/r/Advance_Wars
Advance Wars is a series of tactical war games developed by Intelligent Systems, Hudson Soft and Wayforward for Nintendo consoles. Battalion Wars is a real-time tactics spin-off series developed by Kuju Entertainment. We talk about them all here!
Welcome to /r/Advance_Wars!
This is a subreddit dedicated to discussing everything Advance Wars related including the games, maps, strategy, art, custom designs, and more.
Check out the Wiki for subreddit rules other useful information!
Subreddit Rules
For more details on the subreddit rules, see the Rules Page.
Nintendo's Advance Wars series includes:
Year | Game |
---|---|
1988 | Famicom Wars |
1991 | Game Boy Wars |
1997 | Game Boy Wars Turbo |
1998 | Game Boy Wars 2 |
Super Famicom Wars | |
2001 | Advance Wars |
Game Boy Wars 3 | |
2003 | Advance Wars 2: Black Hole Rising |
2005 | Advance Wars: Dual Strike |
Battalion Wars | |
2007 | Battalion Wars 2 |
2008 | Advance Wars: Days of Ruin |
2023 | Advance Wars 1 & 2: Re-Boot Camp |
/r/Advance_Wars
I played this game at least 20 years ago on the Xbox original I think. From what I remember it was an advance wars clone, but it may have been hex based. It attempted to be realistic more than cartoon in art style, but one thing I distinctly remember is that you could customize the load outs of certain units so the bomber could carry bombs or could be outfitted to be a gunship. I find nothing trying to search it so I'm seeing if anyone here knows what I'm talking about.
Other than that the gameplay was exactly as advance wars.
Green Earth: Sable
Description: an incredibly skilled pilot and mechanic who's been flying since she was a lee lass taught by her dad. She can land any aircraft on almost any solid surface before 'tactically acquiring' the parts she needs to go out and fly some more. She craves the sky and will repurpose whatever parts are nessasary so her and her men can go out and take to the skies.
Hit: Emergency Landings Miss: Walking
• Day-to-day: Transport Copters can carry two foot soldiers at a time (as opposed to one). All air units can repair and resupply from ally properties. • Normal Power - Freedom!(3 stars): all air units gain an additional +30 firepower bonus as well as +1 movment for 1 round. • Super Power - Frequent Flier(7 stars): Air units can be deployed from airports, harbors and bases for 1 round at 50% the normal cost.
Andy
CO Zone: 3
Boosts: All units
Effect: Restores 1 HP to all damaged units in range at the start of each day
CO Power: Hyper Upgrade
Restores 3 HP to all damaged units. All units gain 10% more firepower and +1 movement.
Max
CO Zone: 2
Boosts: Direct-combat units (excluding infantry, mechs, and bikes)
Effect: Attack up 50%
CO Power: Max Blast
All non-infantry direct-combat units gain +3 movement.
Sami
CO Zone: 3
Boosts: Infantry, mechs, bikes
Effect: Attack up 40%, defence up 10%
CO Power: Victory March
Foot soldiers gain +2 movement, pay movement costs of 1 across all terrain, and can capture properties in one turn, regardless of their current HP.
Nell
CO Zone: 5
Boosts: All units
Effect: Units in range have 10% higher luck than average
CO Power: None
Hachi
CO Zone: 3
Boosts: Newly-produced units
Effect: Produced units give 30% reimbursement after purchase
CO Power: Merchant Union
Doubles funds. Ground units can be produced from allied cities.
Jake
CO Zone: 3
Boosts: Ground vehicles
Effect: Attack up 10% (attack up 30% on plains)
CO Power: Block Rock
Ground vehicles gain +3 movement and +2 range. Plains movement cost drops to 1 for all units, regardless of weather.
Rachel
D2D: Damaged units recover 3 HP on bases instead of 2 without having to pay extra repair costs.
CO Zone: 3
Boosts: All units
Effect: Units in range have 5% higher luck than average
CO Power: Covering Fire
Launches three missiles at the most expensive group of enemy units in a 13-square area, dealing a total of 9 damage to each affected unit.
Olaf
D2D: Unaffected by snow.
CO Zone: 3
Boosts: All units
Effect: Attack and defence up 10% (attack and defence up 20% in snow)
CO Power: Winter Fury
Deals 2 damage to all enemy units and causes snow to fall for three full days.
Grit
CO Zone: 1
Boosts: Indirect-combat units
Effect: Attack up 20%, range +1
CO Power: Super Snipe
Indirect-combat units can attack after moving.
Colin
CO Zone: 2
Boosts: Newly-produced units
Effect: Produced units give 40% reimbursement after purchase
CO Power: Power of Money
Doubles funds. All units gain 1% attack and defence for every 2000 funds at time of activation.
Sasha
CO Zone: 3
Boosts: Enemy units
Effect: Attack and defence down 10%
CO Power: Market Crash
Undeploys enemy CO unit. All enemy units have their level reset to 0.
Eagle
CO Zone: 1
Boosts: Planes
Effect: Attack and defence up 50%
CO Power: Lightning Strike
All non-infantry units that have been ordered to wait can move again.
Drake
D2D: Unaffected by rain.
CO Zone: 1
Boosts: Naval units
Effect: Attack up 30%, defence up 20%
CO Power: Typhoon
Deals 2 damage to all enemy units and causes rain to fall for three full days.
Jess
CO Zone: 2
Boosts: Ground vehicles
Effect: Attack up 40%, defence up 10%
CO Power: Overdrive
Ground vehicles gain +2 movement and +1 range, and their fuel and ammo are resupplied.
Javier
D2D: Doubles the effect of Com Towers.
CO Zone: 5
Boosts: All units
Effect: Defence up 10% (defence up 30% against indirects)
CO Power: None
Kanbei
CO Zone: 2
Boosts: Veteran-rank units
Effect: Attack and defence up 20%
CO Power: Samurai Spirit
All units become veteran rank.
Sonja
CO Zone: 3
Boosts: All units
Effect: Defence up 20%
CO Power: Counter Break
Units always strike first. Attacks ignore enemy defence boosts.
Sensei
CO Zone: 3
Boosts: Infantry, mechs, copters
Effect: Attack up 20%, defence up 10%
CO Power: Airborne Assault
Mech units with full HP appear in all cities under Sensei's command, ready to act.
Grimm
CO Zone: 2
Boosts: All units
Effect: Attack up 50%, units in range take +5 damage when defending
CO Power: Haymaker
Firepower of all units rises by 240%.
Sturm
D2D: Units pay movement costs of 1 across all terrain.
CO Zone: 3
Boosts: All units
Effect: Attack and defence up 50%
CO Power: Meteor Strike
Deals 8 damage to the most expensive group of enemy units in a 13-square area.
Flak
CO Zone: 2
Boosts: All units
Effect: Attack up 50%, units in range cannot counterattack
CO Power: Barbaric Blow
Firepower of all units rises by 200%.
Lash
CO Zone: 3
Boosts: Ground and naval units
Effect: Units in range have double terrain stars
CO Power: Prime Tactics
All units gain 10% firepower for every terrain star.
Adder
CO Zone: 3
Boosts: All units
Effect: Units in range pay movement costs of 1 across all terrain
CO Power: Sidewinder
All units gain +3 movement.
Hawke
CO Zone: 1
Boosts: All units
Effect: Attack and defence up 20%
CO Power: Black Storm
All of Hawke's damaged units recover 2 HP. All enemy units suffer 2 HP of damage.
Jugger
CO Zone: 1
Boosts: All units
Effect: Attack up 40%, 20% recoil damage after attacking (rounded up)
CO Power: System Crash
All units gain +1 movement, and their firepower rises by 180%. Recoil damage is doubled.
Koal
CO Zone: 2
Boosts: All units
Effect: Attack up 40%, defence up 10% (attack down 10% for every terrain star)
CO Power: Trail of Woe
All units gain +2 movement.
Kindle
CO Zone: 1
Boosts: Units on properties
Effect: Attack up 50%, defence up 30%
CO Power: Urban Blight
Deals 3 damage to enemy units on properties. All units gain 5% firepower for every city owned by Kindle.
Von Bolt
CO Zone: 3
Boosts: All units
Effect: Attack and defence up 20%
CO Power: Ex Machina
Deals 3 damage to the most expensive group of enemy units in a 13-square area. Affected units are paralyzed and forced to skip their next turn.
Hi all! I’m a VTuber/streamer, and Advance Wars is one of my favorite games of all time, and I like to stream it some days! I hope to spread attention to this wonderful game that’s sister to Fire Emblem.
I plan to upload more entertaining edited videos like this or more in-depth ones when I play War Room, though I’m not as skilled as the fellow veterans over on AWBW, haha! Hope you enjoy!
Over summer i marathoned the advanced wars games, playing them all for the first time. I started with AW1 ending with days of ruin. Safe to say I’m a big fan now! But besides chipping away at the hard campaigns what do I play next as I’m aware there are other AW games not part of the main series.
Also I am currently going through war groove😅
A while ago, I theorycrafted a bunch of Fire Emblem characters as Advance Wars COs just for fun. I was fully aware that they were probably completely unbalanced, but I'd like to share them with this subreddit to get some idea of how they'd function, assuming they were placed into the setting of Re-Boot Camp or Advance Wars By Web. I like to think I'm good at this series, but I don't play it with other people, so I assume you guys would know more than me about how these things would work in practice.
Marth
D2D: None
Power meter: xxxxXXXX
COP: Level Up--All units gain +20 firepower, +20 defence, and +1 movement.
SCOP: Star and Saviour--All units gain +40 firepower, +40 defence, and +2 movement.
Celica
D2D: Indirect units have +50 firepower, +2 range, and 0.5x fuel and ammo consumption rate. Direct units (except foot soldiers) have -20 firepower, -10 defence, and 2x fuel and ammo consumption rate. All units ignore enemy terrain stars when attacking.
Power meter: xxxXXXX
COP: Favourite Food--All units resupply fuel and ammo.
SCOP: Mila's Divine Protection--All units resupply fuel and ammo, heal 5 HP, and have doubled terrain stars.
Sigurd
D2D: Non-infantry units have +20 firepower, +10 defence, and +1 movement. Foot soldiers have -10 firepower and 0.75x capture speed.
Power meter: xxXXX
COP: Gallop--All units gain +1 movement. Movement cost for all terrain drops to 1.
SCOP: Doorway to Destiny--All units gain +2 movement. Movement cost for all terrain drops to 1. Ground vehicles can capture properties (capture speed penalty does not apply).
Leif
D2D: -20% deployment costs. All units have -10 firepower and -10 defence.
Power meter: xxXXXX
COP: Capture--Multiplies current funds by 1.5. Drains all primary weapon ammo from enemy units.
SCOP: Spoils of War--All units gain +1 firepower and +1 defence for every 300 funds.
Roy
D2D: Infantry and mechs have +20 firepower, +10 defence, +1 movement, and 1.5x capture speed. Transport units have +10 defence and +1 movement. Direct-combat units (except foot soldiers) have -10 firepower.
Power meter: xxxXXXXX
COP: Young Lion--Foot soldiers gain +30 firepower and +1 movement. Infantry movement cost for all terrain drops to 1.
SCOP: Faith in Humanity--Foot soldiers gain +50 firepower and +1 movement. Foot soldiers can capture properties in one turn, regardless of current HP.
Lyn
D2D: +20 firepower on plains. -20 firepower on roads. Unaffected by rain. If random weather is enabled, increases chance of rain.
Power meter: xxxXXXX
COP: Ambush--Indirect units gain +1 range. Ground units gain +1 movement. Plains bonus becomes +30.
SCOP: Sacae's Blessing--Indirect units gain +2 range and can attack after moving. Ground units gain +2 movement. Plains movement cost drops to 1, regardless of weather or unit type. Plains bonus becomes +50.
Eirika
D2D: Luck range on attacks is +0 to +19. Always gets the highest possible luck roll when fighting armoured units (tanks, medium tanks, neotanks, and megatanks).
Power meter: xxxXXX
COP: Luna--Maximum luck becomes +59.
SCOP: Sacred Strike--Maximum luck becomes +99.
Ike
D2D: +20% deployment costs. All units have +30 firepower and +30 defence.
Power meter: xxxxxXXX
COP: Resolve--All units gain +20 firepower and +30 defence.
SCOP: Great Aether--All units gain +30 firepower and +40 defence. Counterattack damage is multiplied by 1.5. When units damage enemies, their HP is restored by the amount of damage dealt.
Micaiah
D2D: +1 vision in Fog of War. Indirect units have +30 firepower and +1 range. Direct ground vehicles have -20 firepower and +30 defence.
Power meter: xxxXX
COP: Shine--Units gain +1 vision and can see into hiding places without being adjacent.
SCOP: Radiant Dawn--Units gain +2 vision and can see into hiding places without being adjacent. Restores 5 HP to all units. Units strike first when counterattacking. Indirect units gain +20 firepower and +2 range.
Lucina
D2D: Air units have +15 firepower, +10 defence, and -2 passive fuel consumption. Naval units have -30 firepower.
Power meter: xxxXXXXXX
COP: Future Vision--All units gain +20 firepower, +20 defence, and strike first when counterattacking.
SCOP: Galeforce--All units can move again.
Corrin
D2D: Unaffected by terrain and weather.
Power meter: xxXXX
COP: Dragon Vein--Deals 1 damage to all enemies. Sets weather to either rain or snow for 1 day.
SCOP: Branch of Fate--Deals 2 damage to all enemies. Sets weather to both rain and snow for 2 days (weather effects will stack).
Byleth
D2D: All units have +10 firepower and +10 defence.
Power meter: xxxxxXXXXX
COP: Divine Pulse--Destroyed units will respawn with 5 HP. (Only works once per unit.)
SCOP: Sublime Pulse--Destroyed units will respawn with full HP. (Only works once per unit.)
I consider AW1+2 to have the best soundtracks on the GBA. but looking at the credits for the man responsible, he completely disappeared after the release of AW2.
Where did he go? Why did he stop making videogame music?
Hi, I don't know if this is the right place to ask but I am currently a bit lost. I've been programming a advanced wars type of game in godot and progress wise I would say I am coming along pretty good.
My issue is that the person I started this little hobby project of ours is kind of slacking off 😅.
The agreement was that I would do all the programming, UI design, music, basically everything except the actual drawing of the sprites and animations since insert daft punk : human after all
Sadly my "ambitions" certainly outmatch those of my partner and while I have basically like 60-70% of the game loop done and I've been now working on creating the UI, my partner delivered 5 sprites 16x16 (the game is actually "higher res" so the units should be around 48x48 give or take for a tile system that is 64x64. And those sprites aren't even units, they are for the UI, so a fuel texture, ammo texture etc.
This just feels a bit frustrating as I already poured hundreds of hours into the development side and probably 10 hours into making test sprites, while my partner has 70min clocked into aseprite (which I bought for him btw).
I really don't know how I can progress from here without actually shafting him from the team and either doing the sprite work myself or find a new partner or maybe even multiple to work with.
The worst part is, my partner is trying to set expectations for me on the developer side how the game should be played (like fog of war being on every map without the ability to turn it of ???)
So yeah, in my frustration I came here, maybe miracles do happen 😅.
Nonetheless I am bashing my head against aseprite for now trying to come up with unit designs (art wise).
If I peaked anyone's interest, don't be afraid to send me a dm and we can discuss further arrangements from there.
I just noticed that this kind of became a little rant, so my apologies for that and I hope someone talented sees this and reaches out to me.
I also was thinking of hiring people from services like fiver, but in the end it just doesn't feel right and since this subreddit already houses my target audience I wanted to shoot my shot here.
Sincerely,
a frustrated Dev 👍
Hey I'm new/returning to advance wars by web and I want to improve but I'm not really sure how to?
Besides playing games against good opponents, what can I do? Should I watch my old games and if so how do I know if I did something wrong or not?
And is there anywhere were I can watching what pros do? And any pros I should look out for?
Picture shown: M8 GMC
(Before anyone points out, this CO is based on the character "Chamber" from Valorant)
Blue Moon : Vincent
A skilled marksman and tactician with a contingency built for every plan. Hit : Fancy Stuff Miss : Untidiness
D2D:
Foot-soldiers have +1 move and Indirects have +1 range. All other units have -10% defence.
CO Power : Rendezvous (4 Stars)
Allows indirects and (Non-capping)Foot-soldiers to move and attack again. They also recover 2HP.
Super CO Power : Tour De Force (8 Stars)
Allows (Non-capping)Foot-soldiers and Indirects to move and attack again with +50% ATK. Their supplies are replenished and recover 4HP.
So theoretically, if I wanted to make a T1 Cutsom CO (by Advance Wars by web Power standards) that has a global damage Super Power. How strong could I reasonably make it before they become a T0 CO?
Here's the idea:
How strong could you justify making this Super Power without them being T0?
Edit: I was also considering the idea of making all of their units have -10 Firepower and -10 Defense on a day to day basis. Do you think that'd justify even stronger global damage?
Hi everyone! I’m currently developing a strategy game inspired by Advance Wars and wanted to share visual testing image with this community. I’d love to get your feedback on the visuals and any thoughts you have on the gameplay ideas. Your insights would be incredibly helpful.
Thanks so much!
I was playing a multiplayer map the other day with Olaf in BHR, and it occurred to me how silly it is that the terrain effects of Olaf and Drake negatively impact allied units. This seems unbalanced and makes two mid-tier COs even worse. This got me thinking, wouldn't it be cool if COs had minor "team buffs" for their allies? This would be a way to encourage "low" tier COs in team games by giving them some strong powers and to reduce the dominance of "high" tier COs in multiplayer games. Age of Empires 2 does this well and adds a new strategic layer to team composition.
Below is my just for fun attempt at this. I tried to keep each buff in theme with the CO while making sure to give stronger COs weak buffs and weaker COs stronger buffs to make them worth taking in team games. These also aren't meant to be game-breaking or fundamentally alter the COs, so I've tried to be generally conservative with the numbers where possible.
I struggled most with the Black Hole COs since they aren't much for teamwork, but let me know what you think!
Orange Star:
Blue Moon:
Yellow Comet:
Green Earth:
Black Hole:
So every now and then I think about what a future Advance Wars game would be like as well as what it would be like if Advance Wars started evolving and changing its formula to a certain degree.
Let’s say they make a game that is set in modern times with modern tech. What would you like to see the most in such a game? What’s your reasoning behind it? Do you think said features would fit in AW, or turn the franchise into something different? Of course this can easily spill out into the realm of spin off games, but I’m fine with that, I just want to see what people would want out of a future evolution of AW. I look forward to hearing people’s thoughts and suggestions, especially since I’m new to this community.