- Main article: Mech
Stats[]
General[]
Unit Group |
Initiative |
Production | ||||||
Power | Type | Base | Loss | |||||
---|---|---|---|---|---|---|---|---|
Unarmored | 200 | 12 | 2 | Foot | 70 | 13 | 6 | City |
Anti-Tank Missile A |
Special Commands | |||||||
Attack |
Details |
| ||||||
Ammo | Price | Range | ||||||
- | 32 | - | - | - | 1 | 13G | 1-2 | |
Machine Gun B |
Other abilities | |||||||
Attack |
Details |
| ||||||
Ammo | Price | Range | ||||||
10 | 2 | 2 | 1 | - | 6 | 1G | 1 | |
Defense |
Other | |||||||
Transport |
Supply | |||||||
Type | Number | |||||||
12 | 14 | 16 | 14 | - | 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 2 | 4 1/6 | - | - | 0 | 1 to 3 | |
- | 4 1/6 | - | 0 | 1 to 2 | - | 4 1/6 | - | 0 | 1 to 2 | |
- | 3 1/8 | - | 0 | 1 to 2 | 8 1/3 | 4 1/6 | - | 0 to 2 | 3 to 4 | |
- | 3 4/7 | - | 0 | 1 to 2 | - | 4 1/6 | - | 0 to 1 | 2 to 5 | |
- | 3 4/7 | - | - | - | - | - | - | - | - | |
- | 3 1/8 | - | - | - | - | - | - | - | - | |
- | 3 4/7 | - | 0 | 1 to 2 | 4 1/6 | - | - | 0 to 2 | 3 to 7 | |
- | 3 1/8 | - | 0 | 1 to 2 | 8 1/3 | 4 1/6 | - | 0 to 2 | 3 to 7 | |
- | 4 1/6 | - | - | 0 to 2 | 8 1/3 | 4 1/6 | 0 | 1 to 4 | 5 to 7 | |
- | 3 1/3 | - | - | 0 to 2 | - | 6 2/3 | 0 to 1 | 2 to 5 | 6 to 7 | |
- | 3 4/7 | - | - | 0 to 2 | - | 4 1/6 | 0 | 1 to 3 | 4 to 7 | |
- | 2 16/17 | - | - | 0 to 2 | - | 8 1/3 | 0 | 1 to 3 | 4 to 6 | |
7 3/11 | 0 5/11 | - | 0 | 1 to 2 | 5 5/7 | - | - | 0 to 1 | 2 to 6 | |
6 2/3 | 0 5/12 | - | 0 | 1 to 2 | - | 5 5/7 | - | 0 to 2 | 3 to 6 | |
9 7/17 | 0 10/17 | - | - | - | 8 4/7 | - | - | - | - | |
8 | 0 1/2 | - | - | - | 10 | - | - | - | - | |
8 | 0 1/2 | - | 0 | 1 to 2 | - | 12 1/7 | - | 0 to 2 | 3 to 5 | |
6 2/13 | 0 5/13 | - | 0 | 1 to 2 | - | 15 5/14 | - | 0 to 4 | 5 to 6 | |
9 7/17 | 0 10/17 | - | - | - | - | - | - | - | - | |
8 | 0 1/2 | - | - | - | - | - | - | - | - | |
8 8/9 | 0 5/9 | - | - | - | 5 5/7 | - | - | - | - | |
7 13/21 | 0 10/21 | - | - | - | 8 4/7 | - | - | - | - | |
5 1/3 | 0 1/3 | - | 0 | 1 to 2 | - | 5 5/7 | - | 0 to 3 | 4 to 6 | |
4 4/7 | 0 2/7 | - | 0 | 1 to 2 | - | 5 5/7 | - | 0 to 4 | 5 to 6 | |
4 4/7 | 0 2/7 | - | - | 0 to 2 | 4 9/14 | 5 5/7 | 0 to 1 | 2 to 3 | 4 to 6 | |
4 | 0 1/4 | - | - | 0 to 2 | - | 5 5/7 | 0 to 1 | 2 to 3 | 4 to 6 | |
3 5/9 | 0 2/9 | - | 0 | 1 to 2 | 5 5/14 | 5 5/7 | - | 0 to 4 | 5 | |
3 1/13 | 0 5/26 | - | - | 0 to 2 | 6 11/14 | 5 5/7 | 0 to 1 | 2 to 6 | - | |
- | 0 5/24 | - | - | 0 to 2 | - | 6 1/4 | 0 to 6 | 7 to 11 | 12 | |
- | 0 5/21 | - | - | 0 to 2 | - | 6 1/4 | 0 to 4 | 5 to 9 | 10 to 11 | |
- | 0 5/28 | - | - | - | - | - | - | - | - | |
- | 0 5/22 | - | - | 0 to 2 | - | 8 3/4 | 0 to 5 | 6 to 10 | 11 | |
- | 0 5/19 | - | - | 0 to 2 | 10 5/16 | 7 13/16 | 0 to 3 | 4 to 8 | 9 | |
- | 0 10/61 | - | - | 0 to 2 | 8 3/4 | - | 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 2 | 7 13/16 | 10 5/16 | 0 to 1 | 2 to 4 | 5 to 6 | |
- | 0 5/16 | - | - | 0 to 2 | - | 10 5/16 | 0 to 3 | 4 to 6 | 7 | |
- | 0 5/11 | - | - | 0 to 2 | - | 5 | 0 | 1 to 4 | 5 to 6 | |
- | 0 1/2 | - | - | 0 to 2 | 5 | - | 0 | 1 to 4 | 5 to 7 | |
- | 0 10/23 | - | - | 0 to 2 | 7 13/16 | 5 | 0 to 1 | 2 to 6 | - | |
- | 0 1/15 | - | - | - | - | - | - | - | - | |
- | 0 1/16 | - | - | - | 3 HP | - | - | - | - | |
- | 0 1/14 | - | - | 0 to 2 | - | 15 5/14 | 0 to 1 | 2 to 5 | - | |
- | 0 1/13 | - | - | 0 to 2 | - | 12 1/7 | 0 | 1 to 5 | 6 | |
- | 0 1/8 | - | 0 | 1 to 2 | 11 11/14 | - | - | 0 to 3 | 4 | |
- | 0 1/6 | - | - | - | - | - | - | - | - | |
- | - | - | - | - | - | - | - | - | - | |
- | - | - | - | - | 3 HP | - | - | - | - |
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 2000G -> 200G; 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 Bazookas)
- Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
- Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction
- Global: Level Up system involvement
- Attack uses percents and Level Up defense boosts work just like Terrain defense boosts
- Global: Unit Family system involvement; will not be directly noted here in general but does affect design
- Anti-Air Missile weapon in second weapon slot replaced by Rifle (new damage values against Armor units will not be directly noted)
- Anti-Tank Bazooka Range 1~1 -> 1~2
- Global: No inability to move and range fire on the same Day
- Anti-Tank Bazooka Ammo 3 -> 1
- Grunt Base Damage Dealt 55% -> 5 HP
- Grunt Base Damage Taken 35% -> 4.16 HP
- Mirror Matchup Base Damage 45% -> 4.16 HP
- Supply Truck Base Damage Dealt 73% -> 3.57 HP
- Supply Truck matchup detail: uses Rifle instead of Bazooka for attack
- Light Tank Bazooka Base Damage Dealt 43% -> 4.57 HP
- Light Tank Primary Base Damage Taken 35% -> 4.57 HP
- Light Tank Secondary Base Damage Taken 42% -> 5.71 HP
- MB Tank Bazooka Base Damage Dealt 5% -> 3.55 HP
- MB Tank Primary Base Damage Taken 50% -> 5.35 HP
- MB Tank Secondary Base Damage Taken 72% -> 5.71 HP
- Mercenary Tank (Tank Z) Bazooka Base Damage Dealt 5% -> 3.07 HP
- Mercenary Tank (Tank Z) Primary Base Damage Taken 65% -> 6.78 HP
- Mercenary Tank (Tank Z) Secondary Base Damage Taken 95% -> 5.71 HP
- Result/Overall: Mercenary Tank deals less damage with defaulted weapon (95% -> 6.78 HP) AND defaults to the explosive weapon expending its Ammo
- APC Bazooka Base Damage Dealt 42% -> 7.27 HP
- APC Base Damage Taken 75% -> 5.71 HP
- Anti-Air Tank Bazooka Base Damage Dealt 56% -> 8 HP
- Anti-Air Tank Base Damage Taken 0% -> 12.14 HP
- Anti-Air Missile Launcher Base Damage Dealt 43% -> 9.41 HP
- Artillery Bazooka Base Damage Dealt 25% -> 8.88 HP
- Artillery Base Damage Taken 43% -> 5.71 HP
- Artillery B in GBW1 and GBWT dealt 21% and took 35%
- Rocket Launcher Bazooka Base Damage Dealt 42% -> 9.41 HP
- Rocket Launcher Base Damage Taken 83% -> 8.57 HP
- Fighter Base Damage Dealt 13% (Anti-Air Missile) -> 0.2 HP (Rifle)
- Fighter Secondary Base Damage Taken 15% -> 6.25 HP
- Lite Fighter Base Damage Dealt 26% (Anti-Air Missile) -> 0.23 HP (Rifle)
- Lite Fighter Secondary Base Damage Taken 10% -> 6.25 HP
- Bomber -> Attacker Base Damage Dealt 15% (Anti-Air Missile) -> 0.22 HP (Rifle)
- Bomber -> Attacker Base Damage Taken 75% -> 8.75 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 36% (Anti-Air Missile) -> 0.55 HP (Rifle)
- Battle Helicopter/Gunship Base Damage Dealt 32% (Anti-Air Missile) -> 0.37 HP (Rifle)
- Battle Helicopter/Gunship Primary Base Damage Taken 25% -> 7.81 HP
- Battle Helicopter/Gunship Secondary Base Damage Taken 63% -> 10.31 HP
- Transport Helicopter Base Damage Dealt 25% (Anti-Air Missile) -> 0.5 HP (Rifle)
- Transport Helicopter Base Damage Taken 65% -> 5 HP
- Battleship -> Aegis Warhsip Base Damage Dealt 14% (Anti-Tank Rocket) -> 0.06 HP
- Battleship -> Aegis Warhsip Base Damage Taken 52% -> 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 16% (Anti-Tank Rocket) -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier) (Rifle for both)
- Aircraft Carrier Secondary Base Damage Taken 0% -> 12.14 HP
- Lander Base Damage Dealt 14% (Anti-Tank Rocket) -> 0.125 HP (Rifle)
- Lander Base Damage Taken 25% -> 11.78 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 3000G -> 200G
- Note: Buff is much smaller than it seems because properties have their own income reduced to 100G on standard as opposed to 1000G
- Global: Materials system involvement (prevents overabundance in early game without cost)
- Global: Zone of Control system involvement
- Global: Focus system involvement
- Result: Bazooka is hard to attack first resulting in the counterattack often being unmitigated by HP loss
- Global: Flanking bonuses involvement
- 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 in general but does affect design
- Bazooka Range 1~1 -> 1~2
- Global: No inability to move and range fire on the same Day
- Bazooka Ammo 3 -> 1
- Grunt Base Damage Dealt 65% -> 5 HP
- Grunt Base Damage Taken 45% -> 4.16 HP
- Mirror Matchup Base Damage 55% -> 4.16 HP
- Recon -> Convoy Primary Base Damage Dealt 85% -> 0 HP
- Recon -> Convoy Secondary Base Damage Dealt 18% -> 3.5 HP
- Result/Overall: Mech/Bazooka deals less damage with defaulted weapon (85% -> 3.5 HP)
- Result: Mech/Bazooka at least defaults to Rifle instead of Bazooka
- Recon -> Buggy Primary Base Damage Dealt 85% -> 0 HP
- Recon -> Buggy Secondary Base Damage Dealt 18% -> 4.16 HP
- Result/Overall: Mech/Bazooka deals less damage with defaulted weapon (85% -> 4.16 HP)
- Result: Mech/Bazooka at least defaults to Rifle instead of Bazooka
- Recon -> Convoy Base Damage Taken 70% -> 4.16 HP
- Recon -> Buggy Base Damage Taken 70% -> 8.34 HP
- Buggy needs a primary weapon with 2 Ammo to manage this extra damage and would deal only 4.16 HP base damage with the auxiliary MG
- Light Tank Primary Base Damage Dealt 55% -> 4.57 HP
- Light Tank Secondary Base Damage Dealt 6% -> 0.28 HP
- Light Tank Primary Base Damage Taken (30%) -> 4.57 HP
- Light Tank Secondary Base Damage Taken 70% -> 5.71 HP
- MB Tank Primary Base Damage Dealt 15% -> 3.55 HP
- MB Tank Secondary 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 Taken (45%) -> 5.35 HP
- MB Tank Secondary Base Damage Taken 70% -> 5.71 HP
- Mercenary Tank Primary Base Damage Dealt 15% -> 3.07 HP
- Mercenary Tank Base Damage Dealt 1% -> 0.19 HP
- Overall: same case with MB Tank
- Mercenary Tank Primary Base Damage Dealt (45%) -> 6.78 HP
- Mercenary Tank Secondary Base Damage Dealt 115% -> 8 HP
- APC Primary Base Damage Dealt 75% -> 7.27 HP
- APC Secondary Base Damage Dealt 20% -> 0.45 HP
- APC Base Damaage Taken 0% -> 5.71 HP
- Flare -> APC Primary Base Damage Dealt 80% -> 7.27 HP
- Flare -> APC Secondary Base Damage Dealt 15% -> 0.45 HP
- Flare -> APC Damage Taken 70% -> 5.71 HP
- Anti-Air Tank Primary Base Damage Dealt 65% -> 80%
- Anti-Air Tank Secondary Base Damage Dealt 6% -> 0.5 HP
- Anti-Air Tank Base Damage Taken 105% -> 12.14 HP
- Anti-Air Missile Launcher Primary Base Damage Dealt 85% -> 9.41 HP
- Anti-Air Missile Launcher Secondary Base Damage Dealt 35% -> 0.58 HP
- Artillery Primary Base Damage Dealt 70% -> 8.88 HP
- Rocket Launcher -> Artillery Base Damage Taken 90% -> 5.71 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 Secondary Base Damage Dealt 0% -> 0.2 HP
- Fighter Secondary Base Damage Taken 0% -> 6.25 HP
- Duster/Lite Fighter Secondary Base Damage Dealt 0% -> 0.23 HP
- Duster/Lite Fighter Secondary Base Damage Taken 45% -> 6.25 HP
- Bomber -> Attacker Secondary Base Damage Dealt 0% -> 0.22 HP
- Bomber -> Attacker Base Damage Taken 110% -> 8.75 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 Secondary Base Damage Dealt 9% -> 0.37 HP
- Battle Helicopter/Gunship Primary Base Damage Taken (50%) -> 7.81 HP
- Battle Helicopter/Gunship Secondary Base Damage Taken 75% -> 10.31 HP
- Transport Helicopter Base Damage Dealt 35% -> 0.5 HP
- Transport Helicopter Base Damage Taken 0% -> 5 HP
- Battleship -> Aegis Warhsip Secondary Base Damage Dealt 0% -> 0.06 HP
- Battleship -> Aegis Warship Base Damage Taken 90% -> 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 Secondary Base Damage Dealt 0% -> 0.07 HP (Small Aircraft Carrier) or 0.07 HP (Large Aircraft Carrier)
- Aircraft Carrier Secondary Base Damage Taken 0% -> 12.14 HP (Small Aircraft Carrier) or 15.35 HP (Large Aircraft Carrier)
- Lander Base Secondary Damage Dealt 0% -> 0.125 HP
- Lander Base Damage Taken 0% -> 11.78 HP
- Shoal/Beach Movement Cost 1 -> 2 (returns to 1 if Beach tile is occupied by friendly Lander)
PALBal Patch changes[]
Version 0.9:
- Materials Cost 12M -> 13M
- Movement Type Foot -> Veteran; resulting Movement Cost changes are as follows:
- Ruined properties: 2 -> 1
- Mountain: 2 -> 1.5
- Moor: 2 -> 1
- Desert: 2 -> 1
- River: 2 -> 1
- Beach: 2 -> 1
- Sea: Infinite -> 1.5
- Capture Command EXP 1 x HP -> 4 x HP
- Armor DEF 14 -> 11
- Air DEF 16 -> 13
- Ship DEF 14 -> 11
- Primary Weapon Ammo 1 -> 2
- Global: Range attacks lose 10% ATK per space of separation from target (Bazooka range attack loses 10% ATK as a result)
- Anti-City Bomb Damage Taken 2 HP -> 3 HP
- Rifle Lite Land ATK 10 -> 11 (affects Bazooka's Damage Dealt and Taken)
- Rifle Air ATK 2 -> 12 (affects Bazooka's Damage Dealt)
- Weakened by air units now getting 30 Cover non-variable
- Anti-Tank Javelin Lite Land ATK 0 -> 6 (affects Bazooka's Damage Dealt and Taken)
- Anti-Tank Javelin Armor ATK 32 -> 36 (affects Bazooka's Damage Dealt)
- Anti-Tank Javelin Ship ATK 0 -> 40 (affects Bazooka's Damage Dealt)
- Anti-Tank Javelin Ammo Cost 13G -> 14G
- Minigun Lite Land ATK 33 -> 28 (affects Bazooka's Damage Taken)
- Vulcan++ Lite Land ATK 43 -> 40 (affects Bazooka's Damage Taken)
- Tank Gun Lite Land ATK 13 -> 11 (affects Bazooka's Damage Taken)
- Artillery Cannon+ Lite Land ATK 24 -> 22 (affects Bazooka's Damage Taken)
- Rockets Lite Land ATK 24 -> 30 (affects Bazooka's Damage Taken)
- Rockets+ Lite Land ATK 28 -> 36 (affects Bazooka's Damage Taken)
- Anti-Tank TOW Lite Land ATK 0 -> 8 (affects Bazooka's Damage Taken)
- Surface-To-Air Missile Direct Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
- Surface-To-Air Missile Range Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
- Surface-To-Air Missile Range+ Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
- Air-To-Air Missile Lite Land ATK 0 -> 3 (affects Bazooka's Damage Taken)
- Air-To-Air Missile+ Lite Land ATK 0 -> 3 (affects Bazooka's Damage Taken)
- Air-To-Air Missile++ Lite Land ATK 0 -> 2 (affects Bazooka's Damage Taken)
- Anti-Ship Missile Lite Land ATK 0 -> 25 (affects Bazooka's Damage Taken)
Version 1.0
- Global: Underdog EXP doubling now triggers without having to deal the finishing blow
- Result/Overall: direct-fire Armor units more easily gain EXP from Bazookas with Ammo remaining
- Global: +15 Focus for attacking unit
- Overall: More ways to safely attack into a Bazooka
- Focus Loss 6 -> 4
- Range attack penalty revamped: penalty of 5% per space surplus for range attacking when not moving but 10% per space of distance in addition to another 10% when moving
- Result/Overall: Moving range attack penalty 10% -> 30%
- Result: Non-moving range attack penalty 10% -> 0%
- Anti-Tank Javelin Lite Land ATK 6 -> 8
- Anti-Tank Javelin Armor ATK 36 -> 40
- Effective Armor ATK when moving and range firing still reduced 32.4 -> 28
- Anti-Tank Javelin Ship ATK 40 -> 45
- Effective Armor ATK when moving and range firing still reduced 36 -> 31.5
- 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
- Air-To-Air Missile++ Lite Land ATK 2 -> 4