Let me see if I can give you some basics Tom.
First up, the property. There are 5 types of property in Advance Wars, each with their own distinct purpose.
HQ: Your home base, if this is captured, you lose… No matter what. So guard it with your life.
City: Cities are the life blood for funding your army. For every city you own you gain extra cash (based on the income factor, which is typically 1000 per property). Capture cities fast, to build up for resources.
Base: Bases are the type of building you will see on just about any map. And one of 3 ‘producting’ properties. From bases you, can build any ground unit. That includes Tanks to infantry and even rockets. You can only build one unit per base per turn (in most cases, and cash permitting), so choose carefully.
AirPorts: Air Ports are less common then bases, but like bases they allow you to build units. Only Air units can be built from AirPorts, this includes Bomber, Fighters, and various helicopters. Just like bases, you can only build one unit per airport per turn (in most cases, and cash permitting).
SeaPorts: Also less common then Bases, Sea ports allow you to build special sea units… *duh*. Such as Battle Ships, Cruisers, and Subs. And just like bases, you can only build one unit per SeaPort per turn (in most cases, and cash permitting).
In addition to Cities, all properties add to your cash, based on the income factor, and every property generates a defense bonus for any unit stationed on it. Furthermore, any ground unit starting its turn in a city or base gains 2 HP, full fuel, and replenished ammo (the cost is automatically deducted from your cash) and the same holds true for any air unit ONLY on an air port, and any sea unit ONLY on a sea port.
Next we will quickly look at the units:
Every unit has a specific purpose (there are no useless units), and is inherently strong against one or more other units, and weak against one or more units. I will not explain these relationships, as it would take quite a while and the good folks at Advance Wars by Web, have already made a nice chart with all this information. With common sense you will do fine. In others words, don’t try to pit an anti air missile against a tank… It just wont work well for you…
The only catch is that some units have primary and secondary weapons. To which they will only use each against specific units (you cant pick which it uses). For instance, and Md Tank has a Cannon and a M.Gun. It will use its Cannon against all ground vehical opposition, but will use its M.Gun against infantry and Helecoptors.
But I will note the less obvious trates of some units.
Infantry and MECH:
These are the only guys who can capture property (in other words, they are very important to your armies success). Either neutral or your opponents. They are also some of the most vulnerable and slow. But the only land unit that can cross mountains. To capture property, move the unit over the property and click on them again and select capture. You must do this after you move them and before you select another unit!!! Every property has 20 HP of sorts. And each turn an infantry or MECH can subdue their HP value of the cities HP… Confused? So if you have an infantry with 7HP they can subdue a property to 13HP the first turn, 6HP the next, and then completely captured the third. A completely healthy infantry can subdue a property in 2 turns (10 + 10 = 20) You must tell the infantry to capture each turn. If you move off the property, or are destroyed you must start the process over.
APC, Transport copters, and Landing Craft:
There are the units that help you move your infantry faster/farther, and help you ground units across bodies of water.
APC: APC (armored personal carrier) is a necessity in any long battle, as it not only can transport on infantry or Mech unit it also can re-supply your other units (even air units) with fuel and ammo when no base/city is available.
T-Copters: can transport 1 infantry or Mech great distances and over a variety of terrain.
Landing Craft: Can transport any 2 ground units over water. But they can only pick up and drop off from beaches or ports (even if its not your port).
To transport a unit, move then over the transport and you will be prompted if you want to load the unit. Then you can move the transport and unload (or not unload). To unload, you must have a valid space (terrain the unit being unloaded can travel on) next to the transport, then select the transport and click on the icon for the unit you want to unload. The available unloading areas will be displayed and select where the unit should disembark. NOTE: A disembarking unit cannot move in the turn it disembarks, even if it did not previously move its self during that turn! Also note then Transports have NO weapons (so they cant fight back) and if you lose a transport carrying a unit, the unit is also lost…
Terrain:
There are lots of terrain, and I don’t have time to explain every thing, but just remember that certain terrain hinders movement, but terrain also give you defensive bonuses just like property. Even sitting in grass during combat is better then being on an open road or on a beach.
Fog of War:
If you have played other strategy games like Civilization, Age of Empires, StarCraft, ect, you have probably been exposed to Fog of War and may adapt quite easily to this version of it. If you have never experienced this challenging game element, I suggest you seer clear of games featuring it for the time being. You will likely find your self pulling your hair out in clumps.
Almost done: Most other information about units that you need to know (including movment range, and range of fire) can be displayed simply by clicking on the unit. So there is no real need to go into depth on such information here.
CO:
Last, but far from least. Are the CO’s, these mighty men (and woman) of valor are the leaders of your army. Their strengths are your strengths and their weaknesses are your weaknesses… Depending on which CO you choose will determine which units you will want to deploy and how you fight. At Advance Wars By Web they do a good job explaining the benefits of each CO (in the Chart area). So take a moment and analyze a map before you begin a battle, and look through the CO’s for who would best suit the battles specific need.
I hope this has helped a little. Obviously there is much more to learn about this game, but these are some of the key facts that will help you through those perplexing moments of despair.
-kaji
NOTE: Sorry for the horrible spelling and gramar, I typed this rather quickly...