Advance Wars / Units, prices and counters
Advance Wars Units, prices and counters
Compare basic costs and roles before spending on one expensive unit.
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.
6 items · one picture per entry · open a picture for full size.
Units, prices and counters
More units, prices and counters
- Infantry — 1,000 · Cheap captures and screens
- Anti-Air — 8,000 · Aircraft and infantry defense
Quick notes
- Build for the next threat. A tank cannot answer every air unit and an anti-air unit is not a substitute for armor against tanks.
- Indirect units need a screen. Artillery and rockets attack from a distance without a normal counterattack.
- Transport buys time. APCs and transport copters move infantry toward distant properties.
- HP is also firepower. Damaged units generally inflict less damage.
Indirect units need a screen
| Enemy | Candidate answer | Caution |
|---|---|---|
| Infantry | Recon or anti-air | Do not expose it to tanks |
| Tank | Mech, artillery or heavier armor | Check terrain and first strike |
| Battle copter | Anti-air or fighter | Ground tanks cannot solve every air threat |
| Artillery | Direct unit reaching adjacent tile | Scout the protective screen first |
| Submerged submarine | Cruiser or submarine | Other units cannot attack it while submerged |
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |





