we will be playing the first advanced wars. name your co. and your nation.
orange star, green earth, yellow comet, and blue moon!
judge: ggamer
assistant judge: warhammer
assistant judge: *vacant till' needed*
MAP 1: ALAKULA
me, bread block, glacies, and warhammer\
rules
UNIT PRICES:
Ground
Infantry 1000
Most basic unit in the game. Weak against everything but other infantry, yet essential because they can capture buildings.
Mech 3000
A slightly more powerful version of the Infantry unit, but with a smaller movement range.. Mech units come equipped with bazookas and are able to effectively neutralize light tanks, recon units, artillery, rockets, and APCs, but only if they strike first. They can also capture buildings.
Recon 4000
A basic vehicular unit. Effective against infantry, mech, and other recon units. This unit though lacking in firepower has a large movement range and sight range, making it an essential part of any campaign, especially in Fog of War situations.
Tank 7000
Decent unit. Takes on infantry, artillery, rockets, anti air guns, anti-air missiles, and other tanks with effective results. Weak against MD tanks, bombers, helicopters, and naval units. The tank is the weakest, but the cheapest tank you can buy.
Medium Tank 16000
The Medium tank is the most powerful ground unit in the game. It is effective against almost everything. How ever it is still easy to beat if you have Bombers, any indirect fire units like artillery, rockets, and battleships. Helicopters are also somewhat effective because since they are airborne, the medium tank is forced to use its far less powerful machine gun instead of its main cannon. However the helicopter does an equal amount of damage.
Anti Air Vehicle 8000
Effective in taking taking down air units and infantry, but weak against tanks.
Artillery 6000
This unit is a long range unit that can only fire if it has not moved. The artillery unit has a range of 2-3 spaces and is very effective against all ground units. It can not fire if an enemy is right next to it so be sure to keep your distance. A good strategy is to pair the artillery up with a 2 light tanks and have the tanks form a wall to keep the enemy from getting too close.
Rockets 15000
This is an upgraded version of the artillery unit. With a range of 3-5 spaces and deadly missiles it can make or break any campaign. This is a must have unit. However, this unit is even more vulnerable to direct attacks and needs to be protected if it is to be useful. Once again use other ground units to protect it.
Missiles 12000
Similar to the rocket unit, except it specializes in taking down air units. It is very good for this task and also has a high range of sight in fog of war. Keep it surrounded by other units.
APC 5000
APCs are a very useful unit. They can transport one infantry or mech unit. Also they are very essential because they can refuel and resupply ammo to any unit directly next to it. This unit has no weapon and cannot attack, but can be used as a decoy to lure enemy units.
Sea
Lander 12000
A sea unit transporter, able to transport infantry or any other ground unit two at a time. Cannot attack, so keep it well protected.
Submarine 20000
Unit with the ability to dive, rendering it invisible to the enemy until it is right next to them. Keep in mind that it runs out of gas quickly, and keep it away from cruisers.
Cruiser 18000
Great units if you have a submarine and air unit problem, but vulnerable to battleships. Can also hold helicopters.
Battleship 28000
Ranged unit that can shoot the farthest out of all units in the game. Can attack sea and ground units, but bad against submarines.
Air
Transport Copter 5000
Transport Copters, AKA T Copters, are an aerial version of APCs. Due to their aerial abilities they are very useful for transporting and rescuing Infantry units. They are however, very vulnerable to aerial attacks. They cannot, however, supply adjacent allied units with ammunition and fuel.
Battle Copter 9000
AKA B Copter. This unit is effective against weak ground units, and can still attack stronger ground units as well. Keep it well away from anti air and fighters.
Fighter 20000
Air unit who's purpose is one thing: Crushing other air units. It does a good job of it too. Very strong against any air units, just try to get a first attack if the enemy unit is a fighter as well. Do not make if the enemy has no air units.
Bomber 22000
Great for blowing up anything on the ground, even anti air doesn't stand a chance if you get a first attack. Just remember that a fighter can easily knock it out of the sky, so keep it protected.
main source: strategy wiki
WAYS TO WIN
either capture the enemy HQ, or kill all of the enemy units.
CAPTURING
If you wish to lmit the capabilities of an enemy, or to expand your own territory, you can capture buildings.
any building can be captured, and they come in two flavors:
enemy: these are bases controlled by the enemy. these will limit your enemy's ablility to create resources.
neutral: same, except these are grey.
all buildings can only be captured by either an infantry or mech. the capture rate is linked directly to that unit's hit points. a standard building has 20 points.
example:
infantry A captures city. he has 8 hit points. the building's point counter is now 12.
enemy B comes and attacks your infantry. he now has three hit points. capture is now at 9
then 6
then 3
then 0, the building is captured!
co. powers:
Each co. has a special co. power related to their specialty. near your army's gold counter, there is a row of stars. once this row fills up, you may use your co. powers. they vary wildly from a blizzard, 2 turns in one, and invincibility.
NEW RULE:
you must update at least 24 hours after the original post, unless unforeseen consequences occur. in which case, just pm me and we'll wait. if not, your turn will be taken by me or warhammer. if this goes on for five turns, you are booted, and another player's app is taken in.