Advance Wars: Dual Strike





  Gameplay and Game Mechanics Guide

     -    Version .3

     -    by Christopher DeCruze

     -    Copyright 2005 under GNU/FDL



==============================================================================

Table of Contents

------------------------------------------------------------------------------



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 GameFAQs reader 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

------------------------------------------------------------------------------



  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.

    -  Added in info from Gamefaqs boards.  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

------------------------------------------------------------------------------



  ===============

  #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

                         xxxxxxx

                          xxxxx

                           xxx

                            x



  ================

  #5.3)  Sea Units

  ----------------

  B Ship

  -    Movement Type:    Sea

  -    Movement Points:  5

  -    Vision Range:     2

  -    Max Fuel:         99

  -    Primary Weapon:   Cannon

    -    Max Ammo:         9

    -    Attack Type:      Indirect, 2-6

  -    Secondary Weapon: None

  -    Description:      B (Battle) ships have a larger attack range than even

                         rocket units.

  -    Cost:             28000



  Cruiser

  -    Movement Type:    Ships

  -    Movement Points:  6

  -    Vision Range:     3

  -    Max Fuel:         99

  -    Primary Weapon:   Missiles

    -    Max Ammo:         9

    -    Attack Type:      Direct

  -    Secondary Weapon: A-Air Gun

  -    Description:      It is strong against subs and air units.  It can

                         load and supply two copter units. ^Rough translation^

  -    Cost:             18000



  Lander

  -    Movement Type:    Trans

  -    Movement Points:  6

  -    Vision Range:     1

  -    Max Fuel:         99

  -    Primary Weapon:   None

    -    Max Ammo:         N/A

    -    Attack Type:      N/A

  -    Secondary Weapon: None

  -    Description:      Landers can transport two ground units.  If the

                         lander sinks, the units vanish.

  -    Cost:             12000



  Sub

  -    Movement Type:    Ships

  -    Movement Points:  5

  -    Vision Range:     5

  -    Max Fuel:         60

  -    Primary Weapon:   Torps

    -    Max Ammo:         6

    -    Attack Type:      Direct

  -    Secondary Weapon: None

  -    Description:      Submerged subs are difficult to find, and only

                         cruisers and subs can fire on them.

  -    Cost:             20000

  -    Special Notes:    When a sub hides, only cruisers or subs can fire on

                         it.  Otherwise it can be attacked like a normal sea

                         unit.  Being hidden does not affect damage done to a

                         sub, only what can hit it.  Subs use 5 fuel per turn

                         while hidden.



  B Boat

  -    Movement Type:    Trans

  -    Movement Points:  7

  -    Vision Range:     1

  -    Max Fuel:         60

  -    Primary Weapon:   None

    -    Max Ammo:         N/A

    -    Attack Type:      N/A

  -    Secondary Weapon: None

  -    Description:      It can load two soldier units.  It recovers 1 HP and

                         supplies to adjacent units. ^Rough translation^

  -    Cost:             7500

  -    Special Notes:    Black boats can repair any units, but it still costs

                         money for the repairs (1/10 cost for 1 HP).



  Carrier

  -    Movement Type:    Ships

  -    Movement Points:  5

  -    Vision Range:     4

  -    Max Fuel:         99

  -    Primary Weapon:   Anti-Air Missiles

    -    Max Ammo:         9

    -    Attack Type:      Indirect, 3-8

  -    Secondary Weapon: None

  -    Description:      It can load two air units and supplies them.  Its

                         indirect attack has a wide range in the sky.

                         ^Rough translation^

  -    Cost:             30000

  -    Special Notes:    The carrier only supplies units it has loaded, not

                         adjacent units.  It can load Black Bombs.



==============================================================================

#6) Standard Units: Damage Information

------------------------------------------------------------------------------



  All damage is in percent, out of 100.  It is considered that the attacking

  and defending COs have average abilities (Andy vs Andy).  Also, the attacker

  is at 10 HP and the defender has no defensive stars.  Every 10% damage will

  reduce HP by 1.  A small amount of luck comes into play.  Sometimes a 95%

  attack will OHKO a unit, other times it will leave it at 1 HP.  An empty

  square means the unit cannot attack that target.



  Each defensive star reduces damage by 10%.  Each HP lost will further reduce

  damage by 10%.  CO abilities and powers can affect this, also.



  & - The Hellium attacks by moving onto an enemy unit, not standing next to

      and firing like a direct, or from a distance like an indirect.  Moving

      onto an enemy will OHKO it.



  $ - The Black Bomb does 5 damage to all units, enemy and ally, within its

      AoE.  This damage cannot kill a unit.  The Hellium is immune to its 

      attack.



  =================================

  #6.1)  Damage Table vs Land Units

  ---------------------------------

  ___________________________________________________________________

    Defender| I | M | R | T | M | N | M | A | A | R | A | M | P | H |

            | n | e | e | a | d | e | e | P | r | o | - | i | i | e |

            | f | c | c | n |   | o | g | C | t | c | A | s | p | l |

            | a | h | o | k | T | t | a |   | l | k | i | s | e | l |

            | n |   | n |   | a | a | t |   | r | e | r | i | r | i |

            | t |   |   |   | n | n | a |   | y | t |   | l | u | u |

            | r |   |   |   | k | k | n |   |   | s |   | e | n | m |

            | y |   |   |   |   |   | k |   |   |   |   | s | n |   |

            |   |   |   |   |   |   |   |   |   |   |   |   | e |   |

            |   |   |   |   |   |   |   |   |   |   |   |   | r |   |

            |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  Attacker  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ==========|===|===|===|===|===|===|===|===|===|===|===|===|===|===|

  Infantry  | 55| 45| 12|  5|  1|  1|  1| 14| 15| 25|  5| 25|  5| 20|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Mech      | 65| 55| 85| 55| 15| 15|  5| 75| 70| 85| 65| 85| 55| 30|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Recon     | 70| 65| 35|  6|  1|  1|  1| 45| 45| 55|  4| 28|  6| 20|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Tank      | 75| 70| 85| 55| 15| 15| 10| 75| 70| 85| 65| 85| 55| 20|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Md Tank   |105| 95|105| 85| 55| 45| 25|105|105|105|105|105| 85| 30|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Neotank   |125|115|125|105| 75| 55| 35|125|115|125|115|125|105| 35|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Megatank  |135|125|195|180|125|115| 65|195|195|195|195|195|180| 45|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  APC       |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Artlry    | 90| 85| 80| 70| 45| 40| 15| 70| 75| 80| 75| 80| 70|  5|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Rockets   | 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 15|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  A-Air     |105|105| 60| 25| 10|  5|  1| 50| 50| 55| 45| 55| 25| 30|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Missiles  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Piperunner| 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 15|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Hellium   | & | & | & | & | & | & | & | & | & | & | & | & | & | & |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Fighter   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Bomber    |110|110|105|105| 95| 90| 35|105|105|105| 95|105|105| 35|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  B Copter  | 75| 75| 55| 55| 25| 20| 10| 60| 65| 65| 25| 65| 55| 25|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  T Copter  |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Stealth   | 90| 90| 85| 75| 70| 60| 15| 85| 75| 85| 50| 85| 80| 30|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Black Bomb| $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  B Ship    | 95| 90| 90| 80| 55| 50| 25| 80| 80| 85| 85| 90| 80| 20|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Cruiser   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Lander    |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Sub       |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  B Boat    |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|---|---|

  Carrier   |   |   |   |   |   |   |   |   |   |   |   |   |   |   |

  ==========|===|===|===|===|===|===|===|===|===|===|===|===|===|===|

  Attacker  | I | M | R | T | M | N | M | A | A | R | A | M | P | H |

            | n | e | e | a | d | e | e | P | r | o | - | i | i | e |

            | f | c | c | n |   | o | g | C | t | c | A | s | p | l |

            | a | h | o | k | T | t | a |   | l | k | i | s | e | l |

            | n |   | n |   | a | a | t |   | r | e | r | i | r | i |

            | t |   |   |   | n | n | a |   | y | t |   | l | u | u |

            | r |   |   |   | k | k | n |   |   | s |   | e | n | m |

            | y |   |   |   |   |   | k |   |   |   |   | s | n |   |

            |   |   |   |   |   |   |   |   |   |   |   |   | e |   |

    Defender|   |   |   |   |   |   |   |   |   |   |   |   | r |   |

  __________|___|___|___|___|___|___|___|___|___|___|___|___|___|___|





  ========================================

  #6.2)  Damage Table vs Air and Sea Units

  ----------------------------------------

  ___________________________________________________________

    Defender| F | B | B | T | S | B | B | C | L | S | B | C |

            | i | o |   |   | t | l |   | r | a | u |   | a |

            | g | m | C | C | e | a | S | u | n | b | B | r |

            | h | b | o | o | a | c | h | i | d |   | o | r |

            | t | e | p | p | l | k | i | s | e |   | a | i |

            | e | r | t | t | t |   | p | e | r |   | t | e |

            | r |   | e | e | h | B |   | r |   |   |   | r |

            |   |   | r | r |   | o |   |   |   |   |   |   |

            |   |   |   |   |   | m |   |   |   |   |   |   |

            |   |   |   |   |   | b |   |   |   |   |   |   |

  Attacker  |   |   |   |   |   |   |   |   |   |   |   |   | 

  ==========|===|===|===|===|===|===|===|===|===|===|===|===|

  Infantry  |   |   |  7| 30|   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Mech      |   |   |  9| 35|   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Recon     |   |   | 10| 35|   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Tank      |   |   | 10| 40|   |   |  1|  5| 10|  1| 10|  1|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Md Tank   |   |   | 12| 45|   |   | 10| 30| 35| 10| 35| 10|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Neotank   |   |   | 22| 55|   |   | 15| 30| 40| 15| 40| 15|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Megatank  |   |   | 22| 55|   |   | 45| 65| 75| 45|105| 45|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  APC       |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Artlry    |   |   |   |   |   |   | 40| 50| 55| 60| 55| 45|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Rockets   |   |   |   |   |   |   | 55| 60| 60| 85| 60| 60|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  A-Air     | 65| 75|105|105| 75|120|   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Missiles  |100|100|115|115|100|120|   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Piperunner| 65| 75|105|105| 75|120| 55| 60| 60| 85| 60| 60|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Hellium   | & | & | & | & | & | & | & | & | & | & | & | & |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Fighter   | 55|100|120|120| 85|120|   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Bomber    |   |   |   |   |   |   | 75| 50| 95| 95| 75|105|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  B Copter  |   |   | 65| 95|   |   | 25| 25| 25| 25| 25| 25|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  T Copter  |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Stealth   | 45| 70| 85| 95| 55|120| 45| 35| 65| 55| 65| 45|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Black Bomb| $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ | $ |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  B Ship    |   |   |   |   |   |   | 50| 95| 95| 95| 95| 60|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Cruiser   | 85|100|105|105|100|120|  5| 25| 25| 90| 25|  5|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Lander    |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Sub       |   |   |   |   |   |   | 65| 25| 95| 55| 95| 75|

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  B Boat    |   |   |   |   |   |   |   |   |   |   |   |   |

  ----------|---|---|---|---|---|---|---|---|---|---|---|---|

  Carrier   |100|100|115|115|100|120|   |   |   |   |   |   |

  ==========|===|===|===|===|===|===|===|===|===|===|===|===|

  Attacker  | F | B | B | T | S | B | B | C | L | S | B | C |

            | i | o |   |   | t | l |   | r | a | u |   | a |

            | g | m | C | C | e | a | S | u | n | b | B | r |

            | h | b | o | o | a | c | h | i | d |   | o | r |

            | t | e | p | p | l | k | i | s | e |   | a | i |

            | e | r | t | t | t |   | p | e | r |   | t | e |

            | r |   | e | e | h | B |   | r |   |   |   | r |

            |   |   | r | r |   | o |   |   |   |   |   |   |

            |   |   |   |   |   | m |   |   |   |   |   |   |

    Defender|   |   |   |   |   | b |   |   |   |   |   |   |

  __________|___|___|___|___|___|___|___|___|___|___|___|___|



==============================================================================

#7) Standard Units: Terrain Effects

------------------------------------------------------------------------------



  About Movement Costs

  --------------------

  If a terrain under given conditions has x movement cost, it will take x

  movement points to pass through it.  If a unit does not have enough movement

  points to pay the movement cost, then it cannot move.  Every movement point

  used requires a unit of fuel except when it is snowing.  Then the fuel cost

  is doubled.  If a unit does not have enough fuel, then it cannot move.



  About Defense

  -------------

  In Advance Wars, you will notice that defense is measured by stars.  A star

  stands for a 10% defense bonus.  Thus 1 star means you subtract 10% of the

  damage, 2 stars subtracts 20% of the damage, and so on.  Air units do not

  get the benefit of defensive stars, however.  IMPORTANT:  If a unit is

  injured, it does not receive full benefit from terrain defense.  Rather,

  a unit receives defense equal to [its HP]/10 * defense.  So, a full life

  unit will receive 10/10, or all, of the defense from the terrain.  A unit

  at 5 HP will receive 5/10, or half, of the defense from the terrain.



  About Funds

  -----------

  If you control certain properties, by capturing it with a mech or infantry,

  then it will bring you money.  All properties that bring funds, will bring

  the same amount.  The standard is 1000 funds per day per property.  However,

  in VS mode and Link mode that value can be changed.



  About Repair/Supply

  -------------------

  Certain properties repair certain units.  The standard repair is 2 HP dmg.

  Also, if the unit is at 95% health, and thus 10 HP, it will max it to 100%

  health.  This can only be noticed if animations are turned on.  Another

  effect is that these properties will also resupply units of the given type.



  About Description

  -----------------

  This is just the in game description of the terrain.



  About Special Notes

  -------------------

  Any special information for terrain is put here.



  Guideline For Terrain Info

  --------------------------

  [Terrain Type]

  -    Movement Costs

    -    [Type],   [Movement Cost] or N/A

    -    [Type],   [Movement Cost] or N/A

    -    ...

  -    Defense:       [Number of stars]

  -    Funds:         [Yes or No]

  -    Repair/Supply: [Unit Type: Land, Sea or Air] or No

  -    Description:   [Description]

  -    Special Notes: [Anything important not covered goes here.]





  Airport

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: Air

  -    Description:   An air base.  Allied bases deploy, supply, and restore

                      HP to air units.



  Base

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, 1

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: Land

  -    Description:   A base.  Allied bases deploy, supply, and restore HP to

                      ground units.



  City

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: Land

  -    Description:   A normal city.  Ground units gain supplies and HP in

                      allied cities.



  Forest

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    3

    -    Tread,    2

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: Sea

  -    Description:   In Fog of War, units hidden here can only be seen by

                      adjacent units and air units.



  HQ

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       4

  -    Funds:         Yes

  -    Repair/Supply: Land

  -    Description:   A normal city.  Ground units gain supplies and HP in

                      allied cities.



  Missle Silo

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A missile sil.  Has a huge blast radius & unlimited

                      range, but it can only fire once.

  -    Special Notes: An infantry or a mech can use this property once to

                      launch a missile.  It does 3 HP dmg but will not finish

                      off a target.  It has an AoE of radius 2. It will hurt

                      enemies and allies alike.  See below for a diagram of

                      its AoE.

                        x

                       xxx

                      xxxxx

                       xxx

                        x



  Mountain

  -    Movement Costs

    -    Infantry, 2

    -    Mech,     1

    -    Slime,    1

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       4

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A steep mountain.  Infantry units add 3 to their vision

                      range from here.



  Pipe

  -    Movement Costs

    -    Infantry, N/A

    -    Mech,     N/A

    -    Slime,    N/A

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      N/A

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, 1

  -    Defense:       ^ Will add soon ^

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A Black Hole pipeline.  Thick armor renders it

                      indestructible.  No units can pass it.



  Pipe Seam

  -    Movement Costs

    -    Infantry, N/A

    -    Mech,     N/A

    -    Slime,    N/A

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      N/A

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, 1

  -    Defense:       ^ Will add soon ^

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A Black Hole pipeline.  The armor is weaker here than on

                      other sections of the pipe.

  -    Special Notes: These can be destroyed.  They have 99 HP and are

                      targetable by all units that can reach them.  Needless

                      to say, Megatanks are more effective than infantry.



  Plain

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    2

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       1

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A rich, green plain.  Easy to traverse, but offers

                      little defensive cover.



  Port

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    1

    -    Trans,    1

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: Sea

  -    Description:   A naval base.  Allied bases deploy, supply and restore

                      HP to naval units.



  Reef

  -    Movement Costs

    -    Infantry, N/A

    -    Mech,     N/A

    -    Slime,    N/A

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      1

    -    Ships,    2

    -    Trans,    2

    -    Pipeline, N/A

  -    Defense:       1

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   In Fog of War, units hidden here can only be seen by

                      adjacent units and air units.



  River

  -    Movement Costs

    -    Infantry, 2

    -    Mech,     1

    -    Slime,    1

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       0

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A gentle flowing river.  Only infantry units can ford

                      rivers.



  Road

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       0

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A paved road.  Easy to traverse, but offers little

                      protection.



  Sea

  -    Movement Costs

    -    Infantry, N/A

    -    Mech,     N/A

    -    Slime,    N/A

    -    Tires,    N/A

    -    Tread,    N/A

    -    Air,      1

    -    Ships,    1

    -    Trans,    1

    -    Pipeline, N/A

  -    Defense:       0

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A body of water.  Only naval and air units can traverse

                      seas.



  Shoal

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    1

    -    Pipeline, N/A

  -    Defense:       0

  -    Funds:         No

  -    Repair/Supply: No

  -    Description:   A sandy shoal.  Lander units load and unload units here.



  Tower

  -    Movement Costs

    -    Infantry, 1

    -    Mech,     1

    -    Slime,    1

    -    Tires,    1

    -    Tread,    1

    -    Air,      1

    -    Ships,    N/A

    -    Trans,    N/A

    -    Pipeline, N/A

  -    Defense:       3

  -    Funds:         Yes

  -    Repair/Supply: No

  -    Description:   ^ Need to translate ^

  -    Special Notes: Controlling a tower will grant all units you control

                      +10% to attack.



==============================================================================

#8) COs

------------------------------------------------------------------------------



  About Abilities

  ---------------

  Most COs have certain abilities that offset them from the standard.  The

  standard is determined by Andy, who is considered to have 100% attack and

  defense for all units, with no movement, range or any other type of

  penalties or benefits.  These abilities may range from bonuses to direct

  damage, to movement or sight range bonuses.  However, most COs with bonuses

  will have some kind of penalty as a counter.  This may be more expensive

  units or weaker sea type.  While this makes it so that each CO is considered

  equal because of benefits and penalties, some COs will be better in

  situations that maximize the use of their benefits and minimize their

  penalties.



  About CO Gauge

  --------------

  The gauge will have the form xxXXXX or some other combination of lower and

  upper case 'x's.  Each x corresponds to the "stars" that need to be filled

  in order to use a CO or SCO power.  The lower case stars, or 'x's show what

  needs to be filled in order to use a CO power.  The full gauge, including

  the large stars, or 'x's, show what needs to be filled to use a SCO power.

  These stars are different from defensive stars.  They represent, in a sense,

  money.  Each star initially represents 9000 money.  However, whenever a

  power is used, the amount required to fll a star goes up 1800.  To fill up

  the gauge you either need to kill enemy units or have your own units killed.

  For every HP lost to a unit you control, you gain 1/10 of its total cost to

  your CO gauge.  For every HP of damage you do to an enemy unit, you gain 

  half of 1/10 of its total cost to your CO gauge.

  ^I heard that cost of units does not relate to CO Gauge anymore.  Rather,

   there is a set amount that units fill up the gauge that is independent of

   cost.  How does this work exactly? ^



  About CO Power

  --------------

  The CO power is the first tier special ability of a CO.  It requires all

  of the small stars of the CO power gauge to be full.  Unless explicitly

  stated otherwise, CO Powers grant all units at least +10% to attack and

  defense.  If stated that specific units receive more, then those units

  receive the higher bonus and the rest still receive the +10%.  When a CO

  Power gives a +X%, that X% is in addition to any inherent bonuses the CO

  receives, not in place of, unless explicitly stated otherwise.



  About SCO Power

  ---------------

  The SCO power is the second tier special ability of a CO.  It requires all

  of the stars of the CO power gauge, small and large, to be full to use it.

  Unless explicitly stated otherwise, SCO Powers grant all units at least +10%

  to attack and defense.  If stated that specific units receive more, then

  those units receive the higher bonus and the rest still receive the +10%.

  When a SCO Power gives a +X%, that X% is in addition to any inherent bonuses

  the CO receives, not in place of, unless explicitly stated otherwise.





  About Tag Affinity

  ------------------

  For every star of a tag affinity, the COs get +10% to attack while using

  their Tag Break.  Thus, a 2 stars gives +20% to attack during Tag Break.



  About Description

  -----------------

  This is just the in game description of the CO.  Hit and miss are likes and

  dislikes.



  About Special Notes

  -------------------

  Any special information for COs is put here.



  Guideline For CO Info

  ---------------------

  [US Name], ([JPN Name])

  -  Abilities:

    -  [List abilities]

  -  CO Gauge:  [xxxXXX]

  -  CO Power:  [Name]

    -  [Description]

  -  SCO Power: [Name]

    -  [Description]

  -  Tag Affinity:

    -  [Tagable CO]: [X], [Name]

  -  Description:

    -  [Description]

    -  Hit:  [Hit]

    -  Miss: [Miss]



  NOTE:  All Romaji spellings of their Japanese names are taken directly

  from Nintendo's website.  When I noted a possible spelling mistake, this

  is due to the text being obstructed by another image.  Other than that,

  these spellings are 100% official.  Check the website yourself.

  http://www.nintendo.co.jp/ds/awrj/chara/index.html



  ==============================================

  #8.1) Orange Star (Known as Red Star in Japan)

  ----------------------------------------------

  Andy, (Ryo)

  -  Abilities:

    -  No inherent weaknesses or strengths.  All units have 100% stats.

  -  CO Gauge: xxxXXX

  -  CO Power:  Hyper Repair

    -  All units recover 2 HP of damage.

  -  SCO Power: Hyper Upgrade

    -  All units recover 5 HP of damage.

    -  All units get +1 movement points.

    -  All units get +30% to attack.

  -  Tag Affinity:

    -  Max:     X,

    -  Eagle:   XX,

  -  Description:

    -  Hit:

    -  Miss:



  Max, (Max)

  -  Abilities:

    -  All direct units do 120% damage.

    -  Indirects have -1 maximum range.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Max Force

    -  Directs get a further +40% to attack.

  -  SCO Power: Max Blast

    -  Directs get a further +70% to attack.

  -  Tag Affinity:

    -  Andy:    X,

    -  Grit:    XX,

  -  Description:

    -  Hit:

    -  Miss:



  Sami, (Domino)

  -  Abilities:

    -  Infantry and mechs do 120% damage.

    -  Soldiers capture properties at 1.5 times the normal rate, rounded down.

    -  Direct units do 90% damage.

  -  CO Gauge:  xxxXXXXX

  -  CO Power:  Double Time

    -  Infantry/Mechs get +1 movement points.

    -  Infantry/Mechs get a further +20% to attack.

  -  SCO Power: Victory March

    -  Infantry/Mechs get +2 movement points.

    -  Infantry/Mechs get a further +50% to attack.

    -  Infantry/Mechs can instantly capture properties, regardless of HP.

  -  Tag Affinity:

    -  Eagle:   XXX,

    -  Sonja:   X,

  -  Description:

    -  Hit:

    -  Miss:



  Nell, (^Need Romaji^) ^Need to unlock for latest info, in case of changes^

  -  Abilities:

    -  All units are lucky and may do extra damage.

    -  There is a small chance, about 15% of doing +1 HP damage above the

       rounded up value of the percent attack.

    -  This chance gets reduced greatly when the target has 2 or more stars of

       terrain defense.

    -  The luck chance of her natural ability is also unlikely when a weak 

       unit attacks a strong unit.  Say, an infantry attacking a Md Tank and

       will be less likely to do +1 HP damage in these cases.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Lucky Star

    -  All units get even luckier.

    -  Units have about a 15% chance of doing +5 HP damage and about a 15%

       chance of doing between the default and the +5 HP damage.  Thus, only

       about a 70% chance of doing "normal" damage.

    -  These odds reduce as her attacking units are at lower HP.

    -  Weak units have mucm more noticeable chances of getting lucky on strong

       units.  Infantry can hurt Anti-Air and Md Tanks or heavier if lucky.

  -  SCO Power: Lady Luck

    -  All units have about a 70% chance of doing +3 to +10 HP damage, evenly

       distributed in that range.

    -  All units have about a 15% chance of doing +1 to +2 HP and 15% chance

       of "normal" damage.

    -  These odds reduce as her attacking units are at lower HP.

    -  Weak units may now OHKO strong units.  Infantry may OHKO Neotanks.

  -  Tag Affinity:

    -  Rachel:  XXX,

  -  Description:

    -  Hit:

    -  Miss:



  Hachi, (^Need Romaji^) ^Need to unlock for latest info, in case of changes^

  -  Abilities:

    -  All units cost 90% of their normal price.

  -  CO Gauge:  xxxXX

  -  CO Power:  Barter

    -  All units cost 50% of their normal price.

  -  SCO Power: Merchant Union

    -  All units cost 50% of their normal price.

    -  Land units can be built on controlled cities, in addition to bases.

  -  Tag Affinity:

    -  Sensei:  XX,

  -  Description:

    -  Hit:

    -  Miss:



  Jake, (John)

  -  Abilities:

    -  All land units on plains do 110% damage.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Field Break

    -  Units on plains get +^% to attack. ^Get exact value^

    -  Indirects get +1 to attack range.

  -  SCO Power: Hyper Combat

    -  Units on plains get +^% to atack.  ^Get exact, will be more than above^

    -  Indirects get +1 to attack range.

    -  All vehicles get +2 movement points.

  -  Tag Affinity:

    -  Jess:    X

    -  Rachel:  XX, Orange Crush

  -  Description:

    -  Hit:

    -  Miss:



  Rachel, (Rachel)

  -  Abilities:

    -  Units on appropriate her properties repair at +1 HP/day but repair

       costs increase proportionately.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Miracle Chance (Lucky Lass)

    -  Increases luck of all units and they may do extra damage.  Extra damage

       is in HP (so +1 or +2 HP dmg), not percent damage.  ^Find exact odds^

  -  SCO Power: Red Star Bomb (Orange Star Bomb)

    -  Three missile strike is launched at enemy.  ^Find specifics.^

  -  Tag Affinity:

    -  Jake:    XX, Orange Crush

    -  Nell:    XXX

  -  Description:

    -  Hit:

    -  Miss:



  ===============

  #8.2) Blue Moon

  ---------------

  Olaf, (Whip)

  -  Abilities:

    -  No penalties due to the snow.

    -  All units get +20% to attack in snow.

  -  CO Gauge:  xxxXXXX

  -  CO Power:  Blizzard

    -  Snow falls for 2 days.

  -  SCO Power: Winter's Fury

    -  Snow falls for 2 days.

    -  All enemy units take 2 HP damage.

  -  Tag Affinity:

    -  Grit:    X,

  -  Description:

    -  Hit:

    -  Miss:



  Grit, (Billy)

  -  Abilities:

    -  Indirect units do 120% damage.

    -  Indirects have +1 to their maximum range.

    -  Direct units do 80% damage.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Snipe Attack

    -  All indirects get a further +1 to maximum range.

    -  All indirects get a further +^(30% or 40%)^ to attack.

  -  SCO Power: Super Snipe

    -  All indirects get a further +2 to maximum range.

    -  All indirects get a further +40% to attack.

  -  Tag Affinity:

  -  Description:

    -  Hit:

    -  Miss:



  Colin, (Ewan)

  -  Abilities:

    -  All units cost 80% of their normal prices.

    -  All units do 90% damage.

  -  CO Gauge:  xxXXXX

  -  CO Power:  Gold Rush

    -  Get +50% to monetary funds.

  -  SCO Power: Power of Money

    -  All units get +10% + 1/300 * [Current Funds]% to attack.

  -  Tag Affinity:

    -  Sasha:   XXX,

  -  Description:

    -  Hit:

    -  Miss:



  Sasha, (Sasha)

  -  Abilities:

    -  Receive +10% money from each of her properties, so 1100 by default.

    -  ^Negatives?^

  -  CO Gauge:  xxXXXX

  -  CO Power:  Break Crash

    -  The enemies' CO gauge is decreased by the amount of money Sasha has.

  -  SCO Power: Platinum Attack

    -  Half of the monetary value of the damage done to enemies becomes funds.

  -  Tag Affinity:

    -  Colin:   XXX,

  -  Description:

    -  Hit:

    -  Miss:



  ==================

  #8.3) Yellow Comet

  ------------------

  Kanbei, (Kuchiyo) ^Please check my Romaji^

  -  Abilities

    -  All units do 120% damage.

    -  All units have 120% defense.

    -  All units cost 120% of their normal cost.

  -  CO Gauge:  xxxxXXX

  -  CO Power:  Morale Boost

    -  All units get a further +40% to attack.

  -  SCO Power: Samurai Spirit

    -  All units get a further +40% to attack.

    -  All units get a further +40% to defense.

    -  All units' counterattacks do double damage.

  -  Tag Affinity:

    -  Grimm:   X,

    -  Sonja:   XXX,

  -  Description:

    -  Hit:

    -  Miss:



  Sonja, (Asuka)

  -  Abilities

    -  All units have +1 to their vision range.

    -  The enemy players see '?'s instead of the HP value of Sonja's units.

    -  All units have slightly bad luck and may do less damage by about 1 HP.

       Therefore, 95% damage is seldom, if ever, a OHKO with Sonja.

    -  All units receive +50% to their attack ONLY when counter-attacking.

    ^ Does she still have the counterattack bonus? ^

  -  CO Gauge:  xxxXX

  -  CO Power:  Enhanced Vision

    -  All units receive a further +1 to their vision range.

    -  All units can see into forests and reefs.

    -  When attacking, her units ignore 2 stars worth of terrain defense.

  -  SCO Power: Counter Break

    -  All units receive a further +1 to their vision range.

    -  All units can see into forests and reefs.

    -  When attacking, her units ignore 3 stars worth of terrain defense.

    -  When targeted by an attack, her units will attack before the enemy

       attacks if a possible target exists.  Since Sonja attacks first, she

       will not receive her counterattack bonus, even though the enemy

       targeted her.

  -  Tag Affinity:

    -  Kanbei:  XXX,

    -  Sami:    X,

  -  Description:

    -  Hit:

    -  Miss:



  Sensei, (Yamamoto)

  -  Abilities:

    -  B Copters do 150% damage.

    -  Infantry and Mechs d0 110% damage.

    -  Transport type units get +1 movement points.

    -  All sea units do 90% damage.

  -  CO Gauge:  xxXXXX

  -  CO Power:  Copter Command

    -  All controlled cities will have a 9 HP Infantry appear on them, ready 

       to move and attack.

    -  B Copters get a further +30% to attack.

  -  SCO Power: Airborne Assault

    -  All controlled cities will have a 9 HP Mech appear on them, ready to

       move and attack.

    -  B Copters get a further +30% to attack.

  -  Tag Affinity:

    -  Javier:  X,

    -  Hachi:   XX,

  -  Description:

    -  Hit:

    -  Miss:



  Javier, (Kouzou)

  -  Abilities:

    -  All units do 130% damage.

    -  All units have 80% defense.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Kamikaze Break

    -  All units get a further +^% to attack. ^Get exact values^

  -  SCO Power: Wind God

    -  All units get a further +60% to attack.

  -  Tag Affinity:

    -  Sensei:  X,

  -  Description:

    -  Hit:

    -  Miss:



  =================

  #8.4) Green Earth

  -----------------

  Drake, (Mop)

  -  Abilities:

    -  All sea units do 120% damage.

    -  Rain occurs more frequently when playing as Drake.

    -  All air units do 90% damage.

  -  CO Gauge:  xxxxXXX

  -  CO Power:  Tsunami

    -  All enemy units take 1 HP damage but it cannot kill units.

    -  All enemy units lose half of their fuel.

  -  SCO Power: Typhoon

    -  All enemy units take 2 HP damage but it cannot kill units.

    -  All enemy units lose half of their fuel.

  -  Tag Affinity:

    -  Eagle:   XX,

  -  Description:

    -  Hit:

    -  Miss:



  Eagle, (Eagle)

  -  Abilities:

    -  All air units do 120% damage.

    -  All air units use 2 fuel/day less than normal.

    -  All sea units do 90% damage.

  -  CO Gauge:  xxxXXXXXX

  -  CO Power:  Lightning Drive

    -  All non Infantry/Mech units can take a second action but have penalties

       to damage dealt until Eagle's next turn.  This means any attacks they 

       would make with the second action and will do less damage and 

       counterattacks to the enemies' attacks the next turn will do less

       damage.  Air units will do only 70% damage until Eagle's next turn,

       land units will do 60% damage and sea units will also do 60% damage.

       Since Infantry/Mechs are not affected, they do not get the penalty and

       will, in fact, get the standard +10% bonus to attack that all CO Powers

       give.  Defense is unaffected for all units.

  -  SCO Power: Lightning Strike

    -  All non Infantry/Mech units can take a second action.

  -  Tag Affinity:

    -  Andy:    XX,

    -  Drake:   XX,

    -  Sami:    XXX,

  -  Description:

    -  Hit:

    -  Miss:



  Jess, (Hannah)

  -  Abilities:

    -  All land units, excluding Infantry/Mechs do 120% damage.

    -  Air and sea units do 90% damage.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Turbo Charge

    -  All land units, excluding Infantry/Mechs, get a further +20% to attack.

    -  All land units, excluding Infantry/Mechs, get +1 movement points.

    -  All units are resupplied.

  -  SCO Power: Overdrive

    -  All land units, excluding Infantry/Mechs, get a further +40% to attack.

    -  All land units, excluding Infantry/Mechs, get +2 movement points.

    -  All units are resupplied.

  -  Tag Affinity:

    -  Grimm:   X,

  -  Description:

    -  Hit:

    -  Miss:



  Grimm, (Bittman)

  -  Abilities:

    -  All units have 120% defense from indirect type units.

    -  Towers provide +10% defense, as well as +10% attack.

    -  ^ Negatives? ^

  -  CO Gauge:  xxxXXX

  -  CO Power:  Iron Shield

    -  All units get a further +30% to defense from indirect units.

    -  Towers grant double bonuses.

  -  SCO Power: Royal Guard

    -  All units get a further +80% to defense from indirect units.  This is

       a total of 200% defense.  They are immune to indirects.

    -  Towers grant triple bonuses.

  -  Tag Affinity:

    -  Kanbei:  X,

    -  Jess:    X,

  -  Description:

    -  Hit:

    -  Miss:



  ================

  #8.5) Black Hole

  ----------------

  Hawke, (Howke)

  -  Abilities:

    -  All units do 110% damage.

  -  CO Gauge:  xxxxxXXXX

  -  CO Power:  Black Wave

    -  All enemy units take 1 HP of damage but cannot die.

    -  All of his units recover 1 HP of damage.

  -  SCO Power: Black Storm

    -  All enemy units take 2 HP of damage but cannot die.

    -  All of his units recover 2 HP of damage.

  -  Tag Affinity:

    -  Lash:    X,

  -  Description:

    -  Hit:

    -  Miss:



  Flak, (Kong)

  -  Abilities:

    -  Small variations in attack, may do more, may do less.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Brute Force

    -  Variation in attack increase, tends to do more, though. ^Get odds^

  -  SCO Power: Barbaric Blow

    -  Variation in attack increase, tends to do more, though. ^Get odds^

  -  Tag Affinity:

  -  Description:

    -  Hit:

    -  Miss:

  -  Special Notes: The random damage will randomly do additional HP damage

                    not simply additional % damage.  What does this mean?  It

                    means enough infantry which do fractions of a percent to a

                    Megatank can do a bonus of +1 HP or more of damage and 

                    significantly hurt it.



  Lash, (Cat)

  -  Abilities:

    -  All units receiving defensive terrain bonuses also apply the bonuses to

       attack.  So, 1 star provides +10% to attack and defense.

  -  CO Gauge:  xxxxXXX

  -  CO Power:  Terrain Tactics

    -  All movement costs drop to 1.

  -  SCO Power: Prime Tactics

    -  All movement costs drop to 1.

    -  All units receive double the terrain bonuses for attack and defense.

  -  Tag Affinity:

    -  Hawke:   X,

  -  Description:

    -  Hit:

    -  Miss:



  Adder, (Snake)

  -  Abilities:

    -  No inherent weaknesses or strengths.  All units have 100% stats.

  -  CO Gauge:  xxXXX

  -  CO Power:  Sideslip

    -  All units get +1 movement points.

  -  SCO Power: Sidewinder

    -  All units get +2 movement points.

  -  Tag Affinity:

    -  Koal:    X,

  -  Description:

    -  Hit:

    -  Miss:



  Jugger, (Zipo)

  -  Abilities:

    -  Small variations in attack, may do more, may do less.

  -  CO Gauge:  xxxXXXX

  -  CO Power:  Burning Punch

    -  Variation in attack increase, tends to do more, though. ^Get odds^

  -  SCO Power: Crash Blow

    -  Variation in attack increase, tends to do more, though. ^Get odds^

  -  Tag Affinity:

    -  Koal:    XX,

    -  Kindle:  X,

  -  Description:

    -  Hit:

    -  Miss:

  -  Special Notes: The random damage will randomly do additional HP damage

                    not simply additional % damage.  What does this mean?  It

                    means enough infantry which do fractions of a percent to a

                    Megatank can do a bonus of +1 HP or more of damage and 

                    significantly hurt it.



  Koal, (Chakka)

  -  Abilities:

    -  All land units on roads do 110% damage.

  -  CO Gauge:  xxxXX

  -  CO Power:  Ikkitsukan

    -  All units get +1 movement points.

    -  All land units on road get a further +^% to attack ^Get exact^

  -  SCO Power: Kokushimusou

    -  All units get +2 movement points.

    -  All land units on road get a further +^% to attack ^Get exact^

  -  Tag Affinity:

    -  Jugger:  XX,

    -  Kindle:  X,

    -  Adder:   X,

  -  Description:

    -  Hit:

    -  Miss:



  Kindle, (Candle)

  -  Abilities:

    -  All land units on urban terrain do 110% damage.  Urban terrain means

       only capturable properties.  So, Missile Silos do not count.

  -  CO Gauge:  xxxXXX

  -  CO Power:  Power of City

    -  All land units on urban terrain get a further +^% to attack.^Get exact^

    -  Enemy units on urban terrain take 3 damage.

  -  SCO Power: Apple Fever (Think "Big Apple")

    -  All land units on urban terrain get a further +^% to attack.^Get exact^

    -  All units receive +x% to attack.  x = 5 * number of her properties.

  -  Tag Affinity:

    -  Jugger:  X,

    -  Koal:    X,

  -  Description:

    -  Hit:

    -  Miss:



  Von Bolt, (Hell-Bolt) ^Please check my Romaji^

  -  Abilities:

    -  All units do 110% damage.

    -  All units have 110% defense.

  -  CO Gauge:  XXXXXXXXXX

  -  CO Power:  None

  -  SCO Power: Demolition Bolt

    -  3 HP damage is done in with an AoE of 2, will hurt enemies and allies.

    -  Allies affected must wait, taking no action, this turn.

    -  Enemies affected must wait, taking no action, on their coming turn.

    -  The game looks for the the highest density of units, goes by monetary

       value.  His units count as negative money towards this density.

  -  Tag Affinity:

  -  Description:

    -  Hit:

    -  Miss:



  Sturm, (^Need the Romaji^)^Need to find what the deal is with Sturm in AWDS^

  -  Abilities:

  -  CO Gauge:

  -  CO Power:

  -  SCO Power:

  -  Tag Affinity:

  -  Description:

    -  Hit:

    -  Miss:



^ Will be adding things here soon!  All CONFIRMED info is appreiated. ^





==============================================================================

#9)  Force Rank Abilities

------------------------------------------------------------------------------

  

  ^ I may be missing some force abilities, will be checking to make sure that

    I have them them all. ^



  Force rank abilities are extra abilities that can be equipped to a CO.  Up

  to 4 abilities can be equipped at a time.  ^Will fix this intro, just want

  to add the abilities list for now.^

  

  About Effects

  -------------

  All effects will affect only your units unless explicitly stated otherwise.

  When I say all units, you can assume I am saying all of your units.

  

  Guideline For Force Rank Abilities

  ----------------------------------

  [Ability Name]

    -  [Effects]

    -  [Special Notes, if there are any]

  

  ==============

  #9.1)  Level 1

  --------------

  Lucky

    -  Become luckier, more likely to do +1 HP damage

    ^Get probabilities for lucky^

    

  Pay Off

    -  Gain money when damaged ^find exact amount^



  Snipe

    -  Indirect attacks do +5% damage



  Snipe Guard

    -  All units get +8% defense from indirect attacks



  Tackle

    -  Direct attacks do +5% damage



  Tackle Guard

    -  All units get +8% defense from direct attacks

    

  ==============

  #9.2)  Level 2

  --------------

  Hide

    -  Daily fuel cost -1 for hidden stealths and subs



  Power of Tower

    -  Towers' attack bonus now gives +5% extra to attack

    

  Transguard

    -  Transport type units get +10% defense from all attacks



  ==============

  #9.3)  Level 3

  --------------

  Domino (Sami) March

    -  Infantry and mechs get a +1 bonus to their capture rate

    -  This bonus is factore in AFTER Sami's 50% capturing bonus

  

  Price Down

    -  Cost of units decreases by 5%



  Repair Plus

    -  Repairs heal +1 HP per day, costs increase proportionately



  Support Star

    -  After a CO tag, all units get +8% to attack



  View Plus

    -  All units get +1 to their vision range



  ==============

  #9.4)  Level 4

  --------------

  City Star

    -  All units on cities get +10% to attack



  Forest Star

    -  All units on forests get +10% to attack



  Hide Star

    -  All hidden units (subs and stealth when hidden) get +15% to attack



  Marine Star

    -  All sea units get +10% to attack



  Mountain Star

    -  All units on mountains get +10% to attack

  

  Road Star

    -  All units on roads get +10% to attack

  

  ==============

  #9.5)  Level 5

  --------------

  Cannon Guard

    -  Black Cannons and Mini Cannons do -2 HP damage to all units



  Missile Guard

    - Missiles (from Missile Silos) do -1 HP damage to all units



  Store Guage

    -  CO Gauge (Break Gauge) fills faster ^Get exact amount^



  Trans Move

    -  Transport units get +1 movement points



  ==============

  #9.6)  Level 6

  --------------

  Field Free

    -  All units have a movement cost of 1 in plains



  Forest Free

    -  All units have a movement cost of 1 in forests



  Gold

    -  Each property you control gives +10% money (1100 in default mode)



  Hide 2

    -  Daily fuel cost -1 for hidden stealths and subs



  Support Guard

    -  During CO tag abilities all units get +10% to defense ^Check to ensure^



  ==============

  #9.7)  Level 7

  --------------

  Rain Star

    -  When it is raining, all units get +20% to attack



  Snow Star

    -  When it is snowing, all units get +20% to attack



  Storm Star

    -  When there is a sandstorm, all units get +20% to attack

  

  ==============

  #9.8)  Level 8

  --------------

  Snipe 2

    -  Indirect attacks do +8% damage



  Snipe Guard 2

    -  All units get +12% defense from indirect attacks



  Tackle 2

    -  Direct attacks do +8% damage



  Tackle Guard 2

    -  All units get +12% defense from direct attacks  



  ==============

  #9.9)  Level 9

  --------------

  Price Down 2

    -  Cost of units decreases by 8%



  Support Star 2

    -  After a CO tag, all units get +8% to attack



  ==============

  #9.10) Level *

  --------------

  Asuka (Sonja) No See 

    -  Units become hidden during Special Break and SCO Powers



  Domino (Sami) March 2

    -  Infantry and mechs get a +2 bonus to their capture rate

    -  This bonus is factore in AFTER Sami's 50% capturing bonus



  Repair Plus 2

    -  Repairs heal +2 HP per day, costs increase proportionately



  Soul of Hachi

    -  Units can be deployed from cities during Special Break and SCO Powers



  View Plus 2

    -  All units get +2 to their vision range



==============================================================================

#10) Things In Progress

------------------------------------------------------------------------------



LOTS!  I will be updating this frequently.



Things I Need

 - Specific numbers on assorted CO Powers.

 - Detailed info on how Tag Breaks work.  To my knowledge it is as simple as

   using an SCO Power, tagging, all units get to go again and then the other

   CO can go.  Is that right?

 - Little translationg things.  Just do a search for the ^ character to find

   out where my gaps are.

 - Specific numbers on how the CO Gauge fills now.

 - Anything that says luck, I need to know more pretty much.



I figure I should add the damage units do to the Pipeseam to the damage table.



Gotta have ASCII art...



==============================================================================

#11) Contact Information

------------------------------------------------------------------------------



  AIM:     Locke411 (I am not often on, but I will try!)

  E-Mail:  Locke411 (@) yahoo.com

  I live in north Westchester County.  Why do I tell you this?  For Advance

  Wars battles, of course!



  Please, I want people to email me to fill in the gaps of this FAQ.

  Especially since I have to translate anything I want!  Send all the info you

  get this way and I will include it and, of course, give credit to you!



  Thanks in ADVANCE.  Hehe... okay, so that wasn't funny...



==============================================================================

#12) Related Links

------------------------------------------------------------------------------



WARNING: These are external links and their contents can change without my 

         notice.



Some interesting gameplay videos thanks to Julien:

http://angelino2k.free.fr/VCLP0142.divx

http://angelino2k.free.fr/VCLP0143.divx



Wikipedia Article (I will be updating this article with the info in this FAQ

  soon, but thanks to all the open source love, you can do it too!)

http://en.wikipedia.org/wiki/Advance_Wars:_Dual_Strike



Advance Wars Net (A wonderful site with good forums and lots of info)

http://www.advancewarsnet.com/



Nintendo of Japan (their official AW:DS site, better than the US site)

http://www.nintendo.co.jp/ds/awrj/index.html



GameFAQs (Fantastic video game site, of course has Advance Wars info)

http://www.gamefaqs.com



==============================================================================

#13) Legal Information, Thank Yous, and Misc

------------------------------------------------------------------------------



As original author of this FAQ, I, Christopher DeCruze, license it under the

GNU/FDL (GNU Free Documentation License).  If you know what that is, then you

know what you can do.  If you don't, then read this link:

http://www.gnu.org/copyleft/fdl.html.



In regards to posting this FAQ on other sites:

  Since this is under the GNU/FDL, people are free to take and post it under

  the conditions of the GNU/FDL.  I initially had started writing down these

  conditions and realized I was just reiterating the license so I will ask

  that if you want to post or use this FAQ, to read the GNU/FDL to see what

  you can do.



  It would be nice, if as a courtesy, you let me know you are using this FAQ,

  if only for my ego.  One thing which you cannot do is link directly to this

  without the sites permission.  A site's bandwidth is its own, do not leech!



All trademarks and copyrights contained in this document are owned by their

respective trademark and copyright holders.



Big Thanks go out to:

  CJayC for managing GameFAQs!

  My friends, for whom without I would never be distracted.

  and Nintendo for making Advance Wars!

  Pikachu 025, I am including you in the Big Thanks section because you have

  helped that much.  Thanks again!



  Also, big thanks to everyone who helped me with this FAQ!  Look below for

  their names and contributions.



Helpful Contributors to my FAQ:

  Paper Snifit: Giving me the name of Megatank's and Stealth's weapon.  Giving

                info on max fuel of B Boat.



  Eiba: Black Bomb vision and fuel.  Pointing out that pipes may not have 3

        stars defense.  Picture I got info from was a base, but runner looks

        different on a base than do other units.



  Julien: For making and posting the gameplay videos, thanks!



  Pikachu 025: For Carriers (no repair) and B Boat (repair all) info and for

               helpfully and quickly answering question I post.  Thank you

               very much!  You have helped tremendously.