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{{Unit Template|title1 = Anti-Air|image1 = GEAnti-air.gif|cost = 8000|movement_type = Treads|movement = 6|fuel = 60|primary_weapon = Vulcan Cannon|ammo = 9|secondary_weapon = N/A|range = 1|vision = 2}}As their name implies, '''Anti-Airs''' are strong at fighting Air units, but are also strong at combating foot soldiers and light vehicles.
[[File:Geanti-air.gif]]
 
   
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== Usage ==
{| align="left" border="1" cellpadding="1" cellspacing="1" style="width: 500px; "
 
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The primary use of an Anti-Air is to fight Air units. Anti-Airs do very high damage to them, especially Copter units. These units have little to fear from [[B-Copter|B-Copters]] in particular, taking minimal damage from them while dealing extreme damage in return. Anti-Airs also deal high damage to plane-type air units, while costing significantly less in the process.
! scope="col" style="text-align: left; "|Unit Classification
 
! scope="col" style="text-align: left; "|Direct, Ground Vehicle
 
|-
 
|Movement
 
|6
 
|-
 
|Ammo
 
|9
 
|-
 
|Vision
 
|2
 
|-
 
|Movement Type
 
|Treads
 
|-
 
|Cost
 
|8000
 
|}
 
   
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Anti-Airs are also capable of decimating [[Infantry]] and [[Mech]] units, with a full-HP Anti-Air capable of instantly destroying them if they are on Roads. With any form of attack boost, this result will also be guaranteed on Plains, and has a moderate chance of happening on Forests. This can prove invaluable in punching through a defensive line of Infantry that [[Tank|Tanks]] could not otherwise handle on their own.
   
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Anti-Airs are also decently effective at attacking light-armored units, such as Indirects, but less powerful than [[Tank|Tanks]] in this regard. Anti-Airs deal poor damage to Tanks, and next to no damage to any heavier tanks, so those units should be avoided.
   
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Despite their increased defense against Air Units and higher cost than Tanks, Anti-Airs have worse armor than Tanks in terms of Ground combat. Tanks, Mechs, and Indirect Units will all do significant damage to an Anti-Air, so care must be taken around these units.
   
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== Fighting Against ==
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The most direct counter to an Anti-Air is a Tank. Tanks will beat them easily in Direct Combat, dealing heavy damage to the Anti-Air while suffering close to nothing in return, no matter which deals the first strike.
   
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Mechs will also deal significant damage to an Anti-Air, but only if it can get the first strike. Otherwise, the Mech will likely be destroyed or severely crippled.
   
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Likewise, [[Bomber|Bombers]] will heavily damage Anti-Airs if they can get the first strike, which is fairly easy given the Bomber's increased movement range and ability to fly over terrain.
   
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Again, getting the first strike is critical, as Bombers will take heavy damage from the Anti-Air otherwise. Anti-Airs are also incapable of attacking a hidden [[Stealth]], and risk taking significant damage from them without retaliation.
   
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Since Anti-Airs are a hard counter to B-Copters, one should never engage in such a battle with a B-Copter unless the Anti-Air has 3 HP or less. Damaged Anti-Airs can still do significant damage to B-Copters otherwise.
   
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It is generally preferable to keep B-Copters out of reach of Anti-Airs. This can be done fairly easily, despite their similar move ranges, thanks to the fact that B-Copters are not hindered by terrain features. Use [[Woods|forests]] and [[mountains]] to your advantage to move B-Copters into positions that allow it to attack but make it difficult or impossible for an Anti-Air to retaliate against.
   
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When an enemy fields Anti-Airs, care must be taken with any defensive formations with Infantry at the front. Anti-Airs are highly likely to outright destroy even full-HP infantry, leaving shielded units vulnerable to follow up attacks. When shielding with Infantry, it is advisable to use more defensive terrain to your advantage, and possibly having a second layer of Infantry to protect vulnerable units in case the first line falls.
   
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At the very least, a good course of action to take is to ensure that any lines broken by enemy Anti-Airs will be more costly for the attacker.[[Category:Units]]
 
 
[[Category:Land Units]]
==Description==
 
 
As the name implies, the Anti-Air's main role is to destroy air units. They are extremely cost effective at its job. The Anti-Air OHKOs Battle Copters and has a 75 base damage against bombers despite the fact that both units are cost 9000 and 22000 respectively. This makes Anti-Air a staple unit for any map with an airport.
 
 
Often times the Anti-Air will stay behind the front lines to cover units against Battle Copters or Bombers. However, the high base damage against infantry-type units enables it to destroy the opponent's meatshields so that other units take a shot at the units behind. In rare cases, Anti-Airs will also be used to finish off wounded tanks or wound recons and indirects.
 
 
==Counters==
 
 
'''Tank''' - Any kind of tank hard counter the Anti-Air but a weakened normal tank will take significant counterattack from an Anti-Air on decent terrain. For example, a 6 HP tank on plain deals a measly 27% against an Anti-Air on city and takes 18% on the counterattack resulting in 4-7. A weakened tank also loses to a full HP Anti-Air so you must attack first.
 
 
'''Mech''' - The mech requires a meatshield or you must have 2 mechs to 1 Anti-Air. Anti-Air must be on light terrain.
 
[[Category:Units]]
 

Revision as of 21:18, 8 February 2019

As their name implies, Anti-Airs are strong at fighting Air units, but are also strong at combating foot soldiers and light vehicles.

Usage

The primary use of an Anti-Air is to fight Air units. Anti-Airs do very high damage to them, especially Copter units. These units have little to fear from B-Copters in particular, taking minimal damage from them while dealing extreme damage in return. Anti-Airs also deal high damage to plane-type air units, while costing significantly less in the process.

Anti-Airs are also capable of decimating Infantry and Mech units, with a full-HP Anti-Air capable of instantly destroying them if they are on Roads. With any form of attack boost, this result will also be guaranteed on Plains, and has a moderate chance of happening on Forests. This can prove invaluable in punching through a defensive line of Infantry that Tanks could not otherwise handle on their own.

Anti-Airs are also decently effective at attacking light-armored units, such as Indirects, but less powerful than Tanks in this regard. Anti-Airs deal poor damage to Tanks, and next to no damage to any heavier tanks, so those units should be avoided.

Despite their increased defense against Air Units and higher cost than Tanks, Anti-Airs have worse armor than Tanks in terms of Ground combat. Tanks, Mechs, and Indirect Units will all do significant damage to an Anti-Air, so care must be taken around these units.

Fighting Against

The most direct counter to an Anti-Air is a Tank. Tanks will beat them easily in Direct Combat, dealing heavy damage to the Anti-Air while suffering close to nothing in return, no matter which deals the first strike.

Mechs will also deal significant damage to an Anti-Air, but only if it can get the first strike. Otherwise, the Mech will likely be destroyed or severely crippled.

Likewise, Bombers will heavily damage Anti-Airs if they can get the first strike, which is fairly easy given the Bomber's increased movement range and ability to fly over terrain.

Again, getting the first strike is critical, as Bombers will take heavy damage from the Anti-Air otherwise. Anti-Airs are also incapable of attacking a hidden Stealth, and risk taking significant damage from them without retaliation.

Since Anti-Airs are a hard counter to B-Copters, one should never engage in such a battle with a B-Copter unless the Anti-Air has 3 HP or less. Damaged Anti-Airs can still do significant damage to B-Copters otherwise.

It is generally preferable to keep B-Copters out of reach of Anti-Airs. This can be done fairly easily, despite their similar move ranges, thanks to the fact that B-Copters are not hindered by terrain features. Use forests and mountains to your advantage to move B-Copters into positions that allow it to attack but make it difficult or impossible for an Anti-Air to retaliate against.

When an enemy fields Anti-Airs, care must be taken with any defensive formations with Infantry at the front. Anti-Airs are highly likely to outright destroy even full-HP infantry, leaving shielded units vulnerable to follow up attacks. When shielding with Infantry, it is advisable to use more defensive terrain to your advantage, and possibly having a second layer of Infantry to protect vulnerable units in case the first line falls.

At the very least, a good course of action to take is to ensure that any lines broken by enemy Anti-Airs will be more costly for the attacker.