Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Advance Wars: Dual Strike - Combat Mode

by CyberSach

            ___     __                        ___ __  __
           / _ |___/ /  _____ ____  _______   | | /| / /__ ________
          / __ / _  / |/ / _ `/ _ \/ __/ -_)  | |/ |/ / _ `/ __(_-<
         /_/ |_\_,_/|___/\_,_/_//_/\__/\__/   |__/|__/\_,_/_/ /___/
              ____              _   ____  _        _ _        
             |  _ \ _   _  __ _| | / ___|| |_ _ __(_) | _____ 
             | | | | | | |/ _` | | \___ \| __| '__| | |/ / _ \
             | |_| | |_| | (_| | |  ___) | |_| |  | |   <  __/
             |____/ \__,_|\__,_|_| |____/ \__|_|  |_|_|\_\___|

      /~` _  _ _ |_  _ _|_  |\/| _  _| _   \    / _ ||_|_|_  _ _     _ |_ 
      \_,(_)| | ||_)(_| |   |  |(_)(_|(/_   \/\/ (_|||<| | || (_)|_|(_|| |(FAQ)
                                                                     _|  
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOTE: The only website(s) I give permission to display this file is(are):
       GameFAQs (gamefaqs.com)
       SuperCheats (supercheats.com)
       Neoseeker (neoseeker.com)
      If you see this on any other site, it is copyright infringement.
 Please report it to me at [email protected] (cybersach [at] gmail [dot] com)
      Thank you for your cooperation.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[Table of Contents]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I.  Preface .........[UtGx3]
II. Combat Mode .....[CmBy2]
 a. The CO's ........[CoCy9]
 b. The Units .......[TuCy1]
 c. The Powerups ....[TpUx1]
 d. Special Terrain .[SpLz1]
III.The Walkthrough .[WkTk1]
IV. M.A.P strategy ..[MaPkk]
 a. Unit vs. Unit ...[UvUkk]
 b. Unit vs. Terrain [SpCkk]
 c. AI Properties ...[AiPkk]
V.  Credits .........[?????]
VI. Legal ...........[VhLgC]

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[I. Preface]-[UtGx3]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  Welcome to the Advance Wars Dual Strike Combat Mode Walkthrough guide. This
is my very first guide/FAQ, and I hope you'll like it.
  This guide will give you steps and hints on beating Combat Mode, one of the
many different modes offered on Advance Wars Dual Strike. This mode is unique,
in the way that it is real-time based rather than the standard turn-based game
that Advance Wars is.
  Every chapter in this guide has its own unique code beside the title, for
example [Table of Contents]-[abcde], means that the Table of Content's code is
abcde. Using the find feature (commonly Control - F), you can easily find the
part you need by searching for the code.
  This guide is a tip/strategy guide, as a real-time based mode like the Combat
mode cannot have a day by day walkthrough.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[II. Combat Mode]-[CmBy2]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  What is Combat Mode? It is a mode like the other modes (Campaign, Versus,
War Room, etc), and it is a stand-alone minigame that accompanies Advance Wars
Dual Strike.
  As soon as you enter this mode, you'll begin to note that it is very
different from the other modes. All the units move at the same time, and...
what happened to moving in squares? Combat Mode is a real-time game, meaning
there are no turns to take, rather both you and the AI or your friends play at
the same time. There are only 4 units to choose from, and 7 Commanding
Officers, but they all have different varieties of strengths to choose from.
This provides gameplay that is fun, and hard at the same time.
  Allied Cities/HQ/Bases cure your units, they are being cured if you see a
flashing heart beside the unit. If the units are attacking, they will not
cure HP. The idea of Combat Mode is to destroy all enemy units, or capture
the enemy's HQ. Capturing a NEUTRAL (yes, neutral ONLY) factory will give you
an extra unit that is the same as the one that captured it (i.e. a Tank
captures a factory, you get a Tank). Very nice things.
  There are also a couple of powerups that are available for use, these can
also help you, since enemies cannot collect them. There are also different
special Black Hole terrain items, which you can use to your advantage, or your
disadvantage.

  Control scheme is simple too.

  + Control Pad      -   Move your unit.
  A, Y buttons       -   Fire unit in the direction it's facing.
  L shoulder key     -   Uses Power
  Touching screen    -   Fires in the direction where you touched.
                         Uses Power, buys units, etc.

  I highly recommend touch-firing instead of A/Y firing, it is much more
accurate.

  This broad topic is separated into 4 sections, then is the main walkthrough.

  a. The CO's
  b. The Units
  c. The Powerups
  d. Special Terrain
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[II. a. The CO's]-[CoCy9]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  There are a total of 7 CO's to choose from, 3 available from the start, and
4 more unlockable by beating Combat Mode once.
  These are the CO's, powers, and my explanation

  Andy
Power: Hyper Repair (takes 4 stars)
Restores a unit's HP and makes it invulnerable for a while.
  Now, Andy is a very good CO. His power is very desirable, and very powerful.
His power costs very little and can really help in the tide of battle. The
downfall to this is that for units that die fast, the power will not work very
well on them, units like Mechs and Recons die too fast, for his power. Also,
You will not get much capturing done with this power. You will capture
somewhere between 5 (Artillery) to 15 (Mech). So, in a nutshell (ignore the
cliche), only use it for a Mech capturing, nothing else. The AI uses this
power very well.

  Max
Power: Max Force (takes 4 stars)
Increases attack for a while.
  Well, the short description says almost everything needed. It boosts your
attack power. This power can come in handy for many things, and Max's Tanks
will have much more capabilities with this power activated. However, Tanks
attacking Tanks will not have a significant effect (1 more damage). So, if you
are using max in Combat Mode, well, stay from afar and snipe, since he can't
cure like Andy does.

  Sami
Power: Double Time (takes 4 stars)
Increases capture speed for a while.
  Sami's Power is absolutely DEADLY. If you can use it right. Her Mechs will
capture in around 2-3 seconds if you trigger this power, and HQ captures with
Sami and her Power is almost unstoppable, unless your Mech stars out damaged or
something. Keep this in mind. With Sami, your main goal will be changed to
destroy, protect Mechs, CAPTURE CAPTURE CAPTURE. Once you get on the HQ with
your Power, the battle is yours, 99% of the times.

  Flak
Power: Brute Force (takes 5 stars)
Greatly raises or lowers attack for a while.
  Flak's Power is almost the same as Max's Power, except for its dispersions.
This dispersion will allow you to do less, or alot more damage than normal.
However, Since Max's Power costs 1 less star and is like Brute Force, I suggest
using Max if you can, instead of Flak, unless, of course, you want the random
damage.

  Lash
Power: Terrain Tactics (takes 5 stars)
Increases defense for a while.
  Here comes another pretty good Power. Lash's Power, Terrain Tactics, can
reduce damage done by attacks by quite a little, helping you with battles.
However, this power is useful only for the AI, since they can have multiple
units safe with 1 power, same idea with Andy's power.

  Adder
Power: Sideslip (takes 6 stars)
Increases movement for a while.
  Sideslip is actually quite decent in Combat Mode. It allows you to boost your
speed by quite a bit, you can move pretty fast with the Mech, and extremely
fast with the Recon. It is another very powerful Power if you can use it right.
This power will be used for pursuits and retreats only, not really for anything
else.

  Hawke
Power: Black Wave (takes 8 stars)
Attacks randomly, but allies take no damage.
  This is yet another crazy good power, IF YOU HIT. In fact, it may be the best
power, but the hit ratio is totally bad. It basically causes random explosions,
dealing 3 damage to all units hit, not killing a unit. It is very good, and
very powerful, but it doesn't hit enough, and Andy's Power easily counters this
Power. This power is obviously designed for a human player, since AI's would be
using this on just one of your units, which is useless. He is a very good CO.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[II. b. The Units]=[TuCy1]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  There are only 4 real units to choose from in Combat Mode, the Mechanized
Infantry (Mech), the Recon, the Tank, and the Artillery. Each unit is very
different, and provide different kinds of ways to play for the players.

These are the units, cost, statistics, in-game descriptions, and my
explanations:

  Mechanized Infantry (Mech)
Cost:   1000
Attack: **
Rapid:  **
Move:   *
Capt.:  ***
Low attack, high capture. Rapid-fire.
  Mechs are very useful units, and very low costing. You can just deploy 20
Mechs and play. Mechs are decent versus most other units, because their attack
is equal, or at least almost equal to that of a tank. They capture VERY fast,
but have very bad defense. They can shoot from atop mountains or shoot
mountains themselves. Rapid fire is pretty good.

  Recon
Cost:   3000
Attack: *
Rapid:  ***
Move:   ***
Capt.   **
Good movement. Rapid-fire.
  Recons have crazy movement and crazy fast shots. Drawback: they don't exactly
do any damage to Tanks. In fact, it takes 2-3 hits to do 1 damage on a Tank.
They are good for non-Tanks, but when it comes to a Tank, a Recon is better
replaced with 3 Mechs. This is not saying that they are worthless, just that
there are better solutions vs. Tanks. They have relatively low defense.

  Tank
Cost:   5000
Attack: **
Rapid:  **
Move:   **
Capt.:  *
An easy-to-use unit with high attack power.
  Tanks, in my opinion, are the best units around. They have equal to or a bit
more attack than a Mech, and they can do some serious damage to most units,
except Tanks. Tanks are the best solutions vs. Recons. They have low capture
though, so capturing is not your main solution. With Tanks, what you do is
attack and attack, and run if its health gets low.The rest, you must test out
for yourself to find out why tanks are maybe the best units around.

  Artillery
Cost:   6000
Attack: ***
Rapid:  *
Move:   *
Capt.:  *
Powerful attacks, but low movement/capture.
  Artillery love to lob shots over stuff and do massive damage to everything
hit. They can do high damage to all units, even to Tanks, which they do around
5 damage. However, they move slowly, and are weak if any unit catches up to it,
at which point the only way you can live is to RUN LIKE HELL. Really. They are
chokepoint and river masters, and their blast radius is decent. Very nice units
to play around with, but not to last long.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[II. c. The Powerups]=[TpUx1]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  There are 5 powerups available. They appear by destroying mountains and maybe
enemy units.

The following are the Powerups, the description of what it looks like, and my
explanation

Repair: Restores 2 HP. (the powerup looks like a wrench with a heart beside it)
Useful powerups. They cure you by 2, and can help you survive. Make sure you
don't take it with 10 HP.

Armor: Makes you invincible for a while. (squarish white thing with shine)
Very useful. Allows a strong unit like a Tank to just cut through enemies,
since AI won't move them away and will keep attacking you even if you are
invincible.

Power: Attack rises a small amount. (a half filled star)
I don't know about adding attack, but it does add around 1 star to your Power
meter if you use it. Decent things to have around, especially for CO's like
Hawke, who has a 8 star Power, or Andy, whose Power is very useful.

Bomb: Damages other units. (a bomb...)
Once you take it, an explosion appears where you took it, and all enemies
within the blast radius takes 3 damage. Ok, but not the most useful. Getting so
close to enemy units are a bad thing.

Slow: Cuts other units' speed in half (looks like the Teamwork skill arrow)
It's useful, since it allows you more time to escape/attack. Use it when enemy
units are attacking you, and you can just walk around them and blast the cream
out of them.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[II. d. Special Terrain]=[StLz1]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  There are 3 different kinds of special Black Hole technologies.

  Pipeline/Pipe Seam
You cannot walk on Pipelines or shoot through them, basically a wall.
You can break and then walk through Pipe Seams, like a breakable door.
  These things are good for you to use as shields, since the AI cannot shoot so
accurately. Watch out for Artillery though.

  Minicannons
Cannons shoot 3 projectiles doing 3 damage to you if you get hit.
  Dangerous in big battles, but give you points and are easy to destroy. They
are mandatory for completing a level.

  Black Cannons
Shoots 3 bombs at you, doing 5 damage if hit. It has a blast radius.
  Very dangerous. They are easy to destroy, but if not destroyed, they shoot 3
bombs which all explode (similar to that of an Artillery)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[III. The Walkthrough]=[WkTk1]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  Finally, here's the walkthrough. Andy is used for the walkthrough, and you
purchase 4 Tanks. It's all that's needed. This walkthrough is rather short, so
you need basic skills with moving/shooting first.

  Oh yeah, for additional tips, read the M.A.P. chapter with the AI Properties,
this will help you alot with the standard Combat Mode.

  MAP 1:
1. Destroy the incoming Mech and Recon from the south, and easy task. After
that destroy the Tank. Make sure you use the stylus! Destroy the Mountains for
Star power, make sure you do not interrupt the non-moving units. You can leave
the Recon alone if it is not getting in your way.
2. Move to the top, and shoot the Mech from just north-east of the woods. All 
the other units start moving now. Circle-strafe and kill the tank and then
finish off the Mech.
3. Approach the east side, saying north, from 1 north of the City, shoot the
Tank. It should come straight north at you, and you should be able to destroy
it before it attacks you. All the other units should also start moving.
Destroy them, and win.

Mech x 3       15 pt
Recon x 2      20 pt
Tank x 2       30 pt
Artillery x 1  20 pt
--------------------
Total          85 pt

  MAP 2:
1. This is a FoW battle. It is harder to see, and forests are FoW until you
move next to them. Stay on your HQ, and fire on anything that comes close. This
is the only strategy needed, unless you want to go with plan 1a. Max has 10
units to start, the first wave is going to be around 2 units: Tank and
Artillery, near your left.
1a.If you're like me, and like to kill fast, taking a slightly higher risk of
being destroyed, destroy the mountain directly to your west, and then destroy
the Tank and Artillery that way.
2. To the right will be another Tank and different varieties of units depending
on how fast you kill, but it should be 2 Recons. Destroy them fast. Heal up at
your HQ if needed.
3. After this, go west, kill any unit there (maybe a capturing Mech), and then
go north. There should be a Tank there, but it should be no challenge to kill.
If you need to, use your Power so you become invincible.

Mech x 3       15 pt
Recon x 2      20 pt
Tank x 3       45 pt
Artillery x 2  40 pt
Pipe Seams     5 pt each
--------------------
Total         ~120pt

  MAP 3:
1. Destroy Mechs , make sure you capture the Base to earn an extra Tank. Note
that this mission has a time limit of 15 minutes, but you won't be spending
that much time anyway. Remember you can shoot while you are capturing.
2. Destroy all Mountains for your Power meter, then destroy the Recons. (Walk
up to their face and fire if desired)
3. For the rest of the units, snipe them across the river, until maybe you
can't snipe anymore, rush. Beware the amount of Tanks Flak has. Use your Power
(should be filled, if not, destroy the mountains) when you are appoaching 3-4
HP (don't risk it), and you should be able to turn tides. Otherwise, a simple
map. If a Tank comes over the top, make that your priority unit and kill.

Mech x 4       20 pt
Recon x 4      40 pt
Tank x 4       60 pt
Artillery x 4  80 pt
--------------------
Total          200pt

  MAP 4:
1. Same strategy. Kill what is on the island, and snipe first, kill Minicannons
later. This map is a piece of cake. Let enemies start to capture your HQ, then
attack and kill them. This strategy is flawless, since enemies will be too
intent on HQ capture. Leave the group of 3 Recons to the southwest LAST. This
is yet another really easy mission, provided you can dodge the Minicannons.
Remember, your HQ is your curing station.
1a.If you want extra points, destroy the Pipe Seams for 5pt each.
1b.Also, if you kill a Minicannon to the north or south, more units are
released, so be prepared to fight them.

Mech x 4       15 pt
Recon x 4      20 pt
Tank x 5       75 pt
Artillery x 4  80 pt
Minicannon x 4 40 pt
Pipe Seams     5 pt each
--------------------
Total         ~255pt

  MAP 5:
1. HARDEST mission in my opinion. Just stay near your HQ and RANDOMLY fire into
the woods, and hope you kill something. There are 2 Bases, capture them if you
can. Remember. It's not worth it to sacrifice. KEEP YOUR HQ SAFE. After this
step, the first 6 or so units should be gone. After this, it's safe to capture
the Base surrounded by the Pipe.
1a.Remember, a slow beeping means your City/Base is being captured, while a
fast beep means your HQ is in danger.
2. After the second wave, the first column shoould be completely gone, and the
top few units of the second column should be gone too. 
3. When only the 2 Tanks and Artillery are left, go south-east for the 4 units.
If you hear a fast alarm, rush back to your HQ like crazy. (note the 20 minute
time limit).
BTW, while I was writing this revision, I seriously almost lost by HQ capture.
A Tank was capturing (last unit for Adder), and I destroyed it when there was
only 1 capture point left. Folks, this is my warning on how dangerous 1 unit
can be.

Mech x 4       20 pt
Recon x 4      40 pt
Tank x 7       105pt
Artillery x 4  80 pt
Pipe Seams     5 pt each
--------------------
Total         ~250pt

  MAP 6: (final map)
1. Pretty simple. Fend off initial attack, very easy. Just watch out for the
Mech, it killed my Tank once. The Artillery and Tank should be your main focus,
while watching out for your HQ. (All the units tend to go for your HQ)
2. Destroy Pipe Seam to the east from 1 square south of it, and then you should
be able to hit a Mech (maybe kill), and damage the other. Destroy these 2 units
before they do anything. NOTE: In this stage, your HQ is perfectly safe,
because there is only 1 path to it, and you are always on the path.
2a.Destroy Pipe Seams for points, and destroy mountains for Power meter.
3. Break the pipe to the north, kill Recons using the Pipelines as shields.
Watch out for Artillery from the west and Minicannons to the north.
4. Destroy Minicannons and Artillery, capture the City. This is your resting
place for HP. this is also where you go if Hawke uses Black Wave. When you get
here, the first column of enemies should be completely destroyed.
4a.Use your Power to counter Hawke's CO Power.
5. Destroy the Tank and surviving units to the north. If you see 3 bombs coming
at you, run! This is the Black Cannon. After you destroy the units, destroy the
Black Cannon (strafing left and right, and shooting). Retreat if needed.
6. Destroy left Pipe Seam/Tank, capture Base if you need to. Destroy eastern
Pipe Seam and Tank. Victory!

Clear Bonus    300pt
Mech x 0       0  pt   (BTW, these are the units you have left)
Recon x 0      0  pt
Tank x 6-8     450-600pt
Artillery x 0  0  pt
--------------------
Total         ~1100pt (more or less 1100)

  That was it! Simple and fun. How go to Battle Maps, and purchase the harder
modes, and additional CO's and have fun!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[IV. M.A.P. - A Strategy]-[MaPkk]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  In this section, I'll post my strategies, and tips for fighting the AI. Since
fighting against people can be very different, I can only give some general
tips.

M.A.P. is the standard strategy that you should stick to in Combat Mode.

M stands for Move, keep moving, and move around your enemies, and stay away.
  The AI has good aim, especially with Artillery, if your units are too close
  to that of the AI. Moving in circles, however, makes them shoot in positions
  you have been in previously, thus missing you.

A stands for Assault, attack them while moving in circles about them, this will
  let you confuse the AI almost all the time, since their aim is comparably bad
  if you move. A slight change in this may be when the enemy is using
  Artillery, since they seem to vary in aim, and shoots randomly. This is very
  dangerous, as the shots are fast, and units hit take very high damage. A
  thing to keep in mind, shoot where you think the AI units WILL go, as they
  will always be moving, unless they're capturing/healing. So like most First-
  Person Shooters, shoot where the guy will go, i.e. ahead of the person.

P stands for Protect, always keep your HQ safe. Often, especially in Fog of War
  maps, your HQ will likely be a target of AI attacks. Keep your HQ safe, this
  is as important as winning, since failing to keep your HQ safe results in
  loss. A good way to protect your buildings, if they are being captured, an
  alarm like sound will appear, alerting you a property is being captured.

  In the next few sections, I will talk about unit vs. unit strategies, and
general AI problems (exploits in a way) that can be used to your advantage, or
stuff you should watch out.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[IV. a. Unit vs. Unit guide]=[UvUkk]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  Now, for the cases, ooh, cases.

Difficulty rankings:

HH    -    Hard to win
H     -    Slightly harder than average
O     -    Average difficulty
E     -    Slightly easier than average
EE    -    Easy to win

Note, difficulty is displayed in
                          |
             this column  v

Mech vs. Mech             E
  Piece of cake with the MAP strategy. AI has pretty bad aim when they rapid-
fire. Just walk around them in circles and shoot, it won't take long.

Mech vs. Recon            H
  Now, if you aren't careful, this can be hard, since Recons are crazy fast and
have rapid shot that can damage a Mech pretty badly. To defeat them, stay far
away, their rapid-fire should miss. The best strategy, however, is to attack
them when they are doing something else (e.g. healing, capturing, attacking
terrain).

Mech vs. Tank             H
  About as hard as facing a Recon, since Tanks don't have rapid-fire and they
move comparably slower. However, don't let your guard down, they do 4-5 damage
to a Mech with a normal hit, resulting in 2-3 hit KO's. To defeat them, while
they are moving, walk behind them and rapid-fire them, Tanks usually will not
fire backwards, so you're safe if you do this. Another way is to just walk
around them and fire, they can't hit you very well if you do.

Mech vs. Artillery        E
  Very easy provided you dodge. An Artillery does not have the highest defense,
and some good shots will kill it. However, it's attacks are very powerful,
about as powerful as a Tank, so don't get hit. Remember, they tend to fire very
randomly, maybe even firing away from you. Don't get hit, and you win. Simple.

Recon vs. Mech            EE
  Very easy. Mechs will damage Recons, but the sheer speed should easily prove
more powerful. They have incredible rapid-fire, which does good damage versus
Mechs. Circle around them, rapid-fire for win. Very simple.

Recon vs. Recon           O
  A strange match-up. Both won't damage the other much, so just follow behind
them and keep shooting, make sure you get hit less, and you should win. If you
don't want to be damaged, do the standard circle-strafing shooting.

Recon vs. Tank            HH
  Quite a challenge, since it takes a couple of hits to just do 1 damage to the
Tank. Not the best solution, but if you must use a Recon to destroy a Tank,
then you have to stay far, rapid-fire circle-strafe shooting. That's perhaps
the only way you even stand a chance, since Tanks have incredible attack and
defense versus Recons.

Recon vs. Artillery       EE
  This is like the case with Mech, just easier. Artillery, though have random
aim, Recons possess crazy speed that will allow you to easily dodge all shots
coming from the Artillery. Stay a small distance behind them, rapid-fire to
win.

Tank vs. Mech             EE
  Pretty much a joke. Though Mechs possess rapid-fire, you possess defense and
attack. 2-3 hits kills the Mech, while it takes them 6-8 hits to kill you. Not
a challenge at all.

Tank vs. Recon            E
  Why not very easy? Recons may dodge you sometimes, and hit you. However, they
possess low attack, taking around 2-3 hits on average to do 1 damage to you,
simply walk right up, fire in their face. Watch out for other troops though.

Tank vs. Tank             O
  It's not the easiest, and not exactly hard either. You do around 1-2 damage
to the Tank, they do 1-2 damage to you. Circle-strafe and shoot them, just
don't get in their way, they can shoot very quickly in that case and kill you.

Tank vs. Artillery        EE
  No need to really try. Stay away, shooot, win. Their shots go about as far as
your shots, so if you can't really hit them, well, they probably can't really
hit you either. Again, follow behind them and shoot.

Artillery vs. The rest    H - HH
  Possibly the hardest thing to do if the enemy starts to follow you and attack
you, since you cannot hit them back, you're an Indirect unit. When you play as
an Artillery, you have the advantage of distance. Stay far, shoot. Remember, an
Artillery can shoot over many things, including Pipes, making them a deadly
unit. Don't get close up though, they will lose around 50% of the times in that
case. They have slow movement to back this up, and captures slowly as well.
This is a route-only unit.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[IV. b. Units vs. Special Terrain]=[SpCkk]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  This section will tell you the best way to fight against the two Black Hole
special buildings.

Minicannon
  The most noticible thing about the Minicannon, is that if you get close, it
will shoot 3 shots at you, dealing considerable amounts of damage. However, the
range is not that high, and about the same as your range. To defeat the
Minicannon, simply go between 2 shots i.e. dodging, and shooting back. It will
not take many hits to destroy it. With the Artillery, it may be best to shoot
between Minicannon shots, since your shots are slow, and the Artillery is also
pretty slow.

Black Cannon
  This thing killed me once, the first time I got to the final stage, so be
careful. It shoots 3 bombs (about the power of Artillery), and they are same in
most ways to Artillery, their speed, blast radius, and so forth. They take
about the same amounts of hits that a Minicannon takes, maybe a bit more. The
best way to fight against them is to strafe left and right, so the bombs miss
you, and then counterattack by shooting at the Black Cannon, this shouldn't be
too hard.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[IV. c. AI properties]=[AiPkk]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  Ok, this is a list of what AI faults/properties I know of, please add to the
list.

AI fault rankings:

+     -    Good AI fault (exploit)
-     -    Bad AI fault (problem) 

Note, AI fault ranking is displayed in
                                        |
                           this column  v   

AI Property: Non-moving units.          +
  Some AI units will not move until you move close to them, which is good, if
you are fighting against many floods of enemies, take the floods down one at
once.

AI Property: Destroy-at-will.           -
  Sadly, AI will destroy Pipes (Seams), forcing you to be unable to use most
Pipelines as cheap shields. Enemies cannot, and will not damage Black Hole
properties, which is all good, but bad for you.

AI Property: Overaggressiveness.        +
  The AI will be overaggressive and care very little about their properties and
such, INCLUDING their HQ. If you are capturing their properties, or even their
HQ, they don't seem to care, and will just keep attacking you, or moving around
randomly... which links us to...

AI Property/Problem: Random movement.   +
  AI moves very randomly, making it hard for you to predict their movement, and
since they have no real patterns of movement, they will also do stuff as they
come to it. Examples of this are: they see a city, they capture it, they won't
care if they don't come over it. They see Pipe Seam, they destroy it, same with
the previous point.

AI Problem: Sees into woods.            - 
  The AI, for some strange reason, can see you sometimes if you are in woods,
without being next to you. This makes FoW maps slightly harder, since you can't
really hide anywhere.

AI Problem: Determined to capture.      +
  The AI, if Capture started, will NEVER leave or shoot at you, so let them
get close to a property or your HQ, and when they begin the Capture, you can
simply shoot them down.

AI Problem: Determined to heal.         +
  This is a problem like the "Determined to capture" fault. They will NEVER
move or shoot when they are healing. Just shoot them away, and they'll be
destroyed in no time.

AI Problem: Rapid-fire if road blocked  -
  This just proves, don't get in the way of AI. If you do block their way, they
will repeatedly shoot you, very quickly (almost rapid-fire-ish with Tank), and
you will die faster if it they have the same unit as you. Note: This will not
happen with Artillery.

AI Problem: Rapid-fire aim problem      +
  With the AI, rapid-fire doesn't seem to aim properly if rapid-firing, and
with Recons, they tend to shoot about 5-7 shots, horribly aimed, which you can
EASILY dodge.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[V. Credits]=[?????]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Thanks (of various sizes =P) to:
x0_000   -  For helping me add some general tips and such, and adding to the
            description of Flak's Power.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-[VI. Version History/Legal]-[VhLgC]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Version History: (note, lettered versions were not published)
/=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
| 1.00! Finally, I finished version 1! +-=-=-=-=\
| +revised walkthrough                 |CURRENT |
| +minor changes                       +=-=-=-=-/
| w00t! Version 1 has finally arrived! |
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/
0.99b
+added a small section on unit versus Black Hole terrain
+preparing to revise walkthrough for version 1
0.99a
+added a bit more general strategies.
+revised a tiny bit.
Version History:
0.99
+Began work on additional strategies, revising walkthrough soon.
+VERSION 1 COMING VERY SOON!
0.9
+Completed walkthrough and info.
0.3a
+First release, walkthrough kinda done.
+CO's, Units, and Terrain done.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This guide is Copyright � 2005 CyberSach (Jack Zhou).

If you have any questions, comments, suggestions, or tips and such I can add,
email me at [email protected]. (cybersach [at] gmail [dot] com)
Or if you want permission to use this file, the email is the same.


  This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.