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==Battle System==
==Battle System==


The battle system in Advance Wars is simple. The objective is to defeat the enemy [[army]] (whoever they may be) by either capturing their [[HQ|headquarter]]s, destroying all of the enemy units, or completing a specific objective.
The battle system in Advance Wars is simple. The objective 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


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 unit]]s only being able to cross [[river]]s and climb [[mountain]]s. [[:Category:Aerial Units|Air unit]]s can travel over everything, and [[sea unit]]s can travel at [[sea]], on [[reef]]s, and on [[shoal]]s. Each piece of terrain grants a {{defense}} bonus (denoted by stars; the higher, the better).
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 [[:Category:Ground Units|ground units]]. [[:Category:Aerial Units|Air unit]]s can travel over nearly anything without being hindered, and [[:Category:Sea Units|sea unit]]s can travel at [[sea]]. Each piece of terrain grants a {{defense}} bonus denoted by stars; the higher, the better.


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 cost]]s over certain terrain- you must use these wisely if you are to succeed.
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 [[gas]], [[ammunition]] and [[movement cost]]s over certain terrain- you must manage your units and keep them supplied to succeed.


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.
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.


Certain units can only attack certain units, such as [[Infantry (unit)|Infantry]] not being able to attack sea units, and the [[Bomber]] not being able to attack air units. The only exceptions to this rule are the [[Stealth|Stealth Fighter]] and [[Piperunner]] in AW:DS- although they cannot hit submerged submarines.
Every unit has units 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.


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.
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 [[missile]]s. These are called indirect attack units.


[[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.
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.


[[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!
[[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.


[[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.
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.


== See also ==
== See also ==
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