***** **** * * ***** * * ***** ***** * * ***** ***** ***** * * * * * * * * ** * * * * * * * * * * . * * * * * * * * * * * * * * * * * * * * ***** * * * * ***** * * * * ***** * * ***** ***** ***** * * * * * * * * * ** * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * . * * **** * * * * * ***** ***** ** ** * * * * ***** **** ***** * * ***** ***** ***** ***** * * ***** * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * * * * * * * ***** * * ***** * * ***** ***** * * * * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * ** **** * * * ***** ***** * * * ***** ***** * * ========================================== ~Line Test~ ========================================== If the following line is readable without scrolling over, you can easily read this walkthrough. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW ========================================== ~Introduction~ ========================================== Welcome readers! I'm Deathborn 668 on the message boards and this is a walkthrough for Advance Wars:Days of Ruin, the intense turn based strategy game for the Nintendo DS. Hopefully you'll enjoy this walthrough as much as I enjoyed playing this game. Some Do's and Don'ts to keep in mind: DO: -Use this walkthrough as a refrence tool -Tell people about it -Print it for personal use -Give to other people for no profit DON'T: -Plagerize this walkthrough without any credit -Call this walkthrough "yours" -Sell this walkthrough for profit ONLY the following sites have permission to use this walkthrough without the need to contact me: -www.gamefaqs.com -www.gamespot.com -www.ign.com Anybody else wishing to use this walkthrough will need to e-mail me at someguy668 (at) yahoo (dot) com Those wishing to leave me comments and corrections should also e-mail me. I generally won't respond to e-mails, and probably won't update if you send me a corrections unless it extremely important. Don't feel offended if I don't respond or update with a change. Thanks for your concern. Crtl+F to search for the specific map/mission you need help with. ========================================== | ~Table of Contents~ | ========================================== |1.Basics of Advance Wars | ========================================== |2.Unit and Terrain Guide | | 2A.Ground Units | | 2B.Naval Units | | 2C.Aerial Units | | 2D.Movement Costs | | 2E.Terrain Effects | | 2F.Damage Guide | | 2G.Weather Effects | | 2H.Promotion | | 2I.Campaign Scoring | ========================================== |3.CO Center | | 3A.Commanding Officer Descriptions | | 3B.CO Zones | | 3C.CO Meter and Powers | ========================================== |4.Campaign Mode | | 4A.Campaign Maps | | 4B.Trial Maps | ========================================== |5.Free Battle Maps | | 5A.Classic Maps | | 5B.2 Player Maps | | 5C.3 Player Maps | ========================================== |6.The War Room--Tactical Advice | ========================================== |7.Design Maps | ========================================== |8.History and Medals | ========================================== |9.Credits | ========================================== =========================================================================== ~1.Basics of Advance Wars~ =========================================================================== Advance Wars has been a series that has been ongoing for several years, dating back to the GBA. The general gist of the game is that several players control different armies, and attack eachother on their respective turns until one army falls, or the HQ of an army is captured. Of course, it isn't all this simple. Because the game is structured turn- based style, it will take a decent amount of strategy to outwit your opponent and overpower them. You'll need to manage your funds as you purchase new units and repair weakened ones, and there are many other variables on the battlefield you will need to take into account. To veterans of the series, although Days of Ruins takes on a different look than the cartoony look of old, the basic gameplay (with the exception of several unit changes and additional units) remains the same. For someone new to the series, the first few campaign missions will act as a tutorial, so you won't feel lost when you begin the game. =========================================================================== ~2.Unit Guide~ =========================================================================== There's a whole mess of units in Days of Ruins. A decent amount of units, ones that are staples of the series, remain the same or mostly unchanged. Some of them look the same, but with different names. Others have been completely changed, deleted, or added altogether. For those who haven't played an Advance Wars game before, all units have a cost to buy at a factory, port, or airport. They also have movement types (which effect how they move across terrain), movement amounts (how many spaces they can move in a single turn), fuel (if a ground unit runs out of fuel, it can't move. If a naval or air unit runs out if fuel, it sinks/ crashes and is destroyed), ammunition and weapon types, visibility (how many spaces become visible during Fog of War), and attack range. Range is slightly different than what you may expect. If the range is only 1, then that unit is a direct combat unit. They need to move next to their enemy and can attack on the same turn. Indirect units generally don't have ranges of 1 (except for a certain unit), and cannot move and attack in the same turn. If an enemy unit is in their range of fire, they can shoot to hit them. Otherwise, all you can do is have them sit there or move them elsewhere. Also included here are their weaknesses and heavy weakenesses (as shown ingame, these are the units that are capable or ripping through the specified unit). ----------------- ~2A.Ground Units~ ----------------- ~~Infantry~~ Cost--1500G Fuel--99 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--3 Vision--2 Range--1 Movement Type--Inftry Weaknesses--Flare, Recon, Tank, B Copter, Battleship, Anti-Tank Heavy Weaknesses--Bomber, War Tank, Anti-Air, Rockets, Md Tank, Artillery, Seaplane Effective Against--Infantry, Mech, Bike, Anti-Tank Infantries are the backbone of any army. These cheap units aren't very powerful, nor do they have the mobility advantage most vehicles have. However, you will be needing these to capture properties. Infantries are one of only three units that can capture. They also make good meatshields to protect your indirect units from direct fire. Since they are so cheap, they are expendable in that regard. It may seem weird that these are good against Anti-Tanks (which is listed as a weakeness). However, Anti-Tanks are easily destroyed by Infantry-type units, as well as air units, and since the Infantry is so cheap, it makes and effective counter for the Anti-Tank (which also has low mobility). Don't expect them to do much, if any, damage to vehicles. Most direct land units have machine guns of their own that can tear through Infantry, so be careful. ~~Mech~~ Cost--2500G Fuel--70 Main Weapon--Bazooka Sub-Weapon--Machine Gun Ammunition--3 Mobility--2 Vision--2 Range--1 Movement Type--Mech Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Tank, Anti-Air, Recon, Artillery, Recon, Flare, Anti-Tank The Mech has been dropped in price (it was 3000G in the past), however its power has been slightly nerfed in return (about 10% less damage dealt to all units). However, that can be ignored as the Mech still remains a powerful unit. As with the other Infantry units, it is capable of capturing properties. However, due having the lowest movement range in the game, it probably isn't wise to use these to capture them with, unless the properties are across mountain ranges (which Mechs can cross quicker than Infantry). It also may seem odd that they are effective against many of their weaknesses, but the Mech can tear through all lightly armored land units. The only problem with it is that it has very low ammo--only 3 uses and the Mech will become as effective as an Infantry. Keep Rigs on hand to resupply them. A swarm of Mechs, as has been the case in the previous games, remains somewhat useful. A tactical player can't be defeated with a Mech rush, but the computer occasionally can. It also works as a last ditch effort when you are surrounded by Tanks. ~~Bike~~ Cost--2500G Fuel--70 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type--Tire B Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Anti-Tank The Bike has roughly the same power (and weaknesses) as the basic Infantry. So, for the cost of a Mech, what are you getting out of it? Well, for one this unit can move five spaces, allowing you to capture further away properties very quickly and without the need of a Rig. Outside of that, however, there isn't much else Bikes are good for. They can bash up Anti-Tanks well since they can sit outside of their range, then attack on the turn after. You can also use Bikes to disrupt the capturing of your enemies, allowing an early monetary advantage if you know what you are doing. Other then early capturing, you're better off sticking with the cheaper Infantry to attack whatever you intend on having a Bike attack. ~~Recon~~ Cost--4000G Fuel--80 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--8 Vision--5 Range--1 Movement Type--Tire A Weaknesses--Mech, Tank, Artillery, Seaplane, B Copter, Anti-Tank, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank, Rockets Effective Against--Infantry, Mech, Bike, Recon The Recon is a cheap unit, but don't get giddy over that 8 movement. Tire A type vehicles lose many movement points over anything that isn't a road, so don't expect the Recon to reach its destination quickly. Their big selling point is their 5 range, which is amazingly useful in Fog of War. Station several Recons across the map to keep tabs on enemy movement. Attack wise, the Recon can be bit useful. Provided there's mainly roads to the properties the enemy is capturing early on, several Recons can easily disrupt them and bring their economy briefly to a halt. The Recon isn't good at taking out anything stronger than Infantry, so once a non-Fog of War battle gets settled in, you aren't likely to be using these anymore. ~~Flare~~ Cost--5000G Fuel--60 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type-Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare This new unit has an interesting twist to it. Although it can attack Infantry units (doing slightly more damage than a Recon), it is also capable of firing flares as the name implies. Firing flares works as if the Flare is an indirect unit. You can only fire them if you don't move on your turn, and only if there is Fog of War. When you fire a flare, you need to choose a spot within a five space radius of the Flare unit. The flare itself will be launched when you choose the spot, and every space in the flare's three-square radius will be lit up for the turn, including hidden areas such as ruins and forests. Outside of Fog of War, the Flare isn't too useful. It's just an overpriced Recon for the most part, so only use it when Fog of War is active (especially rainy weather). ~~Anti-Air~~ Cost--7000G Fuel--60 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--Bomber, Rockets, Tank, Anti-Tank Heavy Weaknesses--War Tank, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Artillery, Rockets, Anti-Air, B Copter, T Copter, Bomber, Duster, Seaplane, Fighter The Anti-Air is a unit you'll come to love when the enemy is trying to bash you with aerial units. It's 1000G cheaper than what it used to be, but its power hasn't really changes at all. The Anti-Air will completely annihilate any air unit the is within its range. The Bomber is the only unit that can attack (and severely injure as well) then Anti-Air, reducing the damage the Bomber takes in return. The Anti-Air isn't useful against just air units, however. This weapon will OHKO all Infantry type units (save promoted ones standing on high defense terrain). If Infantry units are rushing towards you, pump out several Anti- Airs. Just be careful of Mechs which are capable of severely crippling the Anti-Air. ~~Tank~~ Cost--7000G Fuel--70 Main Weapon--Tank Gun Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--War Tank, Seaplane, Anti-Tank, Md Tank, B Copter, Rockets Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Artillery, Rockets, Missiles, Rig The Tank is the most basic direct assault unit, and the cheapest. You'll be seeing plenty of these--both from your production and of the enemy. The Tank is very effective against most ground units, but don't expect it to dent Medium and War Tanks very easily. Several Tanks together can bring them down, but don't expect a lone Tank to do it. Tanks also make good bait for enemy units, and due to their high mobility, can also break stalemates by inciting your foe to attack. Regarding how cheap they are, you should be able to produce them constantly and replace any that are lost in a fight. ~~Medium Tank~~ Cost--12000G Fuel--50 Main Weapon--Heavy Tk Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--5 Vision--2 Range--1 Movement Type--Tank Weaknesses--War Tank Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig For a little extra cash, you can purchase a stronger version of the normal Tank. Medium Tanks trade mobility and ammunition for higher power and defense. Although it has been determined by other than regular Tanks are more cost effective, Medium Tanks are still useful. They can easily kill or severely wound any unit they are capable of attacking, except for War Tanks. Because of their high defense, you can put them in chokepoints and hold it for a decent amount of time. Just be careful of indirect units--they can injure Medium Tanks with ease. ~~War Tank~~ Cost--16000G Fuel--50 Main Weapon--Mega Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--4 Vision--2 Range--1 Movement Type--Tank Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig The War Tank is the strongest land unit, and decimates anything that gets in its way. Be sure to have a Rig on hand if you build one of these monsters--it can run out of ammunition rather quickly. If you're on the receiving end of a War Tank barreling slowly down the road, don't worry--it's pretty simple to kill one of these things. Rockets are effective since War Tanks can't stand outside of their range and attack the Rocket in the same turn. Anti-Tanks also rip through War Tanks, and War Tanks themselves are also counters. War Tanks aren't very cost effective, mainly due to their low movement. Don't build these too often-- in all honesty, regular Tanks are still better than them. ~~Artillery~~ Cost--6000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--2-3 Movement Type--Tank Weaknesses--Md Tank, Rockets, Artillery, Tank, Mech, Seaplane, Battleship Heavy Weaknesses--War Tank, Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig Artilleries are basic indirect units. As with most indirect units, the Artillery cannot move and attack in the same turn, and cannot counterattack (let alone attack directly). If an enemy is in their range on your turn, you can fire at them. Otherwise, all you can do is keep moving them. Artilleries are great units to have around, mainly because they pack a punch while hopefully staying safe from enemy fire. If you can keep them shielded, and lure enemy units into their line of fire, then the Artillery becomes an invaluable asset to an army (not to mention they are quite cheap for the damage they inflict). ~~Anti-Tank~~ Cost--11000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--4 Vision--2 Range--1-3 Movement Type--Tire B Weaknesses--Bomber Effective Against--Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Anti-Tank, Rig, T Copter, B Copter The Anti-Tank is regarded as one of the most overpowered units in the game. This thing rips through all land units, and is the only indirect unit that has a range of 1 AND can counterattack. Not only that, but it can also attack B Copters! What can't this thing do? Well, its biggest weakness is Infantry type units. Infantry, Mechs, and Bikes are cheap units, and several of them can kill an Anti-Tank. Whatever you do, don't attack this thing with an land vehicle. The attacker will deal minimal damage, while the Anti-Tank will dish out usually around 5 HP worth of damage on the counterattack. Artilleries and Rockets are also good counters, but moreso with Rockets since Anti-Tanks can't counterattack them. Just beware of their insanely low movement. Tire B gets movement penalties on most terrain. ~~Rockets~~ Cost--15000G Fuel--50 Main Weapon--Rocket Sub-Weapon--None Ammunition--5 Mobility--5 Vision--3 Range--2-5 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Seaplane, B Copter, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig Rockets are one of the most expensive land units, and for good reason. One Rockets can easily break a stalemate. Bring one of these near some enemy units stalling for time and watch them scatter. Also, Rockets can severaly damage any land unit in their massive 3-5 range. Just be careful, though--even the weak land units, like Anti-Airs, can severely damage Rockets. Be sure to keep them well protected at all time. 15000G isn't the kind of money you can just throw away on a unit that will get killed quickly. Be careful when using Rockets. On huge maps they generally aren't worth it because of their horrible movement. 5 movement is fine, but Tire A gets penalized on anything that isn't a road. They can take a long time to reach their destination. ~~Missiles~~ Cost--12000G Fuel--50 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--5 Mobility--5 Vision--5 Range--3-6 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Battleship, Seaplane, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Seaplane, B Copter, T Copter, Fighter, Duster, Bomber Missiles are expensive, but if an enemy plane is stupid enough to enter its range, it's as good as dead. Missiles are quite expensive, and obviously worthless on maps with no airports, but if you manage to put a Missiles near an enemy airport, then you have essentially made that airport useless for the foe. Since you'll kill whatever they build there, you can take your time and capture it for yourself. Quite a nice tactic. Did you also notice that their range has increased to 3-6? For the same price, you get a bit more out of Missiles this time around. ~~Rig~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Material--1 Mobility--6 Vision--1 Range--None Movement Type--Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter Heavy Weaknesses--War Tank, Bomber, Md Tank The Rig, despite its name, functions just like the APC of old. It can carry one Infantry/Mech and transport them quickly across the field, and it can still resupply units next to it (which is essential in larger and longer maps). But the name truly comes from an additional feature. It can create Temporary Airports/Ports. On any plains you can choose to construct a Temporary Airport, and on any beach you can construct a Temporary Port. A Rig can only build one temporary structure, and it works as if you're capturing it (takes 20 points to finish, based off of Rig's HP). Temporary Ports/Airports CANNOT construct new units. Instead, they can repair and resupply their specific units. This is extremely handy if you can't have a bunch of Rigs running about the course. Be careful, though. Temporary structures can be captured by the enemy. Likewise, you can recapture them and capture any temporary structures the enemy makes. Make good use of them. If you want to build more temporary structures, you'll need to make another Rig (or use Greyfield's CO Power to replenish the material in the Rig). ---------------- ~2B.Naval Units~ ---------------- **Note--All naval units burn one fuel every day, whether they move or not. If they run out of fuel, they will sink and be destroyed.** ~~Battleship~~ Cost--25000G Fuel--99 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--3-5 Movement Type--Ship Weaknesses--Bomber, Submarine Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig, Cruiser, Unsubmerged Submarines, Carrier, Battleship, Gunboat, Lander The Battleship remains the king of the seas, and is even moreso now then ever. Despite its range getting cut by one, the Battleship is now the only indirect unit that can move AND attack in the same turn. Battleships can attack and severely injure all land and naval units (except for submerged Submarines). They are quite expensive, and a single Submarine strike can turn a Battleship into scrap metal, but as long as you have Cruiser support, then a Battleship is well worth the 25000G investment you will need to put into it. ~~Carrier~~ Cost--28000G Fuel--99 Main Weapon--None Sub-Weapon--AA Gun Material--4 Mobility--5 Vision--4 Range--1 Movement Type--Ship Weaknesses--Bomber Heavy Weaknesses--Submarine Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber The Carrier, despite remaining almost the same price as it was in Dual Strike, appears to be useless. 28000G for a weak anti-air gun when the Cruiser excels so much more? Pah! The Carrier's main reason of existance is because of its material. Provided that the Carrier doesn't move, it is capable of creating a Seaplane for 15000G. A total of 43000G for a small, low fuel and ammo plane? What's the use? Seaplanes can attack EVERY unit in the game. Keep them well fueled and the damage they can cause will far outpay their original cost. Because each Seaplane built uses 1 material, you can only build a maximum of four Seaplanes from one Carrier. When you produce a Seaplane, you can launch it on the next day. You can choose where to move it, and you can attack with the Seaplane when you launch it. This doesn't take up the Carrier's turn, so you can move/attack/produce again that turn. Carrier's can only hold 2 planes at once. Boarded planes will be refueled at the beginning of the day, and have 2 HP repaired every day as well, so that also makes up for the Carrier's lack of weaponry. Keep them well away from actual battle--they are fragile ships. ~~Submarine~~ Cost--20000G Fuel--70 Main Weapon--Torpedo Sub-Weapon--None Ammunition--6 Mobility--6 Vision--5 Range--1 Movement Type--Ship Heavy Weaknesses--Bomber, Cruiser Effective Against--Gunboat, Battleship, Submarine, Carrier, Lander Submarines are essential in any navy. When your foe is packing Carriers and Battleships, you will be needing to employ Submarines to take them out quickly. Submarines are very powerful, and have huge vision, making them quite useful for ocean scouting. Submarines are also capable of diving underwater on their turn (whether they move or not). Dived Submarines cannot be seen by enemies underless one of them moves next to the Submarine on their turn, or they move a unit that passes where the Submarine is located. Dived Submarines burn five units of fuel at the start of every day, as opposed to one unit when unsubmerged (and like every other naval unit). Submerged Submarines can only be hit by other Submarines and Cruisers. Keep those away, and Submarines can kill any other oppositions. Dived Submarines can rise at any time, so be sure to raise them when you need to conserve fuel. ~~Cruiser~~ Cost--16000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--AA Gun Ammunition--9 Mobility--6 Vision--5 Range--1 Movement Type--Ship Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber, Submarine The Cruiser is an important naval unit that you will need to constantly be producing. These units have large vision, much like Submarines, making them useful in Fog of War. They are also anti-Submarine, so if your enemy starts to build Submarines, a single Cruiser can easily counter them. They are also insanely powerful against air units. If the enemy is sending air units across the ocean, block them off with Cruisers. They are moderately expensive, but are super effective against anything they can hit, except for other ships. Cruisers can also hold two copter units. ~~Lander~~ Cost--10000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--0 Movement Type--Trpt Weaknesses--Seaplane, Submarine, Battleship, Rockets Heavy Weaknesses--Bomber Landers are capable of transporting a maximum of two land units. Landers need to be on a beach or Port in order to load/drop units. Landers are your only way of transporting land units (other than Infantry) across the ocean, so make good use of them. If they are destroyed, their cargo is destroyed as well. ~~Gunboat~~ Cost--6000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--None Ammunition--1 Mobility--7 Vision--2 Range--1 Movement Type--Trpt Weaknesses--B Copter, Cruiser, Gunboat Heavy Weaknesses--Bomber, Submarine, Seaplane, Rockets, Artillery, Battleship Effective Against--Battleship, Unsubmerged Submarine, Gunboat, Cruiser, Lander, Carrier The Gunboat is a cheap unit, but don't be swayed by the fact it only has one ammo. It packs quite a punch, and easily cripples most enemy naval units. Gunboats are also capable of carrying a single Infantry/Mech, and with their high movement, they can reach small islands with properties fairly quickly. Keep Temporary Ports, or Rig's, on beaches nearby so you can resupply the Gunboat with more ammunition as the need arises. Gunboats are cheap and expendable, and generally deal an amount of damage roughly equal to their price. ----------------- ~2C.Aerial Units~ ----------------- **Note--All air units burn fuel each day, whether they move or not. If they run out of fuel, the will crash and be destroyed. Fuel burned each day is different for each type of aircraft.** ~~Fighter~~ Cost--20000G Fuel--99 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--6 Mobility--9 Vision--5 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--B Copter, T Copter, Bomber, Fighter, Duster Fighters are second to none in what they are best at--annihilating all aerial units. They are nowhere near as expensive as they really seem, mainly because one Fighter should be able to destroy at least 40000G in enemy air units before taking too much damage to continue. There's not much else to say about Fighters. Besides boasting the largest movement range in the game, you should only use them if you need to counter enemy air units when simple Anti-Airs aren't able to easily reach their targets. ~~Bomber~~ Cost--20000G Fuel--99 Main Weapon--Bomb Sub-Weapon--None Ammunition--6 Mobility--7 Vision--3 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig, Battleship, Unsubmerged Submarine, Gunboat, Carrier, Lander Bombers are one of the most useful aerial units, capable of devistating large armies, causing them to scatter and retreat for repairs. Anti-Airs and Missiles are the only things they need to worry about, but if Bombers get the first strike on these units, then they will be made virtually worthless. ~~Duster~~ Cost--13000G Fuel--99 Main Weapon--Machine Gun Sub-Weapon--None Ammunition--9 Mobility--8 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Fighter, Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Bomber, Duster Dusters are only slightly weaker than Fighters, and they come at a cheaper price. That, and they can attack ground units. Infantry type units are the only ground units they will do decent damage against, though, but they are at least very effective against air units. Dusters also make good scout units in Fog of War, thanks to high vision and range. ~~B Copter~~ Cost--9000G Fuel--99 Main Weapon--Air-Gnd Msl Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--2 Range--1 Movement Type--Air Fuel burned per day--2 Weaknesses--Seaplane, Duster Heavy Weaknesses--Missiles, Fighter, Cruiser, Anti-Air Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Tank, Artillery, Rockets, Missiles, Rig B Copters are cheap helicopters that can attack all land units. Just be careful--most land units can attack B Copters, although they won't do too much damage to them. B Copters are cheap and effective, and if you keep them away from Anti-Airs, then you'll be just fine. ~~T Copter~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--None Movement Type--Air Fuel burned per day--2 Weaknesses--B Copter Heavy Weaknesses--Anti-Air, Missiles, Seaplane, Cruiser, Fighter, Duster T Copters are cheap units that are capable of holding one Infantry/Mech. These are useful at transporting them quickly across the battlefield when a Rig or Gunboat isn't as efficient (or possible to use). Make good use of them early in the battle to have them reach distance properties. ~~Seaplane~~ Cost--15000G (+ 28000G) Fuel--40 Main Weapon--Missiles Sub-Weapon--None Ammunition--3 Mobility--7 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--ALL Units Seaplanes are technically only 15000G, but it requires a 28000G Carrier to actually produce these things. The Seaplane has very low fuel and ammo, so you will need to keep a Rig, Carrier, or Temporary Airport nearby or these things will be going down pretty quickly. The plus side is that they can attack every single unit in the game, and they will do heavy damage to them as well (Anti-Airs and Cruisers included!). If you have several of these flying around, with Fighter support, you can have complete aerial domination. ------------------- ~2D.Movement Costs~ ------------------- All units have a movement type, whether it's being in the air, the sea, or a certain type of tire for a vehicle. Most terrain will allow you to pass unhindered, while others will take up more movement points on certain terrain types. Here's a chart compiling all the types of terrain and the movement costs for them: Note-Temporary Ports and Airports have same movement costs as their non- temporary versions. F A C W a i B P M s c r R T r l B R n W t C t p P a o S i R a e i t o l i o o o d w i d o i a v a o a H t r r r a e l g a n c e i d n Q y y t t r r o e d s h r n s d ======================================================================== Inftry | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | Mech | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Tire A | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | - | - | 3 | 3 | Tire B | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | - | - | 3 | 3 | Tank | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | - | 2 | 2 | Air | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | Ship | - | - | - | - | 1 | - | - | - | 1 | - | - | - | 1 | - | - | - | Trpt | - | - | - | - | 1 | - | - | - | 1 | - | - | - | - | - | - | - | ======================================================================== R g P R h l u R M F a i S e S i S i s n e e e s k r m s a f a t y e a ======================================== Inftry | 1 | - | - | - | - | - | - | - | Mech | 1 | - | - | - | - | - | - | - | Tire A | 2 | - | - | - | - | - | - | - | Tire B | 1 | - | - | - | - | - | - | - | Tank | 1 | - | - | - | - | - | - | - | Air | 1 | 1 | 1 | 1 | 1 | 1 | - | - | Ship | - | 1 | 2 | 2 | 1 | - | - | - | Trpt | - | 1 | 2 | 2 | 1 | - | - | - | ======================================== -------------------- ~2E.Terrain Effects~ -------------------- Now that you know how the terrain effects movement, there's then the matter of how it effects units directly--defense wise and other overall effects it can cause. Each Star used in the description of the terrain adds 5% to the units' defense while they are parked on such terrain. Aerial units cannot benefit from defense boosts on terrain. If a unit is parked on a structure owned by the player, and that property benefits that unit, then that unit will be supplied and repaired for 2 HP at the beginning of the turn. Each HP or repair costs 1/10th of the unit's price, and is NOT optional. If a unit is on a owned building, funds will be spent repairing it. Factories, Cities, and the HQ repair/resupply ground units, Ports and Temporary Ports for naval units, and Airport and Temporary Airports for aerial units. ~~HQ~~ Defense--**** A structure that gives units high defensive boosts, if it is captured then that team will lose the battle instantly. ~~City~~ Defense--** Cities provide moderate defense while repairing ground troops. ~~Factory~~ Defense--*** Factories can produce new units, and repair ground troops that are parked on them. ~~Port~~ Defense--*** Ports can produce new units, and repair naval troops that are parked on them. ~~Airport~~ Defense--*** Airports can produce new units, and repair aerial units that are parked on them. ~~Com Tower~~ Defense--*** Com Towers raise the defense and attack power all your units by 5% for each Com Tower in your possession. These also now give you funds each day. ~~Radar~~ Defense--*** Radar stations, once captured, reveal all spaces in Fog of War within a five space radius of the station. Covered places like Woods and Reefs are not revealed unless they are adjacent to the tower. These provide you with funds as well. ~~Silo~~ Defense--** If an Infantry, Mech, or Bike moves to an unused silo, they can fire a single missiles at any space in the map. All units in the three space radius blast will lose 3 HP. ~~Roads~~ Defense--None Roads allow quick movement of all ground troops, but offer no defense. ~~Plains~~ Defense--* Plains are common, offer a small defense boost, and hardly affect any unit movement. ~~Mountains~~ Defense--**** Mountains hinder Infantry movement, but offer high defense while atop them. During Fog of War, they add three vision to the Infantry or Mech while ontop of them. ~~Woods~~ Defense--*** Woods hinder movement for most land units. They offer good defense, and during Fog of War, enemy units cannot see units sitting in woods unless they pass them/wait next to the woods on their turn, or a Flare reveals the location of the unit. ~~Bridges~~ Defense--None Bridges can be traveled under by sea units, and can be chokepoint blocked by them as well. They offer no defensive boosts. ~~Rivers~~ Defense--None The only ground units that can cross rivers are Mechs and Infantry. They slow the movement of Infantry. ~~Beaches~~ Defense--None Beaches are found near the sea's edges, and are used as locations where Landers and Gunboats can load up units. They offer no other defense. ~~Ruins~~ Defense--* Acts like Woods in Fog of War, but doesn't hinder movement of most units. ~~Wasteland~~ Defense--None Impairs movement of most ground units. ~~Sea~~ Defense--None Easy passage for all naval units. ~~Rough Sea~~ Defense--** Slows passage of most naval units. ~~Reef~~ Defense--** Acts like water-based Woods during Fog of War. Impedes movement of naval units. ~~Mist~~ Defense--* Acts like Woods in Fog of War. Doesn't affect movement. ~~Sky~~ Defense--None Only air units can travel over this terrain. ~~Fire~~ Defense--None Lights up a five square radius in Fog of War. No unit can pass over it. ~~Meteors~~ Defense--None (Have 99 HP, one point lost for each % point of attack) Meteors cannot be passed by any unit, but can be destroyed in two or three attacks by most units. Once destroyed, the Plains it was on can be traversed, and any plasma that was touching it will disappear. ~~Plasma~~ Defense--None Cannot be moved over by any unit. Can only disappear if a meteor the plasma is touching is destroyed. ----------------- ~2F.Damage Guide~ ----------------- And finally, there is the damage units will give to other units. The numbers here are percentages when the left side unit attacks the unit listed on the top row. These percentages are based on both units being on a Road (which has no defense), and neither are affected by CO Zones/Powers/ other abilities that would raise defense. During each attack, anywhere from 0% to 10% extra damage might be added to the damage dealt out. It's a random factor and cannot be controlled. As you could probably guess, if you would do 60% damage to an enemy when you have full HP, you will basically be dealing 6 HP of damage. Your attack power goes down 10% for each HP lost. So if you had 7 HP (using the same 60% damage from before), you would be down to dealing 42% damage (10% of 60 is 6, so you're losing 6% of attack power with each HP lost in this scenario). T Copters and Landers aren't listed as attackers here, naturally, because they are incapable of attacking. I A M W A A R M B n n d a r n o i a f R F t r t t c s t n M B e l i T T T l i k s l t e i c a A a a a e T e l R s r c k o r i n n n r n t e i h y h e n e r k k k y k s s g p ======================================================================== Infantry |55%|45%|45%|12%|10%|03%|05%|05%|01%|10%|30%|20%|20%|14%| - | Mech |65%|55%|55%|85%|80%|55%|55%|25%|15%|70%|55%|85%|85%|75%| - | Bike |65%|55%|55%|18%|15%|05%|08%|05%|01%|15%|35%|35%|35%|20%| - | Recon |75%|65%|65%|35%|30%|08%|08%|05%|01%|45%|25%|55%|55%|45%| - | Flare |80%|70%|70%|60%|50%|45%|10%|05%|01%|45%|25%|55%|55%|45%| - | Anti-Air |105|105|105|60%|50%|45%|15%|10%|05%|50%|25%|55%|55%|50%| - | Tank |75%|70%|70%|85%|80%|75%|55%|35%|20%|70%|30%|85%|85%|75%|08%| Md Tank |90%|80%|80%|95%|90%|90%|70%|55%|35%|85%|35%|90%|90%|90%|10%| War Tank |105|95%|95%|105|105|105|85%|75%|55%|105|40%|105|105|105|12%| Artillery |90%|85%|85%|80%|75%|65%|60%|65%|35%|75%|55%|80%|80%|70%|45%| Anti-Tank |75%|65%|65%|75%|75%|75%|75%|45%|55%|65%|55%|70%|70%|65%| - | Rockets |95%|90%|90%|90%|85%|75%|70%|55%|45%|80%|65%|85%|85%|80%|55%| Missiles | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Battleship |75%|70%|70%|70%|70%|65%|65%|50%|40%|70%|55%|75%|75%|65%|45%| Carrier | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Submarine | - | - | - | - | - | - | - | - | - | - | - | - | - | - |80%| Cruiser | - | - | - | - | - | - | - | - | - | - | - | - | - | - |38%| Gunboat | - | - | - | - | - | - | - | - | - | - | - | - | - | - |40%| Fighter | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Bomber |115|110|110|105|105|85%|105|95%|75%|105|80%|105|95%|105|85%| Duster |55%|55%|45%|18%|15%|05%|08%|05%|01%|15%|05%|20%|20%|15%| - | B Copter |75%|65%|65%|75%|75%|10%|70%|45%|35%|65%|20%|75%|55%|70%|25%| Seaplane |90%|85%|85%|80%|75%|45%|75%|65%|55%|70%|50%|80%|70%|75%|65%| C S C G F B T S a u r u L i B D C C e M r b u n a g o u o o a e r m i b n h m s p p p t i r s o d t b t t t l e e n e a e e e e e e n o r e r t r r r r r r e r ============================================================ Infantry | - | - | - | - | - | - | - | - |08%|30%| - |01%| Mech | - | - | - | - | - | - | - | - |12%|35%| - |15%| Bike | - | - | - | - | - | - | - | - |12%|35%| - |01%| Recon | - | - | - | - | - | - | - | - |18%|35%| - |01%| Flare | - | - | - | - | - | - | - | - |18%|35%| - |05%| Anti-Air | - | - | - | - | - |70%|70%|75%|105|120|75%|10%| Tank |08%|09%|09%|55%|18%| - | - | - |18%|35%| - |20%| Md Tank |10%|12%|12%|55%|22%| - | - | - |24%|40%| - |35%| War Tank |12%|14%|14%|65%|28%| - | - | - |35%|45%| - |55%| Artillery |45%|55%|55%|105|65%| - | - | - | - | - | - |45%| Anti-Tank | - | - | - | - | - | - | - | - |45%|55%| - |55%| Rockets |55%|65%|65%|105|75%| - | - | - | - | - | - |55%| Missiles | - | - | - | - | - |100|100|100|120|120|100| - | Battleship |50%|65%|65%|95%|75%| - | - | - | - | - | - |55%| Carrier | - | - | - | - | - |35%|35%|40%|45%|55%|40%| - | Submarine |110|55%|20%|120|85%| - | - | - | - | - | - | - | Cruiser |38%|95%|28%|85%|40%|105|105|105|120|120|105| - | Gunboat |40%|40%|40%|75%|55%| - | - | - | - | - | - | - | Fighter | - | - | - | - | - |55%|65%|80%|120|120|65%| - | Bomber |85%|95%|50%|120|95%| - | - | - | - | - | - |90%| Duster | - | - | - | - | - |40%|45%|55%|75%|90%|45%|01%| B Copter |25%|25%|05%|85%|25%| - | - | - |65%|85%| - |20%| Seaplane |65%|55%|40%|105|85%|45%|55%|65%|85%|95%|55%|55%| -------------------- ~2G.Weather Effects~ -------------------- As you might expect, there are several different types of weather effects that can happen across the battlefield. The first technically isn't a weather effect. Fog of War blankets the battlefield in blacked dust. You can't see any enemy units in the blackness unless that square is in at least one of your units' vision range. Ruins, Forests, Reefs, and Mist hide units during Fog of War. Enemy units can't see units hiding in these terrains unless one of their units passes the tile their hiding in on their turn, tries moving onto/through that tile (and fails because there's a unit hiding there), or uses a Flare to light up the tile. Rainy weather turns the battlefield into Fog of War if it isn't already, but all units have their vision lowered to one. Snowy weather will reduce the movement of all units by one. Sandstorms will reduce the attack power of all units by 30%. If Penny is your CO, then regardless if she is boarded on a unit or not, ALL of her units aren't affected by the weather. She is still subject to Fog of War (technically it isn't a weathe effect), but snow, sandstorms, and rain won't affect her units at all. -------------- ~2H.Promotion~ -------------- New to Advance Wars is promoting units. Whenever a unit gets a kill, they will increase in level. There are three levels--I, II, and Veteran. Level I grants the unit a 5% attack power boost. Level II gets a 10% attack boost. Veteran units get a 20% attack and defensive boost. If two units join eachother, the rank of the unit will be the highest rank of the units that joined. So, if a Veteran and level I Tank join, the new Tank will be a Veteran. When a CO boards a unit, that unit is instantly made a Veteran. Units cannot demote in level. --------------------- ~2I.Campaign Scoring~ --------------------- Now that you know how to use units effectively, you can figure out what you need to do to get the best scores possible in campaign mode. You are scored in the same three catagories as usual--Speed, Power, and Technique. However, the last two have had their requirements changed a bit. Also, each score can recieve a maximum of 150 points, so your total can reach 450. Yet, this is impossible to reach on most maps. Speed remains the same--it's how fast you complete the map. There is a certain time limit to earn 150 points, and a certain one for 100 points. After you pass the 100 point time limit, the Speed score slowly drops down to zero (finishing between these two time limits will result in a score between 150 and 100). Power has changed. Normally it was destroying 10% of the enemy army on one turn, but now it's based on a certain ratio. It involves the total percentage of damage dealt (as seen ingame), the amount of times you launched an attack (including counterattacks), and the amount of kills you earned. More damage and kills, while having few attacks, is key to earning as many points as possible in Power. Technique has also changed. Normally it was losing less than 20% or your units, but now it's drastically different. It is also a ratio of how many units you used in comparison to how many units the enemy used. It has been roughly determined that in order to get 150 points, you need to have used about 65% as many units as your enemy. So if they used 10 units, using 6 (all formulas in the game round down) or less would result in 150 points. Units lost also effect technique, so play agressive, but also careful. You also get various ranks for how many total points you get: S Rank--300+ A Rank--250-299 B Rank--200-249 C Rank--199- =========================================================================== ~3.CO Center~ =========================================================================== As usual, there are a variety of CO's (Commanding Officers) you can choose from. Each of them have their own innate abilities which affect the battlefield, and most of them have CO Powers which can help change the tide of war. CO Powers work differently now, however, and most of the CO's aren't broken as was the case in previous games. ------------------------------------ ~3A.Commanding Officer Descriptions~ ------------------------------------ There's a variety of CO's, and most of them have their own individual CO Power. They all have a CO Zone, and the effects of their zone is also noted here. Any special abilities they have will be mentioned. ======== ~~Will~~ ======== Will is a cadet in the former Rubinelle Army, joining with Brenner after the meteors strike. Hespecialies in powering up his direct attack ground troops. He has a decent CO Power, and a decent CO Zone size as well. "Never give up!" CO Zone Size--2 CO Zone Boosts--20% attack boost for direct attack ground troops CO Power--Rally Cry:Mobility of all ground based units is raised by two for the turn =========== ~~Brenner~~ =========== Brenner is captain of the 12th Batallion. He's a fair, all around CO, and has great battle skills. "The survivors need our help." CO Zone Size--3 CO Zone Boosts--20% defense boosts for all units CO Power--Reinforce:All units regain 3 HP ======= ~~Lin~~ ======= Lin is often seen as Brenner's tactical advisor. She excels in Fog of War, the best place to use her CO Power. "Keep a cool head." CO Zone Size--1 CO Zone Boosts--20% defense and 20% attack boosts for all ground units CO Power--Scout:Adds 2 to ground unit vision, and can see into hiding places ============ ~~Isabella~~ ============ Isabella is a girl that Will found early after the meteor storm. She has no recollection of who she is. That doesn't stop her from being one of the better CO's, with a CO Power and Zone that are highly beneficial. "I can't remember anything..." CO Zone--2 CO Zone Boosts--10% defense and 10% attack boosts for all units CO Power--Deep Strike:All units can move two spaces farther, and all indirect units get two extra range ========= ~~Tasha~~ ========= -->Unlocked by clearing C12 Tasha is a Lazurian soldier who intends on avenging her dead brother. She is a master of the skies, and can be unstoppable with several Bombers. "I will have my revenge!" CO Zone--1 CO Zone Boosts--20% defense and 40% attack boosts for aerial units CO Power--Sonic Boom:Movement of all aerial units increases by 2 ======== ~~Gage~~ ======== -->Unlocked by clearing C13 A Lazurian soldier with little to say. He specializes in indirect attacks and range. "They don't pay me to talk." CO Zone--2 CO Zone Boosts--10% defense and 20% attack boosts for all naval and ground indirect attack units CO Power--Longshot:Increases the range of all indirect units by 2 ============ ~~Forsythe~~ ============ -->Unlocked by clearing C14 Forsythe is a top notch Lazurian commander, and has no special powers, trading those for a boost for all units. "I am a soldier, not a killer." CO Zone--5 CO Zone Boosts--10% defense and 10% attack power boosts for all units CO Power--Has no CO Power or CO Meter ========== ~~Waylon~~ ========== -->Unlocked by clearing C20 Waylon, who acts like a smug jerk constantly, is somewhat similar to Tasha in that he has aerial domination. "It's time for Waylon to do some wailin'!" CO Zone--2 CO Zone Boosts--30% defense and 20% attack boots for aerial units CO Power--Wingman:Boosts defense for all air units ============= ~~Greyfield~~ ============= -->Unlocked by clearing C21 A power hungry and crazed dictator, Greyfield has a dominant navy in comparison to other CO's. "I'll see you hanged for this!" CO Zone--3 CO Zone Boosts--40% defense and 10% attack boosts for naval units, Seaplanes, and copters CO Power--Supply Chain:Ammo, fuel, and material is refilled for all units ========= ~~Penny~~ ========= -->Unlocked by clearing C24 The youngest daughter of Caulder, her mind has been shattered by his vile experiments. Penny is best used on maps where weather can be a serious hazard. "Tee hee! Let's go, Mr. Bear!" CO Zone--3 CO Zone Boosts--All units are uneffected by weather (this occurs for all units, and they don't need to be in the CO Zone for this effect to take place). Units in the CO Zone recieve the base 10% defense and 10% attack power that every other CO Zone gives, but no additional boosts are given CO Power--Stormfront:Changes the weather to a random effect for three days =========== ~~Tabitha~~ =========== -->Unlocked by clearing C25 The oldest daughter of Caulder, she is as strict and vindictive as he is. Tabitha is one of the most powerful CO's in the game, and may remind you of a former, dead CO from a previous game. "Stupid weak people!" CO Zone--0 CO Zone Boosts--50% defense and 50% attack boosts for all units CO Power--Firestorm:Drops a missile that inflicts 8 HP of damage on all units in a 3 space radius. It targets the spot where it can inflict the most HP worth of damage, making Tabitha's units' HP worth negative HP in the calculation =========== ~~Caulder~~ =========== -->Unlocked by clearing C26 Caulder is a man who prides himself in his insane experiments. Despite having no CO Power, his CO Zone has crazy abilities. "Fascinating..." CO Zone--3 CO Zone Boosts--50% defense and 50% attack bonus for all units, all units within zone are healed 5 HP (this still costs funds) CO Power-Has no CO Power or Meter ------------- ~3B.CO Zones~ ------------- Units will not get their CO's effect unless the CO is on the battlefield, and even then, the only units that will get the boost are those in their CO Zones (unless a CO Power is activated, in which case all units that are specified in their profile get the boost as well). Firstly, you need to have your CO board a unit. In order for this to happen, you must put any unit you want them to board onto your HQ or an owned property that produces that unit (Tanks on a Factory, Bombers on an Airport, and so on). On your next turn, instead of moving the unit, act as if you are going to choose to Wait. Below that option will be "CO", provided you meet a second requirement. To have a CO board a unit, you need to pay half of that units' cost. So boarding a Tank would cost 3500G. Once a CO is on a unit, that unit will have a medal icon and be promoted to Veteran status. Part of the battlefield will turn black around the CO unit. That is the CO Zone. Any unit in that zone, including the CO themself, will benefit from the CO's attack and defense boost (provided that the unit fits with the criteria in their profile. If your using Will, for instance, then aerial and naval units aren't getting a boost). All units in the CO Zone, including the CO unit, get a base 10% attack and defense bonus (even if they don't match the unit types the regular bonuses apply for), and then additional bonuses the CO gives them if they match the types in their profile. For instance, say Isabella is in a Tank. She puts a Recon in her CO Zone. Isabella's Tank is now 140/140 (That's attack/defense). She gets 20% attack and defense bonus for being a veteran, 10% attack and defense base bonus just for being in the CO Zone, and another 10% attack and defense because that's the bonus Isabella's CO Zone gives to any unit in her CO Zone. The Recon is at 120/120, 10% attack and defense for the base bonus in the CO Zone, and 10% attack and defense because Isabella's CO Zone naturally gives that. Use CO Zone's to your advantage. Keep your CO unit well protected--just because they naturally have high defense doesn't make them invincible. Even Tabitha, who is in a 180/180 unit thanks to how her CO Zone works, can be taken down by several units. ------------------------ ~3C.CO Meter and Powers~ ------------------------ With the exception of Forsythe and Caulder, all CO's have a two bar meter under their picture on the top screen. This is their CO Meter, but unlike in previous Advance Wars games, this meter will not fill up based roughly on monetary damage dealt and recieved. To fill the meter now, you need to first have your CO board a unit. Once you've done that, you can start filling the CO Meter. Any unit inside the CO Zone, including the CO unit itself, can fill the meter by attacking other units. For every 5 HP of damage you deal when inside the CO Zone (regardless of the unit you're attacking), one yellow bar will fill up. When the first half of the meter is filled, the CO Zone will increase in radius by one space. If you keep attacking units, you can fill up the second half of the meter. When this happens, the CO Zone will increase in radius another space, but you are also capable of using your CO Power. To use your CO Power, select your CO unit (this is only possible if you haven't given it a command yet), and instead of choosing Wait, choose CO Power. This will take up the CO units' turn, but all other units that haven't moved yet can feel the power of the CO Power. There is a downside, however. This completely drains the CO Meter, so you will be back to the basic sized CO Zone. Also of note is that if the CO unit is ever destroyed, the CO Meter completely empties. Be careful of your CO unit--they are essentially huge targets for the enemy to try and kill. =========================================================================== ~4.Campaign Mode~ =========================================================================== One of the main modes of the game is Campaign Mode. You will take command of an army after a disastrous meteor strike on the planet, killing anyone who tries disrupting the peace. Unlike other Advance Wars, you can go back and do missions you have already finished. Also, along the way you will unlock Trial Maps, which are somewhat similar to maps and situations that could be found in the War Room of the previous games. ------------------ ~4A.Campaign Maps~ ------------------ Once you start Campaign Mode you will go through a short cutscene before being brought to the map screen. The only mission you can choose at the start is C1, so let's get rolling. Noted here is a time limit. If you finish on or before the time limit, you will earn 150 Speed points. Any longer and the Speed score will steadily drop. =================== ~~C1-Days of Ruin~~ =================== Time Limit--2 Days CO--Will/Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--Bike Enemy Units--Recon, Bike, Infantry In this introductory mission you will learn basic units and how to move and attack with them. Obviously, if you're a veteran then this mission will be laughable easy. If you're new, then you'll still find it just as easily. Select the Bike and move it where Will directs it--two spaces west. On the second day, Brenner and Lin will appear, bringing along a Tank and Recon. Will's Bike will retreat, and Brenner will be the CO for the rest of the battle. Get used to actual combat now. First have your Recon attack the enemy Recon, then have your Tank finish it off. Repeat this process for the rest of The Beast's units. Have your Recon weaken them, then let your Tank get the kill. Once you finish off all of his units, the missions ends. The Beast's units rarely attack you, instead preferring to go around your units. The Bike will generally try to attack your Recon or Tank, but it'll do piddle damage. S Rank Notes--It's fairly easy to obtain an S Rank here. Just weaken everything with your Recon and finish them with your Tank. Finishing fairly fast, an S Rank is almost assured here. ==================== ~~C2-A Single Life~~ ==================== Time Limit--2 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--Tank, Artillery, Infantry Enemy Units--Infantry, Bike, 2 Recons, Tank The Beast's main units are somewhat damaged, so that should make things a bit easier for your Tank. The problem is that your Tank is out of ammunition. If a unit is out of ammo, then it will have to attack units with its secondary weapon (in this case, the machine gun). If it has no other weapon, then that unit flat out can't attack, Luckily, your given an Artillery unit. Time to get used to indirect combat units if you've never used them before. Indirect units, like Artillery, can only attack units within its range. In this case, it's a 2-3 space range. Also, with the exception of the Battleship, all indirect units can only fire if they don't move on their turn. As Lin suggests, move your Tank to the chokepoint and attack the enemy Infantry. Move your Artillery behind the Tank. Don't kill the Infantry with your Infantry--the enemy Recons can still hurt it even on the mountains. Move it up onto the forest north. The enemy Infantry will likely attack it and do minimal damage, and the enemy Infantry should die or be left with little HP on the counterattack. On the second day, you'll be alerted of the presence of someone in the ruins surrounded by mountains to the east. You don't have to move your Infantry to that spot, but you should do it to understand the story. In any case, have your Artillery bash any unit entering its range (focus on destroying the Tank more than the Recons), then have your Tank mop up anything the Artillery can't kill in one shot. S Rank Notes--Another fairly easy S Rank. To keep your Technique score up, don't let any of your Infantry get killed. Thusly, don't try to get the cutscene where you rescue Isabella. Have your Artillery work with your Tank to finish as quickly as possible. ================ ~~C3-Freehaven~~ ================ Time Limit--2 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--2 Mechs, Artillery, 2 Tanks Enemy Units--2 Infantry, 2 Bikes, 3 Recons, Artillery, Tank This mission will test your basic skills that you have learned over the previous two missions. First have your Tank move north and have each one attack one of the Infantry. Then have each of your Mechs finish off the Infantries. Move your Artillery north and into a small hole in the mountain range that'll keep it safe. The enemy Recon should be in the Artillery's range next turn, so attack it and finish it off with a Tank. Have the remaining Tank block the chokepoint north so that your Artillery can hit whoever attacks your Tank (and usually it will be The Beast's Tank). From this point, hold the chokepoint, and have your Mechs attack anything they can. Remember that they can move across the mountains, giving them decent versatility in reaching The Beast's blocked off army. His Recons will rarely attack your Tanks, no matter how weakened they may be. Once his Tank is destroyed, focus on getting rid of the Artillery. If The Beast places it in a good position, the chokepoint strategy will work against you as he can start to bash your units back. Once you destroy the Recons and Tank, you can easily break through and finish off his Bikes and Artillery if you were unable to get your Mechs over to it and kill it. S Rank Notes--It's impossible to finish this in two days, but that won't stop you from finishing this rather quickly. Rush for the quickpoint, hold it with your Tank, and have your Mechs move over the mountains and assist in destroying all of the units. Retreat your Mechs when damaged so you don't harm your Technique score. ================ ~~C4-Moving On~~ ================ Time Limit--1 Day CO--Lin Enemy CO--The Beast Terms--Rout enemy Starting Units--2 Infantry, 2 Mechs, Flare, Artillery, Recon, Tank Enemy Units--Infantry, 2 Bikes, 2 Recons This mission has Fog of War, so this will be some training for that. All units have a certain vision range, which you can view on the top screen. This is how radius of spaces of fog will be cleared around that unit in Fog of War. Spaces that are hiding places (Ruins, Woods, Reefs, and Mist) can't be seen unless you move next to them or pass them when moving. If you try moving to a space and you unknowingly try passing through a space where an enemy is, that unit will be stopped instantly and cannot perform any other actions that turn. You are given possession of a new unit--Flares. They are effective against Infantry type units and lightly armored vehicles, but they truly shine in Fog of War. If they don't move on their turn, they can fire a flare. The flare will light up a three space radius of the space you choose to fire it at, and all hiding places are also lit up. They are only lit up for the turn you fire it, though. Try it out now. Launch a flare up north to reveal several units hiding in the forests. No matter where you move the Infantry up north, it's quite likely to be killed next turn. Also of note is that Recons have high vision, making them useful for Fog of War. Mechs and Infantry can stand on mountains to get an additional three space radius added to their vision. use these tips on the following turns to scout out the enemy troops. All you need to do is move all of your troops up north rather quickly. Be sure to kill the bike in the woods near where your units start. Try to keep your units hidden in woods as often as possible--if the original Advance Wars is the one you've played, you'll be happy to know the AI follows the rules of Fog of War as well. Use that to your advantage and try to make it so they fall into your traps. This mission is impossible to finish in one day, so don't bother trying to do so. S Rank Notes--This mission can be a little annoying to S Rank. You really need to rush it to get a high Speed score to counterbalance the lower Power score that is likely to result. Keeping the Infantry to north alive isn't too hard if you rush the north with all of your units on the first day. Kill every unit in two shots to keep your Power score up high. ================= ~~C5-New Allies~~ ================= Time Limit--6 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Bike, Recon, Artillery, Tank Enemy Units--Infantry, Mech, 2 Bikes, Recon, 3 Tanks, 2 Artillery In this mission you will learn how to capture cities, factories, and how to produce new units. Simple stuff. Have your Mech begin capturing the factory, and the Bike and Infantry should start capturing the nearby cities. All properties have 20 capture points, and you capture part of that depending on the HP of the unit doing the capturing. Capturing takes a minimum of two turns (Only 10 HP units can finish capturing in two days). A 5 HP unit, for instance, would take four days to finish a capture. The Beast will not move his two Artilleries, and the Tank sitting on his HQ won't move until you come near it. The other two Tanks and Recon will move towards you, while all his Infantry type units will try to capture any building you don't capture. Finish capturing on the second turn. In case you didn't know, all properties give you 1000G in funds at the start of each day. Your Mech should finish capturing the factory. Once you move the Mech off of it next turn, you can start producing units there. On The Beast's turn, he should start attacking your troops with his Recon, Tank close behind. You should have moved your Tank and Recon east, keeping your Artillery safe from enemy fire. Use the Artillery to hurt the Recon and finish it off with your Recon. On the third day you can move the Mech off the factory. This will allow you to produce new units. Producing units costs funds, and at the moment your choices are rather limited. The strongest weapons you can make are Tanks and Artilleries. From here on, build two or three more Tanks. Move your Tank army up north and destroy all the enemy Tanks, then kill the Infantry. Move them all outside of The Beast's Artillery range, then rush in and kill/injure both of them. Once you destroy all of his units, the mission ends. Alternatively, you can capture his HQ to end the battle instantly. S Rank Notes--This is another easy S Rank. The Speed requirement is a bit lenient, and you should only need to build two or three Tanks in order to overwhelm his remaining forces. Rush for his Artillery with two strong Tanks, and you'll be able to win handily in 7 or 8 days. ====================== ~~C6-Fear Experiment~~ ====================== Time Limit--7 Days CO--Will Enemy CO--Penny Terms--Rout enemy Starting Units--2 Infantry, 2 Mechs, Bike, Recon, 2 Tanks, Artillery Enemy Units--2 Infantry, 2 Mechs, Bike, 2 Recons, 2 Tanks (Reinforcements of 2 Md Tanks and War Tank) First off you want to begin capturing properties. You want to capture the facotry up north as quickly as possible, then go for any other cities nearby. Send your Recon and Tanks down south--it's where Penny will send the majority of her units. Don't worry much about her capturing some cities--she has no factories with which to produce more units. Once the factory is under control, start getting some Tanks. You should only need one or two to finish off the remaining units. Try to keep your Artillery alive as long as possible, and retreat it to an owned city to get it repaired if necessary. Try to conserve money for later if possible. If you don't need additional Tanks, Mechs will suffice. Try to rout the enemy as quickly as possible. Once you rout Penny's units, she will send in several reinforcements. They are two Md Tanks and a War Tank. These tower over your puny Tanks, and have such high attack and defense that you don't even have a chance. Fortunately, the day after the reinforcements arrive you will be alerted you can now build Anti-Tanks for 11000G. These units have insane defense, and rip through any land vehicle. Not even War Tanks can stand against them. Retreat all of your units back to your factory and start building Anti-Tanks. You'll probably only get to build two of them before the Md Tanks reach you. Anti-Tanks have a range of 1-3, and can counterattack. It's unlikely to be destroyed in several attacks. Use your regular Tanks and Mechs to damage the enemy tanks further after the Anti-Tanks injure them. It shouldn't be too hard to finish the three mammoths off. S Rank Notes--An S Rank here can be moderately hard because of how low your Power score is likely to dip. You won't be able to OHKO most of Penny's units, so the score will suffer. Finishing in 7 days isn't likely, but getting at least 100 points in Speed is fairly simple (you have about 13 days to do so). Making only 2 Anti-Tanks and no other units before that is best to keeping Technique as high as possible. ===================== ~~C7-A Kind of Home~~ ===================== Time Limit--4 Days CO--Brenner Partner CO--Waylon Enemy CO--Tasha Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Bike, Recon, 2 Anti-Airs, Tank, Artillery, B Copter, 2 Missiles Enemy Units--Infantry, Mech, Recon, Tank, Rockets, 3 Dusters, 3 Bombers, 2 Fighters Tasha has a bunch of aerial units, which is to be expected since it's her area of expertise. Waylon's Fighter will never move, which is for the better because you fail the mission if it gets killed. First off, use your Missiles to destroy the Bomber and have the Anti-Air attack the Duster. Your primary concern is to destroy Tasha's aerial forces. Without those, her ground troops can easily be cleaned up. The only threatening ground forces she has is a lone Tank and a slow moving Rocket. Lure the Tank out with your Recon, then have your B Copter and Tank kill it. Try to lure Tasha's Bombers out into Missile range with some weak units (Infantry, Tanks, and even Anti-Airs themselves will be fine). With the Bombers out of the way, the mission should be smooth sailing. You'll want to build three or four additional Anti-Airs to aid you. Try to trap the Fighter in a corner of the map because they will keep trying to run away from you. With their high movement, they can often succeed in doing so. If you can keep either of the Missiles alive, you can help them aid you in destroying the pesky Fighters. The Dusters are easier because, since they can attack land units, they often will come into your line of fire. If you can finish this mission relatively fast (8 or 9 days), then an S Rank can be achieved with little trouble. S Rank Notes--Another fairly simple mission given that the enemy has easy to kill units. Build several Anti-Airs (2 or 3 will do), then rush Tasha's aerial units. You may lose an Anti-Air to her Bombers, but if you move some Missiles behind them, you can destroy the Bombers when they attack. Have a Tank kill the Rockets so your Anti-Airs aren't injured further. =================== ~~C8-A New Threat~~ =================== Time Limit--5 Days CO--Lin Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, 2 Bikes, Tank, Recon, B Copter, 2 T Copters Enemy Units--3 Infantry, Mech, 2 Recons, Tank, Artillery, Missiles This is yet another Fog of War map, but this time, The Beast is able to capture a factory, so you'll have to contend with him producing units as well. Luckily, he has few available cities if you're smart about where you attack on the first turn, so he's unable to produce much more than a Mech each turn. Have your Infantry board the T Copters and drop them off north near the two factories. Have the B Copter attack the Infantry near the southern factory. There's a second Infantry hiding in the woods closest to the fire. Focus on capturing the factories before getting the cities. As for the Mech and Bikes on the mainland, have them capture cities. You need funds, quickly. Once you've got an income, make an Artillery and a Tank on the southern bases. You'll need to push yourself across the bridge. Use the Recon to scout ahead, blockade with your Tank and have the Artillery do all the heavy firing. Build additional Tanks as you see necessary. When you get across the bridge, destroy any of The Beast's Infantry so you can sever his economy. Take Infantry in the T Copters in the north and capture the northeastern cities. The Beast will try getting these, and stopping him is vital to succeeding in the mission. In the south, destroy is Artillery as quickly as possible, and his Missiles so you can have your copters fly around without much hazard. Once you invade his base with several Tanks from the north and south, the battle will pretty much be over. Destroy vehicles first, park a unit over his factory so he can't build anything, and mop up the remains of his army. S Rank Notes--Beating this while not creating too many unit is important. Thusly, you will need to finish this rather fast so The Beast can't build too many units, prolonging the mission even further. Also, you won't need as many Tanks to finish him off. Get a T Copter onto his factory, then use Tanks and an Artillery to finish everything else off. Just beware of his Missiles. ================ ~~C9-The Beast~~ ================ Time Limit--3 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Rig, Anti-Air, T Copter, 2 Bombers, 2 Fighters, 3 Dusters Enemy Units--Infantry, Mech, Tank, Rig, 2 Md Tanks, 2 War Tanks, Anti-Air, 2 Rockets, 2 Anti-Tanks, Missile, 8 B Copters, Duster The Beast starts with a ton of units, but he is unable to put them to good use on that tiny island of his. All of those B Copters are the only difficult to deal with units. Once you dispose of them, his Anti-Air, and Missiles, this mission will be a breeze. You'll be introduced to the concept of temporary structures. Order your Rig to contruct one on a Plains tile. Have your air units bombard The Beasts' ones. Aim for his B Copters first with your Fighters, and avoid the range of the Missiles and Anti-Air with your Bombers. Start capturing cities as well--with that airport, you can build additional Bombers. On the second day, attack the Missiles and Anti-Air with your Bombers. If you can't, then keep destroying units until you have a clear path. It may take an additional day or two, but you should be able to do it fairly easily. Your Dusters are effective against Infantry type units and all aerial units, so have them harm B Copters as well. When all of them have fallen, you can easily invade his base with your Bombers and Dusters with no opposition. If you don't want to wait a while to destroy all of his units because your Bombers will run out of ammo (forcing you to retreat to your Rig/Temp Airport), just block off enemy units and airdrop an Infantry onto his HQ. It's a quick and efficient way of finishing the mission. Just destroy the War Tank parked on his HQ and you're good to finish. S Rank Notes--This is pretty easy to finish, and moderately so to S Rank. As like most predeployed missions, rush The Beast's island, and put an Infantry in the T Copter and go for his HQ. As you rush the southern area with Dusters and Bombers (destroy the Anti-Air and Missiles quickly). This will make most of this units flee north, so block the passage with your Dusters, destroy the War Tank on the HQ, then capture it for a high Speed score. =================== ~~C10-Almost Home~~ =================== Time Limit--7 Days CO--Will Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, Mech, Bike, Recon, Rig, Anti-Air, Tank, Missiles, T Copter, 2 Dusters, B Copter, Fighter Enemy Units--Infantry, Mech, Recon, Artillery, Tank, Anti-Air, War Tank, 2 B Copters, Duster, Fighter This is easily the hardest mission you've faced yet, and is harder than several of the upcoming missions as well. The Beast is going to have a decent economy after several days, and he has two factories and an airport. The Beast also starts with several aerial units, and you will need to take them all out so you can begin an offensive. Two of your units that start close to The Beast's base will likely die. The western Infantry so head for the cities farther west. You need that factory and airport as soon as possible. Load your Infantry and Mech into the Rig and T Copter and get them over there quickly. You need to have a larger economy than The Beast so you can outproduce him. Don't forget about your air units in the top-right corner! If you don't use them, getting rid of The Beast's air force will be significantly harder. What you want to do is sacrifice your B Copter to lure the Fighter near you, then kill it with a Duster then your Fighter. You want your Fighter to remain at full health so it can destroy is B Copters rather quickly. Continue the capture of the center area and all of the cities nearby. It will eventually be 14 buildings versus his 10. Continue making Tanks from both bases. Make a B Copter every now and then. Don't waste your time sitting around until you have funds for Bombers. It only takes one 7000G Anti-Air to make a 20000G Bomber almost worthless, and it's not worth the funds. B Copters are cheap, and force The Beast to waste his funds on Anti-Airs, which your Tanks can dispose of easily. Once you're ready to make the push into his base, get some Infantry to capture his cities, worsening his production value so he can't counter your forces as easily. You'll be wanting a bunch of Tanks, several B Copters so that he'll focus on building Anti-Airs which won't be able, again, to harm your Tank force. Once you overrun his forces, park some units over his factories and airport, then wipe out whatever he has left. His War Tank can be hard to destroy, so use an Anti-Tank to scare it into retreating (or attacking, bascially its suicide). Another key is to keep your Missiles alive is you invade his base. Position it near his airport, rendering it useless as Missiles can OHKO all air units. Have your Tanks and a Bomber gun for his HQ. Target any Anti-Airs first--you want your Bomber (and hopefully Dusters you kept) alive. If you rush early you can easily overrun him. The longer you wait, the harder it will be to break the eventual stalemate. You can easily finish by day 9 if you hurry. The Beast will attack your air units primarily, then goes for your Tanks. Use that to your advantage. S Rank Notes--To S Rank this mission, you will need to wrap it up rather quickly. Don't give The Beast time to build an army. If you do, the stalemate will take a long time to break, causing your Speed score and Technique (as you'll be making a ton of units to break it) to drop rather quickly. By finishing it fast, all of your scores will remain high, resulting in a simple S Rank. ===================== ~~C11-A Storm Brews~~ ===================== Time Limit--4 Days CO--Lin Partner CO--Davis Enemy CO--Tasha Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Tank, Md Tank, Rig, Rockets, 3 Gunboats, 2 Landers Enemy Units--Infantry, Mech, Recon, Artillery, Rig, Md Tank, 3 Gunboats, Cruiser This is a fairly easy mission, and also isn't one difficult to S Rank. Gunboats only have one ammo, so use them to take out the nearby Gunboat. Have the Rig on shore resupply the Gunboats. As for your landers, bring both types of Tanks, the Rockets, and an Infantry to the southern island. Once there, form a defensive wall so your Tanks can hit hard, and your Rockets is not only safe from fire, but can hit them back. Attack the enemy ships if they get into your range--your Gunboats can become quite irritating to resupply with each fight they get into. Davis won't be doing anything, so leave him alone. Get a Mech over there to destroy the Mech Tasha sends to Davis' island. With a Tank wall, and Rockets right behind them, destroying all of Tasha's land units should be quite simple. Defeating her Gunboats are rather hard, so just go for a HQ capture. Bring the Rig to the mainland so you can quickly get an Infantry to the HQ. S Rank Notes--You'll want to work fast on this mission. With a low time limit, simply run for the HQ. Try and distract the Gunboats with your own Gunboats, use your Rockets to bombard them so your Lander to get an Infantry to her HQ quickly. Use your Tanks to distract her main land forces, and you can hopefully end the mission very quickly. ======================= ~~C12-History of Hate~~ ======================= Time Limit--4 Days CO--Will Partner CO--Waylon Enemy CO--Tasha Terms--Rout enemy Starting Units--2 Rigs, B Copter, Duster, 2 Submarines, 2 Gunboats, 2 Cruisers, Battleship Enemy Units--B Copter, Bomber, Fighter, 3 Gunboats, Submarine, 2 Cruisers, 3 Battleships This mission may not look difficult, but if you get careless with your units this will quickly turn impossible. Try and lure Tasha's units out and towards you, so that way you can damage them severely, rendering them worthless. You have access to a Battleship in this mission. Get used to the fact that they can move and shoot on the same turn. Tasha has three Battleships, so you'll need to use your Submarines effectively in order to destroy them quickly. Be sure to dive them so the enemy Cruisers can't destroy them. Destroy the ships in the south before you engage the ships and aerial untis up north. Waylon can handle himself for the most part up north. Once the south is taken care of, there should only be a few units and planes remaining in the north. It's key to keep your Battleship and Cruiser alive so this mission can be ended quickly and easily. S Rank Notes--As you can see from the time limit, you will need to work quickly to earn a decent score. The enemy Submarine is a huge threat to your Battleship, so have your Cruiser destroy it after having another unit find it after it submerges. Once the enemy Battleships and Submarines are gone, quickly finish off the weaker units that are wondering around. ========================= ~~C13-Greyfield Strikes~~ ========================= Time Limit--6 Days CO--Brenner Partner CO--Greyfield Enemy CO--Gage Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Rig, 2 Gunboats, Lander, Cruiser, Submarine, Battleship, Carrier Enemy Units--Infantry, Mech, Tank, Artillery, Anti-Air, Md Tank, 2 Missiles, Cruiser, 2 Gunboats, Lander, Battleship, Carrier You've got access to Carriers now, as well as ports so you can produce additional naval units. Carriers, if they don't move on their turn, can produce a Seaplane for 15000G. It also takes one of their material points, and they have four when built, so basically they can build only four Seaplanes. Seaplanes are insanely powerful, but be careful of their low 40 fuel. As for the mission, send Infantry to the center and southern islands and capture the port and factory. The catch to this mission is that every few days Greyfield will halt all of a particular unit. He'll announce what type of unit it is the day before, so don't send those units into a spot where you won't be able to get them back safely. I can't determine what units Greyfield chooses to halt. I'm guessing it's which ones have done the most monetary damage prior to the last time he halted units. Although, he has halted my Landers on more than one occasion, so it probably is completely random. In any case, what you want to do is get several Landers to ferry over Tanks and Md Tanks to the enemy island. You will also want several Submarines to take down Gage's naval units. You may be needing Cruisers--Gage tends to build several Seaplanes himself over the course of the battle. Just makes sure you can make the best out of whatever units get stopped. Be sure to use a variety of them--using just Seaplanes, while powerful, is disasterous if they all get stopped in one turn. Flood the enemy island and finish Gage by rout, or just use a Rig to get an Infantry over to the HQ. S Rank Notes--It can be hard. This mission is insanely annoying with that fat jerk constantly halting your units. Just rush the mainland and try to take his HQ. I'd advise against using many Seaplanes because Gage is more than capable of destroying them quickly. Work fast and try not to produce too many unnecessary units. ========================= ~~C14-A Hero's Farewell~~ ========================= Time Limit--10 Days CO--Brenner Enemy CO--Forsythe Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, Bike, 2 Tanks, Artillery, Md Tank, Rig, Missiles, Rockets, Cruiser, Submarine, 2 B Copters Enemy Units--3 Mechs, 2 Tanks, 2 Md Tanks, Artillery, Rockets, Cruiser, Battleship, Carrier, B Copter This level looks insanely hard, but it is actually fairly simple. The main threat in the entire level is the lone Rockets up north behind the plasma wall, and Forsythe's navy. If you can take command of the seas by destroying his Battleship, as well as build an army to take down the plasma wall and rush the factory that has a Rocket sitting nearby, then you can win this mission. Doing so is fairly harder. Take your time with your navy. You will need a second Submarine, and maybe a Gunboat to attack the Cruiser that can kill your Submarines. Target the Battleship first. The Carrier may sound like a better target, but Forsythe only has around 17 buildings once the battle gets settled in. Wasting all those funds on a Seaplane is actually advised. Just have a Cruiser or two close to the Carrier so the Seaplanes can meet a swift destruction shortly after coming out (and even then, your Missiles can also take them out, provided you have meatshields for them). You can rush the Rockets at the start, even. Just rush a B Copter up there and you can destroy it rather handily. Problem is, Forsythe will often build another Rockets in the factory nearby. Luckily, he's rather stupid with it, and doesn't park it back on the nearby city. Once you capture the airport to the east, Bombers will run rampant on this map. If you want, before destroying a meteor letting the plasma wall exist, you can capture some of Forsythe's cities. Just have a B Copter guard an Infantry capturing, and only when an Anti-Air is nowhere nearby. Crippling his economy is quite recommended. Before destroying the meteor, as mentioned, you need an army. Several Bombers, Tanks, 2 Rockets, and a few Md Tanks will be sufficient. Your aim is to park a unit, any unit, on his factory. Once you do that, destroy anything else nearby. Then, stall until you can capture his factory. The battle is pretty much over once you do this. If you still have a strong going army when you overrun his factory, go for his HQ. Push your entire army up the bridge and park something on the factories and airport up there. If you can't destroy his remaining naval units, capture his HQ. If it's faster to rout him, obviously do so. The turning point is the rush for the middle factory. Save before doing so, and if you fail, reload to strength your troops. Have some Anti-Airs or Missiles to kill Seaplanes and any other air units Forsythe may create. S Rank Notes--This mission isn't as bad as people make it out to be, and neither is the S Rank. If you can finish by day 20 you will still get 100 points in speed. Rushing the plasma wall, as usual, is the turning point. Try not to make unnecessary units to keep your Technique high. Rushing for rout is the faster option more likely than not. Two Battleships is all you should need to keep the seas in your possession, a single Bomber, couple of Anti-Airs, and a bunch of Tanks will easily win the mission quickly, and well enough for an S Rank. =================== ~~C15-Icy Retreat~~ =================== Time Limit--9 Days CO--Brenner Enemy CO--Waylon Terms--Clear a path for either blue unit to reach the blue city; failure if both blue units are killed Starting Units--Infantry, Mech, Tank, Md Tank, Artillery, 2 Anti-Airs, Rig Enemy Units--Infantry, Mech, Bike, 2 Recons, Artillery, 2 Tanks, Rockets, 3 War Tanks, 2 B Copters You have no factories of your own, but that isn't the concern. Your objective is to clear a path to the blue city to the west and let one of the blue units get onto the city. Once that happens, you win the mission. Too bad Waylon isn't going to let that be easy. The mentally challenged blue computer often suicides itself into the enemy units as it tries to keep moving left, so you will need to clear the path with no hesitation. New to this mission are CO Zones and Meters. When a CO is boarded in a unit, such as Brenner being in the Md Tank, for every 5 HP of damage dealt by a unit inside the CO Zone, part of the CO Meter fills. Units in the CO Zone get an attack and defensive boost. To make matters worse, there is a snowy weather condition. This means that all of your units lose one space of movement. Start by moving your troops left, having an Anti-Air destroy the nearby B Copter. Have your Tank attack the Rockets. They will rip through Gage's units, and if both die, you fail the mission. Position your Artillery near the southern meteor, and have it and your Tank attack the meteor. It will be destroyed on the second or third day of attacking. Once it's destroyed, rush to destroy Waylon's Artillery that probably destroyed Gage's Recon. After doing this, you need to escort the blue Infantry to the city. Doesn't sound hard? It will be. Once the plasma wall is gone, keep moving west. Block off the enemy Recons with your Tank, Anti-Airs, and Rig. You'll be needing to destroy them, so hurry and do that. Retreat an Anti-Air to destroy the B Copter Waylon is sending your way, and destroy the Recon up north to allow the Infantry or Recon (if it lived) passage to the city. You don't need to destroy the second plasma wall. S Rank Notes--Not really much to say here. If you finish the mission, more likely then not you'll get an S Rank. I find it impossible to NOT get an S Rank if you finish this mission, but that's just me. You have a huge time limit to work with, and even with a loss of many units you will still end with a high Technique. Overall, not much of a problem. =================== ~~C16-Hope Rising~~ =================== Time Limit--8 Days CO--None (Will becomes CO on day 3) Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, 2 Mechs, Tank, War Tank, Artillery, Anti-Air, B Copter, T Copter Enemy Units--3 Tanks, 2 Md Tanks, War Tank This is another Fog of War mission, and you won't have a CO in command for the first few days. The thing to notice is that you should put your War Tank in the forest that's right next to it. That way, Greyfield will NEVER try attacking you once he realized there's a mammoth tank blocking the way. Also, you can prevent him from getting any other properties on the map. Get the Infantry on the mountains to capture the factory, and move your T Copter to the other Infantry so it can board it. When you can, move it to the airport and capture that, as well as the cities near it. When that T Copter is freed, have it send an Infantry to the northwest corner and capture the factory up there. Once you have that factory, you can capture the other nearby cities. It won't take long before you have a ton of cities compared to Greyfield's measely seven. Start forming an army of Tanks and Bombers (you've got the funds to mass produce them). Once you think you have a decent sized army, invade Greyfield's base. Now, in this mission and from here on you can have your CO board a unit. Put a unit over a factory (or an air unit over an airport), and on the next turn instead of choosing Wait, provided you have half the cost of the unit, you can choose to have the CO board the unit. The rest of the functions of doing so were shown last mission. However, when the CO Meter is full, which is possible if you don't let your CO unit die, you can use your CO Power by selecting your CO unit and choosing it. Use your CO Zone to your advantage when invading Greyfield's base. To be honest, considering he can't build more than a Tank or Anti-Air each turn, he isn't much of a threat. S Rank Notes--Four Bombers and several Tanks/Md Tanks will easily be enough to wipe out Greyfield. Use a Flare so you can see his hidden units when you invade, and target Anti-Airs first. Have Will board a Md Tank and try to charge the CO Meter. It's not necessary you use the CO Power because having a wide CO Zone will help ground troops in the zone get a power boost, helpful for demolishing Greyfield. =================== ~~C17-Icy Retreat~~ =================== Time Limit--6 Days CO--Tasha Enemy CO--Tabitha Terms--Destroy Talon Gun or rout enemy Starting Units--3 Infantry, Mech, Tank, Anti-Air, Rockets, Rig, T Copter Enemy Units--2 Mechs, Tank, War Tank, 2 Anti-Tanks, Rockets, Missiles The Talon Gun looks to be a formidable weapon, and you have the option of just routing the enemy, but if you're doing that you will constantly be having the chance to destroy the Talon Gun. In that case, why aren't you ending it faster? Unless you like a challenge! But for those that want the easy road, here's a DBD guide Yoshi on the Wars World News forums made that works flawlessly each time, and is quick and easy: Day 1- Move Tank 2S 3W Move Anti-air 3S 3W Move Rocket 2S 3W Day 2- Move Rocket 3S 2W Move Tank 2S Move Anti-air 1W 2S Build a Bomber Day 3- Move Rocket 1S 3W Move Tank 2W 1N Move Anti-Air 4W Move Bomber 4W 3S Build a Bomber Day 4- Move those 3 vehicles 1N 1W Load Tasha into the Bomber and move it 2S 4W Move the other Bomber 1W Day 5- Attack the Anti-Tank with the Rocket Day 6- Destroy the Anti-Tank with the Rocket Destroy the Missile with Tasha Finish Talon Gun with the other Bomber I've never seen this fail, and is useful in getting the Talon Guns Destroyed medals. But, do you want a challenge? Going for rout? That's significantly harder. You start with more properties, but there are so many close to Tabitha that she will easily catch up to you. Use Rigs and T Copters to have Infantry reach far away properties as quickly as possible. Note that Tabitha has insane boosts when she boards a unit. It will take a lot of effort to kill that unit, and you damn well want to kill it. If she gets a larger CO Zone, then that means more units can bask in her powerhouse glory. The Talon Gun itself is a massive problem. It'd be nice if you could destroy it without ending the mission. You've got little chance of capturing the properties in its firing zone. You also need to make sure you stay out of the firing range. 5 damage to every unit in it is highly annoying, so you'll need to lure units out. Problem is, the units resting infront of the Talon Gun originally will NEVER move. Try using Rockets lying outside of the Talon Gun's range to destroy those units. Past that, it's just outproducing her and owning more properties. You will find yourself at a bit of a stalemate, and once broken you can start capturing her properties. Go for her factories first, then any other cities nearby. If you capture one of her factories, then rout is almost imminent. S Rank Notes--Follow the DBD guide. Guarenteed S Rank. If you want to do it by rout, then it's highly unlikely you'll succeed. You'll never finish quickly enough to get a high enough Speed score, and the sheer amount of units you'll have to create will diminish your Technique. At least your Power will be high! ========================== ~~C18-Panic in the Ranks~~ ========================== Time Limit--2 Days CO--Will Partner CO--None Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, Tank, Md Tank, War Tank, 2 Anti-Tanks, Anti-Air Partner Units--Infantry, 2 Mechs, 2 Anti-Airs, 2 Missiles, Bomber, Fighter Enemy Units--Infantry, 2 Mechs, 2 Bikes, 2 Recons, 3 Tanks, Md Tank, War Tank, Artillery, 3 B Copters, Duster, Fighter, Bomber It seems that you are overpowered, but your units are quite the match for Greyfield. You just need to rely on your partners, the blue team. The problem is that they aren't following orders at the moment. To get them to begin attacking, you need to move the War Tank Will is inside ontop of the blue Com Tower south of your starting position. Once you do that, it's time to go crazy killing Greyfield's units. Your units are effective at wiping out the ground troops, while the blue team will be effective at Greyfield's aerial units (and has a Bomber for ground support). Don't worry about your partner units. They can handle themselves quite fine on their own, so just worry about demoilishing Greyfield's troops as quickly as you can. Try not to lose too many units. If you do, you'll find it difficult to even finish the mission. S Rank Notes--You have to finish this mission in a few days in order to have a somewhat decent Speed score. Power and Technique shouldn't be too much of a problem to get around 100, but you'll need a decent Speed score. If you don't, it may drag you below 300. It can be quite annoying since they don't give you much time to get enough points. ================= ~~C19-Salvation~~ ================= Time Limit--2 Days CO--Gage Enemy CO--None Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 2 Mechs, 3 Bikes, Recon, Tank Enemy Units--10 Infantry, 10 Mechs, 2 Tanks, War Tank You're given no factories, so how is this possible? Well, you're given several silos. Move any Infantry type unit onto a silo and you can launch a missile anywhere on the map that does 3 HP of damage to all units in its 3 space radius. Also, all of these units are weakened to begin with, except the War Tank. It's out of ammo, and is very low on fuel. Thusly, it isn't even much of a threat. All you need to do at the start is spread your units out. The enemy gets two silos to use, and they can get two more if you don't race for those on the outer edge of the map. Use two silos to injure the War Tank and the units around it, then use the rest the damage further other units around the map. Be aware that they have two Com Towers, so their defense and attack will be boosted. Routing will take awhile, so clear out any units near their HQ, then sneak a Bike onto it and end the mission quickly. If you work fast, you can win on day 4 or 5, which gets a decent Speed score. S Rank Notes--You need to rush this mission, avoiding getting too injured by the War Tank, and capture the HQ for a high Speed score. Be sure to have your Recon and Tank destroy several units to boost the Power score, and you'll be set for an S Rank. It may take several tries because of how sparadic the computer can be in how it joins units. ========================== ~~C20-Waylon Flies Again~~ ========================== Time Limit--12 Days CO--Will Partner CO--Tasha Enemy CO--Waylon Terms--Rout enemy or capture enemy HQ; failure if all blue units die Starting Units--2 Infantry, 2 Mechs, Bike, Anti-Air Partner Units--2 Tanks, 2 Anti-Airs, 2 Missiles Enemy Units--2 B Copters, 2 Dusters, Bomber, 3 Fighters This is one of the hardest missions in the game, as most people will admit. Personally, a simple rushing strategy is all that's needed to win and achieve an S Rank. First off, things will look bad from the start. You have to capture all of your own unit making properties, and then you have to cope with the fact there's a mountain range preventing quick land access to the center area. Waylon has access to the center area quickly, and he will abuse it and try to steal the cities under your control in the area. Your primary objective is to stop him as quickly as possible, then launch an offensive in the center. Begin capturing the airport and factory on the first day, have the Bike and Mech go south for more properties, and send the lone Infantry north. You will need to capture a ton of properties in a short amount of time. Waylon isn't going to wait around. Once the factory and airport is in control, you can stop Waylon's massive air force. A single Missile and Fighter is all you need. Waylon will never be stupid enough to attack your units if one of these air-raping machines is around. He occasionally will, but it's very rare, and it's only if he has multiple air units that can strike near the Fighter/Missiles in one turn. Build a Rockets, too, and keep it near the factory. Position it so the Rockets can fire on any Infantry trying to capture the northern two cities. A second Rocket can protect one of the lower cities, which makes it so that Waylon realistically can only capture one of your cities easily. After you have some serious income, take back the center with several Tanks and Bombers, with Missile and Anti-Air support to scare Waylon's aerial units away from you. Kill all of his Infantry and whatever else he's brought into the center, then play the waiting game. When you have control of the center, Waylon mainly only tries Infantry suicide missions to take your cities, and those should fail miserably. What you want is to mass several Bombers, three or four Fighters, several Anti-Airs, couple of Tanks, and tons of Mechs. Yes, Mech rushing here is advised. Oh, and put Will into a unit and get his CO Meter charged. Four movement for Mechs in a single turn is damn scary. By the 20th day you should have all of the cities in the center and west side of the map in your possession, and the center should be overcrowding with units. This has given Waylon time to form a defense, so let's make it crumble. Initiate your CO Power if you were able to charge it, then flood Waylon's area, weakening everything in your path. Personally, I find a ton of weakened units better than killing several and leaving a bunch of full health ones. Since it's pretty hard to destroy his air force (especially if Waylon put himself in a Fighter or Duster) due to the fact his CO Zone grants aerial units insane defense, going for an HQ capture is advised. You've got tons of Mechs. Get one on a Rig and drop it over. Park units on his factories and airports for safety, then form a wall around his HQ. This ensures the Mech can safely capture while the walling units take the heat from whatever units survived the initial rush. If the tactic worked, this will result in a slow but simple victory. You can finish faster, but it's far simpler to fail because you don't have enough ground support. Several of Waylon's Fighters and Anti-Airs will annihilate an air force with no ground cover. Keep that in mind. S Rank Notes--Nothing new to say here. If you follow all the tips above and work as quickly as possible, you can finish with a decent time score and the rest should be rather high. Good luck--this'll be a long battle. ==================== ~~C21-Lin's Gambit~~ ==================== Time Limit--12 Days CO--Lin Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ; failure if 40 days pass Starting Units--3 Infantry, Mech, Bike, Flare, Tank, War Tank, 2 Rockets, 2 Rigs, Anti-Tank, 2 Submarines, Lander, Gunboat, 3 Cruisers, Battleship Enemy Units--3 Mechs, Tank, Md Tank, War Tank, Anti-Tank, 4 Rockets, 4 Battleships, 2 Carriers, 2 Gunboats, 2 Landers You have a 40 day time limit for this mission, but it shouldn't take much more than 20 to finish the mission. As Lin says, you need to take control over the seas. Not only that, but you shouldn't focus very much on your land assault. Have your Rockets bombard anything that cross the bridges, and use Flares to seek out additional targets. What you want are naval units, and lots of them. Begin capturing buildings, and have an Infantry get in a Rig and send it towards the western island. Don't try capturing anything there--Greyfield's Battleships will kill the Infantry in a flash. You're given several Submarines, and you may want to rush them to his Battleships, but note that he has two Carriers. If he gets ANY Seaplanes flying around, you will be in serious trouble. Rush your Subs over to his Carriers and sink them as quickly as possible, before he has the chance to build several Cruisers. After that, destroy his Battleships, and use your Battleship to attack any Cruisers that get built. While doing this, have a Mech get put on a Lander and sent to the center island and capture the factory. Greyfield will shuttle units here too, and if you have the factory, you can defend it from assault. If you worked quickly and effectively, and didn't let a Submarine get killed, then Greyfield's navy should have crumbled quickly. Begin capturing the port on the western island, as well as the center island. Your goal is to create an unimposed navy, and several land units to assist. You want five or six Battleships, and two Carriers to get somewhere between four to eight Seaplanes flying around. As for land units, a Rig or two to keep the Seaplanes fueled during the assualt. Take a few Bikes during the assault as well so you can start capturing his cities. Have one of the Battleships guard Greyfield's ports so anything he builds is rendered useless. Have two Cruisers there as well incase he makes a Submarine. During the land assualt, lead with Seaplanes. Greyfield is hiding four Rockets in various places, so be careful where you put your Battleships and land units. Go for the factory and park a Seaplane on it, having everything else decimate everything around them. Two Rockets are resting near his HQ, one in the mountains near the center factory, and another either near the bridges hiding in a forest, or hiding at the northeast corner of the map. Be sure your Battleships aren't hit by them, as that can render them useless. S Rank Notes--You'll need to rush this for a good Speed score. To preserve your Technique, try not to produce too many units. Turn down the amount of Battleships and Seaplanes you use to keep the score high, and retreat any weakened units. Remember that Carriers repair planes, so use that to keep expensive Seaplanes alive longer. Rush Greyfield with a decent army and he will still crumble. ===================== ~~C22-The Great Owl~~ ===================== Time Limit--7 Days CO--Lin Enemy CO--Penny Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 2 Mechs, Bike, 2 Anti-Airs, 2 War Tanks, B Copter, 3 Fighters Enemy Units--Anti-Air, 3 Tanks, 3 War Tanks, 4 Anti-Tanks, Artillery, 2 Rockets, 2 Missiles, 3 Bombers, 2 Fighters This certainly looks to be a hard mission, but it is easily doable if you follow the instructions in the War Room. Of course, figuring out how to do them is harder. What you're aiming to do is capture the southeast factory that Penny already has under control. To do so, you'll need to make a light army and then rush it, having your Bike capture it. Also of note is the Great Owl itself. See the ruins in the middle of the map? Each turn the giant bomber drops a load there, injuring any unit in its three space radius by 5 HP. You should be smart enough not to go through there, but Penny sure as hell isn't. Her units will get attacked as she tries the go for your army, and her forces will get reduced to nothing. Basically, her starting units that actually move aren't too effective. Begin capturing properties immidiately. The airport to the north will never be seeing use because of the Missiles hanging out in its range, so you'll be producing Bombers from the southern airport instead. Begin forming your army around the southernmost border of the Great Owl's attack radius. Penny has several air units, but no airports to fuel and heal them. Lure the Fighters toward you with your B Copter, then kill the Fighters with Anti-Airs and your very own Fighters from the start. Lure the Bombers with sacrifical ground units (Recons will do fine). Have the Fighters and Anti-Airs repeat the process with them. While doing this, have a Rockets behind your main force, but always walled in by your units so it's safe from any attack. You will want two Rockets as you move toward the southeast factory. Keep pushing your way down there. At around turn 10, with several additional Bombers on your side and a weakened army, you should be close to or already have captured the factory. Once you have, the battle is basically won. Capture all of Penny's nearby cities for even more funds. At this point, Penny is likely rushing your HQ with Infantry. Make an Anti- Air or Recon back at your HQ for protection, because we all know several 1 HP Infantry are scary. Back in your army, mass Tanks and Bombers and get ready for an assault. Line a group of 5 or so Bombers outside of Missiles range, and your Tanks outside of Rockets range. When ready, assault their main weaknesses. Take down Missiles and Rockets, then gun for Anti-Tanks and Anti-Airs. You will lose several units, but the devastation to Penny's army is worth it. Park something on her factory, then have the Bomber squad clean up whatever is left over. Putting Lin inside a unit, preferably a Bomber, will make things go a lot smoother. S Rank Notes--Don't wait too long. I took 28 days and still got an S Rank, but my Speed score suffered. You don't need as big of an army as you may think to take down Penny's forces once the factory is yours. Several Tanks and Bombers will do. Keeping units to a minimum will save your Technique, and Speed as you won't be wasting several days amassing an army. ======================== ~~C23-Sacrificial Lamb~~ ======================== Time Limit--8 Days CO--Will Enemy CO--Tabitha Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 3 Mechs, Tank, 4 War Tanks, 2 Anti-Tanks, 3 Cruisers, 2 Battleships, 4 Landers Enemy Units--3 Mechs, 2 Tanks, Artillery, Anti-Air, Anti-Tnak, 5 Rockets, 2 Cruisers, 2 Gunboats, Lander This may be a bit of a long mission because you need to ferry units to the main island with Landers. Your main goal is to get Mechs (use those already in Landers from the start) to reach the silos on the northwest and southeast corners of the map. Use a Battleship to blast away a meteor up north so you can access those silos, and have the other Battleship begin attacking the Rockets. Once you make your land assault, you want none of those Rockets hanging around. On days 2, 3, and 4, the Great Owl will attack you. It drops a bomb where it can cause the most monetary damage. Obviously, your War Tanks and Battleships are at risk. Try to spread them out by the end of the second day so you don't risk both getting injured. In fact, if you group all four Landers together, you can direct the Great Owl towards them. Just make sure none of the weakened Landers get sunk after that--Tabitha will build Submarines every now and then, and Gunboats are quite effective against Landers. For the silos, launch them at the Rockets to weaken them. Once weakened, attack the Tanks. On the fifth day, drop all of your units on the main island in a position where few units can attack them. Your goal is to first prevent Tabitha from capturing the factory. Then, destroy any units around the factory, including those Rockets, and capture it yourself. Then, capture all of Tabitha's buildings on the southern part of the island. Once you do all this, form an army. Several Seaplanes, backed up with Tanks, some Rockets and Artillery, and an Anti-Tank will be sufficient. Destroy the meteor that isn't on the corner of the river. The destroyed meteor leaves a plains tile, so you can cross to her HQ. Target the Rockets hiding behind the destroyed meteor first, then rush for her factories. If you can destroy what few units she has guarding her HQ, you can capture it. If she neglected her navy, you can probably rout her faster instead of capturing the HQ. Either way, a quick rush from day 5 onwards is the key to winning this mission. S Rank Notes--This mission is a pain to S Rank. The time limit is unforgiving, and you have to really limit the number of units you build while at the same time destroying a ton of enemy units. It's highly annoying. Don't take your time on this. Rush the island on day 5 and kill without any remorse. Don't capture every building--just Tabitha's and the Com Towers for extra power. ===================== ~~C24-Crash Landing~~ ===================== Time Limit--7 Days CO--Lin Enemy CO--Penny Terms--Rout enemy or capture enemy HQ Starting Units--Mech, Recon, 2 Anti-Airs, 2 Tanks, 2 Md Tanks, 2 War Tanks, Artillery, Anti-Tank, 2 Rockets, Rig Enemy Units--Infantry, Mech, Bike, 2 Recons, 3 Tanks, Md Tank, 2 War Tanks, Artillery, Rockets, Anti-Air, Anti-Tank This is a fun mission. There's no buildings, so it's a straight up predeploy battle. Basically, there's no real need for advice here. All you need to do is destroy all of Penny's units while losing as few units as possible. This is highly important. And this mission just spells first turn advantage. Bombard as many strong units as you can on the first turn. Ignore the Infantry type units for the most part (maybe have your Recon attack, but nothing else) and focus on damaging all the types of Tanks, the Anti-Tank, the Rockets, especially their War Tank, and anything you are capable of injuring. Destroying everything should prove easy. Sadly, that's not all there is to the battle. Once all of her initial units are killed, six reinforcements will arrive. There will be three Tanks on the left, and three Rockets on the right. They appear the instant all of Penny's original forces are destroyed. Get your units into position so you can attack them when they appear. Focus on the Tanks and let the Rockets come to you. Once the reinforcements are destroyed, more will come in. The second wave has three Tanks on the right, and three Rockets on the left. Same process again here, so it should be easy provided you kept enough strong units alive. The final wave has just six Rockets, so it should be extremely easy to destroy. Getting the first strike is crucial so not too many units are lost once Penny gets her turn. S Rank Notes--An easy S Rank if you were able to finish this mission without getting the majority of your units killed. Keep most of them alive for a high technique, and obviously you'll finish faster with a larger army. ================ ~~C25-Lab Rats~~ ================ Time Limit--13 Days CO--None (Will becomes CO on day 3) Enemy CO--Tabitha Terms--Rout enemy or capture enemy HQ Starting Units--Mech, Anti-Air, Tank, 2 Md Tanks, Duster Enemy Units--Recon, 2 Tanks, 6 War Tanks, Rockets, 3 Missiles, 3 Bombers, Fighter This is the final difficult mission in the game. You are significantly outnumbered at the start, and Tabitha has an insane economy compared to your pathetic single building. On the first two days, you need to begin capturing the airport with your Mech and MUST destroy the three Missiles. Save on the first turn and have the Duster attack the Missiles just inside of its range. If it doesn't do 2 HP of damage, reload the save and try again. Destroy the Missiles with the Md Tank. The other two Missiles are easily destroyed with the Anti-Air/other Tanks, so don't worry. Also, leave the meteors alone. They will aid in slowing down Tabitha. On day 3, Will will arrive and becomes the CO for the battle, and he brings along a crapton of units, making this more of a fair fight. What you need to do is have your Bombers destroy the meteors so your ground troops can reach the factory in the center of the map. Have an Infantry or Mech get in a T Copter and bring it over there. Capture it immediately! Have the remaining Infantry and Mechs capture properties near your HQ. There's a second factory across a plasma wall that Tabitha will be gunning for once you get going. If you're lucky, you can prevent her from getting it. If you can bring your Rockets to the factory, or can build one from the factory once captured, before Tabitha begins capturing the other factory, then the battle is won. Just kill the Infantry/Mech/Bike with your Rockets. More likely then not, she will capture that factory. If this happens, you will need to capture it yourself before she puts it to good use. As mentioned, position a Rockets or two so you can bombard whatever she produces out of the factory. Tabitha has six War Tanks coming your way, several Bombers, and two Fighters. Make a Fighter of your own, two Anti- Tanks, and a couple of Md Tanks, and keep your Rockets protected. You need to push forward to the factory, and that means destroying those War Tanks. Destroying them all isn't necessary--four severely weakened War Tanks is a lot less threatening than two destroyed ones and two at full health! Once the War Tanks and aerial units are cleared out, capture the factory for yourself. At this point, keep massing an army and capture Tabitha's cities as you push yourself eastward. Bombers and Tanks, with a Fighters to keep her aerial units at bay, are the way to go. As you enter her main base, Tabitha will likely put herself into a unit if she hasn't already. Destroy that unit on sight. Do NOT let her get her CO Meter charged, or you will be in serious trouble. Once you get into her base, block her factories and airports if you can. Capture her HQ if you think it would be faster, or continue going for rout. Overall, as soon as you get both factories, you essentially have the mission won. S Rank Notes--Working fast is necessary. Don't waste time making an offensive--as soon as the first factory is yours, push to the second one. Maybe give yourself time to make an Anti-Tank, but you need to capture the second factory as quickly as possible to end this mission sooner. Don't build an insane amount of units either. That should be obvious by now. And yes, I got 299 points on my first try. Very saddening. Hopefully you can S Rank this with well over 300 points if you play well. =============== ~~C26-Sunrise~~ =============== Time Limit--4 Days CO--Will Enemy CO--Caulder Terms--Destroy all five laser cannons or rout enemy Starting Units--6 Infantry, Md Tank, 2 War Tanks, Anti-Air, Rockets, Missiles, Anti-Tank, Fighter, Bomber Enemy Units--2 Tanks, 2 Md Tanks, 4 War Tanks, Artillery, B Copter I have two strategies. A day by day guide that is nearly flawless that will achieve an S Rank in swift time, and a method for routing for those who want a challenge. And I'll admit, routing is quite difficult. Here's the day by day guide if you want to get this damn mission over and done with (or if you want a brainless method for doing it nine more times to get all the Nests Destroyed medals). This method was created by SkyN3t: Note: The Western Base refers to the units and buildings in the middle and left side of the map. The Southern Base refers to the units and buildings on the southern portion of the map and the eastern part. Also, incase you aren't good with cardinal directions, North is up, South is down, West is left, and East is right. Midway through I combine them into Western Base and Southern Base. It shouldn't make it any harder to follow. Day 1- ~Western Base~ Have left Infantry move 3E and start capturing the Factory Have right Infantry move 2E 1S and start capturing the Com Tower Move War Tank with Will 4N Move Rockets 4N Build War Tank at northernmost Factory Move Anti-Air 2S 2W ~Southern Base~ West Forces: Move left Infantry 2E 1S and start capturing the Airport Move right Infantry 1E 1N and start capturing the Com Tower Move Md Tank 3N 1W Move Missiles 2W 2N Move Fighter 9E East Forces: Move southern Infantry 2E 1N and start capturing the Com Tower Move northern Infantry 1N 2E and start capturing the Airport Move War Tank 3N 1E Move Anti-Tank 1W 1N Move Bomber 7N Day 2- Finish capturing all properties! ~Western Base~ Have Rockets shoot at the far west laser Have Will (I will refer to the War Tank he's in as "Will") destroy the western laser Move the 7 HP War Tank 1N 3E Move Anti-Air 6E Move Md Tank 4E Move Missiles 1S 3E Build nothing (Note that the Missiles and Md Tank were part of the Southern Base, West Forces from the previous day. There's no other actions for the South Base- West Forces for this day) ~Southern Base~ East Forces: Save here Move Anti-Tank 4N Move War Tank 3N and attack enemy War Tank Move Fighter 9N and attack enemy Fighter Move Bomber 2N and attack enemy War Tank Day 3- ~Western Base~ Southern Forces: Move the Infantry on the Airport 1N 1E and start capturing the Factory Move the Infantry on the Com Tower 1N 1E and start capturing the City Northern Forces: Move Missiles 3E Move Md Tank 2E Move Will 1S and annihilate the enemy Md Tank Move the Anti-Air 3E Move War Tank 3E 1S Move Rockets 2E 2S Move Infantry on the Factory 2E 1S and start capturing the Airport Move Infantry on the Com Tower 2S 1W and start capturing the City Build a Bomber at the southern Airport ~Southern Base~ Eastern Forces: Move Bomber up north 4E 2N and attack the far east laser Move War Tank 1N Move Anti-Tank 4N Move Fighter 2S 1E and kill enemy B Copter Move Infantry on the Airport 2W and start capturing the Factory Move Infantry on the Com Tower 1S 1W and start capturing the City At the nearby Airport, build a Fighter Day 4- Finish/Continue capturing! ~Western Base~ Move Will 3E and kill enemy Missiles Move Rockets 3E Move the Bomber you built last turn 7N Move War Tank 4N and attack enemy Tank Move Md Tank 5N Move Anti-Air 3N Build a Bomber at southern Airport ~Southern Base~ Have Bomber destroy far east laser Move War Tank 2W 1N Move wounded Fighter 6W 3S (Fighter is now part of Western Base) Move Anti-Tank 1W Move newly created Fighter 2W 7N and destroy enemy B Copter Day 5- Finish capturing! Have ALL remaining Infantries capture any neutral property available. It doesn't matter what it is at this point. ~Western Base~ Move Will 1S 2E 1N and kill the enemy Rockets Save here. Using the 7 HP War Tank, move it 1E 2N and kill the enemy Artillery. If you don't, reload and try again. If the War Tank has less than 7 HP, attack the Artillery and use the Anti-Air to finish it off Have 7 HP Bomber move 3N 2E Have newly built Bomber move 7N Make Md Tank destroy enemy Tank (ignore this if the Md Tank has been killed for some reason) Have Rockets attack enemy War Tank Move Missiles 1N Build a Bomber in Airport closest to center lasers ~Southern Base~ Have your War Tank destroy the enemy War Tank (or severely weaken if it can't kill it) Move Anti-Tank 2N Move full HP Fighter 1W 1N and kill enemy Duster (this should make the CO Meter full) Move 2 HP Bomber that destroyed a laser earlier 3W 2S 1W Build Anti-Air in far east Factory (move Infantry off of it if you haven't done so already) Day 6- Finish/Continue capturing! ~Western Base~ Use your CO Power Rockets attack enemy War Tank Bomber at Airport moves 6N and kills enemy War Tank Move 7 HP Bomber 1E 3N and attack left laser Move 7 HP War Tank 1E 1N and attack center laser Move 1 HP War Tank 4N and join with 7 HP War Tank Move full HP Bomber 3N 2E Build another Bomber at Airport close to lasers ~Southern Base~ Make the Fighter attack enemy Seaplane Have the wounded Bomber that's 1S of Seaplane join with any other wounded Bomber Move wounded Fighter 4E 4N and kill enemy Seaplane Have Anti-Tank attack right laser Day 7- ~Western Base~ Move Will 2N 2E and destroy right laser Have War Tank destroy center laser Have Bomber (or retreat it if it's too weak and substitute a stronger unit) destroy the final laser There you go! An easy S-Rank for you! Just so you know, the main factor here is when Caulder joins his wounded War Tanks together. Their positions can slightly alter the results of Days 5 and 6. Just improvise a bit--at that point, you should be insanely close to winning anyways. Also, day 3 can be skewed if the enemy Fighter attacks your Fighter and not your Bomber, making it impossible to kill the B Copter. Other then these, just improvise a little if something goes differently. Going for rout? You're insane, but it's somewhat doable. As it is obvious, you're going to want to capture almost every building in your area as quickly as possible, and you want to prevent Caulder from getting any more properties. Yes, keeping it around 35 buildings to his 12 is the best way to finish this mission. Remember that The Nest creates two units each day unless one of Caulder's units is on the spawning spot. Another problem are the mortars, which will drive you crazy during rout. They fire alternately each turn, going for the spot where it can cause the most monetary damage. The lasers fire somewhat randomly. I think it's predetermined which lasers fire on which turns, but I'm not sure. In any case, try to stay out of their line of fire as much as possible. With an insane income, you can easily overwhelm Caulder's forces and go for his factories if you stay out of mortar range before invasion bursts. Keep several units near The Nest's spawn points to injure/destroy anything that appears. Rockets, Tanks, and Missiles are needed to destroy the variety of units that are made. Be careful of the unit Caulder puts himself in (usually a Fighter if you are Bomber spamming). Keep Anti-Airs handy to scare Caulder into a corner of the map, and keep him there as you demolish and capture his main base. Do so quickly! The longer the battle goes on, the stronger Caulder is able to become, and eventually he will be far too hard to rout. S Rank Notes--Follow the day by day guide and you should easily turn up an S Rank. I don't think an S Rank is possible by rout. The best I can do is a B Rank through rout, so I doubt it being possible. --------------- ~4B.Trial Maps~ --------------- You will unlock several Trial Maps as you progress through the campaign. Trial Maps are a way of testing your skill, and are completely optional. Maps you don't unlock from the campaign are unlocked by beating other Trial Maps. For instance, you won't unlock T20 from the campaign. To unlock most Trial Maps, like that one, you will need to beat a Trial Map adjacent to it. In the T20 example, you'll need to beat T13, T19, T21, or T27 to unlock it. There are 38 Trial Maps, filling all of the empty spaces on the campaign map. Trial Maps are like War Room maps of old. All you have to do is rout the enemy or capture their HQ. There's no tri