Damage Changes from AW:DS to AW:DoR

This is an abbreviated list of the unit damage changes from Advance Wars: Dual Strike to Advance Wars: Days of Ruin. It is particularly helpful to see how the roles of units have changed between the two games.

Unit Damage Changes
Attacking UnitDefending UnitDamage ChangeAW3 DamageAW4 Damage
Anti-Air Tank-1025%15%
Anti-Air AW3 Mid Tank/AW4 War Tank-510%5%
Anti-Air Bomber-575%70%
Anti-Air Fighter+565%70%
Anti-Air Transport Copter+15105%120%
Battle Copter Anti-Air-1525%10%
Battle Copter Mech-1075%65%
Battle Copter Missiles-1065%55%
Battle Copter Transport Copter-1095%85%
Battle Copter AW3 Mid Tank/AW4 War Tank+1025%35%
Battle Copter Rockets+1065%75%
Battle Copter APC/Rig+1060%70%
Battle Copter Tank+1555%70%
Battle Copter Recon+2055%75%
Bomber AW3 Mid Tank/AW4 War Tank-2095%75%
Bomber Anti-Air-1095%85%
Bomber Missiles-10105%95%
Bomber Infantry+5110%115%
Infantry Artillery-515%10%
Infantry Rockets-525%20%
Infantry Missiles-525%20%
Infantry Anti-Air-25%3%
Infantry Battle Copter+17%8%
Mech Anti-Air-1065%55%
Mech Battle Copter+39%12%
Missiles Battle Copter+5115%120%
Missiles Transport Copter+5115%120%
Recon Tank+26%8%
Recon Anti-Air+44%8%
Recon Infantry+570%75%
Recon Battle Copter+810%18%
Recon Missiles+2728%55%
Rockets Anti-Air-1085%75%
Rockets Tank-1080%70%
Rockets AW3 Mid Tank/AW4 War Tank-1055%45%
Rockets Missiles-590%85%
Tank AW3 Mid Tank/AW4 War Tank+515%20%
Tank Battle Copter+810%18%
Tank Anti-Air+1065%75%
AW3 Mid Tank/AW4 War Tank Battle Copter+2312%35%

Basic Information


Game Platform:

  • Nintendo DS

Release Dates:

  • Japan: 23rd June 2005
  • North America: 22nd August 2005
  • Europe: 30th September 2005

Digital Re-release Dates

  • Japan: 20th April 2016
  • North America: 1st December 2016
  • Europe: 3rd March 2016

Other Information:

  • Players: 1 to 8 (1 to 4 on Wii U)
  • Game Mode: Single Player, Single-System Multiplayer, Multi-Cartridge Multiplayer, Download Multiplayer
  • Wii U Game Mode: Single Player, Single-System Multiplayer
  • Accessory Support: GBA to NDS Game Link

Artillery

Artillery
Artillery are the basic bread and butter indirect combat unit. Cheap, relatively durable and powerful for their price, the Artillery is the ranged mainstay of any army.
Price: 6000G Move: 5
Built: Base Move Type: Tread
Vision: 1 Fuel: 50
Ammo: 9 Consumption: None
Star Value: 50 Campaign Availability: C2: “The New Black”
HC1: “Jake’s Trial”
Abilities: None
Movement Chart

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1
Primary Weapon: Cannon Secondary Weapon: None
Range: 2-3
Damage Chart
90%--
85%--
80%--
70%--
45%--
40%--
15%40%
70%50%
75%55%
80%60%
75%55%
80%45%
70%5%

Piperunner

Piperunner
A quirky unit that Black Hole invented. The Piperunner is only capable of moving across the large pipelines. It has similar combat capabilities to a Rocket unit, although it can also fire upon aerial units.
Price: 20000G Move: 9
Built: Base Move Type: Pipeline
Vision: 4 Fuel: 99
Ammo: 9 Consumption: None
Star Value: 100 Campaign Availability: C17: “Spiral Garden” complete
HC17: “Spiral Garden” complete
Abilities: None
Movement Chart

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1

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1

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Primary Weapon: Pipe Gun Secondary Weapon: None
Range: 2-5
Damage Chart
95%65%
90%75%
90%105%
80%105%
55%75%
50%120%
25%55%
80%60%
80%60%
85%85%
85%60%
90%60%
80%15%

Rockets

Rockets
The Rocket is a powerful, long range attack unit. It has poor mobility but high firepower and a large firing range.
Price: 15000G Move: 5
Built: Base Move Type: Tyre
Vision: 1 Fuel: 50
Ammo: 6 Consumption: None
Star Value: 70 Campaign Availability: C9: “Victory or Death”
HC9: “Victory or Death”
Abilities: None
Movement Chart

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3

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1

1

1

1

1

1

1

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-

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1

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1

1
Primary Weapon: Cannon Secondary Weapon: None
Range: 3-5
Damage Chart
95%--
90%--
90%--
80%--
55%--
50%--
25%55%
80%60%
80%60%
85%85%
85%60%
90%60%
80%15%

Battleship

Battleship
The Battleship is a powerful ranged combat unit. It specialises in coastal bombardment and area defence. It is also the most effective anti-ship unit, as well as the only naval unit capable of a land assault by itself.
Price: 28000G Move: 5
Built: Port Move Type: Ship
Vision: 2 Fuel: 99
Ammo: 9 Consumption: 1 per Day
Star Value: 110 Campaign Availability: C6: “The Ocean Blue”
HC6: “The Ocean Blue”
Abilities: None
Movement Chart

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1

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1

2

-

-

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-

-
Primary Weapon: Cannon Secondary Weapon: None
Range: 2-6
Damage Chart
95%--
90%--
90%--
80%--
55%--
50%--
25%50%
80%95%
80%95%
85%95%
85%95%
90%60%
80%20%

Battle Copter

Battle Copter
The Battle Copter is a versatile aerial unit. It is mobile, effective against a variety of targets and relatively inexpensive. It has average defence and is incredibly weak to anti-air type units.
Price: 9000G Move: 6
Built: Airport Move Type: Air
Vision: 3 Fuel: 99
Ammo: 6 Consumption: 1 per Day
Star Value: 60 Campaign Availability: C3: “Max Attacks”
HC3: “Max Attacks”
Abilities: None
Movement Chart

1

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1

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1

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1

1
Primary Weapon: Missiles Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
45%--
50%--
55%--
55%--
25%--
20%--
10%25%
60%25%
65%25%
65%25%
25%25%
65%25%
55%25%
Damage Chart
75%--
75%--
30%65%
6%95%
1%--
1%--
1%--
20%--
25%--
35%--
6%--
35%--
6%20%

Bomber

Bomber
An extremely powerful air to ground bomber. Drops powerful bombs and has high mobility, but is expensive and has average defences.
Price: 22000G Move: 7
Built: Airport Move Type: Air
Vision: 2 Fuel: 99
Ammo: 9 Consumption: 5 per Day
Star Value: 90 Campaign Availability: C8: “Tag Battle”
HC5: “Neverending War”
Abilities: None
Movement Chart

1

1

1

1

1

1

1

1

1

1

1

1

1

-

1

1

1

1
Primary Weapon: Bombs Secondary Weapon: None
Range: 1-1
Damage Chart
110%--
110%--
105%--
105%--
105%--
90%--
35%75%
105%50%
105%95%
105%95%
95%95%
105%75%
105%35%

Oozium

Oozium
An odd giant mass of gelatinous goo that consumes everything it touches. Extremely resistant to damage, but very slow.
Price: N/A Move: 1
Built: N/A Move Type: Oozium
Vision: 1 Fuel: 99
Ammo: None Consumption: None
Star Value: 150 Campaign Availability: Not Available
Abilities: Consume When moving, the Oozium can move onto an enemy unit. Doing so will destroy the enemy unit. Units lost in this way also give no charge to the CO Power gauge. Also, Oozium cannot be Trapped! in Fog of War.
Missile Silo Immunity Oozium are completely immune to missile silos and cannot be damaged by them.
CO Ability Immunity Oozium are completely immune to the effects of CO Powers with the  exception of Lightning Strike and Lightning Drive. They do not gain any boosted abilities based on the CO Commanding them. However, they do not suffer any ill effects from COs either, such as mass damage from CO Powers like Tsunami or Black Wave.
Movement Chart

1

1

1

1

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1

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1

1

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1

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1

1
Primary Weapon: None Secondary Weapon: None

Fighter

Fighter
A powerful air superiority fighter. Only capable of attacking other aerial units, it unleashes incredible firepower and has amazing mobility. Capable of even attacking a Stealth Fighter when hiding, provided it can be seen.
Price: 20000G Move: 9
Built: Airport Move Type: Air
Vision: 2 Fuel: 99
Ammo: 9 Consumption: 5 per Day
Star Value: 90 Campaign Availability: C9: “Victory or Death”
HC5: “Neverending War”
Abilities: None
Movement Chart

1

1

1

1

1

1

1

1

1

1

1

1

1

-

1

1

1

1
Primary Weapon: Missiles Secondary Weapon: None
Range: 1-1
Damage Chart
--55%
--100%
--120%
--120%
--85% (+Stealth)
--120%
----
----
----
----
----
----
----

Submarine

Submarine
The submarine is a specialised anti-ship unit. It is designed for guerrilla strikes against the enemy’s transports, battleships and carriers. It has the special ability to Dive which allows it to hide from the enemy and also protects it from most types of attacks. It is also an excellent scout with the highest vision of all naval units.
Price: 20000G Move: 5
Built: Port Move Type: Ship
Vision: 5 Fuel: 60
Ammo: 6 Consumption: 1 per Day (5 per Day when Dived)
Star Value: 90 Campaign Availability: C6: “The Ocean Blue”
HC6: “The Ocean Blue”
Abilities: Dive Allows the unit to hide from all units unless they are adjacent. Increases fuel consumption to 5 per day. While in Dive mode, a unit is also completely immune to ranged attacks. When adjacent to enemy units, or on an enemy property a Dived submarine can still be targeted by Cruisers and Submarines.
Movement Chart

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1

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Primary Weapon: Torpedo Secondary Weapon: None
Range: 1-1
Damage Chart
----
----
----
----
----
----
--65%
--25%
--95%
--55% (+Dived)
--95%
--75%
----

Cruiser

Cruiser
The cruiser is a versatile naval unit which acts as both a “sea tank” and an anti-air unit. It is mobile, sturdy and moderately powerful. It has the oft-forgotten ability to transport helicopters and keep them out of harm’s way. It also has the unique ability to target submarines at all times, even when they have been dived.
Price: 18000G Move: 6
Built: Port Move Type: Ship
Vision: 3 Fuel: 99
Ammo: 9 Consumption: 1 per Day
Star Value: 80 Campaign Availability: C6: “The Ocean Blue”
HC6: “The Ocean Blue”
Abilities: Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: Two Units
Load/Unload:
Movement Chart

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Primary Weapon: Missiles Secondary Weapon: Anti-Air Gun
Range: 1-1 Range:  1-1
Damage Chart
----
----
----
----
----
----
--5%
--25%
--25%
--90% (+Dived)
--25%
--5%
----
 Damage Chart
--85%
--100%
--105%
--105%
--100%
--120%
----
----
----
----
----
----
----

Carrier

Carrier
The carrier is a powerful naval platform designed to support aerial units. It can transport and supply air units while providing covering fire to any enemy aerial units in the area. It has an absolutely incredible firing range, but comes at a hefty price.
Price: 30000G Move: 5
Built: Base Move Type: Ship
Vision: 4 Fuel: 99
Ammo: 9 Consumption: 1 per Day
Star Value: 110 Campaign Availability: C18: “Omens and Signs”
HC18: “Omens and Signs”
 Abilities: Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: Two Units
Load/Unload:
Supply Restores the fuel and ammo supplies of the two units currently being transported by the Carrier at the start of the turn.
Movement Chart

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1

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1

2

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-

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Primary Weapon: Missiles Secondary Weapon: None
Range: 3-8
Damage Chart
--100%
--100%
--115%
--115%
--100%
--120%
----
----
----
----
----
----
----

Missiles

Missile
A powerful defensive anti-air unit. Has low mobility, but high range and power against airborne targets. Also has an extremely large vision range for an indirect combat unit.
Price: 12000G Move: 4
Built: Base Move Type: Tyre
Vision: 5 Fuel: 60
Ammo: 6 Consumption: None
Star Value: 70 Campaign Availability: C4: “Reclaim the Skies”
HC1: “Jake’s Trial”
Abilities: None
Movement Chart

2

3

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1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: Missile Secondary Weapon: None
Range: 3-5
Damage Chart
--100%
--100%
--115%
--115%
--100%
--120%
----
----
----
----
----
----
----

Anti-Air

Anti-Air
A specialised anti-air unit. Inflicts heavy damage on all aerial units. It also decimates foot soldier units. Weak armour and otherwise low firepower.
Price: 8000G Move: 6
Built: Base Move Type: Tread
Vision: 2 Fuel: 60
Ammo: 9 Consumption: None
Star Value: 50 Campaign Availability: C4: “Reclaim the Skies”
HC1: “Jake’s Trial”
Abilities: None
Movement Chart

1

2

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1

1

1

1

1

1

1

-

-

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1

1

1

1
Primary Weapon: Vulcan Secondary Weapon: None
Range: 1-1
Damage Chart
105%65%
105%75%
60%105%
25%105%
10%75%
5%120%
1%--
50%--
50%--
55%--
45%--
55%--
25%30%

Zak

Army: Black Hole Tag Partners
A CO of the Black Hole army who is always planning his next destructive act. Jugger “Power Surge”
Candy “Flash Point”
Adder “Creepy Crawly”
Unlock: Complete the Campaign
Proverbs, Ramen
Fondue
He’s a master of road based battles. His CO powers cost less to use than those of other COs.
Forced March
Movement range for all units is increased by one space. Units have more firepower on roads.
Trail of Woe
Movement for all units is increased by two spaces. Units have more firepower on roads.
Power Quote
I am a warrior and a scholar. My victory is all but certain.
Quote
Victory is no accident.
Continue reading

Candy

Army: Black Hole Tag Partners
Jugger and Zak’s commanding officer. Has a blunt, queen-like personality. Zak “Flash Point”
Jugger “Fireworks”
Unlock: Complete the Campaign
Anything chic
Anything passé
Has long lived in cities, so she fights better on urban terrain. Any unit on a property gets an attack boost.
Urban Blight
Inflicts 3 HP of damage to any enemy unit on a property. Improves her firepower bonus on urban tiles.
High Society
Greatly improves her attack bonus on urban terrain. Additionally, all units gain attack boosts based on how many cities are owned.
Power Quote
Even the prettiest rose has thorns!
Quote
Aha ha ha! Pathetic.
Continue reading

Lander

Lander
The Lander is a naval troop-carrying unit. It is lightly armoured and mobile, but has no weapons of its own. It is the only way to move heavier land units across oceans.
Price: 12000G Move: 6
Built: Port Move Type: Naval Transport
Vision: 1 Fuel: 99
Ammo: None Consumption: None
Star Value: 60 Campaign Availability: C6: “The Ocean Blue”
HC6: “The Ocean Blue”
 Abilities: Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: Two Units
Load/Unload:
Movement Chart

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1

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1

2

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-

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Primary Weapon: None Secondary Weapon: None

Black Boat

Black Boat
The Black Boat is a basic troop-carrying unit. It is lightly armoured and mobile, but has no weapons of its own. It can repair and resupply other units.
Price: 7500G Move: 7
Built: Port Move Type: Naval Transport
Vision: 1 Fuel: 60
Ammo: None Consumption: None
Star Value: 50 Campaign Availability: C11: “The Long March” Clear
HC11: “The Long March” Clear
Abilities: Repair Restores the fuel and ammo supplies of a selected single unit adjacent to the Black Boat. Provided funds are available, the unit is also repaired for 1 HP.
Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: One Unit
Load/Unload:
Movement Chart

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1

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2

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Primary Weapon: None Secondary Weapon: None

Transport Copter

Transport Copter
The T-Copter is a basic troop-carrying unit. It is lightly armoured and mobile, but has no weapons of its own. It allows Infantry and Mech units to be transported to areas of the map that would not otherwise be possible, due to the fact that it can fly.
Price: 5000G Move: 6
Built: Airport Move Type: Air
Vision: 2 Fuel: 99
Ammo: None Consumption: 1 per Day
Star Value: 50 Campaign Availability: C3: “Max Attacks!”
HC3: “Max Attacks!”
Abilities: Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: One Unit
Load/Unload:
Movement Chart

1

1

1

1

1

1

1

1

1

1

1

1

1

-

1

1

1

1
Primary Weapon: None Secondary Weapon: None

APC

APC
The APC is a basic troop-carrying unit. It is lightly armoured and mobile, but has no weapons of its own. It also supports the army by replenishing the  supplies of other units.
Price: 5000G Move: 6
Built: Base Move Type: Tread
Vision: 1 Fuel: 70
Ammo: None Consumption: None
Star Value: 40 Campaign Availability: C2: “The New Black”
HC1: “Jake’s Trial”
Abilities: Supply Restores the fuel and ammo supplies of every unit adjacent to the APC. The APC automatically supplies at the start of a turn, and can also use the command manually.
Transport This unit is capable of transporting other units. It has the Load and Drop commands.
Details
Transports:
Capacity: One Unit
Load/Unload:
Movement Chart

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2

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1

1

1

1

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1

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1

1
Primary Weapon: None Secondary Weapon: None

Black Bomb

Black Bomb
A remote-controlled detonated explosive. Extremely fast and powerful, but completely defenceless. Can hit an extremely wide area when detonated.
Price: 25000G Move: 9
Built: Airport Move Type: Air
Vision: 1 Fuel: 45
Ammo: None Consumption: 5 per Day
Star Value: 30 Campaign Availability: C14: “Lash’s Test” Clear
HC14: “Lash’s Test” Clear
Abilities: Explode Destroys the unit and causes a massive explosion with a radius of 3 tiles from the Black Bomb’s location. Any units hit by the explosion take 5 HP of damage, but the explosion cannot kill units.
Movement Chart

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1

1

1

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1

-

1

1

1

1
Primary Weapon: None Secondary Weapon: None

Megatank

Megatank
This ultimate tank boasts insane raw firepower and incredible defence. It moves slowly and has low supplies, but its sheer power makes it a terror on the battlefield.
Price: 28000G Move: 4
Built: Base Move Type: Tread
Vision: 1 Fuel: 50
Ammo: 3 Consumption: None
Star Value: 110 Campaign Availability: C16: “Snow Hunters”
HC16: “Snow Hunters”
Abilities: None
Movement Chart

1

2

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1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: Mega Cannon Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
50%--
45%--
195%--
180%--
125%--
115%--
65%45%
195%65%
195%75%
195%45%
195%105%
195%45%
180%45%
Damage Chart
135%--
125%--
65%22%
10%55%
1%--
1%--
1%--
65%--
65%--
75%--
17%--
55%--
10%30%

Neotank

Neotank
The Neotank is a super-charged Medium Tank, with more movement, firepower, fuel and ammunition. It also costs significantly more. Extremely powerful and mobile, it can cause significant damage to most land-based targets.
Price: 22000G Move: 6
Built: Base Move Type: Tread
Vision: 1 Fuel: 99
Ammo: 9 Consumption: None
Star Value: 90 Campaign Availability: C9: “Victory or Death”
HC9: “Victory or Death”
Abilities: None
Movement Chart

1

2

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-

1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: New Type Cannon Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
50%--
45%--
125%--
105%--
75%--
55%--
35%15%
125%30%
115%40%
125%15%
115%40%
125%15%
105%35%
Damage Chart
125%--
115%--
65%22%
10%55%
1%--
1%--
1%--
65%--
65%--
75%--
17%--
55%--
10%20%

Medium Tank

Medium Tank
The Medium Tank is a heavier, slower and more powerful tank. It boasts relatively heavy armour and strong all-around firepower. It moves slower and has a very poor vision range, however.
Price: 16000G Move: 5
Built: Base Move Type: Tread
Vision: 1 Fuel: 50
Ammo: 8 Consumption: None
Star Value: 80 Campaign Availability: C9: “Victory or Death”
HC9: “Victory or Death”
Abilities: None
Movement Chart

1

2

-

-

1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: Cannon Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
50%--
45%--
105%--
85%--
55%--
45%--
25%10%
105%30%
105%35%
105%10%
105%35%
105%10%
85%30%
Damage Chart
105%--
95%--
45%12%
8%45%
1%--
1%--
1%--
45%--
45%--
55%--
7%--
35%--
8%20%

Tank

Tank
The tank is a mobile, but all around average combat unit. It excels in no particular area, but has decent ratings for every ability as well.
Price: 7000G Move: 6
Built: Base Move Type: Tread
Vision: 3 Fuel: 70
Ammo: 9 Consumption: None
Star Value: 50 Campaign Availability: C1: “Jake’s Trial”
HC1: “Jake’s Trial”
Abilities: None
Movement Chart

1

2

-

-

1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: Cannon Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
35%--
30%--
85%--
55%--
15%--
15%--
10%1%
75%5%
70%10%
85%1%
65%10%
85%1%
55%20%
Damage Chart
75%--
70%--
40%10%
6%40%
1%--
1%--
1%--
45%--
45%--
55%--
5%--
30%--
6%20%

Recon

Recon
The Recon is a mobile scout unit that has a large vision range. They move freely on flat terrain, but have trouble with rough terrain.
Price: 4000G Move: 8
Built: Base Move Type: Tyre
Vision: 5 Fuel: 80
Ammo: None Consumption: None
Star Value: 50 Campaign Availability: C8: “Tag Battle”
HC1: “Jake’s Trial”
Abilities: None
Movement Chart

2

3

-

-

1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: None Secondary Weapon: Machine Gun
Range: 1-1
Damage Chart
70%--
65%--
35%10%
6%35%
1%--
1%--
1%--
45%--
45%--
55%--
4%--
28%--
6%20%

Mech

Stealth
The Mech is a more powerful but less mobile variant of the Infantry unit. They have extra firepower with their bazooka, while still retaining the ability to capture properties.
Price: 3000G Move: 2
Built: Base Move Type: Mech
Vision: 2 Fuel: 70
Ammo: 3 Consumption: None
Star Value: 20 Campaign Availability: C1: “Jake’s Trial”
HC1: “Jake’s Trial”
Abilities: Capture Allows the unit to capture neutral properties, or properties held by the enemy. Captures 1 point per current HP.
Mountain Vision Improves the unit’s vision by 3 when standing on a Mountain tile.
Movement Chart

1

1

1

1

1

1

1

1

1

1

1

-

-

-

1

1

1

1
Primary Weapon: Bazooka Secondary Weapon: Machine Gun
Range: 1-1 Range: 1-1
Damage Chart
----
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85%--
55%--
15%--
15%--
5%--
75%--
70%--
85%--
65%--
85%--
55%30%
Damage Chart
65%--
55%--
18%9%
6%35%
1%--
1%--
1%--
20%--
32%--
35%--
6%--
35%--
6%20%

Infantry

Stealth
The basic foot-soldier unit available to all armies. They have low firepower and are inexpensive, but are essential due to their ability to capture properties.
Price: 1000G Move: 3
Built: Base Move Type: Infantry
Vision: 2 Fuel: 99
Ammo: None Consumption: None
Star Value: 20 Campaign Availability: C1: “Jake’s Trial”
HC1: “Jake’s Trial”
Abilities: Capture Allows the unit to capture neutral properties, or properties held by the enemy. Captures 1 point per current HP.
Mountain Vision Improves the unit’s vision by 3 when standing on a Mountain tile.
Movement Chart

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1

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1
Primary Weapon: None Secondary Weapon: Machine Gun
Range: 1-1
Damage Chart
55%--
45%--
12%7%
5%30%
1%--
1%--
1%--
14%--
15%--
25%--
5%--
25%--
5%20%

Stealth

Stealth
A high-tech Stealth Fighter developed by Orange Star. Possesses average overall firepower but can hit every single unit. Has the unique ability to cloak itself to hide from the enemy, protecting it from fire and preventing it from being seen.
Price: 24000G Move: 6
Built: Airport Move Type: Air
Vision: 4 Fuel: 60
Ammo: 6 Consumption: 5 per Day (8 per Day in Stealth)
Star Value: 100 Campaign Availability: C18: “Omens and Signs”
HC18: “Omens and Signs”
Abilities: Stealth Allows the unit to hide from all units unless they are adjacent. Increases fuel consumption to 8 per day. While in Stealth mode, a unit is also completely immune to attacks from every unit except Fighters and other Stealth Fighters.
Movement Chart

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Primary Weapon: Omni-Missile Secondary Weapon: None
Range: 1 – 1
Damage Chart
90%45%
90%70%
85%85%
75%95%
70%55% (+Stealth)
60%120%
15%45%
85%35%
75%65%
85%55%
50%65%
85%45%
80%30%

Grimm

Army: Yellow Comet Tag Partners
A CO with a dynamic personality. Couldn’t care less about the details. Nicknamed “Lightning Grimm”. Sensei “Rolling Thunder”
Unlock: Complete Mission 22 “Crystal Calamity”
Doughnuts
Planning
Firepower of all units is increased due to his daredevil nature, but their defence is a little weak.
Knuckleduster
Increases the attack of all units.
Haymaker
Greatly increases the attack of all units.
Power Quote
Things are lookin’ Grimm for you!
Quote
“Gwar har har! Hit the road, slick!”
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Sensei

Army: Yellow Comet Tag Partners
A former paratrooper rumoured to have been quite the CO in his day. Hachi “Grizzled Vets”
Grimm “Rolling Thunder”
Unlock: Initially Available
Lazy, rainy days
Busy malls
Strong infantry and high transport movement. Superior firepower for copters, but naval units have weaker attacks.
Copter Command
Attack copter firepower rises. Infantry units with 9 HP appear in all allied cities, ready to be moved.
Airborne Assault
Attack copter firepower rises. Mech units with 9 HP appear in all allied cities, ready to be moved.
Power Quote
Ha ha! I didn’t get old for nothing!
Quote
“Looks like I still got it! Take that, whippersnapper!”
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Sonja

Army: Yellow Comet Tag Partners
Kanbei’s calm and collected daughter who plans before acting. Excels in information warfare. Kanbei “Battle Standard”
Sami “Girl Power”
Lash “Brainstorm”
Unlock: Initially Available
Computers
Bugs
All units have extended vision ranges in Fog of War. Keeps HP intel hidden from foes. Manipulates information to reduce enemy terrain effects by one.
Enhanced Vision
Increases the vision of units by one space and allows them to see into woods and reefs. Reduces enemy terrain effects by two.
Counter Break
Increases vision of units by one space and allows them to see into woods and reefs. Counter-attacks are stronger. Reduces enemy terrain effects by three.
Power Quote
You can’t hide from me!
Quote
“That was too close.”
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Kanbei

Army: Yellow Comet Tag Partners
The emperor of Yellow Comet. A skilled CO who has a soft spot for his daughter. Sonja “Battle Standard”
Javier “Code of Honour”
Unlock: Initially Available
Sonja
Computers
All units have high offensive and defensive abilities, but are expensive to deploy.
Morale Boost
Increases firepower for all units.
Samurai Spirit
Greatly strengthens offensive and defensive abilities of all units. Firepower doubles when inflicting damage in counterattacks.
Power Quote
Kanbei is here! All hail the Emperor of Yellow Comet!
Quote
“On to the next fight! Wait…where’s my sword?.”
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Javier

Army: Green Earth Tag Partners
A Green Earth CO who values chivalry above all else. Likes to charge units in to battle. Kanbei “Code of Honour”
Jess “Green Flash”
Unlock: Complete Mission 22 “Crystal Calamity”
Honour
Retreating
Javier has enhanced defence against long-range attacks. Communication towers improve his defence.
Tower Shield
Improves defence when attacked by indirect-combat units. The effect of Towers is doubled.
Tower of Power
Greatly improves defence when attacked by indirect-combat units. The effect of Towers is tripled.
Power Quote
Your maidenfolk shall soon howl great lamentations!
Quote
“You live still, for Javier is masterful but merciful!”
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Jess

Army: Green Earth Tag Partners
A gallant tank-driving CO who excels at analysing information. A hero of the last war. Jake “Heavy Metal”
Javier “Green Flash”
Unlock: Initially Available
Dandelions
Unfit COs
Vehicular units have superior firepower. Air and naval units are comparatively weak.
Turbo Charge
Movement of vehicular units goes up by one space. Attack increases, and fuel and ammo supplies are also replenished.
Overdrive
Movement of vehicular units goes up by two spaces. Attack dramatically increases, and fuel and ammo supplies are also replenished.
Power Quote
Roll out, tanks!
Quote
“This battle will advance my tactical research.”
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Drake

Army: Green Earth Tag Partners
A bighearted former pirate who hates fighting. Also a great surfer. Dude! Eagle “Stormwatch”
Unlock: Initially Available
The sea
High places
Naval units have superior firepower but air units have weaker attacks.
Tsunami
Causes a tidal wave that does one HP of damage to all enemy units and reduces their fuel by half.
Typhoon
Causes a tidal wave that does two HP of damage to all enemy units and reduces their fuel by half. Produces rain for one full day.
Power Quote
Can’t you just feel the riptide washing you out to the open sea?
Quote
“The sea is my home.”
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Eagle

Army: Green Earth Tag Partners
Green Earth’s daring pilot hero. Joined the air force to honour his father’s legacy. Andy “Airlift”
Sami “Earth and Sky”
Drake “Stormwatch”
Unlock: Initially Available
Lucky goggles
Swimming
Air units use less fuel than those of other armies and also have superior firepower. Naval units have weaker firepower.
Lightning Drive
Able to move non-infantry units twice during a turn, but their firepower is cut in half.
Lightning Strike
Able to move non-infantry units twice during a turn. No firepower penalty.
Power Quote
Death from above!
Quote
“Try hitting the gym!”
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Sasha

Army: Blue Moon Tag Partners
Colin’s sister. Normally ladylike, but becomes daring when angry. Colin “Trust Fund”
Unlock: Complete Mission 22 “Crystal Calamity”
Truffles
Pork rinds
Being the heir to a vast fortune, she gets an additional 100 funds from allied bases.
Market Crash
Decreases the enemy’s CO Power meters in proportion to the funds in the treasury.
War Bonds
Earn funds when she inflicts damage on a foe. She gains 50% of the unit’s cost in damage.
Power Quote
You’ve made me very, very…upset.
Quote
“Money is power.”
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Colin

Army: Blue Moon Tag Partners
Blue Moon’s rich boy CO and Sasha’s little brother. A gifted CO with a sharp, if insecure mind. Sasha “Trust Fund”
Unlock: Initially Available
Olaf and Grit
Black Hole
Heir to a vast fortune, Colin can buy units at bargain-basement prices. His troops’ low firepower stems from his lack of experience.
Gold Rush
Increases deployment funds by one and a half times.
Power of Money
Uses wealth to increase the strength of weapons. The more funds available, the stronger the weapons become.
Power Quote
I’ll give it everything I’ve got!
Quote
“I’ll win if I try my best!”
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Grit

Army: Blue Moon Tag Partners
A laid-back style masks his dependability. A peerless marksman. Works well with Olaf. Max “Big Country”
Olaf “Snow Patrol”
Unlock: Initially Available
Cats
Rats
Range for ranged units is one space more than other COs. They cause more damage too. Weak in combat with non-infantry direct combat units.
Snipe Attack
Increases the range of distance weapons by one space. Attack strength of these units also increases.
Super Snipe
Distance weapons can shoot two spaces farther than normal. They also receive a firepower bonus.
Power Quote
Let’s do us some target practice!
Quote
“Ayup. That’s just about what I figured.”
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Olaf

Army: Blue Moon Tag Partners
A pompous braggart, but his tactical prowess has earned him the respect of his peers. Grit “Snow Patrol”
Unlock: Initially Available
Warm Boots
Rain Clouds
Winter weather poses no problem for Olaf or his troops. Snow causes his firepower to rise, and his troops can move with no penalty.
Blizzard
Causes Snow to fall for two days.
Winter Fury
A mighty blizzard causes two HP of damage to all enemy troops. The snow also persists for two days.
Power Quote
Your weapons are powerless before the might of nature!
Quote
“All hail Blue Moon, my home sweet home!”
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Rachel

Army: Orange Star Tag Partners
A young Orange Star CO. She strives to follow in the footsteps of her big sister, Nell. Jake “Orange Crush”
Nell “Windfall”
Unlock: Initially Available
Hard Work
Excuses
Her troops are quite hardworking and they increase base resupplies by one.
Lucky Lass
Improves her chance to strike with massive firepower and destroy her enemies!
Lucky!
Covering Fire
Provides covering fire by launching three missiles from Orange Star HQ in Omega Land.
Power Quote
I will protect this land to the end!
Quote
“Another one down…who’s next?”
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Jake

 

Army: Orange Star Tag Partners
A young, energetic Orange Star CO who is a top notch tank commander. Rachel “Orange Crush”
Jess “Heavy Metal”
Unlock: Initially Available
Clubbin’
Easy Listening
Fights well in the open. Firepower of all units is increased on plains.
Beat Down
Firing range of vehicles is increased by one. Firepower of all units is further increased on plains.
Block Rock
Firing range of vehicles is increased by one, and movement range by two. Firepower of all units is greatly increased on plains.
Power Quote
Prepare to get served!
Quote
You got dropped like a phat beat!
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Hachi

Army: Orange Star Tag Partners
Owner of the Battle Maps shop. Rumoured to be Orange Star’s former commander-in-chief. Sensei “Grizzled Vets”
Unlock: Complete Campaign
Tea
Medicine
Uses secret trade routes to get lower deployment costs for all units.
Barter
Speaks with such authority that he obtains even lower deployment costs.
Merchant Union
Deployment costs drop. Merchant pals gather from around the globe to help him deploy ground units from any allied property.
Power Quote
Battle Maps is your one-stop war shop!
Quote
Thank you, come again!
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Sami

Army: Orange Star Tag Partners
A strong-willed Orange Star special forces captain who loves long hair. Sonja “Girl Power”
Eagle “Earth and Sky”
Unlock: Initially Available
Chocolate
Cowards
As an infantry specialist, her foot soldiers do more damage and capture faster. Non-infantry direct combat units have weaker firepower.
Double Time
Infantry units receive a movement bonus of one space. Their attack also increases.
Victory March
Increases all foot soldiers’ movement by two spaces and gives them an attack bonus. They capture in one turn even below full HP.
Power Quote
Gotta stay cool…
Quote
Commandos always complete their mission.
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