Welcome to my FAQ about Super Famicom Wars. Or: how to play a Japanese game without knowing Japanese. /---- | | |----\ /----- |----\ | | | | | | | | \---\ | | |----/ |----- |----/ | | | | | | \ ----/ \----/ | \----- | \ /----- /----\ /-\ /-\ ----- /---- /----\ /-\ /-\ | | | | \ / | | | | | | \ / | |----- |----| | \/ | | | | | | \/ | | | | | | | | | | | | | | | | | ----- \---- \----/ | | \--\ /--/ ----- /----\ /------/ \ \ /--\ / / / /\ \ / /\ / / -----/ \ \-/ \-/ / / -- \ / \/ / \----\ \ \ /--\ / / /---\ \ / _ \ /-----/ / \--/ \--/ /--/ \--\ /--/ \--\ /_______/ /----- /----\ /----\ | | | | | |----- |----| | \ | | | | | \| | | | \----\ VERSION 1.2 - by Roma_emu ----- 0.1 History ----- 04/18/2005 + Spelling and grammar errors fixed. + Updated info about the COs' abilities. * Version 1.2 (50kb) 05/20/2002 + New terrain + More descriptions + Some errors corrected * Version 1.1 (49K K) 05/05/2002 + Made the first version of the FAQ. * Version 1.0 ----- 0.2 Index ----- In this index, Updated sctions are marked by * and new sections with # comparing to last version. @ in the texts mean contribution credits. 1.1-Who made this FAQ? 1.2-What is this game? 1.3-Where can I find this game? 1.4-Credits * 2.1-Diferences between Advance Wars 2.2-Game Basics 2.3-Options and Menus 2.4-Game Glossary 3.1-COs list * 3.2-Units information 3.3-Terrains data ----- 1.1 WHO MADE THIS FAQ? ----- My nickname is Roma_emu and you can contact me with AIM (Roma emu) or email (roma.emu@bol.com.br). I have an Advance Wars fansite at www.advancewarsnet.com (Advance Wars Net). Any suggestions, informations or criticisms? Send an email to me. If you want to post this FAQ in your site, please contact me first. Feel free to save this file in your computer for viewing it offline, though! If you have my permission to host this guide at your site, it's your responsability to keep it updated. You can always find the latest verion of this FAQ in GameFAQs. [www.gamefaqs.com] Current sites that have permission to host this guide: - GameFAQs - Advance Wars Net ©2002-2005 João Pedro Schara Francese/Roma_emu ----- 1.2 WHAT IS THIS GAME? ----- Super Famicom Wars is a turn-based strategy game for the Super Famicom console. You might be asking, "what is Super Famicom"? Super Famicom is the Japanese version of SNES (Super Nintendo). "So how do you expect that I play this game? I'm not in Japan!" Although illegal, the way most people play this game is using a set of SNES emulator + game ROM. It works fine, but remember, that this is illegal if you don't own the original cartridge, and I will not provide in this FAQ a link to the ROM image. Now that you know where to get this game, here is another important point. It's in Japanese, so if you want to read anything in it, you must be fluent in that language. But if you have ever played Advance Wars 1 or 2 for the GBA, then you won't have problems in understanding this game - and the most frequent questiosn are answered in this guide. As a note, I'd like you to know that I don't know a single word of Japanese... SFW (how I'll call this game from now on) is a turn-based strategy game. To know more, read the Game Basics section. ----- 1.3 WHERE CAN I FIND THIS GAME? ----- Legally, I don't know. The only way I know (and everybody that I know knows :P) to play is using the emulator for SNES and a game ROM. You can search in sites and search engines like Google to find it. If you have a game file with "BS" in the name, then you have a demonstration version. It only has one map, two COs, no Fog of War, no experience and no animations. Stop playing it now and get the full version! This game possibly can be found used in Japanese stores, but some people people (in the GameFAQs board) have said that this game was never released, that it was only for subscribers of Nintendo Power. I don't know the thruth, so please don't ask me. But please if you know it, tell me! :) ----- 1.4 CREDITS ----- Thanks to Nintendo and Intelligent Systems for making this game. No thanks for Nintendo and IS for not bringing the game to the ocident. Thanks to Juigi (from the forums) for telling me that the 6th option is stereo/mono music. Thanks to Gamingmasterjohn (j_elgar_barrett@yahoo.com) for remembering about the Garrison terrain. Thanks to Kesuki from GameFAQs forums, June Luna, pichu80 and Xenesis Xenon for the CO descriptions and names translations. And thank you, for reading this FAQ! :) ----- 2.1 DIFERENCES FROM ADVANCE WARS ----- As I said before, there are two possibilities: you know Japanese, or you have played Advance Wars (GBA). If you know Japanese, then you can skip this part. If you have played Advance Wars before, then read this section. If you didn't do any, then it's going to be very difficult to understand this game... There are many changes between Advance Wars and SFC Wars, but their gameplay basics are the same. The major change is that units attack each other at the same time. So, if you have one Infantry in the road and you attack another Infantry in the road, both will take 5 damage. In Advance Wars you would do 5 damage and the other Infantry would counterattack dealing only 2 or 3 damage. There is experience in this game - if a unit attacks many others, then it will level up and have its attack and defense increased. A Giga Tank in max level can defeat any ground unit in one hit (known as OHK, one-hit kill). This can be turned off in the options menu. [For a detailed explanation about the experience system, read Juigi's in-depth FAQ.] The APC is divided into two units: a transport that can also attack with Recon-like power and a wheel truck that has the same movement range and type of a Recon, and can only supply units. Still in the transports subject, there are two differences. If you load a unit into a transport, it will end its turn. Also, if a transport carrying units is attacked, the unit(s) inside will also be damaged. Another new (...old) unit is the Assault Fighter - it can attack all units (except the Sub). It's the most expensive air unit, and its abilities are the average of those of a Bomber and a Fighter. In normal maps, the Sub can't dive. When Fog of War is on, they are always "submerged", and can only be seen by adjacent units. The only units that can attack a Sub are Cruisers and other Subs. In this game, Subs can only move 4 spaces and have less vision that in AW, but they have 99 max fuel and only use up 1 fuel per turn. The Fighter and the Battleship received machine guns. The Fighter can attack air units with it when it runs out of missiles (its machine gun only attacks air units). The Battleship can attack copters and other ground units with its machine gun. Both are extremely weak, especially the Battleship's machine gun - even against Infantries! The Anti-air tank does little damage against planes. The Cruiser can't attack planes, and does less damage to copters than in Advance Wars. But the Battleship's cannon now can attack planes and copters, and it does a good amount of damage to them. The vehicles with tires can't go in forests anymore. Also Mechs have lost their movement bonus for mountains and rivers. And now Infantries and Mechs have a 2 cost in shoals, tread vehicles have 1 and tire vehicles have 4. There are now 4 tanks: Small Tank for 6000, Medium Tank (AW's Tank) for 12000, Heavy Tank (AW's Medium Tank) for 18000 and the Giga Tank - which can only be gotten by capturing a Radar Station (only the first player to capture it will get it). The AI is much more aggresive and intelligent. Yes, trust me, they know that is important to send Infantries to capture cities in another island, and how air units are powerful. What I mean is - the computer enemy WILL attack you. I bet that you were looking for that. :) Oh, and don't try fooling the enemy by placing a Transport near the Infantry capturing their HQ. They will not fall for it, you will lose the Infantry, and probably the Transport too! There is a different music for capturing and another for battles. There are also many more animations than in Advance Wars. The units are manga-style. See the intro for fun! Many changes, isn't it? Anyway, they're all easy to figure out. Now you can go play. Or read the rest of the FAQ. :) ----- 2.2 GAME BASICS ----- Since most of the people who play this game are Advance Wars players, there shouldn't be much trouble with this. You control an army. The armies are four: Red Star, Blue Moon, Green Earth and Yellow Comet. The armies have units, that will fight for you. To deploy units you need money, which you may get with buildings. Each building will give you 1000 credits in the beginning of your turn. Moving units is very simple. Just press your directional button so the cursor is over the desired unit, then press the A button. Now move the cursor to the desired place, and press the A button again. Now you will see some options. The last one always will end the unit's turn (it can be selected again in next turn). If you have moved an Infantry or Mech (soldiers) to a neutral or enemy city, the first option will be Capture (the capture counter will be reduced according to your unit's HP). If you have selected a supply truck and moved it to a square adjacent to other units, then the first option will be Supply. If you've moved an unit that can attack, the first option will be Fire. (if the unit can capture, Fire will be the second). If it was a transport unit carrying another unit, the first option will be Drop (unless the unit can fire). Units move in the battlefield, which is comprised of terrains. Each terrain kind may provide more or less cover, which translates into defense. It can range from 0 (roads) or 5 (garrison) stars. Some terrain types are rough to move through, and units may need to use more than one movement point for each tile (more fuel is used up, too). For information about terrain and units' movement types, move the cursor over to a square of the desired terrain kind and press the X button. To switch to/from unit intel, press the X button again. In every map, you can deploy new units. Ground units are made from bases and HQs. Air units are created from airports. Sea units are deployed from seaports (oh!) Buildings you own will also heal your units by 2HP and resupply them in the beginning of your turn, if they're standing in the correct place - a building of the same type they can be built from. In addition, cities can heal land units as well. You can also use supply trucks to supply your land units and copters. Here's a list of buttons: + pad [move cursor], A [select, confirm], B [cancel], X [information screen, help about selected option in options menu] Y [show units HP], L [move cursor to next HQ], R [move cursor to next unit hasn't moved yet], Select [show in-game menu], Start [in otions menu and results menu confirms closing the menu]. The COs - Commanding Officers - change the abilities of the units and the enemy AI level. It also determines the musics to be played in your turn. ----- 2.3 OPTIONS AND MENUS ----- Here is my little and poor translation of the menus. If anybody has discovered more or has any knowledge in Japanese, please email me. First menu: - Continue game [select slot] - New game [select slot] - Copy game [from slot to slot] - Erase game [select slot] If you choose to Erase Game, you can erase one of the data slots. By selecting Copy, you can copy from a slot with a saved game and options to another slot. Selecting Continue lets you resume a previously saved game or continue from the same campaign (with the saved results and options). If you select New Game, you will be presented with a screen to choose one of the slots to save in (if you select an used slot, you'll be asked if you want to overwrite the old save). After starting a new game, you will go to the second menu. What is recorded in the save slots? If you don't save, inside or outside of battle, you can turn the SNES off and it will be marked as empty. Once you save, it will record the game options and you won't be able to change the options other than those you can change in the in-game options. When somebody wins in a map, you will be asked Yes or No; selecting Yes will save in the slot the battle results and the winner, selecting No won't affect the records. Second menu: - 2 players Maps (Red Star and Blue Moon) - 2 Players Maps (Green Earth and Yellow Comet) with Radar Stations and/or Rail Stations and/or Garrisons - 4 Players Maps (all armies), some maps with Radar Stations and/or Rail Stations and/or Garrisons If you have selected one of the 2 players options, you'll go to a screen with COs selection and Options menu. If you have selected the 4 players maps, now you will see a screen with only the COs choice. COs Selection (one per army): - Army name [can't be selected] - CO Name - Computer, controller 1 or controller 2 - Music (automatic if it's an AI player) - Auto supply If you have selected a 2 players game, the options menu will be in the same screen of the COs selection. If you're playing a 4 players game, after the COs selection you will see the Allies Chart before you go to the options screen. Options Menu: 1 2 3 4 5 6 - Fog of War - Disable Battle Animations - Experience and Levels - Disable Other Animations - Capture Victory - Sound type Most strategy playes already know what Fog of War is like. The map will be dark, and you can only see the terrain - no enemy units, or building colors. Only the tiles around your units can be fully seen. Allied armies share vision. Battle animations are cool, but can get too repetitive and slow after a while. Experience and levels are nice, but beware with enemy units that constantly attack yours, because they will level up fast! I suggest leaving other animations on (X). The capture option will make the army win if it captures most (I would guess around 75%) of the buildings of the map. Sound type is self-explanatory. (Sound type option: thanks to Juigi from the forums) Allies Chart: -- |1 |4 5 |2 | |3 | -- 6 7 - Army name - CO name - CO rating - Orange Star - Blue Moon - Green Earth - Yellow Comet The allies chart is very easy to understand. Just press the A button to change from red to blue. Blue = allies, red = enemies. Allies armies share vision in Fog of War. I didn't figure out yet how that CO rating works. But it's right, because the best rated COs are the best in my opinion. :) Pressing Start in this screen will let you go to the options menu. Very well. You selected the COs, teams, options... Now select a map. Acordingly to the 2 players, second 2 players or 4 players selection, you will see a different set of maps. Select your map and press A or Start. Now you will be in the game screen. If you press A in an empty square or Select, you will see the in-game menu. "What are all those strange symbols?!" I can't read japanese, but look what I've discovered so far: In-game Menu: - Game rules - Units list - Game status - Supply units [only if auto-supply is off] - CO Selection and Options Menu - Delete units - Yield - Load game [only if saved in-game before] - Save game - End turn It's easy now, right? The first option will show you a screen with the game rules. If you're reading this FAQ, chances are high that you can't read Japanese, so it's fairly pointless... The second menu entry will list the units in your army, showing their HP, fuel and ammo. The game status screen shows the buildings (of each type), money and incoming money of each army. If you press the A button, it will show the units produced/lost by each army. If you had selected Off for the auto-supply option, you can supply your units using this option. By "supply" I mean recover 2 HP and refuel and restore ammo. This will only happen to units that are in the proper place (cities, airports, etc.) and haven't moved yet. With the next option, you can bring back the options menu. The only changes availbable are Music, Auto-supply (CO section), Battle animations, Other animations and Sound type (Options menu). Nothing can be changed in the Allies chart. If you are playing a 4p map, press Start to change between screens (CO selection, Allies chart, Options menu). If you are crazy enough you can delete your units. You may want to do this if your units are on the way, or if a weak unit is in a base surrounded by enemies and is preventing you from building a mighty Heavy Tank. If you think that there is no way to win and want to start a new battle, you can yield. Your army will lose, and if only one army or allied armies remain they will win, otherwise the game will continue. If you saved a game (a in-game save) in the current slot, you can load it. Maybe you've made a mistake and want to try again... For loading, you must have saved a game before. Do this in the second-to-last option. Finally there is the End Turn option. After you have moved all units and created any in bases as you like, select this to let the next army take its turn. ----- 2.4 GAME GLOSSARY ----- I thought that some words could need more explanation, so here are them: -Fog of War Fog of War is a vision system used in many strategy games. When this option is enabled, the map will be dark, and you will only able to see the terrain. Units will reveal part of the map around them so you can see enemy units. Each unit has a different vision range. -Experience Units do an amount of damage. When exp. is enabled, as they attack the enemies, they get more experience, and after a certain point they level up. Higher level-units do more damage and take less damage from enemy attacks. There are 5 levels total. Experience is shown as stars in the unit intel screen; when an unit fill all the exp stars it will level up. For more detailed information about the exp system, read JuigiKario's FAQ. -Animations There are the battle animations (shown when you attack/are attacked) and the other animations, such as loading/unloading units, beginning of the day, capturing and supplying with Supply Trucks. -Capture When this options is enabled, an army will automatically win when it captures a certain number of buildings. I'm not sure about the number or percentage of buildings needed to be captured to win, but I think it's 2/3 or 3/4 of the buildings in the map. -CO CO, or Comanding Officers, are the characters that you control. Accordingly to the CO you chose in the beginning of the game your unit will get or lose abilities. -Unit Units are soldiers, vehicles, planes, ships, etc. They are the things that you command in the war. -Terrain Terrain are the kind of ground in the battlefield. Each square has a terrain type, and it may give extra defense to units standing in it, but also may slow down the unit while it's moving (e.g. moving tanks in woods). -Victory Your army will win a battle in three cases. You can destroy all of the enemy units, or capture the enemy HQ. If the Capture option is on, you can also win by capturing most of the buildings in the map. In addition, you will win if the enemy yields. If more than one army is playing, a team will only win if only armies in that team remain. The HQ of the army that lost will become a plains tile, and its buildings will become neutral. ----- 3.1 COs LIST ----- -First version text- Well, I don't know the COs names and their powers and descriptions. Below is only a short description of them. This section really needs many improvement, so if you know something more email me. Credits will be properly displayed. -End of first version text- With a very handy help of Kesuki and his friend June Luna, now I have the CO names and thier descriptions. Also thanks to Pichu80, who told be about the first COs' abilities. Thanks to Xenesis Xenon for Caroline's name. The memos are the descriptions shown in the game, and the ratings are taken from the allies Chart. 1- Yan Yan is a normal CO with normal abilities. People have said that he has the smartest AI when being played by a computer. Original name: Yan Deruta Memo: Very clever and smart. Rating: 3 2- Roger I could not find anyhting speacial about him too. Apparently, it sets the enemy AI to 'easy', in a level similar to AW's AI. Original name: Roger Suzuki Memo: His performance was normal but made a few mistakes. Rating: 1 3- Juan Again, I could not find anything except another good music CO. The AI plays more offensively when he is the commander. Original name: Juan Ross Memo: Agressive offense... not much defense... Rating: 2 4- Hector(?) Hector is also a plain CO for me. I gave him this name as he has a Japanese name only - some people have said it's Hitler, but I doubt it. He is the opposite of Juan; his AI has a defensive style. Original name: Hettoraa Memo: His motto is "our people are protectos" but he is a coward. Rating: 1 5- Caroline Again her music is good, and I didn't find anything else. It is thought that she is lucky - her units will often do more damage than predicted. Original name: Caroline[?] Memo: Undescribably strong... Her nickname is Lucky Girl. Rating: 4 6- Billy One of the few COs whose abilities are easily defined. His income funds are always increased by 10,000G, in addition to the normal income provided by buildings. Unfortunately, his units are weaker, both offensively and defensively. It's better for him when the number of bases is high and the number of buildings is low, as he can build many units and the enemy has less money to work with. Original name: Billy Gates Memo: He's the son of a millionaire and very wealthy. He likes war games. Rating: 4 7- Mr Yamamoto His units always start in level 2, even when experience is turned off. This means that his units will deal more damage and have a slight defense bonus. He has no weaknesses. Use him when there are fewer bases and more buildings, the opposite of Billy. Most definitely the best CO in the game. Original name: Mister Yamamoto Memo: He is a legendary general who had no defeats. The people who help him are in an elite group. Rating: 5 ----- 3.2 UNITS INFORMATION ----- Here is a list with information and strategies for the units. Red attacks mean 1-24 damage, yellow attacks mean 25-49 damage, green attacks mean 50-74 damage and blue attacks mean 75-99 damage. In the game units that can't be attacked are also shown red. In this FAQ, units that can't be attacked aren't shown in the list. -Infantry- Type: foot soldier Cost: 1000 Vision: 2 squares (increases to 5 if atop a mountain) Movement type: soldier Movement range: 3 squares Fuel [rations]: 99 First weapon: X Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: X Green attack: Infantry Yellow attack: Mech, Supply Truck, Rockets, Missiles Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport, Giga Tank, Artillery, Rail Turtle, Anti-air Artillery, Anti-air, Battle Copter, Transport Copter Description: Infantries are very bad in this game. All units will damage them, and they can only attack Infantries and Mechs. Use them for a quick capture, then start using vehicles, and if you can, Mechs. When capturing enemy cities it will be hard to keep them off fire, and they will often need 3 turns. -Mech- Type: foot soldier Cost: 3000 Vision: 2 squares (increases to 5 if atop a mountain) Movement type: soldier Movement range: 2 squares Fuel [rations]: 70 First weapon: Bazooka Ammo: 3 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Supply Trucks, Rockets, Missiles Green attack: Infantry, Mech, Small Tank, Recon, Transport, Artillery Anti-air Artillery Yellow attack: Medium Tank, Rail Turtle, Anti-air, Transport Copter Red attack: Heavy Tank, Giga Tank, Battle Copter Description: Mechs have superior firepower against Infantries, Mechs and copters, and can attack vehicles for a fair amount of damage. Their problem is their movement range: just 2 tiles per turn And if a mountain or river tile must be crossed, it drops to 1. Use them with Transports or they will need a long time to get to the battle frontlines. -Heavy Tank- Type: vehicle Cost: 18000 Vision: 1 square Movement type: tread Movement range: 4 squares Fuel: 50 First weapon: Cannon Ammo: 8 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Mech, Medium Tank, Small Tank, Recon, Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles Green attack: Heavy Tank, Giga Tank, Rail Turtle Yellow attack: Transport Copter, Cruiser, Lander Red attack: Battle Copter, Battleship Description: This is the most powerful direct combat unit in the ground that you can buy. Can badly damage (almost) anything and take little damage. Just protect them from planes and indirect combat units. The Heavy Tank has little fuel and ammo, and their vision and movement range are poor. -Medium Tank- Type: vehicle Cost: 12000 Vision: 2 squares Movement type: tread Movement range: 5 squares Fuel: 60 First weapon: Cannon Ammo: 10 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Mech, Small Tank, Recon, Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles Green attack: Medium tank, Rail Turtle Yellow attack: Heavy Tank, Transport Copter Red attack: Giga Tank, Battle Copter, Battleship, Cruiser, Lander Description: Very simple. The damage goes down, then the price will fall and the fuel, ammo, vision range and movement range will rise. They still are strong against most of the direct ground units, but Heavy Tanks and Giga Tanks will beat them. They are also more vulnerable to indirect combat units. Good for the beginning and middle of the battle to back up your Infantries and Mechs. -Small Tank- Type: vehicle Cost: 6000 Vision: 3 squares Movement type: tread Movement range: 6 squares Fuel: 70 First weapon: Cannon Ammo: 12 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Transport, Supply Truck, Rockets, Missiles Green attack: Mech, Small Tank, Recon, Artillery, Anti-air Artillery, Anti-air Yellow attack: Medium Tank, Rail Turtle, Transport Copter Red attack: Heavy Tank, Giga Tank, Battle Copter, Battleship, Cruiser, Lander Description: The same thing, you can pay for a cheaper and weaker Tank. This one is good for attacking Infantries, Recons and indirect combat units. Attacking another Small Tank will damage both, while attacking a Mech will deal more damage than it'd do to tanks, but the counter damage will be the same. Be careful against mech floods, as Mechs are cheap and will waste your small tanks with ease. -Recon- Type: vehicle Cost: 3500 Vision: 5 squares Movement type: tire Movement range: 8 squares Fuel: 80 First weapon: X Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: X Green attack: Infantry, Mech Yellow attack: Supply Truck, Artillery, Rockets, Anti-air Artillery Missiles, Transport Copter Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport, Giga Tank, Artillery, Rail Turtle, Anti-air Artillery, Anti-air, Battle Copter Description: Recons have little attack capabilities. They are good against Infantries and Mechs, and that's all. And it's better find a good defensive terrain when attacking Mechs, because their Bazooka can do terrible damage the Recon. But the Recon is great for spotting units, and this is their utility. With a 5 vision range and 8 movement range they can get to your front lines quickly and spot enemies for your Rockets. -Transport- Type: vehicle Cost: 5000 Vision: 1 squares Movement type: tread Movement range: 6 squares Fuel: 70 First weapon: X Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: X Green attack: Infantry, Mech Yellow attack: Supply Truck, Artillery, Rockets, Anti-air Artillery Missiles, Transport Copter Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport, Giga Tank, Artillery, Rail Turtle, Anti-air Artillery, Anti-air, Battle Copter Description: Transports have the same offensive power of Recons, but their purpose is different. They can't see well and aren't that fast, but they can transport one Infantry or Mech. Just remember that if you attack when it is loaded, the Transport will probably be damaged, and the unit inside too, so the Infantry will take 3 days or more to capture a building after it's dropped. Note: Transports can carry one Infantry or one Mech. -Giga Tank- Type: vehicle Cost: received when capturing a Radar Station Vision: 2 square Movement type: tread Movement range: 6 squares Fuel: 80 First weapon: Cannon Ammo: 12 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Mech, Medium Tank, Small Tank, Recon, Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles Green attack: Heavy Tank, Giga Tank, Rail Turtle Yellow attack: Transport Copter, Cruiser, Lander Red attack: Battle Copter, Battleship Description: This is surely the best tank. Great offensive and deffensive power allied with good supplies. Its supplies are as good as a Small Tank's but with much better power. The Giga Tank can kill many of the ground units in one shot, and all of them when it gets to level 5. You get one of these doom machines when you capture a Radar Station. So don't let the enemy capture one or you'll be in trouble! -Supply Truck- Type: vehicle Cost: 4000 Vision: 1 square Movement type: tire Movement range: 8 squares Fuel: 60 First weapon: X Second weapon: X Description: Supply Trucks can supply your units without need to come back to cities. This way you can keep a Rocket behind a mountain and resupply its ammo. Just remember that it has no weapons and bad deffense. Note: Supply Trucks can supply only ground units and copters. -Artillery- Type: vehicle Cost: 7000 Vision: 1 square Movement type: tread Movement range: 4 squares Fuel: 50 First weapon: Cannon Ammo: 10 Range: 2~3 Second weapon: X Blue attacks: Infantry, Mech Green attack: Small Tank, Recon, Artillery, Rockets, Anti-air Artillery, Missiles, Lander Yellow attack: Heavy Tank, Medium Tank, Giga Tank, Rail Turtle, Anti-air, Battleship, Cruiser Red attack: X Description: The Artillery is the first indirect combat unit. It doesn't have to be near the enemy to fire, but it can't attack in the same turn that it moves. Take care of this unit because indirect combat units (except Battleships) have little defense. -Rockets- Type: vehicle Cost: 15000 Vision: 1 square Movement type: tire Movement range: 4 squares Fuel: 50 First weapon: Rockets Ammo: 6 Range: 3~5 Second weapon: X Blue attacks: Infantry, Mech, Transport, Supply Truck, Rockets, Missiles Green attack: Medium Tank, Small Tank, Recon, Artillery, Anti-air Artillery, Anti-air, Lander Yellow attack: Heavy Tank, Giga Tank, Rail Turtle, Battleship, Cruiser Red attack: X Description: Rockets have better firepower, but cost more and are less mobile. Keep them safe because they have even worse defense. In the early level 2 it can destroy some targets in only one shot. If you can, put it in a city behind the moutains and shot everything that comes. It will level up fast and will always have ammo (e.g. in Bean Island). -Rail Turtle- Type: rail vehicle Cost: 15000 Vision: 1 square Movement type: rail Movement range: 15 squares Fuel: 99 First weapon: Cannon Ammo: 16 Range: 2~6 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Mech, Small Tank, Recon, Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles, Cruiser, Lander Green attack: Heavy Tank, Medium Tank, Giga Tank, Rail Turtle and Battleship Yellow attack: Transport Copter Red attack: Battle Copter Description: Rail Turtles are powerful units, and they have the best attack power. And if an Infantrty is in its way, it can just close in and use the Machine Gun. It's important to always have one in the maps that ther are Rail Stations, because they can transport units. Look at the advantages: good movement (although they can move only in rail), good damage, good supplies, good range and can transport units. Notes: -Rail Turtles are produced in Rail Stations. -In maps that you start with a Rail Station you will receive an additional 30000 money in the first day. -Rail Turtles can transport two of any ground units. They can load and unload only in Rail Stations. -Anti-air Artillery- Type: vehicle Cost: 6500 Vision: 1 square Movement type: tread Movement range: 4 squares Fuel: 50 First weapon: Long-distance Vulcan Ammo: 10 Range: 2~3 Second weapon: X Blue attacks: Bomber, Battle Copter, Transport Copter Green attack: Fighter, Assault Fighter Yellow attack: X Red attack: X Description: This is the air-blasting verison of the Artillery, as the name says. It can do good damage to air units, but those are the only targets that it can attack. The main problem is that air units can easily move out of the attacking range before you can shoot them. -Anti-air tank- Type: vehicle Cost: 8000 Vision: 2 squares Movement type: tread Movement range: 6 squares Fuel: 60 First weapon: Vulcan Ammo: 12 Range: 1 Second weapon: X Blue attacks: Infantry, Mech, Supply Truck, Rockets, Missiles, Battle Copter, Transport Copter Green attack: Recon, Transport, Artillery, Anti-air Artillery Yellow attack: Small Tank, Anti-air, Fighter, Bomber, Assault Fighter Red attack: Medium Tank, Rail Turtle Description: Known simply as Anti-Air in AW, This unit can attack very well three types of units: soldiers, indirect units and copters. Keep them away from tanks, except if they have less than 3HP (Small Tank) or 2HP (Medium Tank). They can also do some damage to Fighters, but attacking a healthy Bomber isn't a good idea. -AA Missiles- Type: vehicle Cost: 13000 Vision: 1 square Movement type: tire Movement range: 4 squares Fuel: 50 First weapon: Ground-to-air Missiles Ammo: 6 Range: 3~5 Second weapon: X Blue attacks: Bomber, Assault Fighter, Battle Copter, Transport Copter Green attack: Fighter Yellow attack: x Red attack: X Description: Missiles are the more-powerful, less-mobile and more-expensive brother of Anti-air Artillery. They have better range and can do more damage. Well, the range is more important, as it will be easier to attack the enemy from a 5 squares distance, since air units have at least 6 movement range. -Fighter- Type: plane Cost: 20000 Vision: 2 squares Movement type: air Movement range: 9 squares Fuel: 99 Fuel per turn: 5* First weapon: Air-to-air Missiles Ammo: 10 Range: 1 Second weapon: Anti-air Gun Ammo: infinite Range: 1 Blue attacks: Bomber, Assault Fighter, Battle Copter, Transport Copter Green attack: Fighter Yellow attack: X Red attack: X Description: The Fighter is a flying Anti-air unit. Well, it can destroy copters and Bombers, and do good damage to Assault Figters. As always, if you attack another Fighter both will take the same amount of damage. If you have no enemy air units you can use them to block the enemy bases. Be careful with fuel, because each day you move it as far as it can will result in a fuel loss of 14! After four days, it will be already at a need of refueling... * Air and sea units use fuel everyday. If they don't have enough fuel in the beginning of the day they will vanish. -Bomber- Type: plane Cost: 22000 Vision: 2 squares Movement type: air Movement range: 7 squares Fuel: 99 Fuel per turn: 5 First weapon: Bombs Ammo: 16 Range: 1 Second weapon: X Blue attacks: All ground units Green attack: X Yellow attack: Battleship, Cruiser, Lander Red attack: X Description: The Bomber has great attack powers. It can leave all ground units with 1 HP, or destroy them if it is in a higher level. If can also attack sea units, but will deal only 3 HP of damage in level 1. You must protect Bombers from Anti-air Artilleries, Missiles, Battleships and Fighters or it will be gone before you know it. If your main attack force is comprised of air units and an Anti-Air is approaching, don't hesitate to attack it with your Bomber. -Assault Fighter- Type: plane Cost: 26000 Vision: 2 squares Movement type: air Movement range: 8 squares Fuel: 99 Fuel per turn: 5 First weapon: Multi-Missiles Ammo: 6 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Missiles, Battle Copter, Transport Copter, Lander Green attack: Infantry, Mech, Medium Tank, Small Tank, Recon, Rail Turtle, Anti-air, Bomber, Assault Fighter, Battleship, Cruiser Yellow attack: Heavy Tank, Giga Tank, Fighter Red attack: X Description: This is the best unit in my opinion. It can attack everything (except the almost-invulnerable Sub) and still do good damage. The Bomber can do more damage to ground units, but the Assaul Fighter is more powerful against sea units. And it can also attack air units. It is not as powerful as the Fighter, but still can deal good damage to Bombers and copters. Their problem is the price. They have less power than the Fighter and the Bomber and less defense than the Fighter, but the multiple targets and movement range are worth the money. -Battle Copter- Type: copter Cost: 8500 Vision: 3 squares Movement type: air Movement range: 6 squares Fuel: 80 Fuel per turn: 2 First weapon: Missiles Ammo: 6 Range: 1 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Mech Green attack: Recon, Transport, Supply Truck, Artillery, Rockets, Anti-air Artillery, Missiles, Transport Copter, Lander Yellow attack: Medium Tank, Small Tank, Rail Turtle, Anti-air, Battle Copter, Battleship, Cruiser Red attack: Heavy Tank, Giga Tank Description: When you still don't have money to build Assault Fighter, build Battle Copters. They don't have the same power and variety, but they still can damage ground units without big counterattack damage, and can destroy Transport Copters. They are much cheaper than Assault Fighters. If you want to attack another Battle Copter, go in pairs, as the first one will take as much damage as the enemy copter. -Transport Copter- Type: copter Cost: 5500 Vision: 2 squares Movement type: air Movement range: 6 squares Fuel: 80 Fuel per turn: 2 First weapon: X Second weapon: X Description: Transport Copters are very much like Transports; they are more mobile but have no weapons. They can be used to cross the sea when you don't have a port. Take care so they aren't attacked by soldiers or tanks, because the Infantry inside will take damage and need one more turn later to capture buildings. Note: Transport Copters can carry one Infantry or one Mech. The Transport Copter must be in a building, road, shoal, plain or bridge to load or unload. -Battleship- Type: ship Cost: 35000 Vision: 3 squares Movement type: ship Movement range: 5 squares Fuel: 99 Fuel per turn: 1 First weapon: Cannon Ammo: 18 Range: 2~6 Second weapon: Machine Gun Ammo: infinite Range: 1 Blue attacks: Infantry, Supply Truck, Rockets, Missiles, Battle Copter, Transport Copter, Cruiser, Lander Green attack: Mech, Medium Tank, Small Tank, Recon, Transport, Artillery, Anti-air Artillery, Anti-air, Bomber, Assault Fighter, Battleship Yellow attack: Heavy Tank, Giga Tank, Rail Turtle, Fighter Red attack: X Description: This is a great unit, but its price is terrible. It can damage all units except the Sub, doing good damage. Its machine gun is useless, but can attack a Transport Copter that is adjacent to it. Be careful, especially with Subs. Have a Cruiser to protect it, if you can afford one. Its mobility is limited to sea areas. -Cruiser- Type: ship Cost: 22000 Vision: 5 squares Movement type: ship Movement range: 6 squares Fuel: 99 Fuel per turn: 1 First weapon: Sea-to-sea Missiles Ammo: 10 Range: 1 Second weapon: Anti-air Gun Ammo: infinite Range: 1 Blue attacks: Transport Copter, Sub Green attack: X Yellow attack: Battle Copter Red attack: X Description: This unit isn't very useful in Super Famicom Wars. Their main use is to destroy Subs (and it does its job well). They've been downgraded from Advance Wars, and although they cost more, the only better thing is their vision: they can't attack planes anymore, and their attack power against copters is bad. Good to protect Landers and Battleships from enemy Subs, spot enemy units for your Battleship during Fog of War, and nothing else. It has the ability of transporting two copters, which you will rarely use, seeing it's just faster to let the copters move by themselves (unless you want to protect them from fighters or other copters). Note: The Cruiser can transport two copters. They will be supplied if they are inside the Cruiser in the beginning of the day. -Lander- Type: ship Cost: 16500 Vision: 1 square Movement type: ship Movement range: 5 squares Fuel: 99 Fuel per turn: 1 First weapon: X Second weapon: X Description: The Lander is good to transport units as it can transport not only soldiers, but any ground unit. It can also transport two of them. Just take care because its defense is the worst of the sea units, and you don't want to lose 3 units at once, do you? Note: Landers can transport two of any ground units. They can load and unload only in shoals and ports. -Sub- Type: submarine Cost: 24000 Vision: 3 squares Movement type: ship Movement range: 4 squares Fuel: 99 Fuel per turn: 1 First weapon: Torpedoes Ammo: 6 Range: 1 Second weapon: X Blue attacks: Battleship, Lander Green attack: Sub Yellow attack: Cruiser Red attack: X Description: This unit is very good. They can only be seen by adjacent units, meaning that probably the enemy will run into them and lose one turn. And the only units that can attack them are the Cruiser and another Sub. You really must take care with Cruisers because they will deal 9 HP of damage and receive only 2 HP of damage. Use this unit to destroy the enemy Battleship and Lander, or to block enemy ports. Note: The Sub can only be seen by adjacent units. ----- 3.3 TERRAIN DATA ----- Here is a list of terrains and some data about them. Buildings give 1000 funds in the beginning of each day. They must be captured in order to give you money. Air units get no defense, no matter which terrain they are in. --Road-- Defense: 0 Receive funds: no Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Road are the way to travel fast in the ground. They offer no defense, so try using plains if you can. --Plain-- Defense: 1 Receive funds: no Soldier: 1 Tread: 1 Tire: 2 Rail: X Air: 1 Ship: X Description: Plains are the most common type of terrain. They offer a little defense and only tire vehicles have problems crossing it. --Forest-- Defense: 2 Receive funds: no Soldier: 1 Tread: 2 Tire: X Rail: X Air: 1 Ship: X Description: Forests offer best defense than plains, but are also more difficult to travel. Good for soldiers, but tread vehicles will halve their movement range. --City-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Cities are easy to walk through and offer good defense. Use them always that you can. Cities can be captured and will give 1000 money in the beginning of each day. They can recover and resupply ground units. --Base-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Bases have the same abilities of cities, but you can can build ground units here (except the Rail Turtle). You can only build from bases that you have close to your HQ. --Airport-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: In airports you can build air units and heal and resupply them. You can only build in airports that you start with. Note: Air units get no defense in airports. --Port-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: 1 Description: Here you can build, recover and resupply sea units. You can only build from ports that you start with. Note: Sea units get 3 defense in ports, although in the battle screen it will look like normal, open sea. --Sea-- Defense: 0 Receive funds: no Soldier: X Tread: X Tire: X Rail: X Air: 1 Ship: 1 Description: Only air and sea units can traverse here. The sea offers no defense. --Shoal-- Defense: 0 Receive funds: no Soldier: 2 Tread: 1 Tire: 4 Rail: X Air: 1 Ship: 1 Description: Shoals are used for loading and unloading ground units from Landers. Ground, air and sea units can come here, but get no defense. --Rail Station-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: 1 Air: 1 Ship: X Description: You can build, recover and resupply Rail Turtles in Rail Stations, and load and unload ground units from them. Like other buildings the Rail Station gives 3 defense. --Rail-- Defense: 0 Receive funds: no Soldier: 1 Tread: 2 Tire: 4 Rail: 1 Air: 1 Ship: X Description: Ground and air units can move here. Rails are used for Rail Turtles movement. They offer no defense, and vehicles will go slowly here. --Radar Station-- Defense: 3 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Radar Stations offer good defense. Your Infantry or Mech will become a Giga Tank when it captures the Radar Station. --River-- Defense: 0 Receive funds: no Soldier: 2 Tread: X Tire: X Rail: X Air: 1 Ship: 1 Description: Rivers can be used only by soldiers, ships and air units. They offer no defense. --Bridge-- Defense: 0 Receive funds: no Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Bridges are placed across rivers and let ground units pass through them. They offer no defense and sea units can't go through them. --Lake-- Defense: 0 Receive funds: no Soldier: X Tread: X Tire: X Rail: X Air: 1 Ship: X Description: Lakes are small parts of water in the middle of land. Only air units can go over them. --Garrison-- Defense: 5 Receive funds: no Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: This in the only 5-star defense terrain. They're rare, but if you use them wisely, you can do a lot of damage and receive very little in return. They can't be captured and only appear in some 2p GE vs. YC and 4p maps. Note: #Gamingmasterjohn remembered about this terrain, which I didn't put in the first version of the FAQ. --HQ-- Defense: 4 Receive funds: yes Soldier: 1 Tread: 1 Tire: 1 Rail: X Air: 1 Ship: X Description: Headquarters are the main building. Ground and air units can easily go through them and ground units will get 4 defense. You can build, recover and resupply ground units here. When an army's HQ is captured it will lose. -- End of File --