The most inexpensive sea unit, Black Boats are unique in that they can repair other units.
Using[]
Unlike any other unit, Black Boats are capable of repairing units of the same army. To do this, the Black Boat must be adjacent to the allied unit in need of repair. When this is done, one can select the "Repair" command, and select the unit they wish to repair. Once processed, the Black Boat will repair the target unit for 1 HP, also refilling its fuel and ammo in the process. These repairs will cost 10% of the unit in question's deployment cost - if that cost is not affordable, the heal does not take place, though the resupply still will.
Instructing a Black Boat to repair a full HP unit will not cost anything, but will still refill its fuel and ammo. If a full HP unit previously received chip damage (i.e. a unit with 91% health, which still appears to have full HP), a Black Boat will only repair the unit when it does not have the maximum amount of both fuel and ammo. Units being repaired by Black Boats may still take their turn as normal, so one can repair a unit before engaging in combat, where applicable.
Additionally, Black Boats are capable of transporting and protecting up to two Infantry or Mech units. As with all other transports, if the Black Boat is destroyed, any units being transported will be destroyed as well. To be loaded, the Black Boat must be on either a Port or Shoals tile.
Being able to traverse shoals, Black Boats can also block Land units from crossing connecting shoals tiles. Despite being relatively inexpensive, Black Boats are quite sturdy units, taking little damage from most direct attackers. They still take moderately high damage from indirect combat, however, so don't expect them to last too long against them.
Many maps start players with pre-deployed Black Boats. Do not move such Black Boat unnecessarily, as its fuel can not be restored without occupying a harbor or uses of an APC and this can lead to loss of the unit in longer games. Even though the player didn't pay anything for it, a pre-deployed Black Boat still has significant value. This can be useful against Rachel, Sturm, or Von Bolt's Super Powers, which target based on value. Many maps lock a pre-deployed Black Boat on a player's HQ or Lab to discourage early HQ rushes. While these Black Boats can not be moved, they can still repair/resupply and boost allied units.
Fighting Against[]
As with most Transport units, Black Boats are defenseless on their own, and are rarely worth the effort to sink unless they are no other targets nearby or they are being used to block a crucial property, such as the Headquarters. Consider not harming an opponent's pre-deployed Black Boat if it can't be destroyed, or wait till they are in their (Super) Power as its high value will lead to damage granting significant power charge to the owner.
It is recommended to avoid combat adjacent to any bodies of water where enemy Black Boats are, as they can repair hostile units and turn the tables of a land battle if combat continues in that area.
Due to their low Fuel supply and high movement, Black Boats tend to run out of Fuel rather quickly if they are constantly moving, so keeping them on the move can lower their time spent repairing enemies.
Units of Advance Wars By Web | ||||
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