Advance Wars Wiki
Advertisement
Advance Wars Wiki
Seaplane Information
Rubinelle Lazurian/IDS
DoRSeaplane.png DoRSeaplaneAlt.png
A plane produced at sea by
carriers. It can attack any unit.
MAIN SUB
Missiles None
Cost 15000 Inftry ArrowGood.png
Gas 40 Veh ArrowGood.png
Ammo 3 Air ArrowGood.png
Mobility 7 Heli ArrowGood.png
Vision 4 Ship ArrowGood.png
Range 1 Sub ArrowGood.png
IconMovement.pngMovement Air IconCombat.pngCombat Air
Notes 5 fuel usage per day.
 IconRedWarning.png IconCruiser.pngIconMissiles.png
 IconYellowWarning.png IconAntiAir.png

Seaplanes(Days of Ruin) or Ship Planes(Dark Conflict) or 艦載機(失われた光) are Air Units. They are the only air unit that cannot be produced at an Airport; instead, they are made on Carriers. They are able to attack all units, though they are not able to fire upon submerged submarines. However, they have low ammunition and fuel, and therefore must remain close to rigs, carriers, or airports. To date, they have only appeared in Advance Wars: Days of Ruin.

Seaplanes are initially introduced and become buildable in Greyfield Strikes.

Strategy

While seaplanes have very low ammo counts and limited fuel, they are one of the most versatile and tactically flexible units in Days of Ruin, and are ridiculously cost-effective at only 15000 - only 3000 more than a Duster. For only 75% of the cost of a Fighter or Bomber, you have a much more utilitarian unit that can engage air units or ground units, and can do so very effectively to boot. The fact that they can do satisfactory damage to basically everything, paired with their comparatively low costs, makes them extremely efficient, especially as part of a combined force. Back them up with other units, be they land or sea, and they quickly show their worth.

The fact that you can deploy them on maps that otherwise lack airports means that COs that focus on air combat, such as Tasha and Waylon can still see good use of these units. While less powerful than fighter or bombers at their chosen roles, they can do quite a bit of damage, especially with veterancy or when used as CO unit. Putting Tasha in a seaplane, for example, can make for a threatening foe, while one carrying Greyfield or Waylon can be a gigantic pain to shut down.

Seaplanes can become a CO unit by moving the seaplane to the player's HQ.

The first rule of using seaplanes is to always strike first. Seaplanes rarely will have the punch needed to finish off a unit outright, but their opening volley can seriously hurt an opponent and cripple its ability to retaliate. In the case of fighting units that can't fight back at all, such as Tanks, Bombers, and Helicopters, the seaplane fundamentally has free reign to engage and cripple whatever it sees so long as it has the ammo and fuel to keep the pressure on.

That brings us to the second rule of seaplanes: resource management. You need good supply chains to get the most mileage out of them. Use Rigs to fill up their ammo and fuel supplies, and frequently build Temporary Airports to allow resupplies in enemy territory (especially with Greyfield). Back them off to patch them up, since they don't cost much, and while many foes that they can shoot at cannot shoot back, the ones that can will, necessitating such repairs.

Trivia

Advertisement