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Advance Wars Terrain Guide
Updated by Dark Prime

This section explains the terrain types found in Advance Wars, including their defense values, movement costs, and strategic uses. Understanding terrain is essential for both movement efficiency and battlefield positioning.

Plain

Defense: 1

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 2
Air: 1

The general terrain in Advance Wars. Units with tread movement fare better than those with tires.

Forest

Defense: 2

Movement:
Infantry: 1
Mechs: 1
Treads: 2
Tires: 3
Air: 1

In Fog of War, units hidden here can only be seen by adjacent units and air units. Handy for recons and indirect units.

Bridge

Defense: 0

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

Similar to roads, bridges allow units to cross rivers and seas.

River

Defense: 0

Movement:
Infantry: 2
Mechs: 1
Air: 1

An effective way for infantry to cross safely. Depending on the circumstances, HQ capture may be easier through river access.

Sea

Defense: 0

Movement:
Ships: 1
Landers: 1
Air: 1

Regular water terrain.

Reef

Defense: 1

Movement:
Ships: 2
Landers: 2
Air: 1

The forests of the seas. Reefs provide concealment in Fog of War and can hide naval units from distant enemies.

Mountain

Defense: 5

Movement:
Infantry: 2
Mechs: 1
Air: 1

Infantry gain extra vision on mountains in Fog of War, making them critical scouting positions.

Road

Defense: 0

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

The easiest of all terrain types to traverse. Roads maximize movement speed but provide no defensive protection.

Shoals

Defense: 0

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Landers: 1
Air: 1

Shoals allow landers to load and unload land units, making them essential for amphibious invasions.

HQ

Funds: 1000

Defense: 4

Repairs: Land

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

An army headquarters. The battle ends immediately if it is captured. Ground units can regain HP and supplies here, so protect your HQ well.

City

Funds: 1000

Defense: 3

Repairs: Land

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

A normal city. Ground units can regain HP and supplies here. The more cities you obtain, the better, especially when capturing enemy cities.

Base

Funds: 1000

Defense: 3

Repairs: Land

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

A base. Allied bases deploy, supply, and restore HP to ground units. Parking units on enemy bases can prevent deployment and give you a strong tactical advantage.

Port

Funds: 1000

Defense: 3

Repairs: Sea

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Ships: 1
Landers: 1
Air: 1

A naval base. Allied ports deploy, supply, and restore HP to sea units. Control of ports is crucial on naval-heavy maps.

Airport

Funds: 1000

Defense: 3

Repairs: Air

Movement:
Infantry: 1
Mechs: 1
Treads: 1
Tires: 1
Air: 1

An air base. Airports deploy, supply, and restore HP to air units. Securing airports is essential for sustained air superiority.