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The '''''Advance Wars''''' series was spawned from the earlier games in the ''[[Wars (series)|Wars]]'' series, developed by [[Intelligent Systems]] and published by [[Nintendo]]. ''[[Famicom Wars]]'', ''[[Super Famicom Wars]]'', and the ''[[Game Boy Wars (series)|Game Boy Wars]]'' series all formed the basic style of gameplay (turn based strategy) seen in the ''Advance Wars'' series.


* '''''[[Advance Wars]]''''', the first game in the series, is a turn-based strategy game as were the previous titles in the ''[[Wars (series)|Wars]]'' series. Its simple interface and easy-to-pick-up-and-play style gained many fans amongst the handheld gaming community, and it had appeal to both young and old with its cartoon-based graphics and intense battles, at air, sea, and on land.
* The next game in the series was '''''[[Advance Wars 2: Black Hole Rising]]'''''. The game expanded on the first ''Advance Wars'', with more playable [[Commanding Officer]]s, new [[unit]]s, new [[terrain]], and updated graphics. Many consider this game to be the best in the Advance Wars series. This was the last game to be released on the Game Boy Advance.
* '''''[[Advance Wars: Dual Strike]]''''' was the series debut on the [[Nintendo DS]]. The game offered new modes of play, along with even more playable COs, new units and terrain, and psuedo-3D graphics. This game was also rated highly amongst critics.
* The latest original game to be released was '''''[[Advance Wars: Days of Ruin]]''''' (''Dark Conflict'' in the EU and Australia). The game features a setting independent of the previous titles, with a new world, factions, characters, units, whilst retaining the same addictive gameplay as the first three games in the series.
* '''''[[Advance Wars 1+2: Re-Boot Camp]]''''' is a remake of the original ''Advance Wars'' and ''Advance Wars 2'', developed by [[WayForward Technologies]]. While the remake maintains the same core gameplay as the originals, it features a 3D gameboard-like aesthetic, new CO designs, and a remixed soundtrack.


The Advance Wars series was spawned from the earlier games in the [[Nintendo Wars]] series, all developed by [[Intelligent Systems]]. [[Famicom Wars]], [[Super Famicom Wars]], and Game Boy Wars 1, 2 and 3 all formed the basic style of gameplay (turn based strategy) we have come to see in the Advance Wars Series.
==Gameplay==
The objective in ''Advance Wars'' is to defeat the enemy [[force]] by either capturing their [[HQ|headquarter]]s, destroying all of the enemy units, or completing a specific objective with your own army of units. Each unit has its own unique advantages.


Advance Wars, the first game in the series, is still a TBS (Turn Based Strategy) as were the previous games in the Wars Series. Its simple engine and easy-to-pick-up-and-play style gained many fans amongst the handheld gaming community, and it had appeal to young and old with its cartoon-based graphics and intense battles, at air, sea, and on land.
The battlefield is set on a square grid, with each square being a different type of terrain. Certain units can travel over certain terrains, for example, [[river|rivers]] and [[mountain|mountains]] can be traversed by [[infantry]] and [[mech]] units, but not other [[Vehicle|ground units]]. [[:Category:Aerial Units|Air unit]]s can travel over nearly anything without being hindered, and [[Ship (unit type)|sea unit]]s can travel at [[sea]]. Each piece of terrain grants a defence bonus denoted by stars; the higher, the better.


The next game in the successful Advance Wars series was [[Advance Wars 2: Black Hole Rising]]. The game expanded on the first Advance Wars, with more playable [[Commanding Officers]], new units, new terrain, and updated graphics. Many consider this game to be the best in the Advance Wars series. This was the last game to be released on the GameBoy Advance.
Units can be deployed in three ways-one, they can be bought at a [[base]] (ground), [[port]] (sea), or [[airport]] (air); two, they are already pre-deployed on the map in question; and three, by the effect of [[Sensei]]'s CO powers. Units have [[fuel]], [[ammunition]], and [[movement cost]]s over certain terrain- you must manage your units and keep them supplied to succeed.


[[Advance Wars: Dual Strike]] was the first game of the Advance Wars series to be released on the Nintendo DS. This game offered new modes of play, along with even more playable COs, new units and terrain, and psuedo-3D graphics. This game was also rated highly amongst critics.
To buy new units, you must use various amounts of G, or funds. Each army starts out with a set amount of G, but [[capture|captured]] [[property|properties]] will produce G each turn.


The latest game to be released is [[Advance Wars: Days of Ruin]] (Dark Conflict in the EU and Australia). The game includes a complete overhaul of the Advance Wars universe, with a new world, new countries, new COs, new units, new everything, basically, whilst retaining the same addictive gameplay as the first three games in the series.
Each unit has opponents it can and cannot attack, and how good it is at attacking those units. For example, infantry can effectively attack other foot soldiers, but are weak against vehicles and helicopters, and cannot fight planes and ships. [[Bomber]]s can attack ground and sea units, but cannot fight against planes and helicopters. [[Stealth]] planes and [[seaplane]]s can attack nearly any unit, but submerged [[submarine]]s can only be attacked by [[cruiser]]s and other submarines. This effectively creates a "rock-paper-scissors" situation-Unit A is strong against Unit B, Unit B is strong against Unit C, Unit C is strong against Unit A. Creating a balanced army is a vital part of a good strategy.


==Battle System==
Although many units, such as [[tank]]s, [[fighter]]s, and [[Battle Helicopter]]s, can only attack units right next to them, there are some units that can attack from afar, but not from up close, such as [[rockets]], [[battleship]]s, and [[missiles]]. These are called indirect attack units.


The battle system in Advance Wars is simple. The objective is to defeat the enemy [[army]] (whoever they may be) by either capturing their headquarters or destroying all of the enemy units.
After you move one of your units, you assign it a command. All units have the "Wait" command, which orders the unit to do nothing, and any unit armed with weapons that have ammunition will be able to Fire on other units within their range. Other units have commands exclusive to that unit or a small group of units-[[APC]]s can Supply other units on the spot, submarines and stealth planes can dive and hide, respectively, and so on.


The battlefield is set on a square grid, with each square being a different type of terrain. Certain units can travel over certain terrains, such as infantry units only being able to cross rivers and climb mountains. Air units can travel over everything, and sea units can travel at sea, on reefs, and on shoals. Each piece of terrain grants a defence bonus (denoted by stars; the higher, the better).
[[Commanding Officers]] (COs) offer certain bonuses to certain types of units, but weaknesses for others. For example, [[Sami]]'s infantry are very strong compared to others, but her other direct-attack ground units suffer slightly. Each CO has their own [[CO Power]] (and, in some cases, Super CO Power) which offers major bonuses that can change the tide of a battle. Powers can only be used once a "power meter" is filled, however, so use them wisely.


Units can be deployed in three ways- one, at a base, port, or airport (land, sea and air respectively, all at varying costs), two, they are already predeployed on the map in question, and three, by the effect of Sensei's CO power/s (Sensei first appeared in Advance Wars 2). Units have fuel, ammunition and movement costs over certain terrain- you must use these wisely if you are to succeed.
In a [[Fog of War]] situation, units can only see a certain distance, indicated by their Vision stat. Infantry and mechs in [[mountain]]s can see further, but certain terrain will make units invisible to all but its allies unless an opponent moves directly next to it, so think wisely.


To earn [G] to buy units, the simple thing to do is capture properties. Each property ([[city]], [[base]], [[port]], [[airport]]) will add 1000G to your total at the start of your turn so you can buy new units.
==Games==
{| class="wikitable"
! width="250px" | Game
! width="150px" | Developer
! width="150px" | Publisher
! width="150px" | System
! width="250px" | Release
|-
| style="text-align: center; height: 140px;" | [[File:AW_Logo_NA.png|200px|link=Advance Wars]]<br />'''''[[Advance Wars]]'''''
| rowspan="4" | [[Intelligent Systems]]
| rowspan="5" | [[Nintendo]]
| rowspan="2" | Game Boy Advance
| September 10, 2001
|-
| style="text-align: center; height: 140px;" | [[File:AW2_Logo.png|200px|link=Advance Wars 2: Black Hole Rising]]<br />'''''[[Advance Wars 2: Black Hole Rising]]'''''
| June 23, 2003
|-
| style="text-align: center; height: 140px;" | [[File:AWDS_Logo_NA.png|200px|link=Advance Wars: Dual Strike]]<br />'''''[[Advance Wars: Dual Strike]]'''''
| rowspan="2" | Nintendo DS
| August 22, 2005
|-
| style="text-align: center; height: 140px;" | [[File:AWDoR_Logo_NA.png|200px|link=Advance Wars: Days of Ruin]]<br />'''''[[Advance Wars: Days of Ruin]]'''''
| January 21, 2008
|-
| style="text-align: center; height: 140px;" | [[File:AWRBC_Logo.png|200px|link=Advance Wars 1+2: Re-Boot Camp]]<br />'''''[[Advance Wars 1+2: Re-Boot Camp]]'''''
| [[WayForward Technologies]]
| Nintendo Switch
| April 21, 2023
|}


Certain units can only attack certain units, such as the [[Infantry]] not attacking sea units, and the bomber not attacking air units. The only exception to this rule is the Stealth Fighter in AW:DS- although it cannot hit submerged submarines.
==External links==
 
* {{IA|20100106153741/http://www.advancewars.com/|Official site}}
After you move one of your units, you assign it a command (fire, wait, capture, supply, dive, etc) and once you have moved all your units and done everything you can in that turn, you can end and it is the enemy's turn.
* [https://www.nintendo.co.jp/n08/bgwj/index.html ''Game Boy Wars Advance 1+2'' official site] (Japanese)
 
* [https://www.nintendo.co.jp/ds/awrj/ ''Famicom Wars DS'' official site] (Japanese)
Damage is calculated by effectiveness against the defending unit- for example, an infantry doesn't really hurt a tank, and a tank blows the infantry apart. Damage calculated is also proportional to the HP of the unit- for example, a 10HP infantry will do more damage than a 1HP infantry.
{{Games}}
 
[[Category:Series]]
[[Commanding Officers]] (CO's) offer certain bonuses to certain types of unit, movement cost reduction, etc. Each CO comes with a CO Power, each of which is unique to the CO, and offers significant bonuses to your troops or decreases in the enemies for one turn only. The CO power meter says when you can use your CO power, and this increases when you attack or are attacked. Use your CO powers wisely!
 
[[Fog of War]] shrouds the entire map in thick fog, so that units have a limited vision range in this pesky mist. This adds a whole new level of strategy to the game, so think carefully when up against this condition.
 
==Game Modes==
 
===Field Training===
The training part to this game. A series of fourteen missions open your eyes to the various factors that come into play during a battle. SciFiGuy's Field Training section of this website gives you a guide to successfully completing the missions with A ranks throughout.
 
===Campaign Mode===
The core gameplay mode of the Advance Wars series, this follows a storyline where you play as most of the CO's and all of the Allied Nations countries (Orange Star, Blue Moon, Yellow Comet, Green Earth). Campaign Mode awards ranks based on your perfomance in the battle (S the highest, D the lowest) and awards coins or points based on this rank, in which you can buy new maps and unlockable CO's in the Battlemaps section. You are usually assigned a CO in the campaign, although in some missions there is a choice of Commanding Officer.
 
After you complete the standard campaign there is also a Hard Campaign mode for the more skilled among us. To do this, buy this in Hachi's shop. (Advance Campaign).
 
===Versus===
A customisable up-to-four player single battle. First, a map is selected (War Room, Versus, Pre-Deployed, 3-Player, 4-Player, Design Maps, and Special Maps). Then each player (either human or CPU) selects a CO to battle with, a team to fight with (you can have two on one, etc.), and a faction (1st player OS- 2nd player Blue Moon, 3rd player YC, 4th player GE). Next, the settings are declared (FOW On/Off, Weather, funds per property, amount of days to battle, amount of properties to win, CO powers on, animation settings). After this, it's good to go.
 
===War Room===
This is a game setting in which you can play against predetermined CO's with predetermined settings for points to spend in the Battlemaps section (Hachi's Shop). You also receive a rank in this section (S being the highest, D the lowest).
 
===Design Maps===
This section allows you design your own map for use in Versus mode. You can have 2, 3, or 4 players and can be as simple (or as zany) as you want!
 
===Battlemaps===
Hachi's Shop allows you to buy new maps for the War Room, versus mode, and new unlockable CO's.
 
===Stats===
Split into two sections, this section displays your rank, along with records of your scores and ranks for each map in the game.
Credit goes to forum member Tommy for this page.

Latest revision as of 02:07, 25 October 2023

The Advance Wars series was spawned from the earlier games in the Wars series, developed by Intelligent Systems and published by Nintendo. Famicom Wars, Super Famicom Wars, and the Game Boy Wars series all formed the basic style of gameplay (turn based strategy) seen in the Advance Wars series.

  • Advance Wars, the first game in the series, is a turn-based strategy game as were the previous titles in the Wars series. Its simple interface and easy-to-pick-up-and-play style gained many fans amongst the handheld gaming community, and it had appeal to both young and old with its cartoon-based graphics and intense battles, at air, sea, and on land.
  • The next game in the series was Advance Wars 2: Black Hole Rising. The game expanded on the first Advance Wars, with more playable Commanding Officers, new units, new terrain, and updated graphics. Many consider this game to be the best in the Advance Wars series. This was the last game to be released on the Game Boy Advance.
  • Advance Wars: Dual Strike was the series debut on the Nintendo DS. The game offered new modes of play, along with even more playable COs, new units and terrain, and psuedo-3D graphics. This game was also rated highly amongst critics.
  • The latest original game to be released was Advance Wars: Days of Ruin (Dark Conflict in the EU and Australia). The game features a setting independent of the previous titles, with a new world, factions, characters, units, whilst retaining the same addictive gameplay as the first three games in the series.
  • Advance Wars 1+2: Re-Boot Camp is a remake of the original Advance Wars and Advance Wars 2, developed by WayForward Technologies. While the remake maintains the same core gameplay as the originals, it features a 3D gameboard-like aesthetic, new CO designs, and a remixed soundtrack.

Gameplay[edit | edit source]

The objective in Advance Wars is to defeat the enemy force by either capturing their headquarters, destroying all of the enemy units, or completing a specific objective with your own army of units. Each unit has its own unique advantages.

The battlefield is set on a square grid, with each square being a different type of terrain. Certain units can travel over certain terrains, for example, rivers and mountains can be traversed by infantry and mech units, but not other ground units. Air units can travel over nearly anything without being hindered, and sea units can travel at sea. Each piece of terrain grants a defence bonus denoted by stars; the higher, the better.

Units can be deployed in three ways-one, they can be bought at a base (ground), port (sea), or airport (air); two, they are already pre-deployed on the map in question; and three, by the effect of Sensei's CO powers. Units have fuel, ammunition, and movement costs over certain terrain- you must manage your units and keep them supplied to succeed.

To buy new units, you must use various amounts of G, or funds. Each army starts out with a set amount of G, but captured properties will produce G each turn.

Each unit has opponents it can and cannot attack, and how good it is at attacking those units. For example, infantry can effectively attack other foot soldiers, but are weak against vehicles and helicopters, and cannot fight planes and ships. Bombers can attack ground and sea units, but cannot fight against planes and helicopters. Stealth planes and seaplanes can attack nearly any unit, but submerged submarines can only be attacked by cruisers and other submarines. This effectively creates a "rock-paper-scissors" situation-Unit A is strong against Unit B, Unit B is strong against Unit C, Unit C is strong against Unit A. Creating a balanced army is a vital part of a good strategy.

Although many units, such as tanks, fighters, and Battle Helicopters, can only attack units right next to them, there are some units that can attack from afar, but not from up close, such as rockets, battleships, and missiles. These are called indirect attack units.

After you move one of your units, you assign it a command. All units have the "Wait" command, which orders the unit to do nothing, and any unit armed with weapons that have ammunition will be able to Fire on other units within their range. Other units have commands exclusive to that unit or a small group of units-APCs can Supply other units on the spot, submarines and stealth planes can dive and hide, respectively, and so on.

Commanding Officers (COs) offer certain bonuses to certain types of units, but weaknesses for others. For example, Sami's infantry are very strong compared to others, but her other direct-attack ground units suffer slightly. Each CO has their own CO Power (and, in some cases, Super CO Power) which offers major bonuses that can change the tide of a battle. Powers can only be used once a "power meter" is filled, however, so use them wisely.

In a Fog of War situation, units can only see a certain distance, indicated by their Vision stat. Infantry and mechs in mountains can see further, but certain terrain will make units invisible to all but its allies unless an opponent moves directly next to it, so think wisely.

Games[edit | edit source]

Game Developer Publisher System Release
AW Logo NA.png
Advance Wars
Intelligent Systems Nintendo Game Boy Advance September 10, 2001
AW2 Logo.png
Advance Wars 2: Black Hole Rising
June 23, 2003
AWDS Logo NA.png
Advance Wars: Dual Strike
Nintendo DS August 22, 2005
AWDoR Logo NA.png
Advance Wars: Days of Ruin
January 21, 2008
AWRBC Logo.png
Advance Wars 1+2: Re-Boot Camp
WayForward Technologies Nintendo Switch April 21, 2023

External links[edit | edit source]

Games
Famicom Wars*
Game Boy Wars*
Advance Wars
Battalion Wars*
Cancelled games