ADVANCE WARS
FAQ, GENERAL GUIDE, & WALKTHROUGH
Version 2.8
Advance Wars Guide by YoyoYoshi
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---- 0 > GUIDE SUMMARY ----
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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)
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---- 1 > VERSION HISTORY ----
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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?
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---- 2 > COPYRIGHT NOTES ----
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©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)
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---- 3 > ABOUT ME ----
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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 )
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---- 4 > INTRODUCTION TO ADVANCE WARS ----
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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.
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Ranks Chart
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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
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---- 5 > ADVANCE WARS CONTROLS ----
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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.
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---- 6 > ADVANCE WARS BASICS ----
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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.
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Orange Star
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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.
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Blue Moon
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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.
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Green Earth
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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.
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Yellow Comet
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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.
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Black Hole
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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.
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---- 7 > FIELD TRAINING ----
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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
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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
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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!
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(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.
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(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%)
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(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~