ADVANCE WARS FAQ, GENERAL GUIDE, & WALKTHROUGH Version 2.8 Advance Wars Guide by YoyoYoshi =========================================================== =========================================================== =========================================================== (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 (m01) 2 - Copyright Notes (m02) 3 - About Me (m03) 4 - Introduction to Advance Wars (m04) 5 - Game Controls (m05) 6 - Advance Wars Basics (m06) 7 - Field Training (m07) 8 - Normal Campaign (m08) 9 - Advance Campaign (m09) 10 - War Room (m10) 11 - Versus Mode (m11) 11.1 - VS (m11.1) 11.2 - 3 Players (m11.2) 11.3 - 4 Players (m11.3) 11.5 - Classic (m11.4) 11.6 - Predeployed (m11.5) 12 - Design Maps (m12) 13 - Secrets (m13) 14 - CO Guide (m14) 15.1 - Orange Star COs (m14.1) 15.2 - Blue Moon COs (m14.2) 15.3 - Yellow Comet COs (m14.3) 15.4 - Green Earth COs (m14.4) 15.5 - Black Hole COs (m14.5) 15 - Unit Guide (m15) 16 - Advanced Techniques (m16) 17 - My Progress (m17) 18 - Credits (m18) =========================================================== =========================================================== =========================================================== (m01) ----------------------------- ---- 1 > VERSION HISTORY ---- ----------------------------- February 6th, 2006 (Version 2.8) - Guide reformatted. 157KB. August 4th, 2003 (Version 2.7) - Field Training updates to newer format. July 15th, 2003 (Version 2.6) - Campaign update. Format update, as well as some new sections. Added about About Me with more. June 10th, 2003 (Version 2.5) - All missions now has at least something on them in NC and AC, even the GE missions. Format improved for NC and AC as well. 142KB. May 27th, 2003 (Version 2.4) - Field Training has a little more, so does NC and AC which both have introductions and better look to it. COs section updated as well. My Progress section added. Numbering fixed. May 26th, 2003 (Version 2.3) - Field Training has more as well. Field Training Mission 14 written in full detail. Field Training 1-8, 14 with charts showing units and Basic Concept. 9 just shows units. Ranks Chart added. 116KB, first version on GameFaqs. May 25th, 2003 (Version 2.2) - Campaign chart added, Campaign sections reformatted! TFB FAQ improved as well. Field Training Missions 1+2 improved with FULL DETAIL! Also, tables for It's War!, Gunfighter! and The Final Battle! of NC. May 24th, 2003 (Version 2.1) - Took out Section 4 Copyrights because it was listed twice, combined the three unit sections and made a full-fledged chart on every single unit, combined Terrain and Weather Effects sections, Advance Wars Secrets & Choices taken out, so is FAQ Contributions. Total 7 sections taken out. Advance Wars Controls, Modes, Combat Field Menu, Commanding Officers, Units, and VS. Mode Guide Updated. Full-fledged VS. Mode Guide chart created as well. Probably biggest update ever. 95KB. Ridge Island FAQ written. May 20th, 2003 (Version 2.0) - FAQ reformatted to 79CPL. March 2nd, 2003 (Version 1.9) - CO percentages, bonuses, weaknesses, and the like updated with perfect %s and strengths/weaknesses missed! Best update for a while. December 26th, 2002 (Version 1.8) - Change from .doc format to .txt format, so reading format improved greatly. November 21st, 2002 (Version 1.7) - All major categories (anything that has already been updated/started before) has been updated. Also, text mix-up fixed! Most of the update was on Advance Campaign. The last 3 of the 4 Green Earth meetings I will put in later (NC and AC). War Room scores placed in War Room section (not too shabby but not too good either). 7 999s, 6 other S ranks, 6 A-ranks, 1 B-rank (Darn Terra Maw!) August 13th, 2002 (Version 1.6) - I wish I was still on vacation... Ok, anyway, I started sections 10, 12-16, 18-19, 21, 23, and 24. Have fun... August 4th, 2002 (Version 1.5) - Completed basic Normal Campaign mode guide (missions 7A-18), as well as contact/copyright information. I also updated introduction, Commanding Officers, and "Five Countries". Copyright to 2003. December 27th, 2001 (Version 1.4) - Small updates everywhere (including lettering layout), but mainly copyright info change and a War Room section addition! (I wrote FAQs for some War Room maps for lars' FAQ at GameFaqs as YoyoYoshi) Last Copyright section is now 25th, as I've added Vs. Mode as 23rd. Not up yet though. December 22nd, 2001 (Version 1.3) - Small update on the Campaign Mode section, including a much more detailed "The Final Battle" FAQ. December 20th, 2001 (Version 1.2) - Added back lines onto the FAQ, fixed a few mistakes, and started the Campaign Mode FAQ! (Section 20) It'll be more complicated and more...informative soon! missions 1-7, 19-22 FAQs complete. December 16th, 2001 (Version 1.1) - That's it! 11th and 17th sections started! (23rd changed to 24th). December 14th, 2001 (Version 1.0) - Started the Advance Wars FAQ! Completed sections 1 through 9 plus 23rd! All completed, too! Sweet, eh? Good start? =========================================================== =========================================================== =========================================================== (m02) ----------------------------- ---- 2 > COPYRIGHT NOTES ---- ----------------------------- ©2006 YoyoYoshi. Copyrighted 2006, YoyoYoshi. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of YoyoYoshi. Full credit must also be given. Should you do anything of the kind, you will be sued, and you will lose. Good day. The only site that can host this guide is: - GameFAQs (http://www.gamefaqs.com) =========================================================== =========================================================== =========================================================== (m03) ---------------------- ---- 3 > ABOUT ME ---- ---------------------- Name: YoyoYoshi Location: Santa Clara, California, United States of America Favorite Game series(es): Advance Wars, Mario Kart, NBA Live, StarCraft Webmaster of two websites: Advance Wars Revolution ( http://www.awrev.com ) Yoyo Revolution ( http://www.yoyorevolution.com ) =========================================================== =========================================================== =========================================================== (m04) ------------------------------------------ ---- 4 > INTRODUCTION TO ADVANCE WARS ---- ------------------------------------------ The Advance Wars series that Americans have known to love has a far longer history in Japan, where it originated. FAMICOM WARS (1988) by Intelligent Systems - The first game in the Wars series came on the Japanese version of the Nintendo Entertainment System (NES), the Famicom system. It utilized a similar play style to Advance Wars but featured just two armies, Red Star and Blue Moon, fewer maps, and obviously not as good graphics. It was a Japan-only release. GAME BOY WARS (1991) by Intelligent Systems - Game Boy Wars released as the second Wars game, and unlike Famicom Wars, it uses an unusual diagonal grid system rather than a straight up grid. It still has two armies and unlike Famicom Wars, plays in black and white since Game Boy Color would not be released for a good several years. It was a Japan-only release. GAME BOY WARS TURBO (1997) by Hudson Soft - Hudson Soft took over the reigns of the Game Boy Wars series, and added a few more maps to the original version. Like the first two games, it was a Japan-only release. GAME BOY WARS 2 (1998) by Hudson Soft - Hudson Soft creates the Game Boy Wars series in color for the first time, with the release of Game Boy Color. It was a Japan-only release. SUPER FAMICOM WARS (1998) by Intelligent Systems - The most well-known of the pre-Advance Wars games, it is the closest to the Advance Wars series and features four armies, though still no campaign mode, and was released on May 1st, 1998. There are a lot of units, including many that don't have a counterpart until the release of Advance Wars: Dual Strike (like four types of tanks), and many of its maps are shown on the Advance Wars game pack. It was a Japan-only release. 64 WARS by Hudson Soft - Hudson Soft originally wanted to make a N64 version of its Game Boy Wars series and make it compatible with Game Boy Wars 2 but the plan fell through and the game was cancelled. GAME BOY WARS 3 (2001) by Hudson Soft - Hudson Soft improves the graphics of the Game Boy Wars series even further on the Game Boy Color. It was a Japan-only release. ADVANCE WARS (2001) by Intelligent Systems - Advance Wars for the Game Boy Advance system went into stock in stores on September 9th, 2001 in the United States and was released to the public on September 11th, 2001, and was nearly pulled off the shelves because of the terrorist attack on America the same day. However, it did make it to the USA, and was the first of the series from Japan to reach America. It released in Europe four months later, on January 11th, 2002, and was pulled off the shelves in Japan. It is the first to include a campaign mode and follows the Orange Star Army as they fight across Wars World to defend their homeland. Japan would not get the game until Game Boy Wars Advance 1+2 was released in 2004. ADVANCE WARS 2: BLACK HOLE RISING (2003) by Intelligent Systems - The Advance Wars sequel continues on Advance Wars' storyline, as Black Hole returns to take revenge on the Allied Nations and conquer their territories. It was released on June 23rd, 2003 in the US and followed in Europe on October 3rd of the same year. It was never released in Japan because they did not get Advance Wars prior to this. GAME BOY WARS ADVANCE 1+2 (2004) by Intelligent Systems - Japan decided to pull off Advance Wars off their shelves on September 12th, 2001 after the terrorist attacks on the United States, and did not get Advance Wars or its sequel. Three years later, on November 25th, 2004, Intelligent Systems released a combination game of both Advance Wars and Advance Wars 2, with both campaign modes intact. Users may then switch between AW and AW2 modes. It was a Japan-only release. ADVANCE WARS: DUAL STRIKE (2005) by Intelligent Systems - Known as Famicom Wars DS in Japan, AWDS features yet another Black Hole invasion, with the Allied Nations trying to fight the invaders. It was released on June 23rd, 2005 in Japan, and was be released on August 22nd in the US, and September 30th in Europe. It became the first game in the entire series to be released universally. The Advance Wars series 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 avoiding 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. ----------------------------------------------------------- Ranks Chart ----------------------------------------------------------- While you play through Advance Wars, you'll find that you increase ranks after missions. Here's a list of all the ranks that you can get as you move your way up. Rat Grey Rat #96 Opal Rat #95 Jade Rat #94 Ebon Rat #93 Rose Rat #92 Gold Rat #91 Hen Grey Hen #90 Opal Hen #89 Jade Hen #88 Ebon Hen #87 Rose Hen #86 Gold Hen #85 Hare Grey Hare #84 Opal Hare #83 Jade Hare #82 Ebon Hare #81 Rose Hare #80 Gold Hare #79 Cat Grey Cat #78 Opal Cat #77 Jade Cat #76 Ebon Cat #75 Rose Cat #74 Gold Cat #73 Dog Grey Dog #72 Opal Dog #71 Jade Dog #70 Ebon Dog #69 Rose Dog #68 Gold Dog #67 Ape Grey Ape #66 Opal Ape #65 Jade Ape #64 Ebon Ape #63 Rose Ape #62 Gold Ape #61 Ram Grey Ram #60 Opal Ram #59 Jade Ram #58 Ebon Ram #57 Rose Ram #56 Gold Ram #55 Topi Grey Topi #54 Opal Topi #53 Jade Topi #52 Ebon Topi #51 Rose Topi #50 Gold Topi #49 Steed Grey Steed #48 Opal Steed #47 Jade Steed #46 Ebon Steed #45 Rose Steed #44 Gold Steed #43 Wolf Grey Wolf #42 Opal Wolf #41 Jade Wolf #40 Ebon Wolf #39 Rose Wolf #38 Gold Wolf #37 Bull Grey Bull #36 Opal Bull #35 Jade Bull #34 Ebon Bull #33 Rose Bull #32 Gold Bull #31 Puma Grey Puma #30 Opal Puma #29 Jade Puma #28 Ebon Puma #27 Rose Puma #26 Gold Puma #25 Bear Grey Bear #24 Opal Bear #23 Jade Bear #22 Ebon Bear #21 Rose Bear #20 Gold Bear #19 Tiger Grey Tiger #18 Opal Tiger #17 Jade Tiger #16 Ebon Tiger #15 Rose Tiger #14 Gold Tiger #13 Lion Grey Lion #12 Opal Lion #11 Jade Lion #10 Ebon Lion #9 Rose Lion #8 Gold Lion #7 Dragon Grey Dragon #6 Opal Dragon #5 Jade Dragon #4 Ebon Dragon #3 Rose Dragon #2 Gold Dragon #1 =========================================================== =========================================================== =========================================================== (m05) ----------------------------------- ---- 5 > ADVANCE WARS CONTROLS ---- ----------------------------------- These are the controls in Advance wars: 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 will also show you an indirect unit's attack range. L: This lets you see what unit you missed moving. R: Use R to check how your units are faring. This also checks terrain information. Start: Press Start after a mission briefing to enter a Campaign Mission. This shows a mini-map in battle, and also skips dialogue in Campaign Mode. Start+Select+A+B: This resets your game. This isn't suggested...so don't do it! The only time you should need to reset your game to delete all saved data is if you have an old game already played by someone else and you want to change your name to start all over. =========================================================== =========================================================== =========================================================== (m06) --------------------------------- ---- 6 > ADVANCE WARS BASICS ---- --------------------------------- Modes of Advance Wars: ~ Mode Select Menu ~ VS Mode - This Versus mode lets you battle your friends or the computer(s). You take turns passing around the Game Boy Advance. 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 Mode - Here's the real fun! Play out the storyline of Advance Wars. Can be saved...but only one slot at a time. You can also play the Advance Campaign by pressing SELECT. War Room Mode - Here, you hone your skills against the computer. 20 maps in all, this tests your skills and gives you a rating and a score for how well you do. Stats Mode - This mode shows you your current stats and records. Stats - This shows you your current rank, and your scores in Campaign Mode and Advance Campaign Mode. Records - This shows your top five War Room records in every War Room map. Design Maps Mode - This lets you design your own map. Limits to 60 properties, 30x20 screen, and no diagloue, but lets you do everything else to make your own map. There are THREE save slots that you can name. Design Maps Controls: A - Place the terrain or unit at a certain place. B - Select the terrain or unit. L - Open the unit selection menu. R - Open the terrain selection menu. Start - Display overhead map. Select - This displays the menu. Menu - File: Here, you Load, Save, or Name the map! - Help: This displays a basic Help screen for Design Maps mode. - Intel: This displays the total properties and units already on the map. Note that you may not have over 60 properties or 50 units per army. - Fill: This selection fills the map with a selected terrain: Random, Plains, Mountains, Sea, or Forest. - End : You can end map editing here. Battle Maps Mode - 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. Hachi will give you some tips and talk to you. In the main gaming menu, you have some options: Unit - View every single unit's status you have on the field. *Intel Terms - For Campaign Missions only, this shows you the terms you must accomplish to win. Status - This shows your units, properties, incoming, and available funds. CO - This shows both your CO information and your opponent COs' information. Power - Use your CO Power! Only available when your CO Power is activated. Save - Save your current status in the game. Options: Music - ON/OFF. Do you want music on while you play? Make a choice. Default is on. Visual - A/B/C. Do you want animation on? Do you want animation on only when your units are in battle? Or do you want no animation on? Yield - You surrender with this option. You lose the game. Exit Map - You exit the map by doing this. You do not see end game results unlike with Yield. It quits your current battle without saving. End - This ends your turn and lets your opponent move. ~ Unit Menu ~ Capture - This option lets you capture an enemy or neutral property. Only infantry and mechs can capture any property. Fire - For every unit but transports, this lets you fire on the enemy within attack range. Load - Load units into a transport! Drop - Drop units from a transport! Supply - Supply adjacent units with fuel, rations, and ammo. Wait - Tell the unit to wait to next turn to do more. Dive - Dive a submerged submarine so that only cruisers and other submarines can attack it even after it's found. Costs more fuel. Rise - Rise a dived submarine for fuel purposes. The five Advance Wars countries are all unique in their own ways, and are probably based off of real-world nations from World War II. Here is information about all these five powers. ----------- Orange Star ----------- Color: Red Training Missions: Controlled Campaign Mode: Controlled War Room Mode: Controlled Versus Mode: 1st Army Resemblance To: United States of America Headquarters: American Skyscraper Orange Star CO Leader: Nell Available Commanding Officers: Andy, Max, Nell, Sami Brief Bio: Early in history, the Orange Star forces clashed with Blue Moon rebel forces which seized the eastern end of the Orange Star, with forces commanded by some poor commanders. The arrival of Commander Olaf from the Orange Star to the Blue Moon, as well as Grit's support, surprised the Orange Star. Blue Moon forces were now commanded by a former Orange Star commander, Commander Olaf from Macro Land. Eventually, Olaf's forces entered Orange Star and Orange Star, led by Commander Nell, drove them out. Weeks later, Olaf invaded again, this time with a full-fledged force, except for the defenders on the Green Earth border. Blue Moon forces swept to the capital, but the entrance of you, the advisor, in Advance Wars 1, along with Commander Andy, forced Olaf and Grit's forces reeling back into Blue Moon. On Olaf's tail, Orange Star forces swept into Yellow Comet and Green Earth, eventually figuring out that Black Hole was their real enemy. Orange Star is also known as Red Star in the Japanese version; Red Star was renamed Orange Star when the Advance Wars series came to Nintendo to avoid American negativity from associating red with Communism. --------- Blue Moon --------- Color: Blue Training Missions: Enemy 1st Enemy (Controlled in final mission) War Room: Main Enemy Versus Mode: 2nd Army Resemblance: Russia Headquarters: Russian palce Blue Moon CO Leader: Olaf Available Commanding Officers: Grit, Olaf Brief Bio: Blue Moon separatist forces managed to achieve a great victory over the Orange Star forces after Olaf and Grit joined their ranks. Olaf's forces invaded Orange Star the first time with minor forces but failed to penetrate Nell. They tried again with their entire forces, but Andy stopped them, along with the Advance Wars 1's advisor. Olaf's forces were forced to flee through Yellow Comet and Green Earth after Orange Star was on its tail, betrayed by Sturm's promised support for Blue Moon. After learning this betrayal, Olaf joins the Allied forces invading Sturm's homeland, defeating him in the Cosmo Land War. ----------- Green Earth ----------- Color: Green Training Missions: Enemy Campaign Mode: 2nd Enemy (Controlled in final mission) War Room: 2nd Enemy Versus Mode: 3rd Army Resemblance: Germany Headquarters: German Castle Green Earth CO Leader: Eagle Available Commanding Officers: Drake, Eagle Brief Bio: Green Earth forces existed farther back than the Blue Moon forces, but their major wars did not begin until Black Hole forces, commanded by a Clone Andy, attacked Green Earth. Believing it was Commander Andy of Orange Star, Eagle launched blitzkrieg campaigns on Orange Star on the southern island of Orange Star and southeast Blue Moon, losing both times. With the Orange Star forces arriving from the east, Drake and Eagle fails to take out the advancing Orange Star forces until new intel from Commander Sonja of Yellow Comet gives them an alliance against Sturm. Sturm is defeated in the Cosmo Land War. ------------ Yellow Comet ------------ Color: Yellow Training Missions: Nonexistent Campaign Mode: 3rd Enemy (Controlled in final mission) War Room Mode: 3rd Enemy Versus Mode: 4th Army Resemblance: Japan Headquarters: Japanese Palace Yellow Comet CO Leader: Kanbei Available Commanding Officers: Kanbei, Sonja Brief Bio: Yellow Comet forces were inactive in wars until Black Hole forces struck Green Earth. With forces on alert, Orange Star forces invaded Yellow Comet to chase Olaf, leaving a devastated Yellow Comet army in its midst. Kanbei and Sonja were defeated, and the Orange Star forces moved into Green Earth, where Sonja figured out Sturm was the real enemy. The Allied forces, including Yellow Comet forces, defeated Sturm. ---------- Black Hole ---------- Color: Black Training Missions: Nonexistent Campaign Mode: 4th Enemy War Room Mode: Nonexistent Versus Mode: Nonexistent Resemblance: Alien Country Headquarters: Something that shoots up to the heavens Black Hole CO Leader: Sturm Available Commanding Officers: Clone Andy, Sturm Brief Bio: As the most technologically advanced and most powerful army, Black Hole is quite a force to deal with. Forging an alliance with Blue Moon to create conflict in Cosmo Land, Sturm led Blue Moon forces to attack Orange Star while he attacked Green Earth, failing. Sturm's strategy was dealt a great defeat when Yellow Comet intelligence figured out the real cause of the war, and Sturm was defeated quickly by the Allies. =========================================================== =========================================================== =========================================================== (m07) ---------------------------- ---- 7 > FIELD TRAINING ---- ---------------------------- Welcome to Advance Wars Field Training! Here, you'll learn how to play Advance Wars! Along with Nell, I will help you beat these missions. Good luck to all! Mission 1: Troop Orders ----------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Olaf's Blue Moon forces have been spotted inside Orange Star! Defeat them! Mission Terms: This Field Training mission teaches you how to move units, attack, and end your turn. Starting Properties: OS BM Neutral Cities 0 0 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 2 Infantry BM: 2 Infantry General Strategic Checklist: 1. Use two infantry to kill one infantry a turn. Blue Moon Strats: Olaf isn't too smart and will run his infantry strange into your infantry's range to be fired upon. Kill them! Nell Day 1: OK, so you have 2 infantry, but so does Olaf. Nell will start FORCING you to move these well...horrible moves. But ironically they do work. Move the bottom infantry 3E, it's a compulsory move. Now, move the top infantry 3E, as it is also a compulsory move. Open the main menu and End your turn! Olaf Day 1: Olaf moves his top infantry 3W and his bottom infantry 1W (on the mountain) and ends his turn. Nell Day 2: Use your bottom infantry to move 3E and attack his infantry that is 4 away from you. You should do 5 damage to it, bringing it down to 5 HP, while it retaliates and does 2 to your infantry, pushing your infantry's HP down to 8. How bloody! Send your top infantry 2E 1S to kill off the last 5 HP off of the Blue Moon infantry. Olaf Day 2: He moves his infantry two west out of the mountains and onto the plain. Nell Day 3: Move your NE infantry 1E 2S to attack the BM infantry and take 2 damage on your own, while the BM infantry takes 5. Finish it off with your other infantry by moving it 1E 2S. You are now victorious and that saves Andy an extra five minutes before being recruited! Victory! A-Rank! Mission 2: Terrain Intel ----------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Olaf's Blue Moon forces have been spotted again inside Orange Star! Defeat them! Mission Terms: This second Field Training mission teaches you how to use terrain to your advantage even against stronger units. Starting Properties: OS BM Neutral Cities 0 0 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry BM: 4 Infantry, 2 Mech General Strategic Checklist: 1. Use the mountain's terrain cover to attack enemy mechs. Blue Moon Strats: Olaf isn't too smart again, but he has more units. He doesn't really use mountains to his advantage, but you can, so do so. Nell Day 1: Move your second to the north infantry 3E to attack the blue infantry there, and take it down to 5 HP while it inflicts 2 on you. Use the infantry north of it and move it 3E to destroy the blue infantry that you attacked before. Now go to the two infantry you haven't moved yet. Move the top one 2E onto the mountain and attack the infantry. With the mountain's higher defense bonus, you only take 1 damage rather than the 2 you usually take on plains. With that infantry down to 5, send your last red infantry 2E and kill the blue infantry. Now you are left with two mechs to deal with. End your turn. Olaf Day 1: With only two units left, he sends out his two mechs, two units you haven't seen yet. He moves his northern mech 2W to deal 6 damage on your top infantry, while taking in one. In the south, he sends his mech two west on the mountain to strike your infantry, dealing 4 damage and taking 2 damage. He ends his turn. Nell Day 2: Time for the four infantry to go in action! In the north, use your bottom of the two infantry and move it 2E onto the mountain to attack the mech, which deals him a major four damage while you only take two due to your mountain combat bonus. With your other infantry in the north move it 1N and then 1E into the forest. The forest gives you a smaller bonus but is nethertheless a bonus. Attack the mech to brings its HP down two to 3, while taking out one on your infantry. In the south, use your top infantry and move it 2E onto the mountain. Now attack the mech from the north on the mountain, which deals it 4 damage to 4 HP while you only take 1. With your remaining infantry in the south, keep it there to deal it 3 damage to 1 HP while taking in none. Olaf Day 2: He can't do anything with those injured mechs. He goes idle. Nell Day 3: On the northern part of the map, use your infantry on the mountain, which has 6 HP, to do 3 damage and kill the blue infantry in the north. In the south, use the infantry to the north with 8 HP to destroy the 1 HP mech to the south. And you've won mission 2! Defeat those two infantry and then engage the two mech infantry. Stand on a mountain when you fire at the mechs. Simply attack with all four infantry on mountains when you arrive at the mechs. Use both on one and then it's victory! Victory! A-Rank! Mission 3: Base Capture ----------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Olaf's Blue Moon forces have been spotted again inside Orange Star! Defeat them! Mission Terms: In Field Training mission 3, you learn how to capture enemy properties and how to use properties to heal. You will also learn to kill tanks with healed mechs. Capture all the cities in the western half of the map. Wait for the infantry and mechs to approach, then defeat them using your superior power. After killing them, move south, then east to capture the enemy HQ. Do so without bothering the tanks, since the tanks can't reach the HQ because of the river and mountains. Starting Properties: OS BM Neutral Cities 0 4 3 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech BM: 2 Infantry, 2 Mech, 4 Tank General Strategic Checklist: 1. You can capture the HQ by sneaking around so that tanks can't kill them. 2. You can also kill the tanks with healing mechs. Nell Day 1: OK, so you have two extra infantry but Olaf has an extra FOUR tanks. This can take a while, just know that. Move your eastern infantry 3E, which is a compulsory move, to capture the neutral city. Move your northern mech 2E like Nell instructs you, and then move every other unit (the two infantry 3E and the mech 2E) as far east as you can, and end your turn. Olaf Day 1: He moves his two infantry and two mechs W2. His tanks do not move, you'll have to lure them later. Nell Day 2: Finish capturing the neutral city with your infantry, and move your bottom mech 2E to capture the enemy city when you have the choice, since it hurts them more than if you capture a neutral city first. Move your southern mech 2E, your bottom infantry 1E 2S to capture the neutral city your mech didn't get, your middle infantry 3E to capture the other enemy city, and your top infantry to capture the neutral city. You'll need them when you battle those tanks. Olaf Day 2: He moves his bottom infantry and mech 2W, his upper mech 2W, and his upper infantry 2W 1N. Tanks don't move. Nell Day 3: Finish capturing cities with your units that are capturing cities, and move your remaining infantry 1S 2E and your other mech 2E. End turn. From now forth, kill all the infantry and mechs. From there, you'll have two paths: kill the tanks or go around the tank area to capture the HQ. Victory! A-Rank! Mission 4: Unit Repair ----------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Olaf's Blue Moon forces have been spotted again inside Orange Star! Here, you'll learn how to heal your units at cities and join units together. You will also learn how to draw a line, and put units in a defensive formation. Mission Terms: First, withdraw your tanks to your nearest city. Join the two tanks afterwards so you can get ready to fight at the bridge. Block the bridge with a mech, which can stand against tanks. Use another mech on the next turn to prevent the enemy from crossing the bridge. Move all other infantry south to defend enemy infantry that cross the river. By turn 3, use your tank is to take out the enemy tanks by using terrain defense bonuses. Advance your mechs and infantry to defeat the enemy. Starting Properties: OS BM Neutral Cities 2 4 2 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 2 2HP Tank BM: 2 Infantry, 2 Mech, 2 Tank Victory! A-Rank! Mission 5: APC ABCs ------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Olaf's Blue Moon forces have been spotted once again inside Orange Star! Here, you'll learn how to supply units with fuel and ammo using the APC. You will also learn how to use the APC to transport infantry, hence its double purpose. You will also use the artillery, an indirect unit, for the first time. Mission Terms: Follow the instruction to load ammo to the artillery so that you could use it. Move the tank and a mech to the east side, blocking the bridge so your tank can defeat three tanks. Move other units south to prevent your enemy from capturing any neutral city. Check the enemy artillery's attack range so none of your infantry get hit. Move the artillery to the east so that it could help you to take out those tanks. After clearing all infantry and tanks, take out that artillery with your advancing tank. Starting Properties: OS BM Neutral Cities 4 4 2 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 1 Tank, 1 APC, 1 Artillery BM: 3 Infantry, 1 Mech, 3 Tank, 1 Artillery Victory! A-Rank! Mission 6: Tank Ops ------------------- Nell vs. Olaf Difficulty: * Mission Briefing: You had tanks before, but did you use them properly? You only get one here while Olaf gets THREE. You must learn to use your units wisely and how to either kill the Medium Tank or capture Olaf's headquarters. This also emphasizes use of mech power as a substitute for tanks. Mission Terms: Follow the instruction to load ammo to the artillery so that you could use it. Move the tank and a mech to the east side, blocking the bridge so your tank can defeat three tanks. Move other units south to prevent your enemy from capturing any neutral city. Check the enemy artillery's attack range so none of your infantry get hit. Move the artillery to the east so that it could help you to take out those tanks. After clearing all infantry and tanks, take out that artillery with your advancing tank. Starting Properties: OS BM Neutral Cities 1 3 5 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Artillery BM: 2 Infantry, 2 Mech, 2 Tank, 1 Artillery, 1 Medium Tank Nell Day 1: Attack enemy tank with opposing tank. Move artillery 1N 5E. Move bottom two infantry south toward bottom cities like Nell instructed. Move top mech into APC, move it north of the tank and drop left. Move remaining mech and two infantry towards artillery. Olaf Day 1: Captures neutral city with infantry, attacks APC with tank, moves units. Nell Day 2: Start capturing the bottom neutral cities with your two infantry. Attack artillery with artillery. Finish off artillery with mech. Finish off tank with tank from north. Move remaining units towards battle in the middle. Move APC south of tank so it won't get attacked. Olaf Day 2: Finish capturing city, start capturing another one, attack APC with tank down to 1 HP. Nell Day 3: Finish capturing neutral cities, move APC all the way west into forest. Move mech 2E to attack blue tank. Attack infantry with tank. Move remaining units forward. Olaf Day 4: Continue capturing cities, attack artillery with tank, move mechs from back. Nell Day 4: Move western mech to kill blue tank. Use artillery to kill infantry on city. Kill remaining troops with remaining forces, and move whatever is needed eastward. He should be down with one mech and one medium tank. Olaf Day 4: Screwed he is...he moves mech 2W. Nell Day 5: Kill the mech and start marching towards the HQ. Be sure to STAY OUT OF RANGE OF THE MD TANK! Olaf Day 5: Wait. Nell Day 6: Get into better formation before you charge forth. Olaf Day 6: Does nothing. Nell Day 7: Send infantry towards HQ. Place mech into APC and drop the mech south of the APC on the bridge to block the MD Tank. Send remaining forcesin blocking formation so you can block the MD Tank. Olaf Day 7: MD tank kills your APC. Nell Day 8: Attack the MD Tank with your artillery. Continue blocking HQ, and start capturing the HQ. Olaf Day 8: Attack the blocking unit. Nell Day 9: Kill the MD Tank if possible, or capture the HQ. Either way, here's your A-Rank! Victory! A-Rank! Mission 7: Copter Tactics ------------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Stop Olaf's copter advance by capturing the HQ! Mission Terms: Learn how to capture the HQ via new unit aid, including a T-Copter loaded with infantry and the B-Copter. This is the toughest Field Training mission if you go for destroying all enemy units. This shows the power of a battle copter against a regular tank. Starting Properties: OS BM Neutral Cities 3 8 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Artillery, 1 T-Copter, 1 B-Copter BM: 2 Infantry, 2 Mech, 2 Tank, 1 Artillery, 3 Medium Tank, 1 B-Copter Victory! A-Rank! Mission 8: Air Assault ---------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Stop Olaf's air assault! Mission Terms: This Field Training mission teaches you the power of aerial units such as fighters and bombers, and how not to let any unit run out of fuel, especially air units. This also will teach you to use the Anti-Air unit to fight airplanes and force you to rush to get the A-Rank that you want. Starting Properties: OS BM Neutral Cities 5 2 3 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 1 APC, 2 Tank, 2 Medium Tank, 1 A-Air, 1 T-Copter, 2 B-Copter BM: 2 Infantry, 2 Mech, 2 Tank, 1 Medium Tank, 1 Artillery, 2 B-Copter, 1 Fighter, 1 Bomber Nell Day 1: There is no Nell Day 1. But you do have more unit power...don't you? Olaf Day 1: Olaf destroys your battle copter with his fighter, your Md Tank with his bomber, and your damaged tank with his battle copter, hence the Air Assault. Nell Day 2: This is actually your first turn, but you're damaged. But note that his fighter and bomber are running out of fuel and he has no APC or airport nearby...finish the rest of the units off in a few more days! Victory! A-Rank! Mission 9: Air Defense ---------------------- Nell vs. Olaf Difficulty: * Mission Briefing: Stop Olaf's next air assault! Mission Terms: This Field Training mission will teach you how to use a missile and an A-Air to rid of enemy aerial units. This is also the first mission you get access to a rocket, which is basically a stronger, longer ranged, and less defensive artillery. It fires farther but has less defenses and can't cover shorter distances. Down those air units and speed towards the HQ for an A-Rank! You have four days for the special ending sequence. Starting Properties: OS BM Neutral Cities 4 6 2 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Predeployed Units: OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Medium Tank, 1 A-Air, 1 Artillery, 1 Rocket, 1 Missile, 1 T-Copter, 1 B-Copter BM: 2 Infantry, 2 Mech, 2 Tank, 2 Medium Tank, 2 B-Copter, 2 Bomber Victory! A-Rank! Mission 10: Dogfight -------------------- Nell vs. Olaf Difficulty: * COMING SOON! Mission 11: Naval Forces ------------------------ Nell vs. Olaf Difficulty: * COMING SOON! Mission 12: Climate Status -------------------------- Nell vs. Olaf Difficulty: * COMING SOON! Mission 13: Fog of War ---------------------- Nell vs. Olaf Difficulty: * COMING SOON! Mission 14: Special Intel ------------------------- Nell vs. Olaf Difficulty: * Starting Properties: OS BM Neutral Cities 17 3 0 Factories 1 1 0 Airports 1 1 0 Seaports 1 1 0 Predeployed Units: OS: 1 Fighter BM: 1 Infantry General Strategy: The Special Intel mission deals with learning how to deploy units from bases, airports, and ports, as well as how to avoid units in FOW by moving around them with the arrow. Nell Day 1: Move your fighter 2E, 1N, 3E, and then 1S. You can now deploy anything you want from the base, the airport, and the port. If you enter the Main Menu, she teaches you about the other options, such as Unit and Options. End Day 1 and you'll get the A-Rank for victory! Victory! A-Rank! =========================================================== =========================================================== =========================================================== (m08) ----------------------------- ---- 8 > NORMAL CAMPAIGN ---- ----------------------------- OK, so you've mastered all the units from Field Training and learned how to deploy bases. It is now time to take it a step farther through the 22 missions in Normal Campaign. Your paths will vary due to your decisions and playing style in the game. Your Field Training skills should prove handy in this campaign as it's usually common sense in NC. Campaign Missions are rated under a point system which is hidden, unlike for War Room. Out of 999 (but is really 1000, but the last point won't count), 500 goes to Speed, 200 goes to Power, and 300 goes to Technique. The objective of this Normal Campaign Mode Guide is to help you to get past the mission 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! |-------------------|----|------|----------|---------------------------| |Mission Name | CO | Enemy|Difficulty|Allies OR Basic Strategy | |-------------------|----|------|----------|---------------------------| |It's War! |Andy| Olaf| **|Divide and Conquer | |Gunfighter |Andy| Grit| **|Draw a Line | |Air Ace! |Andy| Eagle| **|Lightning Strike | |Max Strikes (A) |Andy| Olaf| **|Lightning Strike | |Max Strikes! (M) |Max | Olaf| **|Lightning Strike | |Max's Folly? |Max | Grit| **|Take Territory | |Sniper! |Max | Grit| **|Draw a Line | |Olaf's Navy |Any | Olaf| ***|Lightning Strike | |Blizzard Battle |Max | Olaf| ***|Capture and Hold | |Olaf's Sea Strike |Any | Olaf| ***|Divide and Conquer | |History Lesson |Max | Grit| **|Draw a Line | |Sami's Debut |Any | Eagle| ****|Draw a Line | |Kanbei Arrives |Any |Kanbei| ***|Lightning Strike | |Mighty Kanbei |Any |Kanbei| ***|Fortify and Contain | |Kanbei's Error? |Any |Kanbei| **|Capture and Hold | |Divide and Conquer |Max | Sonja| ***|Draw a Line | |Sami Marches On! |Sami| Sonja| ***|Divide and Conquer | |Sonja's Goal |Andy| Sonja| ***|Draw a Line | |Captain Drake (A) |Andy| Drake| **|Lightning Strike | |Captain Drake (M) |Max | Drake| *|Lightning Strike | |Captain Drake (S) |Sami| Drake| ***|Lightning Strike | |Naval Clash (A) |Andy| Drake| **|Draw a Line | |Naval Clash (M) |Max | Drake| **|Draw a Line | |Naval Clash (S) |Sami| Drake| ***|Draw a Line | |Wings of Victory A |Andy| Eagle| **|Lightning Strike | |Wings of Victory M |Max | Eagle| **|Lightning Strike | |Wings of Victory S |Sami| Eagle| ****|Lightning Strike | |Battle Mystery (A)|Andy| Drake| **|Draw a Line | |Battle Mystery (M)|Max | Drake| ***|Draw a Line | |Battle Mystery (S)|Sami| Drake| ***|Draw a Line | |Andy Times Two |Any | Andy| **|Eagle, Lightning Strike | |Enigma |Any | Sturm| ***|Divide and Conquer | |The Final Battle |Andy| Sturm| ****|??, ??, Divide and Conquer | |Rivals |Andy| Eagle| ****|Lightning Strike | |-------------------|----|------|----------|---------------------------| ################# ## ORANGE STAR ## ################# Prologue -------- Olaf mutters to himself about defeating the Orange Star forces led by a new commander, as he doesn't seem to have much troops guarding the capital. Andy meets you, the advisor, and "It's War!" is your first mission. Mission 1: It's War! -------------------- Andy VS. Olaf Difficulty: ** Days for S-Rank: 10 Perfect Technique: 2 Usable CO: Andy Enemy CO: Olaf Mission Briefing: You must defend the Orange Star capital from the hordes of Blue Moon forces led by Olaf. Nell talks to you about using your CO power to heal units, the Terms of Victory, and Intel. Good luck to you! Starting Properties: OS BM Neutral Cities 3 4 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 2 Infantry, 2 Mech, 1 APC, 2 Tank, 1 Md Tank, 1 A-Air, 2 Artillery BM: 4 Infantry, 2 Mech, 3 Tank, 1 Md Tank, 3 A-Air, 2 Artillery, 2 Rocket General Strategic Checklist: 1. Split your units into both fronts and advance. Blue Moon Strats: Some units will move towards you, others will wait for you to arrive. Use that to your advantage. To S-Rank: As you have 10 days, it's a lenient time to S this map. Good luck! General Strategy: As CO Andy, you now fight in the real Normal Campaign. There are two ways to win here. One requires you to send a loaded APC with an infantry, capture Olaf's HQ, and lose a maximum of two units. The other way is simply eliminate the enemy from both sides. Move all but a medium tank and mech up with the APC to protect it and attack with it if you go for HQ, and have the other two protect your southern front. You don't have to rush, but don't lose much to get a S-rank on this map. Don't go too slow either, since you have 10 days. Good luck! Andy Day 1: Starting in the north, attack the tank with your tank from the west. Attack the same tank with your A-Air to the south. Move artillery 2N 3E. Move mech 1NE. Move infantry 2E 1N. In the south, attack tank with medium tank. Move recon below that medium tank, artillery 4E 1N, tank to the west of the artillery, infantry 1S 2E, mech into APC, and move APC to the west of the medium tank, dropping south. Olaf Day 1: Attack A-Air with weakened tank, flee weakened tank, move other units west (noticeably, four infantry, two mechs, a tank, two artillery, and three A-Air). Andy Day 2: In the north, move tank 1N to attack infantry. Finish off tank with mech. Destroy artillery with artillery and A-Air. Move infantry 1E 2N. In the south, attack the artillery with artillery. Attack rocket with medium tank, finish artillery from the east with recon, and weaken A-Air with tank from the north. Move mech 2E, infantry into APC, move APC to the left of tank. Olaf Day 2: Blizzard. Destroys mech with A-Air, attacks artillery with infantry, attacks recon with A-Air, attacks tank with A-Air. Retreat others. Starts capturing southeast cities. Andy Day 3: In the north, kill infantry with infantry. Destroy artillery with artillery, A-Air to the east, and tank to the south. In the south, move medium tank 2E to attack mech, tank 1SE to attack A-Air, recon 7E to attack infantry, mech 1NE to destroy A-Air, APC 1NE, dropping to the east, and move artillery in-between mech and tank. Olaf Day 3: Continue taking cities, attack APC with A-Air. Andy Day 4: In the north, move infantry 1W 2N to attack infantry. Move tank all the way east, then artillery, then move the A-Air 3E. In the south, move medium tank 2NE into forest to destroy rocket. Move infantry 1SE to destroy mech, then artillery 1E 2N to let the mech move 1E and destroy the A-Air. Move APC 2N 1E. Use Hyper Repair, then attack mech with tank from the left, and continue attacking that infantry with recon. Olaf Day 4: Continue taking cities, attack A-Air with tank, APC with medium tank, and join two infantry. Andy Day 5: In the north, destroy tank with tank from the north after firing on it with artillery. Move A-Air 1E 2N and continue attacking infantry with infantry. In the south, move medium tank 2NE, attack medium tank with artillery, move APC 2W, and destroy the mech with tank. Move recon 1SE to attack infantry still taking city. Olaf Day 5: Continue taking cities, destroy APC with medium tank. Andy Day 6: In the northwest, destroy infantry with infantry. In the northeast, move tank all the way east to destroy the tank healing, then destroy the rocket with your medium tank and A-Air. In the south, destroy the infantry with recon. Destroy the medium tank with both of your artillery. End: "I win!" Victory! S-Rank! Mission 2: Gunfighter! ---------------------- Andy VS. Grit Difficulty: ** Days for S-Rank: 10 Perfect Technique: 4 Usable CO: Andy Enemy CO: Grit Mission Briefing: You must defend the Orange Star capital from the hordes of Blue Moon forces led by Olaf. Nell talks to you about using your CO power to heal units, the Terms of Victory, and Intel. Good luck to you! Starting Properties: OS BM Neutral Cities 3 4 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 2 Infantry, 1 APC, 1 Tank BM: 2 Infantry, 2 Mech, 1 Recon, 3 Tank, 1 Md Tank, 2 Rocket General Strategic Checklist: 1. Build tanks fast and advance. Blue Moon Strats: Some units will move towards you, others will wait for you to arrive. Use that to your advantage. To S-Rank: As you have 10 days, it's a lenient time to S this map. Good luck! General Strategy: After a victory against Olaf, Grit arrives. You have two deployment bases, but he doesn't. However, you must bring recons and bring in an APC with an infantry to the HQ quickly if you want an S-rank, and you must rush to destroy Grit's indirect units quickly or else you'll suffer and be stuck on this map for quite a few days. Go fast, for you only have 10 days. And don't lose more than four units! S-Rank! Mission 3: Air Ace ------------------ Andy VS. Eagle Difficulty: ** Days for S-Rank: 6 Perfect Technique: 3 Usable CO: Andy Enemy CO: Eagle With Blue Moon out of the way temporarily, in comes some Green Earth forces. Eagle has air forces to smash you, plus he has a bomber that would kill any infantry trying to take the HQ. Luckily though, you have a sizeable force that can destroy Eagle's aerial forces. Use your anti-aircraft, missile, and battle copter to pulverize his air to dust, and use that medium tank to turn the tank to rubble. Lure the bomber down, leaving your transport copter alive, and send it to the HQ with an infantry or mech. Capture the HQ by Day 6 for a S-rank victory. S-Rank! Mission 4: Max Strikes! (Andy) ----------------------- Andy VS. Olaf Difficulty: ** Days for S-Rank: 5 Perfect Technique: 2 Usable CO: Andy Enemy CO: Olaf This is one of the easier levels, as all you do is send all your land forces east and use your superior tank forces to destroy everything to the east, using your sub and battleship to destroy all in the waters, diving if you need to. Capture Olaf's HQ with landers to it if you want, but you shouldn't need to. Use your other units to distract the enemies. S-Rank! Mission 4M: Max Strikes! ------------------------ Max VS. Olaf Difficulty: ** Days for S-Rank: 5 Perfect Technique: 2 Usable CO: Max Enemy CO: Olaf Use medium tanks and medium tanks, diving submarines versus battleships, and tanks versus everything else! Winning in 4 days by complete destruction is possible. S-Rank! Mission 5: Max's Folly? (Andy) ----------------------- Max VS. Grit Difficulty: ** Days for S-Rank: 6 Perfect Technique: 2 Usable CO: Max Enemy CO: Grit Though this is really Andy's path and therefore should have Andy by default fighting Grit, Max charges in. You must not let Grit's infantry take your HQ or you will lose. However, you have many units and you can destroy the HQ-bound infantry through tanks or rockets. Just sweep through Grit's weak tanks with yours, and stop the ONE infantry unit from reaching your HQ and capturing it. S-Rank! Mission 5: Sniper! (Max) ------------------ Max VS. Grit Difficulty: ** Days for S-Rank: 5 Perfect Technique: 3 Usable CO: Max Enemy CO: Grit Kill every unit after finding them through fog of war. Make sure to capture the HQ after taking down the artillery east of the HQ as well as the artillery far north. Win after taking down the rocket on the city east of the mountain! S-Rank! Mission 6: Olaf's Navy (Andy) ---------------------- Max VS. Olaf Difficulty: *** Days for S-Rank: 7 Perfect Technique: 3 Usable CO: Max Enemy CO: Olaf In this mission, you can eliminate all units in six days or go for the safer route of taking Olaf's HQ through the southern bridge with forests. Eliminating all units will give you Olaf's Sea Strike and Olaf in the Final Battle instead of Max or Grit. Send your land units north to destroy the three tanks and one rocket, then smash eastward from the north and south, where the south should bring an APC with an infantry to the HQ, to capture it while you destroy the units guarding it, including a hidden rocket in forest west of it. In the seas, you'll want to injure a unit one on one, use your lander as bait so their subs come towards you. Destroy all sea units to get Olaf's Sea Strike. S-Rank! Mission 6: Blizzard Battle (Max) -------------------------- Max VS. Olaf Difficulty: *** Days for S-Rank: 8 Perfect Technique: 3 Usable CO: Max Enemy CO: Olaf In this mission, you must capture 12 cities in 6 days. Max has direct power, which is what you need for a faster victory here. You'll want to move infantry northward and take as much ground as you can, then taking the cities. You'll want an APC to journey to the northern city besides the river, and taking the base to make tanks will be very helpful. If you can distract Olaf enough with tanks, and a medium tank, and secure the two bridges, you will win in no time. S-Rank! Mission 7: Olaf's Sea Strike (Andy) ---------------------------- Max VS. Olaf Difficulty: *** Days for S-Rank: 8 Perfect Technique: 3 Usable CO: Max Enemy CO: Olaf If you took out Olaf's entire navy in Olaf's Navy, Olaf has a new one waiting. However, his sea strike forces are small and you can destroy them in days. As you move northeast, you'll meet some small opposition from the two battleships and two subs, but when you land on his island with the HQ, you'll find some tougher challenge, as he has a hidden artillery and rocket. Once you win, you will get Olaf at the Final Battle. S-Rank! Mission 7: History Lesson (Max) ------------------------- Max VS. Grit Difficulty: ** Days for S-Rank: 5 Perfect Technique: 3 Usable CO: Max Enemy CO: Grit You can creep up on Grit like Max says, but you'll lose some valuable speed. Instead, send a medium tank, two mechs, and an infantry over through the landers to attack towards the HQ, and smash his navy with yours. Cruisers should kill the sub coming, the two northern subs should take down the battleship northeast of the HQ. Use the battleship to stop the tank from attacking a mech when you capture the HQ. With your medium tanks, APC, and recon, attack to the north and wipe out all, including a hidden artillery as well as the one you already see. S-Rank! Mission 8: Sami's Debut ----------------------- Max VS. Eagle Difficulty: **** Usable CO: Max Enemy CO: Grit This being the 4th hardest mission in Normal Campaign Mode, chances are Eagle's planes will really bring the heyday of you if you don't learn how to take down his planes. Your land units should follow the road the entire time, while keeping your transport copters alive so you can take Eagle's headquarters. Don't lose your medium tank, either. S-Rank! Mission 9: Kanbei Arrives ------------------------- Andy VS. Kanbei Difficulty: *** Usable CO: Andy Enemy CO: Kanbei Kanbei's off against you because of your invasion of Yellow Comet, and it seems he has a lot of defense. Use the mountains as a barrier, and use your Indirect units to attack their tanks. If you can keep the mountain barrier, you will beat Kanbei. S-Rank! Mission 10: Mighty Kanbei ------------------------- Andy VS. Kanbei Difficulty: *** Usable CO: Andy, Max, Sami Enemy CO: Kanbei Andy is the best for this one, since he can use his Indirect units. Again, use Indirect units, but use your tanks to defend the bridges while you destroy their invasion force one by one. In 7-8 days, you should wipe them out. If you let him leak units in, you're doomed to die, so you have to block the bridge. S-Rank! Mission 11: Kanbei's Error? --------------------------- Max VS. Kanbei Difficulty: ** Usable CO: Andy, Max, Sami Enemy CO: Kanbei You must get 15 properties before Kanbei does. That means you must kill his entire air force, and grab properties on your own island as well as the two islands above you. You will also need to stop Kanbei from getting the island east of the two, the one with one tank and one infantry. Good luck! S-Rank! Mission 12: Divide and Conquer ------------------------------ Max VS. Sonja Difficulty: *** Usable CO: Max Enemy CO: Sonja Looks like you beat the Kanbei missions in 8-10-12 days, respectively. This is a Fog of war map that places some of Sonja's units behind the mountain range. So if you're being fired on, it's likely Sonja's units are in the forest. Keep a little army at your headquarters, but keep the rest charging north toward Sonja's HQ. S-Rank! Mission 13: Sami Marches On --------------------------- Sami VS. Sonja Difficulty: *** Usable CO: Sami Enemy CO: Sonja You now have a big army, so if you use it right you will win. You must capture the big island to the northeast and the small island to the southeast to capture enough properties. Most of the time you should be building infantry and landing them with your landers. That's really all you need, but you may need a few tanks to back them up. S-Rank! Mission 14: Sonja's Goal ------------------------ Andy VS. Sonja Difficulty: *** Usable CO: Andy Enemy CO: Sonja Your objective here is to destroy Sonja's entire air and naval force. This revolves against a big lake. You'll want to take out the sub and rocket in the north before your naval force heads east to destroy the cruiser and battleship. On dry land, advance to the east with your A-Air leading the way to destruction of a bomber and battle copter. As you close in northward, watch out for forest-hidden units and capture the HQ. S-Rank! Mission 15: Captain Drake! (Andy) -------------------------- Andy VS. Drake Difficulty: ** Usable CO: Andy Enemy CO: Drake To get CO Drake, you must play through all 4 Green Earth missions (15-18) with Andy. You will need to capture many properties quickly, so you'll want to win the submarine war by diving those subs, and keeping your lander alive. Use your lander to transport material to the middle island and take those cities, while sending your medium tank, artillery, and rocket south to stop Drake's attack there. In that area, you should capture those two neutral cities, as well as the two near your HQ. A bit later, send a few infantry to the northeast and grab those two. They will be enough, if you can manage to hold them. Go tanks and indirect units, and sink that battleship to help. You will win. S-Rank! Mission 15: Captain Drake! (Max) -------------------------- Max VS. Drake Difficulty: ** Usable CO: Max Enemy CO: Drake This is not only the easiest mission of the campaign mode, but this is practically Field Training. Makes Drake even scarier, doesn't it? Send in two infantry onto your lander, thensend everything down. Dive all FOUR subs. On Day 2, destroy the sub onthe right with your cruiser and your battleship. With your middle two subs, take out the left battleship. Move everything down, with the other battleship and cruiser onto reefs. On Day 3, complete your devastation of Drake's forces by moving your western battleship down and then killing the battleship with your two subs. On Day 4, damage the cruiser in the left and kill the cruiser in the right, leaving just a weakened battleship in the east. Kill it Day 5. S-Rank! Mission 15: Captain Drake! (Sami) -------------------------- Sami VS. Drake Difficulty: *** Usable CO: Sami Enemy CO: Drake To get CO Eagle, you must play through all 4 Green Earth missions (15-18) with Sami. The island east of you is an important expansion for you. Land all but 1 of your units(to defend your HQ) to the island. You will need to take all of the properties on your side of the mountain range, plus one on Drake's side. Go tanks and artillery. Naval units are pointless to build because you want to break through the mountain range, not take naval superiority. If Drake gets one city on your side, you will lose, so don't even give up one. S-Rank! Mission 16: Naval Clash! (Andy) ------------------------ Andy VS. Drake Difficulty: ** Usable CO: Andy Enemy CO: Drake This pits Andy versus Drake in a mission where you must keep a missile unit from being killed for 10 days. With your rocket, battleship, and sub, kill the enemy battleship on Day 1. On Day 2, retreat your sea units, dive your subs, and kill the small tank near you with your rocket and medium tank. Move your subs west and dive, and move your battleship north. On Day 3, put your units into landers and kill a green small tank with your rocket and small tank, while moving everything else northward. Kill the green sub with your two dived subs. Attack the cruiser with your battleship. Flee your other units into landers. On Day 4, retreat your navy north, and your landers east. You will lose your rocket and small tank, but that's fine. Use your CO power Day 4, as well. On Day 5, take out a sub, land a medium tank and a small tank on the northern shore, and move your other lander with the tank and missile east along the reefs. On Day 6, take out the small tank on the northern shore, and move landers east. Move remaining navy east. Missile must land in forest on Day 7, though, or it'll die. Take out another small tank, and move navy east. By Day 10, you will win! S-Rank! Mission 16: Naval Clash! (Max) ------------------------ Max VS. Drake Difficulty: ** Usable CO: Max Enemy CO: Drake This mission forces you to use your direct units wisely. With your two subs, take down the battleship and move your sea units east. Send an APC with a mech, as well as a mech, into the lander and send it to the coast, landing. Move your land units a bit right. Your APC will get attacked. Day 2, destroy the small tank with your battleship and mech, his sub by cruiser, and injure the battleship with your other sub. Move rocket into APC and send it to the northern shore, then move rest of units eastward. On Day 3, destroy the second small tank on the northern shore and take out the enemy battleship, and move towards HQ. Kill the rocket on the western front, the cruiser in the sea with your battleship, and simply send up your tank units from the east to seize victory over the lowly Green Earth forces. S-Rank! Mission 16: Naval Clash! (Sami) ------------------------ Sami VS. Drake Difficulty: *** Usable CO: Sami Enemy CO: Drake Land on the northern island and make your sea advance to the east while sending your land forces north. Tanks should make quick work out of those enemy forces, as well as your navy. S-Rank! Mission 17: Wings of Victory (Andy) ---------------------------- Andy VS. Eagle Difficulty: ** Usable CO: Andy Enemy CO: Eagle This is the non-FOW version of Andy's Wings of Victory map. Keep your transport copters alive to capture the HQ later. S-Rank! Mission 17: Wings of Victory (Max) ---------------------------- Max VS. Eagle Difficulty: ** Usable CO: Max Enemy CO: Eagle Here is Max's final battle against Eagle, come what be. Your fronts are already split into north and south, so keep that. In the north, kill Eagle's small tank with your medium tank and move other units in defensive formation next to it. In the south, bomb his medium tank to shreds and send down his bomber with your fighter, while damaging the other with your other fighter. Move remaining forces eastward onto bridge. On Day 2, use Max Force and on the southern front, down his entire air force, and on the northern front, take out the bomber. Move everything eastward. Keep advancing with your now superior forces and take out everything by Day 5. S-Rank! Mission 17: Wings of Victory (Sami) ---------------------------- Sami VS. Eagle Difficulty: **** Usable CO: Sami Enemy CO: Eagle Second hardest NC map, FOW version of Andy's Wings of Victory map. Keep your transport copters alive to capture the HQ later. S-Rank! Mission 18: Battle Mystery! (Andy) --------------------------- Andy VS. Drake Difficulty: ** Usable CO: Andy Enemy CO: Drake This is a FOW map, and the lander is hidden a reef next to a bridge near the end of the island. This is a fun mission where you advance southeast with landed forces and advance through the sea with your navy. Take them out, then advance to the lander at the reef and destroy it. S-Rank! Mission 18: Battle Mystery! (Max) --------------------------- Max VS. Drake Difficulty: *** Usable CO: Max Enemy CO: Drake Here, you'll once again have to take a two-front war, one on the northern island, and one on the sea/southern island. Hit the green A-air with your battleship, and send landers full of armored vehicles over to the northern island (mech into APC). Move eastward on southern island. On Day 2, take out the A-air and tank, and then land while loading the back lander with two infantry northward and sending the remaining mech eastward. With your medium tank on Day 3, take out the artillery and move your navy up. On Day 4, pulverize Drake's tank power, and on Day 5, use Max Power to bring death to Drake's navy. By Day 7, you should start capturing his HQ and by Day 8, you will win. S-Rank! Mission 18: Battle Mystery! (Sami) --------------------------- Sami VS. Drake Difficulty: *** Usable CO: Sami Enemy CO: Drake This mission pits you to rescue infantry on the other shore. Simply fly them west to your island to win. That is all to it! S-Rank! Mission 19: Andy Times Two -------------------------- Sami OR Andy and Eagle VS. Andy Difficulty: ** Usable COs: Andy, Max, Sami Allied CO: Eagle Enemy CO: Andy Sami Strategy: Use Sami to move all units forward, and use a transport copter with a mech to move east, north, north, north, and then land next to the enemy HQ to capture it, while you halt the Black Hole's forces in Blue Moon territory. Eagle should wipe out most of Sturm's air for you. Andy Strategy: This is a whole different story. You can actually wipe out the entire Black Hole armed force, if your timing is right. Your sub (plus Eagle's bombers) can take down his battleships, while his air force should wipe out his. Meanwhile you should send all your land units forward to defeat the incoming Black Hole forces. S-Rank! Mission 20: Enigma ------------------ Max VS. Sturm Difficulty: *** Usable COs: Andy, Max, Sami Enemy CO: Sturm Use your Max +50% advantage to deploy as many tanks (and if you're smart, a little anti-air and infantry) as possible, and use a sub and a cruiser to take out all sea units (sub must refuel once). Send as many tanks as you can (along with a few infantry in APCs) and you should win in around 20 days or less! S-Rank! Mission 21: The Final Battle! ----------------------------- 3 COs vs. Sturm Difficulty: *** Usable COs: All but Sonja Days for S-Rank: 6-15 Perfect Technique: 2-5 Left: Max, Olaf, Grit Center: Andy Right: Sami, Eagle, Drake, Kanbei Enemy CO: Sturm This is it, everyone! Will you finally defeat Sturm and his evil Black Hole army? Your COs may vary depending on what you did during the campaign. Left Side: You get Max if you followed campaign order and chose Andy and jumbled up Green Earth missions, you get Olaf if you went Andy's path and beat Olaf's Navy by elimination, and you get Grit if you went through Max's path. Right Side: You get Sami by default, but if you play through the FOUR consecutive Green Earth missions with Sami, you get Eagle and the mission after TFB. You get Drake if you played as Andy for the FOUR missions, and you get Kanbei if you reach the three Sonja missions but do not go through the GE missions with just Andy or just Sami. Basic Strategy: Time Sturm's Meteor Strikes on Andy's mechs...you should build some! In the middle: Andy Day 1 - Stay out of range the first day, and build mechs to take damage. Also build regular tanks, a-air and medium tanks as needed. He must survive or you will lose. Andy is the most vital CO in the map. On the left side: Max - Build tons of medium tanks and a few anti-aircraft to aid Andy! Remember that Max can beat Sturm alone if Sturm is distracted, take advantage of it. OR Grit - Build anti-aircraft and infantry to let him be a sitting duck so meteor strikes hit him. That'll relieve pressure off of Andy and your right CO, which will be your major offensive force. OR Olaf - Olaf on the left is basically Max with more Indirect units, but anti-aircraft would be the best. Andy needs a-air D. But there is one major thing: NEVER USE BLIZZARD. Blizzard really hits you harder than Sturm because your allies get hit as well. On the right side: Kanbei - Build medium tanks and a few anti-aircraft to aid the offensive! He is the 2nd strongest tank user to Max. OR Drake - Use Tsunami all the time to exhaust Sturm's funds, build anti-aircraft and medium tanks! OR Eagle - Use his aircraft to overwhelm at first, then use anti-aircraft and medium tanks to aid Andy's offensive! Eagle's air force is not very useful due to the huge amount of a-air Sturm builds but is nethertheless somewhat useful. OR Sami - Build tons of mechs and anti-aircraft for her to aid Andy! If Max is on the left side, use her as the sitting duck (a.k.a. the target of meteor strikes.) Mass mechs are excellent for Sami, you've got nothing to lose and much to gain! S-Rank! Mission 22: Rivals ------------------ Andy VS. Eagle Difficulty: **** Usable CO: Andy Enemy CO: Eagle Fight Eagle. Build as many fighters as you can, along with two middle tanks to guard the northern bridge and one for the southern bridge. Remember to build a few transport copters and infantry to capture bases and airports on the way. Using your superior air power, land at the enemy HQ and capture it within 20 days or so! S-Rank! =========================================================== =========================================================== =========================================================== (m09) ------------------------------ ---- 9 > ADVANCE CAMPAIGN ---- ------------------------------ Advance Campaign can be unlocked by beating Normal Campaign once, buying it for 1 coin at the Battle Maps, and holding on select when you enter Campaign mode till the words "Advance Campaign" show up. Most of these missions are MUCH harder than their "Normal Campaign" counterparts and need a lot more strategy. Good luck, advisor! You will need to take far more risks in Advance Campaign. Getting S-ranks on these missions are far harder, and even good players will have trouble even beating most missions. You'll be happy to know that you automatically get full technique points. You can lose every single unit but one and still get a full 300. However, speed is a bigger factor now. The time limits are very tough to beat and in AC your enemy gets more units. Harder? You bet! With AC's speed tightening, the full score also does. It was possible to get a 999 on NC, but the limit is 991 on AC. You also must know your COs VERY WELL, especially the three you'll be playing almost throughout the entire campaign. Note that even with this FAQ, you will need to come up with your own strategies many times, as the AI does things randomly and you'll have to make up from what you have. The objective of this Advance Campaign Mode Guide is to help you to get past the mission you're stuck on, but still keep some replay value so you don't completely look at a guide to beat the game. |-------------------|----|------|----------|---------------------------| |Mission Name | CO | Enemy|Difficulty|Allies OR Basic Strategy | |-------------------|----|------|----------|---------------------------| |It's War! |Andy| Olaf| *****|Divide and Conquer | |Gunfighter |Andy| Grit| *****|Draw a Line | |Air Ace |Andy| Eagle| *****|Lightning Strike | |Max Strikes! (A) |Andy| Olaf| *****|Lightning Strike | |Max Strikes! (M) |Max | Olaf| ****|Lightning Strike | |Max's Folly? |Max | Grit| **|Take Territory | |Sniper! |Max | Grit| **|Draw a Line | |Olaf's Navy! |Andy| Olaf| ******|Lightning Strike | |Blizzard Battle! |Max | Olaf| ****|Capture and Hold | |Olaf's Sea Strike |Andy| Olaf| ****|Divide and Conquer | |History Lesson |Max | Grit| ****|Draw a Line | |Sami's Debut |Any | Eagle| ******|Draw a Line | |Kanbei Arrives! |Any |Kanbei| *****|Lightning Strike | |Mighty Kanbei! |Any |Kanbei| **|Fortify and Contain | |Kanbei's Error? |Any |Kanbei| *****|Capture and Hold | |Divide and Conquer!|Max | Sonja| ****|Draw a Line | |Sami Marches On! |Sami| Sonja| *****|Divide and Conquer | |Sonja's Goal |Andy| Sonja| *****|Draw a Line | |Captain Drake (A) |Andy| Drake| *****|Lightning Strike | |Captain Drake (M) |Max | Drake| ***|Lightning Strike | |Captain Drake (S) |Sami| Drake| ******|Lightning Strike | |Naval Clash! (A) |Andy| Drake| *|Draw a Line | |Naval Clash! (M) |Max | Drake| ****|Draw a Line | |Naval Clash! (S) |Sami| Drake| ****|Draw a Line | |Wings of Victory A |Andy| Eagle| ****|Lightning Strike | |Wings of Victory M |Max | Eagle| ****|Lightning Strike | |Wings of Victory S |Sami| Eagle| ******|Lightning Strike | |Battle Mystery! (A)|Andy| Drake| ***|Draw a Line | |Battle Mystery! (M)|Max | Drake| ****|Draw a Line | |Battle Mystery! (S)|Sami| Drake| ***|Draw a Line | |Andy Times Two! |Any | Andy| ***|Eagle, Lightning Strike | |Enigma! |Any | Sturm| ****|Divide and Conquer | |The Final Battle! |????| Sturm| ******|??, ??, Divide and Conquer | |Rivals! |Andy| Eagle| *******|Lightning Strike | |-------------------|----|------|----------|---------------------------| Advance Campaign Mission 1: It's War! ------------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Olaf |-------------------|------------------| |Your Units |Enemy Units | |-------------------|------------------| |2 Infantry |4 Infantry | |1 Mech |2 Mech | |1 APC |2 Rockets | |1 Recon |3 Tank | |2 Tank |1 Md Tank | |2 Artillery |3 Anti-Air | | |2 Artillery | |-------------------|------------------| Welcome to the first Advance Campaign mission...stay calm and win! Now, you may seem heavily outnumbered, but he attacks with split-off units so if you stay together, you will win. Send all but your medium tank north, take down the units using common sense while in the south, your medium tank destroys the rocket, the artillery, and one to two mechs. Go for a HQ capture, using your APC as bait. An alternate way (and more secure) is to send most of your units SOUTH instead of NORTH, where you can hit from below. Much nastier than the Normal version though, may take you a few tries. Advance Campaign Mission 2: Gunfighter -------------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Grit Use your bases to your advantage to overwhelm them with tanks. At first you'll need to use recons and tanks DEFENDING first. Don't even bother attacking, and use your high number of bases against his none. Hold on and you will win because Grit STILL has no deploying base in this Advance Campaign version. Advance Campaign Mission 3: Air Ace ----------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Eagle Use your anti-aircraft to take down all planes, while protecting your transport copter on all sides, as you go for a Day 4 landing onto the enemy HQ and a S-rank win by Day 6. Again, do not let any fighter/battle copter get to your transport, and don't let the bomber hit your infantry/mech when it lands on HQ. Lure the bomber! Advance Campaign Mission 4: Max Strikes! (Andy) ---------------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Olaf Send your lander to the enemy HQ and capture it without opposition, while avoiding battleship fire. Use your other units to distract the enemies. Not easy to do in AC. Advance Campaign Mission 4: Max Strikes! (Max) ---------------------------------------- Difficulty: **** CO to Use: Max Enemy CO: Olaf Use medium tanks and medium tanks, diving submarines versus battleships, and tanks versus everything else! Winning in 5 days by complete destruction is possible, but it's still 1 day more than Normal Campaign. Advance Campaign Mission 5: Max's Folly? (Andy) ---------------------------------------- Difficulty: ** CO to Use: Andy Enemy CO: Grit This is really Max's mission although you chose Andy, just like in NC. Just sweep through Grit's weak tanks with yours, and stop the ONE infantry from reaching your HQ and capturing it. Remember that you get less for your buck, but for AC you still only need to INJURE the infantry to win! Don't lose too much technique (units) for good rating, not easy to do though. Advance Campaign Mission 5: Sniper! (Max) ----------------------------------- Difficulty: ** CO to Use: Max Enemy CO: Grit Kill every unit after finding them through fog of war. Make sure to capture the HQ after taking down the artillery east of the HQ as well as the artillery far north. Win after taking down the rocket on the city east of the mountain! Advance Campaign Mission 6: Olaf's Navy! (Andy) ---------------------------------------- Difficulty: ****** CO to Use: Max Enemy CO: Olaf Send troops east, APC with mech to capture APC. Lander can be of some use if you attack from bottom, but either way chances are you will barely hold on even if you capture the HQ. This is one of the "terror" missions of AW, one that you may not be able to beat without outside help unless you spend hours of dedication. Advance Campaign Mission 6: Blizzard Battle! (Max) -------------------------------------------- Difficulty: **** CO to Use: Max Enemy CO: Olaf Send all troops to guard bridges, make sure a tank is near the northeast city west of the river so no infantry captures it. Secure the southern bridge and capture all cities west of the river, then capture one east of the southern bridge! Advance Campaign Mission 7: Olaf's Sea Strike (Andy) --------------------------------------------- Difficulty: **** CO to Use: Andy Enemy CO: Olaf For the people who destroyed Olaf's entire navy, this will be the next mission. It's slightly harder on AC, but again, just send your navy eastward and destroy him. You will get Olaf at the Final Battle. Advance Campaign Mission 7: History Lesson (Max) ------------------------------------------ Difficulty: ***** CO to Use: Max Enemy CO: Grit Send medium tanks, APC, and recon north, others through landers. Ships should avoid Indirect fire and subs should dive. Cruisers should kill the sub coming, the two northern subs should take down the battleship northeast of the HQ. Use the battleship to stop the tank from attacking your mech when you capture the HQ. Remember that you're in FOW, so keep your ONLY recon alive. Advance Campaign Mission 8: Sami's Debut ---------------------------------------- Difficulty: ****** CO to Use: Max Enemy CO: Eagle This is the 3rd hardest mission in Advance Campaign Mode, and the second "terror" mission. Chances are Eagle's planes will snipe you down. Use the road the entire time, and fight your way through. Keep your transport copter alive so that you can grab Eagle's headquarters. And don't lose your medium tank! By the time you cross the second bridge in the north you should have at least one anti-air, a medium tank, and a t-copter with an infantry alive. If you don't have an infantry, at least have an a-air and a Medium Tank. This level is nasty and took me quite a few tries. Eagle acts so randomly it's so hard to beat it in NC, let alone AC! Advance Campaign Mission 9: Kanbei Arrives! ------------------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Kanbei Kanbei's off against you because of your invasion of Yellow Comet, and it seems he has a lot of defense. Use the mountains as a barrier, and use your Indirect units to attack their tanks. If you can keep the mountain barrier, you will beat Kanbei. The alternate way to beat this is just madly rushing them, and it works on AC. You MUST get your APC to Kanbei's HQ though, because then your infantry can capture the HQ while Kanbei is distracted. Advance Campaign Mission 10: Mighty Kanbei! ------------------------------------------- Difficulty: ** CO to Use: Andy Andy is the best for this one, since he can use his Indirect units. Again, use Indirect units, but use your tanks to defend the bridges while you destroy their invasion force one by one. In about 8-9 days, you should wipe them out. If you let him leak units in, you're doomed to die, so you have to block the bridge. Bit harder than NC, but not by much. Advance Campaign Mission 11: Kanbei's Error? -------------------------------------------- Difficulty: ***** CO to Use: Max Enemy CO: Kanbei You must get 15 properties before Kanbei does. That means you must kill his entire air force, and grab properties on your own island as well as the two islands above you. You will also need to stop Kanbei from getting the island east of the two, the one withone tank and one infantry. Good luck! Work on taking down Kanbei's air units first though, because in FOW it is vital. Then use your battle copter to kill the infantry on the north-central island, so then Kanbei will not be a threat on the island and you can work on capturing the island. Advance Campaign Mission 12: Divide and Conquer! ------------------------------------------------ Difficulty: **** CO to Use: Max Enemy CO: Sonja Looks like you beat the Kanbei missions in 8-10-12 days, respectively, even on AC. This is a Fog of war map that places some of Sonja's units behind the mountain range. So if you're being fired on, it's likely Sonja's units are in the forest. Keep a little army at your headquarters, but keep the rest charging north toward Sonja's HQ. Much harder again, due to all of Sonja's FOW and increased strength in Advance Campaign. Advance Campaign Mission 13: Sami Marches On! --------------------------------------------- Difficulty: ***** CO to Use: Sami Enemy CO: Sonja You now have a big army, so if you use it right you will win. You must capture the big island to the northeast and the small island to the southeast to capture enough properties. Most of the time you should be building infantry and landing them with your landers. That's really all you need, but you may need a few tanks to back them up. In this AC one Sonja will have more units on both of the islands in the middle, so watch out and play smart. Advance Campaign Mission 14: Sonja's Goal ----------------------------------------- Difficulty: ***** CO to Use: Andy Enemy CO: Sonja Objective is to destroy Sonja's entire air and naval force. If you use units intelligently you will win this easily. Again it is one that revolves around a lake. In the AC version, they get a few more units, but not significantly. Advance Campaign Mission 15: Captain Drake (Andy) ------------------------------------------ Difficulty: ***** CO to Use: Andy Enemy CO: Drake To get CO Drake, you must play through all 4 Green Earth missions (15-18) with Andy. You will need to capture as much bases as you can, which means you build mostly infantry. Since Drake has weak naval forces, you can safely go tanks and some Indirect units. Slightly harder, but still not by much in this AC version. Advance Campaign Mission 15: Captain Drake (Max) ------------------------------------------ Difficulty: *** CO to Use: Max Enemy CO: Drake This is still too easy. You send your naval units down, sinking your subs, and sending your lander with two infantry to capture Drake's headquarters. Just use common sense. Even on AC you should get your infantry to Drake's HQ easily. AC version is no different from NC in difficulty. Advance Campaign Mission 15: Captain Drake (Sami) ------------------------------------------ Difficulty: ****** CO to Use: Sami Enemy CO: Drake This is the 3rd "terror" mission of AC in difficulty-wise. To get CO Eagle, you must play through all 4 Green Earth missions (15-18) with Sami. The island east of you is an important expansion for you. Land all but 1 of your units (to defend your HQ) to the island. You will need to take all of the properties on your side ofthe mountain range, plus one on Drake's side. Go tanks and artillery. Naval units are pointless to build because you want to break through the mountain range, not take naval superiority. If Drake gets one city on your side, you will lose, so don't even give up one. Much harder to do because Drake now has faster units that move to a northern city a lot quicker. Advance Campaign Mission 16: Naval Clash! (Andy) ----------------------------------------- Difficulty: * CO to Use: Andy Enemy CO: Drake This pits Andy versus Drake in a mission where you must keep a missile unit from being killed for 10 days. With your rocket, battleship, and sub, kill the enemy battleship on Day 1. On Day 2, retreat your sea units, dive your subs, and kill the small tank near you with your rocket and medium tank. On Day 3, put your units into landers and kill a green small tank with your rocket and small tank, while moving everything else northward. From here, you lose your rocket and small tank, but flee across the sea eastward, take out a few green sea units, land your lander to the north, and take out the small tanks there to win! This mission is actually the easiest AC mission, because all you have to do is kill a few units and keep your missile alive. That is ALL! Advance Campaign Mission 16: Naval Clash! (Max) ----------------------------------------- Difficulty: **** CO to Use: Max Enemy CO: Drake This mission forces you to use your direct units wisely. With your two subs, take down the battleship and move your sea units east. Send an APC with a mech, as well as a mech, into the lander and send it to the coast, landing. Move your land units a bit right. Your APC will get attacked. Day 2, destroy the small tank with your battleship and mech, his sub by cruiser, and injure the battleship with your other sub. Move rocket and the APC and send it to the northern shore, then move rest of units eastward. On Day 3, destroy the second small tank on the northern shore and take out the enemy battleship, and move towards HQ. Kill the rocket on the western front, the cruiser in the sea with your battleship, and simply send up your tank units from the east to seize victory over the lowly Green Earth forces. Advance Campaign Mission 16: Naval Clash! (Sami) ----------------------------------------- Difficulty: **** CO to Use: Sami Enemy CO: Drake Land on the northern island and make your sea advance to the east while sending your land forces north. Advance Campaign Mission 17: Wings of Victory (Andy) --------------------------------------------- Difficulty: **** CO to Use: Andy Enemy CO: Eagle This is the non-FOW version of Andy's Wings of Victory map. Keep your transport copters alive to capture the HQ later. Advance Campaign Mission 17: Wings of Victory (Max) --------------------------------------------- Difficulty: **** CO to Use: Max Enemy CO: Eagle Here is Max's final battle against Eagle, come what be. Your fronts are already split into north and south, so keep that. In the north, kill Eagle's small tank with your medium tank and move other units in defensive formation next to it. In the south, bomb his medium tank to shreds and send down his bomber with your fighter, while damaging the other with your other fighter. Move remaining forces eastward onto bridge. On Day 2, use Max Force and on the southern front, down his entire air force, and on the northern front, take out the bomber. Move everything eastward. Keep advancing with your now superior forces and take out everything by Day 5. Advance Campaign Mission 17: Wings of Victory (Sami) --------------------------------------------- Difficulty: ****** CO to Use: Max Enemy CO: Eagle Second hardest AC map, FOW version of Andy's Wings of Victory map. Keep your transport copters alive to capture the HQ later. This is the fourth of the 5 "terror" missions. The AC FOW version is nasty and their forces beat you in quantity and quality. You will want to take their HQ with your only t-copter, so don't lose it... Advance Campaign Mission 18: Battle Mystery! (Andy) -------------------------------------------- Difficulty: *** CO to Use: Andy Enemy CO: Drake This is a FOW map, and the lander is hidden a reef next to a bridge near the end of the island. This is a fun mission where you advance southeast with landed forces and advance through the sea with your navy. Take them out, then advance to the lander at the reef and destroy it. Advance Campaign Mission 18: Battle Mystery! (Max) -------------------------------------------- Difficulty: **** CO to Use: Max Enemy CO: Drake Here, you'll once again have to take a two-front war, one on the northern island, and one on the sea/southern island. Hit the green A-air with your battleship, and send landers full of armored vehicles over to the northern island (mech into APC). Move eastward on southern island. On Day 2, take out the A-air and tank, and then land while loading the back lander with two infantry northward and sending the remaining mech eastward. With your medium tank on Day 3, take out the artillery and move your navy up. On Day 4, pulverize Drake's tank power, and on Day 5, use Max Power to bring death to Drake's navy. By Day 7, you should start capturing his HQ and by Day 8, you will win. Advance Campaign Mission 18: Battle Mystery! (Sami) -------------------------------------------- Difficulty: *** CO to Use: Sami Enemy CO: Drake This mission pits you to rescue infantry on the other shore. Simply fly them west to your island. Advance Campaign Mission 19: Andy Times Two! -------------------------------------------- Difficulty: **** CO to Use: Sami or Andy Allied CO: Eagle Enemy CO: Andy Sami: Use Sami to move all units forward, and use a transport copter with a mech to move east, north, north, north, and then land next to the enemy HQ to capture it, while you halt the Black Hole's forces in Blue Moon territory. Eagle should wipe out some of Sturm's air, but since Eagle is a lot weaker in AC you will have to rely on some luck. OR Andy: This is a whole different story. You can actually wipe out the entire Black Hole armed forces, if the timing is right. Your sub (plus Eagle's bombers) can take down his battleships, while his air force should wipe out his. Meanwhile you should send all your land units forward to defeat the incoming Black Hole forces. Since this is AC this may be very hard to accomplish. Just do not use Max, direct units are not very good here. Advance Campaign Mission 20: Enigma! ------------------------------------ Difficulty: **** CO to Use: Max Enemy CO: Sturm Use your Max +50% advantage to deploy as many tanks (and if you're smart, a little anti-air and infantry) as possible, and use a sub and a cruiser to take out all sea units (sub must refuel once). Send as many tanks as you can (along with a few infantry in APCs) and you should win in around 20 days! Just don't build air, in AC version it may take you a while to take the island next to you, but once you do you're on your way to victory. Advance Campaign Mission 21: The Final Battle! ---------------------------------------------- Difficulty: *** CO to Use: Andy and two allies Enemy CO: Sturm This is it, everyone! This is the last "terror" mission of the game. Will you finally defeat Sturm and his evil Black Hole army? Your COs may vary depending on what you did during the campaign. Left Side: You get Max if you followed campaign order and chose Andy and jumbled up Green Earth missions, you get Olaf if you went Andy's path and beat Olaf's Navy by elimination, and you get Grit if you went through Max's path. Right Side: You get Sami by default, but if you play through the FOUR consecutive Green Earth missions with Sami, you get Eagle and the mission after TFB. You get Drake if you played as Andy for the FOUR missions, and you get Kanbei if you reach the three Sonja missions but do not go through the GE missions with just Andy or just Sami. Basic Strategy: Time Sturm's Meteor Strikes on Andy's mechs...you should build some! In the middle: Andy Day 1 - Stay out of range the first day, and build mechs to take damage. Also build regular tanks, a-air and medium tanks as needed. He must survive or you will lose. Andy is the most vital CO in the map. On the left side: Max - Build tons of medium tanks and a few anti-aircraft to aid Andy! Remember that Max can beat Sturm alone if Sturm is distracted, take advantage of it. OR Grit - Build anti-aircraft and infantry to let him be a sitting duck so meteor strikes hit him. That'll relieve pressure off of Andy and your right CO, which will be your major offensive force. OR Olaf - Olaf on the left is basically Max with more Indirect units, but anti-aircraft would be the best. Andy needs a-air D. But there is one major thing: NEVER USE BLIZZARD. Blizzard really hits you harder than Sturm because your allies get hit as well. On the right side: Kanbei - Build medium tanks and a few anti-aircraft to aid the offensive! He is the 2nd strongest tank user to Max. OR Drake - Use Tsunami all the time to exhaust Sturm's funds, build anti-aircraft and medium tanks! OR Eagle - Use his aircraft to overwhelm at first, then use anti-aircraft and medium tanks to aid Andy's offensive! Eagle's air force is not very useful due to the huge amount of a-air Sturm builds but is nethertheless somewhat useful. OR Sami - Build tons of mechs and anti-aircraft for her to aid Andy! If Max is on the left side, use her as the sitting duck (a.k.a. the target of meteor strikes.) Mass mechs are excellent for Sami, you've got nothing to lose and much to gain! Advance Campaign Mission 22: Rivals! ------------------------------------ Difficulty: ******* CO to Use: Andy Enemy CO: Eagle This is the hardest mission in the entire game, since it is AC, in FOW, and Eagle even gets some hidden predeployed units. If there were five "terror" missions, this could go to "horror". Hardest mission ever. Here, you fight Eagle once again, and Eagle is very very unpredictable. Build as many fighters as you can, along with two middle tanks to guard the northern bridge and one for the southern bridge. Remember to build a few transport copters and infantry to capture bases and airports on the way. Using your superior air power, land at the enemy HQ and capture it within 20 days or so! Remember that if you decide not to HQ capture, you will probably be sitting near your HQ for a long time trying to survive...but even a t-copter rush is risky, especially on AC where there is FOW. =========================================================== =========================================================== =========================================================== (m10) ----------------------- ---- 10 > WAR ROOM ---- ----------------------- Before I post any strategies, here's how I fare in War Room (not the best but not too bad either): $ = 999 Point S-Rank. Sami usually means I rushed for the HQ. |-------------|---------|---------|---------|---------|---------|-|----| |WAR ROOM MAP |TOP SCORE|2ND SCORE|3RD SCORE|4TH SCORE|5TH => RANK|DAYS| |-------------|---------|---------|---------|---------|---------|-|----| |Spann Island |999 Max |999 Max |999 Nell |999 Sami |997 Max |$| 10 | |-------------|---------|---------|---------|---------|---------|-|----| |Moji Island |999 Max |997 Max |994 Max | ------- | ------- |$| 14 | |-------------|---------|---------|---------|---------|---------|-|----| |Duo Falls |999 Sami |894 Eagle|886 Max |838 Max |836 Max |$| 6 | |-------------|---------|---------|---------|---------|---------|-|----| |Sole Harbor |985 Max |982 Max |952 Max |952 Max |937 Andy |S| 18 | |-------------|---------|---------|---------|---------|---------|-|----| |Pivot Isle |999 Sami |976 Eagle|976 Eagle|967 Max |961 Andy |$| 10 | |-------------|---------|---------|---------|---------|---------|-|----| |Land's End |912 Sami |908 Max |863 Max |860 Max |841 Andy |A| 15 | |-------------|---------|---------|---------|---------|---------|-|----| |Kita Straight|955 Max |937 Max |850 Andy |814 Grit | ------- |S| 23 | |-------------|---------|---------|---------|---------|---------|-|----| |Point Stormy |972 Max |856 Max |795 Max |772 Andy | ------- |S| 16 | |-------------|---------|---------|---------|---------|---------|-|----| |Ridge Island |999 Sami |982 Sami |829 Max |814 Nell |776 Eagle|$| 7 | |-------------|---------|---------|---------|---------|---------|-|----| |Mial's Hope |991 Sami |938 Max |815 Max |809 Max |773 Andy |S| 9 | |-------------|---------|---------|---------|---------|---------|-|----| |Bounty River |887 Grit |839 Grit |823 Sami |801 Sami |757 Max |A| 35 | |-------------|---------|---------|---------|---------|---------|-|----| |Toil Ferry |985 Max |847 Max |815 Eagle| ------- | ------- |S| 16 | |-------------|---------|---------|---------|---------|---------|-|----| |Twin Isle |973 Sami |924 Sami |909 Sami |883 Sami |856 Max |S| 13 | |-------------|---------|---------|---------|---------|---------|-|----| |Dire Range |999 Sami |932 Sami |900 Sami |843 Sami |829 Sami |$| 11 | |-------------|---------|---------|---------|---------|---------|-|----| |Egg Islands |970 Sami |942 Sami |928 Sami |927 Sami |867 Grit |S| 12 | |-------------|---------|---------|---------|---------|---------|-|----| |Terra Maw |879 Sami |837 Max |822 Max |792 Max |788 Max |A| 17 | |-------------|---------|---------|---------|---------|---------|-|----| |Stamp Islands|990 Sami |941 Sami |940 Max |885 Max |885 Max |S| 14 | |-------------|---------|---------|---------|---------|---------|-|----| |Rivers Four |964 Sami |952 Sami |949 Sami |925 Sami |865 Max |S| 18 | |-------------|---------|---------|---------|---------|---------|-|----| |Ring Islands |999 Sami |964 Max |932 Max |927 Sami |910 Andy |$| 14 | |-------------|---------|---------|---------|---------|---------|-|----| |Last Mission |997 Max |979 Max |970 Andy |913 Sami |895 Sami |S| 15 | |-------------|---------|---------|---------|---------|---------|-|----| Average Score: 974 S Total Score: 19453/19980 (97.36%) Old Strategies that I had on lars' FAQ on GameFaqs, somewhat useful: Note: I wrote many War Room FAQs for lars' FAQ at GameFaqs as MarioKartYoshi (Mario Kart: Super Circuit was my favorite game when I created that screen name), so I'll also put them here. After all, I can't sue myself! :) Also, I will be writing FAQs for most of the other War Room maps whenever I can! **Spann Island** CO: Max Rank: S (999) Days: 10 Beat the map ASAP, 11 days full shutout. HQ capture will take even longer unless you use Sami. **Moji Island** CO: Max Rank: S (999) Days: 14 **Duo Falls** CO: Sami Rank: S (999) Days: 6 Send infantry on transports to mad-rush the HQ, with a fighter and battle copter to back them and get full speed. **Sole Harbor** CO: Max Rank: S (985) Days: 18 Build infantry to capture cities southwest and east. Send middle tanks, regular tanks, and a few rockets as well as infantry to capture cities and the eastern port. Keep on making middle tanks to attack. Once you defeat those, go for the win by capturing the enemy HQ. **Pivot Isle** CO: Sami Rank: S (999) Days: 10 **Land's End** CO: Sami Rank: A (912) Days: 15 **Kita Straight** By: YoyoYoshi CO: Max Rank: S Days: 23 Send infantry through APCs south to capture factories and ports while defending against Drake's invasions. Once you've secured the territory, send in landers to the eastern half of Drake's island with middle tanks and infantry while defending the sea with a few battleships. Work your way west after sending in more and more troops through landers, weakening Drake until you can take out his headquarters. **Point Stormy** CO: Max Rank: S (972) Days: 16 **Ridge Island** CO: Sami Rank: $ (999) Days: 7 Sami Day 1: Build APC in northwestern base, infantry base below it. Grit Day 1: Build four infantries. Sami Day 2: Load infantry into APC, move APC 2E 5N onto a plain. Do not drop infantry. Build two recon. Grit Day 2: Move infantry. Build two infantries, APC, and a rocket. Sami Day 3: Move APC southeast just above blue city. Drop infantry onto blue city. Move both recon northeast. Build infantry and APC. Grit Day 3: Move everything, build tank and artillery in southeastern bases. Sami Day 4: Load infantry into APC, move APC two below BM HQ between artillery and tank. Move eastern recon and attack blue infantry to 4 HP. Move western recon just to the west of the recon. Move infantry at OS HQ into APC, and move it same as 1st APC 2nd day but drop infantry east. Build two recon in the same bases...always should be western two. Grit Day 4: Capture city with infantry, attack loaded APC with small tank, move units, and build medium tank. Sami Day 5: Move damaged APC 1W 3N, drop infantry north. Move eastern recon southeast onto northern blue base. Move other recon near BM onto western blue base. Use infantry next to other APC to attack other infantry. Send APC to the eastern double city. Move recons up. Build recon in NW base, infantry in all other three. Grit Day 5: Finish capturing city with infantry, captures another city in the south with infantry, destroys damaged APC with small tank, attacks other APC with medium tank, moves units, and builds a recon and an artillery in SE bases. Sami Day 6: Capture HQ with infantry, attack recon with both recons. Load infantry to the left into APC and move it just north of the western base and drop infantry onto western base. Use rest of units to attack. Build three infantries and a recon, this time in eastern base. Grit Day 6: Capture cities with infantries, attack infantry with small tank, build a rocket. Sami Day 7: Do whatever damage possible, finish capturing HQ! **Mial's Hope** CO: Sami Rank: S (991) Days: 9 **Bounty River** By: YoyoYoshi CO: Grit Rank: A Days: 35 Create lots of infantries and three APCs. Use three infantries to capture southern cities while your other infantry capture northern cities. Build a few battleships, one cruiser, and three landers. Build a few middle tanks and infantry to place into your landers once you beat back submarine advances, using infantry to block the shoal areas so no one can invade. Add battleships and rocket power, as Grit is awesome with them. Now continue your small naval combat force, which would still overwhelm Sonja, since her CO power is useless. Now invade the land sticking out, and move east. Once you reach the enemy HQ, capture it! **Toil Ferry** By: YoyoYoshi CO: Eagle Rank: S Days: 16 Send infantry to secure properties east of the HQ, then send infantry through transport copters to capture the northwest island and the island east of it. Send in a few fighters and many bombers, as well as a lander with infantry to fight for the eastern island, and take control of it. Once you're ready, send in all your bombers to overwhelm the little land troops on Grit's eastern land. Use lightning strike if needed. **Twin Isle** CO: Max Rank: S (985) Days: 16 **Dire Range** CO: Sami Rank: $ (999) Days: 11 *Egg Islands** CO: Sami Rank: S (970) Days: 12 **Terra Maw* CO: Sami Rank: A (879) Days: 17 **Stamp Islands** By: YoyoYoshi CO: Sami Rank: S Days: 14 Send transport copters to capture the island east of your island, and capture the two islands south of your island, while sending fighters out so no CO can reach the central island. Capture the central island while defending attacks from Kanbei against the island east of your main island. Now use bombers to get through both enemies, attacking quickly. If you have a lot, you can overwhelm them and win without HQ capture. It's that easy! **Ring Islands* CO: Sami Rank: $ (999) Days: 14 **Last Mission** By: YoyoYoshi CO: Max Rank: S Days: 15 Build four infantry on the first turn, then immediately build a transport copter and all the infantry you can on the 2nd. Send your transport copter east a few turns to Eagle's enemy HQ while avoiding the fighter and anti-aircraft. Once you reach the HQ, capture it. In the meantime, capture all the bases near your HQ with infantry. After you capture all of Eagle's bases and buildings, use your superior power to build more bombers, one fighter, and the rest mid-tanks with a few anti-aircraft. In the south, use a mid-tank, a few infantry, and one a-air. Use the same in the north and capture back the bases the enemy Sami took over. Move west in all directions, using mid-tanks as the front line and bombers to aid the attacks along with anti-aircraft. Once you continue your movement west, use your northern line to take the HQ with a transport copter with an infantry or mech. =========================================================== =========================================================== =========================================================== (m11) -------------------------- ---- 11 > VERSUS MODE ---- -------------------------- (m11.1) VS. Maps: |--------------|------|-----|--------|-----| | Map |Cities|Bases|Airports|Ports| |--------------|------|-----|--------|-----| |Little Island | 8 | 4 | 0 | 0 | |--------------|------|-----|--------|-----| |Sun Canal | 18 | 7 | 0 | 4 | |--------------|------|-----|--------|-----| |Beaker River | 12 | 8 | 6 | 0 | |--------------|------|-----|--------|-----| |Star Islands | 14 | 10 | 8 | 8 | |--------------|------|-----|--------|-----| |Eon Springs | 16 | 8 | 6 | 0 | |--------------|------|-----|--------|-----| |Portal Bridge | 12 | 8 | 4 | 0 | |--------------|------|-----|--------|-----| |Sabre Range | 4 | 8 | 0 | 0 | |--------------|------|-----|--------|-----| |Asphalt Maze | 4 | 8 | 0 | 0 | |--------------|------|-----|--------|-----| |Cog Isle | 0 | 4 | 0 | 0 | |--------------|------|-----|--------|-----| |Zero Wood | 2 | 5 | 0 | 0 | |--------------|------|-----|--------|-----| |Switchback | 16 | 12 | 0 | 0 | |--------------|------|-----|--------|-----| |Ruby Keys | 19 | 8 | 4 | 4 | |--------------|------|-----|--------|-----| |Rainy Haven | 18 | 5 | 4 | 6 | |--------------|------|-----|--------|-----| |Rail Strait | 28 | 5 | 0 | 3 | |--------------|------|-----|--------|-----| |Tribe Islands | 28 | 8 | 0 | 6 | |--------------|------|-----|--------|-----| |Vision Bridge | 19 | 13 | 0 | 8 | |--------------|------|-----|--------|-----| |Piston Dam | 20 | 6 | 8 | 0 | |--------------|------|-----|--------|-----| |Hat Harbor | 16 | 9 | 10 | 0 | |--------------|------|-----|--------|-----| |Swan Cove | 23 | 11 | 0 | 6 | |--------------|------|-----|--------|-----| |Go Islands | 22 | 7 | 0 | 6 | |--------------|------|-----|--------|-----| (m11.2) 3P Maps: |--------------|------|-----|--------|-----| | Map |Cities|Bases|Airports|Ports| |--------------|------|-----|--------|-----| |Pyramid Cape | 21 | 12 | 0 | 0 | |--------------|------|-----|--------|-----| |Bead Islands | 35 | 9 | 0 | 6 | |--------------|------|-----|--------|-----| |Clover Keys | 13 | 9 | 4 | 0 | |--------------|------|-----|--------|-----| |Keyhole Cove | 24 | 15 | 9 | 9 | |--------------|------|-----|--------|-----| |Fork River | 29 | 12 | 0 | 0 | |--------------|------|-----|--------|-----| |Mantis River | 21 | 13 | 5 | 0 | |--------------|------|-----|--------|-----| |Channel City | 21 | 10 | 0 | 3 | |--------------|------|-----|--------|-----| |Ink Canal | 28 | 12 | 5 | 6 | |--------------|------|-----|--------|-----| |Shield Hills | 22 | 11 | 0 | 0 | |--------------|------|-----|--------|-----| |Peril Maze | 22 | 9 | 10 | 0 | |--------------|------|-----|--------|-----| |Gem Creek | 30 | 6 | 4 | 3 | |--------------|------|-----|--------|-----| |Glass Heights | 24 | 12 | 0 | 0 | |--------------|------|-----|--------|-----| |Devil's Inlet | 23 | 12 | 10 | 0 | |--------------|------|-----|--------|-----| |Shear Port | 26 | 15 | 0 | 6 | |--------------|------|-----|--------|-----| |Liar's Cove | 26 | 13 | 4 | 4 | |--------------|------|-----|--------|-----| |Nail Canal | 22 | 11 | 0 | 0 | |--------------|------|-----|--------|-----| |Atlas River | 31 | 12 | 7 | 0 | |--------------|------|-----|--------|-----| |Eel Channels | 23 | 13 | 0 | 7 | |--------------|------|-----|--------|-----| |Jab Peninsula | 20 | 12 | 5 | 6 | |--------------|------|-----|--------|-----| |Thorn Islands | 25 | 14 | 5 | 3 | |--------------|------|-----|--------|-----| (m11.3) 4P Maps: |--------------|------|-----|--------|-----| | Map |Cities|Bases|Airports|Ports| |--------------|------|-----|--------|-----| |Four Corners | 16 | 8 | 1 | 0 | |--------------|------|-----|--------|-----| |Rocket Cape | 22 | 20 | 0 | 0 | |--------------|------|-----|--------|-----| |Crop River | 45 | 21 | 11 | 0 | |--------------|------|-----|--------|-----| |Tween Isle | 28 | 8 | 0 | 6 | |--------------|------|-----|--------|-----| |Rival Islands | 20 | 20 | 8 | 8 | |--------------|------|-----|--------|-----| |Loop Road | 22 | 12 | 0 | 0 | |--------------|------|-----|--------|-----| |Plus Canal | 24 | 16 | 0 | 0 | |--------------|------|-----|--------|-----| |Islas Five | 32 | 16 | 12 | 0 | |--------------|------|-----|--------|-----| |Patriot Cave | 25 | 20 | 6 | 8 | |--------------|------|-----|--------|-----| |Web River | 22 | 20 | 0 | 0 | |--------------|------|-----|--------|-----| |Cap Narrows | 18 | 16 | 6 | 0 | |--------------|------|-----|--------|-----| |Jay Islands | 40 | 8 | 0 | 4 | |--------------|------|-----|--------|-----| |Chain Canal | 32 | 18 | 6 | 10 | |--------------|------|-----|--------|-----| |Spring Lakes | 29 | 15 | 0 | 0 | |--------------|------|-----|--------|-----| |Tatter River | 42 | 24 | 11 | 0 | |--------------|------|-----|--------|-----| |Island X | 13 | 18 | 4 | 6 | |--------------|------|-----|--------|-----| |Alakule | 30 | 19 | 0 | 0 | |--------------|------|-----|--------|-----| |Traitor River | 29 | 21 | 0 | 0 | |--------------|------|-----|--------|-----| |Fable Hills | 14 | 26 | 12 | 0 | |--------------|------|-----|--------|-----| |South Cape | 30 | 21 | 0 | 11 | |--------------|------|-----|--------|-----| |Glory Islands | 39 | 19 | 10 | 14 | |--------------|------|-----|--------|-----| (m11.4) Classic Maps: |--------------|------|-----|--------|-----| | Map |Cities|Bases|Airports|Ports| |--------------|------|-----|--------|-----| |Bean Island | 18 | 8 | 0 | 0 | |--------------|------|-----|--------|-----| |Crater Isle | 19 | 10 | 0 | 0 | |--------------|------|-----|--------|-----| |Triangles | 18 | 8 | 4 | 0 | |--------------|------|-----|--------|-----| |Ball Islands | 26 | 10 | 6 | 5 | |--------------|------|-----|--------|-----| |Coral Lagoon | 12 | 8 | 0 | 0 | |--------------|------|-----|--------|-----| |Puzzle Trio | 31 | 6 | 6 | 7 | |--------------|------|-----|--------|-----| |Fist Peninsula| 20 | 6 | 0 | 0 | |--------------|------|-----|--------|-----| |Deer Harbor | 47 | 8 | 6 | 4 | |--------------|------|-----|--------|-----| |Alara Range | 22 | 7 | 7 | 0 | |--------------|------|-----|--------|-----| |Lost River | 25 | 9 | 5 | 0 | |--------------|------|-----|--------|-----| |Volcano Isle | 15 | 7 | 2 | 0 | |--------------|------|-----|--------|-----| |Turtle Atoll | 37 | 7 | 0 | 4 | |--------------|------|-----|--------|-----| |Squash Island | 21 | 7 | 6 | 4 | |--------------|------|-----|--------|-----| |Cube Keys | 22 | 9 | 7 | 0 | |--------------|------|-----|--------|-----| |Mirror Islands| 25 | 6 | 3 | 0 | |--------------|------|-----|--------|-----| |Shark Strait | 56 | 10 | 14 | 8 | |--------------|------|-----|--------|-----| |Royal Channel | 59 | 10 | 9 | 8 | |--------------|------|-----|--------|-----| (m11.5) Predeployed Maps: |--------------|------| | Map |Cities| |--------------|------| |Brace Range | 6 | |--------------|------| |River Range | 11 | |--------------|------| |Moon Isle | 8 | |--------------|------| |Mint Plateau | 8 | |--------------|------| |Jewel Canal | 8 | |--------------|------| |Wrench Island | 10 | |--------------|------| |Rapid Ferry | 8 | |--------------|------| |Bundle City | 58 | |--------------|------| |Scarab Road | 14 | |--------------|------| |Pointing River| 12 | |--------------|------| |Liaison Wood | 5 | |--------------|------| |Delta Heights | 11 | |--------------|------| |Poem Cape | 6 | |--------------|------| |Blue Lake | 6 | |--------------|------| |Coil Range | 16 | |--------------|------| |Leaf Haven | 0 | |--------------|------| |Battle Cube | 16 | |--------------|------| =========================================================== =========================================================== =========================================================== (m12) -------------------------- ---- 12 > DESIGN MAPS ---- -------------------------- Want to design a map? You have 3 slots to save your maps. This section will tell you how to make your custom maps the best they can be! I personally have the best out of about 1200 maps at Advance Wars Network, and they grade quite strictly. I'll give you the tips and tricks for making the BEST AW map ever, and still keep it quite playable! Use theseDesign Maps against your friends! Design Map Mode Controls: ------------------------- This may be a bit confusing at first, so here we go! Control Pad - Move to another square of the map, hence the cursor. Bit like regular gameplay except you're making a map. R - Access the terrains. Put mountains, properties, forests, sea, it's all here. L - Access the units you can place. Every unit is available. Start - This shows a mini map of your design map. It flashes between terrain and units on it if you have units on your design map. Select - This access the menu, which in turn have its own categories: File - This lets you load, save, or name a map. Note that there's a limit on how many letters you can use to save on a map, and that you can only save three total maps. Help - This shows the conditions of your design map that you must follow (like 60 maximum properties, 50 maximum units for each side), and instructions on how to design a map. Intel - This tells you how many properties of each kind you have for each army color, as well as neutral properties. Fill - This lets you fill the map with plains, mountains, forest, sea, or random terrain. This lets you fill a certain terrain quickly so you don't have to enter everything from hand. The random map option is useful, but not very useful. It's better to fill it with, say, sea, and then add in everything. It looks better that way. End - This stops you from making any more Design Maps for now. If you haven't saved, Nell will ask you if you want to save. Design Map Restrictions ----------------------- You must have at least two HQs, and at least one unit or one deploying base for each army. You may also put units without a HQ but they won't attack anyone unless you attack them. They're basically Andy without the attacking power or the CO power. The standard map's dimensions is 30x20, decent for most maps unless you're planning to make like a perfect map of Europe or something (I've gotten close, mind you). Make it a mini-map in the middle or in a corner if you want and surrounded it with sea or mountains or something, it will still work (like making It's War! on DM). You may not have more than 60 properties on your map at any given time. This is decent for a 30x20 map, depending on how your map goes. You may not have more than 50 units of any army at once. Besides, if you had 200 units Advance Wars would actually lag. So don't put that much, and besides, it doesn't look good in VS. Battles. Terrain-wise, you must have roads on maps, or else you'll slow down. Bridges are optional for sea/river maps, as with shoals and reefs. In a sea map, make sure to have enough shoal but not too much. You must have at least a fairly decent percentage (like at least 5%) for mountains and forest. So put about 30 squares each of mountains and forest, cause they look good on maps, like my map Gift River. You need the forest for FOW and/or defensive cover, anyway, and it looks better than all plains. Just don't have too much of that, that's standard. Building-wise, put your city to deployment base ratio at 1:1 to 3:1, depending on what the map looks like. Don't have less than 10 properties, cause that's not even a mini-map, but don't go overboard. Look comes first, you can fix the gameplay later. =========================================================== =========================================================== =========================================================== (m13) ----------------------------- ---- 13 > SECRETS ---- ----------------------------- To get COs: Grit - Use Max when you get to choose between Andy and Max (for 3-4 missions till you reach the 2nd Eagle encounter) Eagle - Use Sami for the 4 consecutive Green Earth missions. Drake - To get Drake, use Andy for the 4 consecutive Green Earth maps. Kanbei - Beat Normal Campaign Mode. Sonja - Beat the 3 Kanbei battles in 8, 10, and 12 days respectively. Sturm - Get all COs above. Nell - Get all COs above and beat Advance Campaign once. To get the COs above, you will need to buy them at Battle Maps mode. To get 999 on Spann Island (War Room): Beat the map ASAP, 11 days full shutout. HQ capture will take even longer. =========================================================== =========================================================== =========================================================== (m14) ----------------------------- ---- 14 > CO Guide ---- ----------------------------- There are a lot of playable Command Officers (COs) in Advance Wars. Despite the fact you can only play as Andy, Max, or Sami in the campaign (exception is the "Final Battle"), you can unlock the rest (other than Sturm) for War Room maps. Sturm can only be used for versus mode maps. 1 strength means average, or compared to Andy, who is average. (m14.1) Andy (Orange Star 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: Hyper Repair Andy's Hyper Repair CO Power restores two HP to every one of Andy's units up to 10 HP. Hyper Repair is a useful power in that you can even add effectiveness back to a 1 HP unit after you use Hyper Repair because it would be powered up back again. All of Andy's units get a slight battle bonus (10%) for the rest of the round for both 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 Strength/Weakness: None Andy is a great overall CO and good in maps where it requires different strategies all the time. Andy can also survive long battles due to his CO power, so don't be afraid to get in a big fight, you will win if you have at least equal units. Remember to pay close, close attention to what the enemy produces. Andy doesn't have any strengths, so he must react well to what the enemy is using and find an appropriate counter. For instance, Andy must always pack rockets and any other long range unit against Max, always use recons and tanks against Grit, and anti-aircraft and fighters against Eagle. Only by countering his enemy's strength or use the enemy's weakness to your advantage will he win great victories. Max (Orange Star CO): --------------------- Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.5 Indirect Strength (Offense): 0.9, -1 attack range Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 0.9 CO Power: Max Force Max's Max Force CO Power increases the power of Max's Direct units by +25% offense, +10% defense, and +1 movement. His transports gain +1 movement, and his other units gain +10% on offense and defense. Max Force greatly increases the power of Max's Direct units, and gives them an extra movement space. This includes his Transports. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.25, +1 movement range Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Strength/Weakness: Non-Infantry/Mech Direct Fire units deal +50% damage, but Indirect Fire units -1 range and -10% damage. Max is good for aggressive players that love to use direct forces, and a strong CO in almost every situation. Use him on any flat maps that don't have many choke points or any that direct forces are required for a win. Use his Max Force CO power when you've popped a whole in the enemy line and you have the chance to storm some tanks into the enemy base are. Don't worry about losing that round, if you can get several tanks to the enemy base, you will pull their force in half (those stranded in the field and those contesting with the invading tanks), and then your next wave of troops will achieve victory. Max should always destroy all enemies instead of trying to capture the enemy HQ, since it's just so easy to do when direct forces are an advantage. Sami (Orange Star CO): ---------------------- Infantry Strength (Offense): 1.2, 1.5X capture rate on properties (rounded down) Direct Strength (Offense): 0.9 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.1 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Double Time Sami's Double Time CO Power gives all of her infantry, mech, and transport units +1 movement as well as +30% offensively and 20% defensively. Her other direct and indirect units gain +10% respectively on offense and defense, and her infantry and mech units have a movement cost of 1. Infantry Bonus (Offense): 1.3, +1 movement range, movement cost 1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Strength/Weakness: + Infantry better + Infantry capture buildings 50% faster + Transports move faster, but Direct Fire worse for non-Infantry/Mechs. Sami is great for hilly/foresty/rivery terrain, obviously. Sami will have problems against many of the enemy COs, though. Grit, Max, and Kanbei all have extreme advantages on her. The only way you can win against them (unless you're unstoppable and your enemy sucks) is capturing the enemy HQ, and to do so, it is hard unless you crank in as many mechs as possible every turn, because they won't have enough time to destroy all of them. Capture the HQ! Exception to rule: In Rivers Four (War Room map), Sami's mechs can dominate both Max and Grit at the same time! Nell (Orange Star CO): ---------------------- To Be Unlocked By: Beating Advance Campaign and having bought the other COs. Last CO you will ever unlock on Advance Wars. Infantry Strength (Offense): 1.0 + 0-2 Lucky Damage Direct Strength (Offense): 1.0 + 0-2 Lucky Damage Indirect Strength (Offense): 1.0 + 0-2 Lucky Damage Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Lucky Star This allows her units to be extremely lucky in their attack power, occasionally dealing 50% or even 100% extra damage! Also, they get a plain attack bonus added to their dmg%. Infantry Bonus (Offense): 1.1 + 0-10 Lucky Damage Direct Bonus (Offense): 1.1 + 0-10 Lucky Damage Indirect Bonus (Offense): 1.1 + 0-10 Lucky Damage Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Strength/Weakness: - Her units are slightly more lucky than every other CO. That can determine a winning battle or a losing battle! You can actually cheat with Nell: just save and then come back until you get the maximum luck, so then you can win extremely fast with Nell. Time-consuming but very effective. I haven't personally tried it but it could be a new way to get better ranks with her. (m14.2) Olaf (Blue Moon 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: Blizzard Covers the land in snow. All enemy units have big movement penalties on snow, but his units are unaffected. Note that roads and cities are unaffected by snow. It snows for one turn only. Snow is like clear weather to Olaf, while rain is like snow to him. 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 Strength/Weakness: - Units are unaffected by snow, but units are greatly slowed down by rain. Olaf is an unusual CO with an unusual power that changes the weather, but even with that, it's a challenge. His CO power won't help much unless you're playing some sort of custom map without roads. Additionally, his power only really delays a faraway enemy force, it won't help an ongoing battle and it certainly doesn't help you get into the enemy base faster. Small maps also make the CO power useless! Grit (Blue Moon CO): -------------------- To Be Unlocked By: Selecting Max for "Max Strikes", then beating the Campaign and buying him at Hachi's (Battle Maps). Infantry Strength (Offense): 0.8 Direct Strength (Offense): 0.8 Indirect Strength (Offense): 1.1 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Snipe Attack All Indirect fire units get +2 range for the turn, as well as +65% offense and +10% defense. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.65, +2 attack range Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Strength/Weakness: - Indirect fire is stronger (especially when CO Power is used) but direct fire is weaker. Grit is the opposite of Max. Use Grit on stages with lots of choke points. Grit needs a lot of resources (to produce Medium Tanks and of course his Artillery/Rockets), so practice Infantry/APC deployment before trying Grit. Grit should probably go for the capture of the enemy HQ instead of destruction, but if he can find enough sniper boosts he might be able to win via destruction sometimes. (m14.3) Eagle (Green Earth CO): ----------------------- To Be Unlocked By: Selecting Sami for "Captain Drake", "Naval Clash", "Wings of Victory", and "Battle Mystery". Then beat the "Rivals" mission, and buying him at Battle Maps. 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 Strike All air and ground vehicles that were used this turn can be used again, except for mechs and infantry because they are capable of capturing the HQ in one day like that. That's equivalent to two turns in one! However, defense goes down for that same turn... Infantry Bonus (Offense): 0.8 Direct Bonus (Offense): 0.8 Indirect Bonus (Offense): 0.8 Infantry Bonus (Defense): 0.7 Direct Bonus (Defense): 0.7 Indirect Bonus (Defense): 0.7 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. Drake (Green Earth CO): ----------------------- To Be Unlocked By: Selecting Andy for "Captain Drake", "Naval Clash", "Wings of Victory", and "Battle Mystery", then beating the Campaign, then buying him at Battle Maps for 50 coins. 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 Deals 1 damage to all enemy units. Units 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 Strength/Weakness: Drake's air units are -20% offensively weaker, but his sea units have +20% defense and +1 movement range. 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). (m14.4) Kanbei (Yellow Comet CO): ------------------------- To Be Unlocked By: Beating the Normal Campaign once and buying him for 50 coins at Hachi's Battle Maps. 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 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): ------------------------ To Be Unlocked By: Winning "Kanbei Arrives" in eight days, "Mighty Kanbei" in 10 days, and "Kanbei's Error?" in 12 days, then buying her for 50 coins at Hachi's Battle Maps. Infantry Strength (Offense): 1.0 - 0-2 Unlucky Damage Direct Strength (Offense): 1.0 - 0-2 Unlucky Damage Indirect Strength (Offense): 1.0 - 0-2 Unlucky Damage Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 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 Strength/Weakness: The HP of her units is hidden to the enemy outside of battle and farther vision in Fog of War, but unlucky units, since they deal less damage than normal. Sonja does extremely well in Fog of War stages, but what about non-FOW stages? I don't think she would do too well there...but Sonja does have one thing that applies to both. Her units are always marked with ? HP to the enemy, meaning no one will know how much Sonja's units' HP is, ever, unless it's an infantry or a mech capturing a property. (m14.5) Campaign Sturm (Black Hole CO): ------------------------------- To Be Unlocked By: Cannot be unlocked. You can fight him in Campaign mode in Engima! or The Final Battle! on both Normal Campaign and Advance Campaign. 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. VS Sturm (Black Hole CO): ------------------------- To Be Unlocked By: Buy every CO except Nell and get him at Hachi's Battle Maps. Infantry Strength (Offense): 0.8 Direct Strength (Offense): 0.8 Indirect Strength (Offense): 0.8 Infantry Strength (Defense): 1.2 Direct Strength (Defense): 1.2 Indirect Strength (Defense): 1.2 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 4 damage to units in a 5x5 formation. It is targeted to the most expensive group of units automatically. If the unit has less than 5 HP, it will always reduce the unit to 1. Itcan't kill units, but his own units, if they are next to the targeted group of units of enemies, WILL 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 Use Sturm against AI players, as they won't really know to spread out their units. Sturm is strong, but that CO power won't work too well if your enemy just uses infantry, it only works when you want to attack the back lines, usually. Remember that he still has the 1 movement on all terrain but in snow. =========================================================== =========================================================== =========================================================== (m15) ------------------------- ---- 15 > UNIT GUIDE ---- ------------------------- Welcome to the unit 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| 1 |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|*** | 1 | 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| |--------|-----|---|---|---|---|-----|---|---|---|---|---| How it works: -Name of Unit- Rating: Rating out of 10 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: How much fuel or ammo the unit has left CO Powerup: What COs have those units strong CO Powerdown: What COs have those units weak What they look like: Self-explanatory Basic Info: What are they used for? -Infantry- Rating: * Cost: 1000 credits Movement: 3 Vision: 2 Fuel (Ammo): 99 CO Powerup: Sami, Kanbei CO Powerdown: Grit, Sonja What they look like: Soldiers holding machine guns Best Counter: A-Air 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 (Ammo): 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 Best Counter: Medium Tank 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! -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! =========================================================== =========================================================== =========================================================== (m16) ---------------------------------- ---- 16 > ADVANCED TECHNIQUES ---- ---------------------------------- Forest and shoals hide your units in FOW. Sunny - No changes. Rainy - 1 less vision in Fog of War maps, 1 less movement in forest or shoal. Snowy - 1-2 less vision in Fog of War maps, 1/2 movement for planes and ships, 1-2 less movement in forest or shoal. Terrain Advantages - Shoal and forest are places for your units to hide out of vision on fog of war maps, so use them. Also, friendly cities are even better than being on a mountain, as you heal 2 HP per turn. =========================================================== =========================================================== =========================================================== (m17) -------------------------- ---- 17 > MY PROGRESS ---- -------------------------- Rank 1 - Gold Dragon Campaign Mode: S-Rank, 986 Points Advance Campaign Mode: S-Rank, 953 Points Field Training: All A-Ranks Battle Maps: All COs, cases and maps unlocked War Room: $ = 999 Point S-Rank. |-------------|-----|----|----|----| |WAR ROOM MAP |SCORE|RANK|DAYS| CO | |-------------|-----|----|----|----| |Spann Island | 999 | $ | 10 |Max*| |-------------|-----|----|----|----| |Moji Island | 999 | $ | 14 | Max| |-------------|-----|----|----|----| |Duo Falls | 999 | $ | 9 | Max| |-------------|-----|----|----|----| |Sole Harbor | 999 | $ | 17 | Max| |-------------|-----|----|----|----| |Pivot Isle | 999 | $ | 10 |Sami| |-------------|-----|----|----|----| |Land's End | 920 | A | 18 | Max| |-------------|-----|----|----|----| |Kita Straight| 955 | S | 23 | Max| |-------------|-----|----|----|----| |Point Stormy | 972 | S | 16 | Max| |-------------|-----|----|----|----| |Ridge Island | 999 | $ | 7 |Sami| |-------------|-----|----|----|----| |Mial's Hope | 991 | S | 9 |Sami| |-------------|-----|----|----|----| |Bounty River | 887 | A | 35 |Grit| |-------------|-----|----|----|----| |Toil Ferry | 985 | S | 16 |Grit| |-------------|-----|----|----|----| |Twin Isle | 973 | S | 13 |Sami| |-------------|-----|----|----|----| |Dire Range | 999 | $ | 11 |Sami| |-------------|-----|----|----|----| |Egg Islands | 970 | S | 12 |Sami| |-------------|-----|----|----|----| |Terra Maw | 879 | A | 17 |Sami| |-------------|-----|----|----|----| |Stamp Islands| 990 | S | 14 |Sami| |-------------|-----|----|----|----| |Rivers Four | 964 | S | 18 |Sami| |-------------|-----|----|----|----| |Ring Islands | 999 | $ | 14 |Sami| |-------------|-----|----|----|----| |Last Mission | 997 | S | 15 | Max| |-------------|-----|----|----|----| *Also scored 999 with Sami and Nell Average Score: 974 S Total Score: 19475/19980 (97.47%) =========================================================== =========================================================== =========================================================== (m18) ---------------------- ---- 18 > CREDITS ---- ---------------------- Credits go to: - Gamefaqs for hosting this guide - Readers, for reading this guide Copyrighted 2006, YoyoYoshi. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of YoyoYoshi. Full credit must also be given. Should you do anything of the kind, you will be sued, and you will lose. Good day. ~END OF FILE~