Advance Wars Wiki
Transport Helicopter Information
Rubinelle Lazurian/IDS
DoRTransportCopter.png DoRTransportCopterAlt.png
An air unit that can carry 1 infantry or
mech unit, but has no attack capabilities.
None None
Cost 5,000 Inftry Hyphen.png
Gas 99 Veh Hyphen.png
Ammo N/A Air Hyphen.png
Mobility 6 Heli Hyphen.png
Vision 1 Ship Hyphen.png
Range N/A Sub Hyphen.png
IconMovement.pngMovement Air IconCombat.pngCombat Heli
Abilities • Drop
 IconRedWarning.png IconAntiAir.pngIconMissiles.pngIconFighter.pngIconCruiser.pngIconSeaplane.pngIconDuster.png
 IconYellowWarning.png IconBCopter.png
Main article: Transport Helicopter

Transport Helicopters(Days of Ruin/Dark Conflict) or 輸送ヘリ(失われた光) are an Air Unit that are transports. Costing as much as a Rig but more flexible in where it can travel, T-Copter is the go-to for quick base capturing as well as conducting surprise raids on the enemy's HQ if the chance presents itself. Moving 6 spaces per turn, T-Copters can quickly reach any locations in the map, providing vision in Fog of War as well as provide intel on the enemy's locations. On large maps where players are given 1 Airport at the start, it's often not a bad idea to build a T-Copter instead of an APC to transport infantries to the middle of the map.

For its low cost, Transport Helicopters are defenseless against any anti-air attacks, with one hit from any undamaged anti-air unit usually enough to take them apart. Even Infantry will do significant damage to them, so using T-Copters instead of rigs or infantries as shields for your indirect units usually isn't a good strategy. If need be, T-Copters can survive 2 or 3 hits from heavily armored tanks like the Medium Tank or the B-Copters. If your defenses are exposed, you can use T-Copters to delay the enemy's advance for a turn, or send a loaded T-Copter to the enemy's HQ as a distraction for them to bring some of their anti-air units back.

Transport Helicopters are initially introduced in A New Threat, and become buildable in The Beast.

Competitive Play

If your enemy has an Airport, always expect a T-Copter doing their jobs in key parts of the map, transporting Mechs and drop them onto mountainous chokepoints or dropping Infantries to capture properties. In the late game, when many anti-air units are deployed, the T-Copters' purpose, as well as their numbers, will be limited in order to make space for combat units.

Against enemies who concentrate on deploying too many heavy-hitting units and not enough anti-airs, players can take advantage of this by building many T-Copters, load them up with Mechs and fly over to the enemy's HQ, accompanied by some Bombers. Use the T-Copters to block their bases, Bombers to destroy any anti-air units and Mechs to capture their HQ. This strategy is extremely risky as it leaves your ground defenses completely unprotected, but if executed well in an opportune situation, it can win you the game easily.

Always spare a few anti-air units or Dusters stay guard at your HQ to quickly dispose of T-Copters whenever you see one. Leaving T-Copters free to do their tasks can be consequential in later turns, possibly leaving you exposed to a two-front war.