Advance Wars Dual Strike Movement Comparison
Advance Wars Dual Strike game movement in tiles, from Mech 2 to Fighter 9. Wars Wiki unit stats with linked converter tool. See all 15 units listed here.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Mech Cheapest row here. Slowest unit. | 2 tiles | Foot bazooka unit | Wars Wiki Dual Strike unit table: Mech move 2 |
| Infantry Captures at 3 pace. | 3 tiles | Foot capture unit | Wars Wiki Dual Strike unit table + StrategyWiki: Infantry 3 |
| Megatank Trades legs for guns. | 4 tiles | Tread super heavy | Wars Wiki Dual Strike unit table: Megatank 4 |
| Missiles Tied 4 tier. | 4 tiles | Tires range 3-5 | Wars Wiki Dual Strike unit table: Missiles 4 |
| Md Tank Mid armor pace. | 5 tiles | Tread medium | Wars Wiki Dual Strike unit table: Md Tank 5 |
| Artillery Tied 5 tier. | 5 tiles | Tread range 2-3 | Wars Wiki Dual Strike unit table: Artillery 5 |
| Rockets Tied 5 tier. | 5 tiles | Tires range 3-5 | Wars Wiki Dual Strike unit table: Rockets 5 |
| Battleship Sea anchor tier. | 5 tiles | Ships range 2-6 | StrategyWiki Dual Strike Units: Battleship 5 |
| Sub Tied 5 tier. | 5 tiles | Ships stealth | StrategyWiki Dual Strike Units: Sub 5 |
| Tank Bread and butter. | 6 tiles | Tread standard | Wars Wiki + StrategyWiki Dual Strike: Tank 6 |
| Neotank Tied tank. | 6 tiles | Tread advanced | Wars Wiki + StrategyWiki: Neotank 6 |
| APC Supply runs. | 6 tiles | Tread supply transport | Wars Wiki Dual Strike unit table: APC 6 |
| Anti-Air Tied 6 tier. | 6 tiles | Tread flak | Wars Wiki Dual Strike unit table: Anti-Air 6 |
| Bomber Slow air. | 7 tiles | Air heavy | Wars Wiki Dual Strike unit table: Bomber 7 |
| Fighter Priciest row here. Tied Piperunner. | 9 tiles | Air interceptor | Wars Wiki Dual Strike unit table: Fighter 9 |
About this converter
Dual Strike movement runs 2 to 9 tiles for one game only. Mechs crawl at 2, infantry at 3, megatanks and missiles at 4 each, medium tanks, artillery, rockets, battleships and subs at 5 each, tanks, neotanks, APCs and anti-air at 6 each, bombers and black boats at 7 each, recon at 8, and fighters plus pipe-only Piperunners at 9 each. Terrain costs multiply these counts in play with treads slowed by woods and tires stuck off road. Recon vision 5 and artillery range 2-3 ride in context. T-Copters at 6 stay out to keep 15 rows.
How to use it
Pick two units and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Fighter against Mechs to see the four point five to one gap. Terrain costs apply on top of these base tiles.
Piperunners move 9 only on pipes as a special case. Cruisers, landers and carriers at 6 and 5 stay out to keep land and air focus. Fuel drains per day sit outside movement rows. All values use Dual Strike tables, never Days of Ruin tweaks.
FAQ
How far does Infantry move?
3 tiles. Mechs move 2 with bazookas.
What moves farthest?
Fighters at 9. Piperunners tie 9 on pipes only.
How far do Tanks move?
6 tiles. Neotanks, APCs and anti-air match.
Do terrain costs matter?
Yes. Treads slow in woods and tires stick off road past these bases.
Sources
- Wars Wiki Advance Wars Dual Strike unit table (Infantry 3 through Fighter 9)
- StrategyWiki Dual Strike Units (Tank, Battleship, Cruiser, Sub movement cross-check)
- Nintendo Dual Strike manual PDF (movement rules)
Last verified: 2026-10-01 · 15 entries
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