Advance Wars Revolution

Advance Wars Revolution
Originally created by the awRev community • restored and maintained by YoyoYoshi
Advance Wars War Room
Written by YoyoYoshi for awRev

War Room maps are deployment battles rather than fixed Campaign openings, so the Unit Guide & General Tips and CO Guide are the main references for choosing builds and COs. Max is useful on open maps where direct units can move freely, while Grit is stronger when choke points let his indirect units fire from behind a front line.

Capture bases, airports, and ports early when they improve your production position. Build infantry for captures and screening without exceeding the 50-unit cap, then add tanks, artillery, anti-aircraft, battle copters, or other units according to the enemy units and terrain on that map.

War Room scores use Power, Technique, and Speed. Speed rewards finishing in fewer days, including an HQ capture when the map allows it. Power is based on the units destroyed on your best turn, while Technique is based on the percentage of your units lost; joining damaged units can prevent a unit loss from counting against Technique.

Video Playthrough Links - Advance Wars 1

Video playthrough links for the AW1 War Room missions, as played through Re-Boot Camp:

Video Playthrough Links - Advance Wars 2

Video playthrough links for the AW2 War Room missions, as played through Re-Boot Camp: