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The Infantry (歩兵 - ホヘイ (ho-hei, lit. "walking troop") is a unit in both the Nintendo Wars series and the Nectaris series. It is in every installment of both series.

Overview

The Infantry unit is the basic grunt, and a necessity for any army, no matter how strong or versatile. It can't do well in battle except against other foot soldiers or as a weak meatshield, but it can do something more important: taking control of real estate. As the cheapest unit, the Infantry can either be placed in strong numbers or simply deployed with minimal deterrence to the army it is helping along.

Property control itself is invaluable; with more real estate, more funds is available, and consequently, more or stronger units can be deployed. If Infantry take control of enemy properties, the respective enemy army's income is reduced. Also, taking control of a Capital will defeat the respective army. Doing this in Super Famicom Wars' 4P maps merely makes the respective army's neutral, but in the Advance Wars series, the army that captured the Capital gets all of the defeated army's real estate.

While the Infantry's Movement Power is low, its Movement Type is good. It is not hindered by forests, and Movement Cost for any terrain that is rougher is 2, except in Sea and Game Boy Wars Shoal, which land units typically can't move on anyway. Consequently, Rivers and Mountains never stop it altogether. Also, in Famicom Wars, foot soldiers gain additional defense boosts from Plains and Forest.

Game Boy Wars 3 also has an infantry unit as a Mercenary unit: the Commando. Save for the higher repair costs, the Mercenary unit restrictions, and the lower fuel, the Commando is in every way better than the Infantry. It is equipped with a Grenade Launcher, and has not only higher Initiative, but far better defenses, better Movement Power, and an unquestionable Movement Type. The Movement Type is better than that of any other land unit's in every area, and even allows the Commando to cross the Sea terrain: a first in the Nintendo Wars series (much like some other concepts in Game Boy Wars 3).

Trivia: In Game Boy Wars 3, the Infantry has the highest base damage amount taken: 21.5 HPs from the Gatling Gun S used by any unit that isn't an air unit. However, only the Mercenary Anti-Air Tank (which is a mercenary unit) and the Large Aircraft Carrier (which is a sea unit) have this equipped, so this is an uncommon case. But the Gatling Gun B-4, held by the regular Anti-Air Tank, has 34 ATK against Unarmored Units, so the regular AA Tank deals 17 HPs of damage. These cases are, of course, overkill because the maximum HP any unit has is 10. But these units, even when having suffered 4 HPs of damage (which is usually enough for most other units to have lost any ability to inflict any instant kills), can still instantly wipe out a single Infantry unit.

Statistics

Famicom Wars

  • Category: Infantry
  • Cost: 1000G
  • Movement: 3, Infantry
  • Fuel: 99
  • Weapon: Machine Gun (Range 1, 9 ammo, 1G)
  • Battle
    • Infantry: 45% (this unit)
    • Mech: 35% dealt, 55% taken
    • Tank A: 5% dealt, 85% taken
    • Tank B: 15% dealt, 55% taken
    • APC: 25% dealt, 85% taken
    • Artillery A: 5% dealt, 45% taken
    • Artillery B: 15% dealt, 45% taken
    • AA Missile: 5% dealt
    • AA Gun: 15% dealt
    • Supply Truck: 25% dealt
    • Fighter A: 5% dealt, 55% taken
    • Fighter B: 5% dealt, 55% taken
    • Bomber: 5% dealt, 45% taken
    • Helicopter: 15% dealt, 55% taken
    • Battleship: 5% dealt, 85% taken
    • Lander: 5% dealt, 15% taken
  • Transport: None

Game Boy Wars 1/2/Turbo

  • Category: Infantry
  • Cost: 1000G
  • Movement: 3, Infantry
  • Fuel: 99
  • Weapon 1: Machine Gun (Range 1, 9 ammo, 1G)
  • Weapon 2: None
  • Battle
    • Infantry: 45% with primary (this unit)
    • Mech: 35% dealt, 55% taken from primary
    • Tank A: 2% dealt, 65% taken from primary, 98% taken from secondary
    • Tank B: 5% dealt, 53% taken from primary, 76% taken from secondary
    • Tank Z: 15% dealt, 38% taken from primary, 45% taken from secondary
    • Battery: 5% dealt, 95% taken
    • Artillery A: 5% dealt, 45% taken
    • Artillery B: 15% dealt, 45% taken
    • Anti-Air Missile Launcher: 5% dealt
    • Anti-Air Tank: 15% dealt
    • Rocket Launcher: 15% dealt, 87% taken
    • APC: 95% dealt, 94% taken
    • Supply Truck: 25% dealt
    • Fighter A: 5% dealt, 15% taken from secondary
    • Fighter B: 5% dealt, 10% taken from secondary
    • Bomber: 5% dealt, 77% taken
    • Battle Helicopter: 15% dealt, 27% taken from primary, 65% taken from secondary
    • Transport Helicopter: 25% dealt, 65% taken
    • Super Missile: 5% dealt
    • Radar Transport Plane: 5% dealt
    • Battleship: 5% dealt, 55% taken with primary
    • Aircraft Carrier: 5% dealt
    • Lander: 5% dealt, 27% taken
  • Transport: None

Game Boy Wars 3

Infantry
[[image:{{{pic}}}|center]]
Traits
CategoryUnarmored
Transport
Restoration TypeLand
Price
Gold100
Materials10
Attributes
Movement3, Infantry
Fuel99
Initiative10, 3
Weapons
Machine Gun B9
'
Defense
Unarmored10
Armored10
Air12
Ship10
Submarine
  • Commando
    • Category: Unarmored land unit
    • Cost: 600 Gold + 14 Materials
    • Movement: 4, own Movement Type
    • Weapon 1: Grenade (2 ammo)
    • Weapon 2: Machine Gun B (8 ammo)
    • Defense
      • Unarmored land unit: 16
      • Armored land unit: 16
      • Air unit: 18
      • Sea unit: 16
      • Submarine: --
    • Fuel: 85
    • Initiative: 16
    • Initiative Cost: 3
    • Transport: None
    • Restoration Type: Land

Commando Movement Type

  • Plains - 1
  • Forest - 1
  • Mountain - 2
  • Wasteland - 1.5
  • Desert - 1.5
  • River - 2
  • Shoal - 2
  • Sea - 3
  • Damaged property - 1.5

Super Famicom Wars

  • Category: Infantry
  • Cost: 1000G
  • Vision: 2 (+3 on Mountain)
  • Movement: 3, Infantry
  • Fuel: 99
  • Main Weapon: None
  • Machine Gun: Yes
  • Battle
    • Infantry: 55% (this unit)
    • Mech: 45% dealt, 65% taken from secondary
    • Small Tank: 5% dealt, 35% taken from primary (never used), 75% taken from primary
    • Medium Tank: 3% dealt, 45% taken from primary (never used), 85% taken from primary
    • Large Tank: 1% dealt, 50% taken from primary (never used), 95% taken from primary
    • New Model Tank: 1% dealt, 55% taken from primary (never used), 95% taken from secondary
    • Recon Car: 6% dealt, 70% taken
    • APC: 7% dealt, 70% taken
    • Supply Truck: 25% dealt
    • Artillery: 15% dealt, 90% taken
    • Rocket Launcher: 25% dealt, 95% taken
    • Train Gun: 1% dealt with primary, 99% taken from primary, 65% taken from secondary
    • Anti-Air Artillery: 15% dealt
    • Anti-Air Tank: 5% dealt, 95% taken
    • Anti-Air Missiles: 25% dealt
    • Bomber: 90% taken
    • Attacker: 55% taken from primary (never used), 70% taken from secondary
    • Battle Helicopter: 7% dealt, 45% taken from primary (never used), 70% taken from secondary
    • Transport Helicopter: 20% dealt
    • Battleship: 75% taken from primary, 25% taken from secondary
  • Transport: None

Advance Wars

  • Category: Infantry
  • Cost: 1000G
  • Vision: 2 (+3 on Mountain)
  • Movement: 3, Infantry
  • Fuel: 99
  • Main Weapon: None
  • Machine Gun: Yes
  • Battle
    • Infantry: 55% (this unit)
    • Mech: 45% dealt, 65% taken
    • Recon: 12% dealt, 70% taken
    • Tank: 5% dealt, 35% taken from primary (never used), 75% taken from secondary
    • Medium Tank: 1% dealt, 45% taken from primary (never used), 105% taken from secondary
    • APC: 14% dealt
    • Anti-Air: 5% dealt, 105% taken
    • Artillery: 15% dealt, 90% taken
    • Rocket Launcher: 25% dealt, 95% taken
    • Missile Launcher: 25% dealt
    • Bomber: 110% taken
    • B-Copter: 7% dealt, 75% taken from secondary
    • T-Copter: 30% dealt
    • Battleship: 95% taken
  • Transport: None

Advance Wars 2: Black Hole Rising

There are no changes to the Infantry itself in the sequel to Advance Wars, except for battle values when it is matched up with the new unit.

Changes:

  • Battle
    • Neotank: 1% dealt, 50% taken from primary (never used), 125% taken from secondary

Advance Wars Dual Strike

The Infantry is still the same in Advance Wars Dual Strike.

  • Star Value: 0.4 Stars
  • Battle
    • Megatank: 1% dealt, 50% taken from primary, 135% taken from secondary
    • Piperunner: 5% dealt, 95% taken
    • Stealth: 90% taken
    • Oozium: 20% dealt

Nectaris

The primary Infantry in Nectaris is the GX-77 Charlie. Foot soldiers in Nectaris capture bases, including the enemy Headquarters, in only 1 turn, but because of this, they can't move onto bases when unloading unless otherwise specified.

GX-78 Charlie+ is the Neo Nectaris version, and has slightly higher land attack.

GX-87 Kilroy and GX-88 Kilroy+ are both the equivalent of Mechs.

In all installments of the series, there is also a motorcycle unit with the foot soldier's capturing ability, codenamed CBX-1 Panther. The Panther's Shifting is high, but anything but roads will either slow it down or stop it. Panther has no different Neo Nectaris version.

GX-97 Teknik is exclusive to Neo Nectaris. While it fares even worse in battle than the Charlie+, and even the normal Charlie, the Teknik also repairs adjacent allied units 2 HPs apiece. Nectaris German version has a repairing unit with the codename RC-1 Nextor, although it is a truck instead of an infantry.

JGX-2 Firefox, exclusive to Nectaris German, is an infantry with a jetpack. It can move any terrain at Movement Cost of 1 like air units do, although it can't stop on certain terrain.

PXG-1 Goose, again exclusive to Nectaris German, is a paratrooper. The Goose lacks any offensive capabilities, but can move onto a Factory directly from aircraft.

Statistics

GX-77 Charlie

  • Name: GX-77 Charlie
  • Neo Nectaris Name: GX-78 Charlie +
  • Basic Name: Infantry
  • Shifting: 3, Infantry
  • Land ATK: 10 (15 in Neo Nectaris)
  • Land Range: 1
  • Air ATK: 10
  • Air Range: 1
  • Defense: 4

CBX-1 Panther

  • Name: CBX-1 Panther
  • Neo Nectaris Name: CBX-1 Panther
  • Basic Name: Motorbike
  • Shifting: 9, Tire
  • Land ATK: 10
  • Land Range: 1
  • Air ATK: 10
  • Air Range: 1
  • Defense: 8

GX-97 Teknik

  • Neo Nectaris Name: GX-97 Teknik
  • Shifting: 3, Infantry
  • Land ATK: 8
  • Land Range: 1
  • Air ATK: 5
  • Air Range: 1
  • Defense: 4
  • Note: Repairs adjacent units 2 HPs each at the start of the phase.

JGX-2 Firefox

  • Name: JGX-2 Firefox
  • Basic Name: Rocket Infantry
  • Shifting: 8, Jetpack
  • Land ATK: 15
  • Land Range: 1
  • Air ATK: 20
  • Air Range: 1
  • Defense: 5

PXG-1 Goose

  • Name: PXG-1 Goose
  • Basic Name: Paratrooper
  • Shifting: 2, Paratrooper
  • Land ATK: --
  • Land Range: -
  • Air ATK: --
  • Air Range: -
  • Defense: 4

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