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Main article: Infantry
See also: Commando

Stats[]

General[]

Infantry Information

Unit Group

Cost

Movement

Fuel

Initiative

Production

GoldIconGBW3 Materials Power Type Base Loss
Unarmored 100 10 3 Foot 99 10 3 City

Machine Gun B

Special Commands

Attack

Details

  • Capture
BuggyWMMapGBW3 MBTankWMMapGBW3 FighterAWMMapGBW3 AegisWMMapGBW3 SubmarineWMMapGBW3 Ammo Price Range
10 2 2 1 - 9 1G 1

No weapon

Other abilities

Attack

Details

  • None
BuggyWMMapGBW3 MBTankWMMapGBW3 FighterAWMMapGBW3 AegisWMMapGBW3 SubmarineWMMapGBW3 Ammo Price Range
- - - - - N/A N/A N/A

Defense

Other

Transport

Supply

BuggyWMMapGBW3 MBTankWMMapGBW3 FighterAWMMapGBW3 AegisWMMapGBW3 SubmarineWMMapGBW3 Type Number
10 10 12 10 - N/A N/A Land


Matchups[]

Infantry 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
InfantryWMMapGBW3 5 - - 0 1 to 3 5 - - 0 1 to 3
MechWMMapGBW3 4 1/6 - - 0 1 to 3 - 5 - 0 1 to 2
CommandoWMMapGBW3 3 1/8 - - 0 1 to 3 10 5 - 0 to 2 3 to 4
ConstructorWMMapGBW3 3 4/7 - - 0 1 to 3 - 5 - 0 to 1 2 to 5
SupplyTruckWMMapGBW3 3 4/7 - - - - - - - - -
SupplyTruckSWMMapGBW3 3 1/8 - - - - - - - - -
ConvoyWMMapGBW3 3 4/7 - - 0 1 to 3 5 - - 0 to 2 3 to 7
ConvoySWMMapGBW3 3 1/8 - - 0 1 to 3 10 5 - 0 to 2 3 to 7
BuggyWMMapGBW3 4 1/6 - - - 0 to 3 10 5 0 1 to 4 5 to 7
BuggySWMMapGBW3 3 1/3 - - - 0 to 3 - 8 0 to 1 2 to 5 6 to 7
HumveeWMMapGBW3 3 4/7 - - - 0 to 3 - 5 0 1 to 3 4 to 7
HumveeSWMMapGBW3 2 16/17 - - - 0 to 3 - 10 0 1 to 3 4 to 6
APCWMMapGBW3 0 5/11 - - 0 1 to 3 8 - - 0 to 1 2 to 6
APCSWMMapGBW3 0 5/12 - - 0 1 to 3 - 8 - 0 to 2 3 to 6
RocketLauncherWMMapGBW3 0 10/17 - - - - 12 - - - -
RocketLauncherSWMMapGBW3 0 1/2 - - - - 14 - - - -
AATankWMMapGBW3 0 1/2 - - 0 1 to 3 - 17 - 0 to 2 3 to 5
MercAATankWMMapGBW3 0 5/13 - - 0 1 to 3 - 21 1/2 - 0 to 4 5 to 6
AAMWMMapGBW3 0 10/17 - - - - - - - - -
AAMSWMMapGBW3 0 1/2 - - - - - - - - -
ArtilleryWMMapGBW3 0 5/9 - - - - 8 - - - -
ArtillerySWMMapGBW3 0 10/21 - - - - 12 - - - -
IFVWMMapGBW3 0 1/3 - - 0 1 to 3 - 8 - 0 to 3 4 to 6
IFVSWMMapGBW3 0 2/7 - - 0 1 to 3 - 8 - 0 to 4 5 to 6
TDestroyerWMMapGBW3 0 2/7 - - - 0 to 3 6 1/2 8 0 to 1 2 to 3 4 to 6
TDestroyerSWMMapGBW3 0 1/4 - - - 0 to 3 - 8 0 to 1 2 to 3 4 to 6
MBTankWMMapGBW3 0 2/9 - - 0 1 to 3 7 1/2 8 - 0 to 4 5
MercTankWMMapGBW3 0 5/26 - - - 0 to 3 9 1/2 8 0 to 1 2 to 6 -
FighterAWMMapGBW3 0 5/24 - - - 0 to 3 - 8 1/3 0 to 6 7 to 11 12
FighterBWMMapGBW3 0 5/21 - - - 0 to 3 - 8 1/3 0 to 4 5 to 9 10 to 11
FighterSWMMapGBW3 0 5/28 - - - - - - - - -
AttackerAWMMapGBW3 0 5/22 - - - 0 to 3 - 11 2/3 0 to 5 6 to 10 11
AttackerBWMMapGBW3 0 5/19 - - - 0 to 3 13 3/4 10 5/12 0 to 3 4 to 8 9
AttackerSWMMapGBW3 0 10/61 - - - 0 to 3 11 2/3 - 0 to 5 6 to 10 -
BomberWMMapGBW3 0 5/16 - - - - 2 HP - - - -
MercBomberWMMapGBW3 0 10/37 - - - - 2 HP - - - -
TPlaneWMMapGBW3 0 5/9 - - - - - - - - -
SupplyPlaneWMMapGBW3 0 5/9 - - - - - - - - -
BCopterWMMapGBW3 0 10/27 - - - 0 to 3 10 5/12 13 3/4 0 to 1 2 to 4 5 to 6
BCopterSWMMapGBW3 0 5/16 - - - 0 to 3 - 13 3/4 0 to 3 4 to 6 7
ASubCopterWMMapGBW3 0 5/11 - - - 0 to 3 - 6 2/3 0 1 to 4 5 to 6
TCopterWMMapGBW3 0 1/2 - - - 0 to 3 6 2/3 - 0 1 to 4 5 to 7
TCopterSWMMapGBW3 0 10/23 - - - 0 to 3 10 5/12 6 2/3 0 to 1 2 to 6 -
AegisWMMapGBW3 0 1/15 - - - - - - - - -
MercMFrigateWMMapGBW3 0 1/16 - - - - 3 HP - - - -
LCarrierWMMapGBW3 0 1/14 - - - 0 to 3 - 21 1/2 0 to 1 2 to 5 -
SCarrierWMMapGBW3 0 1/13 - - - 0 to 3 - 17 0 1 to 5 6
LanderWMMapGBW3 0 1/8 - - 0 1 to 3 17 - - 0 to 3 4
TankerWMMapGBW3 0 1/6 - - - - - - - - -
SubmarineWMMapGBW3 - - - - - - - - - -
SubmarineSWMMapGBW3 - - - - - 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[]

  • Buff 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)
  • Buff Global: Properties take only 1 turn to Capture on standard
  • Change Cost 1000G -> 100G; not a direct Buff due to properties having their own income reduced to 100G on standard
  • Nerf Global: Materials system involvement (prevents overabundance in early game without cost)
  • Change Global: Zone of Control system involvement
  • Change Global: Focus system involvement
  • Change Global: Flanking bonuses involvement
  • Nerf Global: No 5% Damage Bonus to attacker (was positively affecting Grunts)
  • Nerf Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
  • Nerf Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction (negatively affects Grunts due to their low power stats)
  • Change Global: Level Up system involvement
    • Nerf Attack uses percents and Level Up defense boosts work just like Terrain defense boosts (again negatively affects Grunts due to their low power stats)
  • Change Global: Unit Family system involvement; will not be directly noted here but does affect design
  • Change Mirror matchup Base Damage 45% -> 5 HP
  • Buff Bazooka Base Damage Dealt 35% -> 4.16 HP
  • Buff Bazooka Base Damage Taken 55% -> 5 HP
    • Nerf Bazooka got an actual auxiliary MG (Rifle) that won't use up their Anti-Tank weapon's Ammo
  • Buff Supply Truck Base Damage Dealt 25% -> 3.57 HP
  • Nerf Light Tank Base Damage Dealt 15% -> 0.28 HP
  • Nerf Light Tank Primary Base Damage Taken 38% -> 6.5 HP
  • Nerf Light Tank Secondary Base Damage Taken 45% -> 8 HP
  • Nerf MB Tank Base Damage Dealt 5% -> 0.22 HP
  • Nerf MB Tank Primary Base Damage Taken 53% -> 7.5 HP
  • Nerf MB Tank Secondary Base Damage Taken 76% -> 8 HP
  • Nerf Mercenary Tank (Tank Z) Base Damage Dealt 2% -> 0.19 HP
  • Nerf Mercenary Tank (Tank Z) Primary Base Damage Taken 68% -> 9.5 HP
  • Buff Mercenary Tank (Tank Z) Secondary Base Damage Taken 95% -> 8 HP
  • Nerf APC Base Damage Dealt 15% -> 0.45 HP
  • Nerf APC Base Damage Taken 78% -> 8 HP
  • Nerf Anti-Air Tank Base Damage Dealt 15% -> 0.5 HP
  • Nerf Anti-Air Tank Base Damage Taken 0% -> 17 HP
  • Nerf Anti-Air Tank got an auxiliary MG (Vulcan X 4) that won't use up their Anti-Air weapon's Ammo
  • Buff Anti-Air Missile Launcher Base Damage Dealt 5% -> 0.58 HP
  • Buff Artillery Base Damage Dealt 5% -> 0.55 HP
  • Buff 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
  • Nerf Rocket Launcher Base Damage Dealt 15% -> 0.58 HP
  • Nerf Rocket Launcher Base Damage Taken 87% -> 12 HP
  • Nerf Fighter Base Damage Dealt 5% -> 0.2 HP
  • Nerf Fighter Secondary Base Damage Taken 15% -> 8.34 HP
  • Nerf Lite Fighter Base Damage Dealt 5% -> 0.23 HP
  • Nerf Lite Fighter Secondary Base Damage Taken 10% -> 8.34 HP
  • Nerf Bomber -> Attacker Base Damage Dealt 5% -> 0.22 HP
  • Nerf 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.
  • Buff (Radar) Transport Plane Base Damage Dealt 5% -> 0.55 HP
  • Nerf Battle Helicopter/Gunship Base Damage Dealt 15% -> 0.37 HP
  • Nerf Battle Helicopter/Gunship Primary Base Damage Taken 27% -> 10.4 HP
  • Nerf Battle Helicopter/Gunship Secondary Base Damage Taken 65% -> 13.75 HP
  • Nerf Transport Helicopter Base Damage Dealt 25% -> 0.5 HP
  • Nerf Transport Helicopter Base Damage Taken 65% -> 6.67 HP
  • Nerf Battleship -> Aegis Warhsip Base Damage Dealt 5% -> 0.06 HP
  • Buff 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
  • Nerf Aircraft Carrier Base Damage Dealt 5% -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier)
  • Nerf Aircraft Carrier Secondary Base Damage Taken 0% -> 17 HP (Small Aircraft Carrier) or 21.5 HP (Large Aircraft Carrier)
  • Nerf Lander Base Damage Dealt 5% -> 0.125 HP
  • Nerf Lander Base Damage Taken 27% -> 16.5 HP
  • Buff Beach Movement Cost Infinite -> 2

Comparison to Advance Wars[]

  • Change Global: Secondary weapon is not necessarily a 1 Range MG weapon, and uses Ammo regardless
  • Buff 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)
  • Buff Global: Properties take only 1 turn to Capture on standard
  • Buff Global: Property Capture progress is maintained even when moving off
  • Change Cost 1000G -> 100G; not a direct Buff due to properties having their own income reduced to 100G on standard
  • Nerf Global: Materials system involvement (prevents overabundance in early game without cost)
  • Change Global: Zone of Control system involvement
  • Change Global: Focus system involvement
  • Change Global: Flanking bonuses involvement
  • Nerf Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
  • Nerf Global: Luck Damage absence (negatively affects Grunts due to their low power stats)
  • Nerf Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction (negatively affects Grunts due to their low power stats)
  • Change Global: Level Up system involvement
    • Nerf Attack uses percents and Level Up defense boosts work just like Terrain defense boosts (again negatively affects Grunts due to their low power stats)
  • Change Global: Unit Family system involvement; will not be directly noted here but does affect design
  • Change Mirror matchup Base Damage 55% -> 5 HP
  • Nerf Mech/Bazooka Base Damage Dealt 45% -> 4.16 HP
  • Buff Mech/Bazooka Base Damage Taken 65% -> 5 HP
  • Buff Recon -> Convoy Base Damage Dealt 12% -> 3.5 HP
  • Buff Recon -> Buggy Base Damage Dealt 12% -> 4.16 HP
  • Buff Recon -> Convoy Base Damage Taken 70% -> 5 HP
  • Nerf Recon -> Buggy Base Damage Taken 70% -> 10 HP
    • Buff 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
  • Nerf Light Tank Base Damage Dealt 5% -> 0.28 HP
  • Nerf Light Tank Primary Base Damage Dealt (35%) -> 6.5 HP
  • Nerf Light Tank Secondary Base Damage Dealt 75% -> 8 HP
  • Buff MB Tank Base Damage Dealt 1% -> 0.22 HP
    • Nerf 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
  • Nerf MB Tank Primary Base Damage Dealt (50%) -> 7.5 HP
  • Buff MB Tank Secondary Base Damage Dealt 105% -> 8 HP
  • Buff Mercenary Tank Base Damage Dealt 1% -> 0.19 HP
    • Nerf Overall: same case with MB Tank
  • Nerf Mercenary Tank Primary Base Damage Dealt (50%) -> 9.5 HP
  • Buff Mercenary Tank Secondary Base Damage Dealt 125% -> 8 HP
  • Nerf APC Base Damage Dealt 14% -> 0.45 HP
  • Nerf APC Base Damage Taken 0% -> 8 HP
  • Nerf Flare -> APC Base Damage Dealt 10% -> 0.45 HP
  • Nerf Anti-Air Tank Base Damage Dealt 5% -> 0.5 HP
    • Same damage on paper, but mechanics changes noted above turns this into a Nerf
  • Nerf Anti-Air Tank Base Damage Taken 105% -> 17 HP
  • Nerf Anti-Air Missile Launcher Base Damage Dealt 25% -> 0.58 HP
  • Nerf Artillery Base Damage Dealt 15% -> 0.55 HP
  • Buff 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.
  • Buff Fighter Base Damage Dealt 0% -> 0.2 HP
  • Nerf Fighter Secondary Base Damage Taken 0% -> 8.34 HP
  • Buff Duster/Lite Fighter Base Damage Dealt 0% -> 0.23 HP
  • Nerf Duster/Lite Fighter Secondary Base Damage Taken 55% -> 8.34 HP
  • Buff Bomber -> Attacker Base Damage Dealt 0% -> 0.22 HP
  • Nerf 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.
  • Nerf Battle Helicopter/Gunship Base Damage Dealt 7% -> 0.37 HP
  • Nerf Battle Helicopter/Gunship Primary Base Damage Taken (45%) -> 10.4 HP
  • Nerf Battle Helicopter/Gunship Secondary Base Damage Taken 75% -> 13.75 HP
  • Nerf Transport Helicopter Base Damage Dealt 30% -> 0.5 HP
  • Nerf Transport Helicopter Base Damage Taken 0% -> 6.67 HP
  • Nerf Battleship -> Aegis Warhsip Base Damage Dealt 0% -> 0.06 HP
  • Buff 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
  • Nerf Aircraft Carrier Base Damage Dealt 0% -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier)
  • Nerf Aircraft Carrier Secondary Base Damage Taken 0% -> 17 HP (Small Aircraft Carrier) or 21.5 HP (Large Aircraft Carrier)
  • Nerf Lander Base Damage Dealt 0% -> 0.125 HP
  • Nerf Lander Base Damage Taken 0% -> 16.5 HP
  • Nerf Shoal/Beach Movement Cost 1 -> 2 (returns to 1 if Beach tile is occupied by friendly Lander)

PALBal Patch changes[]

Version 0.9:

  • Buff Capture Command EXP 1 x HP -> 4 x HP
  • Nerf Anti-City Bomb Damage Taken 2 HP -> 3 HP
  • Change Rifle Lite Land ATK 10 -> 11 (affects Infantry's Damage Dealt and Taken)
  • Buff Rifle Air ATK 2 -> 12 (affects Infantry's Damage Dealt)
    • Nerf Weakened by air units now getting 30 Cover non-variable
  • Buff Minigun Lite Land ATK 33 -> 28 (affects Infantry's Damage Taken)
  • Buff Vulcan++ Lite Land ATK 43 -> 40 (affects Infantry's Damage Taken)
  • Buff Tank Gun Lite Land ATK 13 -> 11 (affects Infantry's Damage Taken)
  • Buff Artillery Cannon+ Lite Land ATK 24 -> 22 (affects Infantry's Damage Taken)
  • Nerf Rockets Lite Land ATK 24 -> 30 (affects Infantry's Damage Taken)
  • Nerf Rockets+ Lite Land ATK 28 -> 36 (affects Infantry's Damage Taken)
  • Nerf Anti-Tank TOW Lite Land ATK 0 -> 8 (affects Infantry's Damage Taken)
  • Nerf Anti-Tank Javelin Lite Land ATK 0 -> 6 (affects Infantry's Damage Taken)
  • Nerf Surface-To-Air Missile Direct Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
  • Nerf Surface-To-Air Missile Range Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
  • Nerf Surface-To-Air Missile Range+ Lite Land ATK 0 -> 4 (affects Infantry's Damage Taken)
  • Nerf Air-To-Air Missile Lite Land ATK 0 -> 3 (affects Infantry's Damage Taken)
  • Nerf Air-To-Air Missile+ Lite Land ATK 0 -> 3 (affects Infantry's Damage Taken)
  • Nerf Air-To-Air Missile++ Lite Land ATK 0 -> 2 (affects Infantry's Damage Taken)
  • Nerf Anti-Ship Missile Lite Land ATK 0 -> 25 (affects Infantry's Damage Taken)
  • Buff Foot Ruins Movement 2 -> 1.5
  • Buff Foot Moor Movement 2 -> 1.5
  • Buff Foot Desert Movement 2 -> 1.5
  • Buff Foot River Movement 2 -> 1.5
  • Buff Foot Beach Movement 2 -> 1.5

Version 1.0

  • Buff Global: Underdog EXP doubling now triggers without having to deal the finishing blow
  • Change Global: +15 Focus for attacking unit
  • Buff Focus Loss 3 -> 2
  • Nerf Artillery Cannon Lite Land ATK 16 -> 18
    • Buff Effective Lite Land ATK when moving and range firing still reduced 11.2~14.4 -> 9~12.6
  • Nerf Rockets Lite Land ATK 30 -> 36
    • Buff Effective Lite Land ATK when moving and range firing still reduced 21~27 -> 18~25.2
  • Nerf Anti-Tank Javelin Lite Land ATK 6 -> 8
  • Nerf Air-To-Air Missile++ Lite Land ATK 2 -> 4
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