------------------------------------------------------------------------------- AAA DDD VV VV AAA NN NN CCCCC EEEEEEEEE AA AA DDDD VV VV AA AA NNN NN CCC CCCC EEEEEE AA AA DD DD VV VV AA AA NNNN NN CCC EE AA AA DD DD VV VV AA AA NN NN NN CCC EE AAAAAAA DD DD VV VV AAAAAAA NN NN NN CC EEEEEEEEE AAAAAAA DD DD VV VV AAAAAAA NN NN NN CCC EEEEEE AA AA DD DD VV VV AA AA NN NNNN CCC EE AA AA DDDD VVVV AA AA NN NNN CCC CCC EE AA AA DDD VV AA AA NN NN CCCCC EEEEEEEEE WWW WWW WWW AAAA RRRRRRRR SSSSSSSS 22222222 WWW WWWWW WWW AAAAAA RRRRRRRRR SSSSSSSSS 22222222 WWW WWW WWW WWW AAA AAA RRR RRR SSS 222 WWW WWW WWW WWW AAA AAA RRRRRRRR SSSSSSS 222 WWW WWW WWW WWW AAA AAA RRRRR SSSSSSS 22222222 WWW WWW WWW WWW AAAAAAAAAA RRRRRR SSS 22222222 WWWWW WWWWW AAAAAAAAAA RRR RRR SSS 222 WWWWW WWWWW AAA AAA RRR RRR SSSSSSSSS 222 WWW WWW AAA AAA RRR RRR SSSSSSSS 22222222 **************************************** **************************************** ** ADVANCE WARS 2: BLACK HOLE RISING ** **************************************** ** FAQ, GENERAL GUIDE & WALKTHROUGH ** **************************************** **************************************** Advance Wars 2 Guide - by YoyoYoshi and Roma_emu Version 1.1 =============================================================================== =============================================================================== =============================================================================== (m0) --------------------------- ---- 0 > GUIDE SUMMARY ---- --------------------------- To go directly to a chapter, type the text between the brackets (), including the brackets, in the Search window. You can usually press CTRL+F to bring the Search window. 1 - Version History (m1) 2 - Copyright Notes (m2) 3 - About Us (m3) 4 - Introduction to Advance Wars (m4) 5 - Game Controls (m5) 6 - Advance Wars 2 Basics (m6) 7 - Normal Campaign (m7) 7.1 - Orange Star Campaign (m7.1) 7.2 - Blue Moon Campaign (m7.2) 7.3 - Yellow Comet Campaign (m7.3) 7.4 - Green Earth Campaign (m7.4) 7.5 - Black Hole Campaign (m7.5) 8 - Hard Campaign (m8) 8.1 - Orange Star Campaign (m8.1) 8.2 - Blue Moon Campaign (m8.2) 8.3 - Yellow Comet Campaign (m8.3) 8.4 - Green Earth Campaign (m8.4) 8.5 - Black Hole Campaign (m8.5) 9 - War Room (m9) 9.0 - Sub-sections links (m9.0) 10- VS Mode (m10) 10.1 - VS (m10.1) 10.2 - 3 Players (m10.2) 10.3 - 4 Players (m10.3) 10.4 - War Room (m10.4) 10.5 - Classic (m10.5) 10.6 - Predeployed (m10.6) 11- Design Maps* (m11) 12- Secrets (m12) 13- Battle Maps* (m13) 14- COs Guide (m14) 14.1 - Orange Star COs (m14.1) 14.2 - Blue Moon COs (m14.2) 14.3 - Yellow Comet COs* (m14.3) 14.4 - Green Earth COs* (m14.4) 14.5 - Black Hole COs* (m14.5) 15- Units Guide (m15) 15.1 - Land Units* (m15.1) 15.2 - Naval Units* (m15.2) 15.3 - Air Units* (m15.3) 16- Terrains Guide* (m16) 16.1 - Natural Terrains* (m16.1) 16.2 - Buildings* (m16.2) 16.3 - Black Hole Structures* (m16.3) 17- Damage Chart (m17) 18- Advanced Techniques (m18) 19- Credits (m19) * These sections haven't been made yet. =============================================================================== =============================================================================== =============================================================================== (m1) ----------------------------- ---- 1 > VERSION HISTORY ---- ----------------------------- Version 1.1 - 17/08/2003 Finished: - Damage Chart Updated: - COs Guide - Normal Campaign Guide (More detail: 21 Perfect, 10S, 2A, 3B) - Hard Campaign Guide (Added Blue Moon and Yellow Comet sections plus general strategy for remaining missions) Added: - Advanced Techniques - Terrains Guide = 420KB Version 1.0 - 06/26/2003 First version of the guide, featuring: - Game Controls - Introduction to Advance Wars - Advance Wars 2 Basics - Full Normal Campaign guide - First missions of Orange Star Hard Campaign - VS Mode Guide - Secrets (Unlocking COs, Hard Campaign and Lab Missions) - COs Guide - Damage Chart = 386KB =============================================================================== =============================================================================== =============================================================================== (m2) ----------------------------- ---- 2 > COPYRIGHT NOTES ---- ----------------------------- ©2003 YoyoYoshi and Roma_emu. Do not duplicate, copy, steal, sell, or do anything to our FAQ that will break the law of plagiarism. If you do, you are ignoring the law. Ignoring the law doesn't secure you from breaking it. The only sites that can host this guide are: - GameFAQs - GameWinners - Advance Wars Network - Cheat Codes Central =============================================================================== =============================================================================== =============================================================================== (m3) ---------------------- ---- 3 > ABOUT US ---- ---------------------- Before you send any emails: - Questions/comments/etc about Campaign walkthroughs should be sent to YoyoYoshi. - Questions/comments/etc about other sections should be sent to Roma_emu. - E-mails about something general (no section) can be sent to any. »»»»»»«««««« »»Roma_emu«« »»»»»»«««««« Name: João Pedro A/S/L: 14/M/Rio de Janeiro, Rio de Janeiro, Brazil How to Contact Me: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Email Address: roma.emu@bol.com.br AOL Instant Messenger (AIM) SN: Roma emu Yahoo! Messenger SN: Roma_emu MSN Messenger SN: johnware@bol.com.br ICQ: 126965217 Web Site: http://www.gbafansite.com/awn (Advance Wars Network, AWN) Major Contributions on GameFaqs: Still-not-submitted Pokemon Ruby/Sapphire Full Guide/Walkthrough/FAQ; Super Famicom Wars FAQ/ Guide. Games Currently Involved in: Advance Wars, Advance Wars 2, Fire Emblem, Pokémon Sapphire Advance Wars Major Contributions: Advance Wars Net staff member, Damage Calculator, Advance Wars Online Simulator GBA Games Played: Castlevania Circle of the Moon, Advance Wars, Advance Wars 2, Fire Emblem 6, Golden Sun, Mario Kart Super Circuit, Pokémon Sapphire and Ruby, Super Mario Advance, Bomberman Tournament, Dragon Ball Z Legacy of Goku, Mega Man Battle Network 1 & 2, Sonic Advance, Yu-Gi-Oh! Eternal Duelist Soul, Harry Potter and the Philosopher's Stone, Tactics Ogre Knight of Lodis, Fire Emblem 7. Currently involved in communities: Advance Wars Network (AWN), Advance Wars Forum Battles (AWFB), GameFAQs. »»»»»»»««««««« »»Yoyo Yoshi«« »»»»»»»««««««« Name: Bobby Yu A/S/L: 15/M/San Francisco Bay Area (South Bay), California, United States of America How to Contact Me: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Email Address: swiftdestiny2006@yahoo.com Battle.net Name: AzN-Yoyo (@USWest if you're not on USWest) Address: Not disclosed, South Bay, San Francisco Bay Area, California Phone Number: Not disclosed. AOL Instant Messenger (AIM) SN: Not disclosed cause of countless IMs. Yahoo! Messenger SN: Not disclosed cause I don't check it anymore. MSN Messenger SN: Not disclosed cause I don't check it anymore. ICQ: Not disclosed cause I don't check it anymore. Web Sites: http://www.gbafansite.com/awn/ (Advance Wars Network, AWN) http://n64paradise.8k.com (Nintendo Paradise International, NPI) Major Contributions on GameFaqs: Pokemon Ruby/Sapphire Complete FAQ, Golden Sun: The Lost Age In-Depth Psynergy FAQ, Golden Sun: The Lost Age English translations for ikillkenny's Complete FAQ, Golden Sun Complete In-depth Location FAQ. Games Currently Involved in: StarCraft: The Brood War Expansion, Advance Wars, Advance Wars 2, Golden Sun: The Lost Age, Golden Sun. FAQs Written for: Pokemon Gold/Silver/Crystal, Golden Sun, Golden Sun: The Lost Age, Advance Wars, Advance Wars 2 Mini-FAQs Written for: Mario Kart 64, Mario Tennis 64, Mario Golf 64, Pokemon Blue/Green/Red/Yellow GBA Games Played: Pinobee, Mario Kart: Super Circuit (once world champion of it, but I've lost the lead now), Super Dodge Ball Advance, Super Mario Advance, Advance Wars, Fire Emblem VI: The Sealed Sword, Pokemon Ruby/Sapphire, Golden Sun, Golden Sun: The Lost Age (more as I remember what I'm missing). PC Games Played: Empire Earth, Age of Empires II, Age of Empires II: The Conquerors Expansion, StarCraft, StarCraft: The Brood War Expansion, Diablo II, and others. Fanfics Written (in order of when I wrote them in reverse): Yoshi Pokemon Adventure Stories, Mario Millenium Series, Powers of Pokemon, The Eye of the Enemy, The Rising Sun, Sergei Molotov's Story, The Dawn of a New Age, The Destiny of Fire, (Coming up: Golden Sun 3: The Rising Sun...don't ask how I managed to get the name twice for two very different fanfics). Currently involved in communities: Advance Wars Network (AWN), GameFaqs Also in: KingsOfChaos name - YoyoYoshi =============================================================================== =============================================================================== =============================================================================== (m4) ------------------------------------------ ---- 4 > INTRODUCTION TO ADVANCE WARS ---- ------------------------------------------ Advance Wars for Game Boy Advance system came out on September 11th 2001 to all people, but the effect of terrorism drew it back from Japan's release on the following day. It did make it here, the first of the series from Japan to reach America. Its sequel Advance Wars 2 continues on Advance Wars' storyline, as a GBA game that follows the older console games that only got released in Japan. Advance Wars is like chess played to a global scale. With a compelling story, various commanding officers and terrific music add to the reason why you'd want this game. As the advisor of a fighting force, you maneuver allied units into position, capture cities and bases, and attack the enemy units while avoliding threats like the Black Cannon and carrying your plan to eliminate the enemies. Every unit under your control have weaknesses and strengths with movement, hit points, attack restrictions, ammunition and fuel that you must monitor often in order to defeat your enemy. You can repair and supply battle units, deploy new units, and use the special powers of your commanding officer to gain the upper hand on the enemy. Every mission is an epic struggle that requires a firm grasp of the battle tactics to win. =============================================================================== =============================================================================== =============================================================================== (m5) --------------------------- ---- 5 > GAME CONTROLS ---- --------------------------- A: Use A to confirm a selection, select a unit on the map, or activate the menu when it's not on a unit. B: Use B to cancel a selection. Holding B while the cursor is over a unit or a Black Hole structure (cannon, etc) will show its attack range, or will make all the units transparent (so you can see the battlefield) if the cursor is not over any of the above. L: This will move to the next that still can move. R: Use R to check information of your units and terrains. Start: Press Start after a mission briefing to enter a Campaign Mission. This shows a mini-map in battle and when designing maps, and also skips dialogue in Campaign Mode. Select: Activate the menu. Start+Select+A+B: Quick way to reset. Not suggested... unless you made a mistake and it's in your enemy's turn and it would be longer to wait for his/her turn to end than to reset. L+Right+Select: Holding these buttons while turning on the game will delete all saved data. Not suggested... unless you bought a used game. =============================================================================== =============================================================================== =============================================================================== (m6) ----------------------------------- ---- 6 > ADVANCE WARS 2 BASICS ---- ----------------------------------- This section is composed of various mini-sections containing basic information about the game. It goes from explanation of the Mode Select Menu to info on the armies to the different is calculated to explanation of what each score (power/technique/speed) means. Reading it is a step closer to becoming an Advance Wars 2 expert! For advanced techniques, go to (m18). |Mode Select Menu ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Nell will guide you through the mode select menu, providing a small explanation of the mode you has selected. Just use the Up/Down arrows to select, A to confirm and B to cancel. All the modes are open from the start, but you have to buy the "secret" modes, which are activated by pressing Select over existing modes. VS Mode: This Versus mode lets you battle your friends or the computer(s). You take turns passing around the Game Boy Advance. At least one player has to be a human player. Can be saved, one slot at a time. Link Mode: This Linking mode lets you battle your friends in challenges where you use a Link Cable to link up your 2-4 GBAs. This can also link to people without the game and play a certain few maps against them. Campaign: Here's the real fun! Play out the storyline of Advance Wars 2. Can be saved...but only one slot at a time. Included this mode is a Hard Campaign mode, on which the maps are MUCH harder. You will get coins according to your score. War Room: Here you can hone your skills against the computer. Thirty maps in all (20 from Advance Wars 1), each one with a pre-defined enemy CO. From easy 1v1 to hard 1v3 maps, your skills are tested and rated, and you are given a score (and coins) on how well you do. Design Room: In the Design Room are included two game modes: Design Map and Design CO. Design Maps: This mode lets you create your own map. There is a limit of 60 buildings (pipeline seams and silos are counted as buildings too) and the map is 30x20 squares big. You can place no Volcanoes, Mini or Black Cannons, Laser Cannons, Factories or Death Rays, but everything else is there. You can also place units to create pre- deployed maps. There are THREE save slots on which you can save your maps, and you can also name them. Design Maps Controls: A - Place the terrain or unit at certain place; choose the selected unit as the active one when in the unit or terrain selection menu. B - Select the terrain or unit; exit the unit or terrain selection menu. L - Open the unit selection menu. R - Open the terrain selection menu. Start - Display overhead map. Press again to close it. Select - Displays the Design Maps menu. Design Maps Menu: - File: Load, Save or name your maps! - Help: Displays a basic Help screen for Design Maps mode. - Intel: Displays the total properties and units already on the map. Note that you may not have over 60 properties per map, or 50 units per army. - Fill: This selection fills the map with a selected terrain: Random, Plains, Mountains, Sea, or Forest. Random lets the computer design a map. - End : You can end map editing here. If you don't save the map you editted, you will lose it! Battle Maps: You might be asking...what do you do with those coins you get in Campaign and War Room modes? Well, here you buy maps with those hard-earned coins, as well as COs for VS. and War Room modes, the rights to edit their colors, and the Hard Campaign and the Sound Room. Hachi will give you some tips and talk to you when you enter the Battle Maps. Pressing Select while the Battle Maps option is highlited in the Mode Select Menu will let you enter the Sound Room (of course, only after you have bought it :D). Sound Room: You can listen to the 46 tunes of Advance Wars 2, and view the war pictures that you get when you win a mission. |In-Game Menu ¯¯¯¯¯¯¯¯¯¯¯¯ During a battle (VS Mode, Campaign, etc), if you hit the A button while not over any unit or press Select, you will see the in-game menu. Here are your options: CO: Show information about the COs in the battle, including their Power Meters and the attack power of their units (which is updated if their CO or Super Power is being used). Intel: Opens a sub-menu which may have the following options: Terms, Status, Unit and Rules. Status: Shows the map name, day number, neutral buildings and units created, lost, buildings, income and funds of each army. Terms: Appears in Campaign missions only. This shows you what you have to accomplish in the map to win. Sometimes just destroying all the enemy units won't do! Unit: View the statuses of every single unit you have on the field. Rules: Appears in VS Mode and Link Mode maps only. It shows what rules were chosen for that map. Power: Use your CO Power! Only available when all the small stars of your Power Meter have been filled. Super: Use your Super CO Power! Only available when ALL the stars of your Power meter have been filled. Options: Opens a sub-menu with the following options: Delete, Yield, Music, Visual and Exit Map. Delete: Changes the cursor to a Delete Mode Cursor. All the units you choose will be deleted. Of course, you can only choose your own units! Press B to switch back to the normal cursor. Yield: You surrender and lose. If you are playing Campaign Mode and all the allied armies have been defeated, Nell will give you some hints on the mission. Music: ON/OFF. Do you want music while you play? Make a choice. Default is on. Visual: A/B/C/No Visual. What do you want? A: Do you want all animations on? B: Do you want animation on only when units are attacked? C: Do you want animation on only when your units are in battle? No Visual: Or do you want no animation on? Exit Map: You exit the map by doing this. You do not see end game results or mission hints unlike with Yield. It quits your current battle without saving. Save: Save your current status in the game, so you can play again it later. End: This ends your turn and lets your opponents move. |Movement Menu ¯¯¯¯¯¯¯¯¯¯¯¯¯ After you move a unit, you will see a small menu in the top of the screen, which shows what actions your unit can take. If you press B it takes no action and you cancel its movement. Wait: The default action. The unit moves to the desired location and ends its turn, and can only be moved in the next turn. Capture: This option lets you capture an enemy or neutral property. Only Infantries and Mechs can capture any property. Fire: For every unit but transports, this lets you fire on the enemy within attack range. Choosing it will let you choose the desired target. Launch: Launches a Missile from a unused Missile Silo. Only Infantries and Mechs can choose this option. After you choose it, you are allowed to select the desired target range. Load: Load units into a transport unit! Drop: Drop units from a transport! Supply: Only APCs can do this. Supply adjacent units with fuel (rations, for soldiers) and ammunition. Dive: Dive a Submarine so that only yourself and your allies can see it. The enemies can only see it if one of their units is adjacent to the submerged Sub. Only cruisers and other Subs can attack it, even after it is found. Dived Subs use more fuel per day. Rise: Rise a dived submarine. You should only do this to save its fuel. |The Five Armies ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Think of the four Advance Wars allied countries as the four major powers in World War II. Black Hole are the outer space invaders. Here's the information about all of them. »ORANGE STAR« Color: Red (Orange) Campaign Mode: 1st Campaign (Controlled) Versus Mode: 1st Army Resemblance: United States of America CO Leader: Nell City background: Modern city Headquarters: American Skyscraper Available COs: Andy, Max, Sami, Nell and Hachi » The only country that have an advisor (you) to control their armies! Revolutionized American-like troops, they rely mostly on strategy rather than numbers. In Advance Wars 1 they were invaded by Blue Moon, then while going after Olaf, they found out that Black Hole was their actual enemy. Now, attacked by Flak, they decided to go into war to save the world again. »BLUE MOON« Color: Blue Campaign Mode: 2nd Campaign (Controlled) Versus Mode: 2nd Army Resemblance: Union of Soviet Socialist Republics CO Leader: Olaf City background: Rural town Headquarters: Russian palace Available COs: Olaf, Grit, Colin » The only country with a fat-look-like Santa and a cowboy on the same side, it has Russian-like troops that invaded the American-like territory in the first Advance Wars. Weird? Relying in heavy numbers and not much on strategy, they got trampled over by Orange Star forces in the north, but later became their allies, when Olaf found out that Sturm had been using him. In Advance Wars 2, Blue Moon is an ally since the start, and had their territory invaded by Lash. »GREEN EARTH« Color: Green Campaign Mode: 4th Campaign (Controlled) Versus Mode: 3rd Army Resemblance: Nazi Germany CO Leader: Eagle City background: WWII age city Headquarters: German Castle Available COs: Eagle, Drake, Jess » This German-like country gets invaded, unlike World War II. Now what is this game up to? However, Eagle, Drake and Jess combined can do serious damage in the air, sea and land! I like Eagle for his air units and green is cool! His Super Power is cool too, because you can attack twice one turn, and unlike in Advance Wars, his units DON'T get weaker! In Advance Wars 2, most of Green Earth's territory gets gets occupied by Black Hole, and they only begin their fight back when Jess arrives. The Green Earth Campaign will provide a good challenge for the players, since they were invaded so badly and Black Hole got the chance to become more powerful. »YELLOW COMET« Color: Yellow Campaign Mode: 3rd Campaign (Controlled) Versus Mode: 4th Army Resemblance: Imperial Japan CO Leader: Kanbei City background: Japanese town Headquarters: Japanese Palace Available COs: Kanbei, Sonja, Sensei » The Yellow Comet territory looks like Japanese territory, their units look like Japanese, and lost the war against Orange Star (like the Japanese lost to the Americans), but Yellow Comet is nothing to sneeze about. They are stronger than they look! The Yellow Comet's COs are intended for expert players, since it's hard to work with Kanbei's high price for units, Sonja's bad luck and Sensei's few stronger units. Though, they can prove to be excellent COs. The invader of Yellow Comet in AW2 is Adder. »BLACK HOLE« Color: Purple/Black Campaign Mode: 5th Campaign (Enemy) Available COs: Sturm, Flak, Adder, Lash, Hawke Resemblance: Aliens CO Leader: Sturm City background: Modern city Headquarters: Snifit Home The Black Hole Army is the strongest of the five, so it took all four major countries to knock them down. Sturm has the best Super Power and best movement. Sturm cloned many Andys in the first Advance Wars, but still lost the war even with his large numbers, due to weak strats. Now he comes back with a bunch of new COs who are suspectfully similar to some of the other armies' COs. What could he be up to? Sturm's Meteor Strike resembles a nuclear bomb. |Weathers ¯¯¯¯¯¯¯¯ In Advance Wars 2, there are three weather possibilities: rain, snow and clear. Most of the time it will be clear, but certain effects happen when the other two come: RAIN: Vision of all units is reduced by 1 (minimum of 1). Movement cost for tread and tire type increases by 1 in woods and plains. Drake and Sturm are immune to the movement penalty. For Olaf, movement penalties in rain is the same as what the other COs would have in snow. SNOW: Movement cost for tread and tire type increases by 1 in plains. Increases by 1 for all air units, everywhere. Increases by 1 for ships in ports and sea tiles. For Infantries, increases by 2 in mountains and by 1 in woods and plains. Olaf is immune to all movement penalties of snow. |After-Mission Scores ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are three different scores that you see after you beat a War Room or Campaign mission: Speed, Technique and Power. Each of them has a maximum of 100 points, and the score you get in the mission is the sum of these three scores. According to your score, you get a rank - S-Rank is the best one. Speed is how fast you clear a mission. Power is how many enemy units you killed (NOT damaged). Technique is how many units you lost (again, NOT damaged, but destroyed). |CO Powers ¯¯¯¯¯¯¯¯¯ Every CO (Commanding Officer) you can play with has a CO Power and Super Power. You can see in the top of the screen, under the face of the CO and how money you have, the Power Meter. It is filled when your units receive or deal damage. You can see small and big stars in your Power Meter. You need to fill all the small stars to be able to use your CO Power, and all the small and big stars to use the Super Power. Super Powers are basically stronger versions of the CO Powers (Colin's Power of Money is an exception), that take more time to charge. Most times it will be worth the time to wait for the Super Power to charge, but that doesn't mean that the normal CO Power isn't useful. They provide a quick boost to your troops or damage the enemy, and all of them give +10% defense. Also, with some COs, it takes too much time to wait for the Super Power (Sami, Eagle, etc) or the CO Power charges much faster (Colin, etc). Remember also that if you had already charged more than enough for your CO Power and use it anyway, the remainder will not be wasted (more info on Advanced Techniques, (m18)). So, it's up to you to decide which Power to use. =============================================================================== =============================================================================== =============================================================================== (m7) ----------------------------- ---- 7 > NORMAL CAMPAIGN ---- ----------------------------- Whether you're new to Advance Wars in general, came out of Advance Wars knowing only some things, or are a veteran, you will start your Field Training (whether new or once again) in the first mini-campaign of Advance Wars 2 Normal Campaign in Orange Star. Players new to Advance Wars in general may find it a bit overwhelming to go through eight missions knowing everything about the game, so this is where the mini-campaign guide is for. However, the Campaign steps up its difficulty fast, and your paths will vary due to your decisions through the game. A new unit is hidden, as well. Campaign missions are rated under a point system just like War Room. Out of 300 points, 100 each goes to Speed, Power, and Technique. The objective of this Normal Campaign Mode Guide is to help you to get past the scenario you're stuck on, but still keep some replay value so you don't completely look at a guide to beat the game. Have fun! Welcome to the Normal Campaign! Our scores for these guides ($ means 300pts S-Rank): Cleanup 300$ 4 Border Skirmish 300$ 6 Orange Dawn 300$ 5 Flak Attack 300$ 4 Lash Out 300$ 7 Andy's Time 300$ 9 Test of Time 300$ 4 Liberation 300$ 9 »»»Total: 8$ Reclamation 300$ 15 Tanks!!! 300$ 8 Toy Box 285S 18 T Minus 15 300$ 14 Neotanks!? 300$ 13 Nature Walk 290S 8 Two-Week Test 295S 14 Factory Blues 300$ 10 »»»Total: 5$, 3S Silo Scramble 300$ 20 Sensei's Return 296S 19 Show Stopper 275S 22 Duty & Honor 300$ 14 Foul Play 300$ 10 A Mirror Darkly 300$ 11 Sea of Hope 300$ 17 The Hunt's End 300S 19 »»»Total: 5$, 3S Sea Fortress 300$ 9 Sinking Feeling 278A 14 Drake's Dilemma 222B 12 Rain of Fire 277A 21 Danger x9 280S 9 To The Rescue 286S 11 Navy vs. Air 300$ 22 Great Sea Battle 236B 22 »»»Total: 2$, 2S, 2A, 2B Hot Pursuit 268A 18 Final Front 229B 19 »»»Total: 1A, 1B Campaign Total: 20$, 8S, 3A, 3B How to use this campaign guide: This is a turn-by-turn guide. Since you move units around, here's what certain examples mean: 1S - Move this unit 1 square south. 5SE - Move this unit 5 squares south and 5 squares east. 4NE - Move this unit 4 squares north and 4 squares east. 2N - Move this unit 2 squares north. 3W - Move this unit 3 squares west. 6E - Move this unit 6 squares east. 3NW - Move this unit 3 squares north and 3 squares west. 3SW - Move this unit 3 squares south and 3 squares east. Literally, N is north, S is south, E is east, and W is west. Have fun! (m7.1) ################# ## ORANGE STAR ## ################# Prologue -------- Sturm is back in Macro Land. Hawke and Sturm ramble onward on taking Macro Land and Wars World. Cosmo Land was taken in the past, but this is different. Andy, Sami, and Max (in that order) talk about Black Hole's return Andy and Max argue over the fact that Wars World has more than one continent, and that Macro Land is not on the same continent. The other armies have also spotted Black Hole forces in their country. Andy seems to like this war to bring the four countries together. Andy runs to the first campaign battle. Here is your first training mission! Mission 1: Cleanup ------------------ Andy VS. Flak Difficulty: * Mission Briefing: Flak and a space infantry talk on about their failed advance. OS soldier and Nell talk awhile about the OS victory there, and then for Andy to clean up the remaining BH forces. Mission Terms: After Nell's near-victory against Flak, it's time for Andy to gain some experience once more and get used to fighting another war. Take out the two infantry or the HQ to win! Starting Properties: OS BH Neutral Cities 0 0 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 3 infantry, 1 APC BH: 2 infantry General Strategic Checklist: 1. Don't let Black Hole beat you with HQ capture. Although it might seem unlikely, watch out for HQ capture. If you're a new gamer, remember that if your HQ is captured, you will lose. 2. Advance twice as fast with loaded APC. APCs travel twice as fast as any infantry, so you should load an infantry in to move units east faster. 3. Use forest defensive advantage. Woods squares (or forest) have more defensive stars and cover than regular roads or even plains. Use them to your advantage when attacking or defending. 4. Attack in numbers. You usually can't kill a unit in a single turn unless it's a lot more powerful. In this case, it's an infantry clash so you should attack from two or even three sides against one infantry. Black Hole Strats: Flak is not very smart...yet, so he will rush his infantry at you. You should be able to take out both one by one. To S-Rank: Make sure you attack first by staying out of infantry range, and hurry on with speed and don't take more than 5 days. General Strategy Day 1: Move everything east. Andy Day 1: Here, you'll have to learn to move units, capture the HQ, and kill infantry, and also how to use an APC. Of course, to AW fans this will be easy, but new AW2 players will need it. Move every infantry 3E. Move APC 3SE. End turn. Nell talks on and on, don't you think? Nell is too overly excited... Flak Day 1: He moves his infantry down to meet yours. General Strategy Day 2: Move everything east. Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry 3E. Move APC 6E and end turn. Flak Day 2: Flak moves his two infantry down. General Strategy Day 3: Take out one BH infantry. Andy Day 3: OK, now you can surround that front infantry with all three infantry, but do this, so move everything 3E and kill the infantry. Flak Day 3: Flak is pathetically screwed. He moves his infantry 2W to attack your 8HP infantry and deal 6. General Strategy Day 4: Destroy the last BH infantry. Andy Day 4: Flank and kill the final BH infantry to win! End: Andy has taken back a part of Orange Star captured by Black Hole! Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! Mission 2: Border Skirmish -------------------------- Sami vs. Flak Difficulty: * Mission Briefing: Flak now has tanks against you. You have one of five units. You can take them! Flak talks about how to capture cities. If you're new to AW/AW2, this will help. Nell talks about defensive cover. Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge. Starting Properties: OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank BH: 2 Infantry, 1 APC, 3 Tanks General Strategic Checklist: 1. Destroy anything that directly threatens you. The first tank should be weakened by the mech first time, else you want to get some damage. At the bridge, you'll want to use both artillery and tank, and perhaps your mech, to defend. 2. Use allied cities as defensive cover and to heal. Allied cities, when you station units on them, gain +2HP each turn, as they heal. You might even want to take the neutral city for another healing place. 3. Hold the bridge! If you can't hold the bridge, you'll be flanked. You must hold it with a tank on the allied city. Black Hole Strats: Flak, as he is the enemy AI, will not look for a nice defensive position, but rather, tries to advance. If you can even hold the bridge, you win. To S-Rank: Hold your position at the bridge, and use tank and artillery to weaken forces on the bridge. Do not lose a single unit. General Strategy Day 1: Take out the tank and move east. Sami Day 1: Click the mech and move it 2N to attack the tank, dealing it 7 and taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move your infantry 3E and begin capturing the city. Sami's infantry are stronger than anyone else's, so she can capture faster. Nell rambles on again. Move your APC 3E 4N. As you see, APCs seem to have gained another square now... Flak Day 1: He moves in to start capturing your city, and moves in his tank and other infantry units. General Strategy Day 2: Set up a defensive formation with your tank in front and an artillery in the back, with mech support. Sami Day 2: Sami and Nell talk about how to heal units in friendly cities. Finish capturing the city, and the crowd goes into uproar. Move your tank 2E and your mech 1NE. Move your artillery 1E to keep a defensive formation at the bridge. Flak Day 2: BH forces take one of your cities, and his tanks, APC, and infantry come rolling west. General Strategy Day 3: Deal damage to the front tank. Sami Day 3: Ok, here's where you use your artillery, don't move it but still click it, and click Fire to take 6 damage on that tank. Move your APC 1S and move your mech 1E. Flak Day 3: His tanks and infantry move in, but they can't attack as you're in too strong a defensive position. General Strategy Day 4: Take out two tanks with your artillery and tank. Sami Day 4: Fire away! Kill the tank with your tank, attack the other tank with your artillery, and finish it by moving your mech 2E. Move your infantry into the APC and move it 1N 3E. Drop south and end. Flak Day 4: He's screwed. He attacks your infantry on the river which takes 5 damage. The other infantry attacks your mech. General Strategy Day 5-7: Take out infantry and last APC. Sami Day 5: Use your artillery to kill the infantry in the east. Move your tank 2E 1N to finish the other one. Move the rest towards last APC. Flak Day 5: Do nothing. Sami Day 6: Attack the APC with your tank and infantry. Flak Day 6: Do nothing. Sami Day 7: Finish off the APC with your artillery. Good job! End: Sami has the exact opposite attitude for Flak as for Eagle in AW here. But you won, so who cares? :) Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now total at 600 points. Mission 3: Orange Dawn ---------------------- Max vs. Flak Difficulty: * Mission Briefing: Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down. Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge. Starting Properties: OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank, 1 Transport Copter, 2 Battle Copters BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter General Strategic Checklist: 1. Seize the small four-square island. The island gives you a lot of manuevering room, plus bridge, forest, and city defensive advantage. 2. Transport Copter should be used for HQ capture if you don't manage to kill all units or see HQ wide open. On this mission, later on, Flak will leave his HQ wide open. Therefore, it'd be useful to go for it. 3. Take out the battle copter! Taking out the battle copter will give you total aerial control. 4. Block bridges! Don't let Flak's units swarm you! Guard the bridges! 5. Have your medium tank in front. Your medium tank can withstand more damage than any other of your tanks, so use that. Black Hole Strats: Flak will move his blundering forces east to meet you. Kill him. To S-Rank: Take out his battle copter quick and don't lose any units, and use your battle copters to weaken his units. General Strategy Day 1: Move all units north, taking out the battle copter. Max Day 1: You've got medium tanks, battle copters, and transport copters now. Max is strong with direct units but weak with indirect, so your artillery can be a bit useless here. You have the upper hand here. Click the SW battle copter and attack the enemy battle copter to the south to deal MAJOR damage. Use your other battle copter to finish it off. Click your artillery and move it 3N 1E. Move your medium tanks 1E 2N. Move your two small tanks to the west and south one square of the medium tank, next to it. Move your infantry into the transport copter and move it 2E 4N onto the sea. Flak Day 1: Flak says Max reminds him of himself. He moves all his units east. General Strategy Day 2: Injure a medium tank with your battle copters, and move your land forces past the bridge. Max Day 2: Nell talks about how to heal battle copters and how to join units, and when to do so. Move in your battle copters to target the eastern medium tank and take off 5HP. Move your medium tank 4N. Move your other small tanks to the south and SE 1 square of it. Move your artillery to the south of that, and end. Flak Day 2: BH forces move east except for the damaged medium tank. General Strategy Day 3: Take out a medium tank and a tank. Max Day 3: Attack with your medium tank the tank left of it and kill it in one move. Move in your left small tank to attack his. Finish off the 5HP medium tank with your two battle copters, move your small tank and artillery 1N, and end turn. Flak Day 3: He moves his medium tank east. General Strategy Day 4-5: Destroy the last medium tank to effectively cripple Flak, and then finish the last small tank and infantry. Max Day 4: With your small tank, finish off the tank next to you, and attack the infantry with your medium tank. Move both battle copters 3E to deal 6 damage on the medium tank. Move your transport copter all the way west. Move in your small tank to attack the infantry, and move your artillery 1N. Flak Day 4: His medium tank attacks your small tank. You deal 2 damage like he does. Max Andy 5: Finish off his last two units any way you like. Max and Flak continue to bicker at each other. Nell talks about how to use the points you get in Campaign Mode into buying maps from Battle Maps with Hachi. Nell talks about Speed, Power, and Technique as well. Max yells that Flak is a dumb name. Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now total at 900 points. OK, from here, you get to choose which part of OS you want to recover. You have three here, all rated **. Move in west (southernmost battlefield). Mission 4: Flak Attack ---------------------- Max vs. Flak Difficulty: ** Mission Briefing: With bombers and fighters on his side, Flak has a big air force at you. Remember though, you have some anti-aircraft gunners and missiles to down them, and power isn't everything... Mission Terms: The Orange Star and Black Hole war sets up into the skies above, as Max and Flak's aerial forces clash. Flak arms up his air force with stronger attackers, while Max gets stronger defenses. Make sure that you can repel it and grab the lab map from the neutral city on your island by capturing it. Starting Properties: OS BH Neutral Cities 2 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 A-Air, 1 Rocket, 1 Missile, 1 Transport Copter BH: 1 Infantry, 1 Tank, 4 Battle Copters, 1 Fighter, 2 Bombers General Strategic Checklist: 1. Protect your missile Day 1 with surrounded A-Air. Your missile has some range that your A-Air will never get in taking down planes. Make sure you keep it safe, then move out on Day 2. 2. Check aerial force range. Remember, if you're out of Flak's range he can't attack you... 3. Grab the lab map! The lab map is located on your island's neutral city. Capture it with an infantry or mech and enter the hidden mission of Orange Star! 4. Take out anything in your path, but aim for bombers first. Bombers deal the greatest damage of all of his units, and he has two. Weaken those first, then move on to battle copters, and then, fighters. Black Hole Strats: Flak will move all his air units south on Day 1 and attack. Make sure you are ready, and counter it with your 4 A-Air and one missile. To S-Rank: Go defense Day 1, then counterstrike on Day 2 and give yourself a pronounced advantage. General Strategy Day 1: Take out the battle copter and injure a 2nd one, making sure the A-Air protect the missile and that your other planes are out of range. Max Day 1: Down the battle copter with your missile. After this, Sami will note the new CO Power star chart, instead of a bar for CO powers. Your battle copter in the sea is doomed. Move it 1W and attack the battle copter to do damage. Move mech 2N to capture city. Move rocket and infantry all the way up. Flak Day 1: Flak explains how to use stronger aerial units like the fighter and bomber. His fighter takes out your battle copter. His bomber comes in to bomb your anti-air. His other battle copter finishes it. He moves the rest towards you. General Strategy Day 2: Injure his air force with your four A-Air and one missile. Max Day 2: Finish capturing the city with your mech as defense against the tank later on, which turns out to be a Black Hole lab that researches new weapons like...*shhh*. Yeah. Move your southern A-Air to take 9 damage off of the bomber and get your CO power ready. You could do that and get the CO Power Max Force or save up for the Super CO Power Max Blast. Save up for now. Take out the battle copter with an A-Air, and down the other bomber. With your missile, down his battle copter. Flak Day 2: His air force is half down in one day! Flak uses Super Power, Super CO Power Barbaric Blow! His fighter moves towards your battle copter, his bomber does nothing to your missile, and his weakened battle copter does ONE damage to your rocket. Apparently, you took out so much his Super CO Power is useless. His tank moves in to deal 3 damage to your mech, which you deal back. His infantry moves forward. General Strategy Day 3-4: Use Max Blast and destroy all remaining units with your now superior numbers. Max Day 3: Max now has his Super Power. Go to the main menu and go down to a 3-star icon called Super. Use Max Blast! Move his A-Airs east and destroy the bomber, the fighter, AND the battle copter. If you must, use your missile to finish the fighter. Destroy the tank with your battle copter. Move everything else north. Flak Day 3: Do nothing. Max Day 4: Finish off the last infantry with your battle copter and infantry. End: Flak still points to the upcoming Black Hole invasion as moral support, and says Sami is Max's girlfriend. Max and Sami argue that Black Hole has no respect. Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now have 1,200 points. With your victory, a new mission opens up for you on the island far off. It is a *** mission, so don't go just yet. Instead, move to the mission farthest south and west. This one deals with sea units as well. Mission 5: Lash Out ------------------- Sami vs. Lash Difficulty: ** Mission Briefing: Lash has appeared! She taunts Nell, who tells Sami to bring her prisoner alive. Mission Terms: This is your first timed mission, and you must eliminate Lash's forces through HQ capture or by elimination. Though you may not have Victory March quickly, you should care to advance from both the western and eastern fronts, advancing most forces at the base but keeping an eye towards the HQ. Starting Properties: OS BH Neutral Cities 3 0 3 Factories 0 0 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks, 1 Rocket, 1 Lander, 1 Sub, 1 Cruiser, 1 Battleship BH: 3 Infantry, 2 A-Air, 1 Rocket, 1 Sub, 1 Cruiser General Strategic Checklist: 1. Don't let BH beat you with base-built units. The bulk of your land forces should take care to eliminate anything Lash builds from this base. 2. Don't lose your transport copter. You can send it into your cruiser for safety. The transport copter is required to be saved, and it might even be useful if you use it right... 3. Win the naval war. You can seize naval advantage early by destroying the sub, cruiser, and even the rocket in the first few days to give your lander a bit of room to land later. 4. Land forces on the eastern shore to march towards the HQ. You can win by HQ capture. Sami has Victory March, and you might even activate it. You'll need to win the naval war before you can do this, though... Black Hole Strats: Lash will focus early attacks on your transports unless you keep them out of range, so their forces will go and seize power near the base. To S-Rank: Take out their navy first, then advance on both fronts with superior numbers. Lash just can't deploy fast enough... General Strategy Day 1: Take out Lash's entire useful naval force but her cruiser. Move remaining units north. Save your T-Copter. Sami Day 1: Nell notes that a deployment base is near Lash. Nell notes Sami's infantry and transport power as well. You spot that you have a lander here, and a transport copter in trouble. Click the battleship and Nell gives you a short brief. Fire on the rocket to the north and deal it 8 damage. Click your cruiser to get a short brief, then attack Lash's sub. Move your sub 4N 1W and dive after that brief. Move the bottom tank and an APC with a mech into the lander. Click the lander to get a description, then move the lander 5E 2N. Move your other mechs 2N, your tank 5W 1N. Click your rocket and move it 1E 3N. Move your artillery 1W 4N. Remember that you now only have 7 days left to beat this mission. Move your transport copter into your cruiser. End. Lash Day 1: Lash tells Sami that Flak will be coming on Day 7 to kill Sami's forces. This is the reason why you must win quickly. Lash moves in infantry to capture a base and a city. His A-Air move eastward. General Strategy Day 2: Move everything north. Sami Day 2: Nell talks about how sea units sink if they don't have enough fuel. Move your battleship 5N. Move your cruiser 4E...don't drop the transport copter! Move your sub 1NW to finish off hers. Move your lander 1E 3N. Move both mechs 1NW. Move your tank 4N 1W. Move the artillery 2W 3N. Move the rocket 2NW. End turn. Lash Day 2: She finishes capturing the base and city, and deals 1 damage to your battleship with the rocket. Her A-Air comes west. General Strategy Day 3: Land on the eastern shore and advance north. Sami Day 3: Take out the rocket with your battleship, then move your lander 2N 1W. Drop your APC west, and drop your tank north. Rise your sub. In the west, attack the infantry with your tank from the south, move the northern mech 2N, the southern one 2W, and the artillery AND rocket 2N. End turn. Lash Day 3: She uses her CO Power Terrain Tactics. Her A-Air comes in to attack your artillery. She takes a city in the east and builds an infantry. General Strategy Phase 4: Advance north on both fronts, using your battleship to help take out the infantry in the east, and your artillery and rocket in the west. Sami Day 4: Use your rocket to attack the western A-Air, move your artillery 4S, and bring up your mech to take it out. In the east, attack the cruiser with your battleship and finish it with your sub. Drop the transport copter from your cruiser north. Move your tank north to attack the infantry from the north, then move up your APC 1E 4N and drop the mech north. In the west, move your mech 2N and attack the infantry with your tank from where you are. Lash Day 4: She finishes capturing a city and kills your mech with her A-Air. One infantry moves west, one east to HQ. General Strategy Day 5-7: Sweep entire BH forces in east and west. West with more firepower, east because there's no BH base there. Sami Day 5: Use your battleship to attack the infantry blocking the way to the HQ and finish it with your tank. Move your mech back into the APC, and move it onto the HQ, dropping the mech north. In the west, attack the A-Air with your rocket, and use your tank and mech to finish off the infantry. Move your artillery 1N. Move your T-Copter towards HQ. End. Lash Day 5: Continuing to take cities, the AI takes another one and attacks the APC with her infantry, dealing none. Sami Day 6: You only have 2 days left, or as Nell says, tomorrow! In the west, take out the Anti-Air with your artillery, and with your rocket and mech, take out the infantry north of you. Attack the infantry with your tank. With your battleship, attack the infantry near you. Take out the infantry next to the HQ by using your tank, and move your APC 5W to block the infantry from going east. Move your mech to start capturing the HQ. Lash Day 6: The infantry attacks your APC, so she can't build! The other one continues to take a city. Sami Day 7: You can actually go for elimination now! Take out the infantry with your battleship. Attack the infantry on the deployment base with your rocket, and finish him with your tank. End: Sami drags a dummy of Lash over. Lash apparently escapes. You won! Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now have 1,500 points. With your victory, Orange Star has only two more provinces for you to take back. Select the mission to the southeast (not on the island). Mission 6: Andy's Time ---------------------- Andy vs. Flak Difficulty: ** Mission Briefing: Lash tells Flak about her new invention, the Black Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he seems be reeling backwards, eh? Commander Andy and Nell notices the giant cannon, and Max argues Andy can't take it, he can with his strength. Andy still is confident, however, and will do it himself. Mission Terms: Andy's Time introduces you to Lash's new invention, the Black Cannon, which deals five damage to the strongest unit with the most HP in its range, which covers some 82 squares and has 99HP. Ignore it if you can until you attack it. Starting Properties: OS BH Neutral Cities 3 1 8 Factories 2 1 3 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Transport Copter BH: Black Cannon General Strategic Checklist: 1. Stay out of Black Cannon range until you attack it, and when you do, attack from range. Although the Black Cannon on this first mission will only attack every few turns, it's to your best interests to stay out of the way, as you can capture the middle base out of Black Cannon range, as well as send rockets to smash it from afar. 2. Capture the middle and northwest factories. Flak is slow and won't reach either base in time if you use your transport copter. It's also a nice way to flank him. 3. Occupy Flak's factory within several days. With your superior property advantage, you should be able to seize control of it so Flak doesn't go slapping you when you attack Lash's Black Cannon. Black Hole Strats: Flak doesn't get much, so he'll build infantry and small vehicles to attempt to match your superior forces. Chances are he won't last... To S-Rank: Take both neutral factories over ASAP, and also neutralize Flak's deployment base. Smash BH's small force quickly. General Strategy Day 1: Move toward central island. Andy Day 1: You notice you only have 1 infantry and 1 transport copter, but you do get deployment bases to deploy new units. Nell talks on about how to make units. Look around on the map. BH has a base north of you, east of the cannon. The cannon has 99HP and can destroy practically everything; it takes out 5HP from any unit it attacks. Watch out with that. It takes as much damage as a Md Tank, so attacking it with a Md Tank will mean 55% damage, that will take out 55HP from it (so it's not that difficult to eliminate!). There are three bases to the west of both of you. Move the infantry into the transport copter and move it all the way west. Deploy two infantry. Flak Day 1: The cannon will fire starting Day 2, and Lash tells Flak to advance south. General Strategy Day 2: Land on central island to grab that base, and move infantry north. Andy Day 2: Check out the cannnon's range, which seems to cover a massive range of about 82 squares! The best you can do right now is avoid being fired upon. Move your T-Copter all the way up and drop to the south onto the base. Move your western infantry to capture the city, and move the other one 3N. Build an infantry in the left base and tank in the right base. Flak Day 2: An infantry moves SE to take a city. He builds another one. General Strategy Day 3: Move units north and take middle base. Andy Day 3: Nell informs you to attack the Black Cannon door. By the looks of it, it's best if you attack with an indirect unit or you'll get blasted. Start capturing base on middle island. Finish capturing other city. Move left infantry 3N, right infantry 2N 1W. Move tank 6N. Make another infantry and another tank. Move T-Copter 2S 4E. Flak Day 3: He finishes capturing a city, moves infantry, and makes yet another one. Poor guy with no money :) General Strategy Day 4: Take central island, strike BH units from the south. Andy Day 4: Finish capturing the base on the central island. Move your northernmost infantry 3N to start capturing the city. Move up your tank 5N 1W to attack the infantry on the city. Move your infantry from 3S of the transport copter and move it 3N into the copter, and move it 3NW. Move your two infantry 3N and tank 6N. Build an APC on the left base and an infantry on the right base. Flak Day 4: He begins capturing a neutral city, backed by two other infantry. He makes a mech. General Strategy Day 5: Seize control of the left base to surround the remaining BH forces. Andy Day 5: Move your transport copter 1W 5N and drop the infantry to the left. Move your northern tank 3W to kill the infantry. Move your other tank 6N. Finish capturing the neutral city on the right side with your infantry. Move the infantry on the central island 3N. Move your left infantry (that is left) 3N and the one east of it 2N 1W. Move your infantry on the right base 2W into the APC. Move the APC 1E 5N, and drop your infantry north. Build nothing. Flak Day 5: BH units capture ONE city, and another infantry unit is built. General Strategy Day 6: Close in on the last base and build a rocket. Andy Day 6: OK, you've at a clear advantage now. Move your infantry west of the T-Copter 2W to begin capturing the base. Move your left tank 1N to attack the infantry on the city, and move your infantry on the middle island 2N to finish that one off. Move your other tank 3W 2N to deal damage to the mech to the left. Build a rocket on the middle island base. Move all infantry except the one just above the APC 3N. Move that last infantry into the APC 5N and drop east. End turn. Flak Day 6: BH infantry moves 3S to attack your infantry. Another one moves onto a city and attacks another one. A mech moves west and fails to kill your T-Copter. General Strategy Day 7: Move rocket up, surround BH base with anything you can muster. Andy Day 7: Move your rocket 3N. Move the infantry above the rocket 1NE to finish off the mech. Finish capturing the top base. Move your bottom 9HP tank 1SE and deal that infantry 6 damage. Finish it with your 4HP infantry without moving from below. Move the infantry below it 3N to attack the infantry on the city. Move the infantry east of the APC 2N to finish it. Attack the infantry on the base with your tank. Move your APC 4N, and your T-Copter 4E 1S. Move your other infantry 3W. Create an artillery on the middle island base. Flak Day 7: He's doomed. His infantry on the base attacks your T-Copter and does three damage. General Strategy Day 8: Effectively take the surrounded BH base and build a rocket. Andy Day 8: Move your rocket 2N 1W. Move your artillery 4N. Your tank west of that enemy infantry should attack it and bring it to 2HP. Move your T-Copter 6W. Move your full health infantry 2W 1N and finish that infantry off. Move your 9HP infantry 2N and capture that enemy base. From your northwest base, move that infantry 1W 2S and build a rocket from there. Move your APC 6W, your 4HP infantry 2N 1W, your other 9HP tank 5W, your 5HP infantry 3W, and your full health infantry 1S to capture the BH city. Flak Day 8: He has no base or units. Do nothing. General Strategy Day 9: With your two rockets, destroy the 99HP cannon. Andy Day 9: With your rocket on the base, attack the cannon down to 44HP. Finish it off with your other rocket. You win! End: Andy and Flak have a clash of words and then Andy spots Max's tank force. Maybe it'll be helpful? Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now have 1,800 points. With most of Orange Star now secure, you have to hop to the last island. Andy will provide you assistance in marching into the mountains to take out that final Black Hole lab. Mission 7: Test of Time ----------------------- Andy vs. Flak Difficulty: *** Mission Briefing: This is the first FOW map, but the last Training-type mission. Andy will come here and wipe out Flak's remaining units and lab. You have 7 days to complete this mission. Run like the wind, Andy! Mission Terms: Now that you've found Black Hole's lab inside Orange Star, you have one week to penetrate it and seize the plans for the new Black Hole unit, the Neotank. This is your first FOW mission. Starting Properties: OS BH Neutral Cities 3 4 3 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon, 1 A-Air, 1 Tank, 1 Medium Tank, 1 Artillery, 1 Rocket BH: 2 Infantry, 1 Recon, 1 APC, 1 A-Air, 1 Artillery, 1 Rocket, 1 Lander General Strategic Checklist: 1. Remember Black Hole has a lander, artillery, and rocket that hides in forest on the eastern half of the map. They can snipe you if you don't take them out (exception: lander), and they're just plain annoying... 2. Infantry on mountains give you +3 vision. Your recon can't do all vision...your infantry and mech can give you extra vision. 3. Move in groups. One unit can't take out any unit or army, even your medium tank, as you may be sniped. Move units up together. 4. Capture the secret lab or destroy all units. Instead of taking out all units, you may want to capture the secret lab instead, since you have a time limit...but destroying all units can be easier. Black Hole Strats: Flak has forces in the north that will attack you, but he'll leave his artillery, rocket, and lander hidden from view and snipe you when he has the chance. Find them and kill them. One is in the north, one is next to the HQ. To S-Rank: Fog of War makes the mission somewhat more difficult, but you should be able to take out the northern forces with ease and move on. General Strategy Day 1: Use FOW tactics to uncover the area, then take out an infantry, an APC, and an artillery. Andy Day 1: Nell rambles on about FOW tactics, and you find yourself spotting only ONE artillery of BH. Select your infantry and move it 2N onto the mountain. Move your A-Air 1E 5N and take out the infantry to the north. In the east, move your mech 1NE. Move your medium tank 3N 2W to weaken that APC 9 damage. Move your tank 1W 4N and attack the artillery from the east. Kill the artillery with your artillery. Move your recon 3NE. Move your APC 2N. Move your rocket 1E 3N. End. Flak Day 1: His recon attacks your infantry on the mountain, and moves his A-Air to the east of your recon to attack it. His APC moves south. General Strategy Day 2: Take out remaining unhidden units except a recon. Andy Day 2: You are informed by Sami that an indirect unit hides in the forest. Nell also points out the reef that you can hide in FOW in. Move your 6HP infantry 1S to kill the 1HP APC. Move your A-Air 1S to attack the recon. Move your recon 2W 1N and move your medium tank 3E 2S to destroy the A-Air. Move your artillery 3E 2N. Move your tank 1S 4E with 5 damage. Finish off that infantry with your rocket. Move your mech into the APC and move your APC 1W of the HQ, and drop your mech on the HQ. Flak Day 2: Your mech will be attacked by a rocket. General Strategy Day 3-4: Uncover hidden units, then kill them. Andy Day 3: Move your mech 2E to reveal the rocket. Move your tank 1S 3E to deal 6 damage to the rocket. Move your A-Air 3S to finish off that recon. Move the damaged infantry 1E 2N. Move your recon 1E 5N into the forest. Move your APC 6N. Move your medium tank 2E 3N. Destroy the lander with your artillery and rockets. Flak Day 3: He can't do anything. Andy Day 4: Finish off the rocket with your damaged mech. If it isn't finished, use your tank. Move your mech 2E. Move your medium tank 1E 2N and recon 3E to destroy the last artillery to win! End: Flak urges everyone into the factory. With the shutting of the final lab and you learning about the new Black Hole unit, the Neotank, Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You now have 2,100 points. Mission 8: Liberation ----------------------- Andy, Max, or Sami vs. Flak Difficulty: **** Mission Briefing: Flak is surprised by the sight of Adder, who was supposed to invade Yellow Comet. With his wordplay, he angers Flak. Here is a factory and base that is the center of the BH war on OS. If you can take this out, victory on BH will be a reality, at least in OS, for now. You have the base advantage here. Mission Terms: Entering the final mission of the Orange Star Campaign, you hold a disadvantage due to Black Hole's factory, which is given units through a pipeline. You'll want to seize the neutral airport early and smash the pipeline seem. Starting Properties: OS BH Neutral Cities 2 2 11 Factories 3 1 2 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Destroy the pipeline seem for a quicker and easier victory. See the weak spot, the pipeline seem, in the pipeline? That's where you should hit it to break the pipeline connection and stop the factory from building more, as well as win the mission. 2. Take the neutral airport away from BH hands. The lone airport is vital if you want to take out the seem fast. Capture the base below it, too, if you don't plan on taking Flak down within first 10 days. 3. Take lone eastern cities if you have the time. The eastern cities will supply that extra 2000 a day you could use. 4. Block factory from producing units. The BH factory can be blocked from cranking any more units out, by blocking the three doors. 5. Produce an APC and infantry early. Use both units to speed to the airport/base. 6. Seize the west as a diversion. This won't really help speed or technique, but if this mission is a bit rough, marching units west and taking that SW neutral base will be useful. Black Hole Strats: Flak's forces have stepped up a notch, and now uses more indirect units to throw mushrooms on your head. Block the bridges with anything you can, and you'll want to seize the skies even with A-Air and missiles threatening you. To S-Rank: You'll want to rush and crush the pipeline seem while keeping some strong attacks on units at and near the factory for power. Sami Strategy: Sami Day 1: Build an infantry from the SW base and an APC from NW base. Flak Day 1: Build an infantry from base and mech from factory, which shifts west. Sami Day 2: Move infantry 2N 1W into APC, then move APC 2N 5W and drop infantry north onto the river. Build a mech from NW base. Flak Day 2: Start capturing cities with infantry and mech, and build an infantry. Sami Day 3: Move infantry 2N to start capturing the airport, move mech 2W, and move APC 1SE. Flak Day 3: Finish taking both cities with infantry and mech, move units, build an infantry. Factory produces recon. Sami Day 4: Move mech 1NW into APC, then move APC 4W 3N. Finish capturing airport. Flak Day 4: Finish taking city, and surround base with his units. Build infantry, factory produce an artillery. Sami Day 5: Move infantry 2N off airport. Move APC 2NE and drop north. Create a bomber from new airport. Flak Day 5: Finish taking city, attack infantry with artillery, create APC from base, make missile and mech from weird-looking factory. Sami Day 6: Move bomber 4W 1N to attack mech, move infantry 1SW into APC, attack artillery with mech, and move APC 2NW. Drop infantry to the east. Flak Day 6: Attack APC with artillery, and build a tank. All other units move south except for a few that move east. Sami Day 7: Move infantry 1SW and attack the artillery to your right. Move mech 1NW. Move bomber 3E 1N. Move APC 2SW. Build a battle copter. Flak Day 7: Build a rocket. Move most units south to neutral zone. Sami Day 8: Move battle copter 4W 1N to attack mech, then move bomber 2E 3N to attack pipeline seem. Build a battle copter. Move APC 1E 2N. Flak Day 8: Continue seizing neutral base and cities nearing your HQ. Sami Day 9: Move newly built southern battle copter 5W to attack missile. Move APC 1E. Move mech 2W to kill mech. Kill artillery with infantry. Using other battle copter, finish off missile. Use bomber to finish off pipeline seem. End: Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! You have beaten the Orange Star Campaign! (m7.2) ############### ## BLUE MOON ## ############### Olaf informs Grit that Black Hole forces have attacked Blue Moon. Grit argues that they're only losing the countryside wastelands, which makes Olaf furious. Colin arrives to tell Olaf that he is the new BM CO. Colin seems to call everyone "sir", so Grit tells him not to get worked up. Olaf is furious. Choose the top mission first with Colin. Mission 9: Reclamation ----------------------- Colin vs. Lash Difficulty: ** Mission Briefing: Olaf hears about the Black Hole invasion on the northern frontier, the border with Orange Star. Colin volunteers to go, while Grit doesn't seem to care as much, just like in the past war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf lets him. Grit gives him a little advice. Lash is informed that Colin leads the Blue Moon army, though she wanted "the bearded geezer, or at least the scarecrow", pointing to Olaf and Grit. She orders a retreat because Colin will be boring, but decides to attack anyway. Mission Terms: With your first Blue Moon mission comes a new CO, Colin. His units are weaker than everyone's, but they're cheaper. You'll want numbers early on, especially with infantry. Starting Properties: BM BH Neutral Cities 0 0 6 Factories 3 3 1 Airports 0 0 3 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Seize the middle airport. The middle airport gives you a place to build cheap battle copters to aid your cause. They will be helpful for when you are unable to kill a certain unit in one hit. 2. Take the neutral factory. It's highly unlikely you will want to build units from your HQ bases, so you'd better take one closer to the enemy. 3. Produce infantry early game. As Lash will have lots of infantry as well, beat her with numbers before you move on to tanks and copters. Black Hole Strats: Lash will build APC and infantry early on. She'll also rush for both airports and eventually build tanks. You should have the upper hand. To S-Rank: You may want to build a medium tank or two to destroy those pesky A-Airs and tanks, but add battle copters as well. This should be quite easy. Colin Day 1: Build three infantry. Lash Day 1: Build three infantry. Colin Day 2: Move the right one 1W 2S, and the left two 1N 2W. Build three more infantry. Lash Day 2: She builds two more, and moves two east towards you, one towards the airport. Colin Day 3: Move your southern infantry 3S, your uppermost infantry 2W, the one just below it 2W 1S to capture that city, and move the infantry on the right base 3W. Move the other two 1N 2W. Build an APC from the northern base. Lash Day 3: BH begins capturing a city and builds an APC. Colin Day 4: Move your southern infantry 1S to start capturing the airport. The infantry capturing the city should move 2S to start capturing the base. Your NW infantry near the cities should move 2W to take that one. The infantry on the road should move 2W 1S to capture the city. The one on the forest should move 2W, and the last one should move 1E 2N into the APC. Move the APC 1S 5W and drop to the left. Build an A-Air from the northern base. Lash Day 4: She finishes capturing one city, starts another, and begins capturing the airport. He moves east and builds an artillery. Colin Day 5: Finish capturing the airport and three cities. Move the infantry on the mountain 3W. Move the infantry not doing anything 1W to capture that city. Move the APC 2W, and the A-Air 1S 5W. End turn. Lash Day 5: She finishes capturing a city and an airport and moves east without building anything. Colin Day 6: Your westernmost infantry should move 1N and grab that airport. Finish capturing the other city. The one on the other airport should move 3N. Now that you have a western base, build a Medium Tank from it after moving the infantry 2W from it. Move your other two infantry 2W as well. Move your A-Air 4W. End. Lash Day 6: BH starts capturing a city and attacks your infantry on the bottom mountain. He moves his artillery east and builds a tank. Colin Day 7: Finish capturing the airport with your infantry. East of the river, move that infantry 3N. Move your A-Air 3S and attack north. Move your 5HP infantry 2N 1E. Move the top one on the city 2S. Move down your medium tank 2S 1W. Move the infantry near the airport 1S. Make nothing. Lash Day 7: Her forces move north. She builds another tank. Colin Day 8: Move your medium tank 1S 3W to severely damage that tank. Your infantry right of the airport should move 2S 1W to kill the 4HP infantry and relieve your A-Air. Move your A-Air 3N 1E to damage the artillery. Move the infantry on the airport 3S and attack east. Move the one 2E of the artillery 1W and deal it 1 damage. Move the 5HP one 1W, and the last one west of the river 2W into the APC. Move the APC 2W 3S and drop east. Move that infantry east of the river 1N 2W. Build a tank from the western base and a battle copter from the airport. Lash Day 8: Her 5HP artillery deals damage to your damaged infantry on the city. Her tank moves up, and her combined infantry assault yours and take out your infantry on the neutral city. She builds a mech. Colin Day 9: Move your medium tank 2W to deal that tank 7 damage. Move your A-Air 1W 2S and attack left on the infantry. Move your battle copter 1SE to finish off the artillery. Move your infantry besides the APC 2W to finish off the 3HP infantry. Move your full health infantry 1W to kill the weakened one. Move 5HP infantry 1W. Move your 4HP infantry 2S into the APC. Move your tank 3SW. Build another fighter and another tank. Move the infantry east of the river 3W. Lash Day 9: She joins her two tanks to 7HP and kills your 5HP infantry. Your APC gets attacked as well. She builds two mechs. Colin Day 10: Attack east with your medium tank to eliminate the tank. Move the tank 1N 4W to attack the APC. Move your A-Air 1NW to attack the infantry. Move your other battle copter 4W 1S to attack the transport copter. Move your 5HP infantry on the mountain 1S 2W to finish off that one, and then move your battle copter 3SW and deal the other infantry damage. Move your APC 4S 1W and drop the infantry east. Move your infantry west of the mountains 1W 2S and finish that infantry. Move your tank 3SW and your eastern infantry 1W 2S. Build a medium tank. Lash Day 10: He moves his mechs, transport copter, and builds a mech, an infantry, and an artillery. Colin Day 11: Move your A-Air 4S. Move your top battle copter 3S to take out that transport copter. Move your other battle copter 1S 4W to attack the mech. Move your back tank 1S 4W. Move your medium tank 2W. Move your 4HP infantry 1W into the APC. Move your other tank 1S. Move your 5HP infantry 2W and full health infantry 1N to capture that city. Move that last infantry 3S. Move your medium tank 2W 3S. Build a transport copter. Lash Day 11: Move up units, build two more mechs. Colin Day 12: Move transport copter 4W 1S. Finish the mech below with your battle copter, then use your other one to attack the mech at the bridge. Finish it with your medium tank. Take out the artillery with two tanks, capture the city, and stay out of range of the two mechs. The first is fine. Lash Day 12: She attacks a tank with a mech, and builds a mech and infantry. Colin Day 13: Hit mechs with battle copters, then finish the mechs but the top one with your A-Air and tanks. Build a bomber. Block two bases and let only an infantry and mech alive. Lash Day 13: Use Prime Tactics and nearby destroy your A-Air with his mech. He builds an infantry. Colin Day 14: Sweep down the last mech with two battle copters and a medium tank. Attack the infantry on the base with all you've got. Lash Day 14: Move infantry to attack transport copter, build a mech. Colin Day 15: Use Gold Rush and kill the mech with two medium tanks. Use your bomber to bomb the final infantry, you win! End: Lash retreats and Colin has won his first battle! Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! At this point, select Mission 10 to be the bottom Grit one. Mission 10: Tanks!!! ----------------------- Grit vs. Adder Difficulty: ** Mission Briefing: Grit wakes up to find an angry Olaf asking him to seize a victory over the Black Hole forces in the south because it was his duty to defend the mountains. Grit seems to take it lightly as always but still goes before Olaf can say more. Grit spots the vast number of medium tanks even in Fog of War and decides not to fight them head on. Adder says that he went to offer a proposition to Grit, that they want Grit to join the Black Hole Army. Adder seems to say Grit's feelings about protecting Blue Moon, which wasn't much, but Grit doesn't respond. Grit agrees that Adder is correct, but that Adder has no call to treat the civilians and people in Blue Moon as they pleased. Adder had destroyed whole cities, and Grit finds Adder his #1 enemy. Mission Terms: With Grit's first mission an indirect combat one, it shows his power with rockets. Use recon and Super Snipe to your advantage. Starting Properties: BM BH Neutral Cities 0 3 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 4 Predeployed Units: BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets BH: 4 Mech, 4 Recon, 12 Medium Tanks General Strategic Checklist: 1. Missile silos are your friend. The missile silos are on your side, so they will be you that fires them as long as the infantry survive going east. Use them to hone down on enemy medium tanks. They have the impact of Sturm's Meteor Strike, except they only do 3 damage. Aim carefully, they'll even injure your units. No unit will have lower than 1HP, however. 2. The mountains are your friend, too. The mountains will keep your rockets safe from all but mechs, and your recon will be as well. 3. Weaken advancing units. By Day 2, let your rockets fly some damage onto the medium tanks that advance. When mechs arrive, take them out first, as they can kill your rockets easier. Black Hole Strats: Adder's medium tanks are hindered by mountains and are forced to go all the way around to hit anything of yours that they see, so the only thing that will do big damage is mechs and the few medium tanks that may make it to the end. To S-Rank: Have your recon as far as you can without being hit, so they can be spotters for your rockets and artillery. Missiles will aid the attack on clustered medium tanks as well. General Strategy: You have rockets. Grit is awesome with rockets. They fall in a single turn to medium tanks, though. Luckily, the mountains will protect you for a while, so take out ALL you can so he doesn't advance too far and take them out. Also note that in the east you have missile silos, the new property. They don't do much damage but they can be useful on medium tanks that really need to be weakened. Grit Day 1: With your left rocket, attack the middle medium tank. Move your rocket on your HQ 2W. Move your top and bottom rockets to the 1E and 2E of those two that are already used. Move both infantry 1E. End. Adder Day 1: His 2 recon moves in to attack your 2 infantry. His medium tanks all move east. Grit Day 2: Here, you're taught from Olaf that you can use missile silos to hone missiles on Adder's forces. Use the back rocket to take out the northern recon. With your second to back rocket, injure his bottom recon. With the one left of that, attack the middle of the three top medium tanks you see. With your front recon attack to the 4S 1W, the medium tank closest to your southern forces. End. Adder Day 2: His second recon attacks your infantry on the top. His bottom one moves up and his 1HP one flees. More medium tanks move up in the south, and your infantry is taken out in the south. Grit Day 3: OK, so you're overwhelmed. Don't worry just yet. In the south, use your artillery to take out the medium tank. In the north, attack the medium tank with your artillery. Move your 1HP infantry 2E. Use your CO Power Snipe Attack. Move your middle two recons 4W (the top one 4W 1N). Kill the recon with your HQ rocket, the 5HP medium tank with your next one, going left, weaken the bottom medium tank that you spot with your next one, and with the front one, weaken the full health medium tank in the north. End turn. Adder Day 3: Adder uses Super CO Power Superwinder to move units even faster. His mech moves 4 squares to capture your city. His recon and medium tanks move in on both fronts. Your rocket is destroyed by mechs (the front one). Grit Day 4: Move your 1HP infantry 1S 2E. With your northern artillery, attack the medium tank furthest right. Continue hitting medium tanks with your rockets, the ones with most HP. With the front rocket though, use it to kill the mech on the road. Move a recon in the middle to leftmost city without attacking, right one back to the eastern forest, but take the NE one. In the south, move artillery 2W. Adder Day 4: BH takes one of your cities, northern artillery injured by weakened medium tank, two mechs completely rid your next two rockets ineffective. Grit Day 5: Use Snipe Attack. Injure the mech with your southern artillery, take out the front 5HP medium tank with your northern artillery, and weaken the mountain mech with your non-injured rocket. With your 2-HP rockets, take out a recon. With your last recon, take out an infantry as well. Move 1HP infantry 3E. End. Adder Day 5: Sideslip. He captures your buildings but this time doesn't attack with those crazy mechs. Your northern artillery is injured. Grit Day 6: With northern artillery, weaken a medium tank. Move 1HP infantry 3E and target just east of the artillery and mech, taking down the 3-10-2 HP medium tanks to 1-7-1 HP. With your full HP rocket, attack the mech taking your city. With your other two, take out the 2HP mech and injure the southern recon. In the east, move your lone recon in forest 3S 1W to attack the enemy recon and to protect your last infantry. In the south, move your artillery 1N 4E and your recon 3E 1N. End. Adder Day 6: He continues to capture the city and in the east, the recon wars continues. In the north, he combines his 1+7+1 medium tanks to form 9HP and also moves up his 6HP and 5HP medium tank. Grit Day 7: Move your full HP rocket 3N. Move your 1HP infantry 2S. Take out the recon with your two recon. Move your front 2HP rocket 2E onto the HQ. Move your other 2HP rocket 2E. Move your middle recon 2NW to finish off the final mech. With your northern artillery, attack the 6HP medium tank. Move southern artillery 1E 2N. Adder Day 7: His medium tanks move in and hide in forest except the 9HP one. Grit Day 8: With your full health rocket, deal 6 damage to the rocket. Move your 1HP infantry 1S to launch a missile. Center it on the 3HP medium tank. Move everything else to take out the last medium tank! End: With Adder's medium tank brigade routed, he retreats! Grit doesn't seem to care what Olaf says, but who cares? Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Three new missions open up here. Take the middle Olaf mission. Mission 11: Toy Box ----------------------- Olaf vs. Lash Difficulty: *** Mission Briefing: Olaf prepares his forces to enter his hometown and liberate his hometown from Black Hole forces. Olaf and Lash have some talk about what happened to his hometown due to Lash. Olaf is furious and demands to take Lash 1 on 1 for his hometown back and to find what Lash has hidden, a lab map. Mission Terms: As Olaf has turned Olaf's hometown into near-rubble, Olaf is prepared to send his forces to liberate it and hopefully, find it not as damaged as he thinks it is... Starting Properties: BM BH Neutral Cities 0 0 7 Factories 2 2 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Guard the mountain passes. If you guard the mountain passes, then Lash is unable to get past. This includes the northwest neutral city with that river pass. 2. The secret lab map must be taken. The secret lab map is found on that small SW island area, the neutral city there in the southwest and closest to enemy HQ other than the one directly above it. Take it to get the hidden Blue Moon mission. 3. Take the east fast. Your side of the map should be taken ASAP so that you have enough cities to solidify your advance towards the neutral middle base. 4. Smash Lash's units with power. When you have more money and props than her, and with the neutral base, start building some stronger units like massed tanks. Black Hole Strats: Lash will be crossing rivers and mountains to sneak up on your unguarded cities. She'll also build mechs, artillery, and tanks. To S-Rank: Take the middle factory early and win in 20 or less days to seize a S-Rank, or at least in speed. Don't lose too many units. Olaf Day 1: Build two infantry. Lash Day 1: Build two infantry. Olaf Day 2: Send both infantry 3W and build two more. Lash Day 2: BH starts capturing two cities and builds two more infantry. Olaf Day 3: Move both northern infantry 3W. In the south, move the front one 3N and the back one 3W. Build two more infantry. Lash Day 3: Lash takes two cities and builds two more infantry after moving the other two east. Olaf Day 4: ANY infantry in range should capture a city, and the one close to the base should capture the base. The remaining infantry should move 3W. Make a recon on the northern base and an infantry on the southern base. Lash Day 4: Her infantry move west. Your northern infantry is fired upon but the city's defensive power leads you well. She builds a recon and an APC. Olaf Day 5: Capture three cities and the base. Continue capturing the northwest city. Move other two infantry 3W. Move recon 3W. Build nothing. Lash Day 5: His forces move eastward. The infantry in the north resumes attacking your infantry. She builds nothing either. Olaf Day 6: Finish capturing northern city. Move infantry on central base 1SW to attack that infantry. Move infantry on northeast city 2S 1W as well as the one west of it. Move recon 5W. Make tank in central base. Move infantry (in terms of closest to middle base) in this order: 2N 1W, 2N, and 3W. End turn. Lash Day 6: Recon moves up, two infantry combined kill yours on the southern front. In the north, the city/river fighting continues. Olaf Day 7: Retreat your 4HP infantry from the northern city 3E and move your recon 1W to finish off that infantry. Move tank 1SW and finish off 6HP infantry. In the south, move the northernmost infantry 1W to east of tank, and the other two 2N 1W. The other two northern infantry should move 1SW. Build an artillery. Lash Day 7: Her recon attacks your infantry. She doesn't dare attack anything else but does move in. Olaf Day 8: Move your tank 3W 1N to attack the enemy tank. Use your artillery to attack the enemy recon. On the northern front, keep your recon's guns firing at the infantry left of you. Move your 3HP infantry next to the recon 1N 2E and move the 4HP infantry 1W 2S. Move BM infantry in to surround the BH infantry and kill it. Move other infantry west. Lash Day 8: Recon attacks 4HP infantry to 2HP. Builds mech and artillery. Moves units east. Olaf Day 9: Continue dealing damage with recon on northern front. Kill enemy tank with yours. Move everything from southern front west, including artillery. Attack the recon from the south with a full health infantry. Build a medium tank. Move 3HP infantry southeast. Lash Day 9: An infantry comes in to down your 2HP infantry. Olaf Day 10: Destroy enemy APC with tank and artillery. Capture southwest neutral city. Attack anything in sight but stay away from enemy artillery range except for that tank. Use the 3HP infantry to take out the 1HP recon. Move medium tank 1S 2W. Create an artillery. Lash Day 10: Destroys tank with artillery, infantry with infantry. Olaf Day 11: Finish capturing the southwest neutral city. It is a map that pinpoints to the hidden enemy lab. You will now unlock the hidden Blue Moon lab mission. Continue taking out units with northern recon, and use that near-full health northern infantry to chase hers. Move medium tank to take out infantry in the way to the northwest and southwest. Move front infantry north of the medium tank, and use an infantry to attack her mech and block your artillery. Build a rocket. Lash Day 11: Her recon and infantry attack your artillery, and the mech kills your infantry. Olaf Day 12: Use Blizzard. Send infantry from SW city northeast. Weaken recon with medium tank. Move up rocket. Kill wandering Lash infantry in the east. Build a tank. Injure APC. End. Lash Day 12: Advance troops east. Olaf Day 13: Move Rocket 1S 2W. Take out APC with southern artillery. Take out mech next to northern recon with artillery and recon. Finish infantry with medium tank. Move the rest up and build a tank. Lash Day 13: Advance and build an infantry and mech. Olaf Day 14: With your southern artillery, attack the mech. With your rocket, attack the infantry on the base. Kill another infantry with medium tank. Finish the southern mech with your tanks. Advance toward SOUTHWEST base. Build a tank. Lash Day 14: Mech attacks northern recon. Move infantry up in the south. Build two mechs. Olaf Day 15: Continue sweeping units with indirect units first, aiming for mechs first. With your tanks, you should be able to take out the mech and infantry defending SW base...as the artillery is out of the way. Use your infantry as well to help. By end this should be cleared all but 3HP artillery. Finish off mech in the north with medium tank. Build a rocket. Lash Day 15: Build an infantry and mech. Olaf Day 16: Take out the final artillery and infantry in the southwest with two tanks and a rocket. Use your infantry to capture the SW base. Take out the 5HP recon with your artillery, and injure a mech in the NW. Move up units to NW and end. Lash Day 16: She uses Prime Tactics. Unit movement cost goes to 1, but she only has 3 full mechs even after building one. She doesn't attack. Olaf Day 17: Start capturing HQ. Attack mechs with medium tank and a tank. Finish the 2HP mech with your 5HP infantry, and with an artillery and infantry, take out the mech in front of your tank. Move tank to cover SW base, and move all other units towards NW base. Lash Day 17: Take out an infantry with a mech, advance mech, and use mech. Olaf Day 18: In the northwest, kill front two mechs with rockets and artillery. Use the medium tank and a tank to finish that final mech. End: Lash leaves and you've won. Olaf's memories come back to him as he looks at his shattered hometown. He promises to avenge Black Hole's actions. Victory! 100 Speed + 100 Power + 85 Technique = 285 Pts. = S-Rank! This victory opens up a mission on the island. Anyhow, move to the northwest flag to Mission 12. Mission 12: T Minus 15 ----------------------- Olaf and Andy vs. Flak Difficulty: *** Mission Briefing: The Blue Moon COs spot a giant missile silo being operated by the Black Hole Army. Surprisingly, Andy comes with a small air force to aid you in Olaf's fight to take out the giant missile silo. In 15 days, your forces will be blown up along with the missile silo. Mission Terms: Andy joins Olaf in this 15-day mission to neutralize the giant missile silo by taking over 8 cities surrounding it to take it. Destroying the pipelines will help for the central and southern fronts. Starting Properties: BM OS BH Neutral Cities 2 0 8 5 Factories 0 0 1 0 Airports 0 0 0 1 Seaports 0 0 0 0 Missile Silos 0 0 0 0 Predeployed Units: Northern Front: OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery Central Front: BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles Southern Front: BM: 2 Mech, 3 A-Air, 1 Rocket BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers General Strategic Checklist: 1. Destroy both pipeline seems in the east to provide some aid to the south with Andy's aerial forces. 2. Save your Blue Moon infantry and mechs and leave them unhurt before you start taking the eight cities. 3. Use your northern forces to boost the central front forces. Black Hole Strats: Flak has powerful units, but doesn't seem to know how to use them. He will move it east, but since he only has three rockets even near the silo, he doesn't really have that much of a chance. To S-Rank: In the south, you'll want to block those Neotanks and medium tanks from getting through with Andy's fighter or bomber. Sweep the middle with your northern two fronts' forces of Olaf's. For power rating, eliminate most of the southern front, if not all. Olaf Day 1: Send all your forces as far west as possible. Andy Day 1: Move the bomber SE as far as possible. Move your back battle copters all the way west to attack the APC and mech. Send the fighter to the bomber. Send other two battle copters northwest, avoiding the missile range. Send APC 2SE. Flak Day 1: He attacks Andy's APC. His forces move east. He builds an infantry. Olaf Day 2: Grit informs Olaf that Olaf needs to capture the 8 cities in the middle to deactivate the tower. Andy reminds Olaf to destroy the pipes. Capture cities in northwest, as much as you can. Advance toward pipes on the Northern Front but do not attack it. In the Central Front, attack as far west as you can, injuring both rockets. Move everything as far west as well except for one medium tank which should attack the southern pipeline and deal it 55 damage. In the south, start capturing the airport with one mech and keep A-Air out of bomber range. Andy Day 2: In the west, stay out of missile range and take out an APC, recon, and mech. Use the bomber to bomb the northern pipeline and deal it a massive 95 damage. Move APC 2E, end turn. Flak Day 2: Brute Force. Advance units east. Rockets attack your attacking tanks in the middle. All units move east. Infantry built. Olaf Day 3: Use your 5HP tank to blow up the northern pipeline and send units over. Finish capturing cities. In the south, capture the airport and attack two bombers with two A-Air. Destroy a battle copter with the other one. Try to keep your rocket protected, as he has Neotanks coming at you. Destroy two rockets with your small tank and medium tanks in the center, then use big bad medium tanks to take damage next turn while dealing heavy on those pesky BH A-Air. Send all units possible from northern front down to central except for one APC. End. Andy Day 3: Move Andy's bomber 5S to destroy that pipeline. The missile will destroy it, but you have to blow it up anyway...move your fighter 3S. Move your battle copters all east except one which should start blowing up the northwest scorched pipeline to deal 25 damage. Move APC down. Flak Day 3: Your medium tank is bombarded by his remaining rocket and medium tank in the north, and his missile downs your only bomber. In the south, you lose an A-Air to a bomber while your mechs and rocket get random hits as well. Olaf Day 4: Winter Fury! That Super CO Power unleashes slow AND deals 2 damage to all enemy units AND boosts your power. Weaken the near full-health bomber in the south, and take out a battle copter. In the north, use your rocket to knock hit points off of the medium tank. Use your artillery to take that out. Bring up a full health medium tank to take out a small tank in the north of the Central Front. Use a tank to clear the tank in the southern half, then finish off the A-Air with your medium tank. Bring in your last one to form a solid medium tank line and injure the tank. Send all units west (or southwest from Northern Front). Remember to capture that last city up there... Andy Day 4: Continue giving a smack on that pipeline. Move other battle copters east. Move APC south. Keep fighter out of missile range. Flak Day 4: Barbaric Blow. A rocket attacks northern medium tank. A mech falls to battle copter fire on the Southern Front and together, the air force wipes out a lot of your weakened army. The northern medium tank is finished by another medium tank. He still makes another infantry. Olaf Day 5: On the Southern Front, wipe out a battle copter and a bomber. On the Central Front, use your northern rocket to take 5HP off of the northern medium tank. With your southern rocket, attack the missile. Finish off the 3HP small tank with your medium tank in the south. Wipe out the missile with your other medium tank. Send two tanks there to weaken the A-Airs. Finish capturing last city in the Northern Front and send everything southwest. Andy Day 5: Send fighter south to the Southern Front to wipe out the bomber. Continue to kill the pipeline seam. Move battle copters down to Central Front. Flak Day 5: Infantry and rocket destroyed on southern front with battle copters. A tank is attacked on the central front by another one. Olaf Day 6: On the Southern Front, take out both battle copters with your A-Air. Build a bomber. With the rocket, weaken the small tank in the north and finish it with your tank. Send up a high-HP tank to attack the medium tank in the north and deal it 1 damage. Add an A-Air to finish it from the north. Send an artillery there to get ready to attack down that final rocket. In the south, take out an A-Air and weaken the other one with two tanks. Move up a medium tank to attack his. Move units west, south from northern front. Andy Day 6: Move battle copters as far west as possible without getting them in missile range. Take out the seam with the battle copter in the west. Move APC west. Move fighter west to the forest to block ANY unit from passing, so the Neotanks won't make it. Flak Day 6: Brute Force. Your A-Air is weakened by the rocket, and his medium tanks weaken a tank and destroy a medium tank. He builds an APC. Olaf Day 7: Day 7 now. You have 8 days to clear BH forces from Central Sector and take cities. Hurry! Use an artillery and 2 tanks to take out the northern rocket. Winter Fury. Use your medium tank to attack his higher-HP one. With a tank, finish off his 1HP one. Use another tank to finish off his A-Air. Have the mech start capturing a city. Move rocket up so you can kill the medium tank next turn. On the Southern Front, move your bomber and A-Air forward. Andy Day 7: Move south towards Southern Front, but avoid missile range! Flak Day 7: An artillery nearly kills your tank. His medium tank strikes your A-Air. He advances pointlessly on Southern Front. Olaf Day 8: Destroy the medium tank with your rocket. Send units to attack missile. Send the rest to Southern Front. Move infantry and mechs to capture the cities ASAP. Bomb down one Neotank. Make another bomber. Andy Day 8: Use battle copter to attack missile as well. Send other battle copters to Southern Front along with APC. Move fighter west to block units from getting through. Flak Day 8: Attack your A-Air. Advance. Olaf Day 9: Finish capturing THREE cities. Attack missile. Move units to Southern Front. On Southern Front, destroy a Neotank and a Medium Tank with your bombers. Andy Day 9: Take out an infantry on Southern Front with battle copters. Continue moving them south. Move battle copter north on Central Front to chase artillery. Flak Day 9: Advance, move up A-Air, build mech. Olaf Day 10: Finish off missile, continue capturing cities, bomb out a medium tank and rocket. Move units to Southern Front. Andy Day 10: Chase artillery on Northern Front. Eliminate two infantry on Southern Front. Flak Day 10: Barbaric Blow. He's pissed. He advances and builds a mech. Olaf Day 11: Blizzard. Finish capturing 5 cities. Advance to Southern Front. Bomb the A-Air with both bombers. Take out a single infantry unit with your A-Air. No need to move anything else. Build a bomber. Andy Day 12: On the northern front, deal 4 damage to that artillery. Weaken a tank with battle copters. Flak Day 12: Advance mechs, make another one. Olaf Day 13: Finish capturing 6th city, start capturing 7th and 8th cities. Send a tank up to the artillery on Northern Front. Wipe out the tank with your rocket from Central Front. Bomb an APC and a mech. Andy Day 13: Hyper Repair. Take out a mech and APC on the Southern Front and weaken a second mech. Attack the artillery from the west on Northern Front. Flak Day 13: Move up mechs, build another one. Olaf Day 14: Victory day, here it is! On the northern front, take out the artillery with your tank. In the south, weaken a mech and kill one. Capture the last two properties. You win by neutralizing the missile silo! End: Olaf downplays the role of Andy, but he was quite useful, eh? Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! This victory opens up a mission to the northeast province with a star. Go to the southeast island flag for Mission 13! Mission 13: Neotanks!? ----------------------- Olaf, (Grit), or Colin vs. Flak Difficulty: *** Mission Briefing: Olaf gets furious over Black Hole forces using Blue Moon to do whatever they want. This is their laboratory base. Choose Grit. You have bases, but you only have 15 days to win or Lash will self-destruct everything. Mission Terms: As you took the Toy Box secret city's lab map, you have only 15 days to seize the lab and its Neotank plans. Attack with rockets and medium tanks in the east while firing missiles at enemy forces near the lab. Starting Properties: BM BH Neutral Cities 0 1 13 Factories 3 2 3 Airports 0 0 1 Seaports 0 0 0 Missile Silos 0 0 8 Predeployed Units: BH: 2 Medium Tanks, Rocket General Strategic Checklist: 1. Missile power is important. Send missiles raining down on troops near the lab and in the northwest, and don't let the enemy take one. 2. Seize that neutral base halfway to the lab. It's useful for when you make forces from there. 3. Make APCs to send infantry to take properties fast. 4. Take the lab with advancing tank and indirect forces. Black Hole Strats: Lash will take properties in the northwest, then advance from the southwest towards your HQ while sending a few units to stop you from taking the lab. To S-Rank: Remember, you only have 15 days. Move quickly through the east, and with missile help, use tanks and rockets to smash the lab defenses. Grit Day 1: Build three infantry. Lash Day 1: Build two infantry. Grit Day 2: Move western infantry 3N, and the other two 3E. Build three infantry. Lash Day 2: Start capturing two bases. Build two infantry. Grit Day 3: Unleash a missile silo in the west, target center on the rocket/lab. Start capturing a city. Move east. Build an APC. Lash Day 3: Finish capturing two bases. Start capturing another city. Build a tank and infantry. Grit Day 4: Target a second missile at lab. Capture a city and start capturing another. Move everything else towards lab. Build nothing. Lash Day 4: Continue capturing, make two more units. Grit Day 5: Move infantry in west toward next missile silo. In the east, activate one that hits the lab again so they're all down to 1HP. Finish capturing a city, move infantry north to grab base. Lash Day 5: Take practically every city. Join two medium tanks to 2HP, move 1HP rocket left. Build recon. Grit Day 6: Move western infantry toward next silo. Have eastern infantry launch missile at center on capturing infantry in west, which will hit tank, artillery, and infantry. Start capturing eastern base. Move units north in the east. Build nothing. Lash Day 6: Finish capturing cities, defensive position in her area. Build an A-Air. Grit Day 7: Capture cities next to eastern base. Finish capturing eastern base. Send infantry north. Prepare to use another missile silo in west. Lash Day 7: Finish capturing three cities, sending army south (which is good). Grit Day 8: Finish capturing in east. Move APC and infantry up but not to range of medium tank. Build a medium tank in eastern base. Launch a missile just below the A-Air to hit 3 infantry and the A-Air, using western infantry. Lash Day 8: Advance to the south. Grit Day 9: Build a medium tank in your HQ area's western base. Back to the east, advance your medium tank and infantry inside APC. Prepare to seriously go for the lab in a day or two. In the west, launch a final missile at the artillery, rocket, and tank at the base area of BH. Weakening the tank will help for later. Lash Day 9: She starts capturing the airport in the west and attacks your infantry with a tank. The other tank moves towards the lab. Grit Day 10: In the east, use your medium tank to destroy the tank there. Move up your APC and infantries. Keep APC out of BH infantry range, medium tank range is fine. Advance medium tank in the west. Make a rocket in eastern base (near lab). End turn. Lash Day 10: Attack APC with medium tank, continue taking airport down there, advance in the west. Grit Day 11: Send infantries and rocket north towards lab. Drop infantry 2E of lab. Kill enemy medium tank with yours. Kill artillery on western front with your other medium tank. Lash Day 11: Finish capturing airport, finish capturing city next to lab, advance to HQ in west, move artillery towards lab. Grit Day 12: Use your medium tank and one infantry to take out the infantry next to the lab. Send infantry to start capturing lab. Advance rocket, retreat infantry from artillery. Take out an infantry with a medium tank on western front. Build a medium tank in western HQ base. Lash Day 12: Unknowing of the lab, Lash advances. Grit Day 13: Take out an artillery with your rocket, finish capturing city next to lab, and wipe out an A-Air and tank with two medium tanks. End: With your victory here, the Blue Moon forces will now be able to deploy Neotanks in upcoming missions. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! This victory opens up a mission to the northeast province with a star. Go to the southeast island flag for Mission 14! Left with only three Blue Moon missions left, all of which are ****, these are going to really test you. Choose the southwest mission to Mission 14! Mission 14: Nature Walk ----------------------- Grit vs. Lash Difficulty: **** Mission Briefing: It appears to Grit that while Olaf is inspiring his troops, he notices THREE black cannons aiming fire on you through the forests in FOW. Lash seems to be the other Sonja of the BH universe, knowing all the intel and now having THREE Black Cannons against you. Grit accepts the challenge. You must reach the HQ with ANY unit to win. Your goal here is to keep everything in forest or out of range of the Black Cannons so they won't kill you. Mission Terms: Lash has created three Black Cannons in Blue Moon territory, and has a stronghold at the HQ. Lash has infantry coming up towards your Starting Properties: BM BH Neutral Cities 0 1 13 Factories 3 2 3 Airports 0 0 1 Seaports 0 0 0 Missile Silos 0 0 8 Predeployed Units: BM: Two Infantry, 1 Mech, 2 Recon, 2 APC, 1 A-Air, 4 Tank, 1 Medium Tank, 4 Artillery, 2 Rocket BH: 2 Infantry, 2 Mech, 4 Recon, 6 Tank, 1 Medium Tank, 1 A-Air, 3 Artillery, 1 Rocket General Strategic Checklist: 1. Black Cannons have heavy firepower. Take cover in forests and make sure no enemy unit sees you. 2. Use forests to avoid enemy units and Black Cannons. 3. Advance slowly. 4. Keep forces together. 5. Take back HQ building with any unit. Black Hole Strats: She will use her overpowering laser cannons and units that also hide in FOW to smash you. She will also try to take your HQ with infantry that move up and attempt to smash anything that gets close. To S-Rank: Advance north with everything together, using recons for vision and other units. Have forests with units pushing forward to save your HQ. Grit Day 1: Weaken the tank and recon you see at first sight with your two artillery. Send the bottom tank of both sides to finish them off from the side. With your right rocket, kill the artillery. Move up both other tanks 3N. Move up your left rocket 3N. Move up your two infantry 2N and 2N 1W into the forest. Move everything as north as you can, preferably in forest. Don't go past the road though... Lash Day 1: The right Black Cannon fires and deals 5 damage to your medium tank. Units move north and towards HQ. Grit Day 2: Advance north everything through the forest, and take out a tank in the west with your rocket. Weaken that recon with a tank. End. Lash Day 2: Black Cannon hits your left tank. Grit Day 3: Finish the recon with your weakened tank. Lash Day 3: Infantry and mechs continue to move up. Grit Day 4: Move up units. Lash Day 4: Get owned if you hit ambushes and lose a few units... Grit Day 5: Advance north fast to take out his infantry/mechs. Lash Day 5: Black Cannons will hit you, but you must sacrifice some units for speed here. You'll lose a few more units here. Grit Day 6: Fire back with Snipe Attack and all your direct units. Lash Day 6: Prime Tactics. Grit Day 7: Kill infantry, mechs, artillery, and tanks in your way. Sneak recon and APC with mech toward HQ and maybe a few other units just in case like a tank. Lash Day 7: Advance north. Grit Day 8: Take out a mech, move APC to 1S of HQ and land the mech to win! End: Victory! 100 Speed + 100 Power + 90 Technique = 290 Pts. = S-Rank! Your victory brings you down to two missions. Go to the southern white flag one! Mission 15: Two-Week Test ------------------------- Colin vs. Lash Difficulty: **** Mission Briefing: Colin must guard certain properties for 14 days. Protect your base for 14 days! Lash may have a lot but you can do it! Mission Terms: In this 14-day defensive mission, you must keep Lash out for the entire time with your cheaper but weaker units. Starting Properties: BM BH Neutral Cities 1 8 11 Factories 2 4 5 Airports 0 0 2 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Guard the chokepoint by taking the neutral cities nearby, 2. Take out all you can, but Lash has too many units and too many bases to deploy from. Do not worry about pushing her back, just take out everything at the chokepoint. 3. Establish a strong defensive force of direct units in the front and indirects in the back that smashes all that come to you. Black Hole Strats: Lash will capture all the neutral bases and properties near her, and advance with all air and ground units that rush forward to destroy you. To S-Rank: After a few days, be ready for her first forces. By the end of the first week, you must be ready for everything, as her second week's attack is fierce... Colin Day 1: Build two infantry. Lash Day 1: Build four infantry and a transport copter. Colin Day 2: Send both infantry to capture northern bases. Build two more infantry. Lash Day 2: Start capturing city, move infantry west with a transport copter, build two infantry, tank, and artillery. Colin Day 3: Finish capturing northern bases. Move infantry on western base 1SE to capture base, infantry on eastern base 1E 2S to capture that city. Create two infantry. Lash Day 3: Start capturing even more cities, make Medium Tank. Colin Day 4: Move units southeast to capture cities unless they are already capturing. Create two artillery. Lash Day 4: With her high funds, she builds an A-Air and battle copter. Her tank and medium tank come near you. Colin Day 5: Capture properties to 12. Block entrance to HQ area with infantry. Reinforce them with two artillery. Build four more infantry. Lash Day 5: Tank and medium tank weaken two infantry. Colin Day 6: Use two artillery to destroy the tank. Take out weakened infantry and replace the front line with full health ones. Build an artillery. Lash Day 6: Medium tank attacks infantry, battle copter and everything else advance. Colin Day 7: Attack medium tank with artillery. Create an A-Air. Retreat and advance whichever infantry is necessary. Retreat to your square base, though. Lash Day 7: Battle copter attacks your artillery, A-Air destroys your infantry, medium tank attacks your artillery. She creates a Neotank. Colin Day 8: A nervous Colin convinces himself to stay alive for another week. Kill the battle copter with your A-Air. Use Gold Rush! Create TWO Neotanks. Deal damage all the way to 1HP on the medium tank with your artillery. Lash Day 8: BH forces advance as they take most of the cities on their side of the isle. A tank comes in to attack your infantry. His Medium Tank runs. Colin Day 9: Send your Neotank to severely damage the tank, then kill it with your artillery. Weaken other units with your other artillery. End. Lash Day 9: BH forces start to take cities right next to you. A battle copter takes out an artillery. A rocket moves forward. Colin Day 10: Take out the battle copter with your A-Air, then kill the tank with both artillery. Take out an infantry with both Neotanks taking the neutral city. Build a rocket and an A-Air. Lash Day 10: Lash takes more cities, and a rocket takes out an artillery. A bomber bombs an infantry. Her Neotank attacks one of yours. Colin Day 11: Gold Rush! With your rocket, injure the Neotank. Injure the bomber with an A-Air. Build a Neotank. Use your current full health Neotank to take out hers. Lash Day 11: Prime Tactics. She takes yet another of your cities and attacks your infantry with a rocket. A bomber kills one of your 1HP infantry. A tank takes out your 2HP infantry, and an A-Air takes another one. Colin Day 12: Attack the advancing A-Air with your Neotank, and finish it with the rocket. Move your A-Air out to finish off the bomber, and use the Neotanks to take out the tank. It's also good as defense for your back line. With your artillery, hit an infantry. Build 4 infantry. Lash Day 12: A rocket strikes your infantry on the mountain, and his medium tank attacks your weakened Neotank. Her infantry advance. Colin Day 13: Use a rocket to injure the medium tank, and an artillery to finish it. Use Gold Rush! Take out an infantry with one of your Neotanks, and weaken one with another one. Build a rocket. Lash Day 13: Lash's infantry comes up to take your city, and a battle copter injures one of your infantry at the shore that is at full health. The rocket moves up. Colin Day 14: Destroy two infantry, a mech, a battle copter, a transport copter, and a rocket with what you have left. It looks like you're about to advance, eh? Lash Day 14: She sends units up that do nothing. You win! End: Lash loses again, and she "Toodles" away again. Victory! 100 Speed + 100 Power + 95 Technique = 295 Pts. = S-Rank! Your victory brings you down to the final mission! Good luck, Commander! Choose the red star flag to enter Mission 15! Mission 16: Factory Blues ------------------------- Grit and Max vs. Lash Difficulty: **** Mission Briefing: Flak, Lash, and Adder talk about how to save the remainder of their holdings in Blue Moon, the factory. Olaf and Grit say they're ready for this challenge, when Nell pops up under Grit's request. Grit's help turns out to really be useful when an OS-BM alliance is helpful in defeating BH. Choose BM Olaf and Sami. Olaf has the bases while Sami has the predeployed units. You'll want Olaf to get the two bases. Mission Terms: In this 14-day defensive mission, you must keep Lash out for the entire time with your cheaper but weaker units. Starting Properties: BM OS BH Neutral Cities 1 0 4 13 Factories 3 0 2 2 Airports 0 0 0 2 Seaports 0 0 0 0 Missile Silos 0 0 0 3 General Strategic Checklist: 1. Block factory doors when you get there to prevent more factory-produced units. 2. Take airports and missiles and fire missiles on Lash's concentrated forces. 3. Attack north with Sami early to reduce the enemy's forces early on, then come in with Olaf. 4. Control the middle with your units. 5. Bring in forces with Olaf like tanks and then smash the pipeline seem with them. Black Hole Strats: Lash will capture all the neutral bases and properties near her, then take control over the airports on both sides. She aims to take out Orange Star early so you lose. Her factory also produces many units that will try to kill you. If you have any units blocking her factory doors, she will aim for those first. To S-Rank: If you can block her factory doors, you will have the advantage as Lash can't build much. Take the left side and smash the pipeline seem. Olaf Day 1: Build three infantry. Sami Day 1: Move mech 2N to capture city. Move infantry 2E into APC, and shift that APC 4E 3N. Move both tanks 2N 4E. Move recon 2NE. Move artillery 1N 4E. Move A-Air 3NE. Lash Day 1: Factory-produce a mech and start capturing a city. Build two infantry. Olaf Day 2: Move SW infantry 2W to take city, move northern infantry 3E to take city, and move SE infantry 2E 1N. Build a tank from northern base. Sami Day 2: Finish capturing city. Move both tanks 4N. Move infantry 3N and fire a missile at the capturing city mech. Move A-Air 3NE. Roll recon 2NE. Transfer artillery 1E 3N. Move APC 1W 4N. Lash Day 2: Capture city with mech. Factory-produce three recons and move those and infantry south. Build APC. Olaf Day 3: Move tank 5N 1W. Finish capturing base and city. Move SE infantry 1E 2N to take city. Build recon from northern base. Sami Day 3: Move mech 1E to take city. Move tanks 4N. Move A-Air 2E 3N to attack recon. Move recon and artillery 3N. Move infantry 1W into APC and move it 4N, dropping to the left. Lash Day 3: Attack APC with infantry, start capturing city, make a tank, move units down. Olaf Day 4: Move tank 1E 3N to attack recon. Finish taking city. Move left infantry 2N 1E to take city, right infantry 3N. Construct a tank from northern base. Sami Day 4: Shift infantry 3N. Transfer APC 3E. A-Air 3N 2W to kill mech. Shift southern tank 3N to attack infantry, then northern tank 1E 3N to destroy it. Move recon 1NE to attack recon. Move artillery 2N 1E. Lash Day 4: Factory-produce artillery and move it east. Attack APC with recon. Attack recon with recon. Move units down. Build mech and infantry. Olaf Day 5: Move southern tank from base 1W 5N to destroy recon and give yourself one of those boring points for CO power :P Finish capturing base. Move middle infantry 3N and fire a missile at an infantry and APC in the northwest. Move eastern infantry 3E to capture city. Build tank from northern base. Move recon 2N to destroy recon. Shift northern tank 1W 2N to destroy recon. Sami Day 5: Move artillery 1N 2E. Move A-Air 1N 2E. Move SW tank 3N to destroy APC. Move recon 2NE. Move APC 1E. Move other tank 1W 3N. Move infantry 2E. Lash Day 5: Factory-produce mech that destroys A-Air after artillery gives it a bang. Infantry attacks unloaded APC. Move units down. Make A-Air and APC. Olaf Day 6: Move northern tank 1NE to weaken mech. Move northern infantry 1N 2W to take city. Move left infantry 3N, right infantry 2N. Move recon 1E 3N. Move 2nd to north tank 3N 1E. Move new tank 5N. Build two infantries from NW and NE bases. Make a tank from northern (or northern-central) base. Sami Day 6: Move southern tank 1NE to attack APC, then move northern tank 1N to kill APC. Move infantry 2N to capture base. Move recon 1NW to kill mech. Move artillery 2N to block pesky factory door. Lash Day 6: Destroy tank with artillery and infantry. Move units south. Build APC. Olaf Day 7: Finish taking city. Move 2nd to north tank 4N to attack infantry. Move northern tank 3E to injure tank. Shift recon 1N 2E to swipe the artillery. Move all other units north. Sami Day 7: Finish capturing base. Attack seem with tank. Take out infantry with tank, infantry with recon. Lash Day 7: Destroy recon with tank and mech. Move units south. Olaf Day 8: Destroy mech and tank with three tanks. Move units up. Sami Day 8: Shift infantry 1SW and take city. Attack seem with tank. Build artillery. Lash Day 8: Attack infantry with A-Air. Move units southeast. Build infantry. Olaf Day 9: Destroy A-Air with two tanks. Sami Day 9: Strike seem with artillery. Lash Day 9: Move units southeast. Build infantry. Olaf Day 10: Sleep. Sami Day 10: Destroy pipeline seem with artillery. End: Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank Your victory brings you final victory in Blue Moon! Now it's off to clear Yellow Comet from enemy intruders! (m7.3) ################## ## YELLOW COMET ## ################## Prologue -------- Sonja calls Kanbei over, who was looking for his sock. Sonja is unsure of what the forces have, but she is sure it is all over Wars World. Sonja thinks they're Black Hole forces, but Sensei interrupts that they are hostile. Sensei joins the Yellow Comet Army to aid Sonja who gathers intel and Kanbei who controls Yellow Comet land. OK, so you've now beaten the Blue Moon Campaign. Take the southeast mission. Mission 17: Silo Scramble ------------------------- Kanbei vs. Flak Difficulty: ** Mission Briefing: Sonja informs Kanbei they installed missile silos to protect Yellow Comet. With the Black Hole attack, the missile silos are unguarded and Kanbei rushes off with Sonja's intel help to take on Flak. Sonja informs Kanbei on how to use the missile silos. Mission Terms: The missile silos in the middle are up for grabs for both sides. Whoever speeds to the middle and grabs them and the bases will have a noticeable advantage over the enemy. Take the island and charge southwest. Starting Properties: YC BH Neutral Cities 1 2 8 Factories 2 2 2 Airports 0 0 0 Seaports 0 0 3 Missile Silos 0 0 10 General Strategic Checklist: 1. Secure the silos in the middle with fast troops, along with the bases there. 2. Build island forces and fire missiles on massed enemy forces. 3. When you reach the HQ, camp on enemy bases. Black Hole Strats: Flak will take a seaport and build a lander, but his primary forces will either be in the north or the east, depending on how long it takes to launch two missiles and take those properties. To S-Rank: For the first few days, race to the middle to launch those missiles while taking properties and silo attacks on the way. Kanbei Day 1: Make two infantry. Flak Day 1: Flak seems to be everywhere, eh? He makes two as well. Kanbei Day 2: Move the left infantry 1S 2W, and move the right one 3S. Create two more infantry. Flak Day 2: He moves his left infantry 3N and his right one 2N 1E. He makes two more infantry. Kanbei Day 3: Finish capturing city with your infantry, then move your southeast one 1SW to take that city. Move infantry on bases 3W. Build an APC in the western base and an infantry in the eastern base. Flak Day 3: Start capturing port. Make Kanbei look stupid by also making an APC and infantry. Kanbei Day 4: Finish capturing city. Move eastern base infantry into APC. Move APC 1S 5W and drop the infantry west. Move other three infantry 3W. Build nothing. Flak Day 4: Finish capturing a port, fire missile on units centered on APC, make a tank. Kanbei Day 5: Move infantry closest to port to take it 1S. Move easternmost infantry 3W. Move infantry 1NE of APC into the APC and move it 4W 2S. Drop south. Send the northern of the two remaining infantry 2W to capture city, and the other one 3W. Build nothing. Flak Day 5: Fire a missile at the APC and two infantry near it. Start capturing two cities. Build nothing. Kanbei Day 6: Continue capturing properties. Move easternmost infantry 3S towards missile silo. Move other infantry near other port to take it (4HP). Move APC 2N 4E. Create two infantry. Move last 4HP infantry 3S to deal a missile that hits two infantry and a tank near being taken cities. Flak Day 6: Builds a lander and keeps taking cities. Thanks for the lander, stupid Flak! :) Kanbei Day 7: Move 4HP infantry in silo territory 1E 2S to fire it at 4 infantry and 1 tank...Flak seems to be tired today, eh? That deals an overall 15 damage. Move your full-health infantry on the other shore 1S to fire another missile at the same area to deal another 15. Continue/ finish taking properties. Move both newly made infantries 3W. Make two tanks. Flak Day 7: Infantry on bridge nearly takes out your infantry on silo. He builds a mech and infantry. Kanbei Day 8: Move the 1HP infantry 1N onto that missile silo and fire it at a tank, a mech, an APC, and an infantry (HQ area) and deal it 9 damage. Move your infantry on the opposing shore on a silo 2S 1E. Move everything as far to the silos as you can, using APC and dropping as help. Move tanks 6W, infantry following the road except for the one full-health one near the APC who should hop it, follow the road, and drop south. Flak Day 8: Fire a missile at two tanks and two infantry. FINALLY finish capturing two buildings after joining infantry. Move APC with infantry east. Make an artillery. Kanbei Day 9: Follow the road as far as you can with all units in the north. Continue capturing with 4HP infantry. Move your two infantry near remaining missile silos in the middle to use them, both on the mech, artillery, and tank to deal some 14 damage overall. Move APC 1S. Move infantry near final missile silo 1E 2S. Flak Day 9: Infantry in the middle starts taking the right base. A second one via an APC comes as well. He builds a tank. Kanbei Day 10: Move your infantry on the east coast 1S onto the missile silo to fire it on the two tanks, artillery, and mech to deal 10 damage overall. Move the back tank 6S. Move the other one 3S 2E to attack the infantry taking the base. Move the 9HP infantry 3S, and the full health infantry 2S 1W to start taking the base. Finish taking the city with the 4HP infantry and continue along road with infantry. Move medium tank 5W. Flak Day 10: Create an artillery and capture cities. Continue to capture middle base. Kanbei Day 11: Wipe those out with tanks and start capturing eastern base. Move everything south along the road. Flak Day 11: Move artillery and tank up, make a mech. Kanbei Day 12: Finish off the enemy infantry in the middle and continue to take cities. Create a medium tank in the middle cause you'll be hit later...move up the infantry from now on from eastern shore all the way over slowly. Flak Day 12: Take out an infantry with the advancing tank in the middle. Start moving APC and artillery over as well. Kanbei Day 13: Send your northern medium tank all the way south and attack the tank, then use yours from the north to finish it off. Move your other medium tank and tank along the road, making sure your medium tank is in front. Continue taking cities in the middle. Build a rocket in the middle base. Move infantry 3N on eastern shore. Flak Day 13: Move up tank, infantry, APC, and artillery. Kanbei Day 14: Take out 7HP APC with your medium tank from above. Move your other one 1E 3S to take out the artillery. Move your rocket 2E 1S. Move in formation to attack, without having tanks in front of medium tanks. Make a tank and an infantry in two bases on the middle island. Flak Day 14: He moves his tanks up to you. Kanbei Day 15: Take out the tank just below you with your medium tank. Move your other one 3S. Move everything south but not farther than medium tanks. Flak Day 15: Move units east. Kanbei Day 16: Use rocket to kill mech. Move front medium tank 1S 3W to take out that small tank. Move your other one 4S 1W to take out the APC. Move your forces forward, staying out of range of the two enemy tanks. Make two APCs and fill them with two full health infantry. Flak Day 16: Move units forward, move infantry to deal 1 damage to rocket. Build two mechs. Kanbei Day 17: Take out the infantry with your tank, and move your right medium tank 1NW to weaken the tank to the east. Move the other medium tank 1W to take out that tank. Use the rocket to take out an infantry. Send everything else southwest that still avoids mech/artillery fire and takes out the small tank at 1HP. Send APCs down too. Build another medium tank. Flak Day 17: Barbaric Blow. Moves units east, makes two mechs. See why to keep out of range? Kanbei Day 18: Take out a mech with a medium tank. Weaken one on base with the other one. Have the rocket attack the lander. Move everything down...stay out of range of the mechs. Build another rocket. Flak Day 18: Move mechs out, make a mech and APC. Kanbei Day 19: Move rocket on base 1S. Attack lander with rocket. Take out two mechs with two medium tanks. Take out another two with three small tanks. Move APCs west, making sure to drop one on the eastern base which is now empty of units. Move the rest down. Flak Day 19: Attack an infantry with an artillery, attack APC with mech. Kanbei Day 20: Destroy two mechs, artillery, and APC. You win! With a Kanbei victory, apparently Flak is one of the greatest losers of all time, losing to Orange Star, Blue Moon, AND Yellow Comet. And Kooper says he most likely smells too. Sonja hurries to tell Kanbei an apology for the silos, but Kanbei refuses to accept it, as it helped him more. End: Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Take the mission on the western isolated island for Mission 18. Mission 18: Sensei's Return --------------------------- Sensei vs. Adder Difficulty: *** Mission Briefing: Sonja informs Kanbei they installed missile silos to protect Yellow Comet. With the Black Hole attack, the missile silos are unguarded and Kanbei rushes off with Sonja's intel help to take on Flak. Sonja informs Kanbei on how to use the missile silos. Mission Terms: The missile silos in the middle are up for grabs for both sides. Whoever speeds to the middle and grabs them and the bases will have a noticeable advantage over the enemy. Take the island and charge southwest. Starting Properties: YC BH Neutral Cities 1 2 8 Factories 2 2 2 Airports 0 0 0 Seaports 0 0 3 Missile Silos 0 0 10 General Strategic Checklist: 1. Secure the silos in the middle with fast troops, along with the bases there. 2. Build island forces and fire missiles on massed enemy forces. 3. When you reach the HQ, camp on enemy bases. Black Hole Strats: Flak will take a seaport and build a lander, but his primary forces will either be in the north or the east, depending on how long it takes to launch two missiles and take those properties. To S-Rank: For the first few days, race to the middle to launch those missiles while taking properties and silo attacks on the way. Sensei Day 1: Build two infantry. Adder Day 1: Build two infantry. Sensei Day 2: Move both infantry 3E to capture those cities. Create a recon from the top base and an infantry from the bottom base. Adder Day 2: Move infantry, build two new infantry. Sensei Day 3: Make a transport copter. Move the newly built infantry into it. Finish capturing other two cities. Move recon 6W. Adder Day 3: Move all four infantry, build two new units. Sensei Day 4: Move transport copter 6N 1W. Drop the infantry west. Build two infantry from bases, move other two infantry 2W. Move recon 3W 1N. Adder Day 4: ? Sensei Day 5: Start capturing that base in the middle by moving your infantry 1W. Move transport copter 5S. Create another transport copter. Move all infantry 3W, even if it goes into the copter. Move recon 2N 1W. Adder Day 5: Capture cities, move infantry south to your recon. Sensei Day 6: Move northern transport copter 7W and drop infantry east. Move the other one 3N 2E and drop infantry east. Finish capturing base in the middle. Move other two infantry west. Attack infantry with recon. Build a battle copter. Adder Day 6: Move infantry and tread units. Sensei Day 7: Capture any property near any infantry, which should be two cities and an airport. Make a recon on the middle penninsula. Kill the infantry with your recon in the west. Make two infantry from your HQ bases. Move your other two infantry west. Move your transport copters to the 3 west of both of the newly made infantry. Move your battle copter 6W. Adder Day 7: Move in tank to attack your airport-taking infantry. Artillery moves down as well. Sensei Day 8: Finish capturing whatever city you are taking. Continue taking the airport as well. Move your recon in the middle 3E. Build a tank from that middle base. The base infantry should move 3W into the T-Copters. Move up your battle copter 5N 1W to attack the infantry. Finish it with your recon. Move your other two infantry 1W 2N. Move your bottom transport copter 7N and drop south. Move your top transport copter 7N and drop north to surround the BH tank. End turn. Adder Day 8: Capture neutral city near you in the middle, kill airport infantry with tank, bring up A-Air, move back forces in the west. Sensei Day 9: Use your recon and battle copter to finish off that next infantry in the west. Move infantry up there. In the middle, move your tank 1NE to attack his. Build another tank in the middle base. Move your two infantry back into the transport copters, and move them both 1N 4W. Move up that infantry at the edge of the penninsula 2W 1N. Adder Day 9: Take other city, move up mech and infantry in west, A-Air, infantry, mech, and tank in the middle. Sensei Day 10: Move up your battle copter 2N to attack the mech. Finish it with your recon. Attack the next infantry with your next one. Move the rest up. Move your full-health tank 2E in the middle to take out his tank, and your 9HP tank 1N to attack the A-Air. Move the other infantry 1NW. Create an infantry on the middle base. Adder Day 10: Sideslip. His infantry moves in to capture airport, his A-Air attacks your infantry on base, and another infantry effectively besieges your infantry on base. Sensei Day 11: Move your battle copter 1N to take out that infantry, then use an infantry to attack the mech. Move up your recon to spot Adder's tank. Your battle copter will deal with that..heh heh... Build another battle copter from the airport, and attack the two infantry besieged your middle base with all you've got to take out one infantry and hurt the other. Adder Day 11: He continues to capture airport, and takes out infantry on base. His tank moves up and he builds another infantry. Sensei Day 12: Attack north with your battle copter to hurt that tank. Finish the A-Air and infantry in the middle with your two tanks, and advance recon 2NE into the forest to spot Adder's tank, artillery, APC, and missile. Move your other infantry north. Move your other battle copter north and build yet another one. Move up another infantry to hit the mech in the west. End. Adder Day 12: Move units ahead. Sensei Day 13: Copter Command. This gives you 4 infantry for the 4 cities you have with 9HP. Finish off the tank above you with that battle copter, and attack the mech with an infantry. Move up tanks in middle, and recon 2NE to discover a tank. Start capturing neutral airport. Move other battle copters 6N. Move other infantry up to front lines. Build a medium tank from the middle base. Adder Day 13: In the middle, his tank injures your recon. His units move up in the west and he builds a rocket! Sensei Day 14: Finish capturing that airport. Move northeast battle copter 1E to deal 9 damage on that missile. Move recon 1S. Use 7HP tank to take out missile. Use 10HP tank to attack his tank in the forest. Attack a mech with your battle copter in the west, and send over your 3rd one 6W as well. Move up infantry on all fronts. Make another battle copter. Adder Day 14: Rocket nearly kills an infantry on western front. Tank clash in the middle. Sensei Day 15: Use your top battle copter in the west to deal 6 damage to the rocket, then move up your other one 4N to take out the mech on one shot. Now your transport copters can do something. Move both 1W 5N and drop both infantries west. In the middle, take out the tank with your medium tank and weaken the artillery with your tank(s). Take out the back artillery with your back artillery. Move up your infantry and other battle copter 6N. Make yet another battle copter from northern airport. Adder Day 15: Sidewinder. Sensei Day 16: In the middle, take out an artillery with two tanks and move in your medium tanks. The back infantry and battle copters should head for HQ. The infantry on middle island near BH cities should take them. In the west, use your battle copters to take out a mech with infantry help that is on the western base, the rocket, and an infantry so your western units can seize temporarily control over the SW BH base and weaken an infantry. Adder Day 16: Attack an infantry with the last 3HP tank, clear a 6HP infantry on the SW BH base with an A-Air, and take out 5HP infantry with mech. Build two mechs. Sensei Day 17: Move back the 4HP tank to attack the 3HP tank and trap it in the forest. Move up medium tank to attack infantry on HQ. With massive battle copter help, take out two infantry and two mechs, blocking all three bases with transport copters or a recon (SW base). In the middle, use 9HP infantry to take out tank. Adder Day 17: With only one A-Air left, he takes out a battle copter. Sensei Day 18: Use a medium tank and then a battle copter to finish off that final A-Air. Send battle copters east, as he is hiding a unit there. Adder Day 18: Sideslip. The APC moves out of the forest in the northeast. Sensei Day 19: Take out the APC with two battle copters to win. End: Adder remembers that Yellow Comet once boasted a CO that was unbeatable, which turns out to be Sensei. Even Sonja was surprised. Adder leaves. A different victory screen showing infantry forces shows up here. Good job! Victory! 99 Speed + 100 Power + 97 Technique = 296 Pts. = S-Rank! Your victory opens three new missions. Now all your choices are ****. Take the southernmost one. Mission 19: Show Stopper --------------------------- Sonja vs. Adder Difficulty: **** Mission Briefing: Sonja's intel shows that the Black Hole forces are encamped there. Sonja spots the stronghold but Kanbei refuses to let her go. Sensei convinces Kanbei to let her go. Sonja spots the 8 cannons surrounding the fortress and knows to kill all 8 to win or capture the HQ. Adder laughs, and Sonja quickly notices that it's CO Adder. There is a hidden map to the secret lab here, which is the southwesternmost neutral city. It's in FOW, so it's Sonja's specialty. It'll still annoy you a bit though... Predeployed Units: BH: 1 Infantry, 2 Mechs, 4 Recon, 2 Tank, 1 Medium Tank, 1 A-Air, 1 APC, 1 T-Copter, 2 Artillery, 4 Rocket, 5 Battle Copter, 2 Bomber Sonja Day 1: Build an APC from NW base and infantry from other two bases. Adder Day 1: He moves two or so bombers, 3 indirect units, 2 medium tanks, 3 tanks, two copters, 4 infantry, and an A-Air (estimate, as this is FOW) east. That's all with my ears... Sonja Day 2: Move southern infantry 3W. Move northern infantry 2W into APC, which should move 4N 2W and drop west. Build a tank from NW base, infantry from NE base. Adder Day 2: Move almost everything at you (a few indirects, a medium tank, and a few battle copters stay back, as well as an APC). Sonja Day 3: Move top infantry 2N 1W to capture base. Move NE base infantry 1N 2W. Move southern infantry 3W to capture port. Move tank 2W 4N. Shift tank 2W 4N. Roll APC 1W 4N. Build a tank from NW base. Adder Day 3: Again, most units move for Sonja. Sonja Day 4: Finish capturing base and port. Move SE infantry 1N 2W to capture city. Move northern tank 3N. Move southern tank 2W 4N. Build an A-Air from NW base. Adder Day 4: Advance all units, letting you see a copter and two tanks. Sonja Day 5: Finish taking city. Move southern tank 5W 1N to give a whack to that tank, then move the northern one 3W to attack the other one. Move top infantry 1W. Move APC 2W. Build A-Air from new northern base. Move southern A-Air 2W 4N. Shift northern infantry 1W. Move SW infantry 3E. Build an A-Air from SW HQ base, NW base, an infantry. Adder Day 5: Start taking cities, destroy infantry with bomber and artillery, weaken APC with recons, attack A-Air with tank, destroy tank with battle copters. Move other units east. Sonja Day 6: Move northern A-Air 2W to destroy battle copter. Move tank 2S 1W to destroy tank to the east. Move southern A-Air 4W to weaken battle copter. Shift NW infantry 1N 2W. Move southern infantry 3W. Move bottom A-Air 1N 4W to attack invading bomber. Move APC 5S and make an A-Air from northern base. Adder Day 6: Sidewinder. Attack infantry with bomber, finish taking city with mech, move units east, attack A-Air with A-Air, infantry with tank. Attack infantry with battle copter that destroys itself. Destroy A-Air with mech, APC with recon. Move all other units east. Sonja Day 7: Counter Break. Move northern A-Air 3N to attack infantry taking a neutral port. Move NW infantry 2S to attack tank. Destroy bomber with A-Air in the south. Move SE infantry 1NE onto city to attack tank. Move next-to-north A-Air 2S to destroy mech to the left. Move tank 2S 1W of the A-Air and weaken it. Build a tank from northern base, a tank from NW HQ base, and two more infantry. Adder Day 7: Continue taking northern port, and destroy both infantry that attacked the tank with two recon. Move other scattered forces at you. Sonja Day 8: Move northern tank 4N 1W to destroy infantry. Move northern A-Air 2SW to take out T-Copter. Move southernmost A-Air 5W 1N to destroy tank. Move 2nd to north tank 2E to eliminate A-Air. Move 2nd to north A-Air 1N 2W to weaken mech. Roll southern tank 2W 1N to weaken recon. Move NE base infantry 2N, SW base infantry 2E. Make two APCs from western two HQ bases. Adder Day 8: Start taking another city with mech, and attack both APCs with all three recons. Sonja Day 9: Move northern tank all the way south to destroy mech. Move 2nd to north tank 4E 2S to attack recon. Move southern tank 2S 1E to destroy weakened recon. Move northern A-Air 3S to attack recon. Move western A-Air 2S 1E to destroy recon. Move SW A-Air 6E. Move northern infantry 3W. Move northern APC 2NW. Move HQ infantry 2W into APC, and move APC 1N 5W. Build infantry from way northern base, A-Air from NW base. Adder Day 9: Sideslip. Attack western APC with recon. Sonja Day 10: Move southernmost tank 5W 1S to attack recon. Move northern infantry 2N 1E. Move 2nd to northern infantry now 1W into APC and move APC 1N 3W, dropping to the west. Move northern tank 2W 3N. Move northern A-Airs 1N 4W. Move SW APC 4W 2N and drop to the south. Move SE A-Air 1S 5W to destroy recon to the south. Move southern tank 5W 1S to destroy other recon. Move last A-Air 5W 1N. Build infantry from northern base. Adder Day 10: Move down artillery. Gets bored :) Sonja Day 11: Move northern infantry 1W 2N to take neutral port. Move next to top infantry 2W 1S. Move next to the top infantry 2W 1N to take BH city. Move both top A-Air 1S 2W to destroy artillery and reveal a rocket. Shift SW infantry 1SW to take city. Move next to west A-Air 2N 4W. Move SW APC 3N 2W. Move eastern APC all the way north. Move tanks northwest as well as SE A-Air. Adder Day 11: Attack A-Air with rocket. Sonja Day 12+: Continue sending your forces to eliminate the minicannons and the units near it. End: Adder is surprised, but still blames it on bad luck. Adder is forced to retreat, and you win by clearing the fortress! Kanbei is impressed with Sonja's ability as well. "Perfect planning wins the day!" Victory! 99 Speed + 100 Power + 76 Technique = 275 Pts. = A-Rank Now with three missions with ****, and a lab with ***** in the northeast, you have little options. Choose the southeast mission. Mission 20: Duty & Honor --------------------------- Kanbei vs. Adder Difficulty: **** Mission Briefing: The laser cannon has been deployed for Adder on a mountain. Flak doubts YC will actually go up it, but Adder replies that he'd siege YC cities if they don't. Flak helps him deploy infantry. The cities are for bait, it turns out... So Kanbei wants to fight, but Sonja notices the trap and notes that the cities aren't too important. Kanbei replies that they are YC COs and can't let more of Yellow Comet be taken. Look around the map to find two Laser Cannons that fire like a cross...so the early roads are covered. Kanbei Day 1: Move left APC and infantry 1N. Move bottom 2 mechs 2E. Move other three 1SE. Move other infantry 1NE and other APC 1N 2E. Move the southern medium tank 5N, and the other two 2N 3E. Move tanks 1E 4N. Move left rocket 1E 3N and the right rocket 1NE. Move left artillery 2E 3N. Move right artillery 4E 1N. Adder Day 1: Move up forces from the southwest, southeast, send infantry and mechs toward YC cities, move APC back, move up tank and artillery. Kanbei Day 2: Sonja tells Kanbei what the laser cannons do. They can't fire all the time, but if you get 10 YC cities taken, you lose. Move units in this formation (northeast tank takes out enemy recon): Move SE tank 2N 4E to destroy recon. Move eastern medium tank 2N. Move middle medium tank 1E 2N. Move left medium tank 1NE. Move western tank 2N 1E. Move western three mechs 2N. Move eastern two 1NW respectively. Move western artillery 2N and eastern artillery 1W 3N. Move both rockets 1NE. Move western APC and infantry 1N each. Move eastern infantry and APC 1NW. Infantry APC Md Tank Md Tank Tank Artly Md Tank Tank Mech Inf Mech Mech Mech Mech Artly APC Your other rockets should move 2N as well. Adder Day 2: Sonja notices Adder fire with laser cannons, which hits a tank. Tank weakens tank. Move units forward. Kanbei Day 3: Move 1HP tank 2W. Move left medium tank 1N 4E to take out tank. Move eastern medium tank 1N 4E to take out artillery. Move full health tank 1S 5E. Move western medium tank 2E 1N. Shift all mechs 2E. Move western rocket 3N. Move eastern rocket 2N. Move western artillery 3E. Move eastern artillery 2N. Move eastern infantry 1SE into APC. Move APC 5N 1W and don't drop. Move other infantry in the west 2E 1N and APC 3E. Adder Day 13: Sideslip. He will move more units towards you, and attack a mech with a tank from the south. Kanbei Day 4: Move left medium tank 3E 1N to destroy the tank. Your objective here is to stay clear of the laser cannons. Move eastern medium tank 2NE. Move other medium tank 3E 2N. Move eastern full HP tank 1E 2N. Move loaded APC 5E 1N. Move 1HP tank 5E 1N. Move left rocket 1NE. Move NW injured mech 1SW to attack tank. Move next NW mech 1W to destroy tank. Move left artillery 1S, rocket 1NE. Move last infantry into APC. Move eastern three mechs 2E. Adder Day 4: Fire laser cannons that hit nothing! :) Move up tanks, medium tanks, artillery, rockets, mechs and infantry from SE corner. Attack mech with artillery in the southwest. Kanbei Day 5: Attack NW laser cannon with left rocket. Move SW medium tank 2NW to destroy it. Move eastern medium tank 2NE onto your city. Move middle medium tank 1N 3E. Move eastern loaded APC 4N 2E and drop north. Move 1HP tank 1NE. Move full HP tank 1N 3E. Move SE mech on mountain 2S to deal with the artillery. Move all other mechs 2E. Move eastern rocket 1N 4E. Move left artillery 2N 3E. Move right artillery 1N 4E. Move left loaded APC 3E 1S and supply the mech. Adder Day 5: Move up everything, and blocks his front medium tank from easy attack with tank backup. Artillery in the southwest runs for dear life. Kanbei Day 6: Move all mechs 2NE. Move eastern rocket 2E 1N. Move western rocket 2S 1E. Move left loaded APC 1N and drop east. Move left artillery 2E 3N. Move SE medium tank 2N 3E to kill the tank. Move eastern medium tank 1N 4E to weaken medium tank. Move full HP tank 2N 3E. Move 1HP tank 2N 3E. Move left medium tank 5E. Load APC 1S with infantry, then move it 4N and drop west. Move other artillery 3N 2E. Adder Day 6: Laser cannon wastes energy firing at nothing. Sideslip. Three mechs start taking YC cities. Artillery in SW moves west. Other units move up as well. Kanbei Day 7: Fire on laser cannon with eastern rocket. Attack it also with your NE mech by moving it 1NE. Move all other mechs 1NE. Move western rocket 2S. Move left infantry 1W into APC and move APC 3NE, dropping to the east. In the east, destroy medium tank with medium tank. Move next to east medium tank 2E to destroy tank to the east. Move full HP tank 4E 1N to attack tank. Move eastern infantry 2N 1E. Move eastern APC 2N 1E. Move left medium tank 2N 3E. Move 1HP tank 1S. Move left artillery 5E, right artillery 3E 2N. Adder Day 7: Finish taking three cities with mechs. Destroy tank with two medium tanks (bait for your medium tanks). Kanbei Day 8: Move western rocket 2W. Move NE mech 1NE to destroy laser cannon. Move all other mechs 1NE after you move the eastern rocket 2N 3E. In the east, attack east with eastern medium tank against medium tank to injure it. Move middle medium tank 1N 2E to also attack to the eastern medium tank. Move western medium tank 3E 1N to destroy weakened tank. Move eastern artillery 3E 1N. Move eastern APC 1W. Move western artillery 2NE. Move left infantry into APC 1W, then move APC 1N 5E. Drop west. Adder Day 8: Sideslip. Attack medium tank with artillery. Move up rockets and infantry. Start taking LAST four cities. Kanbei Day 9: Samurai Spirit. Destroy both medium tanks with both artillery. Move NE medium tank 3E and attack mech taking that city. Move SW medium tank 5E to destroy it. Move 7HP NW medium tank 1SE to weaken artillery. Move western rocket 2S. Move all mechs 1NE. Move right infantry 1SW into APC, then move that APC 6E and drop east. Move left infantry 1S into left APC and move that 2N 4E, dropping north. Move eastern rocket 2NE. Adder Day 9: Finish taking 7-9 cities. Attack infantry with tank. Kanbei Day 10: Use northern artillery to blast tank, then use eastern rocket to blast artillery. Use far western rocket to move 2E. Move eastern medium tank 2E to attack infantry. Move eastern infantry 1E to finish off artillery. Attack left mech with middle medium tank. Move left medium tank 2S 3E to attack infantry. Move all mechs 2N. Move left APC 5W. Move artillery 2E. Move partially healed tank 1N 4E. Move right APC 1N 3E to supply medium tank. Adder Day 10: As you have the final yellow city completely blocked, his infantry attacks your infantry and tank heals. He just can't take it...also moves western artillery east. Kanbei Day 11: Move western rocket 1SW. Move southernmost mech 2S. Move other mechs 2E, the SE one taking out a 1HP artillery. Move right rocket 5E. Use NW medium tank to destroy mech to the left. Destroy both infantry next to other two medium tanks. Move 9HP eastern infantry 1N. Move left injured tank 6E to destroy 2HP tank. Use SE artillery to destroy infantry. Move left infantry 4E. Move weakened left infantry 2E. Move left APC 1E. Adder Day 11: Attack nothing. Kanbei Day 12: Move western rocket 1SE. Move mech nearby 1SW. You'll use that to take out that artillery. Move eastern tank 2E to attack APC. Move right infantry 2S 1E to attack that as well. Attack mech with northern artillery. Move eastern two mechs 2S. Move eastern rocket 3S. Move SW medium tank 2SW. Move easternmost medium tank 2S 3W to destroy the mech. Move top medium tank 2W 3S. Move southern artillery 1E 3S. Shift APC 3W 1S to refuel artillery. Move other two mechs 1NE, one into APC. Move that APC 6E and drop south. Adder Day 12: Sideslip. Destroy rocket with both rockets. Kanbei Day 13: Destroy artillery with western rocket which is also now out of fuel. Move mechs on river 1SE, one attacking a rocket. Use artillery to destroy that rocket. Move southern medium tank 1S to attack rocket. Adder Day 13: Attack artillery with rocket. Kanbei Day 14: Take out APC on city with a medium tank. Destroy rocket with medium tank to win! End: Flak tells the bad news back to Adder that the laser cannons have been smashed. Victory for Kanbei! "No enemy can stand before Kanbei!" Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! A red star mission opens up, the first ***** mission. Choose the Sensei mission, the middle one. Mission 21: Foul Play --------------------------- Sensei vs. Adder Difficulty: **** Mission Briefing: Black Hole seems to be ready to sign a peace treaty with Yellow Comet with their heavy losses in the country, and are giving a favorable proposal to Yellow Comet. Sonja believes it's a trap, Kanbei still wants to hear out. They reach the peace treaty location and it seems Adder is clearing obstacles on the road to reach YC. Sensei accepts the challenge. Sonja tells Sensei the pipe is indestructible but that the seam can be broken. Sensei knows this battle as only a skirmish in comparison to the past. Sensei must destroy the three minicannons to win. Look around, the map is big. Take out the seams to bring reinforcements from the south to the north. Also you don't have allied cities in the NE corner for no reason. You will get soldiers from there when you use the CO Power or the Super Power. Predeployed Units: YC: 3 Infantry, 3 T-Copter, 3 B-Copter, 5 Bomber BH: 3 Infantry, 4 Mech, 2 APC, 1 Recon, 6 Tank, 3 A-Air, 6 Medium Tank, 1 Neotank, 3 Artillery, 4 Rocket, 3 Missile Sensei Day 1: In the north, move your medium tank 2W 3N, move tank 1N 5E, and move artillery 2N 3W. Note this will play a lot like Mighty Kanbei! from AW, so you should know to defend the choke points with style. Build an artillery from the right base. In the south, move all bombers 3E 4N. Move battle copters 2E 4N. Build two infantry from both remaining bases. Move all 3 infantry into transport copters 3W and move them 6E. Drop east. Adder Day 1: Send everything recklessly against you. Sensei Day 2: In the north, move regular tank 1E 2N. Move artillery on eastern base 3N 2E. Infantry in the west 1W 2N. Move medium tank and artillery 1NW. Build two artillery in northern bases. In the south, use your SE bomber and move it 7E to bomb Adder's A-Air. Use top two bombers to bomb the two seems above you. Move one bomber in between them, and the other one to severely injure the infantry next to it. Move your battle copters east and have one take it out. Send all transports and one infantry to airport. Use the other three to capture cities near base. Create another infantry. Adder Day 2: Move down vast army. Sensei Day 3: Finish capturing two cities and start capturing the airport. Use the bomber that attacked before to attack the other A-Air and take 3 damage while dealing another 8. Blow up the seems with the same bombers, then send the other two to bomb the next two seems. Use your battle copters to weaken the medium tank nearing the airports, take out a 2HP A-Air, and nearly kill an artillery. Use T-Copters to surround the medium tank and use infantry. In the north, attack the mech with your artillery and medium tank to attack tank in the left, while finishing the A-Air with artillery and tank in the right. Send another artillery to both sides. Build an artillery in the left and an infantry in the right. Adder Day 3: Move down massive army. In the south, attack infantry with tank and attack transport copter with medium tank. In the north, advance and use some mechs to cross mountains. Also attack right tank with medium tank. Sensei Day 4: In the north (right), attack the medium tank with both artillery. Move the tank 1S from the city. Move the infantry from the eastern base 3N and build another one. In the west, move the left artillery 1W. With the right one, injure the full-health tank. In the south, finish capturing the airport and move ALL infantry off cities. Use CO power Copter Command! Back to the north (left), take out the tank above your medium tank with it. Take out the mech with your infantry, and then move your 9HP infantry up to attack the 4HP one. Move other artillery 1W 3N onto city. Do not move infantry to the right. In the south, finish the next seems with your two bombers and move up your other two to start blowing up the next two. Use three battle copters to kill a mech, injure a recon, and injure a tank. Use your last bomber to finish off that other medium tank. Move infantry from there northeast to take out tank, and surround other medium tank with two transport copters. Move other one to infantry on airport. Build infantry from bottm base. In the top left one, build an infantry as well. Adder Day 4: Two cannons fire at that first infantry you have, now down to 2HP. Sidewinder. In the north, take out 2HP infantry with artillery, attack your infantry in northeast corner you recently got but didn't move, and a Neotank attacks your medium tank in northwest. A tank takes out an infantry in northeast. Nearly take out artillery with mech and infantry. Move down units. Sensei Day 5: Use infantry now that you got from northeast 3S. In the south, bomb the medium tank with your bomber. In the north, move your artillery on western city 1S and your other infantry 1N to attack the mech. Use Copter Command! With infantry in the northeast, attack the rocket and missile. Also start taking the city and base there. With your southern battle copter, injure the medium tank there to 1HP. Move infantry north towards the broken pipeline seems. Build an infantry in the bottom base. Move your battle copters up to weaken a missile and take out a damaged recon. With bombers, destroy the two seems again and use your other two to damage again. Move infantry on eastern base 1SW to attack the seem. With your western two artillery, attack the Neotank and deal it 6 damage. Move infantry on western base 2N. Make a medium tank from that base. In the east, injure mech with artillery, move 1HP artillery 2S, and use tank and two infantry to finish BH infantry and mech. Build infantry from right base. Adder Day 5: Move units down. Neotank and Tank moves into west to attack infantry and artillery. In the east, an infantry is destroyed. Three total infantry taken down all over. Sensei Day 6: In the southeast, take out 1HP artillery with infantry, and medium tank with battle copter. In the northeast, use weakened battle copter to take out missile and use full HP battle copter to weaken 4HP A-Air to 1. Take out missile with two infantry in very northeast, and weaken rocket to 1HP with infantry. Continue to attempt to take city and base. With your infantry near missile silos, aim a missile at that hits most units on the western front: A Neotank at the bottom, a medium tank, three tanks, an APC, 1 infantry, and 1 mech to deal it a massive 24 damage overall. Use the other one to aim a little higher, aiming one with top at rocket and hitting 8 units again, to deal 22 damage. With western artillery and two infantry, take out two tanks, kill an infantry, and weaken a mech. In the east, the medium tank came in, but ignore it for now. With your front two bombers, destroy the seems. Move in your right back bomber 6N 1E to severely weaken that medium tank. Start capturing base below first seem with that infantry, and move your other bomber 7N. Build a medium tank from left base. End after killing the medium tank in the right and attacking rocket with tank. Move two infantry to cities next to bottom seem. Move bomber up as well. Adder Day 6: Sidewinder. Kill one artillery with tank. Take out another infantry. Also, weakens like half your units on western front. Sensei Day 7: Capture cities and bases at pipeline seems. Move 2HP artillery down. Move medium tanks up to attack his. With your other medium tank, attack the tank on the yellow city. Take out the rocket in the right with your bomber. Copter Command. Use northeast infantry and battle copters to slowly eliminate those units. In the north, move bombers up and attack anything in sight but don't go into missile/A-Air range. Attack anything in sight, as this is the turning point. Build medium tank from left base. Adder Day 7: Attack infantry with cannons. Attack a few units, feel doomed. Build an infantry. Sensei Day 8: Copter Command, thought you won't get units. Move up units but still stay out of range of A-Air/bombers. Blow up eastern seem. Move everything else up! That, and continue taking properties. Adder Day 8: Attacks bombers with cannons :P Sensei Day 9: Send EVERYTHING up to destroy cannons. And the units near them. You can hit the missile/A-Air, but it won't matter too much here. Adder Day 9: Attack bombers. Attack everything else in sight. Feel doomed. Sensei Day 10: Finish off all three cannons to win! Victory for Sensei! Sensei scares away Adder :) . End: Victory! 100 Speed + 100 Power + 95 Technique = 295 Pts. = S-Rank! See the peninsula that sticks out in the southwest? Go there for Sonja's war on Lash. Mission 22: A Mirror Darkly --------------------------- Sonja vs. Lash Difficulty: **** Mission Briefing: Sonja and Kanbei notices no one at the battlefield once again but they move onward. Lash notices no one as well. The clash of Lash and Sonja comes when Sonja arrives. Sonja told Lash that Sonja's army had moved on, which turns out to be fake intel, getting even Kanbei and Sensei to agree. Sonja trapped Lash, it turns out. Artillery and rockets for you, but Lash has a huge army. Both noticing each other's weaknesses and attacking them, the battle begins. General Strategy: 1. Always have a unit on the HQ. If your rocket is weakened, run it into forest and let tank guard it. 2. Attack stronger units first like medium tanks. The others you can match with your tanks. 3. You'll want to have your indirects firing as much as you can, so move them whenever they don't hit anything. 4. Don't advance in the middle till she only has a few units left or looks like she has no chance of taking your HQ, which should be somewhere 7+ days. Predeployed Units: YC: 5 Mech, 2 Recon, 2 APC, 3 Tank, 4 Artillery, 9 Rocket BH: 3 Infantry, 3 Mech, 2 Recon, 2 APC, 4 Tank, 9 Medium Tank, 2 Neotanks, 2 Artillery, 2 Rockets, 2 A-Air Sonja Day 1: Look at the map. You surround the enemy who is situated in the middle. Let's divide this into three fronts to make it easier for both of us: Western Front: Move recon 2S 3E. Move mechs 2E. Southern artillery 4S 1E. Top two rockets 2E. Top artillery 4S. Bottom rocket 2S 1E. Last rocket 1SE. APC 5S 1E. Eastern Front: Bottom mech 1NW to spot a mech, an APC, a recon, and an A-Air. Move top two rockets 1NW. Move recon 1N 2W. Move other two mechs 2W. 3rd to the top rocket 2N. Southern artillery 4N. Last rocket 2W. APC 4N 2W. Top artillery 4S. Central Front: Do nothing. Lash Day 1: Capture city, move MASSIVE army up. Sonja Day 2: Current units you should see for Lash: 3 Infantry, 1 Mech, 1 Recon, 2 Tanks, 1 Artillery, 2 A-Air, 2 APCs, and 6 medium tanks, as well as a Neotank. Western Front: With second highest rocket, attack Neotank. Move bottom mech 2S to spot another Neotank and two more mechs. Use bottom artillery to attack mech. Use 2nd rocket to attack Neotank. Use 3rd rocket to attack medium tank. Move recon 1E. Move APC 2E. In the north, move rocket 1S, artillery 2S, and top mech 2S. Eastern Front: With your top rocket that can fire anything, hit the A-Air. The bottom one should hit the A-Air closest to you. Move APC 1W. Move recon 1E. Move northern artillery 3S 1W. Central Front: Do nothing... Lash Day 2: Annoy you to hell by taking cities and moving units up. Huge, isn't it? Sonja Day 3: OK, that's a lot of units, isn't it? Western Front: Top rocket to finish Neotank. Next rocket to attack next Neotank. 3rd rocket to attack medium tank. Last rocket to attack APC. Artillery 4N 1E. Bottom mech 1NE to finish off APC. Top artillery 1NE. 2nd to the top of top 2 mechs 1E. Eastern Front: Top rocket kills A-Air. Next rocket and artillery finish medium tank. Next rocket injures medium tank. Last one injures another one. Top mech 1NW. Bottom two, move 1W to injure tank. APC 2E 3N. Central Front: Do nothing. Lash Day 3: Prime Tactics. Artillery and rockets, as well as recon and A-Air, kills your mechs. Continue moving units up. Sonja Day 4: Counter Break. Western Front: Top rocket to injure top Neotank, artillery to attack mech. 2nd rocket to injure injured medium tank, 3rd rocket to injure tank, final rocket on recon. Move recon 2N. Artillery 2NE. Lower mech 2S to weaken mech. APC 2NE. Top mech 1NE. Eastern Front: Top rocket on tank, mech 1NW to take out 1HP tank, 2nd rocket on medium tank, APC 1SW, lower artillery to weaken weakened medium tank, 3rd rocket to weaken medium tank, bottom rocket to weaken A-Air. Central Front: Rocket to attack recon, right tank 4S to take out recon, central tank 1SW to take out Neotank, western tank 5S to take out that tank. Lash Day 4: Continue taking cities, move up tank towards HQ, attack mech and western tank with medium tanks, continue moving up with units like rockets you haven't seen before. Sonja Day 5: Central Front: Attack tank with rocket that is closing in. Send 6HP tank 1W 3N to take out 2HP tank. With mech, attack west and take out 4HP A-Air left of you. Western Front: Top rocket and top artillery to attack medium tank. Move 5HP bottom mech 1NE to deal it an extra damage. Move recon 1W 2S. Attack APC with bottom rocket. With rocket above it, destroy 4HP tank. With rocket, take out 1HP medium tank. With artillery, take out 3HP APC. Refuel indirect units if needed. Eastern Front: Top rocket weakens medium tank. Move recon 4S 1W. Weaken medium tanks with bottom two rockets. Refuel if needed. Central Front: Move central tank back 1NE and right tank back up 4N. Lash Day 5: Move up medium tanks, join 1+5=6 medium tank, move up remainder of destroyed army forward. Sonja Day 6: Eastern Front: Top rocket attacks top medium tank. Artillery attacks injured medium tank. Enhanced Vision. 2nd rocket finishes 5HP medium tank. 3rd rocket finishes 2HP medium tank. Last rocket injures mech. APC to refuel if needed. Move recon and APC 1W. Western Front: 3rd to top rocket to kill recon, APC to refuel if needed, 3rd rocket to kill mech, 4th one 1E. Central Front: Move 6HP tank 1NE. Move other two tanks 1S. Lash Day 6: Prime Tactics. Move up infantry to capture YC cities, medium tank attacks middle tank in Central Front. Two artillery, rockets, and infantry also moves up. Sonja Day 7: Central Front: Attack medium tank with rocket. Move 6HP tank 2S and every other tank to take out medium tank from all directions BUT south. Western Front: 2nd to top rocket attacks infantry taking city. Recon 1N. Move bottom two rockets 1NE. Top rocket and artillery attack infantry on city. Eastern Front: Rocket attack infantry on city, move bottom rocket 1NW. Lash Day 7: Take cities, attack APC on western front with rocket, move up. Sonja Day 8: Just a little more left! Western Front: Move recon 2S. Use top rocket to take out infantry taking city. Take out another infantry taking city with 2nd rocket. Attack rocket with 4th rocket. Move APC 1N. Eastern Front: Do nothing. NOTHING. You can't do anything anyway... Central Front: Move full health tank 2W 4S to attack infantry. Move another one to finish it. Move down the other one as well. Move rocket 1W 4S. Lash Day 8: Attack recon with rocket, move 2 artillery and mech. Sonja Day 9: Use bottom western front rocket to attack western artillery. Use bottom eastern front rocket to kill the mech. Use 4HP tank to kill rocket. Move down other two tanks and rocket. Lash Day 9: Pathetically beaten by indirect units, she takes out your two low HP tanks. Sonja Day 10: Move eastern front recon 1S 2W. Move western front recon 1S 2E to spot that rocket. Use bottom western front rocket to take out 4HP artillery. Use your central front rocket to deal 8 damage on artillery. Move tank west/south to attack that final rocket to 5HP on city. Lash Day 10: Move 2HP artillery 1NW to city. Sonja Day 11: Finish artillery with rocket, rocket with tank. End: Lash regards war as a game, and says that she has more pieces to play with even with Sonja's victory. Sonja is shocked that Lash believes so and says Sonja is similar to her. Lash feels joy in war in the way chess is played. "Tee hee hee! Toodles!" Sonja doesn't want to be like Lash. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Here, you move on to either the hidden lab mission or the final mission with the red star flag. If you go to the final mission now you will miss it... so go onward to the lab mission. It's CO Selecting vs. Adder! Mission 23: Sea of Hope ----------------------- Sami and Kanbei, Sonja, or Sensei vs. Adder Difficulty: ***** Mission Briefing: Sonja finds the Black Hole lab on the map and intel shows that Black Hole has been researching a new tank there. Calculating on Adder's skill, Sonja believes you will have a 18-day limit. Sensei notices the war between Sami and Adder, and YC joins them. Choose Kanbei. Sami and Kanbei begin their attack. Kanbei Day 1: Build three infantry and a T-Copter from eastern airport. Sami Day 1: Destroy rocket with two battleships, weaken tank with other one. Adder Day 1: Sideslip. Move units in an odd position: some south, some north. Kanbei Day 2: Move SW infantry 2E to start capturing city. Move easternmost infantry 2S to capture airport. Move last infantry 2E into T-Copter, then move that 6N and drop east. Build a tank from eastern base. Sami Day 2: Use three battleships to weaken mech and destroy APC. Adder Day 2: Attack transport copter with cruiser on neutral port. Start capturing city with port, move down aerial and naval units. Tank moves down. Kanbei Day 3: Move tank 1SW to take out his tank. Finish taking airport and neutral city. Start taking neutral city on small island. Move T-Copter 5S. Build an A-Air from eastern base. Sami Day 3: Use any battleship to destroy mech. Do not move anything else yet. Adder Day 3: Attack infantry taking airport with bomber. Move battle copter south to near Sami's navy. Kanbei Day 4: Continue taking neutral airport. Move A-Air 6N. Move tank 1E 5N. Move SW infantry into T-Copter and move it 4N 2E. Move eastern infantry 1NE to take city. Build an APC from eastern base. Sami Day 4: Move cruiser 2W to take out battle copter. Move southern battleship 3W, and the top two 1N. Out of rocket range. Adder Day 4: Bomber destroys infantry taking airport (buys you time). Kanbei Day 5: Move T-Copter 4E 2N. Move A-Air 3NW. Move tank 5N 1W. Finish taking neutral city. Sami Day 5: Move all battleships 1N 2W into ONE rocket range but not the other. Basically, 1N 2W will do. Move cruiser 1W. Adder Day 5: Bomber hits battleship next to bridge, rocket attacks battleship. Nice bait for Kanbei's A-Air. Cruiser moves west. Kanbei Day 6: Move A-Air 1W to eliminate the bomber. Move tank 5W 1N. Move infantry near APC 1NW into APC, then move that 6N and drop north. Move T-Copter 6N. Build a bomber from westernmost airport. Build infantry from NE of two HQ bases. Sami Day 6: With middle full HP battleship, attack the rocket. Use the bottom 3HP one to finish it off. Use the top 5HP battleship to attack the missile. Move cruiser 2NW. Adder Day 6: SUPER POWER. Sidewinder. Move down navy. Start taking NW island port. Kanbei Day 7: Move bomber 6N to destroy lander. Move infantry from SW HQ area base 3E. With infantry next to APC, move infantry 2N to take city. Move A-Air 3NW. Move tank 4N to take out missile. Move T-Copter 4W 2S and drop west. Shift APC 3N 2W. Sami Day 7: Move cruiser 1S. Move bottom two battleships 2W, top battleship 3W. Adder Day 7: Finish taking port. Move up cruisers, move down battleships. Kanbei Day 8: Move bomber 6N to destroy sub. Make bomber from western airport again. Move infantry from southern island 3N to start taking neutral airport next day. Finish taking neutral city. Move other infantry 2W 1N to take that city. Move APC 5W 1N. Move tank 3W 2N to attack rocket. Move A-Air 3NW to finish it off. Sami Day 8: Attack APC with northern battleship. Adder Day 8: Sideslip. Destroy A-Air with both battleships. Move APC down. Move one cruiser up to BH port, other one down. Kanbei Day 9: Move northern bomber 1NE to destroy cruiser. Move southern bomber 7N. Move southern infantry 3N to start taking neutral airport. Finish taking city. Move last infantry 3W into T-Copter and move it 6N, dropping to the east. Move tank 1S 5E. Sami Day 9: Use battleships to destroy APC. Adder Day 9: Finish taking another city, do nothing. Kanbei Day 10: Samurai Spirit. Move southern bomber 6N to destroy battleship. Move northern bomber 3N to destroy battleship. Finish taking neutral airport. Make bomber from southeast airport. Move NE infantry 2E to start taking city. Move last infantry 1S to take city. Move tank 3E 2N. Move T-Copter 2E 1N. Sami Day 10: ... Adder Day 10: Move units up. Kanbei Day 11: Finish taking neutral cities. Move infantry on new airport 1NW to take port. Move eastern bomber 7N. Move western two bombers 6E 1N. Move tank 2N, T-Copter 1N. Sami Day 11: ... Adder Day 11: Finish taking "ANOTHER" city. Kanbei Day 12: Move eastern bomber 7N. Move T-Copter 3N in range of A-Air and tank. Move western two bombers 4E 3N. Finish taking neutral port. Move infantry near APC into APC and move it 5N 1W, dropping to the west. Move NE infantry 1W 2N. Build bomber from south middle island airport that you haven't used yet and you just captured. Sami Day 12: ... Adder Day 12: Attack transport copter with tank. Move units to surround pesky missile. Kanbei Day 13: Move northern bomber 1W 6N to destroy sub. Move 2nd to north bomber 1E 5N to destroy tank. Move 3rd and 4th ones 7N. Move infantry near neutral airport 1SW to start taking airport. Move APC 5E 1N. Move infantry just above it 1N. Sami Day 13: ... Adder Day 13: Sidewinder. Move A-Airs up to bomber but DOES NOT attack. Kanbei Day 14: Destroy tank with tank. Finish taking airport. Attack A-Airs, taking out one with bomber. Sami Day 14: ... Adder Day 14: Finish taking city. Kanbei Day 15: Destroy A-Air and cruiser with front three bombers. Move up 4th and build a bomber from new closest airport. Use T-Copter to block medium tank. Sami Day 15: ... Adder Day 15: Destroy missile on lab with bomber, weaken lander with bomber, destroy sub, and weaken medium tank with bomber. Move up back eastern bomber. Continue taking nearby cities. Sami Day 15: ... Adder Day 15: Sidewinder. Deal little resistance by just moving ONE infantry. Kanbei Day 16: With bomber fleet, destroy lander, rocket, medium tank, artillery, and infantry, leaving one recon. Build a bomber and take cities. Move infantry into T-Copter to land at lab later if you aren't at this position. Sami Day 16: ... Adder Day 16: Build a cruiser. Kanbei Day 17: Kanbei exclaims you have two days left. Destroy the recon and cruiser with three bombers. End: Sonja finds out about the Neotank plans, and Sami thanks Kanbei quickly and leaves without revealing herself. Victory it is! Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Mission 24: The Hunt's End --------------------------- YC CO and OS/BM CO vs. Adder Difficulty: ***** [Exceptionally written by Roma_emu] Mission Briefing: Hawke arrives to ask how Adder is doing. Adder becomes very self-conscious at his losing streak and promises that they will take YC soon. Adder knows that Hawke is there to replace him in conquering the allied missions, so he has to win. You as YC shall not let him. Sonja finds the BH factory there and promises to take it down. Olaf arrives to YC to bring his army to aid Kanbei in the fight against Adder. OS also joins with a CO. Choose Kanbei and Colin (press down when the OS CO Select screen appears to be able to choose a Blue Moon CO). General Strategy: Look around the map here. There are four minicannons in the square island, plus a minicannon guarding the pipeline seam. Adder has a factory (that now can deploy naval units too!) and 3 bases. You should aim for the island minicannons first, but only while they are hindering your advance. Remember that they can fire on air units too! (I only remembered that after one of my planes was shot) After you destroy the cannons pointing up and right you can move your units into attack position - first attack the minicannon guard, or if you are using Battleships, you can attack the pipeline seam directly. Bombers and Battleships are great to eliminate cannons and pipelines. If you can get a ground unit to the pipeline seam, you can use Md Tanks and Neotanks too. Remember to have Colin weaken the enemy units, and let Kanbei destroy them. Also don't worry so much losing Colin's units - try to use them as fodder, even because they're much cheaper. Both because only Kanbei will count for Power and Technique scores. You can let Colin attack the Pipeline and the Minicannons, because destroying them won't affect anyone's power score. Kanbei Day 1: Build three infantry. Colin Day 1: Build one infantry. Adder Day 1: A battleship, transport copter, and infantry appear. Damned factories... he didn't even have that much money. He also builds three infantry. Kanbei Day 2: Move all infantries 3E. Build an APC in the SE base, and an Infantry in the NE base. Colin Day 2: Move infantry 1SE to take that factory. Make another infantry. Adder Day 2: Infantry and APC built. City captured, transport copter east. Kanbei Day 3: Move both NE and N infantries 1E 2S and begin capturing the two cities. Move the south Infantry 3E, and the remaining Infantry 2S into the APC. Move the APC 5E and drop the Infantry to the north. Build an Anti-Air in the NE base. Colin Day 3: Finish capturing the base. Move the other Infantry 3N. Do not capture the city - trust me! Deploy another Infantry from the base. Adder Day 3: Two B-Copters and one T-Copter appear from the Factory. He will capture some more, move his units and build a Tank. Kanbei Day 4: Finish capturing the two cities. Move the Anti-Air 1S 4E. Move the Infantry that is 1N from the APC to the city nearby and begin capturing. Move the other Infantry 3E. Move the APC 1N 1E. Don't buy anything, and end your turn. Colin Day 4: Move the SE Infantry 3N. Move the SW Infantry 1N 1E and start capturing city. Move the remaining Infantry 1E and begin capturing the Port. Build a Tank in the SW base and an Infantry in the SE base. Adder Day 4: He will advance his units (including the Battleship - but it's still not a problem), and buy an Artillery. Kanbei Day 5: Move Anti-Air 5E. Finish capturing the city. Move the middle Infantry 2E 1N to the APC; the eastern Infantry 1E to the base; and the remaining Infantry 3E. Move the APC 6E and drop the Infantry to the east. Don't deploy anything yet. Colin Day 5: Finish capturing the Port and the City. Move the Tank 2N, the north Infantry 1W 1N and the remaining Infantry 3N. Don't build anything. Adder Day 5: He will deploy a Md Tank from the Factory, then capture things. Battle copter attacks cruiser. He will then advance his units and deploy an Infantry (west base) and a Tank (one of the NE bases). Kanbei Day 6: Finish capturing the base. Move the Anti-Air 6E and load the east Infantry again into the APC. Move the APC 4E 1N and drop the Infantry south. Move the two remaining Infantries 2E 1N and create a Sub in the port. Colin Day 6: Move the Infantry in the port 1W 1N and create a Lander in it. Load the two southern Infantries to the Lander. Adder Day 6: Adder will finish capturing some more buildings. Then he will (acting more stupidly than Kanbei in AW1) your Sub, dealing only 1HP damage. He will then advance his units and create an Anti-Air in the eastern base. Kanbei Day 7: Move the eastern Infantry 2N 1E and begin capturing the base. Move the Infantry in the base 3E to begin capturing the city. Move the Sub 1N 4W and dive, the Anti-Air 1N 2E and the APC 1N. Create an Anti-Air in the eastern base and end your turn. Colin Day 7: Move the Lander 4N 1E and drop the two Infantries. Create another Lander and load two more Infantries into it. Move the Tank 1N to avoid the Battleship's attack range. Adder Day 7: His Infantries will begin capturing the cities in the SE corner of the map, and he will also start capturing a Port in the NW area. His B-Copters will attack your Infantries capturing the base and the city. Kanbei Day 8: Continue capturing with the two damages Infantries (don't worry, you will finish capturing them both tomorrow). Move the Anti-Air in the base 4E 1N and destroy the B-Copter. Move your Sub 5E and choose Rise. Move your other Anti-Air 2N 3E and destroy the Infantry. Move both Infantries 3E, create a Tank in your east base and end your turn. Colin Day 8: Move lander 1N 4E and drop both Infantries. In the northern island, begin capturing the Airport and the NE city. Move the remaining Lander 4S 1W, create an Artillery in the SE base and end your turn. Adder Day 8: Two B-Copters will appear at the Factory. His Infantries will finish capturing the cities in the SE corner and the port. The Battleship will attack Colin's Lander. The B-Copter that you couldn't destroy before will attack Kanbei's Infantry capturing the base, but it will still have enough HP. He will then advance his units, deploy an Artillery (NE bases) and Mech (NW base) and end turn. Kanbei Day 9: Move the NE Anti-Air 1E 2N and destroy the B-Copter. Move the other Anti-Air 1N 2E and destroy the other B-Copter. Finish capturing the base and the city. Move the SW Infantry 1N 2E and the other Infantry 2N 1E into the APC. Move the APC 2E and drop the Infantry below. Move the Tank 1N 5E, and the Sub 4N. Create a Tank in the east base and end your turn. Colin Day 9: Finish capturing with both Infantries in the northern island. In the other island, move the northern Infantry 2E 1S and begin capturing the city. Attack the Battleship using your Artillery. Move the loaded Lander 4N 1E and drop the Tank to the left. Move the other Lander 4W 1S and move the remaining Infantry 1N to begin capturing the Port. Adder Day 9: Attack Colin's Lander using Battleship (but shouldn't kill it). Move all units forward, and deploy a Rocket. Kanbei Day 10: Move Sub 2W and sink the Battleship. Move eastern Tank 2N 4E and attack enemy Tank (walkthrough assuming it's now left at 4HP; save before attacking and reset if it does only 5 damage). Move NE Anti-Air 3S and attack the Tank. Move the easternmost Infantry 2E and attack the Tank if it's still alive. Move the other Tank 1N 5E. Move 9HP Infantry 2E. Move Anti-Air 4E 1N. Move 5HP Infantry 1S and healthy Infantry 2E to join with it. Create a Tank in your new base and end your turn. Colin Day 10: You should be already able to use your CO Power. Anyway, finish capturing the two buildings in the big island. Move the Artillery 4N into the Lander. Move the Lander in the NW island 1N 1E, and move the Tank 1E 2N. Move the Infantry in city 1W 1S to begin capturing another city, and move the other Infantry 1E 1N. Move the remaning Lander 4N 1E and drop the Artillery to the north. Build nothing... your CO Power will make it worth next turn. Adder Day 10: The first Power in the map... SIDEWINDER!! A B-Copter will move down and attack Kanbei's Infantry. His Tank will attack another Infantry. He'll advance some units, and an Infantry will attack Kanbei's damaged Infantry (but still won't kill it). He will finish moving his unit and create a Missile. Kanbei Day 11: Your CO Power is almost ready. Move western Anti-Air 4W and attack the B-Copter. *ding!* CO Power ready. Don't use it now, though. Attack the enemy Infantry without moving your Anti-Air, and move your SW Tank 2N 1W and attack the enemy Infantry. Move the SW Infantry 1N and attack the T-Copter. Move the damaged Tank 1E 1N and attack the Infantry. Move the Infantry that is below the base 1N 2E and kill the enemy Infantry. Move the remaining Infantry 1N 1W and join. Move the remaining Tank 3E 1S and attack the Tank. Move your APC 1W 1S and your Sub 5N. Create an Infantry in the east base (right above the APC). Colin Day 11: Use Gold Rush! Now you have more than enough money to create a Bomber. Attack the Anti-Air with the Tank, not moving it (reset until it deals 5HP damage). Attack the other Anti-Air using the Artillery. Move Infantry in the Port 2E 1S, and move the remaining Infantry 3S. Move the SW Lander 2E 1N and end turn. Adder Day 11: A Battleship will come out of the Factory. In the NW corner, the Artillery will destroy the decoy low-HP Lander. He will them move all units, and at some time a 3HP Infantry will attack Kanbei's APC, dealing no damage at all. He will create a Tank and an Infantry. Kanbei Day 12: Use your CO Power! Move Sub 2N 3E and dive. Create a Battleship in the Port (it's already time to begin the pipeline assault!). Move west Tank 1S 4W and attack the T-Copter (reset until it is destroyed in one hit). Move east Infantry 2S and kill the enemy Infantry. Move SE Tank 2S 1W and destroy enemy Tank. Move your remaining Tank 2E 3N. Move east Anti-Air 1E 2N. Move remaining Anti-Air 4E 1N. Move the Infantry that is in the base 1S, loading into the APC. Move the APC 1N3E1S (three spaces to the right) and drop the Infantry to the east. Move remaining Infantry 2N 1E and kill the enemy Infantry. I would call this turn 'fixing your Power score'. Colin Day 12: In the big island, move the north Infantry 1E 2S and begin capturing the city. Move the other Infantry 1S to start capturing another city. In the NW island, destroy the Anti-Air that is above the Lander using the Artillery. Then move the Tank 1E and destroy the other Anti-Air. Move the Bomber 5E and attack the Artillery. Move the north Infantry 3E and attack the Artillery if it's still alive. Create a Bomber, move the remaining Infantry into the Lander, move it 1E 1S and end your turn. Adder Day 12: Sideslip! He will move his units (including his sub... that he dives, but adjacently to your own Sub!). His Infantry will attack Colin's Infantry in the bridge, but he can't hurt any other unit. He will deploy two Mechs, an Artillery and an Anti-Air. Kanbei Day 13: Move Battleship 3N. Move NE Tank 3E and attack enemy Artillery. Move NE Anti-Air Artillery 1S3E1N (or three spaces to the right) and finish it off. Move remaining Anti-Air 1E 2N. Move all Infantries 3E. Move the remaining Tank 5E. Move APC 1S 3E. Attack enemy Sub using your own Sub, without moving. Build nothing. Colin Day 13: Move Lander 4E 1S. Finish capturing the cities in the big island. Move east Bomber 4E and attack the Mech. Move the other Bomber 5E and kill the Infantry. Move Tank 5E and kill the Mech. Move the Artillery 1N 4E, and the Infantry 3E. Deploy a Sub in your east Port. Adder Day 13: Destroy the Lander using a Rocket. Move many units. Create two Mechs and a Tank. Kanbei Day 14: Attack a minicannon with your Battleship. Create another Sub at the port. Move NE Tank 1N4W1S (or four spaces to the left) and attack the Tank. Move APC 2E 3N and supply. Move NW Anti-Air 2N 1E and attack the Tank. Move remaining Anti-Air 2N 2W and destroy the Tank. Move remaining Tank 4N. Move easternmost Infantry 2S and begin capturing city. Move SE Infantry 1S 1E and start capturing another city. Move remaining Infantry 2E 1N. Move remaining Tank 1N 4E. Move Sub 3W 2S, and destroy enemy Sub. Colin Day 14: Move west Bomber 5E 2S and attack the Infantry. Move the Tank 3E 2S and kill the Infantry. Move the remaining Bomber 3S 4E and attack the Rocket. Move Infantry 3E and Artillery 5E. Move Sub 1N 4E and dive. Create a Copter and end turn. Adder Day 14: Minicannon facing up will damage a Bomber. Sideslip. A Battleship and a Cruiser will appear from the Factory. The Battleship will attack Kanbei's Anti-Air. The Rocket will attack the Artillery. An Anti-Air attack Kanbei's damaged Anti-Air. Move units forward, and create a Mech. Kanbei Day 15: Destroy the minicannon using the Battleship. Move healthy Sub 3N 2E and dive. Surface (without moving) the Sub that has almost no fuel. Continue/finish capturing the cities in the SE corner. Move SW Tank 1E 3N. Move SE Tank 1E 3N and attack APC. Move the heavily damaged Anti-Air 1N 3E. Move remaining Tank 1N 1E and attack Anti-Air. Destroy the Anti-Air using your own Anti-Air, without moving it. Move remaining Infantry 3N and begin capturing city. Move APC 4N. End turn without buying anything. Colin Day 15: Move Sub 3E. Move Tank 1S 1E and destroy Rocket. Move B-Copter 6E. Use Gold Rush and deploy another Bomber. Move west Bomber 2S 4E and attack the Minicannon. Move the other Bomber 2E3S1W (or one space to the right and three spaces down) and destroy the Minicannon. Move your Artillery 2S 1E, and move the Infantry in the bridge 1E 2S. Adder Day 15: Two Battleships will destroy Kanbei's Infantry that was acting as a decoy. Acting incredibly stupid, Adder will move his Cruiser to attack Colin's damaged Bomber right into your Battleship's attack range (and going right with my plan). It should survive with 1HP. Then a Tank will move forward and destroy Kanbei's heavily damaged Anti-Air, and a Mech will attack Colin's Tank (this walkthrough assumes that the Tank has now 6HP left, and the Mech, 7HP). Then he will drop a Mech in the island of the other airport, move other units forward and end his turn, building one Artillery and two Anti-Airs. Kanbei Day 16: First of all, get rid of that Cruiser using your Battleship. *Ding! CO Power ready!* Next, move your healthy submerged Sub 2N 2E and attack the enemy Battleship. Finish capturing the city in the SE corner, and move the other Infantry 3N. Without moving, destroy the APC and move your damaged Tank 3E 1S to join. Now... retreat! Move the healthy (remaining) Tank 1N4E1S (or four spaces to the right), and move your only Anti-Air 2E 2S. Move your APC 4S, create a Battleship and end your turn. Colin Day 16: Move your new Bomber 7E, and move the B-Copter 6E. Move your Sub 1S 4E. Attack the Mech with your Artillery, then with your Tank. Move your healthy Bomber 2E 3N and attack the Minicannon. Move your other Bomber 3E and attack the Mech. Don't worry if it doesn't deal any damage - this is what your walkthrough is assuming. Move your Infantry in the north area 1S 2E, create another Bomber and end turn. Adder Day 16: Begin capturing a City in the airport island. Advance units forward, and kill Colin's Infantry using a Mech. Create a Mech, and Infantry and an APC before ending turn. Kanbei Day 17: First, create a Tank in your eastern base. Move the south Infantry 3N. Move your Tank in the BH city 3W 1S and attack the Tank. Move your other Infantry 1N 2W and have it attack the Tank too (assuming that the Tank now is at 2 HP and the Infantry received no damage). Move the three vehicles (Tank, Anti-Air, APC) 1N. Move both Battleships 1E 4N. Colin Day 17: Destroy the Minicannon with your NE Bomber, without moving it. Move the Sub 4E 1S. Attack the Mech capturing a city with your Bomber, not moving it too. It should now deal 1HP damage. Attack the NW Artillery with both the Tank and the Artillery (leave it at 2HP). Move the B-Copter 3S 2E and attack the Mech. Move the Bomber that is below the big bridge 4E 3S, and move the new Bomber 7E. Deploy another Bomber. Adder Day 17: Continue capturing city in the island. Advance units and retreat Tank. Create a new Tank. Kanbei Day 18: Move the northern Infantry 3N and attack the Tank - reset until the Tank is destroyed. Move the new tank 4E. Move the other Infantry 1W 2N. Move western Tank 1N 1E and attack the Anti-Air. With the surrounded Tank in a city, destroy the Anti-Air. Move the Anti-Air 3N 2W and kill the Mech. Move your APC 4N 1W. With the sourth Battleship, attack the 9HP Mech in the island (reset until you kill it). With your other Battleship kill the Infantry that is way to the north, below a Pipeline square. Move your submerged Sub 4E 1N. Create another Tank in the eastern base. Colin Day 18: Kill the Mech with your Artillery. Move your Tank 4E and attack the T-Copter. Move the B-Copter 1E and destroy it. Move your 1HP Bomber 7E. Move the Sub 4E. Move the Bomber that is near the enemy Port 7E. Move the eastern Bomber 1E and attack the Pipeline. Move the Bomber that is under the big bridge 5E 2S. Move the new Bomber 7E and create a Fighter. Adder Day 18: Sidewinder! His Battleship will attack an Infantry, and an Anti-Air will kill it. His Md Tank will advance and attack a Tank. Two Mechs and one Infantry will be created. Now the walkthrough for Kanbei's next day is divided in two parts. Choose your favorite one - it shouldn't modify your score. Long Kanbei Day 19: Super Power!! Can you listen to the happy victory music? Move the Tank (that is 4E from your eastern base) 3N and attack the Anti-Air. Destroy it with your only Infantry alive. Move the Tank that was attacked by the enemy Md Tank 1W 4N and attack the enemy Tank. Move the new Tank 4E. Move the remaining Tank 2E an attack the Md Tank. Move your Anti-Air 2E 1N and attack the Tank. Move the southern Battleship 4E 1N, and move the other one 3N 2E. Move your healthy Sub 2N 2E and attack the enemy Battleship. Create a Neotank in the east base. Short Kanbei Day 19: Do nothing. Colin Day 19: Destroy the Pipeline Seam and WIN! End: You win, and Adder blames the weather. At least it wasn't his bad luck this time... The COs talk about their victory, and Kanbei thanks Olaf... who says that they defeated Black Hole in their country "with some help from Orange Star". Nell tells Kanbei that Hawke, the last of the new Black Hole COs, has Green Earth near defeat, and ask of Blue Moon and Yellow Comet to aid Green Earth. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! This concludes the Yellow Comet Campaign, but the hardest has yet to come. (m7.4) ################# ## GREEN EARTH ## ################# Drake seems to have a face problem here...even after hearing Allied victories over Black Hole in western countries, Green Earth is still half occupied by Black Hole forces under their best commander, Hawke. Jess comes in and asks if they're counterattacking. Eagle and Drake are not land masters, so Jess's return from training is much needed for GE. Eagle doesn't care for "Red"'s help and would rather do it himself, but Drake notices that with all three fronts covered as them three, they can take back GE. Choose the northwest mission with Eagle versus Hawke first. Mission 25: Sea Fortress --------------------------- Eagle vs. Hawke Difficulty: **** Mission Briefing: Hawke asks Adder if the fortress is readying, along with minicannons. Adder says it's true. Hawke also learns that only a GE air force is coming. Eagle asks all to take out the fortress. A GE pilot reports that it is no good cause Hawke has too much A-Air. Eagle learns that Black Hole knew about him coming, and notes that they could let BH take the factory, or suffer heavy casualties taking it. The GE pilot decides to go, as he remembers Eagle told him that they mustn't lose. Another pilot agrees. Aim for the minicannons and "Let's give them a show of power they won't soon forget!" Eagle Day 1: Look east. You have eight battle copters, four fighters, and six bombers. He has six battle copters, four fighters, two cruisers, four A-Air, and four missiles, as well as eight minicannons. Move middle two battle copters 5E. Move all other battle copters 6E. Move middle four bombers 7E. Move the side two 6E. Move top and bottom fighters 8E. Move next to top fighter 7E 2N, and the next to bottom fighter 7E 2S. Hawke Day 1: Send front fighters 9W, send front battle copters 6W, send back fighters and battle copters in a crazy 1N, all the way W formation. Cruisers move 6W. Eagle Day 2: Here, the fighters are nearby. Move top fighter 5E and take out the battle copter south of you. Move bottom fighter 4E and take out the battle copter to the north. Move 2nd to top fighter 2E 1S to attack that fighter, and move the 2nd to bottom fighter 2E 1N to do the same. Move bottom two copters to take out Hawke's copter, then use the 2nd and 3rd highest copters to take out his northern one. With your remaining 4 battle copters, surround the four fighters so they can't get out. Move your non-middle 2 bombers 7E except for the north one which should move 6E 1N. Move the last two bombers 5E. Hawke Day 2: Attack battle copters to the left with both fighters to deal 4 damage each. Fighters, battle copters, and the bombers move up westward. Eagle Day 3: Use top and bottom bombers to bomb down both front cannons from the left. (Northern one 7E, southern one 1S 6E) Finish off both weakened fighters with same fighters from the right. Move northern no damaged fighter 5E 1S to attack it. Move your southern fighter 5E to attack his. Move the now southern bomber 1E. Move the top one 2N 1E, and the middle two 3E. Move middle two battle copters 5E. Move top battle copter 4E 1N. Move the left remaining top copter 5E 1N. Move the one directly right 5E 1S. Move the bottom copter 4E 1N. You have two battle copters to move. Move the left one 6E and the east one 5E 1N. End. Hawke Day 3: Cannons hit closest bombers to 7HP. Black Storm, dealing 4 damage this first time. Fighter moves to take out one battle copter and injure the other. Your battle copters move up, one injuring another copter. Northern cruiser takes out bomber, southern cruiser takes out battle copter. Take out the northern cruiser Eagle Day 4: You now have an air force of (and HPs at): Battle Copters: 2, 3, 4, 4, 8, 8 Fighters: 6, 6, 6, 7 Bombers: 5, 8, 8, 8, 8 Send top two fighters to take out top fighter, then use one fighter to attack the bottom fighter. Bomb the northern cruiser with your 8HP bomber, staying out of range. In the south, use two 8HP bombers to take out the cruiser. Move up remaining fighter to attack the full health battle copter in the north instead of finishing 1HP on the final fighter, and use a 4HP copter to weaken that to 1HP. Use your two 8HP battle copters to finish off the bottom one. Move your other forces out of missile, A-Air, and cannon range and prepare to advance now that you have Lightning Strike, but don't actually use it yet. Hawke Day 4: With fighter, deal 1 damage to battle copter. Send 3HP cruiser down to take out 3HP battle copter. Move up northern missile. Eagle Day 5: Move units in this formation: North: 8HP bomber, 7HP bomber, 8HP battle copter, 4HP battle copter, 3HP battle copter, 7HP fighter, 5HP fighter South: 8HP bomber, 7HP bomber, 5HP bomber, 6HP battle copter, 2HP battle copter, 6HP fighter, 6HP fighter Eagle Day 6+: Prepare to launch your attack in this order in upcoming days: Take out western A-Air, missiles, then western cannons, then move to back cannons, take out those, and take out A-Air. Then take out the cannons near them to win. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Move to the eastern mission with Jess. Mission 26: Sinking Feeling --------------------------- Jess vs. Lash Difficulty: ****** Mission Briefing: Hawke wants Lash to finish repairs on the battleships within 30 days. Lash says it'll take 17 days. The southernmost city on the western island contains the lab map. Jess notes that although she has few troops, she can't lose time before the repairs are complete. Jess Day 1: Move NE mech 1NE to take port. Move western infantry 2W 1N into APC and move APC 5E, drop south. Move other infantry 3E, and southern mech 2E. Move northern medium tank 5E, southern medium tank 1N 4E. Move western artillery 1N 4E. Move eastern artillery 5E. Move rocket 1N 4E. Move northern tank 1N 4E. Move recon 3E. Move western A-Air 4E 2N. Move southern tank 1N 4E. Move last A-Air 1NE. Lash Day 1: Lash and her lieutant talk, and Lash declares a counterattack despite repairs going on without hurting repairs. Move down 2 infantry, mech, 4 tanks, artillery, A-Air, 2 medium tanks, and rocket. Move 2 infantry on northeast island 3W. Jess Day 2: Finish capturing port with your northern mech. Move NE medium tank 1N 3E, and other medium tank 1N 4E. Move southern mech 2E. Move eastern infantry 1S. Move northern tank 2E, southern tank 3E. Move recon 2E. Move left artillery 2E. Move northern A-Air 1E. Move southern A-Air 1SE. Lash Day 2: Move down entire land unit force, then start capturing NE airport. Start taking GE city with infantry. Jess Day 3: Move southern mech 2N to attack tank. Use rocket to attack medium tank. Southern medium tank 2N to take out medium tank. Move unmoved medium tank 2NE to weaken tank. Move northern mech 2E to attack tank. Move top A-Air 5E 1N to take out mech to east. Move northern tank 5E 1N to attack A-Air. Move other A-Air 1N 5E to attack infantry. Build a battleship from port. Move both artillery 2E 1N. Move southern infantry 2E. Move southern tank 3N 1E to take out tank. Move northern infantry 2E. Move recon 3N 2E to take out infantry. Move APC 4E 2S. Lash Day 3: Finish taking cities in south, move down tanks to attack A-Air, tank, and recon. Move down medium tank, rocket, infantry towards base. Jess Day 4: Move up battleship 3N 2E. Move rocket 5E. Build a lander. Move full HP northern mech 2W into lander. Move left tank 1S 2E to attack tank. Attack 4HP tank with tank to the right. Move northern medium tank 1N 2E to weaken tank. Move southern medium tank 1N 3E to destroy tank to the right. Move 3HP A-Air 1N. Move southern full HP A-Air 2N to destroy tank to the right. Move 6HP southern mech 1E to destroy A-Air. Move recon 2E 3N. Move northern artillery 2NE. Move southern artillery 3E 2N. Move bottom infantry 1E into APC, and move APC 3E 2N and drop west. Move top infantry 2E. Lash Day 4: Prime Tactics. Lash will now start taking cities, move infantry to take base, move rocket 1E, and threaten you with medium tank that destroys 2HP tank. Jess Day 5: Move battleship 5N. Attack medium tank with rocket. Destroy it with other two artillery. Move northern medium tank 4E 1N. Move southern medium tank 5E. Move recon 5E. Move lander 3NW. Move full HP southern A-Air 5E 1S. Move 8HP tank 2N 4E. Move 3HP A-Air 5E 1S. Move southern infantry 1SE. Move 6HP mech 1N. Move APC 1E 2S. Lash Day 5: Finish taking two cities and factory. Destroy 8HP recon. Jess Day 6: Overdrive. Lander 6N. Attack NE battleship with battleship. Move 8HP tank 3N 1E to weaken rocket. Move 3HP A-Air 3N 2E to attack rocket. Move full HP A-Air 1E 3S to weaken artillery. Move southern medium tank 4N to destroy infantry that took base. Move APC 6N 1E. Move northern artillery 1N 6E. Move rocket 4N. Move northern medium tank 2N 1E. Move southern artillery 1N 5E. Move mech 2E. Move bottom infantry 3E to take city, top infantry 2E to take base. Lash Day 6: Attack tank with minicannon. Make battle copter and move battle copter. Build bomber. Jess Day 7: Weaken NE battleship to 1 with battleship. Move lander 2N 4W to drop mech north. Continue taking base and finish taking city. Destroy artillery with A-Air. Move eastern medium tank 5N. Move western medium tank 1E 4N. Move 3HP A-Air 5N. Move 5HP tank 3N. Move APC 3N 1E onto base. Shift both artillery 1E 3N. Move rocket 2E 1N. Move mech 1NE. Build a battleship. Lash Day 7: Move down battle copter and bomber. Jess Day 8: Finish taking SE base. Move southern infantry 2E to take that city. Move bottom full HP A-Air 4N. In the northwest, move mech that landed 1N to capture port. With 1st battleship, attack NW battleship. Move lander 6E. Move southeast map mech 2N. Attack minicannon with rocket. Move southern medium tank 1S 3W to destroy minicannon. Transfer northern medium tank 2N 3W to attack minicannon. Move 3HP A-Air 4N 2W. Move APC 2W 4S. Move southern artillery 1N onto base. Move tank 2W 3N. Move last artillery 2N. Move newly built battleship 3N 2E. Lash Day 8: Northern minicannon attacks southern medium tank, battle copter destroys tank, bomber attacks northern artillery. Joins NW and NE battleships to form 6HP. Jess Day 9: Attack NE joined battleship to 2HP with northern battleship. Finish capturing NW port. Move lander 4S 2E. Finish taking SE city. Move southern battleship 4N 1E. Move rocket 4N. Destroy northern minicannon with northern medium tank. Move 7HP medium tank 5W to attack SC (south-central) battleship. Move 8HP mech 2N. Move other infantry 3N into APC. Move northern artillery 3W 1N. Shift southern artillery 5N. Move APC 4N 2E and drop south. Move A-Air 4N. Move 3HP A-Air 1E 3S and deal a few damage on the bomber before falling. Build a battleship from southern port. Lash Day 9: Prime Tactics. Move down new bomber to destroy northern medium tank. Destroy artillery with battle copter, move loaded transport copter down, destroy other artillery with bomber and battle copter. Jess Day 10: Attack SE battleship with rocket. Overdrive. Move NW island mech 1SW to start capturing lab city. Move 7HP medium tank 1E 4N to attack NE battleship to 1HP. Destroy SE battleship with SE battleship. Attack SW battleship with NW battleship. Move lander 1N 5E. Move southern battleship 3N 2E. Move A-Air 4N to destroy 8HP bomber. Move APC 1N. Move northern infantry 1N to start taking base. Move SE infantry 2N to take city in the southeast. Build A-Air from SE base. Move way eastern mech 2N. Lash Day 10: Destroy rocket with bomber and battle copter. Weaken APC with battle copter. Join battleships to 6 left. Jess Day 11: Move northern A-Air 3W to weaken bomber. Finish taking BH base. Finish taking lab city and SE city. "Hm? A lab..." Move southern A-Air 5N 1E. Move southernmost battleship 4N. Weaken SW battleship with one battleship. Attack NC battleship with another battleship and 7HP medium tank 1W. Move mech 1N. Lash Day 11: Move 2HP bomber up. Destroy mech. Attack infantry that took BH base, move transport copter with infantry to SE base. Jess Day 12: Move mech on NW island 2N to grab that final city. Build a battleship from that port on the island. With THREE full HP battleships, destroy SW and CW (central-west, the one above SW battleships) with 7HP medium tank help, which moves 2SW to wipe it out. Move northern A-Air 3N to wipe out fleeing bomber. Move southern A-Air 1W 3S to eliminate T-Copter. Move SE infantry 1W to attack infantry on your base. Move 7HP infantry 1N into APC and move APC 6N, dropping north. Build an A-Air from new base taken from BH. Lash Day 12: Prime Tactics. Start taking base, destroy SE infantry and weaken a battleship with two battle copters. Build T-Copter and prepare to load it with infantry. Jess Day 13: On NW island, finish taking city with mech. Move that NW island port battleship 5E. As Lash only has three battleships left, prepare to win in two more days. Destroy NE battleship with both full HP battleships and 7HP battleship. Move 7HP medium tank 2SE to attack SC battleship. Move southeast A-Air 1S to weaken infantry taking base. Move newly built A-Air from eastern base 2W 4S. Build A-Air from eastern base. Move 8HP northern A-Air 6S. Lash Day 14: Weaken 7HP battleship to 4HP, load T-Copter with infantry southward. Build a bomber. Jess Day 14: Overdrive! With SE A-Air, destroy infantry just below. Use the one just 2N from it 3S 2E to destroy battle copter. Move eastern base A-Air 4W 2S. Move 8HP A-Air 6N to destroy T-Copter with infantry. Move 4HP APC 1N 4W. Move NW battleship 2E 3S. Destroy central battleship with other two full HP battleships in range. Attack SC battleship to 6HP with 4HP battleship and 7HP tank. Build two A-Air and one cruiser from NW port. Lash Day 14: Attack APC with bomber (bait), attack battleship with battle copter. Build a T-Copter. Jess Day 14: Move northern 8HP A-Air 1N to weaken bomber. Destroy last battleship with any combo. End: "Commander, the enemy battleships have all been sunk." Jess tells everyone to retreat after their victory because more BH forces will win. Nice going...victory! Lash no longer feels it's like a game, so it's time you take her seriously? "They just sank my boats and took off? I...am... so...angry!!!" End: Victory! 100 Speed + 100 Power + 78 Technique = 278 Pts. = A-Rank Four new missions open up here. Move to the southern mission with Drake. Mission 27: Drake's Dilemma --------------------------- Drake vs. Hawke Difficulty: **** Hawke has a Black Cannon now, and Hawke seems to be the only one that takes any allied country seriously. Drake, who is spotted with his navy at a small southern island, debates whether to take out the Black Cannon head-on or to seize the HQ. Eagle comes in through a transmitter and learns of Drake's dilemma, but that Yellow Comet troops are on their way, led by Kanbei. Take out both Black Cannons here with Kanbei's aid. Drake and Kanbei together shall take out Hawke, right? Black Hole units to beware of: Western side of Lake: Recon, Rocket Northern side of Lake: 2 Recon, Artillery Northeast side of Lake: Artillery, 2 Rockets, Recon Drake Day 1: Move bottom sub 1E 5S and dive to spot one infantry, two artillery, and two rockets. With northeast battleship, attack the rocket you spot to the east. Move southern battleship 1S. Move subs all the way south and dive. Move everything else either south and out of range (do not venture out of central of lake as you will be sniped on), or onto reefs. So cruisers should all be on subs, while battleships are just around lake. Build an infantry in SE base near Kanbei. End. Kanbei Day 1: Build two infantry. Hawke Day 1: Move infantry east to take city, move units south. From the south, move units north. Drake Day 2: Move dived subs down. Hawke has no navy. Start sending battleships into reefs over to cannon. Must be in reef or don't go into cannon change, except for dived subs. Move battleships down. Don't worry about air either, he only has a few battle copters. Move bottom infantry 1N 2E to take base. Make a recon. Kanbei Day 2: Move both infantry 2N to take two cities. Build two more infantry. Hawke Day 2: Hawke notices the YC Army and reminds you of missile targetting cannons, which could be useful. Move land units up, which don't do a damn to you. Drake Day 3: Move down subs. Continue moving battleships down with reefs. Finish capturing southeast base. Move recon 1N 5E. Build another infantry. Kanbei Day 3: Finish capturing two cities. Move other two infantry 1E 2N. Build a tank in left base, infantry in right base. Hawke Day 3: Move around pointless land units. One recon manages to hit YC infantry. Drake Day 4: Move bottom dived sub west. Move sub spotting rocket to the left on forest 2S. Move lowest battleship 1W 5S. With next two battleships, take out western rocket. In southeast, move recon 2E 5N to attack his recon. Move infantry east. Kanbei Day 4: Move tank up to kill weakened recon. Get missile and fire at rocket and units nearby, using eastern rocket as leftest target. Move up infantry, start taking another city. Hawke Day 4: Attack GE recon, fire missile at YC forces, move forces south at Kanbei, attack infantry with recon, all other actions unknown. Drake Day 5: Build APC in SE base. With bottom battleship, fire at the eastern cannon and deal it 55% damage. Weaken artillery, finish off eastern rocket with back battleships. Move up recon into forest. Move infantry east. Move running out of fuel subs to shoal of GE SE island. Kanbei Day 5: Build tank from western base. Weaken recon with tank. Finish capturing city. Build recon from eastern base. Hawke Day 5: Black Wave. -1HP on all enemy units. Kill 2HP infantry with 3HP recon. Watch eastern cannon get destroyed. Drake Day 6: Destroy eastern cannon with battleship. Heal two dived subs at bottom with APC. Move down all fuel-dying dived subs down except for top one which moves north. Can't fire with no subs with top battleships. Move 4HP recon in the east to 1E of attacking battleship, 2E of evil rocket. Move fueled dived sub up. Kanbei Day 6: With two tanks, kill and weaken recon. Bring up other recon. Start capturing another city. Hawke Day 6: Destroy a YC infantry, weaken a GE infantry. Drake Day 7: Move bottom battleship 4S 1E into reef. Fuel two more dying dived subs in bottom. Fuel dying sub in north. Keep moving that one oldest fueled dived sub north. Take out one artillery and weaken the other with battleships. Move down top battleship but keep out of cannon/artillery range. Build rocket from NE base from bottom. Kanbei Day 7: Combine 1+1=2HP infantry. Finish capturing city. Take out two recon with two tank. Build tank in eastern base. Hawke Day 7: Move down recon, surprise Kanbei with medium tank attacking tank, A-Air to surround it. Move random other land units. Drake Day 8: Move bottom battleship 6W. Move subs for vision. Take out recon with one battleship. Move other two south but out of range of artillery fire. Move rocket east onto YC HQ. Kanbei Day 8: Look at newly built Hawke Neotank. Retreat all you can into forest or south. Build nothing. Hawke Day 8: Continue taking south. Recon takes out GE infantry. Neotank takes out tank. A-Air takes out GE infantry, moving it on eastern YC base. Drake Day 9: Attack western cannon with southern battleship. Move northern battleship east. Use other two battleships to weaken a medium tank and artillery. Attack A-Air with rocket. Use Tsunami. Move recon 3N to take out artillery. Kanbei Day 9: Use 6HP tank to take out A-Air on base. Move up tank to take out 9HP recon. Build a medium tank from eastern base. Hawke Day 10: Take out recon, weaken northern battleship, move Neotanks at Kanbei and attack a tank with Neotank. Drake Day 11: Attack western cannon to 1HP. Use battleship to weaken medium tank. Build rocket in NE base. Kanbei Day 11: Move 8HP tank 2E into forest. Hawke Day 11: On his last day, he uses Black Wave. -1HP on all your units. Continue taking props, advancing at Kanbei with Neotanks and taking out rocket on YC HQ. Continue making useless units. Drake Day 12: Kill the western cannon with your battleship to win! End: Hawke seems to not care too much about the Black Cannons, but suggests a retreat. Drake thanks Kanbei for the reinforcements, although Kanbei really didn't matter on this mission except for some power. Kanbei and Drake agree to work together when they storm Black Hole. Victory! 100 Speed + 22 Power + 100 Technique = 222 Pts. = B-Rank You now have four missions to choose from. Three are *****, one is ****. Take the northeast **** one with Jess. Mission 28: Rain of Fire ------------------------ Jess vs. Hawke Difficulty: **** Lash tells Hawke that Flak wants to talk to him about launching an attack at a volcano, with Hawke annoyingly finishing all of Flak's comments about it being dangerous and it's why they're doing it. The new volcano terrain disrupts air currents. Lava pours out as well. Flak questions Hawke to save himself as the mission begins with "The lava's going to make little people pancakes! Tee hee hee!" Maybe like Lash herself? :P Anyway, go on into the mission. Green Earth notices they can't go air with the volcano nearby, so Jess takes the ground combat forces, even with Eagle's yelling. Drake defends Jess, and Eagle blames "letting off steam". Jess Day 1: Look around map. There are bases in northwest and southeast you can take. Make APC in SE base, infantry in NE base. Hawke Day 1: Make four infantry. Volcano Day 2: "It seems that the lava falls in a set pattern." It sure does. The lava spews all over. 4-5 volcano blasts hit all four corners of map. Jess Day 2: Move infantry into APC and move APC 1N 5E. Build APC from NW base, infantry from NE base. Hawke Day 2: Move four infantry, build one. Make APC. Volcano Day 3: Burn nothing with randomish blasts, hitting one of Hawke's infantry 5HP. Jess Day 3: Move NE base infantry into APC. Move that APC 1E 5N. Drop infantry north. Move eastern APC 6E. Build three infantry from three bases. Start capturing enemy city. Hawke Day 3: Capture one city, move infantry down, make tank. Volcano Day 4: Hit nothing. Jess Day 4: Move top GE infantry 2N 1E to capture base. Move APC 3S. Move NW infantry into APC. Move NE infantry 3E to capture city. Move other infantry 3E. Move eastern APC 6E and drop east. Hawke Day 4: Move down infantry, tank, and APC. Move artillery down too. Volcano Day 5: Hits nothing. Jess Day 5: Move eastern infantry 1SW to take base. Move APC 3E 1N. Have 2 infantry finish capturing base/city. Move western APC 6N and drop north. Move last infantry 1N 2E. Build nothing. Hawke Day 5: Move down 2 infantry to attack APC. Move other infantry, tank, and APC down, as well as artillery. Builds an A-Air in northern base. Volcano Day 6: Strikes some four spots that hit nothing. Jess Day 6: Finish capturing SE base. In NW front, move NW infantry to capture the city. The other one should hop into the APC, move it 3NE, and land on the base. From HQ, move top infantry 2E. Move bottom infantry 3E. Don't move APC in SE. Hawke Day 6: Move units south, keep stabbing away at APC with infantry on all sides but left. Move artillery down too. Volcano Day 7: Volcano hits nothing. Jess Day 7: Southeast Front: Move 4HP APC 5W 1S, move infantry on base into APC. Build a medium tank. HQ Front: Move both infantry 3E. Northwest Front: Finish taking city, start taking base, move APC 2E 1N onto city. Hawke Day 7: Advance A-Air, infantry, and recon west toward NW front. Infantry start taking bases in SE front. Volcano Day 8: Burns nothing. Jess Day 8: NW Front: Capture other city, take base. SE Front: With two infantry from HQ front, capture cities. Move medium tank 1N. Build artillery. Hawke Day 8: Attack artillery with artillery. Move down units to SE front. Jess Day 9: NW Front: APC 4W. Finish capturing city. Move other infantry 2E to capture city. Build medium tank from easternmost NW front base. SE Front: Finish capturing both cities. Move artillery 2N. Take out infantry with medium tank moving east. Build A-Air from base. Hawke Day 9: Attack artillery and A-Air in SE with artillery and infantry, and attack infantry in NW. Move units mostly south, but a few west. Build A-Air. Volcano Day 10: Hit 4HP artillery of yours to 1HP, hit 10HP artillery of his to 1HP. Jess Day 10: SE Front: Move artillery 2SW. Move A-Air 1NE and attack infantry to the east. Move medium tank 1N to take out infantry. Build tank. Move other two infantry 3E (one to capture city). Drop infantry east from APC. NW Front: Move medium tank 1S 3E to take out recon. Keep capturing city. Create A-Air in same base you did with medium tank. Move infantry into APC. Move APC 1S 4E. Hawke Day 10: Kill A-Air with tank, injure infantry with tank, move units west and south. Volcano Day 11: Hit infantry taking city of yours. Jess Day 11: SE Front: Attack south with medium tank against tank. Use 1HP artillery to finish it. Attack east with tank on base. Move APC 2E to block bridge. Continue taking city. 2HP infantry 1S. Full health infantry 2E 1S. NW Front: Medium tank 3E to take out A-Air. APC 6E. Continue taking city. A-Air 5E. Build medium tank from you-know-what-base. Hawke Day 11: Artillery takes out APC, tank attacks infantry. Move west/south units. Volcano Day 12: Hit medium tank to 5HP. Jess Day 12: SE Front: Finish capturing city with infantry. Join 2+2HP infantry south. Attack with medium tank from north, then use tank 1NW to finish off tank. Attack infantry with 1HP artillery. Build A-Air from base. NW Front: Move medium tank 4E. Move APC 1W. Move A-Air 2E. Finish capturing city. Move back medium tank 1S 4E. Hawke Day 12: Attack A-Air with A-Air. Mech to attack medium tank. Black Wave. -1HP on all units but 1HP artillery. Volcano Day 13: Hit Hawke's artillery and tank on northern front. Jess Day 13: Your Super CO Power is nearing! :) Northern Front: Attack north with front medium tank to kill 5HP tank, then move A-Air 1E. Move 2nd medium tank 4E. Move 5HP infantry 3E. Don't move APC. Southeast Front: Use tank to attack A-Air to the right, then use 1HP artillery to finish it. Move your 2HP medium tank 2W. Move your A-Air 2N to take out the mech. Build a medium tank. Move 3HP infantry 2W. Hawke Day 13: Artillery attacks tank from 9 to 1HP. Infantry and tanks move up in the south. Units move up in the north, too. Volcano Day 14: Hit A-Air from 8 to 3HP. Jess Day 14: Overdrive. Northern Front: Back medium tank 3E to take out recon. Front medium tank 5E 2S to take out A-Air. A-Air 3E 2S to take out infantry on city. Move APC 6E and drop north. Move 5HP infantry 3E. Southeast Front: Use 3HP A-Air to attack 6HP infantry. Use 1HP artillery to finish it. Move medium tank 1N to take out artillery. Move up weakened medium tank to attack APC. Build an A-Air. Move both 3HP infantry east. Hawke Day 14: Mech to kill weakened medium tank, move up other mech to take out weakened A-Air in the southeast. Move rocket and artillery down. Move tank west on Northeast Front. Build A-Air and infantry on NE front. Volcano Day 15: Hits 5HP artillery to 1HP of Hawke's. Jess Day 15: You have 13 units. He has 11. You've lost 4. He's lost 14. Northeast Front: Move left medium tank 3E to weaken tank on bridge. Move 5HP infantry 3E to capture city. Move A-Air 3E 2N. Move other medium tank 1N. Southeast Front: Use medium tank to attack east and kill the infantry. Move A-Air 1NE to take out mech that's above you. Build another A-Air. Hawke Day 15: Move up artillery. Retreat 2HP tank, move down A-Air, Two mechs in south to take out A-Air. Move rocket south. Volcano Day 16: Attacks your top medium tank. Jess Day 16: Northeast Front: Move 9HP medium tank 3E 2N to attack artillery. Move 4HP medium tank 3E 1S to take out tank. Move A-Air 1S 4E to take out artillery. Continue capturing with 5HP infantry. Move full health infantry into APC. Move it 2E and don't drop. Make medium tank. Southeast Front: Move medium tank 1N to take out 7HP mech. Move A-Air 1NE to take out mech. Make medium tank. Hawke Day 16: Rocket to kill 3HP infantry. Move down recon. Attack A-Air with A-Air. Mech attacks A-Air. Black Wave. -1HP all units. Volcano Day 17: Hits no one. Jess Day 17: Northeast Front: Move very back medium tank 1N 4E. Continue capturing BH city with 4HP infantry. Move strong medium tank 2SE to attack A-Air, and other medium tank and A-Air to weaken it to 1HP. Move APC 5E 1S, and drop full health infantry. Southeast Front: Move A-Air 3W. Move new medium tank 1NE to take out APC. Move 9HP medium tank 1S 2E to take rocket to 1HP. Move everything 1W out of mech range if they are in mech range. Build medium tank. Hawke Day 17: Move back rocket to healing city, attack APC, weakened medium tank, and A-Air in north. Move up mechs too in southeast. Volcano Day 18: Hits nothing. Jess Day 18: Northeast Front: Start capturing HQ. Move back medium tank 5E. Continue taking city with 4HP infantry. Move A-Air to NE corner of map. Move 1HP medium tank just west of that WITHOUT firing at base-made tank. Move 8HP medium tank 1N. This should effectively block all hopes of hitting infantry except through APC. Southeast Front: Move base medium tank 2N to take out mech. Have 9HP medium tank take out infantry to the right. Move next medium tank 2E to injure mech to 1HP. Build an A-Air. Turbo Charge! Move 2HP A-Air to take out 1HP mech. Hawke Day 18: Finish APC with recon. Attack 8HP infantry on HQ. Take out 1HP medium tank with tank. Volcano Day 19: Attacks nothing. Jess Day 19: Northeast Front: Capture HQ to 2/20 left. Don't move anything else. Finish capturing city with 4HP infantry. Bring left medium tank 5E towards HQ area. Southeast Front: Use medium tanks to weaken APC and two mechs, and use 2HP A-Air to finish off one. Use newly made A-Air to take out rocket. Build a medium tank. Hawke Day 19: Take out 2HP A-Air with mech in southeast. In northeast, take out 1HP A-Air with tank, and attack infantry to 2HP with A-Air. Volcano Day 20: Hit 10HP medium tank in NE to 5HP. Jess Day 21: Northeast Front: Use 8HP medium tank in northwest to take out 7HP A-Air. Southeast Front: Take out mech on base with newly made medium tank. Sweep a recon with another medium tank. Take out artillery with another medium tank. Northwest Front: Finish capturing HQ to win! End: Hawke notes that they made it this far so he retreats. Jess tells a soldier in the field that she is proud of their efforts to take out BH there. Eagle snaps at Jess and leaves. Drake talks to Jess for a little. "Looks like I survived another day." Victory! 100 Speed + 100 Power + 77 Technique = 277 Pts. = A-Rank Your victory opens up the final mission of the Green Earth campaign, but don't go there yet, of course. You'd skip a lot...so choose the northeast mission with CO select. This is the GE NeoTank mission. Mission 29: Danger x9 ------------------------ (Jess), Eagle, or Drake vs. Hawke Difficulty: ***** GE COs talk about taking the lab, and notice huge BH contingent. You must take enemy lab in a 10-day limit, which means you must win in 9. Jess Day 1: Northern Sea: Move battleship 3N 1E. Move cruiser 3N 1E. Western Front: Move western recon 5N. Move medium tank 5N. Move eastern recon 4N. Move A-Air 5N. Make tank. Central Front: Make one infantry. Eastern Front: Make one recon. Hawke Day 1: Move mech 1NE out of view, move up tank and recon on western front, move up tank and A-Air on eastern front, move up battle copters. Jess Day 2: Western Front: Move up medium tank 3N 1E to attack tank. Move western recon 3N 1E. Move eastern recon 2N. Move A-Air 1N 2E to attack mech. Move base-built tank 3N 1E to take out 1HP tank. Make infantry. Northern Sea: Move battleship 2E into other reef. Move cruiser 1SE into reef. Central Front: Start capturing airport. Eastern Front: Move recon 1NW into forest. Build a medium tank. Hawke Day 2: Move 1HP recon north, attack recon with recon, move up A-Air and tank scarred by view of medium tank, move battle copters to attack medium tank and tank, take out recon with 3rd battle copter, 4th attacks infantry on base. Move down medium tank on eastern front. Jess Day 3: Central Front: Finish taking airport. Northern Sea: Move cruiser 2E 1S to take out battle copter to the east. Attack recon from 9 to 1HP with battleship. Western Front: Use A-Air to attack up to take out the battle copter. Move recon 1E 2N to take out the mech. Move medium tank 2NE. Move 6HP infantry 1NE to take out 1HP recon. Move 5HP tank 3E 2N to attack APC. Build A-Air. Eastern Front: Move medium tank 1W 2N to attack his medium tank from the west. Move recon 3N. Build an APC. Hawke Day 3: Black Wave. -1HP off all units, healing 1HP on his. Finish infantry with battle copter, weaken recon with other. Move tank. Attack medium tank with medium tank from 1S. Move medium tank to recon. Move west/east artillery and rocket. Jess Day 4: Northern Sea: Attack tank with battleship. Move cruiser 2N 3E. Western Front: Move newly built A-Air 3N 1E to take out battle copter. Move medium tank 2E to take out tank. Attack APC with weakened tank. Move recon 1E 2N to attack the same one. Move other A-Air 2N to take out final battle copter. Eastern Front: Move APC 1N. Attack weakened medium tank with weakened medium tank. Move recon 2SE. Build medium tank. Hawke Day 4: Attack APC with A-Air and weakened medium tank. Take out recon with medium tank. Move down units. Jess Day 5: Overdrive. Southeast Front: Take out 2HP medium tank with 3HP medium tank from north. Move APC 2N 1E to spot medium tank. Move full health medium tank 1N to take out medium tank. Build APC. Northern Sea/Land Fronts: Move battleship 1N 4E. Move cruiser 3E. Move top A-Air 6E 2S. Move 6HP medium tank 2E 3S to weaken rocket. Move other A-Air 5E. Take out APC to the west with tank. Move recon 2S 3E. Hawke Day 5: Attack A-Air with rocket, take out APC with medium tank in SE. Jess Day 6: Northern Sea: Move cruiser 1N, battleship 2E. Northern Front: Take out rocket with medium tank. Move recon 2SE. Move 9HP A-Air 2S 3E to attack artillery. Move 4HP tank 3SE. Move other A-Air to south of artillery and attack it. Southeast Front: Attack medium tank with medium tank. Move 3HP medium tank 2NE. Move APC 2N 1W. Build infantry from base. Central Front: Move 9HP infantry 1N. Build a bomber. Hawke Day 6: Take out A-Air and recon. Jess Day 7: Central Front: Move bomber 1E 2N and bomb pipeline seem. Build a recon. Main Front: Move up 8HP medium tank to attack medium tank and weaken it to 1HP. Move 6HP medium tank 4E to attack infantry. Move 9HP A-Air 3W to attack seem. Move 3HP medium tank 2N to finish medium tank. Move 4HP tank 2S 3E. Move infantry 3N to capture city. Move APC 2NE. Build medium tank from SE base. Hawke Day 7: Black Wave. -1HP all units. Take out 4HP tank with rocket. Use other unit to attack medium tank. Move infantry into forest. Jess Day 8: Take out seem with A-Air. Move 3HP medium tank 1W. Move bomber 2N 4E. Move 6HP medium tank 2NE to attack rocket. Move 2HP medium tank 1S. Move recon 2NE. Move 8HP infantry 1NE. Move newly built medium tank 5N. Continue taking city with 9HP infantry. Build a rocket from SE base. Hawke Day 8: Kill 3HP medium tank with rocket, attack 4HP medium tank with artillery. Move 5HP infantry SE to attack 9HP infantry and get hurt. Jess Day 9: One day left, Jess! Use 4HP medium tank to finish off rocket above. Move recon 1N 3E. Defeat infantry with infantry. Move bomber 1NE to finish off bomber and win! GE forces discover plans for the Neotank. Eagle wants them, but Jess tells Eagle to let her have them as she is the ground expert of GE. An argument occurs between "Red" (Jess) and Eagle. "I'll be happy if these help allied lives." End: Victory! 100 Speed + 100 Power + 80 Technique = 280 Pts. = S-Rank Choose northeast mission with Eagle saving Sami from Adder. Mission 30: To The Rescue ------------------------- Eagle vs. Adder Difficulty: ***** Predeployed Units: GE: 1 Infantry, 1 APC, 1 Recon, 2 A-Air, 1 Transport Copter, 3 Battle Copters, 2 Fighters, 2 Bombers OS: 3 Mechs, 1 APC, 1 A-Air, 1 Missile, 1 Rocket BH: 2 Infantry, Too many other units to name Lash builds another laser cannon for Adder, and with Flak's help, attempt to neutralize Orange Star forces in Green Earth diverting Black Hole forces and give Green Earth much needed supply. Adder remarks that they would ask Sami for a surrender first and convince Sami to join the dark side. Sami asks OS forces to hold on till Eagle arrives. OS soldier comes to Sami talking about the surrender, and Sami quickly rejects it out of hand. GE soldier tells Eagle about the OS surrender negotiation which Sami won't sign, and Eagle believes Sami is leading the OS forces. Sami's response seems to be what Eagle likes, and Eagle is ready to save Sami's flanked forces and take out Adder out of Green Earth once-and-for-all. Eagle asks to take the HQ or take out a cannon. Eagle Day 1: Move right fighter 5N. Move left fighter 9W. Move NE battle copter 5N. Move right bomber 4N 3W. Move eastern A-Air 6N. Move western A-Air 1N 5W. Move western bomber 7W. Move top of two unmoved battle copters 5N. Move last battle copter 6W. Move recon 2N 4W. Build an infantry from NW base. Move APC 2W. Move infantry into T-Copter. Move T-Copter 5W 1S. Sami Day 1: Move nothing. Adder Day 1: Laser cannons fire. Battle copter hit. Move everything at you. Eagle Day 2: Southeast Front: Move fighter 2S to take out bomber. Move bomber 2N to take out A-Air. Move A-Air 3W 2S to weaken bomber. Move weakened battle copter 4N 2W. Move recon 4W 1S. Move transport copter 1N and drop east. Move infantry on western base 3W to start capturing city. Build an A-Air from western base. Move APC 2W. Northeast Front: Move bomber 3N 4W to take out minicannon. Move fighter 4N to weaken his fighter. Move A-Air 3N to attack bomber. Move eastern battle copter 4N 2E to weaken battle copter. Move western battle copter 3SW to weaken tank. Sami Day 2: Move A-Air 2NW. Move missile 1S 3W. Adder Day 2: Fire laser cannons. That don't hurt anything. Sidewinder. Move infantry to take bases, attack battle copter with fighter. Attack infantry with bomber. Attack recon with tank. Attack Sami's rocket with battle copter. Attack APC with other battle copter. Take out infantry with battle copters. Move down remaining units. Eagle Day 3: Northeast Front: Move fighter 1E 2N to take out fighter. Finish battle copter with battle copter from there. Finish bomber with A-Air from there. Move bomber 5W 2S to nearly take out missile. Southeast Front: Eastern A-Air from base 4W 1S to finish off weakened bomber. Move bomber 3NW to take out rocket. Move 5HP battle copter 2W 1N to take out missile. Move fighter 2N 5E to take out battle copter. Move 8HP A-Air 3NE to take out battle copter to 1HP. Move 8HP infantry 2N 1W to take it out. Move battle copter 3SW to take out tank. Move recon 1W 4N. Build two infantry in two bases. Move APC 2E. Move T-Copter 4E. Use Lightning Strike! Southeast Front: Move both bombers 7W. Move 5HP battle copter 6N. Move fighter 9W. Move full HP battle copter 6W. Move full HP battle copter 2N 4W. Move 8HP A-Air 7W. Move recon 3NW. Northeast Front: Move fighter 2S 3W to take out battle copter. Move A-Air 6S. Move 5HP battle copter 6W. End. Sami Day 3: Take out battle copter with missile. Move A-Air 2W 1S to take out that battle copter. Move back two mechs 1W. Adder Day 3: Laser cannons attack. One attacks bomber and A-Air. Take out Sami's rocket, weaken Sami's missile. Move forces to invade Sami. Move forces down. Eagle Day 4: Move full-health bomber 3W 1N to take out cannon. Move weakened bomber 6N 1W to attack missile. Move recon 5W. Move northeast 9HP fighter 9W. Move full HP southern fighter 9N. Move 5HP fighter in Sami's base 3NW. A GE pilot points out that they've joined up with OS forces now. You must save OS now! Move both A-Air NW. Move full HP battle copter 6N. Move other A-Air from southeast base 2SW. Capture city with 8HP infantry. Move other two into APC and Move APC 6W. Move T-Copter 6N. Build a tank in eastern base. Move last 5HP battle copter 6W. Sami Day 4: Move A-Air 1S to take out battle copter. Move missile 1E. Adder Day 4: Laser cannon with north attacks. Attack GE A-Air in north, OS A-Air. Take out GE copter. Attack GE transport copter. Eagle Day 5: Move non-hurt western fighter 6N to take out the battle copter. Move full HP bomber 3N to take out missile. Move weakened bomber 4N 2E to attack infantry (bait to save other bomber). Move recon 3W. Move western two A-Airs west. Move transport copter 3N and drop west. Move other planes into Sami's base. Move APC west towards western airport. Build two infantry. Move tank up but out of enemy tank range. Sami Day 5: Move A-Air 1N. Move middle mech 2W to attack tank. Move northeast mech 1SW. Adder Day 5: Cannons fire at nothingness. Take out Sami's A-Air with tank. Attack green infantry in SE. Take out 5HP bomber. Move every unit up. Eagle Day 6: Attack tank, take cities in HQ area. Build nothing. Move APC northwest and drop infantry to take airport the next two days. With your western bomber, bomb down Adder's A-Air in the region. Move his weakened A-Airs and recons forward westward. Take base at transport copter. Move transport copter back down. In Sami base, retreat planes to behind mountains. Sami Day 6: Move mechs back into original starting position. Move missile to SE city to heal, APC east as well. Adder Day 6: Cannons fire at nothingness. Kill weakened A-Air with rocket in the southwest. Attack missile with tank. Kill GE infantry taking city in HQ area. Attack fighter with A-Air in Sami area (good for mechs). Attack recon with battle copter in SW. Finish it with infantry. Move down t-copters, artillery. Eagle Day 7: Start taking airport. Finish taking base. HQ area: Take out tank with tank. Continue taking cities. Build two infantry. Move A-Air towards taking down artillery at HQ. Move APC to 3W of infantry on airport until airport is taken. Weaken rocket with western bomber. Use planes in Sami area to take out transport copters. Move the others down toward APC. Sami Day 7: Double Time. Move mechs east to take out tank and A-Air with three mechs. Move APC to healing NE city. Adder Day 7: Cannon fire on nothing that's yours or his. Take out A-Air in west. Move down units. Start taking OS city for the hell of it. Eagle Day 8: Finish capturing airport. Send airplanes that are running out of fuel to the APC (should be most). Attack BH infantry taking OS city. Take out rocket with western bomber. Keep taking cities in the west. Keep attacking artillery in HQ area. Sami Day 8: Move any mech over 5HP back onto mountains. Move APC southwest. Move weakened mech onto NE city to heal. Adder Day 8: Cannon fire! Attack APC with battle copter (southwest), pester you with artillery. Move down units. Eagle Day 9: Move bomber 2E 5N to bomb down NW cannon. Take out artillery at your HQ. Continue taking cities. Move infantry on airport into APC. Build a bomber. Take out battle copter with fuel depleting fighter. Move APC 1W to fuel it. Move fueled battle copter east toward NE cannon but out of missile range. Sami Day 9: Move northwest mech toward BH city. Heal APC on city. Adder Day 9: Northeast cannon fire does nothing. Take out bomber in NW (supposed to happen). Bring down forces. Eagle Day 10: Move bomber 7N. Attack SE missile with full HP battle copter. Move APC and infantry to SW base. Move fighters/battle copters into Sami's base. Sami Day 10: Finish BH infantry with OS mech. Heal on cities. Adder Day 10: His last movement day. Whee! Black Cannon fires. Sideslip. Continue taking props, advance with medium tank and tank into Sami's base. Take out a mech with that pesky medium tank. Eagle Day 11: Move bomber 1E 6N to weaken A-Air. Take out missile with battle copter. Lightning Strike! Move bomber 6E to kill NE cannon. Eagle wins! End: It turns out Sami was trying to bring Green Earth supplies, but instead they get surrounded. Eagle doesn't blame Sami, as the OS-GE alliance boosted GE morale. Sami blushes a bit. "I will not permit the enemy a moment of rest!" Victory! 100 Speed + 100 Power + 86 Technique = 286 Pts. = S-Rank Choose southeast mission with Drake's peerless navy with Hawke's air force. Mission 31: Navy vs. Air ------------------------ Drake vs. Hawke Difficulty: ***** Predeployed Units: GE: 2 Infantry, 1 A-Air, 3 Cruisers BH: 6 Battle Copters Mission Briefing: Hawke asks if Lash has completed the airport. Lash has, but she wants to add extra options like a self-destruct system. Hawke doesn't care for one. "Tsk! Boooooring!" Hawke asks Lash if it's finished, and it is. Drake's navy is now ready to take on Hawke's air force, which will be quite a task. Drake is informed by a GE soldier that the airport is being finished by BH forces and was just recently known. Drake understands air power is over naval power, which is why Hawke has yet to see action with ANY navy so far except for two cruiers on Eagle's first mission, but the sea dog is ready! Drake Day 1: Move all three cruisers 4E 3N. Move LEFT infantry and A-Air into lander. Move lander 5E. Move RIGHT infantry 3N. Build two infantry. Hawke Day 1: Move southeast Hawke battle copters west, northeast Hawke battle copters southwest. Build two infantry. Drake Day 2: Move lander 4N 3E. Move northern two cruisers 3N 4E. Move bottom cruiser 4N 2E. Move up NE infantry 3N to within range of port for Day 3. Build infantry in left base, A-Air in right base. Hawke Day 2: Move battle copters west. Have two more infantry and one transport copter. Drake Day 3: Move lander 1S and infantry west and drop A-Air 1S. Move eastern cruiser 2E 3S. Move central cruiser 4E 2S. Move northern cruiser 4E 3S. Move infantry 3W of port 3E to take port, and finish taking both bases. Move other infantry 3S. Move A-Air 4S. Hawke Day 3: Move up battle copters. Build APC and infantry. Move infantry to take cities, etc. Drake Day 4: Move eastern A-Air 4S 2E to take out battle copter. Move left cruiser 2E to take out copter. Move once-right cruiser 2E to take out another battle copter. Move last cruiser 2E to take out battle copter. Move lander 5W. Finish capturing port. Move eastern infantry on south central island 1E to capture port. Move northern two infantry 3S. Move other infantry 1S. Build a lander. Move A-Air into lander. Hawke Day 4: Attack infantry taking port with A-Air, move up battle copter to A-Air, build artillery. Drake Day 5: South Central Island: Move southwest cruiser 3E 1N to take out battle copter. Move other cruisers 4E 3N. Move A-Air 2W 3N to take out final battle copter. Move 4HP infantry 3S. HQ Island: Move unfilled lander 4S 3W. Move bottom infantry 1E into the lander on the port and move that 5E. Move infnatry south towards bottom port. Hawke Day 5: Take cities with four infantry, and move them and the APC, artillery, and recon west. Drake Day 6: South Central Island: 4HP infantry 1S 2E. Move A-Air 3SE. Move southwest cruiser 2N 5E. Move northern cruiser 5E 1S to take out transport copter. Move last cruiser 6E. HQ Island: Move filled lander 4N 3E. Move other lander (1S of your GE port 1N). Move two infantry next to port into lander on port. Move other infantry down towards port. Hawke Day 6: Take city on south central island, move infantry and other units south. Build a transport copter. Drake Day 7: Move lander 1S onto neutral port and drop infantry south, A-Air east. Move 4HP infantry 3E to start taking neutral base. Move other A-Air 6E. On your HQ island, move the lander on the port 5E. Move other infantry south towards port. End without moving cruisers. Hawke Day 7: Advance units, take a city, build a battle copter from NW airport. Drake Day 8: Use eastern cruiser to kill transport copter. Move eastern A-Air 2NE to attack infantry. Keep taking base with 4HP infantry. Move full HP infantry on south central island 3S. Move western A-Air 4S 2E. Move empty lander 5W. Move infantry on HQ island to port. Build Neotank from SE base at HQ island. Move full lander 4N 3E to 1N of neutral port. Move western cruiser 3N. Move central cruiser 1N. Hawke Day 8: Move 5HP infantry to capture airport. Attack eastern cruiser with battle copter, dealing 5 damage to both. Move infantry and units west/southwest. Build an infantry. Drake Day 9: Move western A-Air 6E. Use 5HP cruiser to attack up and kill the 5HP battle copter. Move eastern A-Air 3N to take out infantry taking airport. Keep taking base with 4HP infantry. Move full HP infantry 3E. Move eastern lander 1S onto neutral port. Drop infantry west and east. Move empty lander 4S 3W. Move Neotank 3S. End. Hawke Day 9: Saving up for Black Storm. Take two cities. Move other units west. Build a mech and tank. Drake Day 10: Continue taking base with 4HP infantry. Move eastern full health infantry 2E 1S. Start taking cities with back two infantry. Move eastern lander 5W. Move western lander 1N. Fill it with a Neotank and infantry. Move western A-Air 1N to attack infantry, and eastern A-Air 3S to attack infantry. Move middle cruiser 2S to take out transport copter. Hawke Day 10: "This is the end." Black Storm. -2 off all units. Build mech, move other units west (south if from bases on BH HQ island). Drake Day 11: Take out both weakened infantry attacked by A-Air last turn with the same two A-Air. Continue taking base with 2HP infantry. Move 8HP infantry to join with 2HP infantry taking final base. Keep taking western cities. Move empty lander 4S 3W. Move full lander 5E. Hawke Day 11: Move west units. Drake Day 12: Finish taking base. Finish taking two western cities. Move full lander 4N 3E. Move eastern A-Air 1SW to attack infantry, and use western A-Air to finish it off. Move 8HP lander 1N into port. Build two tanks (regular). Hawke Day 12: Move units like the tank up. Drake Day 13: Your Typhoon is nearing, Drake! Move eastern lander 7E. Move central cruiser 1SW to weaken transport copter. Use infantry that captured base 2S to capture other base. Move both A-Air 2SW. Build Neotank from south central island base. Continue taking cities with western two infantry. Move tanks into western lander. Move western lander 5E. Hawke Day 13: Start capturing airport with mech. Move up other four mechs, tank, recon, artillery, APC, and transport copter. Build a battle copter. Drake Day 14: Move 3HP cruiser 2N to take out transport copter. Move central cruiser 2N. Move eastern lander 5E 1S onto the shoal. Drop the Neotank south, the infantry west. Move western Neotank 6W to injure the the tank to 1HP. Move SE A-Air 4E 2N to attack mech. Move other A-Air 3NE to attack mech taking airport. Build a Neotank from base there. Finish taking southern base. Finish taking cities in the west. Move western lander 4N 3E. Hawke Day 14: Move up units, attack infantry with artillery, move tank back, take out 3HP cruiser with battle copter, weaken A-Air with weakened mech. Move up T-Copter. Make an A-Air. Drake Day 15: Typhoon! -2HP off all enemy units but anything 2HP or less, rains begin. Move northwest 8HP cruiser 3E 1S to take out battle copter. Move other cruiser 1E to take out transport copter with mech. Use 3HP A-Air to take out 1HP mech above it. If it fails, send 1HP infantry 3S to take it out. Take out 2HP mech on airport with 5HP A-Air. Use NE Neotank to take out artillery. Move next farthest east Neotank 1NE to take out 8HP mech. Move up next Neotank 6E. Continue taking cities with all other infantry. Make a Neotank from top base, APC from bottom base. Move western lander 7E. Hawke Day 15: Be shocked that you now have the advantage. Move up recon to Neotank, move everything else in a sort of bridge formation. Build two mechs as his empire in the east starts to crumble. Drake Day 16: Attack east with Neotank left of the 8HP recon to take it out on one blow. Move NE Neotank on NE part of south central island 2S 1E to take out APC. Continue taking cities with infantry. Move eastern lander 1N. Move western cruiser 1N. Move western lander 7E. Heal A-Air fuel with APC. Move left Neotank east. Build two tanks. Hawke Day 16: Move 1HP tank north to heal, move A-Air to block Neotank, move both mechs 2S, build two mechs. Drake Day 17: Attack east with Neotank to weaken A-Air to 1HP. Advance Neotanks and tanks, APC, and both A-Air. Land a tank on BH HQ island shoal from lander. Hawke Day 17: Black Wave. -1HP. Take out tank with two mechs. Advance mechs. Build mech and T-Copter. Drake Day 18: Move Neotanks east to weaken two mechs and take out one. Drop another tank from lander. Move all but infantry east, which should continue taking cities. Build Neotank. Hawke Day 18: Move down mech, move other into transport copter and west into sea. Build one mech. Drake Day 19: Use every one of your Neotanks and tanks to steamroll Hawke's land forces down to one A-Air. Move Neotank left. Hawke Day 19: Build a battle copter, land mech with T-copter on your side. Drake Day 20: Take out Hawke's entire land forces in the east, and use a cruiser and weakened A-Air to take out transport copter. Block as many BH deployment bases as possible. Hawke Day 20: Attack cruiser with battle copter. Move transport copter east. Drake Day 21: Take out transport copter in the sea. Block all deployment bases other than the NW airport. Even use Neotanks to attack battle copter. Weaken battle copter with 2HP cruiser. Hawke Day 21: Move 1HP battle copter to airport. Drake Day 22: VOH Day! Victory over Hawke, indeed. Use almost any unit, like the 4HP A-Air, to take it out. End: "It seems that I underestimated my opponent." Hawke goes to prepare for the final battle against GE, which he says will win. GE soidier tells Drake of the victory, but Drake won somehow, Drake says. Eagle sent his air force, but it seems he sent it too late. Drake is modest and Eagle gives him credit anyway. "Blow me down...We finally won." Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Select the red star mission to reach the final battle of the Green Earth Campaign! Mission 32: Great Sea Battle ---------------------------- GE CO + OS CO + YC CO vs. Hawke Difficulty: ****** "Lord" Hawke has been informed that GE forces are coming towards BH factory. "Hawke." Sturm has arrived in person to talk to Hawke about his companions' defeats throughout Macro Land. "And here you are, cringing like a dog with a tail between its legs." Sturm orders Hawke to save the factory or he will know no peace and no forgiveness. Hawke can't do much but agree. Eagle and Jess order an attack onto the factory, even with the entire BH forces there. Kanbei arrives to aid GE. Nell arrives as well to help GE. "Blue Moon can't send soldiers, but their support is unwavering." With all three countries' forces prepared to liberate Green Earth, it's time you start taking this seriously once again, as this is a ****** mission. Choose Drake, Max, and Sonja, who will then decide on their roles. Drake Day 1: Build two infantry and a transport copter. Max Day 1: Make two infantry. Sonja Day 1: Make one infantry. Hawke Day 1: Create infantry and transport copter from factory. Moves it northwest. Builds an infantry. Drake Day 2: Move left infantry 2N 1W. Move right infantry 3E. Build two infantry. Move transport copter 2E 4N. Max Day 2: Move right infantry 1N 2E. Move left infantry 1W 2S. Build Build an APC from left base and infantry from right base. Sonja Day 2: Move infantry 2N to start taking city. Make another infantry. Hawke Day 2: Three battle copters from factory. Move them and infantry northwest. Build an infantry. Drake Day 3: Move NW infantry 1W to start capturing that city. Move infantry on western base 2N to take city. Move infantry on eastern base into transport copter, then move it 6N. Drop north. Move eastern infantry 1SE to target missile at two infantry, one transport copter, and three battle copters to deal a total of 18 damage. Build two infantry. Max Day 3: Move eastern infantry 3E to fire the missile on the same area as Drake did to deal another 18 damage. Move left infantry 3S. Move right infantry on eastern base 2W into APC on western base. Move APC 1W 2S and drop infantry south. Build two infantry. Sonja Day 3: Move infantry on base 1E 2N to start capturing that city. Finish capturing western city. Make one infantry. Hawke Day 3: Factory-produce a medium tank, move other units northwest. Build an infantry and a fighter. Drake Day 4: Finish capturing two western cities. Move infantry on eastern base 2N to capture city. Infantry on airport should move back into transport copter and move 6N, dropping to the north onto the base. Move infantry on western base 2E 1N. Move easternmost infantry 3N. Max Day 4: Move easternmost infantry 1S 2E towards neutral base. Move both infantry on southwest bridge 3S (one should be taking a neutral city). Move western base infantry into APC. Move APC 5E and drop east. Move eastern base infantry 1N 2E. Build two infantry. Sonja Day 4: Move NW infantry 3E to take city. Finish capturing city. Move base infantry 3E. Hawke Day 4: Happily make two artillery from the factory. Move copters, fighter, infantry, and tanks west. Artillery are moved northwest. Builds a mech. Drake Day 5: In the north, begin capturing base. Move T-copter 6S. Finish capturing city. Move western two infantry 3E. Move southernmost infantry 2E 1N. Move northeast infantry 2W 1N. Max Day 5: Move northeast infantry 2E 1N to begin taking the base. Move next to farthest esat infantry 2E 1S to start taking that city. Move the next east infantry (on eastern base) 1N 2E. Finish capturing city in group of cities. Move APC 5N. Move other two infantry in group of cities to take cities. Move western base infantry into APC. Build A-Air from eastern base. Sonja Day 5: Build a lander. Continue taking cities. Infantry not taking city should move into lander. Hawke Day 5: Move units west. Finish taking neutral base near him. Build APC. Does not manufacture anything from the factory for once. Drake Day 6: Finish taking northern base. Build a battleship. Move infantry north to take cities along bridge. Move T-Copter 1E. Max Day 6: Finish taking properties already taking. Use last infantry in group of cities to take southern city. Move APC 3NE and drop east. Use last infantry 1SE to take that city. Move A-Air 1N 4E. Make nothing. Sonja Day 6: Move another infantry into lander. Finish capturing city. Move lander 6E. Hawke Day 6: Cannon blast Drake's transport copter, which won't matter. Move planes southwest. Move new battle copters and transport copter from factory northwest. Move everything else west. Drake Day 7: Move northern infantry 1SW to fire a missile at a medium tank, infantry, tank, and two battle copters and deal some 15 damage. Build infantry from northern base. Move other infantry north, one into T-Copter to land on airport. Avoid cannon range now. Move battleship 5E 1N. Max Day 7: In group of cities, take southern city and use other two infantry to take the top two. Finish taking NE city. Move NE infantry on NE base 3E towards missile silo. Move infantry on city just west of that 3E. Move last infantry into APC to the left and move APC 5E 1S, dropping to the east. Move A-Air 1S 5E. Build an infantry from NE base. Sonja Day 7: Move lander 6E. Hawke Day 7: Move forces northwest/west. Advance first forces to near Max. Units he has at this point: 3 infantry, 2 artillery, APC with infantry, fighter, 5 battle copters, A-Air, transport copter, tank, medium tank, rocket, mech. Drake Day 8: Use battleship to attack NW cannon 55%. Take other two cities with two infantry at north base. Build a battleship. Move other infantry up. Stay out of cannon range. Build another infantry from northern base. Start taking airport. Max Day 8: Finish taking cities in group of cities. Start moving bottom infantry north. Move A-Air 4E to take out mech. Move infantry next to missile silo 1E onto it and launch one at a rocket, medium tank, two battle copters, and tank to deal 15 damage. Move infantry on eastern base 3S. Move other infantry east/southeast with APC help. Build a Neotank from NE base. Sonja Day 8: Move lander 1E to drop both infantry. Move infantry on HQ island towards port. Hawke Day 8: Attacks A-Air and infantry. Move units west. Build an infantry and lander. Drake Day 9: Destroy NW cannon with right battleship. Move left battleship 5E. Finish capturing airport and two cities. Move infantry one at a time north past the bridge as the cannon is in the way. Max Day 9: Move infantry on broken missile silo 1W. Move 2HP A-Air 1N to weaken battle copter. Move Neotank 2E. Build a Neotank from NE base. Move infantry to take another city, and move the few infantry from group of cities north. Sonja Day 9: Fire missile with infantry on missile silo. Aim missile at A-Air, two infantry, medium tank, battle copter, and lander, to deal 18 damage. Move other infantry 1E to capture base. Move lander 6W. Make a battleship. Hawke Day 9: Move up forces. Move aerial forces south, land forces west. Paratroop onto island. Drake Day 10: Use both battleships to wipe out SW cannon. Continue moving infantry north/east. Build a third battleship. Max Day 10: Take out APC with Neotank. Build A-Air in NE base. Keep moving infantry up. Sonja Day 10: Battleship 5E. Lander 6W. Build an infantry. In the east, move southern infantry 1W to capture port, other infantry to finish capturing base. Hawke Day 10: Blast down one OS infantry. Move units west and take out 2HP A-Air as well as infantry near it. Move aerial forces to middle of map. Drake Day 11: Use northern battleship to attack SE cannon. Move 2nd battleship 5E 1S. Move 3rd battleship 5E. Move infantry north/east. Build a rocket from northern base. Max Day 11: Use both Neotanks to take out an infantry and an artillery, having all units out of rocket range. Move A-Air 1S. Build a 3rd Neotank. Move infantry at HQ area north. Leave APC blocking entrance to northern part of Max's forces. Sonja Day 11: Move battleship 5E. Finish taking port. Move lander 1W. Move infantry into it, move other one toward it. Move last infantry (SE island) 2E to take city. Build rocket from SE island base. Hawke Day 11: Fighter, bomber, AND battle copter from factory. Move up all three northwest, and other units west. Drake Day 12: Bring his rocket 1N 3E. Move his infantry north/east. Use 1st battleship to finish off SE cannon. Use 2nd battleship to weaken NE cannon. Use 3rd battleship 4E. Max Day 12: Use eastern two Neotanks to eliminate rocket and A-Air. Move APC southwest. Move in Neotank east to take out recon. Build an A-Air. Move infantry in HQ area east. Sonja Day 12: Move battleship up 1E 4N. Move up rocket 2N. Move other infantry into landers. Move lander 6E. Finish taking SE island city. Move other infantry 1E 2N. Hawke Day 12: Black Wave. -1HP to all. Move airplanes to middle. Attack battleship (Drake's) with battle copter and take 1 damage. Move aerial and paratrooping forces to center, rest west. Drake Day 13: Move Drake's rocket 1E. Move infantry eastward. Use 8HP battleship to destroy NE cannon. Move other two battleships east. Build a fighter. Max Day 13: Use two Neotanks to take out a tank and an A-Air, STAYING OUT OF BOMBER RANGE. Move A-Airs behind Neotanks for the bomber later. Make A-Air. Move other infantry east. Sonja Day 13: Use Sonja's battleship to attack the large cannon. Use Sonja's rocket to weaken SE cannon. Use infantry on SE island to take another city and move to the missile silo. Move lander 6E. Hawke Day 13: Move air force west. Two battle copters knock 1HP off of two battleships. Drake Day 14: Use rocket to hit big cannon. Build a Neotank from the northern base. Move fighter east out of range of cannons. Move western two battleships north but out of big cannon range. Move other battleship east to aid Sonja's indirect units. Max Day 14: Move infantry east. Move a Neotank SW to take out main cannon. Use other one of the two to wipe out tank. Put A-Air in front of Neotanks cause of the bomber. Build an A-Air. Sonja Day 14: Use battleship to weaken Black Cannon to 1HP. Hit SE cannon with rocket to 1HP. Finish taking city, and launch a missile at Move lander 5N. Build A-Air in SE island base. Hawke Day 14: Cannonblast A-Air. Move aerial units south. Finish infantry with bomber (bait). Attack battleships with battle copters that do barely anything. Drake Day 15: Attack artillery with rocket, infantry killing 1HP infantry, and start capturing city next to squashed Black Cannon. Move all infantry and Neotank east. Use western two battleships to attack SW cannon of the next 4-cannon island. Use eastern battleship to attack infantry taking city. Move fighter a little east but out of enemy fighter range. Max Day 15: Attack bomber with A-Air. Use A-Air to take out mech. Finish off recon and APC with eastern two Neotanks. Move other two A-Air to finish off bomber and transport copter. Move other Neotank east, as well as all other infantry and the APC. Build another Neotank. Sonja Day 15: Finish blowing up Black cannon and SE cannon. Move lander 3NE and drop to the north and west. Take other city and missile on SE island. Fire the missile at two bombers and a lander. Move A-Air NE. Build another A-Air. Hawke Day 15: Cannon blast infantry. Black Wave. Take out two Neotanks with bombers. Move battle copters to weaken battlecruisers, weaken other infantry with other units. Drake Day 16: Finish off SW cannon with battleship, start weakening SE cannon. Take out artillery with rocket. Move Neotanks and artillery up. Make another Neotank. Move fighter 1E. Max Day 16: Max Blast! Take out western bomber with westernmost A-Air. Move next westernmost A-Air to take out next bomber. Move Neotanks all the way east. Move easternmost A-Air to take out battle copter. Move weakened infantry into APC and move APC east. Move other infantry east. Build an A-Air. Sonja Day 16: Attack SW cannon with battleship. Move lander 4S. Load it with rocket and A-Air. Move other A-Air NE. Continue taking SE island city. Move other two infantry on BH island north towards taking base. Build a cruiser from SE island port. Hawke Day 16: Factory-produce two Neotanks. Move aerial units south. Move new Neotanks west. Take out Drake's battleship with battle copter. Take out infantry with battle copter. Take out A-Air with medium tank of Max's. Build a sub. Drake Day 17: Take out undived submarine with both battleships. Move rocket SE. Move infantry and Neotanks east, staying out of range of minicannons. Build an A-Air. Max Day 17: Move western units east, eastern units into defensive formation with APC in front. Build Neotank. Sonja Day 17: Move lander 6N. Drop A-Air west, rocket south. Move infantry 1N 2W to fire a missile at two Neotanks, a tank, and a mech to deal 12 damage. Finish taking SE island city. Attack minicannon with battleship. Move cruiser northwest towards Hawke's air force. Build another cruiser. Hawke Day 17: Factory-produce a missile and a rocket. Attack Drake's fighter with Hawke's fighter. Take out APC with medium tank. Attack rocket/battleship with rockets. Take out A-Air with medium tank. Take out infantry with infantry. Move up units. Drake Day 18: Typhoon! This will -2HP off all units and reduce them to half fuel, which will help against his air/naval force. It also starts to rain. Attack fighter with fighter (you will lose it). Weaken SE cannon with both battleships. Move up Neotanks, A-Air, infantry, and rocket. Build a Neotank. Max Day 18: Move up full HP Neotank to take out 8HP medium tank to the east. Take out 5HP Neotank with 8HP Neotank. Attack A-Air with A-Air. Move units east. Build an A-Air. Sonja Day 18: Take out minicannon with battleship. Move both cruisers NW. Move infantry on northern island 2E to start taking base. Use A-Air to eliminate 4HP battle copter. Move rocket NW. Move lander back to SE island. Put full HP infantry and A-Air in it. Hawke Day 18: Move aerial/naval units north, land units northwest. Take out battleship of Drake's. Attack infantry taking base (Sonja). Attack A-Air with A-Air (Max). Attack Neotank with weakened Neotank. Drake Day 19: Move front Neotank northeast. Move battleship west. Move other units east, out of cannon range. Avoid cannon range. Build an APC. Max Day 19: Use 5HP Neotank to take out 3HP Neotank on city. Send full HP A-Air and weakened A-Air to take out A-Air. Move A-Air onto base there. Move full HP Neotank east to take out 7HP tank. Move other units east. Build a Neotank. Sonja Day 19: Move northern cruiser north to fighter on airport and weaken it from 8HP to 3HP. Move infantry taking base 1N. Move A-Air on base to take out battle copter. Move rocket northwest. Move lander all the way up and drop infantry to the north, A-Air to the west. Move other cruiser NW. Make an infantry. Move battleship east. Hawke Day 19: With his loss approaching, he slows it with Black Storm. -2HP, +2HP on his units. Move fighters, battle copters east (one attacking northern cruiser). Drake Day 20: Move northern Neotank to take out mech to the east. Move all other land units east. Move battleship SW to rest in port. Max Day 20: Move 8HP Neotank northeast onto airport. Attack APC with other units in the east. Weaken tank on base with another Neotank from the west. Build an A-Air. Sonja Day 20: Enhanced Vision. Move up southern cruiser. Use northern cruiser to take battle copter and cruiser to 2HP. On northern island, move A-Airs northwest. Start taking base with 8HP infantry. Join up with 3HP infantry. Move lander south. Move infantry into lander, other one north towards lander. Move battleship into port. Hawke Day 20: Lose a unit to fuel reasons. Take out 1HP A-Air of Max. Factory-build fighter, two battle copters. Move units, build a mech in western base. Drake Day 21: Attack rocket with Neotank. Move next to west Neotank to weaken tank to 1HP. Finish it with infantry. Move everything else east. Max Day 21: Use northeasternmost Neotank 3SE to attack pipeline seem. Attack mech with A-Air. Move up units east. Sonja Day 21: Weaken two fighters, continue taking base, take out battle copter with weakened cruiser, attack sub with cruiser. Hawke Day 21: Feel doomed. Take out 3HP Neotank with rocket. Attack infantry with mech. Move units. Drake Day 22: Destroy everything you can destroy. This should be one rocket and one mech. Max Day 22: Max Blast. Take out A-Air, missile, battle copter, mech, and then the pipeline seem. You have won! Hawke no longer gives any orders but lets the ground lieutenant choose what to do. Black Hole forces leave. Hawke feels there's still a chance left as he is still alive. The factory is captured, and Eagle is unable to capture Hawke. The Green Earth COs talk, and Nell congrats the GE forces for the victory, but the three countries talk about taking Black Hole's own country in order to win the war that they've finally counterattacked to match Black Hole in. "We did it!" Victory! 100 Speed + 36 Power + 100 Technique = 236 Pts. = B-Rank You have now won the Green Earth Campaign. From here, you move on into Black Hole itself. (m7.5) ################ ## BLACK HOLE ## ################ Mission 33: Hot Pursuit ---------------------------- Any three COs vs. Sturm Difficulty: ****** "Attack the Black Hole citadel!" Here is the first mission you fight Sturm in. Don't spell Strum, please...unless you think it's funny, haha. Sturm is informed by his lieutenant Allied force movements into Black Hole itself. Flak and Adder argue over taking command, but Sturm insists on taking command himself. "You wretches report to the missile platform and assist Lash." They leave, and Sturm is very disappointed with their losses. "When this is finished, I will make...adjustments." Max tells Sami that this is Sturm's citadel, and Sami says that they pillaged everything from allied countries and have them here. Jess agrees to that, and Andy argues to get back their money here. Nell thinks it got moved. Eagle and Olaf ask why, and Grit thinks the same as Nell. Kanbei comes and asks for a general assault to take out the cannons. Sonja says you must take out the 3 Black Cannons. They will run if you take them out. Sensei agrees, and then they'd find out if that was Sturm's HQ. "That's brilliant, Commander Sonja!" - Colin. Indirect fire is useful here, and using decoys, as well as what COs you use. I suggest a combo of Andy, Grit, and Jess. OS gets 12 properties, while BM and GE get 10. YC doesn't seem to have an army. Grit Day 1: Build two infantry. Andy Day 1: Build two infantry. Jess Day 1: Build two infantry. Sturm Day 1: Both laser cannons fire and miss. Move down sea units in the west and east (two battleships, two cruisers, two subs). Grit Day 2: Move both infantry 3N. Build infantry in western base, rocket from eastern base. Andy Day 2: Move western infantry 3E. Move eastern infantry 2E 1N. Build a rocket from eastern base and infantry from western base. Jess Day 2: Move both infantry 1S 2W. Build a rocket from western base, infantry from eastern base. Sturm Day 2: Laser cannon blasts miss. Move down sea units. Grit Day 3: Move northwest infantry 1N 2W, northeast infantry 1N 2E. Move rocket 4N. Move other infantry 3N. Build a rocket from western base, infantry from eastern base. Andy Day 3: Move your rocket 2NE. Move northeast infantry 3N to start taking base. Move eastern infantry 1NE, western infantry 3E. Build no more. Jess Day 3: Move your rocket 1S 4W. Move western infantry 2W 1N. Move central infantry 2W. Move eastern infantry 1S 2W. Sturm Day 3: Laser cannons miss as always. Move down naval forces. Grit Day 4: Move northwest infantry 1W to start capturing that base. Move the northeast infantry 1E to start capturing that base. Use top rocket to indirectly attack the minicannon. Move western rocket 4N. Move now northwest infantry 1N 2W. Move southeast infantry 3N. Andy Day 4: Finish capturing base. Move rocket 3N. Move other two infantry 2N. Build a rocket from western base. Jess Day 4: Move rocket 3N. Move infantry in the west 3N to take base. Move eastern infantry 3W. Move central infantry 1W 2N. Build a rocket from the eastern base. Sturm Day 4: Cannon blast nothing. Move down navies. Grit 5: Use eastern rocket to take out minicannon. Finish taking both bases. Move central infantry 2E 1N. Attack minicannon with left rocket. Build a rocket from left base. Andy Day 5: Use both rockets to weaken sub to 2HP. Move northeast bottom two infantry. Jess Day 5: Finish taking base. Attack cruiser with western rocket. Move eastern rocket 1S 4W, infantry 2N 1W. Sturm Day 5: Laser attack nothing. Take out Andy's 1HP rocket with battleship. Move cruisers south (one to attack T-Copter). Dive subs. Grit Day 6: With western rocket, destroy minicannon. Move infantry on NE base 1E. Build a rocket from NE base. Move medium tank 4N 1W. Move eastern rocket 4E. Andy Day 6: Attack cruiser with rocket. Move infantry on northern base 1S. Build a rocket from that base. Jess Day 6: Move infantry on northern base 1W. Build a bomber. Move eastern rocket 1W 3N. Sturm Day 6: Cannons fire and miss. Move random sea units around, diving and rising subs. Grit Day 7: With eastern rockets, have one weaken the pipeline seem, the other, the minicannon. Build rocket from NW base. Start taking middle city with infantry. Move both other western rockets 2W. Andy Day 7: Use both rockets to blast the battleship into the ocean waters. All Day 7+: From here on, sweep all the way to about Day 18 and by then, devastate all Black Cannons with Grit's superior range when he gets Super Snipe and a ton of rockets. Victory! 100 Speed + 85 Power + 83 Technique = 268 Pts. = A-Rank OK, here we enter the last stage of the war, disarming and defeating Sturm. Move to the last mission, a ******* one. Mission 34: Final Front ---------------------------- OS CO (Andy) + BM CO (Grit) + GE CO (Jess) vs. Sturm Difficulty: ******* "CO Select: The final conflict! Stop the enemy's missile from launching!" Sturm asks Lash how long it will take to build the missiles. Lash seems to have a weird mind and picks 3 or 40. Sturm demands it be done in 30 days. A Deathray is invented by Lash as well, which fires on enemy units every 7 days 5 damage on ALL allied troops in the path of the ray. Choose Colin, Eagle, and then Max, to have Colin in the middle, Eagle in the west, and Max in the east. The missile platform is spotted by Andy. "Look at what I've found!" "You...you're Sturm!" "And you're the little girl who likes playing with soldiers." Sturm notices Sonja again and acknowledges to Nell that they will see their world destroyed by his missiles. Allied forces and Black Hole forces finally meet in the final battle, and Colin is informed of a giant laser blocking the platform. Jess says to weaken his defenses, attack the platform, and stop the launch. Note that you actually have a 30-day limit... General Strategy: Make six infantry for each side to capture cities. Make bombers and fighters for everyone that will charge towards the Deathray after Day 14's Deathray attack. ONLY build those until the last day when you should build technique. Do not need to defend base, go for Deathray as Sturm isn't fast enough anyway. Eagle and Max should primarily defend their bases, but Colin's bombers should sweep for the Deathray by Day 19 and win. An argument arises after the missile platform is inoperable, and Sturm says he will kill everyone there, including himself. Hawke betrays Sturm with Black Storm, and self-proclaims himself commander-in-chief of the Black Hole Army. Hawke wanted to test his power, it seems. Hawke doesn't really care about anything but to get himself something, but Eagle is furious at Hawke's invasion of Green Earth and refuses to let him go. Drake and Colin try to convince that the Allied forces are too weak right now to do anything. The Black Hole forces under new commander Hawke retreats. Andy says that what've been done to Macro Land was unforgiveable but killing Sturm saved them. The Allied forces will have to be prepared again if Black Hole invades again. But for now, Andy asks for a party and you've won the war-ridden campaign! "He can keep trying, but he will never beat us!" - Max Victory! 100 Speed + 36 Power + 93 Technique = 229 Pts. = B-Rank War World Paper: War is Over! Macro Land is free, but peace is fragile and can be broken again...and the staff credits roll. Good job! =============================================================================== =============================================================================== =============================================================================== (m8) --------------------------- ---- 8 > HARD CAMPAIGN ---- --------------------------- Hard Campaign is hard. Abbreviated HC, some may confuse it with "Hell Campaign". Are you up to the challenge? Hard Campaign can be unlocked by beating Normal Campaign once. Go into Hachi's Battle Maps to find Advance Campaign for 1000 coins. Buy it and press select when you reach the Campaign section and Hard Campaign shows up. Most of these missions are much harder than their Normal Campaign counterparts, need a lot more strategy, and in many cases, have more units and even sometimes have all-different maps. Getting S-ranks on these missions are is harder, and even good players will have trouble even beating some missions. You'll be happy to know that like in Advance Wars, you get more points towards Battle Maps for your efforts. However, unlike Advance Wars, you can't lose every single unit and still get full technique points. Speed is a smaller factor than its Advance Wars counterpart, but it's still much harder. With Hard Campaign's rougher battles, you must know how to use your COs better. Even with this FAQ, you will need to come up with your own strategies many, if not most of the time, due to the randomness of the AI, and you'll have to make up from what you have. The objective of this Hard Campaign Mode Guide is to help you to get past the scenario you're stuck on, but still keep some replay value so you don't completely look at a guide to beat the game. (m8.1) ################# ## ORANGE STAR ## ################# Prologue -------- Sturm is back in Macro Land. Hawke and Sturm ramble onward on taking Macro Land and Wars World. Cosmo Land was taken in the past, but this time it's different. Andy, Sami, and Max (in that order) talk about Black Hole's return Andy and Max argue over the fact that Wars World has more than one continent, and that Macro Land is not on the same continent. The other armies have also spotted Black Hole forces in their country. Andy seems to like this war to bring the four countries together. Andy runs to the first campaign battle, which is a beefed up version of Border Skirmish on NC. Sami and Nell talk about the upcoming battle and that Sami will handle it. Flak agrees to send out his tanks against you. Mission 1: Border Skirmish -------------------------- Sami vs. Flak Red Difficulty: *** OS: 3 Mechs, 1 APC, 1 Recon, 1 Tank, 1 A-Air, 2 Battle Copters, 1 Artillery, 1 Medium Tank, 1 Rocket BH: ? Sami Day 1: Move Sami's tank 2N 4E. Move top and bottom mechs 2E (one to take city). Move battle copters 3NE. Move rocket up 4N 1E. Move up artillery 2N 3E. Move medium tank 5E. Move A-Air 3NE. Move recon 2E 1N. Move last mech into APC and move it 3N, dropping east onto the river. Flak Day 1: Move up about 12 units, mostly tanks. A medium tank attacks the tank on the BH city. Sami Day 2: Use artillery and rocket to take out medium tank. Finish taking city. Move bottom mech 2E onto mountain to spot a mech on the opposing shore. Move northwest mech 1NW. Move 4HP tank 2S 1E. Move medium tank 3N. Flak Day 2: Move up two A-Airs in front of medium tank, move up three mechs. Other actions unknown as of now. Sami Day 3: Move northern mech 2N onto mountain. Move central mech 2E to attack mech. Move southern mech 1NE to take it out and spot a recon, an APC, and two tanks. Move A-Air 1S 3E to take out mech. Finish front A-Air to 1HP with rocket, then send bottom battle copter 2E to finish it. Move medium tank 1E and attack right, at the A-Air. Move top battle copter 1NE to attack the mech. Move artillery 2E. Move recon 1NE. Move APC 1S 2E. Flak Day 3: Attack A-Air with hidden artillery in forest. Attack north battle copter with medium tank. Move other units up, totally revealing a weakened mech, recon, tank, and medium tank. Sami Day 4: Use artillery to weaken medium tank. Attack right with northern battle copter to finish off the mech. Attack right with medium tank to weaken tank. Move southern battle copter 1E to finish it. Move A-Air 3W. Move APC 1S. Move rocket 3E. Flak Day 4: Barbaric Blow. Attack medium tank with recon (yes, he's insane, but it still does 3 damage). Attack battle copter with medium tank and lose 3HP. Sami Day 5: Have rocket fire on farthest tank you see. Finish off recon with southern battle copter. Finish off medium tank with northern battle copter. Move 9HP mech (central mech) 1NE to reveal a hidden tank. Attack it with artillery, then move medium tank 1E to finish it and reveal a tank above that. Move northern mech 2E. Move southern mech 2E. Move recon 1NE. Move APC 1E. Flak Day 5: Hit mech on river with hidden rocket to 1HP, destroy 1HP mech with full HP tank above medium tank 1SE. Move 4HP tank to above medium tank. Sami Day 6: Rocket fire on full HP tank to weaken it to 4HP. Use artillery fire to destroy the one above your medium tank. Finish that last 4HP tank with your medium tank. Move northern battle copter 5E 1S to reveal the hidden artillery and an APC. Move southern mech 1N to attack that artillery. Move bottom battle copter 4E to finish off the artillery. Move recon 3E to reveal an enemy rocket on the HQ. Move APC 1N 3E. Move A-Air 2E 3N. Move 4HP tank 1W onto allied city. Flak Day 6: Attack recon with rocket. Move APC north. He now has an APC, artillery, rocket, and an A-Air left. Sami Day 7: Move 3N into forest to reveal the 5HP A-Air, APC, and a rocket. Move eastern battle copter 1W 5N to attack the A-Air at 5HP. Move western battle copter 1E 3N to finish it to 1HP. Move APC 4N to spot a hidden artillery. Victory March! Move northern mech 3E to destroy the artillery. Move the southern mech 4N. Flak Day 7: Attack rocket with northern mech. Sami Day 8: Move southern mech 1N to attack rocket, then move northern mech 2E to finish off the rocket. Attack and destroy A-Air with both battle copters. Move APC 1N 3E to refuel both. Move recon 3E 2N to attack APC. Flak Day 8: Do nothing with APC. Sami Day 9: Move APC 1W to refuel mechs. Move southern full HP mech 2N to attack APC to 1HP. Use recon to finish it off. "Grrr...Not bad, for a girl." Sami has the exact opposite attitude for Flak as for Eagle in AW here. But you won, so who cares? :) Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! Mission 2: Orange Dawn ---------------------- Max vs. Flak Red Difficulty: **** Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down. Look around the map. This looks like the NC map on the western part of the screen except for bases, but look east and you can spot a laser cannon, four neutral ports, and a base in laser cannon range. Max Day 1: Build two infantry. Flak Day 1: Laser cannon fires down nothing. Make two infantry. Max Day 2: Move both infantry 3E. Make an infantry from the left base and an APC from the right base. Flak Day 2: Laser cannon hits nothing. Move infantry 3E. Make two infantry. Max Day 3: Move infantry on western base 2E into APC, then move the APC 2N 4E and drop east. Move other two infantry 1N 2E. Build a tank from eastern base. Flak Day 3: Laser cannon hits nothing. Start taking a city. Move infantry east. Make an APC and infantry. Max Day 4: Move SW infantry into APC and move APC 4E, dropping east. Move bottom infantry 1N 2E, top infantry 3E into APC. Move tank 2N 4E. Flak Day 4: Laser cannon hits nothing. Finish taking city. Move units east. Build a tank from eastern base. Max Day 5: Move both infantry 2E 1S. Move APC 4E 2S and drop east. Move tank 4E. Flak Day 5: Laser cannon hits nothing. Move units east. Build artillery. Max Day 6: Move western infantry 2E 1S to start taking that port. Move eastern infantry 3E. Move last infantry 1SE into APC and move APC 5E, dropping east. Move tank 4E 2S. Flak Day 6: Laser cannon hits nothing. Start taking city, move all other units east. Make a tank. Max Day 7: Finish taking SW port. Move central infantry 1N to take port, eastern infantry 1E to take city. Move APC 3W. Move tank 5E. Flak Day 7: Move units east. Finish taking city. Make nothing. Max Day 8: Move infantry on SW port 3E into APC. Finish taking SE port and city. Move APC 3E 2N and drop infantry east. Move tank 6N. Flak Day 8: Fire at...nothing. Waste of precious laser. Start taking city, move units east. Build a rocket. Max Day 9: Move infantry on SE port into APC and move it 5N. Drop east. Move other two infantry 1W 2N. Build a battleship from SE port. Flak Day 9: Fire at nothingness. Attack APC with tank. Move east units, make a tank. Max Day 10: Blast laser cannon with battleship to 50%. Move tank 1W to attack tank. Move NE infantry 1E to take city. Move APC 1E, central infantry 3N. Flak Day 10: Attack his own APC to 5HP with laser cannon. Attack infantry with 3HP tank to 8HP and 2HP. Move units east. Max Day 11: Attack laser cannon with battleship to 1HP. Finish taking NE city. Flak Day 11: Laser cannon nothing. Max Day 12: Finish taking out laser cannon with battleship. Move southern infantry 1NE to start taking that crucial base. Move NE infantry on city 1S 2W. Flak Day 12: Move 2HP tank back east, move up infantry, full HP tank, and other units east. Build a lander and artillery. Max Day 13: Move battleship 4N 1W. Finish capturing base. Move 8HP infantry and tank to take out infantry. Move full health infantry 1NW. Move APC 1E to heal in city. Flak Day 13: Attack infantry. Move up units towards you. Build a mech in eastern base. Max Day 14: Move infantry on base 2N. Build a medium tank from that base. Move 2HP infantry 1E to join with 4HP infantry. Attack left tank with battleship. Move 9HP tank 1N to attack full health tank. Flak Day 14: Build a medium tank, move other units east. Max Day 15: Finish off left tank with battleship, right tank with 7HP tank. Move medium tank 2NW. Move full HP southern infantry 1N 2W. Build another medium tank. Flak Day 15: Move units east. Max Day 16: Attack eastern infantry with battleship. Finish it off with 7HP tank. Move NW medium tank 2NW to take out that infantry. Move full HP infantry 1W to start capturing that city. Move 2nd medium tank 2NW. Make a 3rd medium tank. Flak Day 16: Brute Force. Move units east. Make a mech from western base. Max Day 17: Finish taking NE port. Move battleship 1W out of rocket range. Take out infantry just left of 1st medium tank. Move 2nd medium tank 2N 3W. Move 3rd medium tank 2NW. Build a 4th one, you have the money! Flak Day 17: Move eastern units west, western units east. Max Day 18: Move battleship 1S 3W. Finish off loaded APC with front medium tank. Move 2nd to the left medium tank 2W. Move last two 2NW. Flak Day 18: Move indirect units west, direct units east. Max Day 19: Attack lander on port with battleship. Move front battleship 1SW to attack tank to 1HP. Move 2nd to west medium tank 2W to finish off lander. Move 7HP tank 5W onto port to kill the 1HP tank. Move 3rd medium tank to the west 5W. Move 4th one 2N 3W. Move APC 4W. Move infantry on NE port into APC. Move 6HP infantry 1W. Build a battleship from NE port. Flak Day 19: Move up medium tanks and tanks, move back artillery. Build two tanks. Max Day 20: Move left battleship 4W 1S. Move easternmost medium tank 3W 1S. Move NE medium tank 2SW, the one that was below it 1SW. Move 7HP tank 1SE. Move 6HP infantry 3W. Move APC 3W and drop west. Build battleship from NE port. Build medium tank from base. Flak Day 20: Move units up except for rocket. Max Day 21: Move medium tank directly east of mech 4W to attack and kill it. Move western battleship 2NW. Move bottom two medium tanks 1NW. Move top medium tank 1S 2W. Start taking NW port with infantry on NW port. Move 7HP tank 2W 1S. Move 6HP infantry and APC 3W. Move eastern battleship 4W 1S. Move easternmost medium tank 2NW. Flak Day 21: Attack battleship with rocket. Move up units. Max Day 22: Attack rocket with battleship. Finish off infantry to the left of you with medium tank. Move easternmost medium tank near the enemy 4W to attack tank. Move eastern battleship 3W. Finish taking enemy port. Move medium tank near base 2N 3W. Build another medium tank. Flak Day 22: Attack battleship to 3HP with rocket. Attack medium tank with medium tank. Move up mechs. Build infantry and medium tanks. Move east other units as well. Max Day 23: Max Blast. Take out 5HP tank with eastern battleship. Send the easternmost of the 4 medium tanks near Flak 5W 1N to finish off the rocket. Move 2nd to west (westernmost full-HP medium tank not moved) 4W 2N to take out artillery. Move other full-HP medium tank 3W 1N to weaken medium tank to 1HP. Take out 1HP medium tank with 3HP medium tank. Attack eastern mech to 8HP with battleship. Move APC 3W. Move 7HP tank 1N 5W. Move both infantry 1S 2W. Move back medium tank just east of port 5W. Move medium tank on base 2W 4N. Make another medium tank. Flak Day 23: Barbaric Blow. Attack 2nd to west medium tank with artillery and tank, down to 4HP but dealing 5 damage to tank. Move units east. Build a tank. Max Day 24: Attack 5HP tank with 3HP battleship. Finish it off with 4HP medium tank from the east. Move top 10HP medium tank 2W to take out artillery. Move other medium tank 2W that is at full health to deal 9 damage to deal loaded APC with mech. Move 7HP tank 1N. Move 3HP medium tank 1W. Move APC 1S to fuel. Move next medium tank 3W. Move full HP infantry 2W, and eastern battleship 5W. Move easternmost tank 2NW, and medium tank above it 5W. Flak Day 24: Move units east, APC west to heal. Build artillery from western base. Max Day 25: Finish off 8HP mech with full HP battleship. Move medium tanks west and take out 2 mechs and a tank. Move other units west, and have full HP infantry take BH city. Build a medium tank. Flak Day 25: Attack and take out 7HP tank, his first kill in the game. Won't hurt you, though. Move artillery east. Make two mechs. Max Day 26: Finish taking BH city. Finish off full HP tank with battleships. Move medium tanks west and take out an artillery, infantry, and an APC with loaded mech. Move other units west any way you like. Flak Day 26: Take out 4HP medium tank with medium tank. Move mechs northeast. Build two more. Max Day 27: Move battleships west. Use Max Force. Take out medium tank with two full ones, then take out a mech. Have no non-full HP unit in mech range. Move other units west (medium tanks, infantry) except for APC. Flak Day 27: Move mechs southeast. Build two more to have 5 total. Max Day 28: Weaken mechs with battleships, take out 3 mechs and weaken one with medium tanks. Move units west, and APC cover eastern base. Flak Day 28: Attack mech with full HP mech, move 1HP mech onto HQ. Build a mech from western base. Max Day 29: Take the mechs out with battleships and medium tanks. "How's that, ape-man?!?" Max and Flak continue to bicker at each other. Nell talks about how to use the points you get in Campaign Mode into buying maps from Battle Maps with Hachi. Nell talks about Speed, Power, and Technique as well. "Flak, huh? Dumb name, tough CO." Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! Mission 3: Orange Dawn ---------------------- Max vs. Flak Red Difficulty: **** Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down. Look around the map. This looks like the NC map on the western part of the screen except for bases, but look east and you can spot a laser cannon, four neutral ports, and a base in laser cannon range. Max Day 1: Build two infantry. Flak Day 1: Laser cannon fires down nothing. Make two infantry. Max Day 2: Move both infantry 3E. Make an infantry from the left base and an APC from the right base. Flak Day 2: Laser cannon hits nothing. Move infantry 3E. Make two infantry. Max Day 3: Move infantry on western base 2E into APC, then move the APC 2N 4E and drop east. Move other two infantry 1N 2E. Build a tank from eastern base. Flak Day 3: Laser cannon hits nothing. Start taking a city. Move infantry east. Make an APC and infantry. Max Day 4: Move SW infantry into APC and move APC 4E, dropping east. Move bottom infantry 1N 2E, top infantry 3E into APC. Move tank 2N 4E. Flak Day 4: Laser cannon hits nothing. Finish taking city. Move units east. Build a tank from eastern base. Max Day 5: Move both infantry 2E 1S. Move APC 4E 2S and drop east. Move tank 4E. Flak Day 5: Laser cannon hits nothing. Move units east. Build artillery. Max Day 6: Move western infantry 2E 1S to start taking that port. Move eastern infantry 3E. Move last infantry 1SE into APC and move APC 5E, dropping east. Move tank 4E 2S. Flak Day 6: Laser cannon hits nothing. Start taking city, move all other units east. Make a tank. Max Day 7: Finish taking SW port. Move central infantry 1N to take port, eastern infantry 1E to take city. Move APC 3W. Move tank 5E. Flak Day 7: Move units east. Finish taking city. Make nothing. Max Day 8: Move infantry on SW port 3E into APC. Finish taking SE port and city. Move APC 3E 2N and drop infantry east. Move tank 6N. Flak Day 8: Fire at...nothing. Waste of precious laser. Start taking city, move units east. Build a rocket. Max Day 9: Move infantry on SE port into APC and move it 5N. Drop east. Move other two infantry 1W 2N. Build a battleship from SE port. Flak Day 9: Fire at nothingness. Attack APC with tank. Move east units, make a tank. Max Day 10: Blast laser cannon with battleship to 50%. Move tank 1W to attack tank. Move NE infantry 1E to take city. Move APC 1E, central infantry 3N. Flak Day 10: Attack his own APC to 5HP with laser cannon. Attack infantry with 3HP tank to 8HP and 2HP. Move units east. Max Day 11: Attack laser cannon with battleship to 1HP. Finish taking NE city. Flak Day 11: Laser cannon nothing. Max Day 12: Finish taking out laser cannon with battleship. Move southern infantry 1NE to start taking that crucial base. Move NE infantry on city 1S 2W. Flak Day 12: Move 2HP tank back east, move up infantry, full HP tank, and other units east. Build a lander and artillery. Max Day 13: Move battleship 4N 1W. Finish capturing base. Move 8HP infantry and tank to take out infantry. Move full health infantry 1NW. Move APC 1E to heal in city. Flak Day 13: Attack infantry. Move up units towards you. Build a mech in eastern base. Max Day 14: Move infantry on base 2N. Build a medium tank from that base. Move 2HP infantry 1E to join with 4HP infantry. Attack left tank with battleship. Move 9HP tank 1N to attack full health tank. Flak Day 14: Build a medium tank, move other units east. Max Day 15: Finish off left tank with battleship, right tank with 7HP tank. Move medium tank 2NW. Move full HP southern infantry 1N 2W. Build another medium tank. Flak Day 15: Move units east. Max Day 16: Attack eastern infantry with battleship. Finish it off with 7HP tank. Move NW medium tank 2NW to take out that infantry. Move full HP infantry 1W to start capturing that city. Move 2nd medium tank 2NW. Make a 3rd medium tank. Flak Day 16: Brute Force. Move units east. Make a mech from western base. Max Day 17: Finish taking NE port. Move battleship 1W out of rocket range. Take out infantry just left of 1st medium tank. Move 2nd medium tank 2N 3W. Move 3rd medium tank 2NW. Build a 4th one, you have the money! Flak Day 17: Move eastern units west, western units east. Max Day 18: Move battleship 1S 3W. Finish off loaded APC with front medium tank. Move 2nd to the left medium tank 2W. Move last two 2NW. Flak Day 18: Move indirect units west, direct units east. Max Day 19: Attack lander on port with battleship. Move front battleship 1SW to attack tank to 1HP. Move 2nd to west medium tank 2W to finish off lander. Move 7HP tank 5W onto port to kill the 1HP tank. Move 3rd medium tank to the west 5W. Move 4th one 2N 3W. Move APC 4W. Move infantry on NE port into APC. Move 6HP infantry 1W. Build a battleship from NE port. Flak Day 19: Move up medium tanks and tanks, move back artillery. Build two tanks. Max Day 20: Move left battleship 4W 1S. Move easternmost medium tank 3W 1S. Move NE medium tank 2SW, the one that was below it 1SW. Move 7HP tank 1SE. Move 6HP infantry 3W. Move APC 3W and drop west. Build battleship from NE port. Build medium tank from base. Flak Day 20: Move units up except for rocket. Max Day 21: Move medium tank directly east of mech 4W to attack and kill it. Move western battleship 2NW. Move bottom two medium tanks 1NW. Move top medium tank 1S 2W. Start taking NW port with infantry on NW port. Move 7HP tank 2W 1S. Move 6HP infantry and APC 3W. Move eastern battleship 4W 1S. Move easternmost medium tank 2NW. Flak Day 21: Attack battleship with rocket. Move up units. Max Day 22: Attack rocket with battleship. Finish off infantry to the left of you with medium tank. Move easternmost medium tank near the enemy 4W to attack tank. Move eastern battleship 3W. Finish taking enemy port. Move medium tank near base 2N 3W. Build another medium tank. Flak Day 22: Attack battleship to 3HP with rocket. Attack medium tank with medium tank. Move up mechs. Build infantry and medium tanks. Move east other units as well. Max Day 23: Max Blast. Take out 5HP tank with eastern battleship. Send the easternmost of the 4 medium tanks near Flak 5W 1N to finish off the rocket. Move 2nd to west (westernmost full-HP medium tank not moved) 4W 2N to take out artillery. Move other full-HP medium tank 3W 1N to weaken medium tank to 1HP. Take out 1HP medium tank with 3HP medium tank. Attack eastern mech to 8HP with battleship. Move APC 3W. Move 7HP tank 1N 5W. Move both infantry 1S 2W. Move back medium tank just east of port 5W. Move medium tank on base 2W 4N. Make another medium tank. Flak Day 23: Barbaric Blow. Attack 2nd to west medium tank with artillery and tank, down to 4HP but dealing 5 damage to tank. Move units east. Build a tank. Max Day 24: Attack 5HP tank with 3HP battleship. Finish it off with 4HP medium tank from the east. Move top 10HP medium tank 2W to take out artillery. Move other medium tank 2W that is at full health to deal 9 damage to deal loaded APC with mech. Move 7HP tank 1N. Move 3HP medium tank 1W. Move APC 1S to fuel. Move next medium tank 3W. Move full HP infantry 2W, and eastern battleship 5W. Move easternmost tank 2NW, and medium tank above it 5W. Flak Day 24: Move units east, APC west to heal. Build artillery from western base. Max Day 25: Finish off 8HP mech with full HP battleship. Move medium tanks west and take out 2 mechs and a tank. Move other units west, and have full HP infantry take BH city. Build a medium tank. Flak Day 25: Attack and take out 7HP tank, his first kill in the game. Won't hurt you, though. Move artillery east. Make two mechs. Max Day 26: Finish taking BH city. Finish off full HP tank with battleships. Move medium tanks west and take out an artillery, infantry, and an APC with loaded mech. Move other units west any way you like. Flak Day 26: Take out 4HP medium tank with medium tank. Move mechs northeast. Build two more. Max Day 27: Move battleships west. Use Max Force. Take out medium tank with two full ones, then take out a mech. Have no non-full HP unit in mech range. Move other units west (medium tanks, infantry) except for APC. Flak Day 27: Move mechs southeast. Build two more to have 5 total. Max Day 28: Weaken mechs with battleships, take out 3 mechs and weaken one with medium tanks. Move units west, and APC cover eastern base. Flak Day 28: Attack mech with full HP mech, move 1HP mech onto HQ. Build a mech from western base. Max Day 29: Take the mechs out with battleships and medium tanks. "How's that, ape-man?!?" Max and Flak continue to bicker at each other. Nell talks about how to use the points you get in Campaign Mode into buying maps from Battle Maps with Hachi. Nell talks about Speed, Power, and Technique as well. "Flak, huh? Dumb name, tough CO." Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! Mission 3: Andy's Time ---------------------- Andy vs. Flak Red Difficulty: *** Lash tells Flak about her new invention, the Black Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he seems be reeling backwards, eh? "Toodles!" Commander Andy and Nell notices the giant cannon, and Max argues Andy can't take it, he can with his strength. Andy still is confident, however. In this AC version, you will see that BH has two bases to start with that are NEXT to the cannon, as well as an extra two laser cannons. Also, the middle base is IN BLACK CANNON RANGE now. You can also get attacked from the left now due to bridges. Andy Day 1: Build two infantry. Flak Day 1: Build two infantry. Andy Day 2: Move both infantry 3W. Build two infantry. Flak Day 2: Start capturing a city, move other one east, make two infantry. Andy Day 3: Move western two infantry 3W to capture those cities. Move other two infantry on bases 3N. Build two infantry. Flak Day 3: Start taking two cities. Make an infantry. Andy Day 4: Finish taking western two cities. Move top two infantry 1E 2N to start taking their cities. Move both base infantry 3N. Build a rocket from eastern base. Flak Day 4: Take more cities. Build nothing. Andy Day 5: Move up rocket 5N. Finish taking northern cities. Move western two infantry 1N 2W. Build a tank from eastern base. Move both SE infantry 1N. Flak Day 5: Finish taking cities, move infantry south to middle island to take base and east. Builds a tank from eastern base. Andy Day 6: Move infantry in the west 3W. Move easternmost infantry 1S. Move rocket 1E. Move tank 5N. Build a tank from eastern base. Flak Day 6: Start taking middle base and city. Move tank east. Makes an artillery in western base. Andy Day 7: Attack minicannon with eastern rocket. Move tank 2W. Move infantry on city in the north there 1S. Move newly made tank 5N. In the west, move the eastern infantry 3W to start taking city. Move the other one 1NW. Build a rocket from western base. Flak Day 7: Move down infantry, tanks. Finish taking middle base and eastern city. Build A-Air. Capture central island base. Andy Day 8: Finish off eastern minicannon with eastern rocket. Move western rocket 3N. Flak Day 8: Move down tank and the like infantry, one to attack yours. Build an APC. Andy Day 9: Move injured infantry on city 1S. Move western tank 1E to destroy infantry. Move western rocket 2N. Move eastern tank 4N 1E. Move 2nd to right infantry 1N. Build a medium tank from eastern base and a T-Copter. Flak Day 9: Move down units. Attack western rocket with infantry. Andy Day 10: Move western rocket 1E 2N. Move SW tank 1NE to attack infantry. Move eastern infantry 3N to destroy it. Move eastern rocket 1W 3N. Move now eastern infantry 1NW to attack infantry. Move now western infantry 1N to destroy it. Move last infantry 2S into T-Copter and move T-Copter 6N, dropping north. Move medium tank 5N. Move NE tank 2NW and swipe at the minicannon. Flak Day 10: Minicannon fire on eastern rocket. Move units around. Andy Day 11: Move medium tank 5N to attack minicannon. Destroy it with eastern rocket. Move western rocket 1E 4N. Move eastern tank 6N. Move western and eastern infantry 3N. Move south central infantry 2N into T-Copter and move it 5W 1N, to block the newly built artillery. Move last infantry on the eastern front 3N to take BH lab city, and move western tank 2W. Build a medium tank from western base. Flak Day 11: Move most units southwest, but a few east. Builds a tank. Moves up an infantry to your tank. Andy Day 12: Move southern rocket 5N. Move T-Copter 5N 1W onto vacant BH base. Continue taking BH city, which is also the lab city. Move eastern tank 5W 1N to attack APC. Move western tank 2W to take out infantry to 4HP. Move western rocket 2N 3W. Move medium tank 1N 3W to take out infantry. Move last two infantry 3N. Remember, your far west two infantry still need not do anything. Shift new medium tank 5N. Build another one from western base. Flak Day 12: Move units around. Build a mech and A-Air. Attack T-Copter with tank. Andy Day 13: Roll medium tank 3W 2N to attack tank. Move southern tank 3N to take out tank. Drop infantry 1E from T-Copter on base. Transfer northern tank 3N 1W to attack mech. Move eastern rocket 5W, western rocket 4W 1S. Finish taking lab city. Andy tells the lieutenant to tell Sami to take the attack on the lab. Move eastern (northern front) infantry 3W to attack APC, move other one 3W. Move 2nd to north medium tank 3N 1E. Move now bottom medium tank 1E 4N. Flak Day 13: Move units SW to take out units. Attack tank with mech on base, infantry with A-Air. Taking SW bases with army. Andy Day 14: Attack Black Cannon with western rocket to 55%. Move medium tank 1W 2S to weaken A-Air. Move eastern rocket 5W. Move eastern full HP tank 1S 4W to weaken mech to 1HP. Move eastern two infantry 3W. Move 5HP T-Copter 1NW and load 1HP infantry into it for technique reasons. Move 3HP tank 1SE to take out A-Air. Move 8HP infantry 2W to take out mech. Move SE medium tank 3N to destroy mech. Move medium tank just above it 1N to destroy APC. Flak Day 14: Finish taking one city, attack and destroy western rocket and 3HP tank with two tanks. Andy Day 15: Hyper Repair. Weaken tank next to medium tank with it. Move tank 3E 1S to destroy it. With rocket, destroy the Black Cannon. End: Andy's victory brings an argument between Andy and Flak. With their OS victory, BH retreats. Max arrives with tanks too late. Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank Four new missions open up! 4 Red difficulty missions await you. Choose the southwestern one with Andy. Mission 4: Sea for All ----------------------- Andy vs. Hawke Red Difficulty: **** Hawke challenges Andy to a battle in western Orange Star where Black Hole forces have taken a strong position and Andy accepts. Hawke introduces himself to Andy and challenges him. "That's right. I hope you'd show me your tactical prowess." Hawke feels that Andy is the best for a challenge. Hawke asks Andy to learn from the battle. The rules are that both sides will only use aerial and naval units. If Andy wins, Hawke gives the territory back to Orange Star. If not, Hawke keeps the territory. Scout: The map is shaped with both sides' symbols, with their islands representing each country. You control the southwest portion of the map, Hawke controls the northeast. The HQs can't be captured as no one has any base. Both of you have three airports and two ports. You'll want to gain aerial advantage early, as whoever controls the air will win, as only cruisers from below can do anything to air, and air can fly anywhere. Hawke does have one more city, though... Andy Day 1: On the small island, build a battle copter. Hawke Day 1: He builds a battle copter from the small island airport. Andy Day 2: Move battle copter 6N. Build a fighter from small island airport. Hawke Day 2: Build a fighter from small island airport. Andy Day 3: Move battle copter 6E. Move fighter 3N. Hawke Day 3: Move fighter down to meet your fighter, move battle copter east to meet yours, and build a cruiser. Andy Day 4: Move battle copter 6S. Move fighter 1W to attack his. Build a fighter from middle island airport. Hawke Day 4: Attack fighter with fighter, move down cruiser and battle copter. Andy Day 5: With 4HP fighter, finish taking out 2HP fighter. Move newly built fighter 1S 4E and kill the battle copter, then move your battle copter 1N 5W. Build a bomber from same airport. Hawke Day 5: Attack fighter with cruiser. Build a fighter and battle copter. Andy Day 6: Move bomber 3E to finish cruiser to 1HP. Move battle copter 3E to finish it off. Move top 4HP fighter 1E 3S. Move bottom 4HP fighter 1N 4W to join on airport. Hawke Day 6: Move down fighter and battle copter, build "ANOTHER" cruiser. Andy Day 7: Move fighter 3N 1W to attack the fighter. Move battle copter 2N. Move bomber 5N. Build another fighter. Hawke Day 7: Attack battle copter with fighter. Move down cruiser and battle copter. Build nothing. Andy Day 8: Hyper Upgrade! Move bottom fighter 8E 2N to take out battle copter. Move bomber 1N 2E to take out cruiser. Move battle copter 7N. Move NW fighter 5E to take out 5HP fighter. You win! End: "How was THAT, Hawke?!?" Hawke leaves with the deal, and Andy gets excited and asks for Nell. Nell doesn't really care and asks what Andy is doing, as Black Hole forces are where Nell are in doves. "They've advanced beyond the front you were supposed to be holding!" Andy is ordered to go back, as it was a trap. "If the continent falls, those islands mean nothing!!!" Andy orders his troops back to the mainland. "That creep! Next time I see him, there'll be trouble!" Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! Pick the northeast one with Max vs. Adder! Mission 5: POW Rescue ----------------------- Max vs. Adder Red Difficulty: **** Mission Briefing: Adder has captured some Orange Star POWs that have been taken to his HQ, which was intentionally leaked to Orange Star so that they could defeat the surprised Orange Star forces. Adder calls Max a fool for being trapped so easily. "It's time to teach that human battering ram a lesson." Adder says that Max will have nightmares about indirect units. Nell orders Max not to attack, but Max refuses, even with the little forces he has to cope with the indirects. Nell has doubts that it'll work but hopes it will. Scout: Your forces are in the southwest. You have cities everywhere. There are three BH minicannons. There are forests. Your HQ is in the northeast, where you spot an A-Air, rocket, and recon. Max Day 1: Move northern recon 1E 3N. Move western tank 6N. Move eastern tank 1W 5N. Move artillery 4N. Move A-Air 5N 1W. Move bottom two battle copters 6N. Move both infantry 2N. Move left mech 1W into APC, and move the APC 2E 3N. Actuate your eastern mech 2N. Advance left medium tank 2N. Budge rocket 2N. Drift now-left battle copter 6N. Fly other battle copter 3NE. Push your other recon 3N. Send your eastern medium tank 1W 3N. Adder Day 1: Move units southwest, and gives you a look at his weird looking A-Air. Max Day 2: Put your forces in this formation under cannon: BCopter MTank BCopter APC Tank A-Air BCopter BCopter Recon Tank Mech MTank Mech Artly Recon Inf Rocket Inf One A-Air should be destroyed in the process. Adder Day 2: Move down recon, start taking OS city, move down tanks. Other actions unknown, but do know that a medium tank and artillery are above you. Max Day 3: Move western battle copter 5N to attack minicannon to spot a medium tank. Move 2nd to west battle copter 2W 4N. Move 3rd one 2NE to spot rocket. Move northern medium tank 3E 2N to take out rocket. Move northeast mech 2N to attack recon. Move last battle copter 5N 1W to attack medium tank. Move other medium tank 3N to take out tank. Move NW tank 1NW. Move SW tank 2N to attack tank. Move rocket 4N. Move A-Air 2E 1N. Move other mech 2N. Move both infantry 2N. Move northern recon 3E 1N. Move artillery 3N 1E. Move southern recon 1W 2N. Adder Day 4: Move units towards you. Finish taking city. Attack A-Air with medium tank. Max Day 4: Move western medium tank 4N to take out minicannon to 3HP. Attack medium tank with other medium tank. Take out recon with artillery. Take out tank with rocket. Move 9HP mech 1N to take out medium tank. Move southeast battle copter 5E 1N to spot an artillery, infantry, and recon. Move next-to-east battle copter 6E. Move southwest battle copter 5E 1N. Move northwest battle copter 1N 5E. Move other mech 2N. Move 8HP (eastern) tank 5N to take out minicannon. Move western tank 5N 1E. Move APC 3NE to refuel mech. Move 3HP A-Air 2W 4N. Move eastern recon 3NW. Move western recon 5N 1E. Move western infantry 3N. Move eastern infantry 2N. Adder Day 4: Sidewinder. Start taking two cities. Attack tank to 4HP. Move up another recon and tank. Max Day 5: Move 4HP tank 1N. Move northwest medium tank 1W 3N to weaken artillery to 1HP. Move northwest battle copter 1N 5E to attack minicannon. Move southwest battle copter 4E to attack artillery. Move now-northwest battle copter 1E to take out artillery. Move last battle copter 2N to attack minicannon. Move 8HP tank 3E 1N. Move 3HP A-Air 3NE. Move NE recon 2E 3N. Move other medium tank 2NW. Move both mechs 2N. Move SW recon 3N 4E. Move rocket 4N. Deploy artillery 3N 2W. Move both infantry 2N. Move APC with loaded infantry 3N 1E and drop south. Adder Day 5: Finish taking two cities. Move up recon and two tanks. A tank attacks southern recon. Max Day 6: Use battle copters next to minicannon to take it out. Move NW battle copter 1N 2E to bump into an artillery. Move southern battle copter 1W to attack tank. Use 4HP tank to take out artillery. Move 8HP eastern tank 1NE to attack recon. Move 3HP A-Air 1S to take it out. Move 2HP recon 3E 2N. Move eastern medium tank 1N 3E to weaken the tank to 1HP, then move NE infantry 2E to finish it. Move recon 4E 1S. Both mechs should move 2N. Move SW infantry 1NE. Move APC 1S. Move rocket 2N 3E. Move artillery 1E 2N. Move left medium tank 2S 1E. Adder Day 6: Move A-Air 1N and units up. Max Day 7: Max Blast. Use battle copter above 4HP tank to take it out. Move eastern medium tank 4E 2S to take out the A-Air. Move northern battle copter 1E to attack artillery. Move rocket 4E 1N. Move eastern tank 3E 5S. Move now-northern battle copter 6S to attack medium tank. Move last battle copter 4S 1W to attack medium tank to 1HP. Move southern full HP recon 6S to spot an artillery, infantry, and rocket. Move eastern infantry 2E. Move western infantry 1NE into APC. Move artillery 1N 4E. Move western medium tank 7E. Move 3HP A-Air 5E to take out A-Air. Move northern 4HP recon 5S. Move APC 1N 5E and don't drop. Move northern 4HP tank 6E. Move both mechs 2E. Adder Day 7: Take out A-Air with rocket. Take out recon with rocket and hidden artillery. Move 1HP medium tank down. Continue taking your cities. Max Day 8: Move northern battle copter 5S 1W. Move next to top battle copter 1E 5S to take out medium tank and reveal hidden artillery. Move southern tank 3S to weaken infantry to 1HP, then move 4HP recon 4S to take it out. Move both battle copters 3S, one to attack rocket, one to attack artillery. Move southern medium tank 4S 1W. Move northern medium tank 1E 4S. Move APC 5S and drop east. Move artillery 2E 3S. Move rocket 1E 4S. Move 4HP tank 2SW. Move other infantry 2S. Move mechs 2E. Adder Day 8: Sidewinder. Finish taking another of your cities. Attack infantry with artillery, rocket with rocket, and SE battle copter by A-Air (which falls, but it's a bait). Flee southern artillery. Max Day 9: Move northern battle copter 1E 4S to take out artillery and spot infantry. Move APC 1E 2S to refuel battle copters. Move both other battle copters 4E to take out an infantry and reveal a hidden artillery. Move 4HP northern tank 6S to take out 3HP rocket. Move northern medium tank 5S to take out A-Air. Move 4HP recon 1E 7S to reveal an artillery. Move full HP tank 5S, and other medium tank 1E 4S. Move rocket 3S. Move artillery 4S 1E. Move 7HP (eastern) infantry 1SE. Move mechs 2E. Move western full HP infantry 3S. Adder Day 9: Attack tank with hidden artillery, take out recon with recon, battle copter taken by top A-Air. Max Day 10: Move northern medium tank 1E 4S to take out recon. Move 4HP tank 6S. Move 2HP tank 4S 2W to reveal artillery that moved. Move southern medium tank 4S. Move rocket 2S, artillery 1SW. Move western infantry 2S. Move mechs 2S. Move both battle copters 2W 4S. Move 7HP infantry 1SW into APC and move APC 1W 5S, dropping west. Adder Day 10: Move a tread unit. Max Day 11: Move SW medium tank 1SE, other one 1S. Move western battle copter 1W 5S to attack (and trap) artillery. Attack it with 2HP tank as well. Move 4HP tank 1E. Move both infantry and APC 3S. Move artillery and rocket 5S. Move eastern battle copter 3SE to spot APC and artillery. Adder Day 11: Attack infantry with 2HP artillery. Max Day 12: Move mechs 2S. Use 2HP tank to finish 2HP artillery to 1HP. Move eastern battle copter 1N 2E to attack artillery. Move both medium tanks 4E, attacking an APC and minicannon. Move 4HP tank 3E. Move rocket 1S 3E. Move southwest battle copter 6E. Move artillery 1S 3E. Move northern infantry 3S. Move southern infantry and APC 3E. Adder Day 12: Minicannon blast medium tank (southern). Sideslip. Hidden rocket kills rocket. Artillery weakens medium tank. Max Day 13: Max Blast! Use 2HP tank to finish off 1HP artillery. Move both mechs 1SE. Move southern battle copter 1S to take out minicannon. Move 4HP tank 2SE to take out APC. Move other battle copter 3W 2N to reveal rocket. Move 9HP northern medium tank 4N to take it out! Move 7HP medium tank 1NE to take out artillery. Move artillery 3E. Move both infantry 3E. Move APC 1N 2E. Adder Day 13: ... Max Day 14: Move western battle copter 6N. Move northern medium tank 4N to take out A-Air AND reveal hidden artillery. Move artillery 4N 1E. Move southern medium tank 4N 1E. Move southern battle copter 6N. Move 4HP tank 5N 1W. Move 2HP tank 6E. Move both mechs 2E. Move 5HP infantry 1E 2N, full infantry 3E into APC. Move APC 3N and drop west. Adder Day 14: ... Max Day 15: Move northern battle copter 6N. Move southern medium tank 4N to attack artillery. Move 4HP tank 5N 1E to kill artillery. Move southern battle copter 6N. Move mechs 1NE. Move both infantry 3N. Move artillery 5N. Move 9HP left medium tank 3N 1W. Move 2HP tank 2E 4N. Move APC 6N. Adder Day 15: ... Max Day 16: Move western medium tank 4N 1E to attack rocket on HQ. Move eastern medium tank 5N. Move tank 5N 1W. Move SE battle copter 4N to take out rocket. Move NW battle copter 2N to attack recon. Move everything else towards last recon. Adder Day 16: Sideslip. Attack artillery with recon. Max Day 17: Finish off the final recon any way you like, preferably with a medium tank. "Hsss...My perfect plan...It's not possible..." Max wins and Nell forgives Max's hotheaded attack. "Hah! It'll take more than that to beat me!" Victory! 100 Speed + 100 Power + 87 Technique = 287 = S-Rank Mission 6: Mountain Ops ----------------------- Sami vs. Lash Red Difficulty: **** Mission Briefing: "Cross the mountains and destroy Lash's laboratory!" The Black Hole HQ is located in the mountains so that Lash's laboratory is shut down as she is making yet another invention. There are missile silos and intel to be taken there. Lash is told that OS forces are arriving to take her down. Lash tells her advisor to engage them while she takes care of her invention. "Once this is finished, I'll bathe all of Orange Star in a sea of fire..." Lash reluctantly accepts to battle. Sami Day 1: Build an APC from eastern base, infantry from western base. Lash Day 1: Build three infantry. Sami Day 2: Move infantry 3N, move APC 3N, and build two infantry. Lash Day 2: Move infantry towards you. Build two infantry and APC. Sami Day 3: Move NW infantry 1W 2N to take city. Move eastern base infantry 3N into APC and move APC 5N 2E, dropping to the north. Move other infantry 3N. Make infantry from left base and mech from right base. Lash Day 3: Move infantry and APC down. Make a recon. Sami Day 4: Move mech 2E. Move NE infantry 2E. Finish taking city. Move other two infantry 3E. Move APC 1W. Lash Day 4: Move everything west. Build an artillery. Sami Day 5: Move NE infantry 1NE to take base. Move mech 2E. Move NW infantry 1E. Move other two infantry 3N, one into APC. Move APC 4E 1S. Lash Day 5: Move Black Hole forces west. Sami Day 6+: From here on, you'll want to grab two more bases and attack with pure infantry/mech, plus some tank numbers. Take some southern cities and move to the east to blast the Black Cannon and the BH forces in the way to shreds. Best way to blow up the Black Cannon is by afar with rockets, and some tanks and mechs to defend them. End: Victory! 92 Speed + 93 Power + 80 Technique = 265 A-Rank! Mission 7: Test of Time ----------------------- Andy vs. Flak Red Difficulty: ***** On this map, ou'll want to move up your units, using the red city and the square 1NW of it as defensive formations. Use recon and mechs/infantry for vision. Swipe the battleship and then the medium tanks, then march towards the lab and destroy the hidden rocket and capture the lab. Ignore the northern two hidden artillery, it'll slow you down and hurt you. End: Victory! 100 Speed + 100 Power + 99 Technique = 299 S-Rank! Mission 8: Liberation --------------------- OS CO vs. Flak Red Difficulty: ******** Mission Briefing: Flak is surprised by the sight of Adder, who was supposed to invade Yellow Comet. With his wordplay, he angers Flak. Here is a factory and base that is the center of the BH war on OS. If you can take this out, victory on BH will be a reality, at least in OS, for now. You have the base advantage here. Choose Andy. You'll want to build infantry to seize the two neutral bases and eventually, the airport near you. Move your tanks north and blockade the factory and advance to the base at the seem. Grab it and build from it, taking the seem down in 14 days. The enemy forces from the west will be too big to fight, but you'll still win by destroying the seem. Victory! 80 Speed = 80 Power + 38 Technique = 198 C-Rank You have completed the Orange Star Campaign! (m8.2) ############### ## BLUE MOON ## ############### Mission 9: Reclamation ----------------------- Colin vs. Lash Red Difficulty: ***** Mission Briefing: Olaf hears about the Black Hole invasion on the northern frontier, the border with Orange Star. Colin volunteers to go, while Grit doesn't seem to care as much, just like in the past war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf lets him. Grit gives him a little advice. Lash is informed that Colin leads the Blue Moon army, though "I wanted the bearded geezer, or at least the scarecrow", pointing to Olaf and Grit. She orders a retreat because Colin will be boring, but decides to attack anyway. Predeployed Units: BH: 1 Recon, 1 Tank, 1 A-Air, 1 Tank, 1 Medium Tank, 1 Artillery, 1 Rocket Colin Day 1: Make three infantry. Lash Day 1: Fire new laser cannon, move units east. Make two infantry. Colin Day 2: Move northern infantry 2W, other two 3S. Make an APC from SW base, infantry from other two. Lash Day 2: Fire at nothing, move units east. Move both infantry, build two infantry. Colin Day 3: Move bottom two infantry 3S. Move western infantry 2E. Lash Day 3: Move units eastward. Colin Day 4: Move bottom two infantry 1SW to start taking cities. Move APC 1W. Build a tank from SW base. Lash Day 4: Attack infantry with recon. Colin Day 5: Move injured infantry 3S. Move tank 2N 3W to attack recon. Finish taking cities. Move SE infantry 3W into APC. Build tank from SW base. Lash Day 5: Attack nothing with laser cannon, injure APC and infantry. Colin Day 6+: Grab the southern airport and start sending units westward out of laser cannon range. Have three tanks to guide your advance to that neutral middle base. Destroy the artillery when you get to it, and capture the neutral base. Make two medium tanks and move them west, ready to slam the laser cannon together. Have two A-Air to swipe her air and infantry. Also start taking the neutral base a bit farther from you. On Day 13, destroy laser cannon with two medium tanks to 1HP, then destroy it with an infantry. Keep adding tanks and medium tanks and infantry and sweep to the west. Don't let the infantry take too many of the missile silos or the left neutral base, but Lash will have the southern base pumping units. Add a rocket and two A-Air to fight off Lash in those desperate situations, as well as some reinforced infantry from HQ bases. Once you reach the HQ area, you will find that the area is surrounded by some mountains for defensive protection. Note that this also works the other way around, as no units from the outside can get in. Use this to your advantage when you storm it by Day 27. Complete by Day 31 with HQ capture. End: Lash retreats. Colin shyly declares victory. "This is just the beginning!" Victory! 82 Speed + 71 Power + 69 Technique = 222 Pts = B-Rank Mission 10: Tanks!!! ----------------------- Grit vs. Adder Red Difficulty: **** Mission Briefing: Grit wakes up to find an angry Olaf asking him to seize a victory over the Black Hole forces in the south because it was his duty to defend the mountains. Grit seems to take it lightly as always but still goes before Olaf can say more. Grit spots the vast number of medium tanks even in Fog of War and decides not to fight them head on. Adder says that he went to offer a proposition to Grit, that they want Grit to join the Black Hole Army. Adder seems to say Grit's feelings about protecting Blue Moon, which wasn't much, but Grit doesn't respond. Grit agrees that Adder is correct, but that Adder has no call to treat the civilians and people in Blue Moon as they pleased. Adder had destroyed whole cities, and Grit finds Adder his #1 enemy. Predeployed Units: BM: 4 Mechs, 4 Recon, 2 Artillery, 4 Rockets BH: 5+ Medium Tanks, 2+ Neotanks Your primary objective here is to bring up rockets to the west. Adder's forces come in more so in the north than south, so strike the north first. Missile silos will help clear those pesky Neotanks. Kill the mechs when they come to you. By the 6th day, move your rockets north to eliminate the few remaining ones on Day 7. "This ain't for show." Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts S-Rank! Mission 11: Toy Box ------------------- BM: Mech, APC, Tank BH: Recon, Tank, Medium Tank, Artillery, Rocket From the right side, grab that neutral base to the west and the cities nearby. Take down the two pipeline seems at the bottom with artillery, then march lots of infantry over to mow down units with artillery help and gain the lab city, which is the SW one on a small 1-square island that links to other parts with two bridges, at around the same area as the NC version. In the north, sweep through with tanks and indirects. Take the western neutral base (which is under BH control) by Day 18, the lab by Day 19, the SW and W base by Day 21, and the mission by Day 23. "I'll continue fighting until my country is restored!" Victory! 100 Speed + 100 Power + 89 Technique = 289 Pts S-Rank! Mission 12: Two-Week Test ------------------------- BM: 2 Tank, Rocket BH: 2 Infantry, 2 Mech, 2 Recon, Tank, A-Air, 2 Medium Tank, Battleship Take the 3 bases and cities near you, and move out of your isolated area to the cities west of the two mountains. Avoid indirect range at all possible and defend there. Slowly retreat back on week two when you will get overwhelmed. Add tanks and indirects, as well as infantry and A-Air, to halt Lash's threat. The battleship will do nothing to you. "I'll continue to do my best!" Victory! 100 Speed + 97 Power + 59 Technique = 256 A-Rank Mission 13: T-Minus 15 ---------------------- On this mission, Andy should leave one bomber in the north to wipe out everything on the wester front, even the missile and artillery by the end with a destroyed seem. Andy should break open the seems to the other two fronts, and leave much of his aerial force bombarded Black Hole positions on the southern front until Flak falls on Day 13. Meanwhile, Olaf should fly an A-Air as well to the southern front and make a battle copter and some bombers to eliminate the south, while keeping an eye on firing shots from indirect units onto those Neotanks, with direct support. Take properties and finish by Day 15. "I won! That is, we won!" Victory! 92 Speed + 74 Power + 90 Technique = 256 Pts A-Rank Mission 14: Nature Walk ----------------------- Grit vs. Lash Red Difficulty: ******** BM: Two Infantry, Mech, 2 Recon, 4 Tank, 2 APC, 4 Artillery, 2 Rocket, A-Air, 2 Medium Tank BH: ??? Grit Day 1: Hide ALL your units in forest after taking out the front tank and recon. Load infantry into APCs so it will work. Lash Day 1: Move down all units but infantry which move up. Grit Day 2: Take out a Neotank, artillery, and tank with indirects. Move up everything up without being next to any one unit and in forest. Lash Day 2: Move down units and apparently is unable to destroy anything. Grit Day 3: Destroy A-Air, recon, and 2 tanks with indirects and direct help. Move up units through forest as always, and avoid any contact. Lash Day 3: PRIME TACTICS. Move down units. Start taking two of your cities with infantry. Grit Day 4: Move all units either out of enemy sight (north) or up through forests (south). As usual, never leave a forest. Lash Day 4: Destroy found mech, weaken APC. Grit Day 5: Weaken tank, medium tank, A-Air, and destroy tank with indirets, then destroy the medium tank with a rocket. Finish off tank and A-Air with any tank for both, so one tank will get hit by a Black Cannon, but at least your rocket doesn't take damage. Move remaining units up through forest. Lash Day 5: Two Black Cannons blast tank. Finish taking 2 cities, start taking 4 other ones. Grit Day 6: Move all units up but in forest and out of enemy sight. Lash Day 6: Finish taking 4 cities, move units north. Grit Day 7: Super Snipe. Weaken eastern Black Cannon with eastern rocket to 17HP. Destroy artillery with artillery. Destroy infantry with rocket. Move units north and start sneaking a recon up towards HQ from the west. Lash Day 7: Destroy something. Grit Day 8: Sneak recon towards HQ. Move units north and destroy a rocket with a medium tank, weakening a Neotank with a medium tank out of Black Cannon range. Lash Day 8: PRIME TACTICS. Destroy a tank and weaken medium tank with Neotank. Start taking two BM cities. Grit Day 9: Sneak recon towards HQ, through forest. Finish off Neotank with two medium tanks. Move units north but out of sight and in forest. Lash Day 9: Destroy tank, finish taking two cities. Grit Day 10: Snipe Attack. Destroy EVERYTHING YOU CAN. Go into enemy sight even. Move recon onto HQ and attack the rocket. You win! "I hope they don't come any tougher 'n that." End: Victory! 100 Speed + 100 Power + 98 Pts = 298 S-Rank! Mission 15: Neotanks!? ---------------------- BM CO (Olaf) vs. Lash BM: 2 Tank BH: Mech, Tank, Artillery, 4 Battle Copter, Medium Tank, Neotank, Rocket Olaf Day 1: Move tanks 6E. Build three infantry. Lash Day 1: Move swarmed units south except for the three lab units. Olaf Day 2: Move western tank 1N, eastern tank 1W. Move western two infantry 3N, eastern one 3E. Lash Day 2: Move massive force south, start taking cities in NW. Olaf Day 3: Move western infantry 2W 1N and fire missile on 4 battle copters, artillery, and mech. Do the same with northern infantry 3N. Build A-Air from eastern base, infantry from northern base. Move eastern infantry 3E to take city. Move tanks 1N. Lash Day 3: Finish taking two properties. Move up battle copters, two to attack infantry, one to attack tank. Olaf Day 4: Move western infantry 3N towards airport. Move SW infantry 3W. Move north-central infantry 1NW to fire a missile on mech, artillery, and tank. Finish taking city. Move tanks 2E 3N (north) and 1E 5N (south). Move A-Air 3NE to destroy battle copter. Build three infantry. Lash Day 4: Destroy infantry with three battle copters, move units. Olaf Day 5+: Fire last three missiles on three units at lab. Move all infantry eastward to take those missile silos and infantry, then move on to the neutral base. Destroy weakened tank, mech, and artillery with both tanks. Move A-Air northwest to rid battle copters. Speed things up with an APC. Move both tanks up to rid the weakened lab units quickly, taking a little damage on the way. Add an A-Air to the west against copters and A-Air/recon. Start taking neutral base and cities nearby, then move in some newly built medium tanks and tanks from new base to kill her units near the lab. The left can be held with one A-Air. Start capturing the lab ASAP. Hold the bridge to win! "With this new weapon, no one's a match for us!" Victory! 98 Speed + 100 Power + 87 Technique = 285 S-Rank Mission 16: Factory Blues ------------------------- Max & Olaf vs. Lash Red Difficulty: ******* OS: 3 Mech, A-Air, Tank, APC, Artillery, Rocket, Medium Tank BH: 2 Recon, Tank, 2 Artillery, 2 A-Air, Neotank, 3 Battle Copter Here is a nasty predeployed addition from NC, and the factory boasts stronger units too. You'll want to give Max the left base and the cities nearby. Move up painfully with all three types of tanks, A-Air, and infantry. Artillery won't be very helpful on this nearly all-direct battle, but if you can eventually permamently block the factory doors by Day 25, you can seal a victory. After all, gaining the BH airports nearby, seizing control of the bases, and blowing up the seem can then be done in 34 days. Victory! 80 Speed + 60 Power + 59 Technique = 199 C-Rank (m8.3) ################## ## YELLOW COMET ## ################## Mission 17: Silo Scramble ------------------------- Kanbei vs. Flak Red Difficulty: **** Amazingly nearly as easy as its predecessor, this forces you to play more to the sides rather than the center. There are no bases in the middle, but now they are on islands that are actually in a nice position for you. Keep pumping infantry from all bases for most of the battle, and add in tanks and medium tanks to charge forward. Beat BH to the middle to fire off the silos, and attack from the north and the west to defeat Flak by Day 21. "Raise your voices in victory!" Victory! 95 Speed + 100 Power + 100 Technique = 295 S-Rank Mission 18: Sensei's Return --------------------------- Sensei vs. Adder Red Difficulty: ***** YC: 2 Infantry BH: 2 Cruiser, ??? This is basically an enlarged version of the NC map. There's an extra airport, and more room to manuever with. Your key here is to once again grab that neutral base and airport on the penninsula and spread upward. Your forces in the southwest will be stalled by indirects and infantry hiding in forest, but if you can advance from the penninsula to the HQ, you will smash practically everything and relieve everything in the west to win. Unlike on the NC version, there is no hiding APC. Beat this in 26 days. "Ho ho! Guess that's that." Victory! 100 Speed + 100 Power + 74 Technique = 274 A-Rank Mission 19: Show Stopper ------------------------ Sonja vs. Adder Red Difficulty: ******* Surprisingly, the early part is actually not much more difficult than its NC counterpart. Sure there's more battle copters and bombers to deal with, but with early A-Air and tanks, you can wipe out his early aerial and land force easy. Just keep both eyes on the neutral bases and don't let anyone take them but you. Shift your forces westward by Day 12 and capture both ports, building subs to crash his sub-battleship navy on both fronts. Smash the minicannons with medium tanks, add an A-Air against his random battle copter encounters, and take the southwest city again, which is the lab city. Beat this in 32 days! Victory! 100 Speed + 100 Power + 60 Technique = 260 A-Rank Mission 20: A Mirror Darkly --------------------------- Sonja vs. Lash Red Difficulty: ***** General Strategy: 1. Always have a unit on the HQ. If your rocket is weakened, run it into forest and let medium tank guard it. 2. Attack stronger units first like medium tanks and Neotanks. The others you can match with your medium tanks. 3. You'll want to have your indirects firing as much as you can, so move them whenever they don't hit anything. 4. Don't advance in the middle till she only has a few units left or looks like she has no chance of taking your HQ, which should be somewhere 7+ days. Beat this in 12 days! Victory! 86 Speed + 100 Power + 90 Technique = 276 A-Rank Mission 21: Foul Play --------------------- Sensei vs. Adder Red Difficulty: ******* Looks much harder than NC, eh? It's not that much harder, as you get an extra few units to aid you. You'll want four bombers and a battle copter smashing through the seems to your HQ, and the rest to wipe out the eastern forces and take Adder's properties. Your HQ area will be flattened regardless for what you do for the first few days, but the bombers will be the things that save you. The missile silos, after you use Airborne Assault on days 4, 6, and 11, can serve useful as well. On Days 5-9, Adder will attack with everything in the west. On Day 11, attack on both fronts and use bombers on Day 12 to destroy all minicannons. Victory! 100 Speed + 100 Power + 93 Technique = 293 S-Rank Mission 22: Sea of Hope ----------------------- I actually beat this mission faster on HC than on NC, due to predeployed units. For Sami, attack the strongest units you can, as you don't need to kill anything till the Neos come. Make sure that the bombers are baited to attack yellow infantry and APCs at the island with the airport and port. Build a tank in the right base and some infantry for first two days to take props and defend your island, but afterwards, build all bombers. Use your cruiser to destroy all subs and bombers except for the northern sub, and have Sami's aid along with your bombers to smash the battleships. Your battleship will be destroyed eventually, but you'll take out enough units. Grab the northern neutral airport and lure an A-Air with a T-Copter, then smash them with your bombers, out of missile range. If you can stay out, you will win. Just finish everything else off with reinforced bombers by Day 16 (Day 15 if luck goes well). Victory! 100 Speed + 100 Power + 95 Technique = 295 S-Rank Mission 23: Duty & Honor ------------------------ Kanbei vs. Adder Red Difficulty: ***** On HC, this mission is even trickier. You'll once again want to stay out of laser cannon range on even days until you take them out with rockets and mechs. There are more units for both sides here, and the infantry/mechs will start capturing your cities on Day 5, and finish on Day 11 if you're not careful. However, you have indirect units that if you use properly, will decimiate their forces at the bridge. With pure indirect power to attack first after you take out laser cannons in days 4 and 8, smash their forces from the back then march through and stop BH from taking your final city on Day 11. Advance to the south and win by Day 17. "No enemy can stand before Kanbei!" Victory! 100 Speed + 100 Power + 78 Technique = 278 A-Rank Mission 24: (m8.4) ################# ## GREEN EARTH ## ################# Mission 25: Sinking Feeling --------------------------- Now in command of a shiny new navy and Neotanks, Lash has made the 17-day limit rougher. However, as long as you pay more attention to keeping your initial predeployed forces alive to lure aircraft to destroy, and keep on churning in battleships, you will be able to sink the battleships fast enough. Remember to bring a lander to capture those northwest island properties, including the lab city that has stayed there. Victory! 96 Speed + 97 Power + 69 Technique = 262 A-Rank Mission 25: Sea Fortress ------------------------ Eagle vs. Hawke This HC mission has been flipped from horizontal to vertical, and you'll have to hit the cannons first again. However, there's more of everything here, for both sides, but to your greater disadvantage. Eliminate everything as fast as you can before the minicannons, then get as close to them out of range as possible. When you're ready, attack and use lightning strike. Your aerial units will start dropping in a while, but if you only aim for those minicannons and front two missiles, you will win quickly, if you aim for the back ones first, and then the front ones. Win in 9 days. Victory! 100 Speed + 100 Power + 78 Technique = 278 A-Rank Mission 28: Rain of Fire ------------------------ Jess vs. Hawke The volcano returns! HC brings you a small predeployed force to face Hawke's mighty huge force. Unlike last time, your main focus of attack should be from the north, as the south will take longer to dislodge with all the mechs in your way early. Grab the northern bases while keeping strong forces in the south to melt Hawke's forces back. Use mostly tanks, adding in a couple of medium tanks and Neotanks. Hawke will not be able to stem the invasion, and you can beat him in 27 days. Victory! 94 Speed + 81 Power + 71 Technique = 246 B-Rank Mission 29: Navy vs. Air ------------------------ Drake vs. Hawke A rougher version than its NC counterpart, this version is completely different than its NC version. Grab the neutral base quick, then move on with landers to the upper and bottom islands with an airport and two ports. Use pure land power to sweep Hawke to his doom in the middle isthmus and win in 40 days. "Blow me down...We finally won." Victory! 86 Speed + 75 Power + 64 Technique = 225 B-Rank Mission 30: Danger x9 --------------------- In this HC counterpart, use Eagle for quick effiency as well as a lightning strike to eliminate the enemies quickly here. Build tanks from that eastern base, but also keep a bomber and A-Air and the like in the west to keep an eye on a medium tank as well as copters in the west. Again, win in 9 days. Mission 31: To The Rescue ------------------------- This HC counterpart gives Adder even more units against you. You'll once again want your major air force in the north to eliminate those pesky airplanes, with a few in the south, and avoiding the laser cannons. Unlike in NC, you must race your planes to save Sami quickly, as she gets besieged by more forces... Mission 32: Great Sea Battle ---------------------------- Use a team of Drake, Max, and Sensei. Sensei will get those massed mech power with his Super CO Power, Drake will have his Tsunami ready to deprive Hawke of fuel for his aerial and naval units and help Sensei's assault on the factory by taking out the entire sea. Max, with some of Drake's help, should keep Hawke on defense. Let Max have the group of cities, Drake the base, cities, and ports next to it, and Sensei having the southeast island properties by sneaking a lander through the sub's range without going into it. Do that to win in about 42 days, by rocket attacking the minicannon blocking the seem, then destroying it. Victory! 58 Speed + 10 Power + 49 Technique = 117 C-Rank (m8.5) ################ ## BLACK HOLE ## ################ Mission 33: Hot Pursuit ----------------------- Use a combo of Grit in the middle, with Andy and Jess in the left and right. This being one of the rougher missions, you'll need Grit to consistently build infantry or artillery (use up all funds each turn, or get close) if you want to survive. Infantry first turn, as you'll want all 5 bases churning everything. After you eliminate about half of the forces that fight Grit, have him a medium tank so he won't lose, that will stay out of artillery range, just in case you do lose all your units. Andy should take out everything below the Black Cannons on his side, including the navy. Jess has an easier time as she has one more base. Mass artillery as well, and have a few tanks to eliminate Sturm's army there, ignoring his navy. Jess' units should aid Grit after about 10 days and send him out of that miserable battle alive. If he wins, so do you. After you're ready, bombard those Black Cannons with all you have, may it be rockets, artillery, or air. Win in 22 days. Victory! Mission 34: =============================================================================== =============================================================================== =============================================================================== (m9) ---------------------- ---- 9 > WAR ROOM ---- ---------------------- In Advance Wars, it was fairly easy to get S-ranks, as long as you put your mindset into strategies. In Advance Wars 2, they're taken it up a notch. Although the first twenty War Room missions are the same, most of them have all-new computer opponents that have a stronger AI. Original strategies will more or less work less well here. T.L. means Time Limit (the number of days that the mission can last and you still get perfect Speed score). Score is the score that our walktrhough will result in. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| | Map |Cities|Bases|Silos|Airp.|Ports| Enemy(ies) CO(s) |T.L.|Score| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Spann Island | 11 | 8 | 0 | 0 | 0 | Andy | 10 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Moji Island | 24 | 8 | 0 | 0 | 0 | Adder | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Duo Falls | 23 | 10 | 0 | 5 | 0 | Max | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Sole Harbor | 22 | 8 | 0 | 0 | 3 | Drake | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Pivot Isle | 17 | 10 | 0 | 4 | 3 | Eagle | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Land's End | 23 | 12 | 0 | 3 | 0 | Lash | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Kita Straight | 31 | 9 | 0 | 0 | 7 | Sami | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Point Stormy | 24 | 14 | 0 | 4 | 4 | Olaf | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Ridge Island | 17 | 8 | 0 | 0 | 0 | Grit | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Mial's Hope | 29 | 14 | 0 | 9 | 0 | Sensei | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Bounty River | 27 | 16 | 0 | 0 | 8 | Flak | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Toil Ferry | 17 | 8 | 0 | 8 | 6 | Hawke | 20 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Twin Isle | 29 | 8 | 0 | 0 | 0 | Jess | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Dire Range | 31 | 14 | 0 | 10 | 0 | Colin | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Egg Islands | 26 | 18 | 0 | 0 | 9 | Kanbei | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Terra Maw | 27 | 16 | 0 | 5 | 5 | Sonja | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Stamp Islands | 26 | 19 | 0 | 13 | 11 | Drake, Eagle | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Rivers Four | 26 | 17 | 0 | 0 | 0 | Sonja, Lash | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Ring Islands | 43 | 24 | 0 | 0 | 5 | Olaf, Grit | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Last Mission | 31 | 20 | 0 | 10 | 0 | Andy, Nell | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Pay Dirt | 14 | 7 | 7 | 4 | 0 | Colin | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Long Road | 18 | 12 | 2 | 0 | 0 | Jess | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Nest Egg | 15 | 11 | 4 | 0 | 0 | Sensei | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |The Trident | 13 | 8 | 5 | 8 | 5 | Nell | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Banker Hills | 13 | 8 | 8 | 0 | 0 | Hachi | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Missile Plains| 30 | 22 | 21 | 0 | 0 | Sturm | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Lost Basin | 23 | 15 | 6 | 0 | 0 | Sami, Sonja | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Risky Vale | 19 | 13 | 0 | 0 | 0 | Max, Kanbei | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |The Ring | 33 | 14 | 12 | 5 | 5 | Eagle, Drake, Jess |>26*| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯| |Strong Land | 26 | 19 | 0 | 11 | 11 | Flak, Lash, Adder |>17*| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯ *Speed score limit is above or below specified number; still to be checked the exact amount of days. (m9.0) ####################### ## SUB-SECTION LINKS ## ####################### The sub-sections links are below. No War Room mission has a walkthrough currently, but come back for the first guides soon! Mission #01: Spann Island* ................... (m9.1) Mission #02: Moji Island* .................... (m9.2) Mission #03: Duo Falls* ...................... (m9.3) Mission #04: Sole Harbor* .................... (m9.4) Mission #05: Pivot Isle* ..................... (m9.5) Mission #06: Land's End* ..................... (m9.6) Mission #07: Kita Straight* .................. (m9.7) Mission #08: Point Stormy* ................... (m9.8) Mission #09: Ridge Island* ................... (m9.9) Mission #10: Mial's Hope* .................... (m9.10) Mission #11: Bounty River* ................... (m9.11) Mission #12: Toil Ferry* ..................... (m9.12) Mission #13: Twin Isle* ...................... (m9.13) Mission #14: Dire Range* ..................... (m9.14) Mission #15: Egg Islands* .................... (m9.15) Mission #16: Terra Maw* ...................... (m9.16) Mission #17: Stamp Islands* .................. (m9.17) Mission #18: Rivers Four* .................... (m9.18) Mission #19: Ring Islands* ................... (m9.19) Mission #20: Last Mission* ................... (m9.20) Mission #21: Pay Dirt* ....................... (m9.21) Mission #22: Long Road* ...................... (m9.22) Mission #23: Nest Egg* ....................... (m9.23) Mission #24: The Trident* .................... (m9.24) Mission #25: Banker Hills* ................... (m9.25) Mission #26: Missile Plains* ................. (m9.26) Mission #27: Lost Basin* ..................... (m9.27) Mission #28: Risky Vale* ..................... (m9.28) Mission #29: The Ring* ....................... (m9.29) Mission #30: Strong Land* .................... (m9.30) *These (all) missions don't have a walkthrough yet. =============================================================================== =============================================================================== =============================================================================== (m10) ---------------------- ---- 10 > VS MODE ---- ---------------------- (m10.1) ############# ## VS MAPS ## ############# VS Maps are fair 1v1 maps, designed for you to play against your friends. You should avoid playing them against the computer or it will not be fun. Unless you wait a few turns before you begin to play (thus giving an advantage to the computer enemy) or you are a really bad player. Interestingly, no VS Maps have Missile Silos in them. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Bases|Silos|Airports|Ports| Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Little Island | 8 | 4 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Sun Canal | 18 | 7 | 0 | 0 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Beaker River | 12 | 8 | 0 | 6 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Star Islands | 14 | 10 | 0 | 8 | 8 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Eon Springs | 16 | 8 | 0 | 6 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Portal Bridge | 12 | 8 | 0 | 4 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Sabre Range | 4 | 8 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Asphalt Maze | 4 | 8 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Cog Isle | 0 | 4 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Zero Wood | 2 | 5 | 0 | 0 | 0 | Lash, Sami | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Switchback | 16 | 12 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Ruby Keys | 19 | 8 | 0 | 4 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rainy Haven | 18 | 5 | 0 | 4 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rail Strait | 28 | 5 | 0 | 0 | 3 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Tribe Islands | 28 | 8 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Vision Bridge | 19 | 13 | 0 | 0 | 8 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Piston Dam | 20 | 6 | 0 | 8 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Hat Harbor | 16 | 9 | 0 | 10 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Swan Cove | 23 | 11 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Go Islands | 22 | 7 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Hourglass Isle| 10 | 10 | 0 | 0 | 0 | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (m10.2) ############### ## 3 PLAYERS ## ############### Three-players maps are, well, maps with three armies in it. Some are fair for all the sides, and some are designed to make one side stronger. You choose what you want. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Bases|Silos|Airports|Ports| Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Pyramid Cape | 21 | 12 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Bead Islands | 35 | 9 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Clover Keys | 13 | 9 | 0 | 4 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Keyhole Cove | 24 | 15 | 0 | 9 | 9 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Fork River | 29 | 12 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Mantis River | 21 | 13 | 0 | 5 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Channel City | 21 | 10 | 0 | 0 | 3 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Ink Canal | 28 | 12 | 0 | 5 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Shield Hills | 22 | 11 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Peril Maze | 22 | 9 | 0 | 10 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Gem Creek | 30 | 6 | 0 | 4 | 3 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Glass Heights | 24 | 12 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Devil's Inlet | 23 | 12 | 0 | 10 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Shear Port | 26 | 15 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Liar's Cove | 26 | 13 | 0 | 4 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Nail Canal | 22 | 11 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Atlas River | 31 | 12 | 0 | 7 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Eel Channels | 23 | 13 | 0 | 0 | 7 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Jab Peninsula | 20 | 12 | 0 | 5 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Thorn Islands | 25 | 14 | 0 | 5 | 3 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Portsmouth | 28 | 9 | 0 | 0 | 9 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Archipelagos | 24 | 14 | 0 | 0 | 11 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Wyrm's Eye | 31 | 19 | 4 | 5 | 3 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Knotted Keys | 27 | 9 | 8 | 5 | 3 | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (m10.3) ############### ## 4 PLAYERS ## ############### 4-Players maps are, obviously, maps with four armies each, for four players. Most of them are fair; only one - Heartlands - isn't. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Bases|Silos|Airports|Ports| Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Four Corners | 16 | 8 | 0 | 1 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rocket Cape | 22 | 20 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Crop River | 45 | 21 | 0 | 11 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Tween Isle | 28 | 8 | 0 | 0 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rival Islands | 20 | 20 | 0 | 8 | 8 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Loop Road | 22 | 12 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Plus Canal | 24 | 16 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Islas Five | 32 | 16 | 0 | 12 | 0 | Max, Grit, Sami, Eagle | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Patriot Cave | 25 | 20 | 0 | 6 | 8 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Web River | 22 | 20 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Cap Narrows | 18 | 16 | 0 | 6 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Jay Islands | 40 | 8 | 0 | 0 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Chain Canal | 32 | 18 | 0 | 6 | 10 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Spring Lakes | 29 | 15 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Tatter River | 42 | 24 | 0 | 11 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Island X | 13 | 18 | 0 | 4 | 6 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Alakule | 30 | 19 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Traitor River | 29 | 21 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Fable Hills | 14 | 26 | 0 | 12 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |South Cape | 30 | 21 | 0 | 0 | 11 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Pipe Maze | 18 | 20 | 4 | 4 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Lock Ridge | 12 | 8 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Heartland | 26 | 22 | 5 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Badlands | 40 | 22 | 11 | 6 | 4 | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (m10.4) ############## ## WAR ROOM ## ############## The War Room maps are unfair maps (except for Spann Island), mostly 2-players, and some 3- and 4-players, that you can play in the War Room. You are nicely outnumbered by the enemy bases, so you need to be a good strategist. The level of difficulty gets steadily harder, so you have to train in other map groups before facing the later challenges from this map case. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Bases|Silos|Airports|Ports| Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Spann Island | 11 | 8 | 0 | 0 | 0 | Colin, Sami, Jess, Sonja | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Moji Island | 24 | 8 | 0 | 0 | 0 | Sami, Sturm, Jess, Lash | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Duo Falls | 23 | 10 | 0 | 5 | 0 | Max, Sensei, Olaf | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Sole Harbor | 22 | 8 | 0 | 0 | 3 | Drake, Andy | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Pivot Isle | 17 | 10 | 0 | 4 | 3 | Olaf, Jess, Eagle | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Land's End | 23 | 12 | 0 | 3 | 0 | Sensei, Adder, Olaf | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Kita Straight | 31 | 9 | 0 | 0 | 7 | Drake, Sami, | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Point Stormy | 24 | 14 | 0 | 4 | 4 | Hawke, Drake | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Ridge Island | 17 | 8 | 0 | 0 | 0 | Sturm, Lash | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Mial's Hope | 29 | 14 | 0 | 9 | 0 | Sensei, Eagle, Max, Adder | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Bounty River | 27 | 16 | 0 | 0 | 8 | Drake, Nell | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Toil Ferry | 17 | 8 | 0 | 8 | 6 | Max, Andy, Drake, Kanbei | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Twin Isle | 29 | 8 | 0 | 0 | 0 | Colin, Sami, Hachi | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Dire Range | 31 | 14 | 0 | 10 | 0 | Sensei, Colin, Eagle, Sami| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Egg Islands | 26 | 18 | 0 | 0 | 9 | Drake, Sami | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Terra Maw | 27 | 16 | 0 | 5 | 5 | Sturm, Nell, Hawke, Lash | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Stamp Islands | 26 | 19 | 0 | 13 | 11 | Sensei, Max | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rivers Four | 26 | 17 | 0 | 0 | 0 | Colin, Olaf, Sami, Lash | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Ring Islands | 43 | 24 | 0 | 0 | 5 | Drake, Sonja, Sami, Colin | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Last Mission | 31 | 20 | 0 | 10 | 0 | Sensei, Andy, Sonja, Sami | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Pay Dirt | 14 | 7 | 7 | 4 | 0 | Sami, Sensei, Sonja | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Long Road | 18 | 12 | 2 | 0 | 0 | Jess, Max, Grit | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Nest Egg | 15 | 11 | 4 | 0 | 0 | Grit, Jess, Sami, Sonja | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |The Trident | 13 | 8 | 5 | 8 | 5 | Sensei, Sami, Hawke | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Banker Hills | 13 | 8 | 8 | 0 | 0 | Jess, Colin, Sami | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Missile Plains| 30 | 22 | 21 | 0 | 0 | Kanbei, Colin, Olaf | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Lost Basin | 23 | 15 | 6 | 0 | 0 | Jess, Grit | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Risky Vale | 19 | 13 | 0 | 0 | 0 | Hachi, Olaf, Kanbei, Sturm| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |The Ring | 33 | 14 | 12 | 5 | 5 | Grit, Colin, Drake | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Strong Land | 26 | 19 | 0 | 11 | 11 | Colin, Jess | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (m10.5) ############# ## CLASSIC ## ############# Classic maps are 1v1, two-players maps that have been carried on since Famicom Wars days. There isn't anything special about them; the least you could expect is that rhe Volcano Isle map had a volcano in it; but no, Nintendo didn't care on updating that map with this AW2 new terrain. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Bases|Silos|Airports|Ports| Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Bean Island | 18 | 8 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Crater Isle | 19 | 10 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Triangles | 18 | 8 | 0 | 4 | 0 | Eagle, Sensei, Kanbei | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Ball Islands | 26 | 10 | 0 | 6 | 5 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Coral Lagoon | 12 | 8 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Puzzle Trio | 31 | 6 | 0 | 6 | 7 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Fist Peninsula| 20 | 6 | 0 | 0 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Deer Harbor | 47 | 8 | 0 | 6 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Alara Range | 22 | 7 | 0 | 7 | 0 | Max, Sensei, Olaf, Sturm | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Lost River | 25 | 9 | 0 | 5 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Volcano Isle | 15 | 7 | 0 | 2 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Turtle Atoll | 37 | 7 | 0 | 0 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Squash Island | 21 | 7 | 0 | 6 | 4 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Cube Keys | 22 | 9 | 0 | 7 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Mirror Islands| 25 | 6 | 0 | 3 | 0 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Shark Strait | 56 | 10 | 0 | 14 | 8 | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Royal Channel | 59 | 10 | 0 | 9 | 8 | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (m10.6) ################# ## PREDEPLOYED ## ################# Hachi is VERY useful in predeployed maps. While his ability can't do anything, his Super Power lets he creates units in cities. That's right - you will have a very easy time defeating your enemy if you can hold long enough. Which isn't much anyway, since his Super Power needs only 5 stars to charge. Just be sure to capture lots of cities. :) In the same way, you could think that Colin is useless. He isn't - since you won't be deploying any units, you will save all the money you get. And that means... when his Super Power is charged, you will be able to blast away most of your enemy units in a single hit! Just be sure to keep your units healthy or they won't be able to do much damage. :) Although he can't deploy the unit you want, Sensei's Super Power can also turn the tides of a predeployed match. Creating Mechs in each of your cities can surely save the day! Its CO Power creates Infantries, but they're too weak against anything not soldiers. Finally, as long as you keep your units alive, Andy's Super Power is also wonderful in predeployed maps. Even if your unit has just 1HP left, it will be healed by 5HP. You can recover the HP of land units by moving them into cities or your HQ, but using his Powers you can restore the HP of air and naval units, while the other COs (except Hawke) can't do that. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Map |Cities|Silos| General Strategy | Best COs to Use On Map | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Brace Range | 6 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |River Range | 10 | 1 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Moon Isle | 8 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Mint Plateau | 8 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Jewel Canal | 8 | 2 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Wrench Island | 10 | 2 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Rapid Ferry | 8 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Bundle City | 56 | 2 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Scarab Road | 14 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Pointing River| 10 | 2 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Liaison Wood | 4 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Delta Heights | 11 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Poem Cape | 6 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Blue Lake | 6 | 1 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Coil Range | 16 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Leaf Haven | 0 | 4 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Battle Cube | 16 | 0 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Big Daddy | 14 | 2 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Grid Assault | 12 | 12 | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |Crossroad | 0 | 0 | | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =============================================================================== =============================================================================== =============================================================================== (m11) -------------------------- ---- 11 > DESIGN MAPS ---- -------------------------- Coming soon... =============================================================================== =============================================================================== =============================================================================== (m12) ---------------------- ---- 12 > SECRETS ---- ---------------------- »»»»»»»»«««««««« UNLOCKING COs »»»»»»»»«««««««« You can play as 12 COs (three in each army, OS, BM, GE and YC) in the Campaign Mode, but what if you want to play as them in VS Mode, War Room or Link Mode? Well, you can buy them in Hachi's Battle Maps, but only after you meet certain requirements. Most COs will be unlocked after you clear their army's campaign in Campaign Mode. -ANDY- Unlocked from the start. -SAMI- Unlocked from the start. MAX Unlocked from the start. -NELL- Beat whole Normal Campaign. -HACHI- Beat whole Hard Campaign and buy everything from him (except Hachi, of course). -OLAF- Beat Blue Moon campaign. -GRIT- Beat Blue Moon campaign. -COLIN- Beat Blue Moon campaign and buy either Olaf or Grit. -KANBEI- Beat Yellow Comet campaign. -SONJA- Beat Yellow Comet campaign. -SENSEI- Beat Yellow Comet campaign and buy either Kanbei or Sonja. -EAGLE- Beat Green Earth campaign. -DRAKE- Beat Green Earth campaign. -JESS- Beat Green Earth campaign and buy either Eagle or Drake. -FLAK- Unlocked from the start. -LASH- Beat whole Normal Campaign. -ADDER- Beat whole Normal Campaign -HAWKE- Beat whole Normal Campaign. -STURM- Beat Normal or Hard Campaign with an average score S-Rank. »»»»»»»««««««« LAB MISSIONS »»»»»»»««««««« You have probably heard of the new unit in Advance Wars 2, the Neotank. While it's available since the start in War Room, Link Mode and VS Mode, you have to steal their development plans from secret labs in the Campaign Mode to be able to use them. Of course, it's not that easy either; in each allied country you must locate the map, that is hidden in one mission. Below are the map locations and the name of the Map missions and the Lab missions. *Credits to (and at) Advance Wars Network, http://www.gbafansite.com/awn/aw2secrets.shtml* *** NORMAL CAMPAIGN *** -ORANGE STAR- Flak Attack: City north of your HQ, within range of your units' starting positions. Secret Lab Mission: Test of Time -BLUE MOON- Toy Box: South-westernmost neutral city (that seems to be in a weird island) Secret Lab Mission: Neotanks?! -YELLOW COMET- Show Stopper: South-westernmost neutral city. Secret Lab Mission: Sea of Hope -GREEN EARTH- Sinking Feeling: Southernmost city on the western island. Secret Lab Mission: Danger X9 *** HARD CAMPAIGN *** -ORANGE STAR- Andy's Time: Neutral city two spaces north of western minicannon. If you don't get the map, it will be given to you after you complete the mission. Secret Lab Mission: Test of Time -BLUE MOON- Toy Box: Neutral city four spaces west of neutral port. Secret Lab Mission: Neotanks?! -YELLOW COMET- Show Stopper: South-westernmost neutral city. Secret Lab Mission: Sea of Hope -GREEN EARTH- Sinking Feeling: Southernmost city on the western island. Secret Lab Mission: Danger X9 »»»»»»»»«««««««« FLASHING MENUS »»»»»»»»«««««««« Like in Advance Wars, you can have your menus in the Mode Select screen flashing gold. To achieve this, you have to do the following: -CAMPAIGN- Get S-Rank in either campaign, beating all the missions. (Not confirmed) -BATTLE MAPS- Buy everything from Hachi. -DESIGN ROOM- Buy all the CO Color Edits from Hachi. -WAR ROOM- Get S-Rank in all missions. (Not confirmed) -VERSUS- Play all maps. (Not confirmed) -LINK- Unknown. (maybe play all maps?) =============================================================================== =============================================================================== =============================================================================== (m13) -------------------------- ---- 13 > BATTLE MAPS ---- -------------------------- Hachi opens his shop and there you can buy COs, Maps and more. For more information on how unlock the COs, look at the section above: Secrets (m12). To be able to buy a CO Color Edit, just buy the CO. Note that the list isn't complete yet; as soon as one of us get the missing info, this section will be updated. Each point you get in War Room or Campaign mode is added to your total points number. You can use those points in Battle Maps to buy more things from Hachi! And in Hard Campaign, you get double the amount of points! _____ | COs | »Incomplete ¯¯¯¯¯ Nell............. 3000 Olaf ............. 600 Grit ............. 600 Colin ............ 600 Kanbei ........... 600 Sonja ............ 600 Sensei ........... 600 Eagle ............ 600 Drake ............ 600 Jess ............. 600 Lash ............ 1000 Adder ........... 1500 Hawke ........... 3500 Sturm ........... 4000 _______________ | CO Color Edit | »Incomplete ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Max............... 150 Sami ............. 150 Olaf ............. 150 Grit ............. 150 Kanbei ........... 150 Sonja ............ 150 Sensei ........... 150 Eagle ............ 150 Drake ............ 150 Jess ............. 150 Flak ............. 150 Lash ............. 300 Adder ............ 300 Hawke ............ 300 _______________ | War Room Maps | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pay Dirt ......... 500 Long Road ........ 500 Nest Egg ......... 500 The Trident ...... 500 Banker Hills ..... 500 Missile Plains ... 500 Lost Basin ....... 500 Risky Valley ..... 500 The Ring ......... 500 Strong Land ...... 500 _____________ | Versus Maps | ¯¯¯¯¯¯¯¯¯¯¯¯¯ Hourglass Isle ... 500 __________________ | Predeployed Maps | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Big Daddy ........ 500 Grid Assault ..... 500 Crossroad ........ 500 ________________ | 3 Players Maps | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Portsmouth ....... 500 Archipelagos ..... 500 Wyrm's Eye ....... 500 Knotted Keys ..... 500 ________________ | 4 Players Maps | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Pipe Maze ........ 500 Lock Ridge ....... 500 Heartland ........ 500 Badlands ......... 500 =============================================================================== =============================================================================== =============================================================================== (m14) ------------------------ ---- 14 > COs GUIDE ---- ------------------------ There are nineteen Commanding Officers (COs) in Advance Wars 2. You will play, in the Campaign mode, as four countries; each of them will have three COs that you can use. You can unlock the rest for playing in War Room and Versus Mode; you can buy them from Hachi in the Battle Maps after you clear a part of the Campaign Mode - more info on Secrets: (m12). Each CO has two powers: a CO Power and a Super Power. You can use the CO Power the small stars of the Power Meter are filled, and the Super Power when all of them are full. Usually the Super Power are stronger versions of their CO Powers. It's up to you to choose wether to wait for the Super Power or use the CO Power right away. Below, in the CO Guide, you will find the strengths and weaknesses of each CO. Those percentages are relative to Andy's units, which are the average. For the CO and Super Powers, the effects are relative to that CO's original powers - do NOT apply them over Andy's units (unless specified)! Note also that EVERY CO and Super Power gives a 10% boost in the defense of all units. (some of them give more defense boost than just 10%). Bonuses of Powers, unlike in Advance Wars, most times aren't calculated as full percentages (like 110% of 110% is 121% - now it is 110% + 10% = 120%). For more information, see the Damage Calculation area of the Advanced Techniques (m18) section. The final calculation of a bonus is displayed in brackets. Beside the CO and Super Power names are two numbers, which mean the amount of stars needed to charge the CO's CO Power and the number of stars after the CO Power needed to charge the Super Power. For exampe, 3/3 in Andy's powers means that you will need to fill 3 stars to use Hyper Repair, then more three to fill his Power Meter completely and get to use Hyper Upgrade. Quick list of unit types: -Soldiers: Infantry, Mech -Directs: Tank, Md Tank, Neotank, Recon, Anti-Air, Submarine, Cruiser, B-Copter, Fighter, Bomber -Indirects: Artillery, Rocket, Missile, Battleship -Vehicles: Tank, Md Tank, Neotank, Recon, Anti-Air, Artillery, Rocket, Missile, APC -Air: T-Copter, B-Copter, Fighter, Bomber -Sea: Lander, Cruiser, Submarine, Battleship -Transport: APC, Lander, T-Copter (m14.1) ################# ## ORANGE STAR ## ################# ********** ** ANDY ** ********** |Background ¯¯¯¯¯¯¯¯¯¯ "A mechanical boy wonder. Impulsive to a fault, he's fiercely protective of friends. Hit: Mechanics Miss: Waking up early" Andy is the first CO you will meet in the Campaign Mode. He was introced to the Orange Star Army in the first Advance Wars, and he still acts like an immature boy. Impulsive, he likes a lot to battle, and you will have fun times reading his lines. |Skill ¯¯¯¯¯ "No real weakness. Proficient with air, sea and land units. Ready to fight wherever and whenever." Andy has no strengths or weaknesses at all. Thus, his units are considered the average (100%) when the other COs' abilities are listed in this FAQ. You can choose Andy in any map, since he has got no weak points, and he is especially effective against Drake, Olaf and Hawke because his Powers will heal the damage dealt by the Powers of those three COs. When you play as Andy, try to balance out your units, deploying soldiers first, then direct and indirect units. Remember to adapt the units you deploy to the enemy's weakness - for example, if your enemy is Grit, deploy fast-moving units like Recons, Battle Copters and Tanks; if your enemy is Eagle, get Missiles and Anti-Airs. If Andy is your enemy and you have to choose a CO, you won't find a good counter... just use the map to your advantage! |Powers: 3/3 ¯¯¯¯¯¯¯ »HYPER REPAIR« - Heals all of Andy's units by 2HP (= +2) - +10% defense for all units (= 110%) »HYPER UPGRADE« - Heals all of Andy's units by 5HP (= +5) - +20% offense for all units (= 120%) - +10% defense for all units (= 110%) - +1 movement range for all units (= +1) Andy's Powers are specialized in healing his units. Hyper Repair will do the same job as a city, but it doesn't use your money, and it heals all units instantly. Sometimes you will want to use it before attacking (example: after a Tsunami, or if most of your units have been damaged), and sometimes, after (if most of your units are at full health, and they will be damaged by the counterattack). Hyper Upgrade is a very useful Super Power, which doesn't take long to charge and, unless your enemy preferred to focus on destroying your units instead of harming many of them, will bring your army back to its best. Without using any money either, a healing power of 5HP is very useful. This time using the Super Power before attacking is better of a good option, since your units will gain a 20% attack boost. Both of Andy's Powers work very well in predeployed maps, where your naval and air units have no place to recover health. I suggest you saving up for the Super Power, unless your units are in very bad shape and you need urgent healing. CO/Super Power Quotes: -It's time for a tune-up! -I'll win for sure! -I'm all revved up! -I'm not worried! I can fix anything! -This is how I do battle! -Never give up, and never lose! I'm on my way! ********* ** MAX ** ********* |Background ¯¯¯¯¯¯¯¯¯¯ "A brave and loyal and an earnest warrior who hates deception and trickery. Hit: Weight training Miss: Studying" Max joined the Orange Star army at the same time with Grit and Nell, but the game doesn't present much story background. Between an impulsive Andy and a considerate Sami, he is a bit hot-headed. From the first Advance Wars you can think he likes Nell - but it's still a mistery. He didn't get along well with Andy in the start, but since when he proved he was worth his CO position, they became good friends. |Skill ¯¯¯¯¯ "Non-infantry direct-combat units are tops. Indirect-combat units are limited in range and firepower." - +20% offense for direct-combat units - -10% offense for indirect-combat units - -1 attack range for indirect units Easy math: direct units (except for soldiers) are powerful, indirect units are weak. It affects all units, including all planes and the B-Copter, and to avoid his weakness you simply should avoid deploying units like Rockets. Remember that their attack range is also small, so Artilleries are almost useless, since they will be able to fire »exactly« two spaces afar. Max was severely weakened since Advance Wars; now it requires much more strategy to play using him effectively. When playing as Max, you should deploy some Recons early since they are powerful against the enemy Infantry and it will slow their capture. Later, Tanks will be your best choice in land maps, but if the map involves air units you should deploy B-Copters (since they are strong against most land units) and Anti-Airs (to defeat enemy aircraft). When you can, deploy some Bombers; they while they can attack first, they will destroy completely the enemy. Just be careful with Fighters. To attack enemy naval units, you can create simple Subs; to attack the Subs, deploy Cruisers. Max isn't the best CO for naval battles. Max is a good CO in maps that have open areas and less movement-slowing terrains like woods and reefs, and that have few choke-points (areas on which the path is blocked on both sides and the passage is 1-square wide), thus favoring direct units. Aerial maps are good for him as well, since there are no indirect-combat air units and Max's Bombers are deadly. Your best option when playing as him is try a victory by destroying all enemy units, but capturing the HQ is still an option. Max is equally good to all COs. Depending on the map, he may have trouble with Grit or prevail over him easily. Against Max, your best choice is Kanbei, if the map has no special features; if it favors air units, choose Eagle, if it favors sea units, choose Drake, etc. |Powers: 3/3 ¯¯¯¯¯¯¯ »MAX FORCE« - +20% offense for direct units (= 140%) - +1 movement range for direct units (= +1) - +10% defense for all units (= 110%) »MAX BLAST« - +40% offense for direct units (= 160%) - +2 movement range for direct units (= +2) - +10% defense to all units (= 110%) Max's Powers, as you could expect, makes his direct-combat units even stronger. Both of them increase their firepower, but also makes them move farther. Saving for the Super Power isn't really necessary; if it's the beginning of your turn and only the small stars are filled (and if your direct units can attack the enemy, of course), you should use it right away, as the Super Power has exactly double the effectiveness of the CO Power. The only advantage in waiting for it is that you'd have two "no-charging" days by using the CO Power twice, and that the activation cost increase (that happens every time you use any power) will happen twice. Max Force and Max Blast are very useful for using brute force to blast away the enemy's indirect units (bad joke time), since they can move considerably longer and reach Rockets that are far away, and damage more of them with the extra firepower. Fighting direct units is also much easier, since the damage dealt will be harsher and they will strike back with less power. Just remember that they don't make his indirect units any stronger. Note also that the direct-combat air and naval units also get the firepower boost. CO/Super Power Quotes: -Roll, tanks, roll! -Hey! Give up while you still can! -Now you're gonna get hurt! -Wanna test might? I won't lose! -I'm no show-off! -That's enough! Get outta the road! ********** ** SAMI ** ********** |Background ¯¯¯¯¯¯¯¯¯¯ "A strong-willed soldier who backs up Max and Andy. A graduate of special-forces training. Hit: Chocolate Miss: Cowards" Sami is a cautious, polite and disciplined CO. She is the only of the three Orange Star main COs that actually think before battling, and is praised by Nell for her good work. She is respected by everybody (except for Black Hole, of course), and has something with Eagle... |Skill ¯¯¯¯¯ "Being an infantry specialist, her foot soldiers move farther, capture faster and cause more damage. Weak vs. vehicles." - +30% offense for direct-combat units - -10% offense for direct units - 1.5x capture rate for soldiers (rounded down) - +1 transports movement range Old Advance Wars players will be divided in two groups: those who liked the old +10% defense of her soldiers changed into extra offense, and those who didn't. This makes her Mechs more suceptible to enemy fire, but even more powerful if they attack first. With Sami your initial Infantry expansion can last a bit longer, or you can try to deploy Mechs instead, since they can fight with little problem against vehicles. Don't deploy as many direct units (Tanks, Recons, etc) as you would with other COs. They are weaker and you will be better deploying double that amount of Mechs. However, you must deploy Anti-Airs if the map includes airports. The best units to be paired with Sami's Mechs are indirect units; they aren't affected by any penalty. They also can take out units (Md Tanks, for example) that the Mechs can defeat so easily. Her transport units and soldiers are wonderful combinations - since they can move farther and capture more quickly, they can work for both a quick initial expansion, and for capturing the enemy HQ. If you are a new player to the Advance Wars series, you will not know about one of the most useful techniques in the game - the Mech Flood. It is best executed in a map with many bases, few cities and no airports or seaports. You have to basically build Mechs in every base, because they are cheap and strong. You should also deploy some Artilleries, since they are still cheap, to attack stronger units like the previously mentioned Md Tanks. Advancing every day with the Mechs (and also capturing buildings in the way) in the front and Artilleries behind, there is a high chance that the enemy will fall to superior numbers. Occasional Anti-Airs (for air units) should also be deployed. The best way to counter Mech Floods is... Infantries. The earlier you begin to construct your defense, the most effective it will be. Infantries are cheaper than Mechs, and while you are dealing with only other soldiers, they aren't too weak. Artilleries should be also in your back row, attacking the Mechs before they can attack your Infantry wall, but you can't let they be attacked or the money you used to buy it will be wasted. However, for the enemy Artilleries, you will have to be more creative - for example, deploying Battle Copters, or deploying Rockets. Enemy Anti-Airs are no match for the Artillery fire, but they can destroy Infantries in one hit, which breaks your defensive wall and allows the Mechs to break in and attack the indirect units. Sami is more useful, as said above, in maps with many bases and few cities, so you can produce many Mechs. Maps with mountains, forests and rivers are also welcome, as well as choke points, since they favor soldiers and indirect units over direct-combat units. Airports can be either a friend or an enemy - if they help you to capture quickly and easily the enemy bases and HQ, they are good, but if the combat lasts longer, you will be in trouble, both because all air units (that can attack) are direct-combat units, and because soldiers aren't effective against them. She is not too bad in naval battles, but her Mech Flood technique is almost ineffective in them. If there are many bases in the map, Sami is very good against Kanbei, since she can outnumber him easily. Drake's rain ability is also useless against Mechs and Infantries and his Powers don't stop her soldiers from capturing buildings. In any map (and especially in maps with airports, so you can build T-Copters) you should go for HQ capture - if you can save up your Super Power for that moment, victory is yours! (and go marching) Grit is your best choice against Sami - soldiers have little movement range, less than his Artilleries' attack range. In maps with air units, you can also choose Sensei and Eagle. |Powers: 3/5 ¯¯¯¯¯¯¯ »DOUBLE TIME« - +20% offense for soldiers (= 150%) - +1 movement range for soldiers (= +1) - +10% defense for all units (= 110%) »VICTORY MARCH« - +50% offense for soldiers (= 180%) - +2 movement range for soldiers (= +2) - Soldiers can capture buildings in one day REGARDLESS of HP - +10% defense to all units (= 110%) Sami's CO Power may seem weak for the amount of stars needed. However, when you have more than ten Mechs in the screen, it suddenly becomes very useful. Her Infantries and Mechs get stronger than those of any other CO's, and can even more 1 space farther. It is a waste to use it if you don't have any soldiers near a combat area, as it isn't worth to use it just for the usual +10% defense for other units. Here, Sami's Double Time doesn't charge as fast as it used to in Advance Wars, and it even lost its "movement-cost-drop-to-1-for-soldiers" too... Remember that even if the area of the big stars in the Power Meter is already halfway charged and you use the CO Power, you will mantain most of the surplus - sometimes, even enough to use the Power again in the next turn. If you are patient enough to wait for her Super Power (in the 4th place of most slow-charginc Super Powers), you will have a big reward. Again, you will want to have lots of soldiers in the screen. Her Infantries can move as much as a Md Tank, and her Mechs become MORE powerful than a Md Tank (except against Md Tanks and Neotanks, of course), since their attack power is nearly doubled. But the most important of all... the capture rate boost. If you can clear the path to the enemy HQ, a 1HP Infantry (even if it's 5 spaces away) can capture it in one turn. To finish a Mech Flood, nothing better than destroying some (only those necessary) guards with overpowered Mechs and moving an Infantry in to capture, and win. Also, earlier in the battle, you can use the Super Power to capture many buildings in a single turn (and quickly increase your income) or even an enemy base, but your Power Meter probably won't be full before most neutral buildings are already captured. CO/Super Power Quotes: -Ready or not, here I come! -Infantry... Assault! -All right! Time to end this! -You're not bad! Now it's my turn! -In a test of skill, I'm unbeatable! -Stay cool, stay calm... he who panics loses! ********** ** NELL ** ********** |Unlock ¯¯¯¯¯¯ Unlock: Beat Campaign Mode with A-Rank or higher. Cost: 3000 points |Background ¯¯¯¯¯¯¯¯¯¯ "A competent Orange Star CO. Attended military school with Max and Grit. Hit: Willful students Miss: Downtime" [Story background soon!] |Skill ¯¯¯¯¯ "Sometimes strike with more force than expected. She'll be the first to tell you she was born lucky." - Luck (may add up to 10% to the displayed percentage) Nell has a little good luck, meaning that the damage percentage displayed when you are about to attack a unit can be increased by up to 10% (actual value - NOT 10% of the displayed value). In an extreme case, a 81% can mean 10HP damage, but this is extremely rare (one chance in a hundred). Nell has no weaknes. NO weakness - that's right. I would consider her unfair for human matches, unless you want to give a handicap. Think of her as a bonus CO - in Advance Wars, she was the last CO you could get, as a proof of beating Advance Campaign. Her "thophy" value has decreased a bit, as now you only need to beat Normal Campaign with an A or higher rank to get her. [More information and strategies soon!] |Powers: 3/3 ¯¯¯¯¯¯¯ »LUCKY STAR« - Luck increase - +10% defense for all units (= 110%) »LADY LUCK« - Luck super increase - +10% defense to all units (= 110%) Apparently, terrain defense bonus reduces the effects of her luck. I couldn't get a big (more than 2HP) damage increase in Bases, for example. [Comments on her Powers soon!] CO/Super Power Quotes: -Lucky me! -Hmm... Time to get serious! -C'mon now! Let's have a little fun! -Luck IS a skill! -I'm just getting started! -Pretty good offense. I'm not too bad, myself! *********** ** HACHI ** *********** |Unlock ¯¯¯¯¯¯ Unlock: Beat Hard Campaign (still under research if something else more has to be accomplished to get him). Cost: unknown |Background ¯¯¯¯¯¯¯¯¯¯ "Rumored to be Orange Star's former chief, he's closing up shop to hit the battlefield. Hit: Tea Miss: Medicine" [Story background soon!] |Skill ¯¯¯¯¯ "Uses secret trade routes to get lower deployment costs for all units." - -10% cost for all units Hachi's units all cost 10% less to be deployed, and he has no weakness, like Nell. He is the new Bonus CO - he is the proof that you have beaten the Hard Campaign challenge. [More information and strategies soon!] |Powers: 3/2 ¯¯¯¯¯¯¯ »BARTER« - -40% cost for all units (= 50% of normal cost) - +10% defense for all units (= 110%) »MERCHANT UNION« - -40% cost for all units (= 50% of normal cost) - Land units can be deployed from his Cities - +10% defense to all units (= 110%) Don't be fooled by his Super Power description from the game - he still can't deploy units from an ally's base. He actually can deploy ground units from cities, in ANY map - even predeployed! This how useful can that be... [Comments on his Powers soon!] CO/Super Power Quotes: -How's business? -Come by and buy something! -You can call me Hachi, the best CO there ever was! -No need to get all worked up! -This brings back memories! -Runnin' away won't prove anything! Stand your ground, soldier! (m14.2) ############### ## BLUE MOON ## ############### ********** ** OLAF ** ********** |Unlock ¯¯¯¯¯¯ Unlock: Beat Blue Moon campaign. Cost: 600 points |Background ¯¯¯¯¯¯¯¯¯¯ "A pompous braggart whose tactical prowess has earned him the respect of his peers. Hit: Warm boats Miss: Rain clouds" [Story background soon!] |Skill ¯¯¯¯¯ "Winter weather poses no problem for Olaf or his troops. Rain, however, does. His gruff nature belies his overal competence" - Units get no movement penalties in snowy days - Units, in rainy weather, get the movement penalties that other COs would get in snow Basically, the Snow movement penalties are transferred to rainy days. If you think well, you will note that he is actually sort of immune to rain, but not to snow. [More information and strategies soon!] |Powers: 3/4 ¯¯¯¯¯¯¯ »BLIZZARD« - Change weather into Snow for one day - +10% defense for all units (= 110%) »WINTER FURY« - Damage enemy units by 2HP - Change weather into Snow for one day - +10% defense to all units (= 110%) [Comments on his Powers soon!] CO/Super Power Quotes: -Let the winds of war bring snow! -Blue Moon is indestructible! -You're going to regret challenging me! -Neither man nor machine can withstand the fury of nature! -You've got courage to face me, I'll give you that much! -Ho ho ho. Do you think your pitiful troops can stand the cold? ********** ** GRIT ** ********** |Unlock ¯¯¯¯¯¯ Unlock: Beat Blue Moon campaign. Cost: 600 points |Background ¯¯¯¯¯¯¯¯¯¯ "Laid-back style masks his dependability. A peerless marksman. Works well with Olaf. Hit: Cats Miss: Rats" [Story background soon!] |Skill ¯¯¯¯¯ "Range for distance weapons is 1 space greater than other COs. They cause more damage, too. Weak in direct combat." - +20% offense for indirect units - +1 attack range for indirect units - -20% offense for direct units [Information and strategies soon!] |Powers: 3/3 ¯¯¯¯¯¯¯ »SNIPE ATTACK« - +30% offense for indirect units (= 150%) - +1 attack range for indirect units (= +2) - +10% defense for all units (= 110%) »SUPER SNIPE« - +30% offense for indirect units (= 150%) - +2 attack range for indirect units (= +3) - +10% defense for all units (= 110%) [Comments on his Powers soon!] CO/Super Power Quotes: -Reckon it's time to take you down! -Where's the fool who wants to help me with target practice? -Once you're in my sights, there's no gettin' away! -You can run, but you can't hide! -Don't get me all rilled up! I wanna take things nice and slow. -No need for all the fuss. You just calm yourself down! *********** ** COLIN ** *********** |Unlock ¯¯¯¯¯¯ Unlock: Beat Blue Moon campaign and buy either Olaf or Grit. Cost: 600 points |Background ¯¯¯¯¯¯¯¯¯¯ "Blue Moon's little rich boy CO. Views Olaf and Grit with awe and admiration. Hit: Olaf and Grit Miss: Black Hole" [Story background soon!] |Skill ¯¯¯¯¯ "The heir to a vast fortune. Purchases all units at a special low price. Troops' low firepower stems from his lack of experience." - -20% cost for all units - -10% offense for all units [Information and strategies soon!] |Powers: 2/4 ¯¯¯¯¯¯¯ »GOLD RUSH« - Colin's funds are multiplied by 1.5x - +10% defense for all units (= 110%) »POWER OF MONEY« - Offense power of all units increase. For each 300G, it incerases by 1% (percentage over calculated damage - NOT actual value). - +10% defense for all units (= 110%) [Comments on his Powers soon!] CO/Super Power Quotes: -Let me show you the power of money! -People of Blue Moon! I need your help! -Money buys power!!! -Don't underestimate me because I'm new! -When the time comes, I do my duty! -This is not a drill... I won't give up so easily! My emulator stopped working at this point, and I have no time to type my own data. Should be in the next version! :) (following is the old guide, written by YoyoYoshi, half-related to AW1) Eagle (Green Earth CO): Hit: Lucky goggles Miss: Swimming Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Lightning Dive - Lightning Dive gives Eagle's air units an attack and defensive bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Lightning Strike - This was once the CO power of Advance Wars, but it's now the Super CO power. Unlike the original AW, this power will give you an air stat boost. All non-infantry units, including all sea units, air, and ground vehicles that were used already the turn before using it can be moved/used again. The mechs and infantry can't move for capturing reasons, like capturing the HQ in one day. Leave that to Sami. :P This is basically almost two turns in one. Infantry Bonus (Offense): 1.3 Direct Bonus (Offense): 1.3 Indirect Bonus (Offense): 1.3 Infantry Bonus (Defense): 1.3 Direct Bonus (Defense): 1.3 Indirect Bonus (Defense): 1.3 Strength/Weakness: Air units are better and have +10% offense, +10% defense, and use -2 fuel each day. However, his naval units have -20% offense. Eagle is a very fun player to use, because his strength is unusual and "breaks" most enemy strategies. Eagle, however, needs a lot of resources to win, since air units cost a lot. Just play using him, he's cool! Lightning Strike gives all but infantry-type units one more turn but weakens units during the same turn. However, don't take it that Eagle is an unstoppable CO. Many COs can beat him if you use them right. Eagle is not the best CO, despite Lightning Strike. Know that. Drake (Green Earth CO): Hit: Open sea Miss: High places Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Tsunami - Drake's Tsunami deals all enemy units one damage, plus loss of half fuel. Units, like sea units, get a small attack bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Typhoon - Drake's Typhoon deals all enemy units two damage, plus loss of half fuel. Hinders enemy unit movement for one turn. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: Drake's air units are -20% offensively weaker, but his sea units have +20% defense and +1 movement range. Drake's units also are not affected by rain. Drake owns water maps. His CO power is generally wasted against Sami and Andy, but is reasonable against big Max or Kanbei forces. Not much to say, really! He's just the man to choose for water maps (without airport ones), because he gets +1 movement AND +1 range (Battleship) with his CO power! That covers + of the entire map! Only Max and Grit can match his ranges (both direct and indirect combined). Jess (Green Earth CO): Hit: Dandelions Miss: Unfit COs Infantry Strength (Offense): 0.9 Direct Strength (Offense): 1.1 Indirect Strength (Offense): 0.9 Infantry Strength (Defense): 0.9 Direct Strength (Defense): 1.1 Indirect Strength (Defense): 0.9 CO Power: Turbo Charge - +1 movement to vehicles, attack boost. Fuel and ammo are replenished for Jess' units. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Overdrive - +2 movement to vehicles, larger attack boost. Fuel and ammo are replenished for Jess' units. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.3 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - Ground vehicles have attack power (like Max but only ground). All other units are weakened. Kanbei (Yellow Comet CO): Hit: Sonja Miss: Computers Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 1.2 Direct Strength (Defense): 1.2 Indirect Strength (Defense): 1.2 CO Power: Morale Boost - All units get an offensive/defensive boost of +20% for one turn. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Super CO Power: Samurai Spirit - All units get a larger offensive/defensive boost for one turn. Kanbei's counterattack power increases by 1.5X. Infantry Bonus (Offense): 1.4 Direct Bonus (Offense): 1.4 Indirect Bonus (Offense): 1.4 Infantry Bonus (Defense): 1.4 Direct Bonus (Defense): 1.4 Indirect Bonus (Defense): 1.4 Strength/Weakness: - All units +20% offense/defense, but all units +20% Price. For the Kanbei War Room stages, Kanbei is your best choice. Max players enjoy fighting Kanbei, because it is a great, challenging battle. While one might be tempted to roll over the enemy with Kanbei's super power tanks and Medium Tanks, remember that ALL of his units are powerful, and everything will work! (Max still has a slight edge on Kanbei on open maps however) Sonja (Yellow Comet CO): Infantry Strength (Offense): 0.9 Direct Strength (Offense): 0.9 Indirect Strength (Offense): 0.9 Infantry Strength (Defense): 0.9 Direct Strength (Defense): 0.9 Indirect Strength (Defense): 0.9 CO Power: Enhanced Vision - In Fog of War, Enhanced Vision will allow Sonja to see units otherwise hidden in forests and reefs. She can also see two squares farther (a total of 3 more than any other CO). It also gives her a +10% bonus on all units on offense and defense. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Counter Break - In Fog of War, Counter Break is stronger than Enhanced Vision. Sonja can see units otherwise hidden in forests and reefs, see three squares farther (4 more than over COs), and gives her stronger counterattack power. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: The HP of her units is hidden to the enemy outside of battle and farther vision in Fog of War. She also has strong counterattack power. Still a little weaker overall, but better than in AW. Sonja's improved from Advance Wars. Her HP is still hidden to foes, she still has better vision in FOW maps, and has better counterattack. Sonja does extremely well in Fog of War stages, yes. What about non-FOW stages? She's still not as horrible here than in AW, but she still won't do as well there. She still gets her counterattack and hidden HP bonus, though. Her units are always marked with ? HP to the enemy, meaning no one will ever known how many Sonja's units' HP is, unless it's an infantry or mech taking a property or you have Visuals on when playing against her or using her against another person. Sensei (Yellow Comet CO): Hit: Lazy, rainy days Miss: Busy malls Infantry Strength (Offense): 1.1 Direct Strength (Offense): 0.9 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.1 Direct Strength (Defense): 0.9 Indirect Strength (Defense): 1.0 CO Power: Copter Command - Spawns 9HP infantry units on all of his cities. Sensei's battle copters get an attack bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: ??? - Spawns 9HP mech units on all of his cities. Sensei's battle copters get a bigger attack bonus. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - As the new Yellow Comet CO, Sensei has superior skill with infantry and choppers. His are the best of the field. He suffers from vehicle and naval disadvantages, though. Sturm (Black Hole CO): Hit: Invasions Miss: Peace Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 0.8 Direct Strength (Defense): 0.8 Indirect Strength (Defense): 0.8 CO Power: Meteor Strike - Drops a meteor from the sky, hitting the units in a diamond pattern like this: --X-- -XXX- XXXXX -XXX- --X-- It deals 8 damage to units in a 5x5 formation. It is targeted to the most expensive group of units automatically. If the unit has less than 8 HP, it will always reduce the unit to 1. It can't kill units. His own units also won't get damaged. Infantry Bonus (Offense): 1.12 Direct Bonus (Offense): 1.12 Indirect Bonus (Offense): 1.12 Infantry Bonus (Defense): 1.12 Direct Bonus (Defense): 1.12 Indirect Bonus (Defense): 1.12 Sturm is not playable in Campaign Mode, but you can face him in the last two missions before Rivals! on both Normal Campaign and Advance Campaign. His terrain movement cost will always be 1 unless it is snowing. Flak (Black Hole CO): Hit: Meat Miss: Veggies Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 1.2 Direct Strength (Defense): 1.2 Indirect Strength (Defense): 1.2 CO Power: Brute Force - Strengthens his firepower further. However, his units will now either do super strong blows or deal almost no damage at all due to horrible accuracy. Infantry Bonus (Offense): 1.4 Direct Bonus (Offense): 1.4 Indirect Bonus (Offense): 1.4 Infantry Bonus (Defense): 1.4 Direct Bonus (Defense): 1.4 Indirect Bonus (Defense): 1.4 Super CO Power: Barbaric Blow - Strengthens his firepower even further. In contrast to Brute Force, now his forces will do either even more damage or do even less damage. Infantry Bonus (Offense): 1.6 Direct Bonus (Offense): 1.6 Indirect Bonus (Offense): 1.6 Infantry Bonus (Defense): 1.6 Direct Bonus (Defense): 1.6 Indirect Bonus (Defense): 1.6 Strength/Weakness: - Flak is similar to Max...he has brute strength. His units have high firepower, but his attacks aren't always effective, either. His two CO powers strengthen his firepower even more but weaken his accuracy in return. Adder (Black Hole CO): Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: ??? - Increases all unit movement by +1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: ??? - Increases all unit movement by +2. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Adder is fast. He builds up his CO power faster than any other CO, and his movement gets increased with CO powers. Lash (Black Hole CO): Infantry Strength (Offense): 1.? Direct Strength (Offense): 1.? Indirect Strength (Offense): 1.? Infantry Strength (Defense): 1.? Direct Strength (Defense): 1.? Indirect Strength (Defense): 1.? CO Power: ??? - Decreases movement to 1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: ??? - Decreases movement to 1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Think of Lash as opposite to most COs. She uses terrain to great advantage, but her CO powers actually destroy her movement to kill units in close battles. Hawke (Black Hole CO): To Be Unlocked By: ??? Infantry Strength (Offense): 1.? Direct Strength (Offense): 1.? Indirect Strength (Offense): 1.? Infantry Strength (Defense): 1.? Direct Strength (Defense): 1.? Indirect Strength (Defense): 1.? CO Power: ??? - Firepower gained. His units gain +1/+2 HP while enemy units lose -1/-2 HP. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: ??? - Firepower gained. His units gain +1/+2 HP while enemy units lose -1/-2 HP. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Hawke is like Kanbei of YC. His units are expensive to deploy, but his CO power seems not to power up units but to wreck others and heal his. =============================================================================== =============================================================================== =============================================================================== (m15) -------------------------- ---- 15 > UNITS GUIDE ---- -------------------------- Mov - Movement Vis - Vision Ran - Range Stars - How useful each unit is. FPT - Fuel used per Turn (Air+Sea Units only) Movement Cost: Pla - Plains River - River Mtn - Mountain For - Forest |--------|-----|---|---|---|---|-----|---|---|---|---|---| |Unit | Cost|Mov|Vis|Ran|Gas|Stars|FPT|Pla|Riv|Mtn|For| |--------|-----|---|---|---|---|-----|---|---|---|---|---| |Infantry| 1000| 3 | 2 | 1 | 99|* |XXX| 1 | 2 | 2 | 1 | |Mech | 3000| 2 | 2 | 1 | 70|*** |XXX| 1 | 1 | 1 | 1 | |APC | 5000| 6 | 1 | 1 | 70|*** |XXX| 1 |XXX|XXX| 2 | |--------|-----|---|---|---|---|-----|---|---|---|---|---| |Recon | 4000| 8 | 5 | 1 | 80|** |XXX| 2 |XXX|XXX| 3 | |Tank | 7000| 6 | 3 | 1 | 70|**** |XXX| 1 |XXX|XXX| 2 | |Md Tank |16000| 5 | 1 | 1 | 50|*** |XXX| 1 |XXX|XXX| 2 | |Neotank |22000| 6 | 1 | 1 | 99|*****|XXX| 1 |XXX|XXX| 2 | |Anti-Air| 8000| 6 | 2 | 1 | 60|**** |XXX| 1 |XXX|XXX| 2 | |--------|-----|---|---|---|---|-----|---|---|---|---|---| |Artilery| 6000| 5 | 1 |2-3| 50|** |XXX| 1 |XXX|XXX| 2 | |Rocket |15000| 5 | 1 |3-5| 50|**** |XXX| 2 |XXX|XXX| 2 | |Missile |12000| 4 | 5 |3-5| 50|*** |XXX| 2 |XXX|XXX| 3 | |--------|-----|---|---|---|---|-----|---|---|---|---|---| |T-Copter| 5000| 6 | 2 | 1 | 99|*** | 2 | 1 | 1 | 1 | 1 | |B-Copter| 9000| 6 | 3 | 1 | 99|*** | 2 | 1 | 1 | 1 | 1 | |Fighter |20000| 9 | 2 | 1 | 99|*****| 5 | 1 | 1 | 1 | 1 | |Bomber |22000| 7 | 2 | 1 | 99|*****| 5 | 1 | 1 | 1 | 1 | |--------|-----|---|---|---|---|-----|---|---|---|---|---| |Lander |12000| 6 | 1 | 1 | 99|**** | 1 |XXX|XXX|XXX|XXX| |Cruiser |18000| 6 | 3 | 1 | 99|*** | 1 |XXX|XXX|XXX|XXX| |Sub |20000| 5 | 5 | 1 | 60|*****|1/5|XXX|XXX|XXX|XXX| |B-Ship |28000| 5 | 2 |2-6| 99|*****| 1 |XXX|XXX|XXX|XXX| |--------|-----|---|---|---|---|-----|---|---|---|---|---| Sample Data: -Name of Unit- Cost: How many credits they cost Movement: How many squares they can move each turn Vision: How many square spaces they can see in Fog of War conditions Fuel: The maximum amount of fuel (or rations) that unit can have CO Powerup: What COs have those units strong (offensively) CO Powerdown: What COs have those units weak (offensively) What they look like: Self-explanatory Basic Info: What are they used for? -Infantry- Rating: * Cost: 1000 credits Movement: 3 Vision: 2 Fuel (Rations): 99 CO Powerup: Sami, Kanbei CO Powerdown: Grit, Sonja What they look like: Soldiers holding machine guns Basic Info: Infantry units have the lowest deployment cost. They can capture bases but have low firepower. Infantry move on foot. They can cross most terrain but only in short increments. They gain 3 vision whenever climbing a mountain. They can fire at infantry, vehicles, and battle copters. Infantry are the backbone of any battling army. You need them to capture cities, factories, airports, seaports, and most importantly, the enemy HQ. Their vision increases to five on mountains. Their main purpose, though, can be used to overwhelm the enemy with loads of infantry. -Mech- Rating: *** Cost: 3000 credits Movement: 2 Vision: 2 Fuel (Rations): 70 CO Powerup: Sami, Kanbei CO Powerdown: Grit What they look like: When against any of the 4 kinds of tanks, infantry with bazookas, when not, infantry with normal machine guns Basic Info: Mech units can capture bases, traverse most terrain types, and have superior firepower. They can cover most terrain at the movement cost of one. They also increase vision by 3 whenever climbing a mountain. They can attack for three rounds before recharging. The bazooka is effective against vehicles, especially with Sami. Plus, they have more firepower, more defense, and the ability to take out an Artillery or Rocket Launcher in one shot (if Sami's CO power Double Time on)! They're also potent against Tanks. They do have one drawback and that is that they're really slow. They have all the abilities of Infantry, including Capture and mountain-climb-to-get-better-vision-in-Fog-Of-War. Also, Infantry and Mechs are the only units that can get the defense bonus for fighting in the mountains and are the only units besides Air units that can get into mountains in the first place! -Recon- Rating: ** Cost: 4000 credits Movement: 8 Vision: 5 Fuel: 80 CO Powerup: Max, Kanbei CO Powerdown: Sami, Grit What they look like: A cube with a turret on wheels Basic Info: Recon units have high movement range and are strong against infantry units. Recon units travel on tires. This prevents them from crossing some types of terrain. Recon units have a large vision range, making them invaluable in Fog of War. Recon units use machine guns, and are obviously best used for Fog of War conditions. They can't really stand up to tanks and they don't have a lot of firepower to their name. Not much to say! -APC- Best Counter: Anything that attacks. -Recon- Rating: ** Cost: 4000 credits Movement: 8 Vision: 5 Fuel: 80 CO Powerup: Max, Kanbei CO Powerdown: Sami, Grit What they look like: A cube with a turret on wheels Best Counter: Medium Tank Basic Info: Recon units have high movement range and are strong against infantry units. Recon units travel on tires. This prevents them from crossing some types of terrain. Recon units have a large vision range, making them invaluable in Fog of War. Recon units use machine guns, and are obviously best used for Fog of War conditions. They can't really stand up to tanks and they don't have a lot of firepower to their name. Not much to say! -Tank- Best Counter: Medium Tank -Medium Tank- Best Counter: Rocket -Artillery- Best Counter: Recon -Rocket- Best Counter: Recon -A-Air- Best Counter: Tank -Missile- Best Counter: Medium Tank -Transport Copter- Best Counter: A-Air -Battle Copter- Best Counter: A-Air -Fighter- Best Counter: Missile -Bomber- Best Counter: Fighter -Lander- Best Counter: Sub -Cruiser- Best Counter: Battleship -Sub- Best Counter: Cruiser -Battleship- Best Counter: Bomber More to come up soon! More to come up soon! =============================================================================== =============================================================================== =============================================================================== (m16) ----------------------------- ---- 16 > TERRAINS GUIDE ---- ----------------------------- =============================================================================== =============================================================================== =============================================================================== (m17) --------------------------- ---- 17 > DAMAGE CHART ---- --------------------------- All the damage here is based on a 0-defense terrain (like roads) and a COs without bonuses (like Andy). ATK: Attacking unit. DEF: Defending unit. An empty space means that the unit you chose can't attack the other unit. ___ ____ ____ ______ _______ _____ _____ _________ ______ _______ ___ DEF >|Inf|Mech|Tank|MdTank|Neotank|Recon|A-Air|Artillery|Rocket|Missile|APC| v ATK v| | | | | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Inf |55%| 45%| 5%| 1%| 1%| 12%| 5%| 15%| 25%| 26%|14%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Mech |65%| 55%| 55%| 15%| 15%| 85%| 65%| 70%| 85%| 85%|75%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Tank |75%| 55%| 55%| 15%| 15%| 85%| 65%| 70%| 85%| 85%|75%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |MdTank |75%| 95%| 85%| 55%| 45%| 105%| 105%| 105%| 105%| 105%|105| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Neotank|125|115%|105%| 75%| 55%| 125%| 115%| 115%| 125%| 125%|125| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Recon |70%| 65%| 6%| 1%| 1%| 35%| 4%| 45%| 55%| 28%|45%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |AntiAir|105|105%| 25%| 10%| 5%| 60%| 45%| 50%| 55%| 55%|50%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Artlry |90%| 85%| 70%| 45%| 40%| 80%| 75%| 75%| 80%| 80%|70%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Rocket |95%| 90%| 80%| 55%| 50%| 90%| 85%| 80%| 85%| 90%|80%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Missile| | | | | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Cruiser| | | | | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Sub | | | | | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |B-Ship |95%| 90%| 80%| 55%| 50%| 90%| 85%| 80%| 85%| 90%|80%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |BCopter|75%| 75%| 55%| 25%| 20%| 55%| 25%| 65%| 65%| 65%|60%| |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Fighter| | | | | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯| |Bomber |110|110%|105%| 95%| 90%| 105%| 95%| 105%| 105%| 105%|105| ¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯ ______ _______ ___ __________ ________ ________ _______ ______ DEF >|Lander|Cruiser|Sub|Battleship|T-Copter|B-Copter|Fighter|Bomber| v ATK v| | | | | | | | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Inf | | | | | 30%| 7%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Mech | | | | | 35%| 9%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Tank | 10%| 5%| 1%| 1%| 40%| 10%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |MdTank | 35%| 45%|10%| 10%| 45%| 12%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Neotank| 50%| 50%|15%| 15%| 55%| 22%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Recon | | | | | 35%| 10%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |AntiAir| | | | | 120%| 120%| 65%| 75%| |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Artlry | 55%| 65%|60%| 40%| | | | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Rocket | 60%| 85%|85%| 55%| | | | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Missile| | | | | 120%| 120%| 100%| 100%| |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Cruiser| | |90%| | 115%| 115%| 55%| 65%| |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Sub | 95%| 25%|55%| 55%| | | | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |B-Ship | 95%| 95%|95%| 50%| | | | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |BCopter| 25%| 55%|25%| 25%| 95%| 65%| | | |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Fighter| | | | | 100%| 100%| 55%| 100%| |¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯| |Bomber | 95%| 85%|95%| 75%| | | | | ¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯ HTML Version of the Damage Chart: http://www.gbafansite.com/awn/aw2damagechart.shtml =============================================================================== =============================================================================== =============================================================================== (m18) ---------------------------------- ---- 18 > ADVANCED TECHNIQUES ---- ---------------------------------- In this section you can find mini-sections, each of them containing more advanced information and techniques. This includes damage calculation and the value of each Power Meter star. Knowing them all is getting two steps closer to becoming an Advance Wars master. |Damage Calculation ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When you choose a target for a unit's fire, you see a damage percentage. Would you like to know how it is created? All the damage can be translated in the simple formula: »»» Base Damage × (HP ÷ 10) × ( CO Bonuses - Terrain Bonuses) ««« You can find the base damage in the Damage Chart (above - (m17)). The terrain bonus is found this way: (Terrain stars × HP) ÷ 100. You can calculate the CO bonuses as the sum of all the CO bonuses (including the Powers' bonuses) of both COs, then adding 100 to it, and dividing by 100. Counterattacks are calculated in the same way. Let's see an example: »»» Max's 8HP Tank at a Plains tile attacking ««« »»» Colin's (using CO Power) 10HP Mech in Woods tile. ««« If you look at the damage chart, you will see that the base damage is 75%. The HP of the Tank is 8, so the results of the brackets are 0.8. Next, the CO Bonuses. Since Tanks are direct units, they get a +20% attack bonus from Max. However, since Colin is using his CO Power, his units get a +10% defense, thus reducing the CO Bonus to 10% only. Adding 100 to it and dividing by 100 will yield 1.1. Terrain Bonuses. Since woods give two defense stars to the units, and the HP of the unit is 10, the formula becomes (2 × 10) ÷ 100, which equals to 20 ÷ 100 = 0.2. Now you have all the data gathered. Putting it in the Damage Formula will make it like this: 70 × 0.8 × (1.1 - 0.2) = 56 * 0.9 = 50.4% Those percentages are always rounded down so it becomes 50%. It you had gotten a percentage different of a multiple of 10, the Luck factor would have come into play. It works this way: 26% »60% chance of scoring 3 damage »40% chance of scoring 2 damage I still haven't found the perfectly accurate damage formula. I'm still doing research on it, and when I find how it works, I will update this part. |After-Mission Scores ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here you can find more detailed information on the three scores, as well as the rank limits. »RANKS« S-Rank: 280~300 A-Rank: 250~279 B-Rank: 200~249 C-Rank: ???~199 > Lower limit is under 125, probably 100 or 120. D-Rank: ???~??? E-Rank: ???~??? »SPEED« Your speed score is based on how fast you cleared a map. Each map has its own time limit, and if you take more time than allowed your speed score will begin to drop. »POWER« Power is based on how many units you destroyed (not weakened). I am yet to research if what matters is the total number of enemy units you destroyed or how many units you destroyed in a single turn. I've heard that you have to destroy 10% of the enemy units in a single turn to get a perfect score, but it is not confirmed. Near the end of the map, try to kill as many enemy units as possible. Do not try to damage them, but as long as you can keep your own units safe (to prevent getting a bad technique score) try to destroy many of the enemy weaker (easier to kill) units. Note that if the enemy joins two units and you destroy that combined unit, it is counted as a single unit destroyed. »TECHNIQUE« Technique is calculated by the number of units you lose (in the same way as the power score is). In Campaign mode, you can't lose more than 1/5 (rounded down) of the units you have ever created (including predeployed units) in your map. In War Room, you can't lose more than 1/10. So, for example, if you have created 28 units, you can only lose 5 units if it's Campaign or only 2 units if it is War Room. As in Power score, if you join two units and it is killed by the enemy, you actually lose only one unit. Be sure to use this to your advantage! |CO Powers ¯¯¯¯¯¯¯¯¯ Each star in the Power Meter initially means 9000G of damage. The damage G you get in the Power Meter is (Unit Cost / 10) for each HP of damage dealt to your units, and half of that, (Unit Cost / 20) for each HP of damage that you deal to an enemy (damage dealt by terrain structures like Missile Silos and Black Cannons, and by Powers like Tsunami and Meteor Strike don't count). Note that for those COs that have units with different prices (Kanbei, Hachi and Colin), you must use their different unit cost in the "Unit Cost" field when calculating damage dealt to their units (either be it if you damaged their units, or if you are one of those COs). Each time you use a Power, the G amount that each star means will rise by 1,800, so after five uses, in relation to the original cost, the money you need to activate the Power will be doubled! When you use a CO Power and you have already filled some of the big stars in your Power Meter, you will keep some of the remainder. Note that the money charged in your Power Meter will actually be subracted by the increased CO Power cost (with the extra 1,800 in each star), so, if you used Andy's Hyper Repair (3 stars = 27,000) and had 40,000 in your Power Meter, it will be actually reduced by 32,400 (3 new stars = 10,800 × 3), so your Power Meter remainder will not be 13,000, but 7,600. Also note that while your Power is active (your units are flashing), your Power Meter will not be charged. =============================================================================== =============================================================================== =============================================================================== (m19) ---------------------- ---- 19 > CREDITS ---- ---------------------- Did you send anything to us? If you did, you are credited here! You didn't? Here you can know more about those who helped to make this FAQ! 1. Websites Administrators (CJayC, etc.) »For hosting this guide 2. Chiuseph »For information on how to make the Versus mode menu flashing 3. Someone (I will get his name and post it here) »For help with the cost of the COs Adder, Hawke, Sturm and Nell, and the CO Color Edit cost of Adder, Hawke and Nell. 4. You »Because you are reading this, and making our hard work worth the time we spent on this. :) =============================== =============================== === E N D O F F I L E === =============================== ===============================