Mecho Wars
- No fog of war
- Super high quality animation
- First strike advantage
- Terrain provides defence
- Decent unit silhouettes
- High quality attack animations
- Turns take an “hour” and daylight shifts
- No water units?
- No rivers
- Heavy focus on indirect attacks
- Air units common
- Attack screen is never split screen. All attacks similar to Advance War’s indirect attacks.
- City capture rare
- Storyline
- Instant city capture
Famicom Wars
- Minor commander powers only in Super Famicom edition
- No first strike advantage
- City capture common
- Has ammo and fuel
- Units may have two attack modes
Advance Wars
- Commander powers
- First strike advantage
- Self-destructive units
- City capture common
- Units may have two attack modes
- Has ammo and fuel
- Storyline
Front Wars
- End turn has 5 second skip-able countdown
- 2 team unique art
- Attack screen is split screen
- First strike advantage
- Decent attack animations
- Terrain gives defence
Gachinko Wars
- Produce units from HQ like Famicom Wars
- First strike advantage
- Fast animations
- Poor attack animations
- Terrain provides defence
- City capture common
- City capture occurs by leaving a unit on a city
- Upgrade cities for 150% revenue
- Units can be merged
- Far moves per turn
- Cannot attack just built units
- Must surround (as games calls it: siege) factories to occupy
- Cannot win by killing all units
- Victory requires capturing all cities and factories
- No ammo or fuel
Tacikon
- Decent sprite art
- super large maps
- Cities can garrison units
- City capture common
- Instant city capture
Uniwar
- Has fog of war
- No separate attack screen, all attacks over in overworld
- Hexagon tiles
- Decent animations
- Sprites can rotate two directions, not always facing enemy
- Units can repair in field
- End turn has 5 second skip-able countdown
- No first strike advantage
- City capture rare
- Place-able mines
- 2 teams with unique art
- No ammo or fuel
Great Big War Game
- Attack screen is a 3d zoom focus into the two units
- 3d art
- Has fog of war
- Special engineer unit for city capture
- 10 vehicles + 9 infantry types
- Instant city capture
- City capture common
- All attacks long distance
- Elevation increases range
- Elevation affects range of sight
- Units can be promoted
- has ammo and fuel
- Infantry identified by icon on head
- Fresh built units can move first turn
- Artillery has splash damage
- Factories produce multiple units per turn
- Units cannot move onto buildings
- Heavy rock-paper-scissors
- Medics can heal infantry
- Move multiple times per turn until movepoints consumed
- Captured factories can produce units
- Victory requires destroying HQ