![]() ![]() These are called indirect attack units.Īfter you move one of your units, you assign it a command. Creating a balanced army is a vital part of a good strategy.Īlthough 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. 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. Stealth planes and seaplanes can attack nearly any unit, but submerged submarines can only be attacked by cruisers and other submarines. Bombers can attack ground and sea units, but cannot fight against planes and helicopters. For example, infantry can effectively attack other foot soldiers, but are weak against vehicles and helicopters, and cannot fight planes and ships. ![]() Each army starts out with a set amount of G, but captured properties will produce G each turn.Įvery unit has units it can and cannot attack, and how good it is at attacking those units. To buy new units, you must use various amounts of G, or funds. Units have fuel, ammunition, and movement costs over certain terrain- you must manage your units and keep them supplied 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. Each piece of terrain grants a defence bonus denoted by stars the higher, the better. Air units can travel over nearly anything without being hindered, and sea units can travel at sea. 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. The battlefield is set on a square grid, with each square being a different type of terrain. The objective 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. The battle system in Advance Wars is simple. 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. The latest game to be released is Advance Wars: Days of Ruin (Dark Conflict in the EU and Australia). This game was also rated highly amongst critics. This game offered new modes of play, along with even more playable COs, new units and terrain, and psuedo-3D graphics. This was the last game to be released on the Game Boy Advance.Īdvance Wars: Dual Strike was the first game of the Advance Wars series to be released on the Nintendo DS. Many consider this game to be the best in the Advance Wars series. The game expanded on the first Advance Wars, with more playable Commanding Officers, new units, new terrain, and updated graphics. The next game in the successful Advance Wars series was Advance Wars 2: Black Hole Rising. 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. Famicom Wars, Super Famicom Wars, and Game Boy Wars 1, 2 and 3 all formed the basic style of gameplay (turn based strategy) seen in the Advance Wars series.Īdvance Wars, the first game in the series, is still a TBS (Turn Based Strategy) as were the previous games in the Wars Series. The Advance Wars series, consisting of four games, was spawned from the earlier games in the Wars series, all developed by Intelligent Systems and published by Nintendo. ![]()
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