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Anti-Tank Information
Rubinelle Lazurian/IDS
An indirect attacker that can
counter-attack when under direct fire.
MAIN SUB
Cannon None
Cost 11,000 Inftry
Gas 50 Veh
Ammo 6 Air
Mobility 4 Heli
Vision 2 Ship
Range 1-3 Sub
Movement Tire B Combat Veh
 
 

Anti-Tank(Days of Ruin/Dark Conflict) or 対戦車砲(失われた光) is a specialty Land Unit that makes its first and only appearance to date in Advance Wars: Days of Ruin. As the name suggests, it excels against Tanks. It's also good against helicopters. It has both direct and indirect characteristics; it can attack indirectly up to three spaces away, but has no minimum range and counterattacks direct-fire units. The anti-tank is counterattacked in return when attacking adjacent direct-fire units. It cannot move and then attack like regular direct-fire units.

Anti-tanks first become buildable in Fear Experiment.

Strategy[]

Basic logic says the biggest gun wins. When you follow that thread, eventually you end up with absurd monstrosities that make no sense. Anti-tank neatly breaks the cycle by beating back the biggest beast available, the War Tank, while struggling against foot soldiers and other indirects, forcing each combatant to diversify their army.

Anti-tanks are sturdy but slow units (Tire B with 4 movement) with the option to attack at a distance. Since they take at most only moderate damage from every kind of direct-fire ground unit, they are difficult to OHK. They are especially well suited for holding key defensive locations such as chokepoints and buildings. At chokepoints, anti-tanks simultaneously target incoming units with their indirect attack and hold back the flow themselves, making it much harder to break through and easier for you. In cities, they become nearly uncontested, although requires caution due to repairs that drain funds.

The strength and weakness of anti-tanks comes primarily down to cost efficiency. Their high 11,000 cost means you have to be careful on not misplaying with anti-tanks at all. Having 3 max range means you have to decide whether or not to build the much cheaper artillery instead, although artillery cannot hit copters nor counterattack. While anti-tanks are powerful against all ground units, they are very cost-inefficient against foot soldiers and thus vulnerable to infantry spamming tactics. Mechs deal the most damage per shot, but Bikes are the best counter because they close in before the anti-tank has a chance to fire first. If your opponent is unwisely stationing anti-tanks on cities without supporting units, you can bleed their cash by making them repair from bad trades. Rush from all sides with foot soldiers to crush anti-tanks up close.

Anti-tanks are also vulnerable to airplanes and other indirects. Back them up with Anti-Air, indirects of your own, and fast vehicles to make a force capable of dealing with any situation.

Matchups[]

Anti-Tank Matchups

Opposing unit

Damage given

Damage taken

Primary Secondary Primary Secondary
75 - - 30
65 - 55 35
65 - - 35
75 - - 25
75 - - 25
75 - 25 -
75 - 30 1
65 - 35 1
55 - 40 1
65 - 55 -
55 - 55 -
70 - 65 -
70 - - -
65 - - -
- - - -
- - 80 -
- - 5 -
- - 50 -
45 - 20 1
55 - - -
- - 55 -
- - - -
- - - -
- - - -
- - - -
- - - -
55 - - -
45 - 5 HP -
45 - Laser

8 HP

Mortar

5 HP


Trivia[]

  • The Anti-Tank resembles the German Flak 88 gun, which is used as both an AA gun (perhaps explaining its ability to target copters), an AT gun, and an artillery.
  • It most likely fires high-explosive anti-tank (HEAT) rounds at tanks, which explains this unit's damage against them