Fire Emblem Wiki
Fire Emblem Wiki
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'''Advance Wars''' is another turn-based strategy game created by [[Intelligent Systems]], the creators of [[Fire Emblem (series)|Fire Emblem]]. It follows gameplay mechanics similar to Fire Emblem, but with a few key differences. It is considered to be the modern/futuristic equivalent to Fire Emblem, using tanks, ships and aircraft as opposed to swords and sorcery.
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'''''Advance Wars''''' is another turn-based strategy game created by [[Intelligent Systems]], the creators of [[Fire Emblem (series)|''Fire Emblem'']]. The series is considered to be the modern/futuristic equivalent to ''Fire Emblem'', using tanks, ships and aircraft as opposed to swords and sorcery. Unlike ''Fire Emblem'', ''Advance Wars'' is more of a straight-forward strategy game instead of a strategy RPG. Combat is focused on generic units that are mass-produced, with the non-combatant commanding officers (COs) of each faction serving as the narrative focus.
   
 
In Japan, each entry in the franchise is named for the platform it released on, including the original ''Famicom Wars'', ''Game Boy Wars'', and ''Game Boy Wars'' ''Advance''. ''Fire Emblem'' series creator [[Shouzou Kaga]] is credited as having worked on one entry in the series, ''Super Famicom Wars'', which released in 1998.
 
In Japan, each entry in the franchise is named for the platform it released on, including the original ''Famicom Wars'', ''Game Boy Wars'', and ''Game Boy Wars'' ''Advance''. ''Fire Emblem'' series creator [[Shouzou Kaga]] is credited as having worked on one entry in the series, ''Super Famicom Wars'', which released in 1998.
   
 
==Notable differences from Fire Emblem==
 
==Notable differences from Fire Emblem==
The main difference between Advance Wars and the Fire Emblem series is the basis of the gameplay. The games also include several other notable differences in gameplay:
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The core gameplay of ''Advance Wars'' features numerous differences that distinguish it from ''Fire Emblem''. Some of these differences include:
   
 
*Characters featured in the main story hardly ever appear on the field.
 
*Characters featured in the main story hardly ever appear on the field.
*Usable units are nameless, generic soldiers.
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*Combat units are nameless, generic soldiers and are more expendable.
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*Units of the same class are indistinguishable. Any cross-faction differences are based on the CO.
*Units are more expendable; however, there is a 50 unit cap but it is impractical to do so.
 
*Each unit of the same class is usually identical to any other of that class depending on the Commanding Officer (CO).
 
 
*Units cannot gain experience, level up and promote.
 
*Units cannot gain experience, level up and promote.
 
*The amount of Hit Points of a unit affects its ability to attack and counterattack.
 
*The amount of Hit Points of a unit affects its ability to attack and counterattack.
 
*Ranged units cannot move and attack in one turn.
 
*Ranged units cannot move and attack in one turn.
 
*Units cannot usually heal each other or themselves, although they can be placed on buildings to recover. Two units of the same type can also be combined to form a single unit with more hit points.
 
*Units cannot usually heal each other or themselves, although they can be placed on buildings to recover. Two units of the same type can also be combined to form a single unit with more hit points.
*The CO Powers is an ability which effects most, if not all units on the map. These can range from buffing controlled units to instantly damaging other units. The effect depends on the CO.
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*COs have special CO Powers that when triggered affect most, if not all allied or enemy units on the map. These powers range from buffing controlled units to damaging enemy units. The effect depends on the CO.
 
*Units cannot inflict or receive any status conditions.
 
*Units cannot inflict or receive any status conditions.
 
*There are no houses or villages to visit, although properties must be captured to secure steady income.
 
*There are no houses or villages to visit, although properties must be captured to secure steady income.

Revision as of 02:58, 26 October 2017

Advance Wars is another turn-based strategy game created by Intelligent Systems, the creators of Fire Emblem. The series is considered to be the modern/futuristic equivalent to Fire Emblem, using tanks, ships and aircraft as opposed to swords and sorcery. Unlike Fire Emblem, Advance Wars is more of a straight-forward strategy game instead of a strategy RPG. Combat is focused on generic units that are mass-produced, with the non-combatant commanding officers (COs) of each faction serving as the narrative focus.

In Japan, each entry in the franchise is named for the platform it released on, including the original Famicom Wars, Game Boy Wars, and Game Boy Wars Advance. Fire Emblem series creator Shouzou Kaga is credited as having worked on one entry in the series, Super Famicom Wars, which released in 1998.

Notable differences from Fire Emblem

The core gameplay of Advance Wars features numerous differences that distinguish it from Fire Emblem. Some of these differences include:

  • Characters featured in the main story hardly ever appear on the field.
  • Combat units are nameless, generic soldiers and are more expendable.
  • Units of the same class are indistinguishable. Any cross-faction differences are based on the CO.
  • Units cannot gain experience, level up and promote.
  • The amount of Hit Points of a unit affects its ability to attack and counterattack.
  • Ranged units cannot move and attack in one turn.
  • Units cannot usually heal each other or themselves, although they can be placed on buildings to recover. Two units of the same type can also be combined to form a single unit with more hit points.
  • COs have special CO Powers that when triggered affect most, if not all allied or enemy units on the map. These powers range from buffing controlled units to damaging enemy units. The effect depends on the CO.
  • Units cannot inflict or receive any status conditions.
  • There are no houses or villages to visit, although properties must be captured to secure steady income.
  • It is impossible for an attack to miss. Although attacks can do 0 damage.
  • There are no critical hits. More powerful attacks, however, can occur due to the CO's strengths and weaknesses.
  • There are no weapons or items. Instead, each unit has fixed usable weapons.

Gallery

External links