Day 8 - Boot: 00d 00h 00m - AET: 00d 00h 00m
Game Started: 09/10/2007 - Last Updated: 02/06/2008 - The Fight of Fourteen Nations
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Damage Calculator (Hotkey: C)
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Meteor
Angry nell I told you this would happen!
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maq maq
Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement.
23000
Copter Command [ 7735 / 27000 ] Airborne Assault [ 7735 / 81000 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
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DuelStriker DuelStriker
No day-to-day abilities.
6000
Hyper Repair [ 11460 / 27000 ] Hyper Upgrade [ 11460 / 81000 ]
COP Button All units gain +2 HP.
SCOP Button All units gain +5 HP, +10% attack, and +1 movement.
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g-dog g-dog
Units gain +10% attack.
8600
Black Wave [ 7590 / 27000 ] Black Storm [ 7590 / 81000 ]
COP Button All units gain +1 HP, and all enemy units lose -1 HP (to a minimum of 0.1 HP).
SCOP Button All units gain +2 HP, and all enemy units lose -2 HP (to a minimum of 0.1 HP).
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Almighty_goomba Almighty_goomba
Vehicles gain +10% attack, but all other units (including footsoldiers) lose -10% attack.
7000
Turbo Charge [ 0 / 27000 ] Overdrive [ 0 / 81000 ]
COP Button Vehicles gain +1 movement and their attack is increased to +20%. All units resupply fuel and ammo.
SCOP Button Vehicles gain +2 movement and their attack is increased to +40%. All units resupply fuel and ammo.
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Jup Jup
Movement cost over all terrain is reduced to 1, except in Snow. Units lose -20% attack and gain +20% defense.
11600
Meteor Strike [ 9550 / 27000 ] Meteor Strike II [ 9550 / 81000 ]
COP Button A 2-range missile deals 4 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
SCOP Button A 2-range missile deals 8 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
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nerd-boy nerd-boy
Units (even air units) gain +40% attack while on urban terrain. HQs, bases, airports, ports, cities, labs, and comtowers count as urban terrain.
21000
Urban Blight [ 5695 / 27000 ] High Society [ 5695 / 81000 ]
COP Button All enemy units lose -3 HP on urban terrain. Urban bonus is increased to +80%.
SCOP Button Urban bonus is increased to +130%, and attack for all units is increased by +3% for each of your owned urban terrain.
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dboy dboy
Units gain +10% attack.
9000
Black Wave [ 13700 / 27000 ] Black Storm [ 13700 / 81000 ]
COP Button All units gain +1 HP, and all enemy units lose -1 HP (to a minimum of 0.1 HP).
SCOP Button All units gain +2 HP, and all enemy units lose -2 HP (to a minimum of 0.1 HP).
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_Corsair_ _Corsair_
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
20400
Double Time [ 2990 / 27000 ] Victory March [ 2990 / 81000 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
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Seifin Seifin
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
20000
Double Time [ 1175 / 27000 ] Victory March [ 1175 / 81000 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
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SunsetGunman SunsetGunman
Units gain +10% attack.
19000
Black Wave [ 12970 / 27000 ] Black Storm [ 12970 / 81000 ]
COP Button All units gain +1 HP, and all enemy units lose -1 HP (to a minimum of 0.1 HP).
SCOP Button All units gain +2 HP, and all enemy units lose -2 HP (to a minimum of 0.1 HP).
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Senzitive Senzitive
Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement.
3000
Copter Command [ 0 / 27000 ] Airborne Assault [ 0 / 81000 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
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Janusmarine Janusmarine
Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement.
800
Copter Command [ 6760 / 27000 ] Airborne Assault [ 6760 / 81000 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
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Gunfighter Gunfighter
Units gain +30% attack, but lose -20% defense.
17000
Knuckleduster [ 535 / 27000 ] Haymaker [ 535 / 81000 ]
COP Button All units' attack is increased to +50%.
SCOP Button All units' attack is increased to +80%.
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ChristIsFreedom ChristIsFreedom
Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement.
11800
Copter Command [ 7170 / 27000 ] Airborne Assault [ 7170 / 81000 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
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Damage calculator
? Hold down "A" or "D" while clicking a unit to add it to the calculator
Attacker [Select] Hotkey: A [Swap]
Defender [Select] Hotkey: D

{{attacker.co.co_name === "Lash" && attacker.power === "S" ? attacker.terrain.terrain_defense * 2 : attacker.terrain.terrain_defense}}

Toggle out of ammo

{{defender.co.co_name === "Lash" && defender.power === "S" ? defender.terrain.terrain_defense * 2 : defender.terrain.terrain_defense}}

Toggle out of ammo
{{damage.minInfo.percent}}% - {{damage.maxInfo.percent}}% {{damage.minInfo.fundsDamage}} - {{damage.maxInfo.fundsDamage}}
@{{defRemainingHP.minHP}}HP {{damage.minCounterInfo.minLuck.counterPercent}}% - {{damage.minCounterInfo.maxLuck.counterPercent}}% @{{defRemainingHP.maxHP}}HP {{damage.maxCounterInfo.minLuck.counterPercent}}% - {{damage.maxCounterInfo.maxLuck.counterPercent}}% {{damage.minCounterInfo.minLuck.counterFundsDamage}} - {{damage.maxCounterInfo.maxLuck.counterFundsDamage}}



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