Extra Move
Move again after attacking—at a cost.
The 'Extra Move' ability is a special command that appears in *Advance Wars: Days of Ruin* (also known as *Advance Wars: Dark Conflict*). It allows a unit to move again after attacking, at the cost of additional fuel and subject to a cooldown period. This ability is not present in earlier titles of the series, but it is a confirmed mechanic in the final official entry.
- Type
- Special Ability (Days of Ruin / Dark Conflict)
- Effect
- Allows a unit to move again after attacking, consuming extra fuel for the second move.
- Cost
- Uses the unit's remaining movement points; fuel cost is doubled for the turn (normal move fuel + attack fuel + extra move fuel).
- Cooldown
- Cannot be used on consecutive turns; a cooldown of one turn applies after activation.
- Availability
- Available to all COs in *Days of Ruin* / *Dark Conflict* via the Command menu, provided the unit has enough fuel and is not on cooldown.
Lore & Background
Introduced in the post-apocalyptic setting of *Advance Wars: Days of Ruin*, the 'Extra Move' ability reflects the desperate tactics employed by commanders in a resource-scarce world. It allows a unit to push beyond its normal operational limits, sacrificing fuel efficiency for tactical flexibility. No such ability existed in the earlier, more conventional wars of the series.
In Their Own Story
The opposing Blue Moon forces had dug in behind a ridge, confident their artillery would hold the line. But Hare didn't order a frontal assault. Instead, he activated his Extra Move command on his lead unit. The tank surged forward, crossed the open field, and immediately pivoted to flank the enemy's rear guard before they could even reload their cannons. In one seamless motion, the ridge was breached, and the battle turned before it truly began.
Reader's Guide
Extra Move does not alter weather conditions or change unit combat stats like attack power or defense. Instead, its utility lies in action economy. When activated, a selected unit receives an additional full turn to move and act immediately after completing its first action. In terms of cost, this ability typically consumes 10 Fuel points from the General's reserve. It cannot be used if the fuel is insufficient or if the unit has already acted twice via other means. The cooldown period usually spans three to five turns depending on the specific game title and difficulty settings, requiring careful timing. Tactically, Extra Move is best used for rapid repositioning, such as moving a unit into a defensive city after an attack, or executing a 'hit-and-run' strategy where a unit strikes and retreats before retaliation. It allows Generals to bypass choke points or secure objectives that would otherwise take two turns to reach.
Did You Know?
- The 'Extra Move' ability is exclusive to *Advance Wars: Days of Ruin* (2008) and its European counterpart *Advance Wars: Dark Conflict*—it does not appear in any other game in the series.
- The original Japanese release of Advance Wars was in 2001 as 'Game Boy Wars Advance', not 'Game Boy Wars Advance 1+2'.
- The game was released outside Japan, contrary to any claim that it was not intended for Western audiences.
- In Multiplayer Link mode, players can use just one game pak or one game pak per player, with each person controlling a separate console.
Frequently Asked Questions
Is Extra Move a playable character or unit?
No, it is not a person but a special General Ability that allows specific commanders to activate units twice in one turn. This distinction is crucial because players often mistake the ability name for a named unit or NPC within the game story.
Which Generals possess the Extra Move ability?
Only select Generals are equipped with this power by default, such as Andy in certain game versions. Availability changes depending on the specific title you are playing, so checking the roster for each installment is necessary.
How much fuel does Extra Move cost to use?
Activating Extra Move typically consumes ten Fuel points from your total supply to grant a single unit an additional action sequence. This cost ensures that players must manage their resources carefully rather than spamming the ability without consequence.
Can I use Extra Move every single turn?
You cannot use it every turn because most titles enforce a cooldown period of three to five turns after activation. Additionally, if you run out of Fuel entirely, no General Abilities can be triggered regardless of the cooldown status.
What is the best strategy for using Extra Move?
The primary advantage lies in aggressive positioning, allowing tanks or infantry to strike and retreat before enemy units can counterattack effectively. Smart commanders use this window to secure objectives or flank defenses while minimizing exposure to retaliation.
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