NWars:Battleship

The Battleship is a unit throughout the Nintendo Wars series. It was in every installment except, oddly, Game Boy Wars 3.

Overview
The mightiest unit in the sea, the Battleship has immense attack range, good firepower, and even better armor. But all this costs an arm and a leg, usually more than nearly any other unit. Fortunately, the high costs are typically worth it, especially when managing a decent landing force. The hefty range and the fact that the Battleship would be within the middle of the seas means that the capital ship can pick off tanks, lesser-range indirects, and other potential threats to the Lander's cargo.

Basic changes throughout the series
The Battleship in Famicom Wars and Game Boy Wars 1/2/Turbo is capable of attacking all units, including Submarines in Game Boy Wars 1/2/Turbo. But its abilities throughout the series have been gradually nerfed until Advance Wars. Starting in Super Famicom Wars, the Battleship is not able to attack Submarines (dived ones in Advance Wars), allowing the divers to move through their attack range safely. Then in Advance Wars, the Battleship became incapable of attacking air units.

This is possibly because the Battleship's main role of devastating coast guards was strengthened throughout the series. The Famicom Wars Battleship has the same range as the Artillery A there. The Game Boy Wars 1/2/Turbo Battleship has a maximum range of 6, but so does the Battery in those 3 games (although that's the least mobile unit in the entire series). Super Famicom Wars also brought in Fog of War, and other units are more capable of scouting than the Battleship, but the Battleship relies on them for survival anyway, and its hefty attack range makes its job of killing most units much easier because of the fog. This most likely partly caused both the Battleship's abnormally high cost in SFW and the subsequent removal of its anti-air abilities in Advance Wars as well.

Non-existence in Game Boy Wars 3
For some reason, Hudson or Intelligent Systems cut the Battleship out of GBW3. The unit that comes closest to being the Battleship is the Mercenary Missile Frigate, which uses Anti-City Bombs to attack non-air units, and is a mercenary unit itself anyway. The second closest would be the Aegis Warship, which can't attack land units.

It is, however, unlikely the Battleship would have been overpowered. While it would be able to move and fire on the same turn as opposed to not being able to do so in the other installments, this already applies to other ranged-fire units such as Artillery. On the navy front itself is the Aegis Warship, which--because of the Anti-Ship Missiles--also has range-fire abilities against ships, as well as 99 Attack against them. Consequently, because defense ratings wouldn't be triple-digit, the Battleship would take at least 5 HPs of damage from a full health Aegis Warship's attack. This is not even mentioning Submarines, which are also immune to Battleship attacks, though incapable of sinking the capital ships as quickly.

Although, the Battleship in all installments in the series prior to Advance Wars could attack air units, and that may have made the Battleship too powerful. But the solution to this would be to give the Battleship a weapon similar to the Artillery's (not necessarily including range) and no weapons that can attack air units; this had, after all, been done for Advance Wars.

Famicom Wars

 * Category: Ship
 * Cost: 28800G
 * Movement: 6, Ship
 * Fuel: 90
 * Weapon: Cannon (Range 3-5, 6 ammo, 6G)
 * Battle
 * Infantry: 85% dealt, 5% taken
 * Mech: 85% dealt, 5% taken
 * Tank A: 85% dealt, 15% taken
 * Tank B: 95% dealt, 15% taken
 * APC: 95% dealt, 5% taken
 * Artillery A: 85% dealt, 15% taken
 * Artillery B: 85% dealt, 15% taken
 * AA Missile: 85% dealt
 * AA Gun: 95% dealt
 * Supply Truck: 95% dealt
 * Fighter A: 65% dealt, 5% taken
 * Fighter B: 75% dealt, 5% taken
 * Bomber: 65% dealt, 45% taken
 * Helicopter: 65% dealt, 5% taken
 * Battleship: 45% (this unit)
 * Lander: 75 dealt, 25 taken
 * Transport: None

Game Boy Wars 1/2/Turbo

 * Category: Ship
 * Cost: 35000G
 * Movement: 5, Ship
 * Fuel: 99
 * Weapon 1: Anti-Ship Missile (Range 2-6, 6 ammo, 25G)
 * Weapon 2: Anti-Air Missile (Range 2-6, 6 ammo, 20G)
 * Infantry: 55% dealt with primary, 5% taken
 * Mech: 52% dealt with primary, 14% taken
 * Tank A: 83% dealt with primary, 14% taken from primary, 2% taken from secondary
 * Tank B: 93% dealt with primary, 5% taken from primary, 1% taken from secondary
 * Tank Z: 61% dealt with primary, 46% taken from primary, 4% taken from secondary
 * Battery: 64% dealt with primary, 88% taken
 * Artillery A: 84% dealt with primary, 53% taken
 * Artillery B: 84% dealt with primary, 53% taken
 * Anti-Air Missile Launcher: 93% dealt with primary
 * Anti-Air Tank: 95% dealt with primary
 * Rocket Launcher: 95% dealt with primary, 5% taken
 * APC: 95% dealt with primary, 5% taken
 * Supply Truck: 98% dealt with primary
 * Fighter A: 52% dealt with secondary, 3% taken from secondary
 * Fighter B: 73% dealt with secondary, 2% taken from secondary
 * Bomber: 75% dealt with secondary, 85% taken
 * Battle Helicopter: 82% dealt with secondary, 15% taken from primary, 2% taken from secondary
 * Transport Helicopter: 89% dealt with secondary, 2% taken
 * Super Missile: 45% dealt with secondary
 * Radar Transport Plane: 89% dealt with secondary
 * Battleship: 66% with primary (this unit)
 * Aircraft Carrier: 65% dealt with primary
 * Lander: 75% dealt with primary, 4% taken
 * Submarine: 57% dealt with primary, 68% taken
 * Transport: None

Super Famicom Wars

 * Category: Ship
 * Cost: 35000G
 * Vision: 3
 * Movement: 5, Ship
 * Fuel: 99, -1
 * Main Weapon: Cannon (Range 2-6, 18 ammo, 9G)
 * Machine Gun: Yes
 * Battle
 * Infantry: 75% dealt with primary, 25% dealt with secondary
 * Mech: 70% dealt with primary, 20% dealt with secondary
 * Small Tank: 65% dealt with primary, 5% dealt with secondary, 1% taken from primary
 * Medium Tank: 50% dealt with primary, 3% dealt with secondary, 5% taken from primary
 * Large Tank: 35% dealt with primary, 1% dealt with secondary, 10% taken from primary
 * New Model Tank: 35% dealt with primary, 1% dealt with secondary, 10% taken from primary
 * Recon Car: 65% dealt with primary, 8% dealt with secondary
 * APC: 70% dealt with primary, 10% dealt with secondary
 * Supply Truck: 75% dealt with primary, 25% dealt with secondary
 * Artillery: 70% dealt with primary, 15% dealt with secondary, 30% taken
 * Rocket Launcher: 75% dealt with primary, 25% dealt with secondary, 35% taken
 * Train Gun: 35% dealt with primary, 1% dealt with secondary, 55% taken from primary
 * Anti-Air Artillery: 70% dealt with primary, 15% dealt with secondary
 * Anti-Air Tank: 55% dealt with primary, 5% dealt with secondary
 * Anti-Air Missiles: 75% dealt with primary, 25% dealt with secondary
 * Fighter: 45% dealt with primary
 * Bomber: 65% dealt with primary, 30% taken
 * Attacker: 55% dealt with primary, 55% taken from primary
 * Battle Helicopter: 75% dealt with primary, 20% dealt with secondary, 25% taken from primary
 * Transport Helicopter: 75% dealt with primary, 25% dealt with secondary
 * Battleship: 50% with primary (this unit)
 * Escort Ship: 75% dealt with primary
 * Lander: 95% dealt with primary
 * Submarine: 85% taken
 * Transport: None

Advance Wars

 * Category: Ship
 * Cost: 28000G
 * Vision: 2
 * Movement: 5, Ship
 * Fuel: 99, -1
 * Main Weapon: Cannon (Range 2-6, 9 ammo)
 * Machine Gun: No
 * Infantry: 95% dealt
 * Mech: 90% dealt
 * Recon: 90% dealt
 * Tank: 80% dealt, 1% taken from primary
 * Medium Tank: 55% dealt, 10% taken from primary
 * APC: 80% dealt
 * Anti-Air: 85% dealt
 * Artillery: 80% dealt, 40% taken
 * Rocket Launcher: 85% dealt, 55% taken
 * Missile Launcher: 90% dealt
 * Bomber: 75% taken
 * B-Copter: 25% taken
 * Battleship: 50% (this unit)
 * Cruiser: 95% dealt, 5% taken
 * Lander: 95% dealt
 * Submarine (surfaced): 95% dealt, 55% taken
 * Submarine (dived): 55% taken
 * Transport: None

Advance Wars 2: Black Hole Rising

 * Category: Ship
 * Cost: 28000G
 * Vision: 2
 * Movement: 5, Ship
 * Fuel: 99, -1
 * Main Weapon: Cannon (Range 2-6, 9 ammo)
 * Machine Gun: No
 * Battle
 * Infantry: 95% dealt
 * Mech: 90% dealt
 * Recon: 90% dealt
 * Tank: 80% dealt, 1% taken from primary
 * Medium Tank: 55% dealt, 10% taken from primary
 * Neotank: 50% dealt, 15% taken from primary
 * APC: 80% dealt
 * Anti-Air: 85% dealt
 * Artillery: 80% dealt, 40% taken
 * Rocket Launcher: 85% dealt, 55% taken
 * Missile Launcher: 90% dealt
 * Bomber: 75% taken
 * B-Copter: 25% taken
 * Battleship: 50% (this unit)
 * Cruiser: 95% dealt, 5% taken
 * Lander: 95% dealt
 * Submarine (surfaced): 95% dealt, 55% taken
 * Submarine (dived): 55% taken
 * Transport: None

Advance Wars Dual Strike

 * Category: Ship
 * Cost: 28000G
 * Vision: 2
 * Movement: 5, Ship
 * Fuel: 99, -1
 * Main Weapon: Cannon (Range 2-6, 9 ammo)
 * Machine Gun: No
 * Battle
 * Infantry: 95% dealt
 * Mech: 90% dealt
 * Recon: 90% dealt
 * Tank: 80% dealt, 1% taken from primary
 * Medium Tank: 55% dealt, 10% taken from primary
 * Neotank: 50% dealt, 15% taken from primary
 * Megatank: 25% dealt, 45% taken from primary
 * APC: 80% dealt
 * Anti-Air: 85% dealt
 * Artillery: 80% dealt, 40% taken
 * Rocket Launcher: 85% dealt, 55% taken
 * Missile Launcher: 90% dealt
 * Piperunner: 80% dealt, 55% taken
 * Bomber: 75% taken
 * Stealth: 45% taken
 * B-Copter: 25% taken
 * Battleship: 50% (this unit)
 * Cruiser: 95% dealt, 5% taken
 * Lander: 95% dealt
 * Submarine (surfaced): 95% dealt, 65% taken
 * Submarine (dived): 65% taken
 * Black Boat: 95% dealt
 * Carrier: 60% dealt
 * Oozium: 20%
 * Transport: None