Advance Wars 2: Units FAQ Copyright Nintendo 2003 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.0 Date Written: July 11th, 2003 I dedicate this to my Parents, and I wish them a safe journey out east. I am sorry I am unable to accompany you, but I knwo you two will still have a rocking good time! Also, for Cougar, Howler, Koonce, and Gracey. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted FAQ on July 11th, 2003 ----------- Version 1.1 ----------- -Submitted FAQ on July 19th, 2003 -Allowed www.awbunker.com to use the FAQ ----------- Version 1.5 ----------- -Submitted FAQ on June 5th, 2004 -Reformatted the FAQ slightly, making it easier to navigate ----------- Version 1.6 ----------- -Submitted guide on February 21st, 2005 -I added in Honestgamers as a site allowed to use my FAQs ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Short Range Land Units 3) Long Range Land Units 4) Sea Units 5) Air Units 6) Final Word ---------------------------------------------------------------------------- --------------------------------Introduction-------------------------------- ---------------------------------------------------------------------------- 1) This FAQ will give you the lowdown on each unit, including how well (or badly) any unit will fare against another in combat. This will be based on both units being at full power (both have full Hit Points), the Defensive Terrain being a value of 0, and this will not take into account CO bonuses/penalties on the attacks. It should be useful as a quick reference for offensive and defensive abilities of each unit type. Also note that any attack listed as 0% means that the unit type can not attack that unit type. Al so note that any defense listed as 0% means that the unit type can not be attacked by the unit listed. ---------------------------------------------------------------------------- ---------------------------Short Range Land Units--------------------------- ---------------------------------------------------------------------------- 2) This section will cover the effectiveness of the land units that need to be in an adjacent square to attack an enemy unit as well as their defensive capabilties. o----------o | Infantry | o----------o Cost : 1000 Movement Points : 3 (1 in mountains) Vision : 2 Primary Weapon : None Secondary Weapon: Machine Gun These are the lighter foot soldiers in your army. They are only good for fighting other Infantry and Mech units when it comes to battling, but they are also useful for expanding your territory by capturing new cities. =================== Attacking Abilities =================== Infantry : 55% Mech : 45% Recon : 12% APC : 14% Anti-Air : 5% Tank : 5% Md Tank : 1% Neotank : 1% Artillery : 15% Rocket : 25% Missile : 25% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 30% B Copter : 7% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 55% Mech : 65% Recon : 70% APC : 0% Anti-Air : 105% Tank : 75% Md Tank : 105% Neotank : 125% Artillery : 90% Rocket : 95% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 95% T Copter : 0% B Copter : 75% Fighter : 0% Bomber : 110% o------o | Mech | o------o Cost : 3000 Movement Points : 2 (2 in mountains) Vision : 2 Primary Weapon : Bazooka (3 Rounds) Secondary Weapon: Machine Gun Mechs move slightly slower than other foot soldier counterparts, but this is due to their Primary Weapon the Bazooka. They have 3 rounds of the tank missile ammo before running dry, which means they will use their secondary weapon (Machine Gun) for all battles. They are slightly more powerful than Infantry with the Machine Gun in battle, and they can stand against Tanks and Recon units fairly well. =================== Attacking Abilities =================== Infantry : 65% Mech : 55% Recon : 85% (18% without Bazooka) APC : 75% (20% without Bazooka) Anti-Air : 65% ( 6% without Bazooka) Tank : 55% ( 6% without Bazooka) Md Tank : 15% ( 1% without Bazooka) Neotank : 15% ( 1% without Bazooka) Artillery : 70% (32% without Bazooka) Rocket : 85% (35% without Bazooka) Missile : 85% (32% without Bazooka) Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 35% B Copter : 9% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 45% Mech : 55% Recon : 65% APC : 0% Anti-Air : 105% Tank : 70% Md Tank : 95% Neotank : 115% Artillery : 85% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 75% Fighter : 0% Bomber : 110% o-------o | Recon | o-------o Cost : 4000 Movement Points : 8 (3 per non-Road surface) Vision : 5 Primary Weapon : None Secondary Weapon: Machine Gun These guys are essentially Infantry with wheels. They have high-powered Machine guns for weapons, so they are ideal for taking on foot soldiers. Add in the fact that their vision is so great (a real asset in Fog Of War situations), and you have an unique and useful unit. However, these fellows can not capture cities or traverse across non-Road areas quickly, so be wary of this when moving out with them. =================== Attacking Abilities =================== Infantry : 70% Mech : 65% Recon : 35% APC : 45% Anti-Air : 4% Tank : 6% Md Tank : 1% Neotank : 1% Artillery : 45% Rocket : 55% Missile : 28% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 35% B Copter : 10% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 12% Mech : 85% (18% without Bazooka) Recon : 35% APC : 0% Anti-Air : 60% Tank : 85% (40% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (65% wihtout Cannon) Artillery : 80% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 55% Fighter : 0% Bomber : 105% o-----o | APC | o-----o Cost : 5000 Movement Points : 6 Vision : 1 Primary Weapon : None Secondary Weapon: None No weaponry for this baby as the APC (Armored Personnel Carrier) is intended for primary use as a transport for foot soldiers. They can also supply other units with fuel and rounds of finite ammunition (most Primary Weapons). =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 14% Mech : 75% (20% without Bazooka) Recon : 45% APC : 0% Anti-Air : 50% Tank : 75% (45% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (45% without Cannon) Artillery : 70% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 60% (20% without Missile) Fighter : 0% Bomber : 105% o----------o | Anti-Air | o----------o Cost : 8000 Movement Points : 6 Vision : 2 Primary Weapon : Vulcan (9 Rounds) Secondary Weapon: None These treaded terrors are a fairly good investment as they can take down any flying units Hit points super fast. They also have great success against foot soldiers and moderate success against lighter armored vehicles. They are susceptible to explosive rounds though, so be especially wary of the Tanks in the game. =================== Attacking Abilities =================== Infantry : 105% Mech : 105% Recon : 60% APC : 50% Anti-Air : 45% Tank : 25% Md Tank : 10% Neotank : 5% Artillery : 50% Rocket : 55% Missile : 55% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 120% B Copter : 120% Fighter : 100% Bomber : 100% =================== Defending Abilities =================== Infantry : 5% Mech : 65% ( 6% without Bazooka) Recon : 4% APC : 0% Anti-Air : 45% Tank : 65% ( 6% without Cannon) Md Tank : 105% ( 7% without Cannon) Neotank : 115% (17% without Cannon) Artillery : 75% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 85% T Copter : 0% B Copter : 25% ( 6% without Missile) Fighter : 0% Bomber : 95% o------o | Tank | o------o Cost : 7000 Movement Points : 6 Vision : 3 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: Machine Gun These are the weakest of the Tank family, but they still deal decent damage to other Tanks and lightly armored units (like Recon and Anti-Air units). The secondary weapon (Machine Gun) is fairly powerful (even better than a Recon's), so turning it loose on foot soldiers and even lightly armored vehicles if you have no more Cannon rounds. A fairly cheap hard hitter that is fairly susceptible to explosive rounds. =================== Attacking Abilities =================== Infantry : 75% Mech : 70% Recon : 85% (40% without Cannon) APC : 75% (45% without Cannon) Anti-Air : 65% ( 6% without Cannon) Tank : 55% ( 6% without Cannon) Md Tank : 15% ( 1% without Cannon) Neotank : 15% ( 1% without Cannon) Artillery : 70% (45% without Cannon) Rocket : 80% (55% without Cannon) Missile : 80% (30% without Cannon) Lander : 10% ( 0% without Cannon) Cruiser : 5% ( 0% without Cannon) Submarine : 1% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 1% ( 0% without Cannon) T Copter : 40% B Copter : 10% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 5% Mech : 55% ( 6% without Bazooka) Recon : 6% APC : 0% Anti-Air : 25% Tank : 55% ( 6% without Cannon) Md Tank : 85% ( 8% without Cannon) Neotank : 105% (10% without Cannon) Artillery : 70% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 55% ( 6% without Missile) Fighter : 0% Bomber : 105% o---------o | Md Tank | o---------o Cost : 16000 Movement Points : 5 Vision : 1 Primary Weapon : Cannon (8 Rounds) Secondary Weapon: Machine Gun These are the middle of the Tank family power wise, they pack harsh damage to anything with metal coating 9exceptions being sea vessels and Neotanks). The secondary weapon (Machine Gun) is fairly powerful (even better than a Tank's), so turning it loose on foot soldiers and even lightly armored vehicles if you have no more Cannon rounds. A fairly expensive hard hitter that is only susceptible to long range attackers as well as Md Tanks or Neotanks on the ground and Bombers from the sky. =================== Attacking Abilities =================== Infantry : 105% Mech : 95% Recon : 105% (45% without Cannon) APC : 105% (45% without Cannon) Anti-Air : 105% (10% without Cannon) Tank : 85% ( 8% without Cannon) Md Tank : 55% ( 1% without Cannon) Neotank : 45% ( 1% without Cannon) Artillery : 105% (45% without Cannon) Rocket : 105% (55% without Cannon) Missile : 105% (35% without Cannon) Lander : 35% ( 0% without Cannon) Cruiser : 45% ( 0% without Cannon) Submarine : 10% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 10% ( 0% without Cannon) T Copter : 45% B Copter : 12% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 1% Mech : 15% ( 1% without Cannon) Recon : 1% APC : 0% Anti-Air : 10% Tank : 1% Md Tank : 55% ( 1% without Cannon) Neotank : 75% ( 1% without Cannon) Artillery : 45% Rocket : 55% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 55% T Copter : 0% B Copter : 25% ( 1% without Missile) Fighter : 0% Bomber : 95% o---------o | Neotank | o---------o Cost : 22000 Movement Points : 6 Vision : 1 Primary Weapon : New Cannon (9 Rounds) Secondary Weapon: Machine gun This unit is not available until the plans for it have been "liberated" from Black Hole labs that are in each country. Neotanks are the top of the line in power for land units, dealing incredible damage to almost everything they fire on. =================== Attacking Abilities =================== Infantry : 125% Mech : 115% Recon : 125% (65% without Cannon) APC : 125% (45% without Cannon) Anti-Air : 115% (17% without Cannon) Tank : 105% (10% without Cannon) Md Tank : 75% ( 1% without Cannon) Neotank : 55% ( 1% without Cannon) Artillery : 115% (65% without Cannon) Rocket : 125% (75% without Cannon) Missile : 125% (55% without Cannon) Lander : 50% ( 0% without Cannon) Cruiser : 50% ( 0% without Cannon) Submarine : 15% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 15% ( 0% without Cannon) T Copter : 55% B Copter : 22% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 1% Mech : 15% ( 1% without Bazooka) Recon : 1% APC : 0% Anti-Air : 5% Tank : 15% ( 1% without Cannon) Md Tank : 45% ( 1% without Cannon) Neotank : 55% ( 1% without Cannon) Artillery : 40% Rocket : 50% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 50% T Copter : 0% B Copter : 20% Fighter : 0% Bomber : 90% ---------------------------------------------------------------------------- ----------------------------Long Range Land Units--------------------------- ---------------------------------------------------------------------------- 3)This section will cover the effectiveness of the land units that need to have the enemy units within their range of fire to attack indirectly as well as their defensive capabilities. o-----------o | Artillery | o-----------o Cost : 6000 Movement Points : 5 Vision : 1 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: None A rather inexpensive long range attacker, it can fire on any enemy (excluding air units) within the range of 2-3 spaces. It deal fairly heavy damage, even to armored vehicles. =================== Attacking Abilities =================== Infantry : 90% Mech : 85% Recon : 80% APC : 70% Anti-Air : 75% Tank : 70% Md Tank : 45% Neotank : 40% Artillery : 75% Rocket : 80% Missile : 80% Lander : 55% Cruiser : 65% Submarine : 60% (only if Sub is on the surface) Battleship: 40% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 15% Mech : 70% (32% without Bazooka) Recon : 45% APC : 0% Anti-Air : 50% Tank : 70% (45% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (65% without Cannon) Artillery : 75% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 65% (25% without Missile) Fighter : 0% Bomber : 105% o--------o | Rocket | o--------o Cost : 15000 Movement Points : 5 (3 per non-Road surface) Vision : 1 Primary Weapon : Rockets (6 Rounds) Secondary Weapon: None An expensive but deadly long range attacker, it can fire on any enemy (excluding air units) within the range of 3-5 spaces. It deals spectacular damage, even to the toughest of armored vehicles. =================== Attacking Abilities =================== Infantry : 95% Mech : 90% Recon : 90% APC : 80% Anti-Air : 85% Tank : 80% Md Tank : 55% Neotank : 50% Artillery : 80% Rocket : 85% Missile : 90% Lander : 60% Cruiser : 85% Submarine : 85% (only if Sub is on the surface) Battleship: 55% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 25% Mech : 85% (35% without Bazooka) Recon : 55% APC : 0% Anti-Air : 55% Tank : 85% (55% without Cannon) Md Tank : 105% (55% without Cannon) Neotank : 125% (75% without Cannon) Artillery : 80% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 85% T Copter : 0% B Copter : 65% (35% without Missile) Fighter : 0% Bomber : 105% o---------o | Missile | o---------o Cost : 12000 Movement Points : 4 (3 per non-Road surface) Vision : 5 Primary Weapon : Missiles (6 Rounds) Secondary Weapon: None An expensive but deadly long range attacker, it can fire on any air unit within the range of 3-5 spaces. It deals spectacular damage, even destroying all air units in one round with full Hit Points provided the Missile is also at full Hit Points. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 120% B Copter : 120% Fighter : 100% Bomber : 100% =================== Defending Abilities =================== Infantry : 25% Mech : 85% (35% without Bazooka) Recon : 28% APC : 0% Anti-Air : 55% Tank : 85% (35% without Cannon) Md Tank : 105% (35% without Cannon) Neotank : 125% (55% without Cannon) Artillery : 80% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 65% (35% without Missile) Fighter : 0% Bomber : 105% ---------------------------------------------------------------------------- ----------------------------------Sea Units--------------------------------- ---------------------------------------------------------------------------- 4) This section will look at the offensive and defensive abilities of the units that plow through the water. o--------o | Lander | o--------o Cost : 12000 Movement Points : 7 Vision : 1 Primary Weapon : None Secondary Weapon: None No weaponry here as the Lander is intended solely for transporting land units from one shore to another. It can transport up to two units at a time, but it can only land on a shore where there are Shallows or at a Port (does not need to be under your control). =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 10% ( 0% without Cannon) Md Tank : 35% ( 0% without Cannon) Neotank : 50% ( 0% without Cannon) Artillery : 55% Rocket : 60% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 95% Battleship: 95% T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 85% o---------o | Cruiser | o---------o Cost : 18000 Movement Points : 7 Vision : 3 Primary Weapon : Missiles (9 Rounds) Secondary Weapon: Anti-Air Gun A jack-of-all-trades on the sea, this vessel is very adept at bringing down Submarines (using the Primary Weapon) and air force units (really effective on both Helicopter types and fair against both Plane types). It can also carry up to two Helicopters (both types) on it's deck at one time, much like an APC does on land (requiring the turn to unload the units). =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 90% Battleship: 0% T Copter : 115% B Copter : 115% Fighter : 55% Bomber : 65% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 10% ( 0% without Cannon) Md Tank : 35% ( 0% without Cannon) Neotank : 50% ( 0% without Cannon) Artillery : 65% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 25% Battleship: 95% T Copter : 0% B Copter : 55% Fighter : 0% Bomber : 85% o-----------o | Submarine | o-----------o Cost : 20000 Movement Points : 6 Vision : 5 Primary Weapon : Torpedoes (6 Rounds) Secondary Weapon: None Subs can fire on naval units only, and they do very poorly against Cruisers while great against other Subs and Battleships. They will burn either one unit of fuel (on the surface) or five units of fuel (submerged) at the beginning of each turn. However, submerged Subs can not be detected by units unless they are right beside the unit. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 95% Cruiser : 25% Submarine : 55% Battleship: 55% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 1% ( 0% without Cannon) (only if Sub is on the surface) Md Tank : 10% ( 0% without Cannon) (only if Sub is on the surface) Neotank : 15% ( 0% without Cannon) (only if Sub is on the surface) Artillery : 60% (only if Sub is on the surface) Rocket : 85% (only if Sub is on the surface) Missile : 0% Lander : 0% Cruiser : 90% Submarine : 55% Battleship: 95% (only if Sub is on the surface) T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 95% (only if Sub is on the surface) o------------o | Battleship | o------------o Cost : 28000 Movement Points : 6 Vision : 2 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: None A floating armada of pain, these Cannons can attack any unit (except air units) within a range of 2-6 spaces. They deliver devastating damage to even the largest of units and they have the potential to wipe out a lot of units in a hurry. Just be aware that Subs that are submerged are not a valid target for this behemoth. =================== Attacking Abilities =================== Infantry : 95% Mech : 90% Recon : 90% APC : 80% Anti-Air : 85% Tank : 80% Md Tank : 55% Neotank : 50% Artillery : 80% Rocket : 85% Missile : 90% Lander : 95% Cruiser : 95% Submarine : 95% (only if Sub is on the surface) Battleship: 50% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 1% ( 0% without Cannon) Md Tank : 10% ( 0% without Cannon) Neotank : 15% ( 0% without Cannon) Artillery : 40% Rocket : 55% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 55% Battleship: 50% T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 75% ---------------------------------------------------------------------------- ----------------------------------Air Units--------------------------------- ---------------------------------------------------------------------------- 5) This section will look at the offensive and defensive abilities of the units that can go where they please. o----------o | T Copter | o----------o Cost : 5000 Movement Points : 6 Vision : 2 Primary Weapon : None Secondary Weapon: None The "T" is for Transport, and that is what this whirlybird does for your forces. It can carry one foot soldier at a time and it can load/unload only when it is over solid ground itself. Useful for sneaking by the front lines to snake a property or even the Enemy Headquarters. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 30% Mech : 35% Recon : 35% APC : 0% Anti-Air : 120% Tank : 40% Md Tank : 45% Neotank : 55% Artillery : 0% Rocket : 0% Missile : 120% Lander : 0% Cruiser : 115% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 95% Fighter : 100% Bomber : 0% o----------o | B Copter | o----------o Cost : 9000 Movement Points : 6 Vision : 3 Primary Weapon : Missiles (6 Rounds) Secondary Weapon: Machine Gun A real good addition to your armies, B Copters can use their Missiles to fight armored foes and they can use their Machine Guns to take down other units. They can really hurt Infantry, Mech, B Copters, and Tanks or lower in the armored units. However, they are quite weak to any Anti-Air units and they should be used as support attackers instead of being your front line attackers. They do not do well vs. Navy (except Cruisers) and they can attack Helicopters only in the air (both kinds, but very well). =================== Attacking Abilities =================== Infantry : 75% Mech : 75% Recon : 55% (30% without Missile) APC : 60% (20% without Missile) Anti-Air : 25% ( 6% without Missile) Tank : 55% ( 6% without Missile) Md Tank : 25% ( 1% without Missile) Neotank : 20% ( 1% without Missile) Artillery : 65% (25% without Missile) Rocket : 65% (35% without Missile) Missile : 65% (35% without Missile) Lander : 25% ( 0% without Missile) Cruiser : 55% ( 0% without Missile) Submarine : 25% ( 0% without Missile) (only if Sub is on the surface) Battleship: 25% ( 0% without Missile) T Copter : 95% B Copter : 65% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 7% Mech : 9% Recon : 10% APC : 0% Anti-Air : 120% Tank : 10% Md Tank : 12% Neotank : 22% Artillery : 0% Rocket : 0% Missile : 120% Lander : 0% Cruiser : 115% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 65% Fighter : 100% Bomber : 0% o---------o | Fighter | o---------o Cost : 20000 Movement Points : 9 Vision : 2 Primary Weapon : Missiles (9 Rounds) Secondary Weapon: None Purely an air unit fighter, these guys are made to stop charging Helicopters and Bombers in one volley of Missiles, as well as badly crippling other Fighters. Expensive to deploy, they can be taken down buy Anti-Air units and Missiles fairly easily, so keep an eye out for those units when moving. Still a useful unit to have, especially when the enemy likes to bring the air units after your forces repeatedly. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 100% B Copter : 100% Fighter : 55% Bomber : 100% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 65% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 100% Lander : 0% Cruiser : 55% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 55% Bomber : 0% o--------o | Bomber | o--------o Cost : 22000 Movement Points : 7 Vision : 2 Primary Weapon : Bombs (9 Rounds) Secondary Weapon: None A devastating sight to any ground/sea unit that hears their jet engine whine as it approaches, these behemoths can only be fired on by a select few units as they bring their hard hitting payload. Anti-Air and Missiles are the only ground units that can fire on them Cruisers are on the only sea units to fire on them, and Fighters are the only air unit to fire on them. However, Bombers are an excellent way to remove heavily armored land units and they are worth the price that they boast. Just use them with some ground support so the enemy can not just bring a specialty unit in to deal with them unopposed. =================== Attacking Abilities =================== Infantry : 110% Mech : 110% Recon : 105% APC : 105% Anti-Air : 95% Tank : 105% Md Tank : 95% Neotank : 90% Artillery : 105% Rocket : 105% Missile : 105% Lander : 95% Cruiser : 85% Submarine : 95% (only if Sub is on the surface) Battleship: 75% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 75% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 100% Lander : 0% Cruiser : 65% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 100% Bomber : 0% ---------------------------------------------------------------------------- -----------------------------------Final Word------------------------------- ---------------------------------------------------------------------------- 6) As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2003. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.honestgamers.com, and www.awbunker.com. You must ask for permission before posting this (go ahead, I am very nice, and more than likely will say yes). If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. Great game! Simply no other way to put it, and I hope this FAQ helped some people out with their troubles!