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Main article: Mech

Stats[]

General[]

Mech Information

Unit Group

Cost

Movement

Fuel

Initiative

Production

Materials Power Type Base Loss
Unarmored 200 12 2 Foot 70 13 6 City

Anti-Tank Missile A

Special Commands

Attack

Details

  • Capture
Ammo Price Range
- 32 - - - 1 13G 1-2

Machine Gun B

Other abilities

Attack

Details

  • None
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[]

Mech 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[]

  • 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 2000G -> 200G; 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 Bazookas)
  • Nerf Global: Sub-HP nonexistance (results in partial damage truncation once calculations with terrain defense are handled)
  • Change Global: Terrain Damage Influence: Percentage Reduction -> Direct Subtraction
  • Change Global: Level Up system involvement
    • Change Attack uses percents and Level Up defense boosts work just like Terrain defense boosts
  • Change Global: Unit Family system involvement; will not be directly noted here in general but does affect design
  • Change Anti-Air Missile weapon in second weapon slot replaced by Rifle (new damage values against Armor units will not be directly noted)
  • Buff Anti-Tank Bazooka Range 1~1 -> 1~2
    • Buff Global: No inability to move and range fire on the same Day
  • Nerf Anti-Tank Bazooka Ammo 3 -> 1
  • Nerf Grunt Base Damage Dealt 55% -> 5 HP
  • Nerf Grunt Base Damage Taken 35% -> 4.16 HP
  • Change Mirror Matchup Base Damage 45% -> 4.16 HP
  • Nerf Supply Truck Base Damage Dealt 73% -> 3.57 HP
  • Buff Supply Truck matchup detail: uses Rifle instead of Bazooka for attack
  • Buff Light Tank Bazooka Base Damage Dealt 43% -> 4.57 HP
  • Nerf Light Tank Primary Base Damage Taken 35% -> 4.57 HP
  • Nerf Light Tank Secondary Base Damage Taken 42% -> 5.71 HP
  • Buff MB Tank Bazooka Base Damage Dealt 5% -> 3.55 HP
  • Nerf MB Tank Primary Base Damage Taken 50% -> 5.35 HP
  • Buff MB Tank Secondary Base Damage Taken 72% -> 5.71 HP
  • Buff Mercenary Tank (Tank Z) Bazooka Base Damage Dealt 5% -> 3.07 HP
  • Nerf Mercenary Tank (Tank Z) Primary Base Damage Taken 65% -> 6.78 HP
  • Buff Mercenary Tank (Tank Z) Secondary Base Damage Taken 95% -> 5.71 HP
    • Buff Result/Overall: Mercenary Tank deals less damage with defaulted weapon (95% -> 6.78 HP) AND defaults to the explosive weapon expending its Ammo
  • Buff APC Bazooka Base Damage Dealt 42% -> 7.27 HP
  • Buff APC Base Damage Taken 75% -> 5.71 HP
  • Buff Anti-Air Tank Bazooka Base Damage Dealt 56% -> 8 HP
  • Nerf Anti-Air Tank Base Damage Taken 0% -> 12.14 HP
  • Buff Anti-Air Missile Launcher Base Damage Dealt 43% -> 9.41 HP
  • Buff Artillery Bazooka Base Damage Dealt 25% -> 8.88 HP
  • Nerf Artillery Base Damage Taken 43% -> 5.71 HP
    • Artillery B in GBW1 and GBWT dealt 21% and took 35%
  • Buff Rocket Launcher Bazooka Base Damage Dealt 42% -> 9.41 HP
  • Nerf Rocket Launcher Base Damage Taken 83% -> 8.57 HP
  • Nerf Fighter Base Damage Dealt 13% (Anti-Air Missile) -> 0.2 HP (Rifle)
  • Nerf Fighter Secondary Base Damage Taken 15% -> 6.25 HP
  • Nerf Lite Fighter Base Damage Dealt 26% (Anti-Air Missile) -> 0.23 HP (Rifle)
  • Nerf Lite Fighter Secondary Base Damage Taken 10% -> 6.25 HP
  • Nerf Bomber -> Attacker Base Damage Dealt 15% (Anti-Air Missile) -> 0.22 HP (Rifle)
  • Nerf 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.
  • Nerf (Radar) Transport Plane Base Damage Dealt 36% (Anti-Air Missile) -> 0.55 HP (Rifle)
  • Nerf Battle Helicopter/Gunship Base Damage Dealt 32% (Anti-Air Missile) -> 0.37 HP (Rifle)
  • Nerf Battle Helicopter/Gunship Primary Base Damage Taken 25% -> 7.81 HP
  • Nerf Battle Helicopter/Gunship Secondary Base Damage Taken 63% -> 10.31 HP
  • Nerf Transport Helicopter Base Damage Dealt 25% (Anti-Air Missile) -> 0.5 HP (Rifle)
  • Buff Transport Helicopter Base Damage Taken 65% -> 5 HP
  • Nerf Battleship -> Aegis Warhsip Base Damage Dealt 14% (Anti-Tank Rocket) -> 0.06 HP
  • Buff 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
  • Nerf 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)
  • Nerf Aircraft Carrier Secondary Base Damage Taken 0% -> 12.14 HP
  • Nerf Lander Base Damage Dealt 14% (Anti-Tank Rocket) -> 0.125 HP (Rifle)
  • Nerf Lander Base Damage Taken 25% -> 11.78 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
  • Buff 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
  • Nerf Global: Materials system involvement (prevents overabundance in early game without cost)
  • Change Global: Zone of Control system involvement
  • Change Global: Focus system involvement
    • Buff Result: Bazooka is hard to attack first resulting in the counterattack often being unmitigated by HP loss
  • Change Global: Flanking bonuses involvement
  • 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 in general but does affect design
  • Buff Bazooka Range 1~1 -> 1~2
    • Buff Global: No inability to move and range fire on the same Day
  • Nerf Bazooka Ammo 3 -> 1
  • Nerf Grunt Base Damage Dealt 65% -> 5 HP
  • Nerf Grunt Base Damage Taken 45% -> 4.16 HP
  • Change Mirror Matchup Base Damage 55% -> 4.16 HP
  • Nerf Recon -> Convoy Primary Base Damage Dealt 85% -> 0 HP
  • Buff Recon -> Convoy Secondary Base Damage Dealt 18% -> 3.5 HP
    • Nerf Result/Overall: Mech/Bazooka deals less damage with defaulted weapon (85% -> 3.5 HP)
    • Buff Result: Mech/Bazooka at least defaults to Rifle instead of Bazooka
  • Nerf Recon -> Buggy Primary Base Damage Dealt 85% -> 0 HP
  • Buff Recon -> Buggy Secondary Base Damage Dealt 18% -> 4.16 HP
    • Nerf Result/Overall: Mech/Bazooka deals less damage with defaulted weapon (85% -> 4.16 HP)
    • Buff Result: Mech/Bazooka at least defaults to Rifle instead of Bazooka
  • Buff Recon -> Convoy Base Damage Taken 70% -> 4.16 HP
  • Nerf Recon -> Buggy Base Damage Taken 70% -> 8.34 HP
    • Buff 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
  • Nerf Light Tank Primary Base Damage Dealt 55% -> 4.57 HP
  • Nerf Light Tank Secondary Base Damage Dealt 6% -> 0.28 HP
  • Nerf Light Tank Primary Base Damage Taken (30%) -> 4.57 HP
  • Buff Light Tank Secondary Base Damage Taken 70% -> 5.71 HP
  • Buff MB Tank Primary Base Damage Dealt 15% -> 3.55 HP
  • Buff MB Tank Secondary 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 Taken (45%) -> 5.35 HP
  • Buff MB Tank Secondary Base Damage Taken 70% -> 5.71 HP
  • Buff Mercenary Tank Primary Base Damage Dealt 15% -> 3.07 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 (45%) -> 6.78 HP
  • Buff Mercenary Tank Secondary Base Damage Dealt 115% -> 8 HP
  • Nerf APC Primary Base Damage Dealt 75% -> 7.27 HP
  • Nerf APC Secondary Base Damage Dealt 20% -> 0.45 HP
  • Nerf APC Base Damaage Taken 0% -> 5.71 HP
  • Nerf Flare -> APC Primary Base Damage Dealt 80% -> 7.27 HP
  • Nerf Flare -> APC Secondary Base Damage Dealt 15% -> 0.45 HP
  • Buff Flare -> APC Damage Taken 70% -> 5.71 HP
  • Buff Anti-Air Tank Primary Base Damage Dealt 65% -> 80%
  • Nerf Anti-Air Tank Secondary Base Damage Dealt 6% -> 0.5 HP
  • Nerf Anti-Air Tank Base Damage Taken 105% -> 12.14 HP
  • Buff Anti-Air Missile Launcher Primary Base Damage Dealt 85% -> 9.41 HP
  • Nerf Anti-Air Missile Launcher Secondary Base Damage Dealt 35% -> 0.58 HP
  • Buff Artillery Primary Base Damage Dealt 70% -> 8.88 HP
  • Buff 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.
  • Buff Fighter Secondary Base Damage Dealt 0% -> 0.2 HP
  • Nerf Fighter Secondary Base Damage Taken 0% -> 6.25 HP
  • Buff Duster/Lite Fighter Secondary Base Damage Dealt 0% -> 0.23 HP
  • Nerf Duster/Lite Fighter Secondary Base Damage Taken 45% -> 6.25 HP
  • Buff Bomber -> Attacker Secondary Base Damage Dealt 0% -> 0.22 HP
  • Buff 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.
  • Buff Battle Helicopter/Gunship Secondary Base Damage Dealt 9% -> 0.37 HP
  • Nerf Battle Helicopter/Gunship Primary Base Damage Taken (50%) -> 7.81 HP
  • Nerf Battle Helicopter/Gunship Secondary Base Damage Taken 75% -> 10.31 HP
  • Nerf Transport Helicopter Base Damage Dealt 35% -> 0.5 HP
  • Nerf Transport Helicopter Base Damage Taken 0% -> 5 HP
  • Nerf Battleship -> Aegis Warhsip Secondary Base Damage Dealt 0% -> 0.06 HP
  • Buff 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
  • Nerf Aircraft Carrier Secondary 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% -> 12.14 HP (Small Aircraft Carrier) or 15.35 HP (Large Aircraft Carrier)
  • Nerf Lander Base Secondary Damage Dealt 0% -> 0.125 HP
  • Nerf Lander Base Damage Taken 0% -> 11.78 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:

  • Nerf Materials Cost 12M -> 13M
  • Buff 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
  • Buff Capture Command EXP 1 x HP -> 4 x HP
  • Nerf Armor DEF 14 -> 11
  • Nerf Air DEF 16 -> 13
  • Nerf Ship DEF 14 -> 11
  • Buff Primary Weapon Ammo 1 -> 2
  • Nerf Global: Range attacks lose 10% ATK per space of separation from target (Bazooka range attack loses 10% ATK as a result)
  • Nerf Anti-City Bomb Damage Taken 2 HP -> 3 HP
  • Change Rifle Lite Land ATK 10 -> 11 (affects Bazooka's Damage Dealt and Taken)
  • Buff Rifle Air ATK 2 -> 12 (affects Bazooka's Damage Dealt)
    • Nerf Weakened by air units now getting 30 Cover non-variable
  • Change Anti-Tank Javelin Lite Land ATK 0 -> 6 (affects Bazooka's Damage Dealt and Taken)
  • Buff Anti-Tank Javelin Armor ATK 32 -> 36 (affects Bazooka's Damage Dealt)
  • Buff Anti-Tank Javelin Ship ATK 0 -> 40 (affects Bazooka's Damage Dealt)
  • Nerf Anti-Tank Javelin Ammo Cost 13G -> 14G
  • Buff Minigun Lite Land ATK 33 -> 28 (affects Bazooka's Damage Taken)
  • Buff Vulcan++ Lite Land ATK 43 -> 40 (affects Bazooka's Damage Taken)
  • Buff Tank Gun Lite Land ATK 13 -> 11 (affects Bazooka's Damage Taken)
  • Buff Artillery Cannon+ Lite Land ATK 24 -> 22 (affects Bazooka's Damage Taken)
  • Nerf Rockets Lite Land ATK 24 -> 30 (affects Bazooka's Damage Taken)
  • Nerf Rockets+ Lite Land ATK 28 -> 36 (affects Bazooka's Damage Taken)
  • Nerf Anti-Tank TOW Lite Land ATK 0 -> 8 (affects Bazooka's Damage Taken)
  • Nerf Surface-To-Air Missile Direct Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
  • Nerf Surface-To-Air Missile Range Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
  • Nerf Surface-To-Air Missile Range+ Lite Land ATK 0 -> 4 (affects Bazooka's Damage Taken)
  • Nerf Air-To-Air Missile Lite Land ATK 0 -> 3 (affects Bazooka's Damage Taken)
  • Nerf Air-To-Air Missile+ Lite Land ATK 0 -> 3 (affects Bazooka's Damage Taken)
  • Nerf Air-To-Air Missile++ Lite Land ATK 0 -> 2 (affects Bazooka's Damage Taken)
  • Nerf Anti-Ship Missile Lite Land ATK 0 -> 25 (affects Bazooka's Damage Taken)

Version 1.0

  • Change Global: Underdog EXP doubling now triggers without having to deal the finishing blow
    • Nerf Result/Overall: direct-fire Armor units more easily gain EXP from Bazookas with Ammo remaining
  • Change Global: +15 Focus for attacking unit
    • Nerf Overall: More ways to safely attack into a Bazooka
  • Buff Focus Loss 6 -> 4
  • Change 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
    • Nerf Result/Overall: Moving range attack penalty 10% -> 30%
    • Buff Result: Non-moving range attack penalty 10% -> 0%
  • Change Anti-Tank Javelin Lite Land ATK 6 -> 8
  • Buff Anti-Tank Javelin Armor ATK 36 -> 40
    • Nerf Effective Armor ATK when moving and range firing still reduced 32.4 -> 28
  • Buff Anti-Tank Javelin Ship ATK 40 -> 45
    • Nerf Effective Armor ATK when moving and range firing still reduced 36 -> 31.5
  • 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 Air-To-Air Missile++ Lite Land ATK 2 -> 4
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