Welcome to my FAQ about Super Famicom Wars.
Or: how to play a Japanese game without knowing Japanese.
/---- | | |----\ /----- |----\
| | | | | | | |
\---\ | | |----/ |----- |----/
| | | | | | \
----/ \----/ | \----- | \
/----- /----\ /-\ /-\ ----- /---- /----\ /-\ /-\
| | | | \ / | | | | | | \ / |
|----- |----| | \/ | | | | | | \/ |
| | | | | | | | | | |
| | | | | ----- \---- \----/ | |
\--\ /--/ ----- /----\ /------/
\ \ /--\ / / / /\ \ / /\ / / -----/
\ \-/ \-/ / / -- \ / \/ / \----\ \
\ /--\ / / /---\ \ / _ \ /-----/ /
\--/ \--/ /--/ \--\ /--/ \--\ /_______/
/----- /----\ /----\
| | | | |
|----- |----| | \ |
| | | | \|
| | | \----\ VERSION 1.2 - by Roma_emu
----- 0.1 History -----
04/18/2005 + Spelling and grammar errors fixed.
+ Updated info about the COs' abilities.
* Version 1.2 (50kb)
05/20/2002 + New terrain
+ More descriptions
+ Some errors corrected
* Version 1.1 (49K K)
05/05/2002 + Made the first version of the FAQ.
* Version 1.0
----- 0.2 Index -----
In this index, Updated sctions are marked by * and new sections with #
comparing to last version.
@ in the texts mean contribution credits.
1.1-Who made this FAQ?
1.2-What is this game?
1.3-Where can I find this game?
1.4-Credits *
2.1-Diferences between Advance Wars
2.2-Game Basics
2.3-Options and Menus
2.4-Game Glossary
3.1-COs list *
3.2-Units information
3.3-Terrains data
----- 1.1 WHO MADE THIS FAQ? -----
My nickname is Roma_emu and you can contact me with AIM (Roma emu) or
email (
[email protected]). I have an Advance Wars fansite at
www.advancewarsnet.com (Advance Wars Net).
Any suggestions, informations or criticisms? Send an email to me.
If you want to post this FAQ in your site, please contact me first.
Feel free to save this file in your computer for viewing it offline, though!
If you have my permission to host this guide at your site, it's your
responsability to keep it updated.
You can always find the latest verion of this FAQ in GameFAQs.
[www.gamefaqs.com]
Current sites that have permission to host this guide:
- GameFAQs
- Advance Wars Net
©2002-2005 João Pedro Schara Francese/Roma_emu
----- 1.2 WHAT IS THIS GAME? -----
Super Famicom Wars is a turn-based strategy game for the Super Famicom
console. You might be asking, "what is Super Famicom"? Super Famicom is
the Japanese version of SNES (Super Nintendo). "So how do you expect that
I play this game? I'm not in Japan!" Although illegal, the way most people
play this game is using a set of SNES emulator + game ROM. It works fine,
but remember, that this is illegal if you don't own the original cartridge,
and I will not provide in this FAQ a link to the ROM image.
Now that you know where to get this game, here is another important point.
It's in Japanese, so if you want to read anything in it, you must be fluent
in that language. But if you have ever played Advance Wars 1 or 2 for the
GBA, then you won't have problems in understanding this game - and the most
frequent questiosn are answered in this guide. As a note, I'd like you to
know that I don't know a single word of Japanese...
SFW (how I'll call this game from now on) is a turn-based strategy game.
To know more, read the Game Basics section.
----- 1.3 WHERE CAN I FIND THIS GAME? -----
Legally, I don't know. The only way I know (and everybody that I know
knows :P) to play is using the emulator for SNES and a game ROM. You can
search in sites and search engines like Google to find it.
If you have a game file with "BS" in the name, then you have a demonstration
version. It only has one map, two COs, no Fog of War, no experience and
no animations. Stop playing it now and get the full version!
This game possibly can be found used in Japanese stores, but some people
people (in the GameFAQs board) have said that this game was never released,
that it was only for subscribers of Nintendo Power. I don't know the thruth,
so please don't ask me. But please if you know it, tell me! :)
----- 1.4 CREDITS -----
Thanks to Nintendo and Intelligent Systems for making this game.
No thanks for Nintendo and IS for not bringing the game to the ocident.
Thanks to Juigi (from the forums) for telling me that the 6th option is
stereo/mono music.
Thanks to Gamingmasterjohn (
[email protected]) for remembering
about the Garrison terrain.
Thanks to Kesuki from GameFAQs forums, June Luna, pichu80 and Xenesis Xenon
for the CO descriptions and names translations.
And thank you, for reading this FAQ! :)
----- 2.1 DIFERENCES FROM ADVANCE WARS -----
As I said before, there are two possibilities: you know Japanese, or you
have played Advance Wars (GBA). If you know Japanese, then you can skip
this part. If you have played Advance Wars before, then read this section.
If you didn't do any, then it's going to be very difficult to understand
this game...
There are many changes between Advance Wars and SFC Wars, but their
gameplay basics are the same.
The major change is that units attack each other at the same time.
So, if you have one Infantry in the road and you attack another Infantry
in the road, both will take 5 damage. In Advance Wars you would do 5 damage
and the other Infantry would counterattack dealing only 2 or 3 damage.
There is experience in this game - if a unit attacks many others, then
it will level up and have its attack and defense increased. A Giga Tank in
max level can defeat any ground unit in one hit (known as OHK, one-hit kill).
This can be turned off in the options menu. [For a detailed explanation
about the experience system, read Juigi's in-depth FAQ.]
The APC is divided into two units: a transport that can also attack
with Recon-like power and a wheel truck that has the same movement range
and type of a Recon, and can only supply units. Still in the transports
subject, there are two differences. If you load a unit into a transport,
it will end its turn. Also, if a transport carrying units is attacked,
the unit(s) inside will also be damaged.
Another new (...old) unit is the Assault Fighter - it can attack all
units (except the Sub). It's the most expensive air unit, and its abilities
are the average of those of a Bomber and a Fighter.
In normal maps, the Sub can't dive. When Fog of War is on, they are
always "submerged", and can only be seen by adjacent units.
The only units that can attack a Sub are Cruisers and other Subs. In this
game, Subs can only move 4 spaces and have less vision that in AW, but they
have 99 max fuel and only use up 1 fuel per turn.
The Fighter and the Battleship received machine guns. The Fighter
can attack air units with it when it runs out of missiles (its
machine gun only attacks air units). The Battleship can attack
copters and other ground units with its machine gun. Both are extremely
weak, especially the Battleship's machine gun - even against Infantries!
The Anti-air tank does little damage against planes. The Cruiser can't
attack planes, and does less damage to copters than in Advance Wars.
But the Battleship's cannon now can attack planes and copters, and it
does a good amount of damage to them.
The vehicles with tires can't go in forests anymore. Also Mechs
have lost their movement bonus for mountains and rivers. And now
Infantries and Mechs have a 2 cost in shoals, tread vehicles
have 1 and tire vehicles have 4.
There are now 4 tanks: Small Tank for 6000, Medium Tank (AW's Tank) for
12000, Heavy Tank (AW's Medium Tank) for 18000 and the Giga Tank - which
can only be gotten by capturing a Radar Station (only the first player
to capture it will get it).
The AI is much more aggresive and intelligent. Yes, trust me, they know
that is important to send Infantries to capture cities in another island,
and how air units are powerful. What I mean is - the computer enemy WILL
attack you. I bet that you were looking for that. :)
Oh, and don't try fooling the enemy by placing a Transport near the
Infantry capturing their HQ. They will not fall for it, you will lose the
Infantry, and probably the Transport too!
There is a different music for capturing and another for battles.
There are also many more animations than in Advance Wars. The units
are manga-style. See the intro for fun!
Many changes, isn't it? Anyway, they're all easy to figure out.
Now you can go play. Or read the rest of the FAQ. :)
----- 2.2 GAME BASICS -----
Since most of the people who play this game are Advance Wars players, there
shouldn't be much trouble with this.
You control an army. The armies are four: Red Star, Blue Moon, Green Earth
and Yellow Comet. The armies have units, that will fight for you.
To deploy units you need money, which you may get with buildings.
Each building will give you 1000 credits in the beginning of your turn.
Moving units is very simple. Just press your directional button so the
cursor is over the desired unit, then press the A button. Now move the
cursor to the desired place, and press the A button again. Now you will
see some options. The last one always will end the unit's turn (it can
be selected again in next turn). If you have moved an Infantry or Mech
(soldiers) to a neutral or enemy city, the first option will be Capture
(the capture counter will be reduced according to your unit's HP).
If you have selected a supply truck and moved it to a square adjacent to
other units, then the first option will be Supply. If you've moved an
unit that can attack, the first option will be Fire. (if the unit can
capture, Fire will be the second). If it was a transport unit carrying
another unit, the first option will be Drop (unless the unit can fire).
Units move in the battlefield, which is comprised of terrains.
Each terrain kind may provide more or less cover, which translates into
defense. It can range from 0 (roads) or 5 (garrison) stars. Some terrain
types are rough to move through, and units may need to use more than one
movement point for each tile (more fuel is used up, too). For information
about terrain and units' movement types, move the cursor over to a square
of the desired terrain kind and press the X button. To switch to/from unit
intel, press the X button again.
In every map, you can deploy new units. Ground units are made from bases
and HQs. Air units are created from airports. Sea units are deployed from
seaports (oh!) Buildings you own will also heal your units by 2HP and
resupply them in the beginning of your turn, if they're standing in the
correct place - a building of the same type they can be built from.
In addition, cities can heal land units as well. You can also use
supply trucks to supply your land units and copters.
Here's a list of buttons: + pad [move cursor], A [select, confirm],
B [cancel], X [information screen, help about selected option in options menu]
Y [show units HP], L [move cursor to next HQ], R [move cursor to next unit
hasn't moved yet], Select [show in-game menu], Start [in otions menu and
results menu confirms closing the menu].
The COs - Commanding Officers - change the abilities of the units and the
enemy AI level. It also determines the musics to be played in your turn.
----- 2.3 OPTIONS AND MENUS -----
Here is my little and poor translation of the menus. If anybody has
discovered more or has any knowledge in Japanese, please email me.
First menu:
- Continue game [select slot]
- New game [select slot]
- Copy game [from slot to slot]
- Erase game [select slot]
If you choose to Erase Game, you can erase one of the data slots. By
selecting Copy, you can copy from a slot with a saved game and options
to another slot. Selecting Continue lets you resume a previously saved game
or continue from the same campaign (with the saved results and options).
If you select New Game, you will be presented with a screen to choose
one of the slots to save in (if you select an used slot, you'll be asked
if you want to overwrite the old save). After starting a new game,
you will go to the second menu.
What is recorded in the save slots? If you don't save, inside or outside
of battle, you can turn the SNES off and it will be marked as empty.
Once you save, it will record the game options and you won't be able
to change the options other than those you can change in the in-game options.
When somebody wins in a map, you will be asked Yes or No; selecting
Yes will save in the slot the battle results and the winner, selecting No
won't affect the records.
Second menu:
- 2 players Maps (Red Star and Blue Moon)
- 2 Players Maps (Green Earth and Yellow Comet) with Radar Stations
and/or Rail Stations and/or Garrisons
- 4 Players Maps (all armies), some maps with Radar Stations and/or
Rail Stations and/or Garrisons
If you have selected one of the 2 players options, you'll go to a screen
with COs selection and Options menu. If you have selected the 4 players
maps, now you will see a screen with only the COs choice.
COs Selection (one per army):
- Army name [can't be selected]
- CO Name
- Computer, controller 1 or controller 2
- Music (automatic if it's an AI player)
- Auto supply <O = on, X = off>
If you have selected a 2 players game, the options menu will be in the same
screen of the COs selection. If you're playing a 4 players game, after
the COs selection you will see the Allies Chart before you go to the
options screen.
Options Menu:
1 2
3 4
5 6
- Fog of War <O = on, X = off>
- Disable Battle Animations <O = animations off, X = on>
- Experience and Levels <O = on, X = off>
- Disable Other Animations <O = animations off, X = on>
- Capture Victory <O = off, X = on>
- Sound type <mono, stereo>
Most strategy playes already know what Fog of War is like.
The map will be dark, and you can only see the terrain - no enemy units,
or building colors. Only the tiles around your units can be fully seen.
Allied armies share vision.
Battle animations are cool, but can get too repetitive and slow after
a while. Experience and levels are nice, but beware with enemy units
that constantly attack yours, because they will level up fast!
I suggest leaving other animations on (X). The capture option will make
the army win if it captures most (I would guess around 75%) of the
buildings of the map. Sound type is self-explanatory.
(Sound type option: thanks to Juigi from the forums)
Allies Chart:
--
|1 |4 5
|2 |
|3 |
--
6 7
- Army name
- CO name
- CO rating
- Orange Star
- Blue Moon
- Green Earth
- Yellow Comet
The allies chart is very easy to understand. Just press the A button
to change from red to blue. Blue = allies, red = enemies. Allies armies
share vision in Fog of War.
I didn't figure out yet how that CO rating works. But it's right, because
the best rated COs are the best in my opinion. :)
Pressing Start in this screen will let you go to the options menu.
Very well. You selected the COs, teams, options... Now select a map.
Acordingly to the 2 players, second 2 players or 4 players selection,
you will see a different set of maps. Select your map and press A or Start.
Now you will be in the game screen. If you press A in an empty
square or Select, you will see the in-game menu. "What are all those
strange symbols?!" I can't read japanese, but look what I've discovered
so far:
In-game Menu:
- Game rules
- Units list
- Game status
- Supply units [only if auto-supply is off]
- CO Selection and Options Menu
- Delete units
- Yield
- Load game [only if saved in-game before]
- Save game
- End turn
It's easy now, right? The first option will show you a screen with the game
rules. If you're reading this FAQ, chances are high that you can't read
Japanese, so it's fairly pointless...
The second menu entry will list the units in your army, showing their HP,
fuel and ammo.
The game status screen shows the buildings (of each type), money and
incoming money of each army. If you press the A button, it will show
the units produced/lost by each army.
If you had selected Off for the auto-supply option, you can supply your
units using this option. By "supply" I mean recover 2 HP and refuel
and restore ammo. This will only happen to units that are in the proper
place (cities, airports, etc.) and haven't moved yet.
With the next option, you can bring back the options menu. The only
changes availbable are Music, Auto-supply (CO section), Battle animations,
Other animations and Sound type (Options menu). Nothing can be changed
in the Allies chart. If you are playing a 4p map, press Start to change
between screens (CO selection, Allies chart, Options menu).
If you are crazy enough you can delete your units. You may want to do this
if your units are on the way, or if a weak unit is in a base surrounded
by enemies and is preventing you from building a mighty Heavy Tank.
If you think that there is no way to win and want to start a new battle,
you can yield. Your army will lose, and if only one army or allied armies
remain they will win, otherwise the game will continue.
If you saved a game (a in-game save) in the current slot, you can load
it. Maybe you've made a mistake and want to try again...
For loading, you must have saved a game before. Do this in the
second-to-last option.
Finally there is the End Turn option. After you have moved all units and
created any in bases as you like, select this to let the next army
take its turn.
----- 2.4 GAME GLOSSARY -----
I thought that some words could need more explanation, so here are them:
-Fog of War
Fog of War is a vision system used in many strategy games. When
this option is enabled, the map will be dark, and you will only
able to see the terrain. Units will reveal part of the map around
them so you can see enemy units. Each unit has a different vision range.
-Experience
Units do an amount of damage. When exp. is enabled, as they attack the
enemies, they get more experience, and after a certain point they level
up. Higher level-units do more damage and take less damage from enemy
attacks. There are 5 levels total. Experience is shown as stars in the
unit intel screen; when an unit fill all the exp stars it will level up.
For more detailed information about the exp system, read JuigiKario's FAQ.
-Animations
There are the battle animations (shown when you attack/are attacked)
and the other animations, such as loading/unloading units, beginning
of the day, capturing and supplying with Supply Trucks.
-Capture
When this options is enabled, an army will automatically win when
it captures a certain number of buildings. I'm not sure about the number
or percentage of buildings needed to be captured to win, but I think
it's 2/3 or 3/4 of the buildings in the map.
-CO
CO, or Comanding Officers, are the characters that you control.
Accordingly to the CO you chose in the beginning of the game
your unit will get or lose abilities.
-Unit
Units are soldiers, vehicles, planes, ships, etc. They
are the things that you command in the war.
-Terrain
Terrain are the kind of ground in the battlefield. Each square
has a terrain type, and it may give extra defense to units
standing in it, but also may slow down the unit while it's
moving (e.g. moving tanks in woods).
-Victory
Your army will win a battle in three cases. You can destroy
all of the enemy units, or capture the enemy HQ. If the Capture
option is on, you can also win by capturing most of the buildings in the
map. In addition, you will win if the enemy yields. If more than one army
is playing, a team will only win if only armies in that team remain.
The HQ of the army that lost will become a plains tile, and its buildings
will become neutral.
----- 3.1 COs LIST -----
-First version text-
Well, I don't know the COs names and their powers and descriptions.
Below is only a short description of them. This section really needs
many improvement, so if you know something more email me. Credits will
be properly displayed.
-End of first version text-
With a very handy help of Kesuki and his friend June Luna, now
I have the CO names and thier descriptions. Also thanks to Pichu80,
who told be about the first COs' abilities. Thanks to Xenesis Xenon
for Caroline's name.
The memos are the descriptions shown in the game, and the ratings
are taken from the allies Chart.
1- Yan
Yan is a normal CO with normal abilities. People have said
that he has the smartest AI when being played by a computer.
Original name: Yan Deruta
Memo: Very clever and smart.
Rating: 3
2- Roger
I could not find anyhting speacial about him too. Apparently, it sets
the enemy AI to 'easy', in a level similar to AW's AI.
Original name: Roger Suzuki
Memo: His performance was normal but made a few mistakes.
Rating: 1
3- Juan
Again, I could not find anything except another good music CO.
The AI plays more offensively when he is the commander.
Original name: Juan Ross
Memo: Agressive offense... not much defense...
Rating: 2
4- Hector(?)
Hector is also a plain CO for me. I gave him this name as he has
a Japanese name only - some people have said it's Hitler, but I doubt it.
He is the opposite of Juan; his AI has a defensive style.
Original name: Hettoraa
Memo: His motto is "our people are protectos" but he is a coward.
Rating: 1
5- Caroline
Again her music is good, and I didn't find anything else.
It is thought that she is lucky - her units will often do more
damage than predicted.
Original name: Caroline[?]
Memo: Undescribably strong... Her nickname is Lucky Girl.
Rating: 4
6- Billy
One of the few COs whose abilities are easily defined. His income funds are
always increased by 10,000G, in addition to the normal income provided
by buildings. Unfortunately, his units are weaker, both offensively and
defensively. It's better for him when the number of bases is high and
the number of buildings is low, as he can build many units and the enemy
has less money to work with.
Original name: Billy Gates
Memo: He's the son of a millionaire and very wealthy. He likes war games.
Rating: 4
7- Mr Yamamoto
His units always start in level 2, even when experience is turned off.
This means that his units will deal more damage and have a slight
defense bonus. He has no weaknesses. Use him when there are fewer
bases and more buildings, the opposite of Billy. Most definitely the
best CO in the game.
Original name: Mister Yamamoto
Memo: He is a legendary general who had no defeats. The people who help
him are in an elite group.
Rating: 5
----- 3.2 UNITS INFORMATION -----
Here is a list with information and strategies for the units.
Red attacks mean 1-24 damage, yellow attacks mean 25-49 damage, green
attacks mean 50-74 damage and blue attacks mean 75-99 damage. In the game
units that can't be attacked are also shown red. In this FAQ, units that
can't be attacked aren't shown in the list.
-Infantry-
Type: foot soldier
Cost: 1000
Vision: 2 squares (increases to 5 if atop a mountain)
Movement type: soldier
Movement range: 3 squares
Fuel [rations]: 99
First weapon: X
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: X
Green attack: Infantry
Yellow attack: Mech, Supply Truck, Rockets, Missiles
Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport,
Giga Tank, Artillery, Rail Turtle, Anti-air Artillery,
Anti-air, Battle Copter, Transport Copter
Description: Infantries are very bad in this game. All units will damage
them, and they can only attack Infantries and Mechs. Use
them for a quick capture, then start using vehicles, and if
you can, Mechs. When capturing enemy cities it will be hard
to keep them off fire, and they will often need 3 turns.
-Mech-
Type: foot soldier
Cost: 3000
Vision: 2 squares (increases to 5 if atop a mountain)
Movement type: soldier
Movement range: 2 squares
Fuel [rations]: 70
First weapon: Bazooka
Ammo: 3
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Supply Trucks, Rockets, Missiles
Green attack: Infantry, Mech, Small Tank, Recon, Transport, Artillery
Anti-air Artillery
Yellow attack: Medium Tank, Rail Turtle, Anti-air, Transport Copter
Red attack: Heavy Tank, Giga Tank, Battle Copter
Description: Mechs have superior firepower against Infantries, Mechs and
copters, and can attack vehicles for a fair amount of damage.
Their problem is their movement range: just 2 tiles per turn
And if a mountain or river tile must be crossed, it drops to 1.
Use them with Transports or they will need a long time to get
to the battle frontlines.
-Heavy Tank-
Type: vehicle
Cost: 18000
Vision: 1 square
Movement type: tread
Movement range: 4 squares
Fuel: 50
First weapon: Cannon
Ammo: 8
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Mech, Medium Tank, Small Tank, Recon, Transport,
Supply Truck, Artillery, Rockets, Anti-air Artillery,
Anti-air, Missiles
Green attack: Heavy Tank, Giga Tank, Rail Turtle
Yellow attack: Transport Copter, Cruiser, Lander
Red attack: Battle Copter, Battleship
Description: This is the most powerful direct combat unit in the ground that
you can buy. Can badly damage (almost) anything and take little
damage. Just protect them from planes and indirect combat units.
The Heavy Tank has little fuel and ammo, and their vision and
movement range are poor.
-Medium Tank-
Type: vehicle
Cost: 12000
Vision: 2 squares
Movement type: tread
Movement range: 5 squares
Fuel: 60
First weapon: Cannon
Ammo: 10
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Mech, Small Tank, Recon, Transport, Supply Truck,
Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles
Green attack: Medium tank, Rail Turtle
Yellow attack: Heavy Tank, Transport Copter
Red attack: Giga Tank, Battle Copter, Battleship, Cruiser, Lander
Description: Very simple. The damage goes down, then the price will
fall and the fuel, ammo, vision range and movement range
will rise. They still are strong against most of the direct
ground units, but Heavy Tanks and Giga Tanks will beat them.
They are also more vulnerable to indirect combat units. Good
for the beginning and middle of the battle to back up your
Infantries and Mechs.
-Small Tank-
Type: vehicle
Cost: 6000
Vision: 3 squares
Movement type: tread
Movement range: 6 squares
Fuel: 70
First weapon: Cannon
Ammo: 12
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Transport, Supply Truck, Rockets, Missiles
Green attack: Mech, Small Tank, Recon, Artillery, Anti-air Artillery,
Anti-air
Yellow attack: Medium Tank, Rail Turtle, Transport Copter
Red attack: Heavy Tank, Giga Tank, Battle Copter, Battleship, Cruiser,
Lander
Description: The same thing, you can pay for a cheaper and weaker Tank.
This one is good for attacking Infantries, Recons and
indirect combat units. Attacking another Small Tank will
damage both, while attacking a Mech will deal more damage
than it'd do to tanks, but the counter damage will be the same.
Be careful against mech floods, as Mechs are cheap and will
waste your small tanks with ease.
-Recon-
Type: vehicle
Cost: 3500
Vision: 5 squares
Movement type: tire
Movement range: 8 squares
Fuel: 80
First weapon: X
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: X
Green attack: Infantry, Mech
Yellow attack: Supply Truck, Artillery, Rockets, Anti-air Artillery
Missiles, Transport Copter
Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport,
Giga Tank, Artillery, Rail Turtle, Anti-air Artillery,
Anti-air, Battle Copter
Description: Recons have little attack capabilities. They are good against
Infantries and Mechs, and that's all. And it's better find a
good defensive terrain when attacking Mechs, because their
Bazooka can do terrible damage the Recon. But the Recon
is great for spotting units, and this is their utility.
With a 5 vision range and 8 movement range they can get to
your front lines quickly and spot enemies for your Rockets.
-Transport-
Type: vehicle
Cost: 5000
Vision: 1 squares
Movement type: tread
Movement range: 6 squares
Fuel: 70
First weapon: X
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: X
Green attack: Infantry, Mech
Yellow attack: Supply Truck, Artillery, Rockets, Anti-air Artillery
Missiles, Transport Copter
Red attack: Heavy Tank, Medium Tank, Small Tank, Recon, Transport,
Giga Tank, Artillery, Rail Turtle, Anti-air Artillery,
Anti-air, Battle Copter
Description: Transports have the same offensive power of Recons, but
their purpose is different. They can't see well and aren't
that fast, but they can transport one Infantry or Mech.
Just remember that if you attack when it is loaded, the
Transport will probably be damaged, and the unit inside
too, so the Infantry will take 3 days or more to capture
a building after it's dropped.
Note: Transports can carry one Infantry or one Mech.
-Giga Tank-
Type: vehicle
Cost: received when capturing a Radar Station
Vision: 2 square
Movement type: tread
Movement range: 6 squares
Fuel: 80
First weapon: Cannon
Ammo: 12
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Mech, Medium Tank, Small Tank, Recon, Transport,
Supply Truck, Artillery, Rockets, Anti-air Artillery,
Anti-air, Missiles
Green attack: Heavy Tank, Giga Tank, Rail Turtle
Yellow attack: Transport Copter, Cruiser, Lander
Red attack: Battle Copter, Battleship
Description: This is surely the best tank. Great offensive and
deffensive power allied with good supplies. Its supplies are
as good as a Small Tank's but with much better power. The Giga
Tank can kill many of the ground units in one shot, and all of
them when it gets to level 5. You get one of these doom
machines when you capture a Radar Station. So don't let the
enemy capture one or you'll be in trouble!
-Supply Truck-
Type: vehicle
Cost: 4000
Vision: 1 square
Movement type: tire
Movement range: 8 squares
Fuel: 60
First weapon: X
Second weapon: X
Description: Supply Trucks can supply your units without need to
come back to cities. This way you can keep a Rocket behind a
mountain and resupply its ammo. Just remember that it has
no weapons and bad deffense.
Note: Supply Trucks can supply only ground units and copters.
-Artillery-
Type: vehicle
Cost: 7000
Vision: 1 square
Movement type: tread
Movement range: 4 squares
Fuel: 50
First weapon: Cannon
Ammo: 10
Range: 2~3
Second weapon: X
Blue attacks: Infantry, Mech
Green attack: Small Tank, Recon, Artillery, Rockets, Anti-air Artillery,
Missiles, Lander
Yellow attack: Heavy Tank, Medium Tank, Giga Tank, Rail Turtle,
Anti-air, Battleship, Cruiser
Red attack: X
Description: The Artillery is the first indirect combat unit. It doesn't
have to be near the enemy to fire, but it can't attack in
the same turn that it moves. Take care of this unit because
indirect combat units (except Battleships) have little defense.
-Rockets-
Type: vehicle
Cost: 15000
Vision: 1 square
Movement type: tire
Movement range: 4 squares
Fuel: 50
First weapon: Rockets
Ammo: 6
Range: 3~5
Second weapon: X
Blue attacks: Infantry, Mech, Transport, Supply Truck, Rockets, Missiles
Green attack: Medium Tank, Small Tank, Recon, Artillery, Anti-air Artillery,
Anti-air, Lander
Yellow attack: Heavy Tank, Giga Tank, Rail Turtle, Battleship, Cruiser
Red attack: X
Description: Rockets have better firepower, but cost more and are less
mobile. Keep them safe because they have even worse
defense. In the early level 2 it can destroy some targets
in only one shot. If you can, put it in a city behind the
moutains and shot everything that comes. It will level up
fast and will always have ammo (e.g. in Bean Island).
-Rail Turtle-
Type: rail vehicle
Cost: 15000
Vision: 1 square
Movement type: rail
Movement range: 15 squares
Fuel: 99
First weapon: Cannon
Ammo: 16
Range: 2~6
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Mech, Small Tank, Recon, Transport, Supply Truck,
Artillery, Rockets, Anti-air Artillery, Anti-air, Missiles,
Cruiser, Lander
Green attack: Heavy Tank, Medium Tank, Giga Tank, Rail Turtle and Battleship
Yellow attack: Transport Copter
Red attack: Battle Copter
Description: Rail Turtles are powerful units, and they have the best
attack power. And if an Infantrty is in its way, it can
just close in and use the Machine Gun. It's important
to always have one in the maps that ther are Rail Stations,
because they can transport units. Look at the advantages:
good movement (although they can move only in rail),
good damage, good supplies, good range and can transport
units.
Notes: -Rail Turtles are produced in Rail Stations.
-In maps that you start with a Rail Station you will receive an
additional 30000 money in the first day.
-Rail Turtles can transport two of any ground units. They can
load and unload only in Rail Stations.
-Anti-air Artillery-
Type: vehicle
Cost: 6500
Vision: 1 square
Movement type: tread
Movement range: 4 squares
Fuel: 50
First weapon: Long-distance Vulcan
Ammo: 10
Range: 2~3
Second weapon: X
Blue attacks: Bomber, Battle Copter, Transport Copter
Green attack: Fighter, Assault Fighter
Yellow attack: X
Red attack: X
Description: This is the air-blasting verison of the Artillery, as
the name says. It can do good damage to air units,
but those are the only targets that it can attack. The
main problem is that air units can easily move out of the
attacking range before you can shoot them.
-Anti-air tank-
Type: vehicle
Cost: 8000
Vision: 2 squares
Movement type: tread
Movement range: 6 squares
Fuel: 60
First weapon: Vulcan
Ammo: 12
Range: 1
Second weapon: X
Blue attacks: Infantry, Mech, Supply Truck, Rockets, Missiles,
Battle Copter, Transport Copter
Green attack: Recon, Transport, Artillery, Anti-air Artillery
Yellow attack: Small Tank, Anti-air, Fighter, Bomber, Assault Fighter
Red attack: Medium Tank, Rail Turtle
Description: Known simply as Anti-Air in AW, This unit can attack very well
three types of units: soldiers, indirect units and copters.
Keep them away from tanks, except if they have less
than 3HP (Small Tank) or 2HP (Medium Tank). They can also do
some damage to Fighters, but attacking a healthy Bomber isn't
a good idea.
-AA Missiles-
Type: vehicle
Cost: 13000
Vision: 1 square
Movement type: tire
Movement range: 4 squares
Fuel: 50
First weapon: Ground-to-air Missiles
Ammo: 6
Range: 3~5
Second weapon: X
Blue attacks: Bomber, Assault Fighter, Battle Copter, Transport Copter
Green attack: Fighter
Yellow attack: x
Red attack: X
Description: Missiles are the more-powerful, less-mobile and more-expensive
brother of Anti-air Artillery. They have better range and can
do more damage. Well, the range is more important, as it will
be easier to attack the enemy from a 5 squares distance, since
air units have at least 6 movement range.
-Fighter-
Type: plane
Cost: 20000
Vision: 2 squares
Movement type: air
Movement range: 9 squares
Fuel: 99
Fuel per turn: 5*
First weapon: Air-to-air Missiles
Ammo: 10
Range: 1
Second weapon: Anti-air Gun
Ammo: infinite
Range: 1
Blue attacks: Bomber, Assault Fighter, Battle Copter, Transport Copter
Green attack: Fighter
Yellow attack: X
Red attack: X
Description: The Fighter is a flying Anti-air unit. Well, it can destroy
copters and Bombers, and do good damage to Assault Figters.
As always, if you attack another Fighter both will
take the same amount of damage. If you have no enemy air units
you can use them to block the enemy bases. Be careful with fuel,
because each day you move it as far as it can will result in
a fuel loss of 14! After four days, it will be already at a need
of refueling...
* Air and sea units use fuel everyday. If they don't have enough fuel in
the beginning of the day they will vanish.
-Bomber-
Type: plane
Cost: 22000
Vision: 2 squares
Movement type: air
Movement range: 7 squares
Fuel: 99
Fuel per turn: 5
First weapon: Bombs
Ammo: 16
Range: 1
Second weapon: X
Blue attacks: All ground units
Green attack: X
Yellow attack: Battleship, Cruiser, Lander
Red attack: X
Description: The Bomber has great attack powers. It can leave all
ground units with 1 HP, or destroy them if it is in a higher
level. If can also attack sea units, but will deal only
3 HP of damage in level 1. You must protect Bombers from
Anti-air Artilleries, Missiles, Battleships and Fighters
or it will be gone before you know it. If your main attack
force is comprised of air units and an Anti-Air is approaching,
don't hesitate to attack it with your Bomber.
-Assault Fighter-
Type: plane
Cost: 26000
Vision: 2 squares
Movement type: air
Movement range: 8 squares
Fuel: 99
Fuel per turn: 5
First weapon: Multi-Missiles
Ammo: 6
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Transport, Supply Truck, Artillery, Rockets,
Anti-air Artillery, Missiles, Battle Copter,
Transport Copter, Lander
Green attack: Infantry, Mech, Medium Tank, Small Tank, Recon,
Rail Turtle, Anti-air, Bomber, Assault Fighter,
Battleship, Cruiser
Yellow attack: Heavy Tank, Giga Tank, Fighter
Red attack: X
Description: This is the best unit in my opinion. It can attack
everything (except the almost-invulnerable Sub) and
still do good damage. The Bomber can do more damage to
ground units, but the Assaul Fighter is more powerful
against sea units. And it can also attack air units.
It is not as powerful as the Fighter, but still can
deal good damage to Bombers and copters. Their problem
is the price. They have less power than the Fighter
and the Bomber and less defense than the Fighter, but the
multiple targets and movement range are worth the money.
-Battle Copter-
Type: copter
Cost: 8500
Vision: 3 squares
Movement type: air
Movement range: 6 squares
Fuel: 80
Fuel per turn: 2
First weapon: Missiles
Ammo: 6
Range: 1
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Mech
Green attack: Recon, Transport, Supply Truck, Artillery, Rockets,
Anti-air Artillery, Missiles, Transport Copter, Lander
Yellow attack: Medium Tank, Small Tank, Rail Turtle, Anti-air,
Battle Copter, Battleship, Cruiser
Red attack: Heavy Tank, Giga Tank
Description: When you still don't have money to build Assault Fighter,
build Battle Copters. They don't have the same power and
variety, but they still can damage ground units without
big counterattack damage, and can destroy Transport
Copters. They are much cheaper than Assault Fighters.
If you want to attack another Battle Copter, go in pairs,
as the first one will take as much damage as the enemy copter.
-Transport Copter-
Type: copter
Cost: 5500
Vision: 2 squares
Movement type: air
Movement range: 6 squares
Fuel: 80
Fuel per turn: 2
First weapon: X
Second weapon: X
Description: Transport Copters are very much like Transports; they
are more mobile but have no weapons. They can be used
to cross the sea when you don't have a port. Take care
so they aren't attacked by soldiers or tanks, because
the Infantry inside will take damage and need one more
turn later to capture buildings.
Note: Transport Copters can carry one Infantry or one Mech. The
Transport Copter must be in a building, road, shoal, plain
or bridge to load or unload.
-Battleship-
Type: ship
Cost: 35000
Vision: 3 squares
Movement type: ship
Movement range: 5 squares
Fuel: 99
Fuel per turn: 1
First weapon: Cannon
Ammo: 18
Range: 2~6
Second weapon: Machine Gun
Ammo: infinite
Range: 1
Blue attacks: Infantry, Supply Truck, Rockets, Missiles, Battle Copter,
Transport Copter, Cruiser, Lander
Green attack: Mech, Medium Tank, Small Tank, Recon, Transport,
Artillery, Anti-air Artillery, Anti-air, Bomber,
Assault Fighter, Battleship
Yellow attack: Heavy Tank, Giga Tank, Rail Turtle, Fighter
Red attack: X
Description: This is a great unit, but its price is terrible. It
can damage all units except the Sub, doing good damage.
Its machine gun is useless, but can attack a
Transport Copter that is adjacent to it. Be careful,
especially with Subs. Have a Cruiser to protect it,
if you can afford one. Its mobility is limited to sea areas.
-Cruiser-
Type: ship
Cost: 22000
Vision: 5 squares
Movement type: ship
Movement range: 6 squares
Fuel: 99
Fuel per turn: 1
First weapon: Sea-to-sea Missiles
Ammo: 10
Range: 1
Second weapon: Anti-air Gun
Ammo: infinite
Range: 1
Blue attacks: Transport Copter, Sub
Green attack: X
Yellow attack: Battle Copter
Red attack: X
Description: This unit isn't very useful in Super Famicom Wars. Their main use
is to destroy Subs (and it does its job well). They've been
downgraded from Advance Wars, and although they cost more,
the only better thing is their vision: they can't attack planes
anymore, and their attack power against copters is bad.
Good to protect Landers and Battleships from enemy Subs, spot
enemy units for your Battleship during Fog of War, and nothing
else. It has the ability of transporting two copters, which you
will rarely use, seeing it's just faster to let the copters move
by themselves (unless you want to protect them from fighters or
other copters).
Note: The Cruiser can transport two copters. They will be supplied
if they are inside the Cruiser in the beginning of the day.
-Lander-
Type: ship
Cost: 16500
Vision: 1 square
Movement type: ship
Movement range: 5 squares
Fuel: 99
Fuel per turn: 1
First weapon: X
Second weapon: X
Description: The Lander is good to transport units as it can
transport not only soldiers, but any ground unit.
It can also transport two of them. Just take care
because its defense is the worst of the sea units,
and you don't want to lose 3 units at once, do you?
Note: Landers can transport two of any ground units. They can
load and unload only in shoals and ports.
-Sub-
Type: submarine
Cost: 24000
Vision: 3 squares
Movement type: ship
Movement range: 4 squares
Fuel: 99
Fuel per turn: 1
First weapon: Torpedoes
Ammo: 6
Range: 1
Second weapon: X
Blue attacks: Battleship, Lander
Green attack: Sub
Yellow attack: Cruiser
Red attack: X
Description: This unit is very good. They can only be seen by
adjacent units, meaning that probably the enemy will
run into them and lose one turn. And the only units
that can attack them are the Cruiser and another Sub.
You really must take care with Cruisers because they
will deal 9 HP of damage and receive only 2 HP of
damage. Use this unit to destroy the enemy Battleship
and Lander, or to block enemy ports.
Note: The Sub can only be seen by adjacent units.
----- 3.3 TERRAIN DATA -----
Here is a list of terrains and some data about them.
Buildings give 1000 funds in the beginning of each day. They must
be captured in order to give you money.
Air units get no defense, no matter which terrain they are in.
--Road--
Defense: 0
Receive funds: no
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Road are the way to travel fast in the ground. They
offer no defense, so try using plains if you can.
--Plain--
Defense: 1
Receive funds: no
Soldier: 1
Tread: 1
Tire: 2
Rail: X
Air: 1
Ship: X
Description: Plains are the most common type of terrain. They
offer a little defense and only tire vehicles have
problems crossing it.
--Forest--
Defense: 2
Receive funds: no
Soldier: 1
Tread: 2
Tire: X
Rail: X
Air: 1
Ship: X
Description: Forests offer best defense than plains, but are also
more difficult to travel. Good for soldiers, but
tread vehicles will halve their movement range.
--City--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Cities are easy to walk through and offer good defense.
Use them always that you can. Cities can be captured
and will give 1000 money in the beginning of each day.
They can recover and resupply ground units.
--Base--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Bases have the same abilities of cities, but you can
can build ground units here (except the Rail Turtle).
You can only build from bases that you have close to your HQ.
--Airport--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: In airports you can build air units and heal and
resupply them. You can only build in airports that
you start with.
Note: Air units get no defense in airports.
--Port--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: 1
Description: Here you can build, recover and resupply sea units.
You can only build from ports that you start with.
Note: Sea units get 3 defense in ports, although in the battle
screen it will look like normal, open sea.
--Sea--
Defense: 0
Receive funds: no
Soldier: X
Tread: X
Tire: X
Rail: X
Air: 1
Ship: 1
Description: Only air and sea units can traverse here. The
sea offers no defense.
--Shoal--
Defense: 0
Receive funds: no
Soldier: 2
Tread: 1
Tire: 4
Rail: X
Air: 1
Ship: 1
Description: Shoals are used for loading and unloading ground
units from Landers. Ground, air and sea units can
come here, but get no defense.
--Rail Station--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: 1
Air: 1
Ship: X
Description: You can build, recover and resupply Rail Turtles in
Rail Stations, and load and unload ground units from
them. Like other buildings the Rail Station gives 3 defense.
--Rail--
Defense: 0
Receive funds: no
Soldier: 1
Tread: 2
Tire: 4
Rail: 1
Air: 1
Ship: X
Description: Ground and air units can move here. Rails are used
for Rail Turtles movement. They offer no defense, and
vehicles will go slowly here.
--Radar Station--
Defense: 3
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Radar Stations offer good defense. Your Infantry
or Mech will become a Giga Tank when it captures
the Radar Station.
--River--
Defense: 0
Receive funds: no
Soldier: 2
Tread: X
Tire: X
Rail: X
Air: 1
Ship: 1
Description: Rivers can be used only by soldiers, ships and air
units. They offer no defense.
--Bridge--
Defense: 0
Receive funds: no
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Bridges are placed across rivers and let ground
units pass through them. They offer no defense and
sea units can't go through them.
--Lake--
Defense: 0
Receive funds: no
Soldier: X
Tread: X
Tire: X
Rail: X
Air: 1
Ship: X
Description: Lakes are small parts of water in the middle of
land. Only air units can go over them.
--Garrison--
Defense: 5
Receive funds: no
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: This in the only 5-star defense terrain. They're rare,
but if you use them wisely, you can do a lot of damage
and receive very little in return. They can't be captured
and only appear in some 2p GE vs. YC and 4p maps.
Note: #Gamingmasterjohn remembered about this terrain, which I
didn't put in the first version of the FAQ.
--HQ--
Defense: 4
Receive funds: yes
Soldier: 1
Tread: 1
Tire: 1
Rail: X
Air: 1
Ship: X
Description: Headquarters are the main building. Ground and
air units can easily go through them and ground
units will get 4 defense. You can build, recover
and resupply ground units here. When an army's HQ
is captured it will lose.
-- End of File --