Stats[]
General[]
Unit Group |
Initiative |
Production | ||||||
Power | Type | Base | Loss | |||||
---|---|---|---|---|---|---|---|---|
Unarmored | 100 | 10 | 3 | Foot | 99 | 10 | 3 | City |
Machine Gun B |
Special Commands | |||||||
Attack |
Details |
| ||||||
Ammo | Price | Range | ||||||
10 | 2 | 2 | 1 | - | 9 | 1G | 1 | |
No weapon |
Other abilities | |||||||
Attack |
Details |
| ||||||
Ammo | Price | Range | ||||||
- | - | - | - | - | N/A | N/A | N/A | |
Defense |
Other | |||||||
Transport |
Supply | |||||||
Type | Number | |||||||
10 | 10 | 12 | 10 | - | N/A | N/A | Land |
Matchups[]
Enemy unit |
Damage given |
Own Initiative |
Damage taken |
Enemy Initiative | ||||||
Primary | Secondary | First Strike | Same Time | Ambush | Primary | Secondary | First Strike | Same Time | Ambush | |
---|---|---|---|---|---|---|---|---|---|---|
5 | - | - | 0 | 1 to 3 | 5 | - | - | 0 | 1 to 3 | |
4 1/6 | - | - | 0 | 1 to 3 | - | 5 | - | 0 | 1 to 2 | |
3 1/8 | - | - | 0 | 1 to 3 | 10 | 5 | - | 0 to 2 | 3 to 4 | |
3 4/7 | - | - | 0 | 1 to 3 | - | 5 | - | 0 to 1 | 2 to 5 | |
3 4/7 | - | - | - | - | - | - | - | - | - | |
3 1/8 | - | - | - | - | - | - | - | - | - | |
3 4/7 | - | - | 0 | 1 to 3 | 5 | - | - | 0 to 2 | 3 to 7 | |
3 1/8 | - | - | 0 | 1 to 3 | 10 | 5 | - | 0 to 2 | 3 to 7 | |
4 1/6 | - | - | - | 0 to 3 | 10 | 5 | 0 | 1 to 4 | 5 to 7 | |
3 1/3 | - | - | - | 0 to 3 | - | 8 | 0 to 1 | 2 to 5 | 6 to 7 | |
3 4/7 | - | - | - | 0 to 3 | - | 5 | 0 | 1 to 3 | 4 to 7 | |
2 16/17 | - | - | - | 0 to 3 | - | 10 | 0 | 1 to 3 | 4 to 6 | |
0 5/11 | - | - | 0 | 1 to 3 | 8 | - | - | 0 to 1 | 2 to 6 | |
0 5/12 | - | - | 0 | 1 to 3 | - | 8 | - | 0 to 2 | 3 to 6 | |
0 10/17 | - | - | - | - | 12 | - | - | - | - | |
0 1/2 | - | - | - | - | 14 | - | - | - | - | |
0 1/2 | - | - | 0 | 1 to 3 | - | 17 | - | 0 to 2 | 3 to 5 | |
0 5/13 | - | - | 0 | 1 to 3 | - | 21 1/2 | - | 0 to 4 | 5 to 6 | |
0 10/17 | - | - | - | - | - | - | - | - | - | |
0 1/2 | - | - | - | - | - | - | - | - | - | |
0 5/9 | - | - | - | - | 8 | - | - | - | - | |
0 10/21 | - | - | - | - | 12 | - | - | - | - | |
0 1/3 | - | - | 0 | 1 to 3 | - | 8 | - | 0 to 3 | 4 to 6 | |
0 2/7 | - | - | 0 | 1 to 3 | - | 8 | - | 0 to 4 | 5 to 6 | |
0 2/7 | - | - | - | 0 to 3 | 6 1/2 | 8 | 0 to 1 | 2 to 3 | 4 to 6 | |
0 1/4 | - | - | - | 0 to 3 | - | 8 | 0 to 1 | 2 to 3 | 4 to 6 | |
0 2/9 | - | - | 0 | 1 to 3 | 7 1/2 | 8 | - | 0 to 4 | 5 | |
0 5/26 | - | - | - | 0 to 3 | 9 1/2 | 8 | 0 to 1 | 2 to 6 | - | |
0 5/24 | - | - | - | 0 to 3 | - | 8 1/3 | 0 to 6 | 7 to 11 | 12 | |
0 5/21 | - | - | - | 0 to 3 | - | 8 1/3 | 0 to 4 | 5 to 9 | 10 to 11 | |
0 5/28 | - | - | - | - | - | - | - | - | - | |
0 5/22 | - | - | - | 0 to 3 | - | 11 2/3 | 0 to 5 | 6 to 10 | 11 | |
0 5/19 | - | - | - | 0 to 3 | 13 3/4 | 10 5/12 | 0 to 3 | 4 to 8 | 9 | |
0 10/61 | - | - | - | 0 to 3 | 11 2/3 | - | 0 to 5 | 6 to 10 | - | |
0 5/16 | - | - | - | - | 2 HP | - | - | - | - | |
0 10/37 | - | - | - | - | 2 HP | - | - | - | - | |
0 5/9 | - | - | - | - | - | - | - | - | - | |
0 5/9 | - | - | - | - | - | - | - | - | - | |
0 10/27 | - | - | - | 0 to 3 | 10 5/12 | 13 3/4 | 0 to 1 | 2 to 4 | 5 to 6 | |
0 5/16 | - | - | - | 0 to 3 | - | 13 3/4 | 0 to 3 | 4 to 6 | 7 | |
0 5/11 | - | - | - | 0 to 3 | - | 6 2/3 | 0 | 1 to 4 | 5 to 6 | |
0 1/2 | - | - | - | 0 to 3 | 6 2/3 | - | 0 | 1 to 4 | 5 to 7 | |
0 10/23 | - | - | - | 0 to 3 | 10 5/12 | 6 2/3 | 0 to 1 | 2 to 6 | - | |
0 1/15 | - | - | - | - | - | - | - | - | - | |
0 1/16 | - | - | - | - | 3 HP | - | - | - | - | |
0 1/14 | - | - | - | 0 to 3 | - | 21 1/2 | 0 to 1 | 2 to 5 | - | |
0 1/13 | - | - | - | 0 to 3 | - | 17 | 0 | 1 to 5 | 6 | |
0 1/8 | - | - | 0 | 1 to 3 | 17 | - | - | 0 to 3 | 4 | |
0 1/6 | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | 3 HP | - | - | - | - |
Comparison to other installments[]
Though absurdly cheap in terms of Gold, Infantry also require Materials, like every other unit in Game Boy Wars 3. Considering the small size of the price gaps in Materials between units, notably that the Infantry Fighting Vehicle costs almost 4 times as much Materials as a single Infantry, when a mere Recon in Advance Wars costs 4 times as much Gold as an Infantry there, it can be said that lost Infantry will be harder to replace.
This isn't the only thing that deters infantry spamming; there are several units that, barring protection or HP insufficiency, can completely wipe out an infantry unit in a single strike. Among them is the Buggy, which is fast, the third most inexpensive unit, and a natural counter for the Mech and Humvee on top of that. The Anti-Air Tank unflanked and at full HP also destroys an Infantry instantly even if they're at S Rank and on a Capital, for maximum protection.
However, a full health Infantry takes only one turn to capture any property besides the Capital and anything that has had its rating increased by the Work Car.
Between game changes[]
Directly from Game Boy Wars 1/2/Turbo[]
- Semi-Global: Transported units that were Loaded on an earlier Day may perform normal movement and actions (as long as the destination tile isn't the transport's own location)
- Global: Properties take only 1 turn to Capture on standard
- Cost 1000G -> 100G; not a direct Buff due to properties having their own income reduced to 100G on standard
- Global: Materials system involvement (prevents overabundance in early game without cost)
- Global: Zone of Control system involvement
- Global: Focus system involvement
- Global: Flanking bonuses involvement
- Global: No 5% Damage Bonus to attacker (was positively affecting Grunts)
- Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
- Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction (negatively affects Grunts due to their low power stats)
- Global: Level Up system involvement
- Attack uses percents and Level Up defense boosts work just like Terrain defense boosts (again negatively affects Grunts due to their low power stats)
- Global: Unit Family system involvement; will not be directly noted here but does affect design
- Mirror matchup Base Damage 45% -> 5 HP
- Bazooka Base Damage Dealt 35% -> 4.16 HP
- Bazooka Base Damage Taken 55% -> 5 HP
- Bazooka got an actual auxiliary MG (Rifle) that won't use up their Anti-Tank weapon's Ammo
- Supply Truck Base Damage Dealt 25% -> 3.57 HP
- Light Tank Base Damage Dealt 15% -> 0.28 HP
- Light Tank Primary Base Damage Taken 38% -> 6.5 HP
- Light Tank Secondary Base Damage Taken 45% -> 8 HP
- MB Tank Base Damage Dealt 5% -> 0.22 HP
- MB Tank Primary Base Damage Taken 53% -> 7.5 HP
- MB Tank Secondary Base Damage Taken 76% -> 8 HP
- Mercenary Tank (Tank Z) Base Damage Dealt 2% -> 0.19 HP
- Mercenary Tank (Tank Z) Primary Base Damage Taken 68% -> 9.5 HP
- Mercenary Tank (Tank Z) Secondary Base Damage Taken 95% -> 8 HP
- APC Base Damage Dealt 15% -> 0.45 HP
- APC Base Damage Taken 78% -> 8 HP
- Anti-Air Tank Base Damage Dealt 15% -> 0.5 HP
- Anti-Air Tank Base Damage Taken 0% -> 17 HP
- Anti-Air Tank got an auxiliary MG (Vulcan X 4) that won't use up their Anti-Air weapon's Ammo
- Anti-Air Missile Launcher Base Damage Dealt 5% -> 0.58 HP
- Artillery Base Damage Dealt 5% -> 0.55 HP
- Artillery Base Damage Taken 95% -> 8 HP
- Note: Artillery B in GBW1 and GBW Turbo deals 23% base but effectively has no equivalent in GBW3
- Rocket Launcher Base Damage Dealt 15% -> 0.58 HP
- Rocket Launcher Base Damage Taken 87% -> 12 HP
- Fighter Base Damage Dealt 5% -> 0.2 HP
- Fighter Secondary Base Damage Taken 15% -> 8.34 HP
- Lite Fighter Base Damage Dealt 5% -> 0.23 HP
- Lite Fighter Secondary Base Damage Taken 10% -> 8.34 HP
- Bomber -> Attacker Base Damage Dealt 5% -> 0.22 HP
- Bomber -> Attacker Base Damage Taken 77% -> 11.67 HP
- Note: the basic Bomber is not directly possible to build. The regular Attacker, which also has an air-to-air weapon as well, is the substitute for it. The closest to the basic Bomber that has no air-to-air combat is a promoted unit, and the Bomber that is buildable just attacks terrain.
- (Radar) Transport Plane Base Damage Dealt 5% -> 0.55 HP
- Battle Helicopter/Gunship Base Damage Dealt 15% -> 0.37 HP
- Battle Helicopter/Gunship Primary Base Damage Taken 27% -> 10.4 HP
- Battle Helicopter/Gunship Secondary Base Damage Taken 65% -> 13.75 HP
- Transport Helicopter Base Damage Dealt 25% -> 0.5 HP
- Transport Helicopter Base Damage Taken 65% -> 6.67 HP
- Battleship -> Aegis Warhsip Base Damage Dealt 5% -> 0.06 HP
- Battleship -> Aegis Warship Base Damage Taken 55% -> 0 HP
- Game Boy Wars 3, at least base game, has no actual Battleship for unknown reasons; the Aegis Warship comes closest but can't attack land units in base game
- Aircraft Carrier Base Damage Dealt 5% -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier)
- Aircraft Carrier Secondary Base Damage Taken 0% -> 17 HP (Small Aircraft Carrier) or 21.5 HP (Large Aircraft Carrier)
- Lander Base Damage Dealt 5% -> 0.125 HP
- Lander Base Damage Taken 27% -> 16.5 HP
- Beach Movement Cost Infinite -> 2
Comparison to Advance Wars[]
- Global: Secondary weapon is not necessarily a 1 Range MG weapon, and uses Ammo regardless
- Semi-Global: Transported units that were Loaded on an earlier Day may perform normal movement and actions (as long as the destination tile isn't the transport's own location)
- Global: Properties take only 1 turn to Capture on standard
- Global: Property Capture progress is maintained even when moving off
- Cost 1000G -> 100G; not a direct Buff due to properties having their own income reduced to 100G on standard
- Global: Materials system involvement (prevents overabundance in early game without cost)
- Global: Zone of Control system involvement
- Global: Focus system involvement
- Global: Flanking bonuses involvement
- Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
- Global: Luck Damage absence (negatively affects Grunts due to their low power stats)
- Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction (negatively affects Grunts due to their low power stats)
- Global: Level Up system involvement
- Attack uses percents and Level Up defense boosts work just like Terrain defense boosts (again negatively affects Grunts due to their low power stats)
- Global: Unit Family system involvement; will not be directly noted here but does affect design
- Mirror matchup Base Damage 55% -> 5 HP
- Mech/Bazooka Base Damage Dealt 45% -> 4.16 HP
- Mech/Bazooka Base Damage Taken 65% -> 5 HP
- Recon -> Convoy Base Damage Dealt 12% -> 3.5 HP
- Recon -> Buggy Base Damage Dealt 12% -> 4.16 HP
- Recon -> Convoy Base Damage Taken 70% -> 5 HP
- Recon -> Buggy Base Damage Taken 70% -> 10 HP
- Buggy needs a primary weapon with 2 Ammo to manage this extra damage and would deal only 5 HP base damage with the auxiliary MG
- Light Tank Base Damage Dealt 5% -> 0.28 HP
- Light Tank Primary Base Damage Dealt (35%) -> 6.5 HP
- Light Tank Secondary Base Damage Dealt 75% -> 8 HP
- MB Tank Base Damage Dealt 1% -> 0.22 HP
- Overall: MB Tank takes no damage on bare minimum of Plains or with 1 Level Up assuming no/insufficient Flanking penalties are involved; this would apply even with Sub-HPs
- MB Tank Primary Base Damage Dealt (50%) -> 7.5 HP
- MB Tank Secondary Base Damage Dealt 105% -> 8 HP
- Mercenary Tank Base Damage Dealt 1% -> 0.19 HP
- Overall: same case with MB Tank
- Mercenary Tank Primary Base Damage Dealt (50%) -> 9.5 HP
- Mercenary Tank Secondary Base Damage Dealt 125% -> 8 HP
- APC Base Damage Dealt 14% -> 0.45 HP
- APC Base Damage Taken 0% -> 8 HP
- Flare -> APC Base Damage Dealt 10% -> 0.45 HP
- Anti-Air Tank Base Damage Dealt 5% -> 0.5 HP
- Same damage on paper, but mechanics changes noted above turns this into a Nerf
- Anti-Air Tank Base Damage Taken 105% -> 17 HP
- Anti-Air Missile Launcher Base Damage Dealt 25% -> 0.58 HP
- Artillery Base Damage Dealt 15% -> 0.55 HP
- Rocket Launcher -> Artillery Base Damage Taken 95% -> 8 HP
- Note: the Rocket Launcher in Game Boy Wars 3 is designed differently by focusing primarily on Lite Land units. Game Boy Wars 3's Artillery is high cost, further showing this to be a Buff from Advance Wars Artillery dealing 90% base to Infantry.
- Fighter Base Damage Dealt 0% -> 0.2 HP
- Fighter Secondary Base Damage Taken 0% -> 8.34 HP
- Duster/Lite Fighter Base Damage Dealt 0% -> 0.23 HP
- Duster/Lite Fighter Secondary Base Damage Taken 55% -> 8.34 HP
- Bomber -> Attacker Base Damage Dealt 0% -> 0.22 HP
- Bomber -> Attacker Base Damage Taken 110% -> 11.67 HP
- Note: the basic Bomber is not directly possible to build. The regular Attacker, which also has an air-to-air weapon as well, is the substitute for it. The closest to the basic Bomber that has no air-to-air combat is a promoted unit, and the Bomber that is buildable just attacks terrain.
- Battle Helicopter/Gunship Base Damage Dealt 7% -> 0.37 HP
- Battle Helicopter/Gunship Primary Base Damage Taken (45%) -> 10.4 HP
- Battle Helicopter/Gunship Secondary Base Damage Taken 75% -> 13.75 HP
- Transport Helicopter Base Damage Dealt 30% -> 0.5 HP
- Transport Helicopter Base Damage Taken 0% -> 6.67 HP
- Battleship -> Aegis Warhsip Base Damage Dealt 0% -> 0.06 HP
- Battleship -> Aegis Warship Base Damage Taken 95% -> 0 HP
- Game Boy Wars 3, at least base game, has no actual Battleship for unknown reasons; the Aegis Warship comes closest but can't attack land units in base game
- Aircraft Carrier Base Damage Dealt 0% -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier)
- Aircraft Carrier Secondary Base Damage Taken 0% -> 17 HP (Small Aircraft Carrier) or 21.5 HP (Large Aircraft Carrier)
- Lander Base Damage Dealt 0% -> 0.125 HP
- Lander Base Damage Taken 0% -> 16.5 HP
- Shoal/Beach Movement Cost 1 -> 2 (returns to 1 if Beach tile is occupied by friendly Lander)
PALBal Patch changes[]
Version 0.9:
- Capture Command EXP 1 x HP -> 4 x HP
- Anti-City Bomb Damage Taken 2 HP -> 3 HP
- Rifle Lite Land ATK 10 -> 11 (affects Infantry's Damage Dealt and Taken)
- Rifle Air ATK 2 -> 12 (affects Infantry's Damage Dealt)
- Weakened by air units now getting 30 Cover non-variable
- Minigun Lite Land ATK 33 -> 28 (affects Infantry's Damage Taken)
- Vulcan++ Lite Land ATK 43 -> 40 (affects Infantry's Damage Taken)
- Tank Gun Lite Land ATK 13 -> 11 (affects Infantry's Damage Taken)
- Artillery Cannon+ Lite Land ATK 24 -> 22 (affects Infantry's Damage Taken)
- Rockets Lite Land ATK 24 -> 30 (affects Infantry's Damage Taken)
- Rockets+ Lite Land ATK 28 -> 36 (affects Infantry's Damage Taken)
- Anti-Tank TOW Lite Land ATK 0 -> 8 (affects Infantry's Damage Taken)
- Anti-Tank Javelin Lite Land ATK 0 -> 6 (affects Infantry's Damage Taken)
- Surface-To-Air Missile Direct Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
- Surface-To-Air Missile Range Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
- Surface-To-Air Missile Range+ Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
- Air-To-Air Missile Lite Land ATK 0 -> 3 (affects Infantry's Damage Taken)
- Air-To-Air Missile+ Lite Land ATK 0 -> 3 (affects Infantry's Damage Taken)
- Air-To-Air Missile++ Lite Land ATK 0 -> 2 (affects Infantry's Damage Taken)
- Anti-Ship Missile Lite Land ATK 0 -> 25 (affects Infantry's Damage Taken)
- Foot Ruins Movement 2 -> 1.5
- Foot Moor Movement 2 -> 1.5
- Foot Desert Movement 2 -> 1.5
- Foot River Movement 2 -> 1.5
- Foot Beach Movement 2 -> 1.5
Version 1.0
- Global: Underdog EXP doubling now triggers without having to deal the finishing blow
- Global: +15 Focus for attacking unit
- Focus Loss 3 -> 2
- Artillery Cannon Lite Land ATK 16 -> 18
- Effective Lite Land ATK when moving and range firing still reduced 11.2~14.4 -> 9~12.6
- Rockets Lite Land ATK 30 -> 36
- Effective Lite Land ATK when moving and range firing still reduced 21~27 -> 18~25.2
- Anti-Tank Javelin Lite Land ATK 6 -> 8
- Air-To-Air Missile++ Lite Land ATK 2 -> 4