Advance Wars

Advance Wars is a turn-based tactical game developed by Intelligent Systems for the GBA. You play as an advisor to one of several commanding officers (COs). Your task is to field units and engage enemy forces to achieve victory on a grid-based battlefield. Each CO has their own strengths and weaknesses, plus a special power that can turn the tide of battle.
In my opinion, Advance Wars is more strategic than several other titles in the genre. Most of the units you control are produced on the spot and are relatively weak — there are no unique or overpowered units. As the player, you have to make trade-offs and sacrifice parts of your army to achieve victory.
Although this is a war game, the overall art style and presentation keep the tone innocent and lighthearted.
What can you expect from this adventure? I'm aiming for a perfect S-rank across Field Training, War Room, and Campaign — maybe not Advanced Campaign, but we'll see. I'm also going for all achievements on RetroAchievements. So… it'll take a while.
01FIELD TRAINING11 ENTRIES
- 01Troop OrdersNell insists on showing me the basics. I insist I already know them. We compromise by doing them anyway. This is the first of 18 Field Training missions, and it covers troop orders. Nell explains how to move units, attack enemies, and end turns. I also cover some basic combat mechanics, including attacker advantage and concentration of fire.
- 02Terrain IntelNell teaches about terrain and its impact on gameplay. Terrain is a critical factor in Advance Wars, affecting unit movement, defense, and strategy. Learn how to leverage terrain to gain the upper hand in battle.
- 03Base CaptureNell introduces the strategic value of bases, from income and unit production to healing and capture progress. I balance securing cities and factories with advancing through enemy territory in another battle against Olaf.
- 04Unit RepairNell teaches how damaged units can recover and return to battle, turning unit preservation into a key advantage. I executed the classic counter-offensive strategy against Olaf.
- 05APC ABCsNell introduces the APC: a transport unit that can supply allies with ammo and fuel from adjacent positions. I learn to leverage APCs and artillery for area denial and applied counteroffensive strategy.
- 06Tank OpsNell challenges me to stop Olaf's seemingly invincible medium tank. I use APCs, artillery, and a carefully placed infantry unit to lure it into a decisive trap.
- 07Copter TacticsNell hands us B-copters and T-copters to compensate for a stalled medium tank program. I show how air units and a flanking HQ capture can outmaneuver Olaf's four medium tanks without ever fighting them head-on.
- 07bCopter Tactics RematchOlaf wants a frontal assault rematch, so this time there is no easy HQ capture. I build a defensive choke point, use artillery and copters to wear down his army, and turn his own impatience against him.
- 08Air AssaultOlaf unveils a terrifying air force, but his bombers and fighters are running on borrowed time. I use anti-air, bait, and a little patience to ground his aircraft before crushing the remaining land forces.
- 09Air DefenseOlaf's air force may have the advantage, but Nell has given us the tools to fight back. With experimental Missiles, powerful Rockets, and our Anti-Air, we establish Operation Thunder Bastion and turn our indirect units into the backbone of our defense.
- 10DogfightsWe have encountered Olaf's landing forces, with our very own bombers and fighters ready to support us. How fast can we take them out?
NO ENTRIES MATCH.




