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Advance Wars 2: Black Hole Rising / Units and Neotanks

Advance Wars 2 Units and Neotanks

Compare heavy armor with a balanced capture and support force.

Edition covered

Original GBA Black Hole Rising. This guide uses its CO Powers, Super CO Powers, silos, pipelines and Neotanks; Dual Strike tag turns and Re-Boot Camp presentation are excluded.

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Units and Neotanks

Mech in Advance Wars 2: Black Hole Rising
Standard cost: 3,000

Mech

Role: Slow capture unit with anti-vehicle weapon.

Reference

Quick notes

  • Neotanks add a faster heavy option. A Neotank costs more than a medium tank but offers powerful armor combat and better mobility.
  • Unlock campaign production through labs. Hidden lab maps open optional lab missions.
  • Do not spend the whole army on one unit. An expensive tank can lose ground if infantry stop capturing and artillery goes unsupported.
  • Respect ammunition and fuel. Heavy armor needs resupply after repeated fights.

Unlock campaign production through labs

Neotank support
NeedSupporting unit or tileReason
Capture territoryInfantry or mechArmor cannot take properties
Defeat aircraftAnti-air or fighterHeavy ground armor does not cover every air matchup
Sustain ammunitionAPC or owned ground propertyKeep primary weapons usable
Attack from safetyArtillery or rocketsPressure enemies before committing expensive armor
References
Guide references
ReferenceWebsite
Nintendo instruction manualwww.nintendo.com