Advance Wars Fog of War and terrain
Scout concealed tiles and use defensive ground without wasting movement.
Edition covered
Original GBA Advance Wars. CO balance, campaign paths and available units are from this game; Black Hole Rising, Dual Strike and Re-Boot Camp additions are excluded.
Vision is not attack range

An artillery unit can reach a square without being able to see its occupant. Bring a spotter before planning a long-range attack.
| Terrain | Defensive value | Movement or visibility note |
|---|---|---|
| Road | No terrain stars | Fast vehicle routes |
| Plain | 1 star | Basic ground movement |
| Wood | 2 stars | Conceals units in Fog of War |
| City or base | 3 stars | Owned compatible properties repair units |
| Mountain | 4 stars | Infantry and mechs gain scouting value |
Forests hide ground units
In Fog of War, forests can conceal units until an opposing unit is adjacent. Reefs serve a similar concealment role for naval units.
| Problem | Action | Reason |
|---|---|---|
| Distant target unseen | Advance a spotter first | Attack range does not create vision |
| Suspicious forest | Check with an adjacent unit | Ordinary distant vision is insufficient |
| Narrow unknown road | Lead with an expendable scout | Avoid trapping a valuable transport |
| Enemy artillery missing | Inspect safe hiding locations | Its firing reach may extend beyond visible units |
Mountains improve infantry scouting
Infantry and mechs can use mountains for added vision and protection. Vehicles must follow a different route around impassable terrain.
Avoid blind transport moves
A hidden enemy can stop a move before the intended destination. Scout first when a failed delivery would expose the transport and its passenger.
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |
