Advance Wars Revolution

Advance Wars Revolution
Originally created by the awRev community • restored and maintained by YoyoYoshi
Login  |  Register
Cruisers: Kings of the Sea
Summary
A look at how Cruisers evolved from fragile support ships into dominant naval threats, with strategies for both using classic AW1/AW2 Cruisers and countering the terrifying AWDS version.
Author Notes
Cruisers went from one of the most overlooked naval units to one of the scariest forces on the battlefield. Hopefully this Weekly helps players better understand both sides of the matchup.
By: MoogleGunner ================= §0 - Table of Contents - §1 - Version §2 - Introduction §3 - Utilizing the old Cruiser §4 - Sinking the new Cruiser §5 - Conclusion §6 - Special §7 - Legal §1 - Version: 1.0- Made it, got it checked. ================= §2 - Introduction: The sea's anti-air unit, the bane of subs, and copter-carrying masterpiece. In the past, during the battles of Cosmo and Macro, the Cruiser was a weak unit, that could be extremely powerful when used in conjunction with air units, and required a lot of planning to really use properly. Then, Drake got tired of having his cruisers smacked around by everything and its mother, so he wrapped them in Lash - Beta, and beefed up their weapons... ALOT. Now they are the terror of the seas, rendering all sea combat ineffectual in comparison to their versatile amazing-ness. In this Weekly, I shall discuss strategies for both AW1 and 2 and AWDS Cruisers, specifically, strategies for using cruisers in AW1 and 2, and strategies for knocking them down a notch in AWDS. ================= §3 - Utilizing the old Cruiser: The old cruiser had standard rock-paper-scissors role in Sea-Land maps, however once one got into the Sea-Land-Air maps, they became dangerous and perilous to deploy. The problem was this: for 18K, the same cost as your cruiser, an enemy could deploy two Battle and absolutely destroy your cruiser, and still have some hit points left over... not to mention the utter annihilation that the Bomber can deal to you. You might say "Then why even deploy the things?" The reply is simple: Should you fail to deploy cruisers, and keep them alive, your entire navy will be sunk, allowing them to decimate your land forces, and utterly destroy you. The most common method used against Cruisers is the Battle One-Two. There are two ways to avoid this. One is to simply have Missiles or Fighters, or other anti-air units within range, and leave your copters to minor anti-air duty, and sub destruction duty. The method utilizes the most unseen and unused option, quite possibly in all of Advance Wars - The ability to carry Copters. By turning your Cruiser into a 36K ship, you can quickly deploy two battle copters, who will easily be able to accomplish one of two things: a) Distracting the battle copters, the primary reason the system works so well is that they get first strike. Or B) Killing the now weakened copters with ease. Either effect is valuable. This brings me to another one of the commonly missed abilities of the cruiser: It can carry T-Copters, allowing it to help you transport that infantry just beyond the range of the fighter. In FOW, this can be extremely useful, as it is generally very much unexpected. Remember, good readers: The isn't just anti-air and anti-sub (and now anti-ship), it can also function as a low level aircraft carrier, taking those valuable copters places your foe thought were safe from enemy air units. ================= §4 - Sinking the new Cruiser: The new cruiser is extremely powerful, in the gap while Von was conquering Black, and establishing the Bolt, the cruiser's deck was covered in something near Lash-Armor, with an impressive increase in defense against air-units. While its guns became slightly weaker. However, far more importantly, it can now attack Battleships, which makes it extremely dangerous in Sea. A single Cruiser can disable an entire armada for a few turns just by beating up on a Battleship or Cruiser. How does one deal with it? There are a few main ways that one can strike out against the new Cruiser, one of the most important being to keep sea combat near coasts when you run into a situation where you are being harassed by a cruiser, you have about ten turns to do something about it before you lose your investment permanently, for a Battle ship, or about three or four turns if your cruiser is being beat up. I suggest you immediately flee to the coast. That puts that Cruiser within range of Artilleries, and Rockets, and Md.Tanks, leading to a far quicker solution to your Cruiser woes. Another important idea is to sacrifice a B-Copter, and instead crush it with three copters, probably sacrificing a few in the process, it may cost you more, but a B-Ship is worth even more. Another rather useful method is to deploy your own cruiser - Cruisers counter themselves far more than they can beat up on B-Ships. For B-Ships they are just an annoyance, but nonetheless can be a frustrating hassle. Other ideas you might consider are a bit more expensive, but can have a larger effect on the enemy's overall navy, like launching silos or Black at Cruisers, or , even better, you can devastate an enemy Cruiser is by using the one air unit it can't handle towards it - A Stealth Bomber. Far more important than that though, is ensuring that you always have B-Ships within support range of each other, to prevent this from happening in the first place. They may be frustrating, but utilizing B-Ship support, and land units, as well as being willing to make some sacrifices to stop the situation will be invaluable when it comes to stopping the Cruiser. ================= §5 - Conclusion: The is a very effective unit that can have no end of use when put to work for your CO. ================= §6 - Special: Tronn Staff of AWRev Nintendo Etc. ================= §7 - Legal This document is ©2006 MoogleGunner. This may be not be reproduced under any circumstances except for personal and private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The only sites authorized to use this guide are awrev.com. Advance Wars: Dual Strike, and all related characters are copyright of Nintendo.

Comments

No comments yet.

Log in to comment

Recommended by 0 readers.

Log in to recommend this guide

Back to Guides