Advance Wars: Dual Strike - Strategy Guide (Page 01)
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Advance Wars: Dual Strike
Gameplay and Game Mechanics Guide
- Version .3
- by Christopher DeCruze
- Copyright 2005 under GNU/FDL
==============================================================================
Table of Contents
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Feel free to jump to a section by searching (ctrl-f for Windows and Linux)
using the section number. So, to go to info on air units, search for [number
sign] 5.2. (I didn't use the symbol so your search will not stop here.)
#1) Introduction
#2) Version History
#3) General Game Play Information
#4) Game Modes
#4.1) Campaign
#4.2) War Room
#4.3) Versus
#4.4) Survival
#4.5) Combat
#4.6) Battle Maps
#4.7) History
#4.8) Link
#4.9) Sound Room
#4.10) Gallery
#4.11) Design Room
#5) Standard Units: General Information
#5.1) Land Units
#5.2) Air Units
#5.3) Sea Units
#6) Standard Units: Damage Information
#6.1) Damage Table vs Land Units
#6.2) Damage Table vs Air and Sea Units
#7) Standard Units: Terrain Effects
#8) COs
#8.1) Orange Star (Known as Red Star in Japan)
#8.2) Blue Moon
#8.3) Yellow Comet
#8.4) Green Earth
#8.5) Black Hole
#9) Force Rank Abilities
#9.1) Level 1
#9.2) Level 2
#9.3) Level 3
#9.4) Level 4
#9.5) Level 5
#9.6) Level 6
#9.7) Level 7
#9.8) Level 8
#9.9) Level 9
#9.10) Level *
#10) Things In Progress
#11) Contact Information
#12) Related Links
#13) Legal Information, Thank Yous, and Misc
==============================================================================
#1) Introduction.
------------------------------------------------------------------------------
Hello! My name is Chris and while I have been an avid gamer for many
years, this is the first FAQ I have written. Thus, it is very much a work in
progress.
I started this due to the hodge podge info on AW:DS. I felt that there needed
to be a central source for all the info. So, I started gathering everything I
could find, and wrote this up. Initially, I thought to include all pertinent
information as I could get it. As the FAQ grew, I knew I needed a better
focus. At this point, I have decided exactly what I want from this FAQ.
My goal in writing it is to convey enough information so someone could
recreate the gameplay in its entirety. Thus, all CO info, unit info, terrain
info will be included. Eventually, it will include specific details on the
randomness of "luck" and "chance" in the game. Basically, this FAQ will be my
attempt at reverse engineering all of the gameplay mechanics. It will not
include a Walkthrough ever. Though, I may or may not release a Walkthrough
separately, depending on how much I enjoy writing this.
Anywhere you see a ^ it means I am going to update that empty info with
something. Feel free to help me fill in those blanks! Thanks.
Advance Wars Naming Abbreviations
- Advance Wars has used abbreviations for its units since AW 1 on the GBA.
They are generally very easy to figure out and exist only to save space.
In addition gamers and message board posters have been using acronyms for
commonly used terms. They are listed below in the form given and sorted
alphabetically.
[Abbreviation] - [Full Name]
A-Air - Anti-Air
AoE - Area of Effect, attacks that hit all in a given area.
Artlry - Artillery
CO - Commanding Officer. Also, CO Power meaning the first
tier special ability.
dmg - Damage
FDL - Free Documentation License
FoW - Fog of War
GNU - GNU's Not Unix
HP - Hit Points (less common, Health Points).
HQ - Headquarters
Inftry - Infantry
JPN - Japan or Japanese, using JAP is considered offensive.
M Gun - Machine Gun
OHKO - One Hit Knock Out, or Instant Kill.
SCO - Super Commanding Officer. Usually in the form of SCO
Power, meaning the second tier special ability.
TBS - Turn Based Strategy (not Turner Broadcasting Station)
Torps - Torpedoes
^ More to come, just getting it started and I don't think this is very
vital, but it is good for completeness's sake. ^
==============================================================================
#2) Version History
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Version .3)
- Added level * force rank abilities.
- Added Hellium's movement type to the terrain info areas.
- Carrier does not repair, sorry.
- Clarified legal section.
- Added some Tag Affinity info and lots of CO info.
- Updated how weather works.
- Wrote in the General Game Play Information section.
- Wrote in the Game Modes section.
- Added the description for Missile Silos finall.
Version .21)
- Added some more CO info.
- A few minor revisions and updates to other things.
- Included how carriers repair units being carried.
- Added related links section, has some gameplay videos!
Version .2)
- Realized this is going to be a full gameplay guide and not just a unit
guide. Changed name. Added Game Modes section skeleton.
- Writing in CO names and some info on them.
- Added Introduction section. Table of Contents is no longer recursive.
- Added abbreviations and common acronyms.
- Credited people in section 13
- Have all info on new units, except the mysterious Hellium.
- Added in cost of units as suggested.
- Minor changes throughout.
- Damage table with exact values!
Version .1)
- Completed damage table using relative values.
- Designed layout.
- Made movement information.
==============================================================================
#3) General Game Play Information
------------------------------------------------------------------------------
So, what is Advance Wars: Dual Strike? It is a Turn Based Strategy (TBS)
game. In it, you will face your opponents by constructing units to complete
a goal. During this process you and your opponent will alternate turns. I
will describe how these turns work and give you an idea of game play. To
understand the specifics, though, please go to the corresponding sections.
The default goals involve destroying every unit the opponent has or
capturing his headquarters. Depending on the mission, other goals may
exist.
I guess the best way to describe what happens is to look at how the game
progresses turn by turn. First off, turns in Advance Wars are grouped into
days. Each player gets one turn per day. At the start of any given turn
the weather may change randomly if the Random weather setting is on. Also,
if certain effects changed the weather for a set number of days, then the
weather will default to normal at the start of that player's turn following
the set period of days. One note, unless a map is set to a specific weather
condition, it will always start as normal for the first day.
There are four possible weather conditions:
Normal - The standard and has no special effects.
Snow - Causes all units to use 2 fuel/movement point spent.
Rain - Whether FoW is on or off, it is now on and all units have -1 to
their vision range but will have at least a vision of 1.
Sandstorm - All indirects get -1 to their maximum range but will have a
maximum range at least equal to their minimum range.
I know I used some terms that may be strange so I will help to explain them.
FoW is a setting in which the only portions of the map you can see are those
within a certain range of your units. Each unit has a specific vision range
that tells how many squares away they can see in FoW. There are some
exceptions. Land units on forests and sea units on reefs can only be seen
by adjacent units in FoW, regardless of vision range. Also, properties
under a player's control are always visible, even when an enemy is on them.
Almost all units have fuel. Whenever a unit moves it uses its movement
points. Depending on what type of terrain the unit is moving over it will
use different amounts of movement points/square. Regardless, for every
movement point spent the unit uses 1 fuel. Some units also use fuel each
day. If these units still have no fuel following the repair/supply phase
then they are destroyed.
Indirets are a type of unit that attacks without being next to another unit.
Rather, they attack from a distance. They will have a minimum and a maximum
range that they can target. However, indirects cannot attack the same turn
that they move and cannot counterattack other indirects, even if they can
target them.
Along with weather, any effects that last for a given time will where off at
this point in the day after the applicable number of turns.
Now that you are all caught up, the next part after the weather involves
money. For each property you control you gain money. The standard is 1000
gold per property but can be changed depending on the map. Any property
that can be captured will bring in money, this includes an HQ. In a one on
one battle, capturing an HQ will typically end the game. However, in larger
battles it will usually just eliminate the player whose HQ was captured.
In that case, the HQ will become a mere city. Airpots, Bases, Cities, HQs,
Ports and Towers can all be captured and thus will bring funds each turn.
Following the money portion of a turn, comes the repair/supply part. At
this point all units that can be repaired and supplied will be. Certain
units can repair and/or supply other units. Also, certain properties can
repair and supply certain units that are on them. Repairs cost money. For
every 1 HP repaired, the player pays 1/10 of the total unit cost. Supplies
are free, though.
After this, any units taht require fuel/turn will be destroyed if they do
not have enough fuel to pay the daily fuel upkeep.
Now the fun begins. You can move units, build units, attack, capture and
use powers.
Powers come in certain varieties. You have CO Powers, SCO Powers and Tag
Breaks. All of these and their effects are discussed in detail in section
8.
Capturing can only be done by Infantry and Mechs. Properties that can be
captured have 20 capture points. To be capture all 20 points must be
depleted. When an Infantry/Mech captures a property (which is done by
moving on top of it and choosing "Capture") it will deplete the property's
capture points by its HP. Thus, a 10 HP Mech will take 10 points of the 20.
So, a full life unit will require 2 turns to capture. Certain effects can
change the rate or effectiveness of capturing for Infantry/Mechs.
Building units is done on bases, for land units, airports for air units and
ports for sea units. Each unit has a price and if the player does not have
enough money, then the unit cannot be built. Units cannot take any action
the turn they are built.
Moving units is done by selecting the unit and choosing a square within its
applicable movement range,which is highlighted, and moving there. Remember
how fuel costs and movement points the various movement costs of different
terrain affect where a unit can move. Also, if a unit is hidden, either due
to being unseen in FoW or hidden, like a Stealth of Sub, and the path the
unit is trying to move crosses it, the unit will forcibly stop due to the
"trap" and be unable to take any action. Following an accepted movement,
the unit will be able to see from its new location. However, it cannot
attack units that just now went into its vision range. When a unit is
moved, a player can undo the movement before it is accepted and if it was
not trapped. If FoW is turned on, all of these unaccepted movements will
still cost fuel.
After a unit moves, it can attack if it is not an indirect type unit. Units
can also attack without moving, but if they do so they will be unable to
move afterwards. When a unit attacks, to determine the damage refer to the
damage table in section 6. Various attack and defense bonuses will alter
how damage is dealt. First, consider the attack bonuses. If a unit has X%
attack, he deals the listed damage times X%. Easy enough. Then consider
defense. Subtract the defense of the unit being attacked from 200%. So,
200% - X%. Then multiply the damage calculated after factoring in attack
bonuses by this value. You will note that 200% defense makes a unit immune
to all damage.
During attacks your CO Gauge and your enemies CO Gauge will fill up. Please
see section 8 for more info on that.
And that concludes a basic tutorial on how the game mechanics work. Now
read on to learn more!
==============================================================================
#4) Game Modes
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===============
#4.1) Campaign
---------------
Campaign mode is the storyline mode of the game. You can earn points to
unlock abilities, COs, maps, color edits and game modes from here. There
are two types of Campaigns, hard and normal. Hard campaign awards more
points. Up to three separate Campaigns can be saved and in progress at a
time. More points are awarded for not using Forces and Tag Breaks.
===============
#4.2) War Room
---------------
War Room is where you can test your skills and earn points by trying to
emerge victorious from various maps. These maps will involve you facing
one or more enemy COs amd generally they will have an income advantage over
you. You will seldom, if ever, start with predeployed units. The enemy
will seldom, but will, start with them. In War Room, you can choose to play
as any CO you have currently unlocked.
====================
#4.3) Versus Battle
--------------------
This is where you can play battles involving up to 8 players, human or
computer. You can play as any COs you have unlocked and on any maps you
have unlocked. Also, you can choose settings such as the funds/turn that
properties bring in, weather settings, whether CO Powers are available,
limit the number of days of the game, set a property limit for victory and
other options. If FoW is on, then the game will request a keypress before
switchin to another player's turn to prevent other players from seeing,
since all of the gameplay is on one system.
===============
#4.4) Survival
---------------
Survival battles come in three different types: Money, Turns and Time. In
money mode, a player will need to complete the battle using only a certain
amount of money. In turn mode, the player will have a certain number of
turns to emerge victorious. In real time mode, a clock will count down and
require a player to think and move quickly to complete the goals in the
required time.
=============
#4.5) Combat
-------------
An entirely different game mode. Here players will fight in real time
combat. The rules and gameplay mechanics will, of course, differ greatly
from the traditional TBS game.
==================
#4.6) Battle Maps
------------------
This is where you can buy maps, COs, game modes (like Edits) and more. Come
here often with points and buy everything. Some things may only become
purchaseable after certain conditions have been met, like getting an A rank
in Normal Campaign Mode.
==============
#4.7) History
--------------
History contains various statistics, such as units lost, points earned and
many, many more.
===========
#4.8) Link
-----------
Here you can link up your DS to another persons and play multiplayer the way
it is meant to be played. If only one person has the Advance Wars: Dual
Strike cartridge then the gameplay will be somewhat limited.
=================
#4.9) Sound Room
-----------------
Once Sound Room is unlocked, you can come here to listen to the various
music such as CO themes, country themes and other music, a fan favorite.
==============
#4.10) Gallery
--------------
Gallery mode contains all of the medals earned as you have progressed
through the varius ranks.
==================
#4.11) Design Room
------------------
Design Room has two subrooms: Map and CO. CO mode allows you to edit the
CO colors while Map mode allows you to design custom maps. Black Hole
structures cannot be placed here, so no Minicannons or Blackcannons and
the such. Helliums can, however, be placed in Map mode.
==============================================================================
#5) Standard Units: General Information
------------------------------------------------------------------------------
About Movement Type
-------------------
Each unit has a given movement type which effects what terrain it can cross
and how many movement points it will take to cross.
About Movement Points
---------------------
These measure how far a given unit can move. See section 7 for how these
movement points come into play on different terrain.
About Vision Range
------------------
This shows how many squares a unit can see in FoW. However, it still can't
see hidden units unless next to them. Hidden units are ground units in
forests, sea units in reefs, submerged Subs and hidden Stealth. Rain will
cause FoW even if FoW is turned off and decrease the vision range of all
units by 1 regardless of FoW being on or off. Vision will never go to 0.
About Max Fuel
--------------
This is the maximum amount of fuel a unit can carry. For every movement
point used, one unit of fuel will be used. This leads to times when the
straight route may take up more fuel than a route around certain terrain.
When it is snowing, fuel is used at a twice the normal rate. Certain units
use fuel every day. Ships use fuel at a rate of 1/day, copters at 2/day
planes at 5/day, submerged Subs at 5/day and hidden Stealth at 8/day.
About Primary Weapon
--------------------
This is the name of the primary weapon. They always have a limited amount
of ammo. Primary weapons will either be direct or indirect. If direct, it
can only fire on units adjacent to it. However, it can move and then fire
on a unit after moving, assuming it could see the unit before it moved.
Also, direct units can counter attack when attacked by another direct unit,
though at reduced strength from the damage they have taken. Indirect units
cannot fire the turn they move. However, they can fire without fear of
counterattack. While they have a long range, all indirect units have a
minimum range that they cannot fire into. Sandstorms are a weather
condition new to Advance Wars: Dual Strike. They will reduce the maximum
range of indirects by 1, but not to the point of having no targets. So, if
Max has an artillery (Range of 2-2) and a Sandstorm strikes, the range stays
as 2-2.
About Secondary Weapon
----------------------
Secondary weapons are always direct and have infinite ammo. Indirect units
never have secondary weapons. Generally, secondary weapons target different
units than primary weapons. When they do overlap, the primary is always the
more powerful and will fire by default, unless out of ammo. Some units rely
solely on secondary weapons.
About Description
-----------------
This is just the in game description of the terrain.
About Cost
----------
This is the standard cost of the unit. Cost of units comes into play when
determining how a CO Power Gauge fills. ^Cost =/= CO Gauge anymore?^
About Special Notes
-------------------
Any special information for units is put here.
Guideline For Unit Information
------------------------------
[Unit Name]
- Movement Type: [Type]
- Movement Points: [Points]
- Vision Range: [Number of Squares Range]
- Max Fuel: [Max]
- Primary Weapon: [Name]
- Max Ammo: [Number of Max Ammo]
- Attack Type: [Direct] or [Indirect], [Range]
- Secondary Weapon: [Name]
- Description: [In Game Description]
- Cost: [Cost]
- Special Notes: [Anything important not covered is here.]
There are three types of properties that can create units: base, airport and
port. They will produce land, air and sea units respectively. If a
property can produce a unit, then it can repair and resupply the unit.
=================
#5.1) Land Units
-----------------
Infantry
- Movement Type: Inftry
- Movement Points: 3
- Vision Range: 2 (5 on mountains)
- Max Fuel: 99
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: M Gun
- Description: Infantry units have the lowest deployment cost. They
can capture bases but have low firepower.
- Cost: 1000
- Special Notes: Every property has 20 points to it. An infantry on a
property can choose "capture" as an action. For each
HP the infantry has, it will take 1 point from the
property. When the property is down to 0, it is then
under your control.
Mech
- Movement Type: Mech
- Movement Points: 2
- Vision Range: 2 (5 on mountains)
- Max Fuel: 70
- Primary Weapon: Bazooka
- Max Ammo: 3
- Attack Type: Direct
- Secondary Weapon: M Gun
- Description: Mechs can capture bases, traverse most terrain types,
and have superior firepower.
- Cost: 3000
- Special Notes: Every property has 20 points to it. A mech on a
property can choose "capture" as an action. For each
HP the mech has, it will take 1 point from the
property. When the property is down to 0, it is then
under your control.
Recon
- Movement Type: Tires
- Movement Points: 8
- Vision Range: 5
- Max Fuel: 80
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: M Gun
- Description: Recon units have high movement range and are strong
against infantry units.
- Cost: 4000
Tank
- Movement Type: Tread
- Movement Points: 6
- Vision Range: 3
- Max Fuel: 70
- Primary Weapon: Cannon
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: M Gun
- Description: Tank units have high movement ranges and are
inexpensive, so they're easy to deploy.
- Cost: 7000
Md Tank
- Movement Type: Tread
- Movement Points: 5
- Vision Range: 1
- Max Fuel: 50
- Primary Weapon: Cannon
- Max Ammo: 8
- Attack Type: Direct
- Secondary Weapon: M Gun
- Description: Both attack and defense are strengthened from the
light tank. ^Rough translation^
- Cost: 16000
Neotank
- Movement Type: Tread
- Movement Points: 6
- Vision Range: 1
- Max Fuel: 99
- Primary Weapon: New Cannon
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: M Gun
- Description: These are new weapons developed by Black Hole. They
are more powerful than Md Tanks.
- Cost: 22000
Megatank
- Movement Type: Tread
- Movement Points: 4
- Vision Range: 1
- Max Fuel: 70
- Primary Weapon: Mega Cannon
- Max Ammo: 3
- Attack Type: Direct
- Secondary Weapon: Machine Gun
- Description: The strongest tank on Earth, which Green Earth
developed. Movement is low. ^Rough translation^
- Cost: 28000
APC
- Movement Type: Tread
- Movement Points: 6
- Vision Range: 1
- Max Fuel: 70
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: None
- Description: APC units transport infantry units and supply
rations, gas, and ammo to deployed troops.
- Cost: 5000
Artlry
- Movement Type: Tread
- Movement Points: 5
- Vision Range: 1
- Max Fuel: 50
- Primary Weapon: Cannon
- Max Ammo: 9
- Attack Type: Indirect, 2-3
- Secondary Weapon: None
- Description: Artillery units are an inexpensive way to gain
indirect offensive attack capabilities.
- Cost: 6000
Rocket
- Movement Type: Tires
- Movement Points: 5
- Vision Range: 1
- Max Fuel: 50
- Primary Weapon: Rockets
- Max Ammo: 6
- Attack Type: Indirect, 3-5
- Secondary Weapon: None
- Description: Rockets units are valuable, because they can fire on
both land and naval units.
- Cost: 15000
A-Air
- Movement Type: Tread
- Movement Points: 6
- Vision Range: 2
- Max Fuel: 60
- Primary Weapon: Vulcan
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: None
- Description: A-air units work well against infantry and air units.
They're weak against tanks.
- Cost: 8000
Missiles
- Movement Type: Tires
- Movement Points: 4
- Vision Range: 5
- Max Fuel: 50
- Primary Weapon: Missiles
- Max Ammo: 6
- Attack Type: Indirect, 3-5
- Secondary Weapon: None
- Description: Missile units are essential in defending against air
units. Their vision range is large.
- Cost: 12000
Piperunner
- Movement Type: Pipeline
- Movement Points: 9
- Vision Range: 4
- Max Fuel: 99
- Primary Weapon: Pipe Gun
- Max Ammo: 9
- Attack Type: Indirect, 2-5
- Secondary Weapon: None
- Description: Indirect attack unit developed by Black Hole. Can
only be moved on pipes and bases. ^Rough translation^
- Cost: 20000
Hellium
- Movement Type: Slime
- Movement Points: 1
- Vision Range: 1
- Max Fuel: -- (Infinite)
- Primary Weapon: Unique
- Max Ammo: Unlimited
- Attack Type: Unique
- Secondary Weapon: None
- Description: ^Need to translate^
- Cost: ^Find effective cost (for CO Gauge)^
Cannot be bought, only predeployed.
- Special Notes: It can move one square at a time. If adjacent to an
enemy unit, it can move onto it and destroy it. It
has very high defense. OHKOs are extremely difficult
(ie. need to use Colin's SCO Power).
================
#5.2) Air Units
----------------
Fighter
- Movement Type: Air
- Movement Points: 9
- Vision Range: 2
- Max Fuel: 99
- Primary Weapon: Missiles
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: None
- Description: Fighter units are strong vs. other air units. They
also have the highest movement.
- Cost: 20000
Bomber
- Movement Type: Air
- Movement Points: 7
- Vision Range: 2
- Max Fuel: 99
- Primary Weapon: Bombs
- Max Ammo: 9
- Attack Type: Direct
- Secondary Weapon: None
- Description: Bomber units can fire on ground and naval units with
a high destructive force.
- Cost: 22000
B Copter
- Movement Type: Air
- Movement Points: 6
- Vision Range: 3
- Max Fuel: 99
- Primary Weapon: Missiles
- Max Ammo: 6
- Attack Type: Direct
- Secondary Weapon: M Gun
- Description: B (Battle) copter units can fire on many unit types,
so they're quite valuable.
- Cost: 9000
T Copter
- Movement Type: Air
- Movement Points: 6
- Vision Range: 2
- Max Fuel: 99
- Primary Weapon: None
- Max Ammo: N/A
- Attack Type: N/A
- Secondary Weapon: None
- Description: T copters can transport both infantry and mech units.
- Cost: 5000
Stealth
- Movement Type: Air
- Movement Points: 6
- Max Fuel: 60
- Primary Weapon: Omnimissiles
- Max Ammo: 6
- Attack Type: Direct
- Secondary Weapon: None
- Vision Range: 4
- Description: When it hides, it can only be seen adjacent units and
attacked by fighters or stealth. ^Rough translation^
- Cost: 24000
- Special Notes: Uses 8 fuel/turn while hidden. When hidden only
fighters or stealth can hit it, otherwise it can be
hit like any other plane. Being hidden does not
reduce damage. It only reduces the number of units
that can target it.
Black Bomb
- Movement Type: Air
- Movement Points: 9
- Vision Range: 1
- Max Fuel: 45
- Primary Weapon: Unique (See Special Notes)
- Max Ammo: 1
- Attack Type: AoE, 3
- Secondary Weapon: None
- Description: An unmanned weapon from Black Hole. When it explodes
it does damage to all units within 3 squares.
^Rough translation^
- Cost: 25000
- Special Notes: It does 5 HP dmg, but cannot finish off a unit. Will
not harm a Hellium. It will hurt allies as well as
enemies. The AoE has radius 3 and is shown below.
x
xxx
xxxxx
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xxxxx
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