The secondary weapon is the machine gun.

General Information and Strategy

The Medium Tank is the biggest gun in ground combat. It trades the original Tank's mobility, vision and cost-efficiency for sheer Firepower and amazingly strong armor. Is the big bad dude worth over double the price it's small bro?

Well, if you have the money and feel it's necessary to add a lot of firepower to your arsenal, go ahead. However, take note that the Medium Tank has less fuel, ammo, movement and vision than the Tank. It's less flexible and will often be more useful when you have a lot of funds, not so many bases to deploy from or when the battle is occuring near to one of your bases. In other words, when you're encouraged to concentrate a lot of firepower in a unit.

The simple presence of the Medium Tank is enough to make many armies back out. While the MD. Tank is not as mobile as the Tank, 5 movement tiles at Thread type is nothing to scoff at. Medium Tanks are a pile of huge firepower just waiting to fire upon the enemy. It's a great unit when you need the extra power to break through your opponent's defenses, and it's an excellent defensive unit too. Unlike the Tank, the Medium Tank uses it's enormous firepower to be a threat; and that alone gives it a whole world of situations to be useful on. So don't count it out as an unmaneuverable, situational unit.

So you have this beast to take care of. How do you beat it? Well, you could go through the same path and get another MD. Tank. While not the most recommended way to deal with the situation (MD. Tanks deal the standard 55% damage to themselves), if your enemy teched up to MD. Tanks, you'll have to follow sooner or later; even with heavy terrain, nothing will survive constant attack from one of those bad boys. But the best way to take them down is Indirect fire.

At just 6,000 you can get an Artillery unit, which actually has the same movement range as the Medium Tank. Deploy one of these smackers, perhaps with your very own Medium Tank, and you can take on that MD. Tank. While very low-ranged, if you position your units well, you can keep the MD. Tank from attacking you in fear of the Artillery dealing some heavy damage to their expensive unit. Or, if you don't need to move so much, you can for a Rocket.

Rockets won't be able to make the battlefield if they're too far away, so if that's the case, stick to Artillery. But if you don't need them to move so fast, Rockets make for awesome MD. Tank defenses. They deal whoppin' damage to MD. Tank units, and have enough range to simply park all the way back of your frontlines and still be able to represent a big threat. And it comes for 1,000 less than a MD. Tank, so you can get an infantry along as extra defense ;).

To sum up, the MD. Tank is the king of the hill, but that doesn't keep it from being sniped off the hill. Deploy them when in need of heavy firepower, either for defense or offense, but be careful when using them in FoW, because they're completely blind without support.



Cost - 5000
T (Transport) copter units have good movement range and can carry foot soldiers.
6 This is an air unit. Terrain does not affect its movement range.
2 This is the unit's vision range.
99/99 This is the current fuel amount. It's used at 2 units per turn. Units crash when out of fuel.
1
1
1
1
1
1
1
1
Weapon 1 Weapon 2
- -
T copter carry no weapons and cannot fire.
General Information and Strategy

Finally, we've come to the transport copter. This is the APC of the air, minus the ability to supply other units. As cheap as the APC, the reason you'll build it is because the T Cptr is never hindered by terrain. It doesn't have to cross rivers through bridges, it doesn't have to cross mountains through roads, it isn't slowed down by forests and it can cross the sea to reach islands without any shoals.

It can often be as valuable as the APC and can make an interesting meatshield if the opponent doesn't have anti air units which can attack it. Of course, it is mainly useful during the capturing phase, however, in sea maps, T cptrs are the only means for infantry to move, so you'll be deploying them to keep expanding.

Just as the APC, it can't attack.



Cost - 9000
B (Battle) copter units can fire on many unit types, so they're invaluable.
6 This is an air unit. Terrain does not affect its movement range.
3 B copter units have the largest vision range of air units.
99/99 This is the current fuel amount. It's used at 2 units per turn. Units crash when out of fuel.
1
1
1
1
1
1
1
1
Weapon 1 - Missiles - 6/6 Weapon 2 - M Gun
1 1
B copter units use missiles as their primary weapons. They can fire on the units below.

B copter units can use their machine guns to fire on ground units and other copter units.

General Information and Strategy

The B-Copter is the tank of the skies, it is speedy, easily the cheapest attacking air unit and it has nice vision. It can attack nearly everything, the exception being planes. Heck, even MD. tanks have trouble when battling against B-Copters.

B-Copters are extremely useful and versatile, for simple reasons. The first, is that they have quite good movement and aerial units, which makes them highly mobile. Right along with this, is the fact that they're quite cheap at just 9,000 a piece. And most importantly, they can fire with great success at pretty much everything.

This is serious brownie points for the B-Copter. It can fire on 16 out of 18 units of the game (a whoppin' 88% of the total), and it deals effective damage to 15 of 'em. In other words, the B-Copter is the epitome of versatility; it can move all over, fire all over, and completely ravage armies all over town.

So how d'you counter this versatile menace? The safest, fool-proof way to do it is with Fighters, which can't be attacked by it, outrange them completely and kill them in a single blow. Fighters are sort of expensive, though, so you might want to stick to the good ol' Anti-Airs which will take little damage from them and have a one-hit kill if they strike first. Missiles will get crushed if they're hit, but as long as they're on the back, they can pulverize the little choppers... And lastly, you have the Cruisers which can deal quite a pounding if they strike first, but they're double the cost of the B-Copter and won't be able to take an attack from them very well.

And, of course, the very own B-Copter. The B-copter deals a hefty 65% damage to itself, which usually means the other copter is crippled and nearly useless. So, if you want to counter a B-Copter with your very own Copter, make sure you get the first-strike; cause that's what matters in Copter dogfights.

The B-Copter is one of the most vital units in the game due to it's cheap cost and incredible versatility.



Cost - 20000
Fighter units can engage other air units. Their movement range is the highest of all units.
9 This is an air unit. Terrain does not affect its movement range.
2 This is the unit's vision range.
99/99 This is the current fuel amount. It's used at 5 units per turn. Units crash when out of fuel.
1
1
1
1
1
1
1
1
Weapon 1 - Missiles - 9/9 Weapon 2
1 -
The primary weapon of fighters are air-to-air missiles. They can fire on the units below.

General Information and Strategy

The Fighter is the king of the sky. It can only shoot down air units, but it does it very effectively and its main enemy is, why, itself. It's huge movement (9 spaces! Unhindered by terrain!) makes it hard for any units other than fighters to attack it. Of course, on the other hand, it costs a lot, but it can control a huge area so deploying it before your opponent can be very useful.

Fighters can deal with both types of Copters and Bombers in a single hit, and with that huge movement range, it should be a breeze to take care of them. And even against other Fighters, they're fairly effective and end up in the now familiar 8-5 we see on Tanks or MD. Tanks. However, Fighters are helpless against anything below them. Anti-Airs, Missiles, Cruisers can all deal with the Fighter without a single worry of counter-attack.

But it's not like any of these can catch a Fighter when it has that absolutely huge 9 movement to boot. Fighters are incredibly effective ways to deal with all your air-based threats, and while a bit expensive, it does it's job very well. Don't hesitate to deploy them when needed, but always think if you truly need it; a lot of the time you can do with an Anti-Air or Missile (or perhaps both!)



Cost - 22000
Bomber units can fire on ground and naval units. Their movement range is high.
7 This is an air unit. Terrain does not affect its movement range.
2 This is the unit's vision range.
99/99 This is the current fuel amount. It's used at 5 units per turn. Units crash when out of fuel.
1
1
1
1
1
1
1
1
Weapon 1 - Bombs - 9/9 Weapon 2
1 -
The primary weapon of bomber units are bombs. They can fire on the units below.

General Information and Strategy

Ah, Bombers. Despite what you might have heard, they're direct units. And they bomb. Big-time. As a matter of fact, at road terrain, Bombers kill all ground units in a single hit. And they deal 75%+ to Sea units too. That's a crapload of firepower.

Bombers are your big guns, just like the MD. Tank. They can do a lot of damage, but are really one-dimensional. They're incredibly expensive, and can be countered by a single Anti-Air unit, worth less than half the price. They have very low vision and consume a lot of fuel, so they're not as reliable as one would hope. However, they do have great movement and are unhindered by Terrain, so they're quite maneuverable.

Your main worry when using Bombers is their fragility. They die easily to Fighters and Missiles, and while they do beat Anti-Airs if they manage to attack first, they'll fail to two Anti-Airs (which are still cheaper than a single Bomber!), which can flank the bomber and keep it at bay from attacking any units. Add this to the fact they're completely helpless against Fighters, and you've got a very expensive death-trap.

Still, when played correctly, Bombers can be completely devastating. If supported well enough by a ground-aerial army, they can kill stuff without too much worries; and boy, do they breach defenses like no other unit. A bomber is a huge amount of firepower amassed into a fragile unit, but that can wipe out anything below it. Make sure to take it down as quickly as possible if you're facing one, cause it's gonna hurt.



Cost - 12000
Landers can transport two ground units. If the lander sinks, the units vanish.
6 This is a transport unit's movement range. These units can move over reefs.
1 This is the lander's vision range. It's best not to rely on it to spot enemy units.
99/99 This is the current fuel amount. It's used at 1 unit per turn. Units sink when out of fuel.
-
-
-
-
-
1
1
2
Weapon 1 Weapon 2
- -
Landers carry no weapons and cannot fire.
General Information and Strategy

The Lander is your sea-based transport, and surprisingly, it's quite a bit more expensive than the APC and T-Copter. The APC had the ability of supplying friendly units with Ammo and Fuel, and the T-Copter could cross all Terrain unhindered. So what makes the Lander so special, and so expensive?

Well, first of all, the Lander can carry two units instead of just one. That of course makes it more valuable than a T-Copter or APC; getting soldiers to the cities faster pays well. And there's one more thing: Landers aren't limited to just Foot Soldiers.

That's right, the Lander is the only way you have to transport your Land units to other places. In Island maps, this is absolutely vital. Not only do you get your soldiers moving to capture cities, but also your whole army too, because you can be sure your opponent's gonna send units to stop your captures.

However, Landers can only dispatch their cargo on shoal terrain, which can be limiting at times. They're also very fragile -like any other transport unit in Advance Wars- but when you lose the Lander, you lose quite a bit more than an APC or a T-Copter; specially if it was loaded with something expensive like a MD. Tank. And they can be severely hindered by Reef terrain, which might be harmful if you need them fast.

Still, the Lander is a vital unit for Sea maps in Advance Wars, just use them with due care and you'll be safe.



Cost - 18000
Cruisers are strong against subs and air units, and they can carry two copter units.
6 This is a naval unit. This is its movement range across open water and reefs.
3 This is the unit's vision range.
99/99 This is the current fuel amount. It's used at 1 unit per turn. Units sink when out of fuel.
-
-
-
-
-
-
1
2
Weapon 1 - Missiles - 9/9 Weapon 2 - A-Air Gun
1 1
This is the primary weapon. It can fire on the units below.

Cruisers use anti-air machine guns as their secondary weapon.

General Information and Strategy

The Cruiser can be rightfully called the most versatile naval unit, and at the same time, the most situational one. They make mincemeat out of Subs, no matter whether they're diving or not. And it's the only naval unit capable of firing on Air units, and it's somewhat decent at that. So the Cruiser is definitely useful...

But that's about it, sadly. Besides killing Subs and the somewhat decent Anti-Aerial weapon, Cruisers are out of offensive capabilities. So if your opponent has no Subs or Air units, you have just spent 18,000 on a nearly useless unit. Well, in Naval combat, chances are your opponent will have Subs, so some use can be given to the Cruiser... However, in Air-heavy battles, the Cruiser is just too expensive to be any good. And fragile too, the Cruiser is not only outranged and outpowered by the Bomber, but it also loses against two Copters (which cost exactly the same).

They still have a very nifty function, they can store up to two Copter units (just like an APC or T-Copter). This can come in handy when you've got those Fighter-heavy maps; Fighters are helpless against Cruisers of course, and Cruisers can save your copters from certain doom. It's still a rather expensive transport (for the price it takes, you could get your two copters re-built), but it might save your ass once in a while.

The Cruiser is a rather situational unit, but it's the only reliable way to take care of Subs and leave your B-ships safe. Their A-Air gun is not as reliable as Anti-Airs or Missiles, but it can come in handy. Deploy when you see fit.



Cost - 20000
Submerged subs are difficult to find, and only cruisers and subs can fire on them.
5 This is a naval unit. This is its movement range across open water and reefs.
5 This is the unit's vision range.
60/60 Subs use one to five units of fuel per turn. They sink when their fuel supply runs out.
-
-
-
-
-
-
1
2
Weapon 1 - Torps - 6/6 Weapon 2
1 -
This is the primary weapon. It can fire on the units below.

General Information and Strategy

Wee! The Submarine! Well, the Submarine has a nifty ninja hiding function. It can dive underwater and disappear just like any other unit would in a forest or in a reef. Except other units can only do it in Fog of War. The Submarine can do it at all times.

The fact is that when it's dived, the Sub can only be attacked by Cruisers and other Subs. So it's very useful, the only downside being that the Sub then burns as much fuel as a plane would. And Subs don't have as big a fuel tank... And have a much harder time to get near an APC for supplies.

The Sub is nevertheless a fantastic unit to steathily destroy enemy Landers when they least expect it, or to seriously cripple enemy Battleships, arguably the strongest indirect unit in the game. It is also quite fantastic to ambush your opponents, or protect a unit and most definitely creates a huge surprise in Fog of War. Add this to a whoppin' 5 tiles of vision, and you've got a winner.

They only have one problem and that's cruisers. Yes, Cruisers have the ability to sink Subs lower than they usually can, much to their owner's dislike... And Subs deal little to no damage back to them, and Cruisers can actually fire on diving Subs. So don't pitch this ninja to face a Cruiser; rather, run to safety.



Cost - 28000
bshipmerged B (Battle) ships have a larger attack range than even rocket units.
5 This is a naval unit. This is its movement range across open water and reefs.
5 This is the unit's vision range.
99/99 This is the current fuel amount. It's used at 1 unit per turn. Units sink when out of fuel.
-
-
-
-
-
-
1
2
Weapon 1 - Cannon - 9/9 Weapon 2
2 ~ 6 -
The primary weapon of B ships units are cannons. They can fire on the units below.

General Information and Strategy

Ah, Battleships. The last unit in Advance Wars, and not surprisingly, the most expensive one. The Battleship costs an absolutely whopping 28,000, more than Bombers, MD. Tanks and what not. Is it worth the arm and the leg you're paying for it? Well, sometimes.

First off, Battleships have an absolutely monster range, and huge firepower to boot. Somewhat, perhaps, like Bombers, they deal heavy damage to all Ground and Sea units, and if you consider they can hide in Reefs and kill everything in a radius of 6 spaces, they might actually be a better choice than a bomber. A range of 2-6 may not be as good at 7 movement un-hindered by terrain, but the Battleships enjoys more protection than the Bomber.

And to add to this point, Battleships have the best armor in the whole game. Even Bombers, which kill pretty much anything in their range, can't kill a Battleship in a single hit; They're what some call floating fortresses. Rockets and Artillery deal heavy damage, but their range makes them helpless against the Battleship! The only certain way to defeat this monster is with Subs (preferrably dived), which deal a quite decent 55% damage. But of course, Subs can be countered by Cruisers, and when they're not diving, Battleships kill them in a single hit!

Your only concern when playing a Battleship is it dying before it can kill enough. Protect it, and it should be one of the most dangerous units in the whole game; It's a great unit to support rather than being it's own attack force, although you can always just park it somewhere and start shooting til it sinks.



Big thanks to Oracle of Wuffing for the Blue Moon B-Copter sprite.

Linkman 145 and Kireato

Poll
With the DS Wifi service shutting down in May, did you ever play AW4 online?

Yes!
No!

Show Results


List all polls

Staff
Contribute to WWN
10th Anniversary Articles

Xenesis
Linkman 145
HPD
thefalman
Dragon Fogel
DTaeKim


Advance Wars, Advance Wars 2, Advance Wars DS, and all content contained in those games are copyright (c) 1990-2005 Nintendo, and 2001-2005 Intelligent Systems. This site was not made with the permission of Nintendo or Intelligent Systems.
If this page does not appear properly, then you need a web standards compatible browser like Firefox