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Advance Wars: Dual Strike

 
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Unit FAQ

by viewtiful_joe92

Advance Wars Dual Strike
Unit Statistics

FAQ by viewtiful_joe92


*****************
*****************
Table of Contents
*****************
*****************


Introduction [INT]
Version History [VER]
Unit Statistics [UNI]
 -Ground Units [GRO]
  +Infantry [INF]
  +Mech [MEC]
  +Recon [REC]
  +Tank [TAN]
  +Md Tank [MDT]
  +Neotank [NEO]
  +Megatank [MEG]
  +APC [APC]
  +Artillery [ART]
  +Rockets [ROC]
  +Anti-Air [ANT]
  +Missiles [MIS]
  +Piperunner [PIP]
  +Oozium [OOZ]
 -Air Units [AIR]
  +Fighter [FIG]
  +Bomber [BOM]
  +B Copter [BCO]
  +T Copter [TCO]
  +Stealth [STE]
  +Black Bomb [BLA]
 -Naval Units [NAV]
  +Battleship [BAT]
  +Cruiser [CRU]
  +Lander [LAN]
  +Sub [SUB]
  +Black Boat [BLB]
  +Carrier [CAR]
Movement Types [MOV]
  +Inftry [M-I]
  +Mech [M-M]
  +Tires [M-E]
  +Tread [M-T]
  +Ships [M-S]
  +Trans [M-R]
  +Air [M-A]
  +Pipe [M-P]
  +Oozium [M-O]
Credits [CRE]
Contact Info [CON]


******************
******************
Introduction [INT]
******************
******************


This is my first FAQ and I hope you will find it useful.  I've written
this FAQ mainly to provide detailed, accurate and easy-to-find information on
the units of Advance Wars: Dual Strike and what they can do. This FAQ contains
no opinions or ratings of the units; you'll have to figure out how good the
units are yourself.  Don't kill me; I do this because I find that opinions and
ratings are a waste of time and anyways very inaccurate; it's all down to the
player.  I don't want to mislead a player into not using missiles just because
I personally don't like them.  Also, I will not state the rules of the game
here.  I will say how far Rockets can fire, but I won't tell you what 3-5
squares of range means.  Read the manual if you want instructions for how to
play.


*********************
*********************
Version History [VER]
*********************
*********************


Version 1.0:  Finally finished my FAQ and submitted it to GameFAQs.

Version 1.1:  Got an email from Connor Hobby saying I forgot to add
the weapon efficiencies of B Copters, Bombers and Battleships against Ooziums.
I added him to the Credits section and put in what I missed.  I also took the
time to add Version History.

Version 1.2:  Inserted the information given to me by Etienne van
Buuren by email.  Added that to the credits section and added this entry in the
Version History.  Also reformatted some sections slightly.

Version 1.3 (current): Fixed Stealth's Movement Type


*********************
*********************
Unit Statistics [UNI]
*********************
*********************

******************
Ground Units [GRO]
******************


Infantry [INF]

Deployment Cost: 1000G
Repair Cost: 100G/HP
Movement: 3
Movement Type: Inftry
Vision Range: 2
Fuel: 99
Primary Weapon: None
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 55%
 +Mech: 45%
 +Recon: 12%
 +Tank: 5%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 14%
 +Artillery: 15%
 +Rockets: 25%
 +Anti-Air: 5%
 +Missiles: 25%
 +Piperunner: 5%
 +Oozium: 20%
 +B Copter: 7%
 +T Copter: 30%
Notes:
-Can capture properties.
-Gets +3 vision range when on a mountain.


Mech [MEC]

Deployment Cost: 3000G
Repair Cost: 300G/HP
Movement: 2
Movement Type: Mech
Vision Range: 2
Fuel: 70
Primary Weapon: Bazooka
-Ammo: 3
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 85%
 +Tank: 55%
 +Md Tank: 15%
 +Neotank: 15%
 +Megatank: 5%
 +APC: 75%
 +Artillery: 70%
 +Rockets: 85%
 +Anti-Air: 65%
 +Missiles: 85%
 +Piperunner: 55%
 +Oozium: 30%
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 65%
 +Mech: 55%
 +Recon: 18%
 +Tank: 6%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 20%
 +Artillery: 32%
 +Rockets: 35%
 +Anti-Air: 6%
 +Missiles: 35%
 +Piperunner: 5%
 +Oozium: 20%
 +B Copter: 7%
 +T Copter: 35%
Notes:
-Can capture properties.
-Gets +3 vision range when on a mountain.


Recon [REC]

Deployment Cost: 4000G
Repair Cost: 400G/HP
Movement: 8
Movement Type: Tires
Vision Range: 5
Fuel: 80
Primary Weapon: None
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 70%
 +Mech: 65%
 +Recon: 35%
 +Tank: 6%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 45%
 +Artillery: 45%
 +Rockets: 55%
 +Anti-Air: 4%
 +Missiles: 28%
 +Piperunner: 6%
 +Oozium: 20%
 +B Copter: 10%
 +T Copter: 35%
Notes: None


Tank [TAN]

Deployment Cost: 7000G
Repair Cost: 700G/HP
Movement: 6
Movement Type: Tread
Vision Range: 3
Fuel: 70
Primary Weapon: Cannon
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 85%
 +Tank: 55%
 +Md Tank: 15%
 +Neotank: 15%
 +Megatank: 10%
 +APC: 75%
 +Artillery: 70%
 +Rockets: 85%
 +Anti-Air: 65%
 +Missiles: 85%
 +Piperunner: 55%
 +Battleship: 1%
 +Cruiser: 1%
 +Lander: 10%
 +Sub: 1%
 +Black Boat: 10%
 +Carrier: 1%
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 75%
 +Mech: 70%
 +Recon: 40%
 +Tank: 6%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 45%
 +Artillery: 45%
 +Rockets: 55%
 +Anti-Air: 6%
 +Missiles: 30%
 +Piperunner: 6%
 +Oozium: 20%
 +B Copter: 10%
 +T Copter: 40%
Notes: None


Md Tank [MDT]

Deployment Cost: 16000G
Repair Cost: 1600G/HP
Movement: 5
Movement Type: Tread
Vision Range: 1
Fuel: 50
Primary Weapon: Cannon
-Ammo: 8
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 105%
 +Tank: 85%
 +Md Tank: 55%
 +Neotank: 45%
 +Megatank: 25%
 +APC: 105%
 +Artillery: 105%
 +Rockets: 105%
 +Anti-Air: 105%
 +Missiles: 105%
 +Piperunner: 85%
 +Oozium: 30%
 +Battleship: 10%
 +Cruiser: 30%
 +Lander: 35%
 +Sub: 10%
 +Black Boat: 35%
 +Carrier: 10%
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 105%
 +Mech: 95%
 +Recon: 45%
 +Tank: 8%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 45%
 +Artillery: 45%
 +Rockets: 55%
 +Anti-Air: 7%
 +Missiles: 35%
 +Piperunner: 8%
 +Oozium: 20%
 +B Copter: 10%
 +T Copter: 40%
Notes: None


Neotank [NEO]

Deployment Cost: 22000G
Repair Cost: 2200G/HP
Movement: 6
Movement Type: Tread
Vision Range: 1
Fuel: 99
Primary Weapon: Neocannon
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 125%
 +Tank: 105%
 +Md Tank: 75%
 +Neotank: 55%
 +Megatank: 35%
 +APC: 125%
 +Artillery: 115%
 +Rockets: 125%
 +Anti-Air: 115%
 +Missiles: 125%
 +Piperunner: 105%
 +Oozium: 35%
 +Battleship: 15%
 +Cruiser: 30%
 +Lander: 40%
 +Sub: 15%
 +Black Boat: 40%
 +Carrier: 15%
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 125%
 +Mech: 115%
 +Recon: 65%
 +Tank: 10%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 65%
 +Artillery: 65%
 +Rockets: 75%
 +Anti-Air: 17%
 +Missiles: 55%
 +Piperunner: 10%
 +Oozium: 20%
 +B Copter: 22%
 +T Copter: 55%
Notes: None


Megatank [MEG]

Deployment Cost: 28000G
Repair Cost: 2800G/HP
Movement: 4
Movement Type: Tread
Vision Range: 1
Fuel: 50
Primary Weapon: Megacannon
-Ammo: 3
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 195%
 +Tank: 180%
 +Md Tank: 125%
 +Neotank: 115%
 +Megatank: 65%
 +APC: 195%
 +Artillery: 195%
 +Rockets: 195%
 +Anti-Air: 195%
 +Missiles: 195%
 +Piperunner: 180%
 +Oozium: 45%
 +Battleship: 45%
 +Cruiser: 65%
 +Lander: 70%
 +Sub: 45%
 +Black Boat: 105%
 +Carrier: 45%
Secondary Weapon: Machine Gun
-Efficiency:
 +Infantry: 135%
 +Mech: 125%
 +Recon: 65%
 +Tank: 10%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 65%
 +Artillery: 65%
 +Rockets: 75%
 +Anti-Air: 17%
 +Missiles: 55%
 +Piperunner: 10%
 +Oozium: 30%
 +B Copter: 22%
 +T Copter: 55%
Notes: None


APC [APC]

Deployment Cost: 5000G
Repair Cost: 500G/HP
Movement: 6
Movement Type: Tread
Vision Range: 1
Fuel: 70
Primary Weapon: None
Secondary Weapon: None
Notes:
-Can load and transport 1 Infantry or Mech unit at a time.


Artillery [ART]

Deployment Cost: 6000G
Repair Cost: 600G/HP
Movement: 5
Movement Type: Tread
Vision Range: 1
Fuel: 50
Primary Weapon: Cannon
-Ammo: 9
-Type: Indirect
-Firing Range: 2-3
-Efficiency:
 +Infantry: 90%
 +Mech: 85%
 +Recon: 80%
 +Tank: 70%
 +Md Tank: 45%
 +Neotank: 40%
 +Megatank: 15%
 +APC: 70%
 +Artillery: 75%
 +Rockets: 80%
 +Anti-Air: 75%
 +Missiles: 80%
 +Piperunner: 70%
 +Oozium: 5%
 +Battleship: 40%
 +Cruiser: 50%
 +Lander: 55%
 +Sub: 60%
 +Black Boat: 55%
 +Carrier: 45%
Secondary Weapon: None
Notes: None


Rockets [ROC]

Deployment Cost: 15000G
Repair Cost: 1500G/HP
Movement: 5
Movement Type: Tires
Vision Range: 1
Fuel: 50
Primary Weapon: Rockets
-Ammo: 6
-Type: Indirect
-Firing Range: 3-5
-Efficiency:
 +Infantry: 95%
 +Mech: 90%
 +Recon: 90%
 +Tank: 80%
 +Md Tank: 55%
 +Neotank: 50%
 +Megatank: 25%
 +APC: 80%
 +Artillery: 80%
 +Rockets: 85%
 +Anti-Air: 85%
 +Missiles: 90%
 +Piperunner: 80%
 +Oozium: 15%
 +Battleship: 55%
 +Cruiser: 60%
 +Lander: 60%
 +Sub: 85%
 +Black Boat: 60%
 +Carrier: 60%
Secondary Weapon: None
Notes: None


Anti-Air [ANT]

Deployment Cost: 8000G
Repair Cost: 800G/HP
Movement: 6
Movement Type: Tread
Vision Range: 2
Fuel: 60
Primary Weapon: Vulcan
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Infantry: 105%
 +Mech: 105%
 +Recon: 60%
 +Tank: 25%
 +Md Tank: 10%
 +Neotank: 5%
 +Megatank: 1%
 +APC: 50%
 +Artillery: 50%
 +Rockets: 55%
 +Anti-Air: 45%
 +Missiles: 55%
 +Piperunner: 25%
 +Oozium: 30%
 +Fighter: 65%
 +Bomber: 75%
 +B Copter: 105%
 +T Copter: 105%
 +Stealth: 75%
 +Black Bomb: 120%
Secondary Weapon: None
Notes: None


Missiles [MIS]

Deployment Cost: 12000G
Repair Cost: 1200G/HP
Movement: 4
Movement Type: Tires
Vision Range: 5
Fuel: 50
Primary Weapon: Missiles
-Ammo: 6
-Type: Indirect
-Firing Range: 3-5
-Efficiency:
 +Fighter: 115%
 +Bomber: 115%
 +B Copter: 105%
 +T Copter: 105%
 +Stealth: 100%
 +Black Bomb: 120%
Secondary Weapon: None
Notes: None


Piperunner [PIP]

Deployment Cost: 20000G
Repair Cost: 2000G/HP
Movement: 9
Movement Type: Pipe
Vision Range: 4
Fuel: 99
Primary Weapon: Pipe Cannon
-Ammo: 9
-Type: Indirect
-Firing Range: 2-5
-Efficiency:
 +Infantry: 95%
 +Mech: 90%
 +Recon: 90%
 +Tank: 80%
 +Md Tank: 55%
 +Neotank: 50%
 +Megatank: 25%
 +APC: 80%
 +Artillery: 80%
 +Rockets: 85%
 +Anti-Air: 85%
 +Missiles: 90%
 +Piperunner: 80%
 +Oozium: 15%
 +Fighter: 65%
 +Bomber: 75%
 +B Copter: 105%
 +T Copter: 105%
 +Stealth: 75%
 +Black Bomb: 120%
 +Battleship: 55%
 +Cruiser: 60%
 +Lander: 60%
 +Sub: 85%
 +Black Boat: 60%
 +Carrier: 60%
Secondary Weapon: None
Notes: None


Oozium [OOZ]

Deployment Cost: Cannot be deployed.
Repair Cost: Cannot be repaired.
Movement: 1
Movement Type: Oozium
Vision Range: 1
Fuel: Unlimited
Primary Weapon: None
Secondary Weapon: None
Notes:
-Ooziums can move on top of an enemy unit, destroying it, regardless of the
unit's or the Oozium's HP.


***************
Air Units [AIR]
***************


Fighter [FIG]

Deployment Cost: 20000G
Repair Cost: 2000G/HP
Movement: 9
Movement Type: Air
Vision Range: 2
Fuel: 99
Primary Weapon: Missiles
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Fighter: 55%
 +Bomber: 100%
 +B Copter: 120%
 +T Copter: 120%
 +Stealth: 85%
 +Black Bomb: 120%
Secondary Weapon: None
Notes:
-Can attack hidden stealths
-Uses 5 fuel per day (excluding movement)


Bomber [BOM]

Deployment Cost: 22000G
Repair Cost: 2200G/HP
Movement: 7
Movement Type: Air
Vision Range: 2
Fuel: 99
Primary Weapon: Bombs
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Infantry: 110%
 +Mech: 110%
 +Recon: 105%
 +Tank: 105%
 +Md Tank: 95%
 +Neotank: 90%
 +Megatank: 35%
 +APC: 105%
 +Artillery: 105%
 +Rockets: 105%
 +Anti-Air: 95%
 +Missiles: 105%
 +Piperunner: 105%
 +Oozium: 35%
 +Battleship: 75%
 +Cruiser: 50%
 +Lander: 95%
 +Sub: 95%
 +Black Boat: 95%
 +Carrier: 75%
Secondary Weapon: None
Notes:
-Burns 5 fuel per day (excluding movement)


B Copter [BCO]

Deployment Cost: 9000G
Repair Cost: 900G/HP
Movement: 6
Movement Type: Air
Vision Range: 3
Fuel: 99
Primary Weapon: Missiles
-Ammo: 6
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Recon: 55%
 +Tank: 55%
 +Md Tank: 25%
 +Neotank: 20%
 +Megatank: 10%
 +APC: 60%
 +Artillery: 65%
 +Rockets: 65%
 +Anti-Air: 25%
 +Missiles: 65%
 +Piperunner: 55%
 +Oozium: 25%
 +Battleship: 25%
 +Cruiser: 25%
 +Lander: 25%
 +Sub: 25%
 +Black Boat: 25%
 +Carrier: 25%
Secondary Weapon: Machine Gun
 +Infantry: 75%
 +Mech: 75%
 +Recon: 30%
 +Tank: 6%
 +Md Tank: 1%
 +Neotank: 1%
 +Megatank: 1%
 +APC: 20%
 +Artillery: 25%
 +Rockets: 35%
 +Anti-Air: 6%
 +Missiles: 35%
 +Piperunner: 6%
 +Oozium: 20%
 +B Copter: 65%
 +T Copter: 95%
Notes:
-Burns 2 fuel per day (excluding movement)


T Copter [TCO]

Deployment Cost: 5000G
Repair Cost: 500G/HP
Movement: 6
Movement Type: Air
Vision Range: 2
Fuel: 99
Primary Weapon: None
Secondary Weapon: None
Notes:
-Burns 2 fuel per day (excluding movement)
-Can load and transport 1 Infantry or Mech unit at a time (cannot load/unload
while on Sea or Reefs).


Stealth [STE]

Deployment Cost: 24000G
Repair Cost: 2400G/HP
Movement: 6
Movement Type: Air
Vision Range: 4
Fuel: 60
Primary Weapon: Omni-missile
-Ammo: 6
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Infantry: 95%
 +Mech: 90%
 +Recon: 90%
 +Tank: 80%
 +Md Tank: 55%
 +Neotank: 50%
 +Megatank: 25%
 +APC: 80%
 +Artillery: 80%
 +Rockets: 85%
 +Anti-Air: 85%
 +Missiles: 90%
 +Piperunner: 80%
 +Oozium: 15%
 +Fighter: 65%
 +Bomber: 75%
 +B Copter: 105%
 +T Copter: 105%
 +Stealth: 75%
 +Black Bomb: 120%
 +Battleship: 55%
 +Cruiser: 60%
 +Lander: 60%
 +Sub: 85%
 +Black Boat: 60%
 +Carrier: 60%
Secondary Weapon: None
Notes:
-Burns 5 fuel per day (excluding movement)(8 when hidden)
-Can hide, becoming invisible to the enemy unless the enemy has a unit adjacent
to it and untargetable by all units but Fighters and other Stealths
-Can attack hidden stealths


Black Bomb [BLA]

Deployment Cost: 25000G
Repair Cost: 2500G/HP
Movement: 9
Movement Type: Air
Vision Range: 1
Fuel: 45
Primary Weapon: None
Secondary Weapon: None
Notes:
-Burns 5 fuel per day (excluding movement)
-Can explode, doing 5HP damage to all units wihin a 3 square radius (cannot
destroy units; units with 5HP or less will be reduced to 1HP)


*****************
Naval Units [NAV]
*****************


Battleship [BAT]

Deployment Cost: 28000G
Repair Cost: 2800G/HP
Movement: 5
Movement Type: Ships
Vision Range: 2
Fuel: 99
Primary Weapon: Cannon
-Ammo: 9
-Type: Indirect
-Firing Range: 2-6
-Efficiency:
 +Infantry: 95%
 +Mech: 90%
 +Recon: 90%
 +Tank: 80%
 +Md Tank: 55%
 +Neotank: 50%
 +Megatank: 25%
 +APC: 80%
 +Artillery: 80%
 +Rockets: 85%
 +Anti-Air: 85%
 +Missiles: 90%
 +Piperunner: 80%
 +Oozium: 20%
 +Battleship: 50%
 +Cruiser: 95%
 +Lander: 95%
 +Sub: 95%
 +Black Boat: 95%
 +Carrier: 60%
Secondary Weapon: None
Notes:
-Burns 1 fuel per day (excluding movement)


Cruiser [CRU]

Deployment Cost: 18000G
Repair Cost: 1800G/HP
Movement: 6
Movement Type: Ships
Vision Range: 3
Fuel: 99
Primary Weapon: Missiles
-Ammo: 9
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Battleship: 5%
 +Cruiser: 25%
 +Lander: 25%
 +Sub: 90%
 +Black Boat: 25%
 +Carrier: 25%
Secondary Weapon: Anti-air Gun
 +Fighter: 85%
 +Bomber: 100%
 +B Copter: 105%
 +T Copter: 105%
 +Stealth: 100%
 +Black Bomb: 120%
Notes:
-Burns 1 fuel per day (excluding movement)
-Can load and transport up to 2 B Copter or T Copter units at a time
-Can fire on submerged subs (with primary weapon)


Lander [LAN]

Deployment Cost: 12000G
Repair Cost: 1200G/HP
Movement: 6
Movement Type: Trans
Vision Range: 1
Fuel: 99
Primary Weapon: None
Secondary Weapon: None
Notes:
-Burns 1 fuel per day (excluding movement)
-Can load and transport up to 2 Ground units at a time (can only load/unload
while on Shores or Ports).


Sub [SUB]

Deployment Cost: 20000G
Repair Cost: 2000G/HP
Movement: 5
Movement Type: Ships
Vision Range: 5
Fuel: 60
Primary Weapon: Torpedoes
-Ammo: 6
-Type: Direct
-Firing Range: 1-1
-Efficiency:
 +Battleship: 65%
 +Cruiser: 25%
 +Lander: 95%
 +Sub: 55%
 +Black Boat: 95%
 +Carrier: 75%
Secondary Weapon: None
Notes:
-Burns 1 fuel per day (excluding movement)(5 when submerged)
-Can dive, becoming invisible to the enemy unless the enemy has a unit adjacent
to it and untargetable by all units but Cruisers and other Subs
-Can attack submerged subs


Black Boat [BLB]

Deployment Cost: 7500G
Repair Cost: 750G/HP
Movement: 7
Movement Type: Trans
Vision Range: 1
Fuel: 60
Primary Weapon: None
Secondary Weapon: None
Notes:
-Burns 1 fuel per day (excluding movement)
-Can load and transport up to 2 Infantry or Mech units at a time (can only
load/unload while on Shores or Ports)
-Can repair any one adjacent unit each day, replentishing 1HP


Carrier [CAR]

Deployment Cost: 30000G
Repair Cost: 3000G/HP
Movement: 5
Movement Type: Ships
Vision Range: 4
Fuel: 99
Primary Weapon: Missiles
-Ammo: 9
-Type: Indirect
-Firing Range: 3-8
-Efficiency:
 +Fighter: 100%
 +Bomber: 100%
 +B Copter: 115%
 +T Copter: 115%
 +Stealth: 100%
 +Black Bomb: 120%
Secondary Weapon: None
Notes:
-Burns 1 fuel per day (excluding movement)
-Can load and transport up to 2 Air units at a time


********************
Movement Types [MOV]
********************

Here are the movement costs for the different unit movement types.  For
example, if the movement cost for a certain unit's movement type is 1 on the
terrain which it is transversing, that unit can travel its full movement.
However, if there is a square of terrain on the way that the unit's movement
type has a movement cost of 2 on, the unit can move one square less because it
takes 2 movement points for the unit to traverse that one square.

Key
1=Unit needs one movement point to traverse.
2=Unit needs two movement points to traverse.
3=Unit needs three movement points to traverse.
X=Unit cannot traverse.


Inftry [M-I]

Plains: 1
Forest: 1
Mountains: 2
Pipeline: X
Pipe Seam: X
River: 2
Sea: X
Shoal: 1
Reef: X
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


Mech [M-M]

Plains: 1
Forest: 1
Mountains: 1
Pipeline: X
Pipe Seam: X
River: 1
Sea: X
Shoal: 1
Reef: X
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


Tires [M-E]

Plains: 2
Forest: 3
Mountains: X
Pipeline: X
Pipe Seam: X
River: X
Sea: X
Shoal: 1
Reef: X
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


Tread [M-T]

Plains: 1
Forest: 2
Mountains: X
Pipeline: X
Pipe Seam: X
River: X
Sea: X
Shoal: 1
Reef: X
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


Ships [M-S]

Plains: X
Forest: X
Mountains: X
Pipeline: X
Pipe Seam: X
River: X
Sea: 1
Shoal: X
Reef: 2
Bridge: X
Silo: X
HQ: X
City: X
Base: X
Airport: X
Port: 1
Comm Tower: X


Trans [M-R]

Plains: X
Forest: X
Mountains: X
Pipeline: X
Pipe Seam: X
River: X
Sea: 1
Shoal: 1
Reef: 2
Bridge: X
Silo: X
HQ: X
City: X
Base: X
Airport: X
Port: 1
Comm Tower: X


Air [M-A]

Plains: 1
Forest: 1
Mountains: 1
Pipeline: X
Pipe Seam: X
River: 1
Sea: 1
Shoal: 1
Reef: 1
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


Pipe  [M-P]

Plains: X
Forest: X
Mountains: X
Pipeline: 1
Pipe Seam: 1
River: X
Sea: X
Shoal: X
Reef: X
Bridge: X
Silo: X
HQ: X
City: X
Base: 1
Airport: X
Port: X
Comm Tower: X


Oozium [M-O]

Plains: 1
Forest: 1
Mountains: 1
Pipeline: X
Pipe Seam: X
River: 1
Sea: X
Shoal: 1
Reef: X
Bridge: 1
Silo: 1
HQ: 1
City: 1
Base: 1
Airport: 1
Port: 1
Comm Tower: 1


*************
*************
Credits [CRE]
*************
*************


I would like to thank:
-Intelligent Systems, however cliched it may sound, for making this fantastic
game.  They really are awesome.
-www.advancewarsnet.com, for excellent movement cost and damage charts.  Made
my job a lot easier  (the damage chart can be found at
http://www.advancewarsnet.com/awds/damagechart2.shtml and the movement cost
chart is at http://advancewarsnet.com/awds/Other/AWDSMovementChart.png).
-Connor Hobby for an email reminding me that I forgot to add the weapon
efficiencies of B Copters, Bombers and Battleships against Ooziums.
-Etienne van Buuren for emailing me about a few things I left out about certain
naval units.


******************
******************
Contact Info [CON]
******************
******************


My email adress is [email protected]