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
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
| Need | Supporting unit or tile | Reason |
|---|---|---|
| Capture territory | Infantry or mech | Armor cannot take properties |
| Defeat aircraft | Anti-air or fighter | Heavy ground armor does not cover every air matchup |
| Sustain ammunition | APC or owned ground property | Keep primary weapons usable |
| Attack from safety | Artillery or rockets | Pressure enemies before committing expensive armor |
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |




