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Advance WARS Guide

Units Intel

by the NWR Staff - November 26, 2001, 12:24 am EST

This is where you are introduced to the basic unit functions. Be sure to familiarize yourself with which units do the best damage against other units. Remember, Infantry vs. Md Tank is not a pretty sight.

Infantry|Mech|Recon|Tank|Md Tank|APC|Artillery|Rocket|A-Air
Missiles|B-Ship|Cruiser|Lander|Sub|Fighter|Bomber|B-Copter|T-Copter


Name:Infantry
Cost:1000 G
Domain:Ground
Range:N/A
Movement:3 blocks
Visual Range:2 blocks
Ammunition:None
Fuel:99 units
Strong against:Other Infantry / Mech units
Weak against:Ground Vehicles / B-Copters

Comments:This is your lowest ranking unit. They don't do very much damage and can be easily crushed by Recon and Md Tank units. However, Infantry and Mech are the only units capable of capturing cities. Since Mech units are loaded down with their bazookas and weapons, Infantry has the advantage in movement.


Name:Mech
Cost:3000 G
Domain:Ground
Range:N/A
Movement:2 blocks
Visual Range:2 blocks
Ammunition:3 rounds of Bazooka ammo
Fuel:70 units
Strong against:Infantry / Mech / Ground Vehicles
Weak against:Ground Vehicles / B-Copters

Comments:While much stronger than the normal Infantry, Mech units can't move very fast. These units are able to take on Ground Vehicle units quite well if you use the terrain to your advantage. This is the only other unit capable of securing cities and bases. Best used in conjunction with APCs.


Name:Recon
Cost:4000 G
Domain:Ground
Range:N/A
Movement:8 blocks
Visual Range:5 blocks
Ammunition:None
Fuel:80 units
Strong against:Infantry / Mech
Weak against:Ground Vehicles / B-Copters

Comments:Recon units are essentially high movement Infantry with superior defense and unable to capture cities. They have a great visual range and are essential to combat in Fog of War. They're extremely effective against enemy Infantry and Mech units but not good for much else.


Name:Tank
Cost:7000 G
Domain:Ground
Range:N/A
Movement:6 blocks
Visual Range:3 blocks
Ammunition:9 rounds of Cannon ammo
Fuel:70 units
Strong against:Infantry / Mech / Recon / APC / Tank
Weak against:Md Tank / B-Copters

Comments:A great low-cost unit. While your major ground forces should consist of the rather powerful Md Tank, these smaller units are great backup and a good way to help secure cities and factories by protecting your infantry. Be careful when there are enemy Md Tanks around as they'll turn your Tanks into scrap metal without much effort.


Name:Md Tank
Cost:16 000 G
Domain:Ground
Range:N/A
Movement:5 blocks
Visual Range:1 block
Ammunition:8 rounds of Cannon ammo
Fuel:50 units
Strong against:All Ground Units
Weak against:B-Copters

Comments:This is the ultimate offense in Ground Units. Big, strong and do they ever pack an explosive punch. You oftentimes will nearly wipe out an enemy unit with one attack. The only things you need to worry about is Bombers or Indirect Ground units hitting you from afar. Worth every penny.


Name:APC
Cost:5000 G
Domain:Ground
Range:N/A
Movement:6 blocks
Visual Range:1 block
Ammunition:None
Fuel:70 units
Strong against:Nothing
Weak against:Everything

Comments:APCs are used to help move Infantry and Mech units quickly over distances. They are unable to attack other units and just about anything can do decent damage to this unit. The other use APCs have is to supply your other units with both Fuel and Ammunition. This ability can prove invaluable in keeping your gas guzzling air units and submarines running. There's nothing quite as mean as someone destroying your defenseless APC.


Name:Artillery
Cost:6000 G
Domain:Ground
Range:2 - 3 blocks
Movement:5 blocks
Visual Range:1 block
Ammunition:9 rounds of Cannon fire
Fuel:50 units
Strong against:All Ground Units
Weak against:Everything

Comments:Artillery are great for the back lines. They have a good range of fire, and can attack some units that Rocket are unable. Unfortunately, all indirect units are really weak in defense. An attack from a Tank unit can do some major damage to them. Be sure to always have other attack units protecting your Artillery. The indirect attack power they provide can be the thing to put victory in your grasp. These units cannot move and fire on the same turn. It's often a good idea to see if you can hit anything with them before moving, but only if they are protected from nearby enemy units.


Name:Rocket
Cost:15 000 G
Domain:Ground
Range:3 - 5 blocks
Movement:5 blocks
Visual Range:1 block
Ammunition:6 rounds of Rockets
Fuel:50 units
Strong against:If it's on the ground, you're going to hit it.
Weak against:Everything

Comments:This is an evil, evil unit. If you've got these things set up properly, you'll completely decimate the enemy in a matter of turns. Like Artillery, these units cannot move and fire in the same turn. Weak against anything that attacks them Rockets need the protection of stronger units. These units are brutal in the hands of an indirect combat master such as Grit. Evil.


Name:A-Air
Cost:8000 G
Domain:Ground
Range:N/A
Movement:6 blocks
Visual Range:2 blocks
Ammunition:None
Fuel:60 units
Strong against:Infantry / Mech / Air units
Weak against:Tanks / Md Tanks / Bombers

Comments:Your low cost way of keeping the skies clear of enemy aircraft. Just move this sucker in front of the aircraft you want dead and fire. This unit will often kill T-Copter and B-Copter units in one go. These units are also very useful against infantry, and they can finish off a weakened Tank or Md Tank..


Name:Missiles
Cost:12 000 G
Domain:Ground
Range:3 - 5 blocks
Movement:4 blocks
Visual Range:5 blocks
Ammunition:6 rounds of Missiles
Fuel:50 units
Strong against:If it flies, it dies.
Weak against:Everything

Comments:This is your "evil" anti-air unit. While not quite as evil as Rockets, due to its only being able to attack flying units, this can be a powerful ally on the battlefield. They're useless against anything other than air units, so unless Eagle is around don't bother spending your hard-plundered cash on this.


Name:B-Ship
Cost:28 000 G
Domain:Sea
Range:6 blocks
Movement:5 blocks
Visual Range:2 blocks
Ammunition:9 rounds of Cannon fire
Fuel:99 units
Strong against:All Ground Units
Weak against:Subs

Comments:This is the most expensive unit to be deployed and there's an excellent reason why. Just hide this unit in a reef and start smacking the enemy around with a few good Rocket rounds. The best part is that usually, only Subs will be able to reach this unit. As with all sea units, if you run out of fuel, the ship will sink.


Name:Cruiser
Cost:18 000 G
Domain:Sea
Range:N/A
Movement:6 blocks
Visual Range:3 blocks
Ammunition:9 rounds of Missiles
Fuel:99 units
Strong against:Air units / Subs
Weak against:Bombers / Rockets / B-Cruisers

Comments:This unit can hold two copter units in its cargo bays, and is able to fire upon all air units and subs. Kind of limited usage but when you have many enemy units of either kind, this is a good unit to use.


Name:Lander
Cost:12 000 G
Domain:Sea
Range:N/A
Movement:6 blocks
Visual Range:1 blocks
Ammunition:None
Fuel:99 units
Strong against:Nothing
Weak against:Everything.

Comments:This is the naval equivalent of the APC. Much like its land-lubbing counterpart this unit is unable to fire at all, and is often cruelly attacked like the sitting duck it is. You can take two Ground units of any kind into its bays for transport. The catch is that you can only load and unload units on shore terrain, so don't be stupid and put your Landers just anywhere. In some cases, keeping your Landers afloat is vital to completing the mission.


Name:Sub
Cost:20 000 G
Domain:Sea
Range:N/A
Movement:5 blocks
Visual Range:5 blocks
Ammunition:6 Torpedoes
Fuel:60 units
Strong against:B-Ships / Landers
Weak against:Cruisers

Comments:Stealth attack baby! Subs are able to dive under the water and be unseen by your enemies! Unfortunately, while submerged, Sub require 5 units per day of fuel. When it runs out your Sub sinks. Damn. Anyway these units are good for reconnaissance along with taking out hiding B-Ships and destroying Landers. If your Sub is running low on fuel, bring it to the shoreline and pull an APC up to refuel it.


Name:Fighter
Cost:20 000 G
Domain:Air
Range:N/A
Movement:9 blocks
Visual Range:2 blocks
Ammunition:9 Missiles
Fuel:99 units
Strong against:All Air Units
Weak against:A-Air / Missiles

Comments:Your barracuda of the air. These units are experts at taking out those nasty Bombers and B-Copters. Unfortunately, Fighters can only attack other Air units, so be sure you keep them out of the way of A-Air units or you'll be hurting. If your enemy has a few of these, pay attention to their huge range of movement or your Air units won't last 2 days.


Name:Bomber
Cost:22 000 G
Domain:Air
Range:N/A
Movement:7 blocks
Visual Range:2 blocks
Ammunition:9 Bombs
Fuel:99 units
Strong against:Everything other than Air units
Weak against:A-Air / B-Copters / Missiles / Cruisers / Fighters

Comments:Bombers are like indirect combat units with the exception they can fire and move in the same turn. Of course they don't have a "range", but since most Ground / Sea units can't return fire, you'll be Flying easy. Just watch out for Fighter's as you'll be powerless against them, and they have a greater range of movement.


Name:B-Copter
Cost:9000 G
Domain:Air
Range:N/A
Movement:6 blocks
Visual Range:3 blocks
Ammunition:6 Air to Ground missiles
Fuel:99 units
Strong against:Infantry / Mech / Tank
Weak against:Fighters / A-Air / Missiles / Cruisers

Comments:B-Copters can be either really useful or really useless. If you utilize them correctly they're an essential part of battle, but with the wrong plans, you'll be seeing a lot of orange wreckage. They're really good against Infantry and Tanks, so keep that in mind.


Name:T-Copter
Cost:5000 G
Domain:Air
Range:N/A
Movement:6 blocks
Visual Range:2 blocks
Ammunition:None
Fuel:99 units
Strong against:Nothing
Weak against:Everything

Comments:This is the best of all transport units. It can move over any terrain and drop infantry or mech units to wreak havoc upon your foes. Just remember, if you stop the unit over water, you won't be able to unload your infantry even if there are adjacent land spaces. While it can only carries one Infantry or Mech unit at a time, these copters are crucial to capturing cities and the elusive enemy HQ. Of course, just like all other transport units, these things are unable to defend themselves, so keep an eye out.

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