Advance Wars DS Guide Version 9 - 9/21/05 By Matthew Emirzian (email@example.com) 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.