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Advance Wars Dual Strike FAQ/Walkthrough

by MJEmirzian

Advance Wars DS Guide
Version 9 - 9/21/05

By Matthew Emirzian ([email protected])

Sections:

1.	Introduction

2a. War Room Briefing

2b. War Room Walkthrough

3a. Survival Mode Briefing

3b. Money Survival Walkthrough

3c. Turn Limit Survival Walkthrough

3d. Timed Survival Walkthrough

4. Campaign Briefing

5. Campaign Walkthrough

6. Hard Campaign Briefing

7. Hard Campaign Walkthrough

---------------------------------------

1.	Introduction

Welcome to my Advance Wars DS guide.  Unlike my previous guides, I'm 
not going to spend a lot of effort on technical details.  Please see 
previous or other AW guides/FAQs for those details.

AW DS Notes:

The AI is no longer very interested in your APCs, and will often ignore 
them unless it considers them an actual threat.

The AI is now affected by fog of war.  However, if it sees your unit, 
it will be able to chase it even if you leave the CPU field of vision.

The AI is smarter overall, and will position its units in a way that 
you will be in a tight spot unless you think ahead.  Although APCs 
rarely work, the AI is usually willing to go for bait of some kind if 
it looks tempting enough.

The AI will use its CO power if it's just at the power level to launch 
it and not much more.  If it starts with the CO meter further towards 
its super CO power, it will usually hold off.  In some missions, the AI 
is programmed to wait until it can use a Tag CO power.


MJ's High Scores:

NC - 28 missions, score of 300 on each mission
HC - 28 missions, score of 300 on each mission
Money Survival - Colin/Hachi - 69880G, complete
Turn Survival - Hachi/Chakka - 39 turns ended (99/28), complete
Time Survival - 
War Room - 
Combat - All modes clear

2a. War Room Briefing

War Room is bigger and badder than ever.  It's absolutely massive, in 
fact.  It will take quite some time to clear every map with a perfect 
score.

2b. War Room Walkthrough


3a. Survival Mode Briefing

Survival mode is a series of small, fun puzzle-type maps in sequence.  
Figuring them out within the limits of the course and getting through 
to the end is very rewarding in terms of exp and points.  The basic and 
champion courses of each mode are basically the same thing, except in 
champion you have the capability of clearing the missions 3 times over.

I recommend beginners start with turn limit survival, as it's the 
easiest and most lenient mode.

3b. Money Survival Walkthrough

Money survival is fun.  Clearly you want a CO pair and force ranks that 
reduce the cost of your units.  Colin is perfect, since his super CO 
power will give his units unsurpassable strength due to his large cache 
of funds.  Hachi is also a stellar choice with his 50% deployment costs 
when using his CO/super CO power, plus his city-deployment abilities.  
Note that there is NO way to increase the amount of funds you have in 
this mode - no properties, combining units, CO powers, force ranks, 
nothing!  The fund-reduction force ranks do work, of course.

If you can take a hint, the guys who can get the job done on a 
shoestring are Colin and Hachi.  With the right strategy, they can get 
money survival completed in a miserly pinch that would make Scrooge 
blush.  They can complete the entire course in a little over 100,000G, 
making them viable to complete the champion money course up to 6 times 
over before running dry.  Cha-ching!

Money Survival 1	1340G
Money Survival 2	4440G
Money Survival 3	8440G
Money Survival 4	2960G
Money Survival 5	0G
Money Survival 6	1340G
Money Survival 7	8140G
Money Survival 8	1850G
Money Survival 9	2590G
Money Survival 10	20650G
Money Survival 11	18130G

1340+4440+8440+2960+1340+8140+1850+2590+20650+18130

Total - 69880G (3342 points)


Difficulty: ***** 1/2
CO: Colin/Hachi
Force Ranks: 

Colin - Funds 1, Funds 2, Direct Attack 2, Indirect Attack 2
Hachi - Funds 1, Funds 2, Indirect Attack 1, Indirect Attack 2

Money Survival 1
Difficulty: *
Time Limit: 6
Technique Limit: 1
Power Requirement: 1
Money Spent - 1340G

Build two infantry and drop silos on the neotanks, then finish them off 
with your midtank.  If you want to build up Hachi's CO power for the 
next mission, follow the scrooge strategy.

Scrooge strategy - Start out with Colin and build two infantry, then 
switch to Hachi.  Drop a few silos on the neotanks, let your mid tank 
do some damage then get destroyed, then drop more silos, let your 
infantry get damaged enough to raise Hachi's CO power, then finish the 
remaining neotank off.

If you're playing champion survival, Hachi should have a CO power ready 
from mission 11, so you only need to build one infantry.

Money Survival 2
Difficulty: *
Time Limit: 5
Technique Limit: 1
Power Requirement: 1
Money Spent - 5180 (or 4440)

If you've got Hachi's CO power ready, use it.  Build an anti-air on the 
SW factory, and an artillery unit on the SE factory with Colin.  
Destroy the southwest cannon, then move the anti-air out to destroy the 
enemy units.  Switch to Colin for the last turn.

Scrooge strategy - You can finish the mission with two artillery on the 
SW/SE factories.  Free the SW artillery, and the enemy mech should 
start attacking it.  Free the SE artillery, and use them to go after 
the infantry/APC.  Let the infantry do some damage to both of your 
artillery to raise up Hachi's CO meter.  (4440)


Money Survival 3
Difficulty: **
Time Limit: 10
Technique Limit: 0
Power Requirement: 1
Money Spent - 12440 (or 8440)

Create one infantry for capturing towers, then switch to Hachi.  Build 
up Hachi's CO power by taking damage w/ neotank and tank, then use it 
to build two rocket launchers.  You need to have a Tag CO power ready 
by the end of the mission, so let one of your launchers get blown up 
near the end.  Building up the Tag CO power is easier if you have some 
leftover while running through the champion course.  Switch to Hachi 
for the last turn.

Scrooge strategy - Finish the map with just one infantry, one artillery, 
and one rocket launcher.  This is possible by keeping your neotank 
alive, and backing your inf into a corner to take hits in front of your 
artillery.  (8440)

Money Survival 4
Difficulty: **
Time Limit: 6
Technique Limit: 1
Power Requirement: 1
Money Spent - 2960

Use a Tag CO power and build two recons on the northeast and southeast 
cities with Hachi.  Move the two recons onto the westmost enemy 
factories.  On day two, destroy the lone enemy infantry with Colin.


Money Survival 5
Difficulty: **
Time Limit: 6
Technique Limit: 1
Power Requirement: 1
Money Spent - 0

Switch to Hachi for this mission.  Move the rocket launcher on the 
right to the left side, and gather around to nail the megatank as it 
approaches.  Keep attacking it until both of your COs meters are fairly 
full (but don't let Rachel use her Super CO power).  When the megatank 
is at the top pipe segment, and Rachel's SCOP is almost active, put 
your railrunner out to be destroyed, then nail the megatank on the next 
turn.  Switch to Colin for the last turn.


Money Survival 6
Difficulty: ****
Time Limit: 8
Technique Limit: 0
Power Requirement: 1
Money Spent - 1340

I am going to dub this the 'pied piper' strategy.  Create two infantry 
with Colin.  Move one infantry north to lure the megatanks away, and 
move one infantry south to hide until the tanks have chased the north 
infantry out into the field.  Once the coast is clear, move the south 
infantry towards enemy HQ - the megatanks will run out of gas before 
they can reach a city for refueling.  Switch to Hachi for the last turn.

Scrooge strategy - Finish the map with just two infantry.  (1340G)

Money Survival 7
Difficulty: **
Time Limit: 10
Technique Limit: 1
Power Requirement: 2
Money Spent - 8140

Use Hachi's CO power and build a bomber.  Surround it by infantry while 
taking the pipe out, then clog the pipe space up with infantry.  Wait 
until all planes run out of fuel, refuel the bomber, then send it north 
to clear out the north enemy tanks.  Move your remaining infantry up 
and around to capture enemy HQ.  End the mission with Hachi.

Money Survival 8
Difficulty: **
Time Limit: 5
Technique Limit: 1
Power Requirement: 1
Money Spent - 4600 (or 1850)

Use Hachi's CO power and build infantry from all factories, then switch 
to Colin and build 2 more infantry from the southmost factories.  Move 
the inf as close as possible, then use Colin's Super CO power and 
destroy just about everything.  Switch to Hachi and go for a HQ capture 
while suiciding enough infantry on the newly built enemy tank to build 
up Hachi's CO meter again.

Scrooge strategy - Build only 5 infantry with Hachi's CO power, then 
use Hachi to capture enemy HQ without using Colin's SCO power.  You can 
use Colin's SCO power on the next mission.

Money Survival 9
Difficulty: ***
Time Limit: 13
Technique Limit: 1
Power Requirement: 2
Money Spent - ~6400 (or 2590)

Use Hachi's CO power and deploy two inf and a t-copter, then switch to 
Colin and build another inf.  Load an inf into the t-copter then block 
the road to Grit's HQ with it, while using the other two infantry to 
drop missiles on Grits forces.  Once enough damage has been done, drop 
the inf off to capture Grit's HQ.  Move the t-copter back to the 
airport to repair, then head to Olaf's HQ for a blockade/capture.

Scrooge strategy - Use just two inf and one t-copter - take care of 
Olaf first, capture towers, then drop missiles on Grit and move 
infantry in w/ Colin's SCO power to eliminate anything left.  Try to 
build up Hachi's CO power as much as possible for the next mission.  

Money Survival 10
Difficulty: ****
Time Limit: 7
Technique Limit: 1
Power Requirement: 1
Money Spent - 20650

Use Hachi's CO power, then build two midtanks and a bomber.  Aim to 
stop the enemy infantry from capturing factories (try to keep it from 
capturing more than 2 factories if possible).  You can keep your pipe 
runner alive and non-damaged as long as you work quickly to block enemy 
mechs from reaching it - but you can also just delete it.  Once you've 
killed enough infantry, you may have to bring out an infantry of your 
own to capture enemy properties and stem the tide.  Have a Tag CO power 
ready by the end of the mission.

Money Survival 11
Difficulty: ****
Time Limit: 11
Technique Limit: 1
Power Requirement: 1
Money Spent - 20720 (or 18130)

This is a mean level by any standard, with Grit hauling a sizable army 
towards you.  Use Hachi's CO power and build one rocket launcher, one 
mid tank, two tanks, and a recon.  Hold back the enemy, staying out of 
ranged attacks, until Hachi can build up his SCOP again.  Launch a Tag 
CO attack, build a few more recons/tanks, and rip through anything you 
can - take out at least 2/3 of Grits army.  Get Grit to launch his CO 
attack before you launch your Tag power.  Champion survival - finish 
the mission with Colin, and have Hachi's basic CO power built up.

Scrooge Strategy - Make do with just the mid tank, rocket launcher, two 
tanks, and recon. (18130)

3c. Turn Limit Survival Walkthrough

Turn limit survival is fairly easy.  Most of the maps focus on your 
ability to demolish enemy units as fast as possible, with little threat 
to your own units.  This is in contrast to the other two modes, where 
slip-ups will cost you your head.  Ideal COs are ones that have massive 
attack power, and ones that can move quickly.. same with the types of 
force ranks.  In turn limit survival, a turn is subtracted from your 
limit only when you end your turn.  This means the day you win the map 
does not count against you.. so if you finished the map on day five, 
you would have four turns subtracted from your limit.

       The champion course can be completed 4 times over.  With a 120 
turn limit + 44 end turns, you have 41 turns per set of 11 levels.  Not 
surprisingly, the fastest you can complete each set is 40 turns.  The 
worse beyond 41 turns per set you do, the less turns on average you 
have to complete the rest of the course, since you lose out on end 
turns due to not possibly having enough time to reach those final maps.

Turn Limit Survival 1	4 turns - 87 pts
Turn Limit Survival 2	4 turns - 150 pts
Turn Limit Survival 3	5 turns - 150 pts
Turn Limit Survival 4	2 turns - 150 pts
Turn Limit Survival 5	3 turns - 150 pts
Turn Limit Survival 6	1 turn  - 100 pts
Turn Limit Survival 7	3 turns - 160 pts
Turn Limit Survival 8	5 turns - 150 pts
Turn Limit Survival 9	2 turns - 150 pts
Turn Limit Survival 10	8 turns - 150 pts
Turn Limit Survival 11	2 turns - 150 pts

Total - 39 turns - 1547+710=2257 score (99/28)

Technically the highest score you could ever get on this mode is 11000 
points (4400 map bonus+44*150 finishing score).  Realistically, the top 
is a little less than 10800.

--

Basic Difficulty (39 turns): *****
Champion Difficulty (160 turns): ******
CO Combo: Chakka/Grimm
Force Ranks: 

Chakka - Trans Move+1, Forest Free, Plains Free, Soul of Hachi
Grimm - Direct Attack, Direct Attack 2, Indirect Attack 2, Direct 
Defense 2


Turn Limit Survival 1
Difficulty: **
Time Taken: 4
Technique Limit: 1
Power Requirement: 1

Basically, run your north lander around the north side of the silo, 
while your other units move south to get beat up.  Let your units get 
destroyed to build up Chakka's CO meter to max by day 4.

Turn Limit Survival 2
Difficulty: **
Time Taken: 4
Technique Limit: 1
Power Requirement: 1

With Chakka, use his Super CO power (w/ Soul of Hachi) and build two 
artillery next to the enemy infantry.  Switch to Grimm after building 
the rocket launchers, then blow the infantry away.

Turn Limit Survival 3
Difficulty: ***
Time Taken: 5
Technique Limit: 0
Power Requirement: 1

Use Grimm here.  Leave the enemy infantry alone for the most part, but 
keep them from the missile silo.. they don't run as fast, so it's 
easier to nail them.. the tanks of course will run like hell if you 
give them the chance.  Your black boats will make good bait to lure the 
neotanks into firing range.  Try to get the enemy units to combine, and 
keep repairing your battleships.  You can use a CO or super CO power 
here with Grimm.

Turn Limit Survival 4
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Take out the enemy copters with Grimm's Super CO power on day 2.  If 
Sensei uses his CO power, you will need luck or high power to OHKO his 
copters with yours.

Turn Limit Survival 5
Difficulty: **
Time Taken: 3
Technique Limit: 1
Power Requirement: 1

Hunt around the forests with sea units and destroy with battleships and 
copters.  Make sure to move in and wall the enemy black boats, or 
they'll run away to the corners of the map.  Build up a Tag CO power by 
the end of the mission - you can get it more easily by putting your 
black boats in the line of enemy artillery fire.  Finish the mission 
with Chakka, you need him to start out the Tag power for the next round!

Turn Limit Survival 6
Difficulty: **
Time Taken: 1
Technique Limit: 1
Power Requirement: 1

Use a Tag CO power starting with Chakka to capture in one day.

Turn Limit Survival 7
Difficulty: **
Time Taken: 3
Technique Limit: 1
Power Requirement: 1

Move just out of range of enemy battlecruiser on the first day, then 
second day come in the north and south sides to kill the battlecruisers.  
Use Grimm's Super CO power to wipe the sea clear.

Turn Limit Survival 8
Difficulty: ***
Time Taken: 5
Technique Limit: 1
Power Requirement: 1

Block up the sea passage with your lander, and let your rockets get 
into battleship range to get damaged (better them than your tanks).  Go 
after battleships first, then focus on making enemy units combine for 
less units total to kill.  Use a CO power right around the start of the 
map, then build the meter back up to full.

Turn Limit Survival 9
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Move in and use a Tag Power for great justice.  With plains free, your 
rockets should be able to reach far enough to cause maximum destruction.  
Start the Tag Power with Chakka so your rockets can move into position 
for Grimm's turn.

Turn Limit Survival 10
Difficulty: **
Time Taken: 8
Technique Limit: 1
Power Requirement: 1

Capture the neutral city for some repair funds.  Use your mechs and 
copters to take the neotanks out one at a time and destroy them.  Use 
the black boats as bait to draw the tanks down, and to fill up your CO 
meters.  You have to keep fairly healthy/alive to finish in 8 days.  
Try to get very close to a Tag CO power for the next round.  Finish off 
the last turn with Chakka to help his CO meter out (he should have only 
one star left to fill).

Turn Limit Survival Basic 11
Difficulty: **
Time Taken: 2
Technique Limit: 1
Power Requirement: 1

Hide the anti-airs in the woods and move your fighter north a few 
spaces to lure in the black bombs.  Use a Tag CO power starting with 
Chakka, destroy the black bombs, and charge at the enemy inf/recons 
with Grimm.


3d. Timed Survival Walkthrough

Timed survival is easily the most difficult of the three survival modes.  
The levels are nasty and must be played very precisely just to clear 
them, and the time limit, even when you know what to do, is on the 
tight side.




4. Campaign Briefing

Much of the campaign is fairly easy, and only a real challenge if you 
try to force yourself to finish the maps with unrequired haste.

Jake is a great CO for the first half of the campaign, due to his +1 
indirect range and +1 vehicle movement bonus in his CO power.  Since 
the computer AI never considers your CO abilities, it's easy to bring 
the enemy into a position it thinks is 'just' out of range of your 
attacks, then use Ryo's CO power for that extra attack range to nail 
'em with indirects.



5. Campaign Walkthrough

Mission 01 - 
Difficulty: *
Time Limit: 3
Technique Limit: 1
Power Requirement: 1

If you can't figure this one out, you might not have any hope. ;)


Mission 02 - 
Difficulty: *
Time Limit: 4
Technique Limit: 1
Power Requirement: 1

Nail tanks with artillery, finish last one off with your tank.


Mission 03 - 
Difficulty: **
Time Limit: 5
Technique Limit: 1
Power Requirement: 1

Load the t-copter for enemy HQ, and spread your copters out so the 
missile only nails 1-2 of them.  Take out tanks with your copters, 
capture HQ.


Mission 04 - 
Difficulty: *
Time Limit: 2
Technique Limit: 1
Power Requirement: 1

Hmmm!  I doubt anyone is going to run out of time on this one. ;)


Mission 05 - 
Difficulty: **
Time Limit: 7
Technique Limit: 1
Power Requirement: 1
CO: Rachel
Force Ranks: Use Force Ranks for cost, direct attack power, and direct 
attack defense.

Build up a small force of tanks and an artillery unit to the north.  
Use the city east of your HQ to handle the mid tank and keep healthy.  
Punch through and take out the rest before they run.

Mission 06 - 
Difficulty: *
Time Limit: 3
Technique Limit: 1
Power Requirement: 1

It's a bit tricky to finish in 3 days, but a 4-5 finish will also grant 
a perfect score.  Use AI weaknesses to your advantage and the strength 
of your units.

Mission 07 - 
Difficulty: **
Time Limit: 5
Technique Limit: 1
Power Requirement: 1

Nothing in particular here, you can capture by 6 or kill by 5.


Mission 08 - 
Difficulty: ***
Time Limit: 12
Technique Limit: 2-3
Power Requirement: 2
CO: Colin
Force Ranks: Use Force Ranks for cost, attack power, defense, Sami 
March, etc.

Force Rank Shortcut: Use Field Free, Forest Free + direct attack power 
to blitz enemy HQ with a recon followed by tanks.  Can be done in 8 
days.

Work your way through the map, capturing as much as possible and 
getting out the usual mix of melee and one or two ranged.  Capturing 
the airport and bringing bombers out will help wrap the level up.  The 
BH duo will launch their tag power, try to block them off at 
chokepoints so they end up wasting it.


Mission 09 - 
Difficulty: ***
Time Limit: 6
Technique Limit: 1-2
Power Requirement: 2
CO: Jake/Max
Force Ranks: Storm Star, attack+defense, support, etc.


Send all but one of your fighters up, keep one below to take out the 
two copters, then send it up as well.  Move your bombers and infantry 
out to capture and kill until the coast is clear for a move in.  Build 
another bomber and a tank to help with the HQ invasion.  When you're 
ready, unleash a tag CO attack to decimate the enemy and pop the 
crystal in one hit.

Mission 10 - 
Difficulty: **
Time Limit: 5
Technique Limit: 2
Power Requirement: 1
CO: Jake/Max (or either one alone)
Force Ranks: Attack+defense, support, City Star, etc.

Make sure to capture the city east of your HQ to reach the black boat 
level.

Send a lander with infantry and anti-air for HQ capture.  Send your 
remaining forces east to engage with the enemy.

Mission 11 - 
Difficulty: ****
Time Limit: 6
Technique Limit: 2
Power Requirement: 3
CO: Jake/Colin and Rachel/Max
Force Ranks: 

Orange Star - ranged attack power, FOW Sight +1, Forest Free
Blue Moon - ranged attack power/Marine Star/cost

The basic goal is to head north with OS to base capture, and manage to 
kill 3 units in one day before you finish capturing for the power score.  
They should crowd up below OS on day 6 (don't let them use their tag 
power!) - blast them for the power score then finish capturing.  With 
BM, just lay low, take out the enemy sub, and position a battleship to 
defend OS HQ.

Alternately, you can try to take them head on, which is tougher.  Make 
sure you head north to stop BH from capturing the neutral factories and 
making the mission hell.

Mission 12 - 
Difficulty: ***
Time Limit: 9
Technique Limit: 3
Power Requirement: 2
CO: Rachel/Max
Force Ranks: cost/attack power/defense

With Rachel, send the anti-air up to Max, build mechs/infantry to flood 
eastward, build a recon to move around the bridge and nail the infantry 
running north, and build a second anti-air to send to Max.  Capture the 
first factory with your mechs/infantry, then crank out a mid-tank 
followed by more tanks for an elimination win.  With Max, bait the 
copters with your ground units so that your anti-airs can destroy them.  
Once the copters are down, use Max's super CO power and take out the 
mechs.. then you can use a tag CO power on the bottom to finish Grimm 
off.

Mission 13 - 
Difficulty: ****
Time Limit: 9
Technique Limit: 3
Power Requirement: 2
CO: Whoever and Colin/Jake
Force Ranks: Winter Star/Plain Free/attack/defense

Make sure to capture the city in the northeast corner to reach the 
black bomb level.

Allow the infantry on the OS island to capture the factory - you can 
divert the enemy's resources into building units there, and take some 
heat off BM.  With BM, get out two infantry then follow up with recon 
and tank harassment.  Just keep limiting their captures and bringing 
out more units, and you'll quickly overwhelm them.

Mission 14 - 
Difficulty: ***
Time Limit: 6
Technique Limit: 2
Power Requirement: 2
CO: Grimm/Jake/whoever
Force Ranks: attack/defense/support

This is a fun level where you get to blow the crap out of BH with some 
appropriated black bombs.  Send your forces north to meet with Lash, 
while freeing the black bombs to go out and cause hell.  You'll need to 
use all 6 bombs effectively to finish the map in 6 days.  The first two 
bombs should go up to the frontmost enemies, then the remaining four 
against the rest of the enemies (ranged units, etc.) that will tend to 
hide in the back corner.

Mission 15 - vs. Jess/Grimm
Difficulty: ****
Time Limit: 7
Technique Limit: 2
Power Requirement: 2
CO: Grimm/Jake/whoever
Force Ranks: FOW sight +1, Forest Free, attack/defense

Grimm, as you'll soon find out, is nearly invincible with towers in his 
possession.  Make haste to capture the possessed towers on the sides of 
the map.  Use mechs and ranged units skillfully to nail Grimm as he 
charges north.  Send a mech out to capture HQ once his units are too 
far away to bother running back to attack it.  With OS, capture 
properties and keep the bottleneck well blockaded.  Target the 
artillery first, watch out for wily enemy infantry, and keep an eye on 
the enemy CO meter.


Mission 16 - 
Difficulty: ***
Time Limit: 6
Technique Limit: 2
Power Requirement: 3
CO: indirect/ground force COs
Force Ranks: Plains Free, attack/defense

It's easiest to complete this map by charging west towards the cannons, 
while picking off just enough enemy units for the power score.  Pick 
off the infantry headed for the silo, and make sure to capture the city 
on the southeast island for the rail map level.

Mission 17 - 
Difficulty: ****
Time Limit: 12
Technique Limit: 5
Power Requirement: 3
CO: well balanced COs for ground, indirect, and air forces (Colin/Jake 
is a good bet)
Force Ranks: Plains Free, attack/defense, cost reduction

This is a heavy war-room style level with plenty going on.  While 
you're supposed to capture 14 properties, it's much more feasible to 
just grab the HQ.  Start out with tanks and some indirects, moving 
northward towards the airport.  Capture properties, blockade the enemy, 
and divide your forces to handle them coming from all fronts.  The rail 
rider is a pain, make sure it doesn't get itself in a cozy spot to 
blast your units.  Once you start to dominate the map, the majority of 
enemy forces will be infantry, mechs, and tanks coming the long way 
around from the enemy HQ.  Build some air units and some stronger 
ground units to bust up north to capture enemy HQ.

Mission 18 - 
Difficulty: ****
Time Limit: 10
Technique Limit: 3
Power Requirement: 3
CO: on top - Max, on bottom - Grimm
Force Ranks: Sea Star, attack/defense, funds reduction

Send three jets up to Max, and keep one on bottom to handle the enemy 
copters/jet.  Send your units east to engage with the enemy, taking out 
as much as you can while waiting for Max to clear out the top of the 
map.  Capture all the towers you can.. you will be practically 
invincible once you have got enough.  Crank out some bombers as the map 
wears on, and free the battle cruisers to unload their stealth fighters.  
Combine the slightly damaged battle cruisers for a quick boost in funds.  
Have your bombers in position to start nailing the cannons as soon as 
they're vulnerable.  Hint: when your CO ally finishes up on the top of 
the map, they will come down with the same amount of CO power as your 
CO on the bottom.  So have a full meter when they arrive, and you can 
pull off a Tag Power to wipe the cannons off the map.

Mission 19 - 
Difficulty: ****
Time Limit: 6
Technique Limit: 2
Power Requirement: 2
CO: OS - strong direct attack based COs, BM - ranged attack based COs
Force Ranks: FOW Sight+1, Plains Free, Forest Free, attack/defense

Time for a crush rush against Candle in this map.  Charge your units 
eastward and demolish everything in sight (note - this is more 
difficult than it sounds).  The OS team is more important, since it has 
the firepower to handle the neotanks hanging around enemy HQ.

Mission 20 - 
Difficulty: ****
Time Limit: 6
Technique Limit: 2
Power Requirement: 2
CO: Max/Jake
Force Ranks: Desert Star, attack/support bonuses

Carefully weave your units northeast to capture HQ.  Send most units to 
the two pipe segments to bust through, and a few into the bottleneck to 
lure out the slime.  You prob won't be able to kill it in one round, so 
expect to lose at least one unit.  If you make more than one or two 
mistakes, your technique score will suffer.

Mission 21 - 
Difficulty: ****
Time Limit: 3
Technique Limit: 2
Power Requirement: 3
CO: Max/Jess
Force Ranks: attack bonuses

First day, bust up all three crystals in front (left with megatank, 
middle with stealth bomber, right with bomber), and send a very small 
force south to use the silos.  Drop on the enemies on day two with 
silos and destroy the middle crystal.  Day three, use a Tag CO power 
and nail the last two crystals (left with megatank, right with bomber).  
The strategy involves keeping your bombers and megatank healthy above 
your other units.. don't let them get too dinged up and you'll be fine.

Mission 22 - 
Difficulty: **** 1/2
Time Limit: 10
Technique Limit: 4
Power Requirement: 5
CO: OS - Jake/Rachel, BM - Hawke/Max, GE - Colin/Sasha
Force Ranks: attack/support, cost down
In this second 'boss map', you'll be facing off against a giant crystal, 
a satellite laser, a giant cannon, and a whole mess of enemy units.

OS will be the workhorse that does most of the heavy fighting, 
eventually using a Tag CO power to bust into BH territory, kill enough 
for the power score, then nail the crystal.  Build infantry to capture 
nearby cities, then send them west to the missile silos.  To handle the 
megatank, build inexpensive recons to suicide on it so that it runs out 
of ammo, then pound it with your directs.  Get out an anti-air unit to 
fend off the black bomb.  Take out the amoeba and other enemy forces as 
they approach.  Crank out tanks, bombers, and copters for the final 
push into BH territory.

BM basically just has to fend off the enemy and reach the silo on the 
island.  Fending off the mid tank is easy enough with the tank and 
artillery unit you're given (as long as you don't trigger a Tag CO 
power before the mid-tank is down).  With the rest of the money, you 
can build neotanks to load into the lander and drop off to wreck mayhem 
on BH shores.

GE has to play hit and run for the most part, although if you're good 
you can dominate and cut off the southeast territory by sitting on the 
properties.  Get out a rocket launcher to handle the giant cannon, and 
bring out mostly anti-air and copter units.  Bombers and tanks later in 
the map will help to keep BH firmly in check.

You absolutely don't want the satellite laser firing on your units, so 
don't waste too much time.  The more missiles you hit the satellite 
with, the more time you are given before the first strike.  In this way, 
it's fairly easy to finish the thing off with 35+ minutes left on the 
clock and no laser shots fired.

The enemy Tag CO power is a huge pain, but you just have to put up with 
it.  It's best to just withdraw units as safely as possible when you 
know it's coming, so they at least waste one turn just trying to reach 
your units.

Mission 23 - 
Difficulty: ****
Time Limit: 6
Technique Limit: 2
Power Requirement: 2
CO: OS - whoever, BM - Eagle/Grit, GE - Jess/Max
Force Ranks: attack/support, cost down

Use OS to hit up the missile silos.  Break into the pipes slightly with 
BM and GE, keeping damage to a minimum by putting sacrificable units up 
front and not getting into cannon range unless necessary.  Don't let BH 
pull off their Tag CO power on day 4, or you will be screwed.  With 
Eagle and Jess's CO powers, you should be able to clean house on day 5, 
and not let BH pull off their power.

Mission 24 - 
Difficulty: ****
Time Limit: 7
Technique Limit: 4-5
Power Requirement: 4-5
CO: OS - Max/Eagle, BM - Jake/Sami
Force Ranks: Field Free, Forest Free, cost down, Rain Star, FOW Sight+1

The basic strategy here is to plow through all land opposition to lay a 
Tag CO capture on enemy HQ.  The stupid CPU is affected by its own rain 
FOW.. feel free to take advantage of that.

With OS, focus on capturing nearby properties.  Keep your sea units 
around your port to be resupplied and healed when the tsunami hits.  
Engage with enemy sea units when they show up.  Proceed northeast to 
assist BM with their push to enemy HQ.  You don't have to bother with 
the east peninsula properties, but at least stop BH from capturing it.

With BM, kill everything within your space by day two.  Weather the 
tsunami, recover from it, capture properties, and build bombers/copters 
to assist in the HQ push.  Start to break out of the forest and head 
towards enemy HQ with an APC+infantry.  Once you've gotten close enough, 
unleash a Tag CO power and one-day capture enemy HQ with Sami.

Mission 25 - 
Difficulty: ****
Time Limit: 11
Technique Limit: 2-3
Power Requirement: 4-5
CO: Grit/Eagle
Force Ranks: attack/defense/support

Why survive for 18 days when you can kick ass instead?  Send all anti-
airs, the missile launcher, and both copters up to Eagle.  Proceed to 
blow up everything in range with Grit while capturing properties.  With 
Eagle, carefully dismantle Kanbei's units, using copters, mechs, and 
anti-airs (in that order) to take out the neotank.  Work around the 
volcano spots, transport mechs at the neotank, and send anti-airs to 
the back to take out the mechs and rocket launcher.

By day 8 you should have taken Kanbei out, and ready to do a Tag CO 
power on BH forces.  Build some bombers, tanks, artillery, etc.  Move 
your ranged units northeast to kill the remaining enemies and the 
amoeba.

Mission 26 - 
Difficulty: ****
Time Limit: 6
Technique Limit: 4-5
Power Requirement: 4-5
CO: OS - Jake/Grit, BM - Eagle/Max
Force Ranks: attack/defense/support, Forest Free

Send OS east to handle the NE factory and SE tower & factory.  Send BM 
southwest to handle the SW tower, and west to the NW tower/factory.  
After OS finishes, send the units NW to assist BM.  Pick off anything 
coming out of the factories and stop them up.  Build tanks/anti-air to 
assist in clogging up factories/capturing the towers.

Mission 27 - 
Difficulty: **** 1/2
Time Limit: 5
Technique Limit: 3-4
Power Requirement: 4-5
CO: OS - Jake/Max, BM - Grimm, OS - Eagle
Force Ranks: OS - Forest Free, cost down, CO power boost, tower boost
BM, OS - attack/defense

OS - Advance carefully so that Bolt can't do too much damage to you.  
Destroy his bomber if you can.  His air units are unpredictable, so 
Eagle's role in the centre fight is at your discretion.  Take enough 
damage to be able to launch a Tag CO attack by day 4 (switch between 
Jake/Max to balance meters).  If you can pull that off, Bolt is dead 
meat, and you can send a neotank right up to finish off the crystal.  
If you can't do that, just try to survive Bolt's CO power, use your Tag 
power after, and get enemies weak enough for Eagle's copters to kill 
for a power score, and have Eagle bomb the crystal for the finish.

BM - You need to keep Bolt from using his CO Power on day 4, so avoid 
destroying his sea units until day 5.  This will give you some leeway 
to destroy more of his air and ground units in the centre column.  Take 
out the southwest cannon, that's about it.  Feel free to use the 
battlecruiser as bait, since it's pretty useless.

GE - Be careful with enemy AA, fighters, and missile launcher.  Bring 
the stealth up and around to destroy the crystal.  The power score is 
judged by the team that 'completes' the mission, so either GE or OS 
needs a good kill ratio.. if you intend to finish the mission with a GE 
bomber, you have to kill 4-5 enemies in one turn with GE.  This is easy 
enough with a bunch of copters and Eagle's CO power.  It's best to bait 
out the enemy fighter with an exposed copter, then nail it.

Mission 28 - 
Difficulty: ***
Time Limit: 15
Technique Limit: 3-4
Power Requirement: 4-5
CO: Jake/Eagle
Force Ranks: Jake - Field Free, Forest Free, tower boost, attack
		 Eagle - attack/defense, tower boost, CO power boost

Quickly send recons out south to stop BH infantry from capturing 
properties, while claiming your nearby properties.  Send t-copters to 
start claiming the bottom properties.  Send a neotank and rocket 
launcher to help Eagle clear the top.  Once Eagle is in the clear, and 
you have plenty of properties & forces, head north to punish the blobs.  
A recon/copter flood is the best way to handle the amoebas.  BH won't 
have much funds to make units with, so you can easily stop up (or take 
over!) the factories.

6. Hard Campaign Briefing

Hard campaign is actually a walk in the park compared to previous 
Advance Wars games.  If you're a decent player, you're not going to 
have much trouble at least passing it.

Before you start Hard Campaign, I recommend you unlock most of the COs 
that are available for it.  This is best done through playing War Room 
and Survival maps for funds needed to unlock.  It isn't really 
necessary, but you should have at least Sami, Kanbei, Grimm, Hachi, and 
Grit unlocked.. Colin comes by default, so np there.  It helps if you 
have them up at a decent rank for force ranks, but once again not 
necessary.

There are a couple of essential COs that make the levels as painless 
and easy as possible.  The CO combo of Colin and Sami is almost always 
perfect for any war room style HQ capture map, many of which come up 
early on on the hard campaign.  Colin's cheap units allow him to get 
off the ground quickly and with force, then once their Tag Power is 
available, Sami can easily one-day capture enemy HQ from 11-13 spaces 
away.  Kanbei and Grimm are perfect where brute strength is required.. 
these guys with force ranks are OHKO kings that can tear most 
predeployed maps apart.  Grit is essential for a lot of maps where 
extra ranged indirects will allow you the easiest time in nailing a 
perfect score.


7. Hard Campaign Walkthrough

Mission H1 - 
Difficulty: ***
Time Limit: 6
Technique Limit: 1-2
Power Requirement: 2
CO: Sami or Sensei
Force Ranks: capture bonus, transmove, attack/defense, city star

Start capturing properties, hold up the mid tanks with mechs, and bring 
out tanks.  Keep the enemy from capturing anything, block up factories, 
and go for a HQ capture.

Mission H2 - 
Difficulty: **
Time Limit: 5
Technique Limit: 1
Power Requirement: 2
CO: Grit
Force Ranks: indirect attack, city star

Fire on the mechs on the top group first, attack the bottom group with 
your neotank and tank.

Mission H3 - 
Difficulty: ***
Time Limit: 4
Technique Limit: 1
Power Requirement: 2
CO: Sensei
Force Ranks: 

Charge south with copters and t-copter, demolish everything in sight, 
and HQ capture.  Keep put with your ranged/mechs at your HQ.

Mission H4 - 
Difficulty: *
Time Limit: 2
Technique Limit: 1
Power Requirement: 2
CO: Kanbei
Force Ranks: plains free, blow stuff up

Come in and make a mess, blow everything up, woohoo!

Mission H5 - 
Difficulty: ****
Time Limit: 10
Technique Limit: 4
Power Requirement: 2
CO: Colin/Sami
Force Ranks: Colin - cost reduction Sami - transmove, forest free, 
capture speed

In this map you can either go the long way and capture enemy 
properties/airport below for a crushing victory, or take the shortcut 
and get just close enough to enemy HQ to do a Sami one-day capture.  
Starting out, move your first tank and artillery east to handle enemy 
opposition there.  Build another tank, two anti-airs, artillery, recons, 
infantry, etc.  Head north with your mechs and newly built units to 
stop the enemy tank and anti-air from crossing the bridge, while 
nabbing the north factory and other properties.  Switch to Sami once 
Colin's CO power is full, then ward off enemy neotanks/midtanks until 
her meter is full and you can do a Tag CO dropoff & one day capture.  
You may want to crank out some infantry to hold up your technique score.

Mission H6 - 
Difficulty: ***
Time Limit: 8
Technique Limit: 1
Power Requirement: 2
CO: Grit/Grimm
Force Ranks: direct/indirect attack, sea star

Send an infantry unit and mid tank down to HQ capture while kicking 
butt with sea units and rocket launchers.  Standard naval tactics 
should see you through this one.. along with using Grit's range and CO 
power to clear the land mass and reach enemies just out of reach.  
Grimm is the muscleman for OHKOing enemy battleships.

Mission H7 - 
Difficulty: *** 1/2
Time Limit: 8
Technique Limit: 4
Power Requirement: 2
CO: Colin
Force Ranks: Colin - cost reduction, forest free, field free
Sami - transmove, co star, FOW sight


Proceed to the middle zone, capture the factory at all costs, then 
start cranking out tanks, anti-air, and infantry.  Use good maneuvering 
and strategy to ward off enemy forces, then build up a mass and push 
forward for a HQ capture.  Try to limit your casualties and spam some 
infantry by the end of the mission.

Mission H8 - 
Difficulty: ***
Time Limit: 10
Technique Limit: 4-5
Power Requirement: 3
CO: Colin/Sami
Force Ranks: Colin - plains free, forest free, attack/defense
Sami - transmove, co star, capture bonus

Take out the incoming enemies with anti-airs and tanks.  Build infantry 
to capture with, use recons to nail enemies trying to capture the 
factories near your HQ.  Go for a Tag CO HQ capture with Sami.. you can 
drop her off on a BH factory and as long as only the neotank attacks 
her inf/mech, it will survive for you to capture HQ with.

Mission H9 - 
Difficulty: ***
Time Limit: 8
Technique Limit: 2-3
Power Requirement: 2
CO: Eagle/Grimm
Force Ranks: attack/defense

Take on the oncoming forces, being careful to note enemy +1 movement CO 
power.  Use lightning strike to punch through the predeployed enemy 
units, then send your fighters to the top screen to help finish off the 
fortress.  Build bombers for the eventual strike on the crystal.

Mission H10 - 
Difficulty: ***
Time Limit: 5
Technique Limit: 2
Power Requirement: 2
CO: Grimm
Force Ranks: attack/defense

Send a tank and infantry to HQ capture, take out black 
boats/battleships with your sea units, and engage with enemy to the 
east.  Capture the neutral city to get to black boat level.


Mission H11 - 
Difficulty: ***
Time Limit: 6
Technique Limit: 5
Power Requirement: 4
CO: OS - Grimm, BM - Grit
Force Ranks: attack/defense

Follow the same strategy as the normal campaign version.  Flee with OS 
northeast to capture HQ.  On day 4, with OS, destroy the three enemies 
around enemy HQ along with a fourth enemy with your rocket launcher 
against one of the pursuing forces.  With BM, lay low and just try to 
keep units from getting killed.  Don't trigger the BH CO power unless 
you want BH to catch up to OS and tear them up.

Mission H12 - 
Difficulty: ****
Time Limit: 11
Technique Limit: 2-3
Power Requirement: 2
CO: Colin/Kanbei
Force Ranks: 

Colin - cost reduction, field free, forest free
Kanbei - attack/defense, forest free, city repair+2

With Colin, send the anti-airs over to help Eagle, move the artillery 
southeast to nail enemy mechs, build infantry in the SE factory, build 
tanks, a mid tank, and recons from the SW factory to hold off the enemy 
tank, artillery units, and mid tank.  After defeating the mid tank, 
force your way east across the river with mech floods, stop up the 
nearby enemy factory, then use a Tag CO power to grab enemy HQ.



Mission H13 - 
Difficulty: ****
Time Limit: 9
Technique Limit: 5-6
Power Requirement: 2
CO: OS - Hachi, BM - Colin/Grimm
Force Ranks:

Make sure to capture the city in the northeast corner to reach the 
black bomb level.

Bust out with your anti-air, infantry, and a recon.  Switch to Grimm 
and take out the three enemy infantry/mech one by one with your anti-
air.  After stopping BH's land grab, bring out a new anti-air and mid 
tank to finish off the enemy forces, capture the NE city with one of 
Hachi's infantry, and go for a HQ capture.  Just ignore the mid tanks.  
Spam infantry with Hachi to make up for the BM losses.


Mission H14 - 
Difficulty: ****
Time Limit: 8
Technique Limit: 4
Power Requirement: 3
CO: Grit
Force Ranks: ranged attack/forest and field free

With Grit, you can easily free the four missiles by the pipe seam at 
the start of the map.  Bunch the missiles up by the pipe seam to be 
ready to blast the enemy neotanks, battleship, and midtank all at once 
on day 4.  Move in on the enemy, blowing up the remaining forces with 
the last two of the four missiles.  Drive off and defeat the rocket 
launchers, then drop an infantry on HQ for capture.


Mission H15 - 
Difficulty: ****
Time Limit: 7
Technique Limit: 4-5
Power Requirement: 3
CO: OS - Colin BM - Grit/Sami
Force Ranks: Colin - cost down, Grit - range attack, forest & field 
free

Do some blasting with Grit, priority on enemy inf/mech/artillery, while 
capturing the four towers on the map edges.  Use his CO or Super CO 
independent of Sami's CO meter.  Once GE leaves their HQ open, move 
infantry in for a Sami HQ capture (ok, you don't really need Sami to do 
it, but whatever).  With Colin, capture properties and keep the enemy 
blockaded around the forest area.


Mission H16 - 
Difficulty: ****
Time Limit: 5
Technique Limit: 2
Power Requirement: 4
CO: Grit/Grimm
Force Ranks: direct/indirect attack, forest and field free


Once again, the goal is to barrage west to demolish the cannons before 
Hawkes eastern forces can reach you.  Except this time, there's also an 
angry mob directly in front of the cannons as well as behind you, so 
you'll have to do some slugging out to reach the things.

Start out with Grit, scare the enemy artillery away to the north with 
your rockets.  Send two inf, an APC, and an anti-air southwest to 
handle the silo and bomber.  Move your sea units west to engage with 
enemy sea units.  Start to attack the pipe seams, plan to break out of 
the middle pipe seam.  Load a mech into the lander to send SE to the 
island city for the rail map.

Switch to Grimm at the end of day 2 - take out the bomber, drop a 
missile on enemy mid tanks/artillery, then break the pipe seam and 
cause major destruction.  You should nail both bombers, and just about 
all of the artillery/mid tanks.  Switch back to Grit at the end of day 
3.

Attack enemies to build up a Tag CO, then let it loose.  You should be 
able to clean out the rest of the area for a power score and all but 
obliterate the cannons.  Mop it up on day 5.


Mission H17 - 
Difficulty: ****
Time Limit: 14
Technique Limit: 3
Power Requirement: 5
CO: Grit/Grimm
Force Ranks: direct/indirect attack, field free, direct defense

Create an artillery, infantry, and tanks.  Proceed to the centre area, 
fighting off the rail runners, and capturing the airport/other 
properties.  Let the SW and NE enemy groups come towards you, using 
artillery and tanks to nail them.  Drop silos on the NE enemy group 
(with the Neotank), and build a bomber or two.  Proceed north, break 
through a pipe seam, then use a Tag CO power - blast everything in 
sight, stop up the factories and start capturing HQ.


Mission H18 - 
Difficulty: ****
Time Limit: 9
Technique Limit: 3
Power Requirement: 3
CO: Grimm/Kanbei
Force Ranks: direct/indirect attack, sea star, stealth star

Send two fighters up, then further fighters/stealths as needed.  With 
Grimm, use your fighters to keep enemy air units at bay, splitting the 
enemy apart and going at the battleships to the south with 
bombers/sub/stealths.  Use your rocket launcher to nail a cruiser and 
free your stealths.  Once most enemies have been rocked, wait for 
Kanbei to clear the skies, and use a Tag CO power to wipe out the 
cannons.


Mission H19 - 
Difficulty: ***
Time Limit: 9
Technique Limit: 3
Power Requirement: 2
CO: Kanbei/Grit
Force Ranks: 

Kanbei - direct attack/defense, forest free
Grit - indirect attack, direct defense, forest free

Send your big ol forces east.  OS should have it fairly easy, with a 
ton of firepower to reach the HQ for a capture or elimination.  Grit 
will get bogged down by the bridge - just turtle up with mid tanks and 
keep his ranged units healthy to keep pounding on incoming enemies with.  
Use the missile silos to weaken up whatever is on Grit, if you need to.


Mission H20 - 
Difficulty: ***
Time Limit: 8
Technique Limit: 1
Power Requirement: 2
CO: Kanbei/Grimm
Force Ranks: field free, sand star, direct attack

Just dismantle the blobs as they approach.. use standard blob tactics.. 
keep out of their range and only attack one if you're sure you can kill 
it with no other blobs also nearby.


Mission H21 - 
Difficulty: ****
Time Limit: 3
Technique Limit: 2
Power Requirement: 4
CO: Grimm/Kanbei
Force Ranks: forest free, direct attack, direct defense, sand star

Still about the same as the normal campaign version.  Move in to 
destroy the first three rows of crystals while protecting your 
bomber/stealth/neotank at the expense of your other units.  On day two 
push forward some more, get into position for the last two crystals, 
and drop silos.  Day three use CO powers and smash the last two 
crystals.


Mission H22 - 
Difficulty: **** 1/2
Time Limit: 10
Technique Limit: 4-5
Power Requirement: 4-5
CO: OS - Hachi/Grit, BM - Grimm/whoever, GE - Colin/whoever
Force Ranks:

The strategy is similar to the normal campaign, except GE has a much 
heavier fight with air units/neotanks/slimes.  Most of all you just 
have to keep an eye on the Tag CO meter and get out of the way when 
it's coming.. otherwise they will have a picnic tearing your units to 
bits.  You can take your time, but don't go too leisurely.  Remember 
that the technique score is shared between teams, so you can bolster 
your technique score by pumping infantry from all three teams.

With GE, haul out more anti-airs to fend off enemy air, then bring out 
infantry, rocket launcher, bomber, etc.  Take out the neotank and try 
to take over the SE enemy area.  You don't have to take the cannon out, 
it's enough to just fend BH off.

BM - use some tactics to outwit the neotank and artillery.  BM doesn't 
have much to do but hit up the silos and stop BH.

OS - Same as normal campaign, for the most part, except you have even 
better forces to handle the mega-tank and slime.  Crank out some rocket 
launchers for the power score and a clear shot at the crystal (with 
Grits CO power).


Mission H23 - 
Difficulty: ****
Time Limit: 5
Technique Limit: 4
Power Requirement: 4
CO: OS - Grit, BM - Grimm, GE - Kanbei
Force Ranks: OS - Forest Free, indirect attack, etc.

Start out pushing Grits rocket launcher to the pipe edge to keep 
enemies at bay.  Move Grits inf to the silos, and drop one on the 
megatank - finish it off with Grits rocket and artillery.  Charge BM 
and GE towards the pipe seam.  On around day 3, enemies should break 
through the pipe and do a little damage to Grit, then crowd around the 
seams.  Don't let BH use their super CO power at that time.  On day 4, 
drop the remaining two silos on the grouped enemy units, then barge in 
with as much firepower as possible from BM and GE.  If you do well, BH 
should be left with 5-6 units at most.  BHs counterattack will be puny, 
allowing you to overrun the rest of the units.


Mission H24 - 
Difficulty: **** 1/2
Time Limit: 12
Technique Limit: 0
Power Requirement: 4
CO: OS - Kanbei/Colin, BM - Grimm/Hachi
Force Ranks:

You should expect to trigger the enemy Tag CO power at least 3 times in 
the duration of the mission.  It's similar to normal campaign, except 
you have more coming at you.  OS really can't do much but hold their 
ground, while BM with Hachi should be ok by minting neotanks on the 
cheap.  Someday I'll go through the HC again without using Hachi or 
Kanbei. :p

Mission H25 - 
Difficulty: ****
Time Limit: 10
Technique Limit: 2-3
Power Requirement: 4
CO: Grit/?
Force Ranks:

Use Grit in the same way as normal campaign, blasting everything in 
sight with ranged units while capturing properties.  Aim for the 
helliums in the centre first, as they will jump the mountains.  Grit 
isn't going to have any trouble wiping the floor with this map.

The CO up top is basically screwed.  I'm guessing the best way to clear 
it is to send everything you can from Grit upwards including 
infantry/mechs, and use Hachi to continually build new units with his 
Super CO power on allied cities.

Mission H26 - 
Difficulty: ****
Time Limit: 10
Technique Limit: 4
Power Requirement: 4
CO: OS - Kanbei/Hachi, BM - Grimm/Colin
Force Ranks:

Move concentrated numbers of forces against the eastern factories to 
stop them up (no need to really capture).  Proceed to regroup at the 
centre to move on the northwest and southwest factories.

Mission H27 - 
Difficulty: ****
Time Limit: 16
Technique Limit: 7-8
Power Requirement: 7
CO: OS - Grimm/Hachi, BM - Grit/Colin, GE - Kanbei/Sonja
Force Ranks:

With OS, keep fairly still, don't get aggressive.  Use Grits battleship 
to keep enemies at bay, and bring out more battleships.  With GE, press 
out bombers and break through the pipe, moving the stealth in for 
attacks.

Mission H28 - 
Difficulty: ****
Time Limit: 20
Technique Limit: 5-6
Power Requirement: 5
CO: Hachi/Grimm
Force Ranks: Forest & Field Free, attack/defense

Rush recons south with Hachi to destroy the BH infantry, then create 
other units to fend off the mechs and help Grimm.  Pull out some anti-
airs, tanks, copters, infantry, etc. to ward off enemy mechs, recons, 
and amoebas.  Create two t-copters to move south and start capturing 
the southern properties.  Send two stealth bombers up to help Hachi, 
while pushing the enemy back and bringing out neotanks/bombers to move 
up and finish the blob off.