|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.|
|Weapon 1||Weapon 2 – M Gun|
|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.