Learn how to effectively use the powerful Battleship in Advance Wars 1+2: Re-Boot Camp. Master range, trading, and naval combat with expert tips.
The Battleship is the king of the seas in Advance Wars, and for good reason! It's the most expensive unit, but its massive 2-6 firing range and few counters make it a powerhouse. It can obliterate most sea and land units before they even get close, outranging even rockets and missiles. While it's not invincible – bombers and submarines are its main threats, and cruisers can help defend against those – the Battleship can absolutely dominate naval warfare. Just be mindful of artillery and rockets that might sneak into its range before you can strike!
General Tips:
This section dives deep into strategy, assuming you know your units. We're here to help you read threats, make smart trades, and commit to actions safely, no matter the map or CO.
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Range Literacy Comes First
Every single decision you make starts with understanding range. Always consider movement range, attack range, and counterattack range. Indirect units are key here, as they define 'no-go' zones for your enemies. Get in the habit of using the range preview constantly – just hold B on a unit while moving the map to see its reach. Seriously, range mistakes are still the most common way players lose units they shouldn't. Missiles, rockets, artillery, and yes, even battleships, will punish you hard if you're not checking ranges carefully. Even when you think you're winning, a missed range check can still cost you valuable units.
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Movement and Capture Fundamentals
Your go-to units for capturing properties are Infantry and Mechs. Infantry have a movement of 3 spaces, while Mechs move 2. Remember that cities not only heal your ground units but are crucial for maintaining map control. Don't forget about APCs and Transport Copters – they can ferry your Infantry and Mechs into much better positions. APCs also have the added benefit of refueling units, which is a lifesaver for fuel-guzzlers like Subs and aircraft.
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Units Are Defined by Role, Not Cost
Direct Units:
- Infantry / Mechs: These are your capture, block, and trade units. Mechs are particularly cost-efficient and can even threaten heavier units with their bazookas.
- Recons: Think of these as fast pressure and scouting tools. They excel at mobility, but be warned, Mechs can still counter them effectively.
- Tanks / Medium Tanks: These are pressure units, not scouts. Medium Tanks are the absolute strongest standard land threat, so you need to respect them immediately.
Indirect Units:
- Artillery / Rockets: These are for area denial, not for getting up close and personal. Rockets pack more range and power than Artillery, making them generally more dangerous.
- Missiles: These are situational anti-air traps, most effective when the enemy is forced to move into their coverage.
- Battleships: These are essentially the Rockets of the sea, dominating from afar but hating close-range pressure.
Air Units:
- Battle Copters: Flexible and dangerous, but they're fragile if anti-air defenses are still active.
- Transport Copters: These are utility units first and foremost. They're often worth sacrificing for a key position, tempo advantage, or access to an HQ.
Naval Units:
- Battleships: The ultimate naval indirect units. They rule from a distance but can't handle close-quarters combat.
- Cruisers: These are your anti-air and anti-sub gatekeepers.
- Submarines: Stealthy ambush units that absolutely punish Battleships and Landers.
- Landers: These are strategic transport pieces; their value often goes beyond their combat ability.
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Matchups Are Rock–Paper–Scissors
Always think in terms of forced responses, not just how much a unit costs. Cruisers are great against Subs and can threaten air units. Subs, in turn, are the bane of Battleships and Landers. Battleships can pressure Cruisers and anything else they can safely hit. Missiles are strictly for air units. Rockets and Artillery can hit both land and sea. Medium Tanks will generally overpower unsupported ground units, but remember that Mechs can still trade effectively against more expensive targets if used correctly.
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Sequencing Wins Games
Getting your moves in the right order is crucial to prevent retaliation and improve your conversions. Sometimes, letting the enemy move first is the best play if it opens up a better punish window for you. Indirect attacks often get to go first. Revealing hidden threats, especially Subs, should come second. Commit your direct units only after the board has been clarified. Finally, clean up exposed units only after the truly dangerous pieces have been dealt with.
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Supremacy Before Expansion
Don't just rush your landings into contested zones. Always try to secure naval or air superiority first whenever possible. Unsafe landings almost always lead to delayed losses. In fact, delaying a landing is often the correct move if enemy Battleships, Battle Copters, or Indirects still control the area. Once you've established supremacy, expansion becomes much safer and often inevitable.
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Value-Based Trading
When trading units, remember that HP is secondary to position, removing threats, and denying the enemy. Trade based on the unit's battlefield function, not just its cost. A 20,000G unit is usually more important than a 9,000G one, but a cheaper unit might be the right target if taking it out opens up the board for you. Sacrificing a damaged Transport Copter or Lander can be a smart play if it absorbs enemy attacks and protects more valuable assets. Remember, one-health transports can still transport just fine, so low HP doesn't always remove their strategic value. Sometimes, the best play is preserving a stronger unit, even if it means losing a cheaper combat unit in the process.
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AI Behavior Is Exploitable
The AI has some predictable tendencies you can use to your advantage. It tends to over-target transports, often commits to obvious Medium Tank pushes, and can be baited into missile or indirect traps if you apply pressure. The AI might also choose capture lines over stronger attack lines. Use these habits to bait the AI, delay its advances, block its landings, and force inefficient trades.
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Board-State Reassessment Every Turn
It's vital to re-evaluate the entire board at the start of every single turn. Check which enemy unit is currently the biggest threat. Double-check your naval, air, and indirect coverage before making any moves. Don't assume that last turn's plan is still valid after CO Powers, repairs, refuels, or repositioning. Always reassess Battleship range, missile coverage, and potential landing zones.
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Target Selection Logic
Always aim to remove the most dangerous enemy unit first, not necessarily the most expensive one. If you have two comparable threats, prioritize the one that most constrains your next turn. Rockets are often a higher priority than Artillery because of their superior range and cost-effectiveness. Medium Tanks should frequently be focus-fired by your units.
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