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===Indirect attack vehicles=== Indirect attack vehicles can target squares which they aren't adjacent to. They usually can't move and fire, most of them have a minimum range, and they are usually sitting ducks when attacked directly. * '''[[Basilisk Artillery Gun|Artillery]]:''' Dirt cheap indirect attack unit with a range of 2-3 spaces. That might sound like shit, but at a blocked-up chokepoint it is the difference between spending 5 turns shooting the same 2 infantry cycling back and forth, and breaking through to your objective. Also reasonably powerful even against stronger units like Medium Tanks, giving them a good use even in the late game. To decide whether you need artillery, just look at the map: Are there choke points, mountains, or dense forests? If so, buy you some basilisks. Is the map dominated by water, aircraft, or wide-open roads and plains? If so, ... don't. * '''Rockets:''' Expensive, longer-range version of the Artillery. Excellent damage but serious problems moving across non-road terrain. Surprisingly useful anti-naval units: their long range and high firepower projects a lot of power out into normally impassable waters and almost every naval unit costs more than a rocket group. Perfect food for battle copters, though. * '''Missiles:''' Same basic stats as the rocket, but can only attack air units. Will obliterate any flier in the game from far enough away, serving as either powerful area denial or a trump card hidden in obscured terrain. Too powerful to ignore, but too immobile to use unsupported -- it has a minimum range, and every flier is faster than its maximum range. * '''Piperunners:''' Only appears in DS. The silliest unit in all Advance Wars, and that's saying something. It's got the same maximum range as rockets and missiles, with slightly less minimum range, it has stupidly high attack and defense, and it can attack anything other than a submerged submarine. The only downside is that, as its name implies, it can ''only'' move along pipelines. If you're playing on a map without pipes, it'll sit on top of its factory for the whole game. These units are probably at least partially based on the Train unit from Super Famicom Wars (a Japan-only predecessor to the Advance Wars series), which were bound to railroad tracks instead pipes, could be used as transport, and were faster. * '''Anti-tanks''': A DoR addition. Powerful and infuriating anti-tank artillery. Unlike the self-propelled guns representing normal artillery units, anti-tanks are crew-served weapons with large blast screens. Despite being moderately expensive, anti-tanks are difficult to counter and problematic to engage: they attack at range like artillery but also have no minimum range and are capable of counterattacking direct-damage attackers like tanks or infantry. Their offense is very strong, particularly against medium or war tanks, and an anti-tank's defense is nearly unmatched, with most units dealing less than 3 HP of damage even if attacking at full health. An attack force relying mostly on tanks (as most attack forces do) will very quickly find itself ground to a halt. The best countermeasures (bombers, seaplanes, battle copters, and battleships) are costly, restricted by available airports or seaports, and are efficiently countered out themselves. Only infantry and perhaps rockets fight cost-effectively against anti-tanks, and the former present the great difficulties of employing slow units against long-ranged indirect-fire weapons.
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