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    Hard Campaign Walkthrough by Jags1880

    Version: 1.01 | Updated: 12/18/05 | Search Guide | Bookmark Guide

    Advance Wars DS Hard Campaign Walkthrough
    By Jags1880
    Welcome to my Advance Wars DS guide for the Hard Campaign.  Hard Campaign is,
    as it sounds, a harder version of Campaign mode.  It has a greater challenge
    and lets you choose ANY CO that you have unlocked, even Black Hole COs.
    To start, I will assume that you know all controls to the game, much of its
    mechanics, have unlocked most COs, and that you have general strategy.  If
    you were able to breeze through normal campaign with little to some help,
    then you should be ok.
    Directions when reading this guide
    When reading this guide, you need to know a few things that I will now list.
    If I say "move Artillery east" then move it east as far as possible.  If I
    say "attack the Tank with your Md Tank from the east" then your Md Tank
    should be 1 space east of the Tank that you attack.
    When writing this guide, I used NO Force Skills/Force Ranking Skills/whatever
    you want to call them.  If you want to use them, go ahead.  If a totally
    different strategy revolves around using these skills, then I may make a
    separate guide for the mission.  HOWEVER, keep in mind that the day to day
    guides that I have will most likely not be the same as in my guide if you
    use Skills.  The AI will make different movements based upon everything,
    including Skills. 
    When following this guide, keep in mind that if you choose different COs
    than the ones I used, the movement of the opponent can and most likely will
    vary slightly.
    To those following the Day to Day strategies that I have given, this is your
    learning session.  This guide was not made so that a person with little to
    no skill/strategy could breeze through Hard Campaign attaining an S-Rank
    every time.  The Day to Day guides are meant so that you can learn and
    see the strategies I use so that you can become a better player.
    Also, keep in mind that the day to day strategies will not always work.
    Many times will the AI change depending on the slightest difference.
    Luck and the fact that the AI tends to move units randomly at times results
    in a not always 100% reliable guide.  However, using the day to day guides
    still gets you in the right direction; improvise if you must.  This is also
    why there is an overview and commonly more additional information for each
    mission.  Besides, do you really want to be baby fed the entire way through
    this game?  I hope not...
    300 Point S-Ranks
    This guide is written so that you attain a perfect 300 point S-Rank on every
    mission.  A perfect score is attained by beating a mission while destroying
    many units, losing few units, and beating the mission quiclky.  To be more
    Technique is graded based on the units that you have lost.  You can only lose
    20% of the total units you had/produced in order to attain 100 points in
    Technique.  (Thanks to Andrei for this info)  A good strategy to get a good
    Technique score is to produce many units near the end of the mission to
    increase the total units produced.
    Power is destroying a certain amount of units in one day. (clarification?)
    Speed is based on how fast you complete the mission in days. (turns)  I have
    listed the Turn Limit for each mission, though some are still unkown to me.
    Also, when using multiple armies, only the army that completes the mission
    will have their Power score totalled, so finish it with the army that
    destroyed the most. Technique is a little different and adds up the losses
    from all armies.
    When reading this guide, you may come accross some terms that you have not
    heard of.  Here's a small list of some that I use:
    Advance-Same thing as move, just less specific and it indicates that you
    are advancing toward your Foe or destination,
    Mech Flood-When you or the AI mass produces Mechs
    Rushing-Moving one or more units as quickly as possible to their
    destination, commonly ignoring enemy units on the way.
    Choke points-Closed areas where only one unit can fit. (i.e. bridges)
    Placing units here to prevent the foe from advancing is like creating a
    wall; they won't get past.
    OHKO-One Hit Knock Out, or in other words, the unit is destroyed in one hit.
    Rout-To destroy all units.
    Mass Produce-Make many of a certain unit
    I may add more in the future.
    Here are a few tips to remember while reading this guide.
    Try to attack enemy units while still staying out of range of other units.
    I cannot stress this enough as this is the most important thing to do.
    Constantly check the attack range of what is around you.  In chess, do you
    ever want to put your Queen, Rooks, etc. into range of other pieces?  No, you
    try to take out as many of their pieces as you can while staying out of
    range.  Advance Wars is the same, and in many more ways than you may think.
    Kanbei is ALWAYS a recommended CO in pre- deployed maps.  Team up with Sonja
    for 15% more luck, or in other words, the chance to do 15% more damage.
    A strategy that always works is Sami+Tag Power is an instant win in almost
    all missions for a quick HQ capture.  Pair her with Eagle so that you can
    trasport those Infantry to the enemy HQ from across the map.
    If you want to search for a mission that you are on, say, Pincer Strike, hold
    control, push f, and type in "Pincer Strike."  Spread the word of this while
    you're at it, too many people don't know this.
    The Walkthrough
    Mission 1:  Jake's Trial
    Opponent:  Rachel
    Recommended COs:  Jess; Colin
    Time requirement:  15 Days
    The first mission is moderately difficult.  The general strategy is to
    destroy all 3 Md Tanks quickly while still holding out elsewhere.
    Do this by leaving mechs on the city and blasting the Md Tanks with an
    Artillery.  Continue to join mechs to prevent score deduction/gain more
    funds.  Once the Md tanks are gone just start making tanks.  You can try
    to rush with a tank, but she rarely lets her tank in range of yours unless
    you are Sami.  In that case, it really isn't a rush since you won't be able
    to destroy the tank very quickly.  I recommend waiting it out just out of
    range of her tanks (she will do the same) then strike after you have enough
    tanks.  I also recommend doing this soon after she uses her Super CO power.
    It gets bad if she begins to Mech Flood (produce massive amounts of Mechs)
    then, well, try not to stay in range.  I will be using Jess and Sami.
    Day 1-Jess
    Attack Rachel's tank with your own (from the woods of course)
    Finish it off with the nearby Mech
    Move your south most mech NW onto the woods
    Capture Cities with your remaining mechs, but do not move the middle one.
    Move your APC onto the City 2 spaces East of it
    Advance your Recon
    Build an Infantry
    End turn switching to Sami
    Rachel will attack your West most Mech with a Recon
    Day 2
    Finish capturing
    Capture the city next to the Md tanks with the western Mech
    Attack recon from the south with your Tank
    Move the damaged Mech north 2
    Finish it with your recon
    Move your APC South of your Recon and West of your Tank, drop off to the left
    Build an Artillery
    End turn switching to Jess.  I wouldn't really use Sami again....Jess is
    very suitable for this mission.
    Rachel will attack your capturing Mech with a Md tank
    Day 3
    Finish Capturing
    Join North Mech with the damaged one
    Move Artillery east
    Move western damaged mech east 2 spaces
    Move western Mech south 2 spaces
    Move eastern Mech west 1 spaces
    Begin capturing the Base with your Infantry
    From here on, the rest may vary.  I will still a couple more days while still
    listing my strategy.
    Move Recon 2 east
    Build a Tank
    End turn
    Rachel will attack your Mech again and hide her Tank behind infantry
    Day 4
    Finish Capturing
    Attack Md Tank with your Artillery
    Finish it off with your Mech on the City
    Join both damaged Mechs onto the city
    Move damaged Tank north 1 in order to....
    Move APC east 1 (where the tank was to set as bait)
    Move Recon 2 west (behind the tank safe from the anti-air)
    Advance your new Tank
    Move Western Mech 1 east
    Move remaining Mech SW
    Build a Tank
    End turn
    Rachel will continue to stay out of range of your tanks
    Day 5...kinda
    Same deal, Artillery shoots the Md tank and the Mech finishes it, then join
    Mechs.  You will do this one more time.
    Capture SW city with your Infantry
    Basically, you should probably copy Rachel.  She's playing the waiting game,
    but since you receive more funds, you have the advantage.  Get a small force
    of tanks, 3-5, and strike when you think the time is right. (you do good
    damage and lose no units, perhaps when you have a power as well, breaking
    her waiting game)  Also, You might want to consider bunching up a few of
    your units (Mechs and Tank(s)) around your Artillery to attract her missiles
    from her Super CO Power.  Be sure to spread your other units out though.
    You might want to build an Anti-Air as well because she tends to mech flood
    sometimes. She will make less mechs if you have an Anti-Air.  That's
    basically Day 5 and 6.  
    I recommend attacking on either day 6 or 7, depending on where her Super CO
    Power hits (or is going to hit)  If you survive these turns during her Super
    CO Power with little casualties (1 or 2) then you're doing good.  The rest
    is just a clean up.  Just destroy everything in sight without having damaged
    units in range of something that could destroy it.  Join units often if you
    need to.  Near the end, place units incapabable of decent destruction on top
    of her Bases.  When/if she gets her Super Power again, make another group of
    units to draw it's fire.  Oh, and don't let her hide an Artillery in the very
    corner.  That's about 3-4 days wasted right there.  Personal record is 11
    days 300 S-Rank.
    Mission 2:  The New Black
    Opponent:  Jugger
    Recommended COs:  Grit; Kanbei
    Time Requirement:More than 11
    Overview:  This mission is very simple.  Use your Artillery to destroy the
    Neotanks and Md Tanks and use your Neotank to destroy  the small force in
    the middle of the map.  This mission is incredibly easy so I won't give a
    day by day guide.  Just fire upon the west most units Jugger has and fire
    at his Mechs if they are near your Artillery.  Keep destroying stuff with
    your Neotank.  If one makes it to your tank, you can use Artillery to gun
    it down from there or bring your Neotank up.
    Mission 3:  Max Attacks
    Opponent:  Lash
    Recommended COs:  Sensei and Kanbei
    Turn Requirement:  Not a problem.  More than 8.
    Overview:  Yet another easy mission.  Send decoys to take the hit from the
    Black bomb, destroy some units with B-Copters and transport a Mech to
    capture her HQ.  Don't forget to send a B-Copter or two with your T-Copter.
    Day 1
    Move 3 south western B-Copters south west.  The Black Bomb should hit them
    and some of Lash's units
    Destroy the north Minicannon with 3 B-Copters
    Destroy the two Mechs with 2 B-Copters
    Advance remaining units besides a Mech and T-Copter
    Day 2
    Move all but 2 Full HP B-Copters north west
    Advance remaining units besides the Mech and T-Copter
    Move 2 full HP B-Copters East
    Advance remaining troops on the ground west, but behind the copters
    Day 3
    Load a Mech into the T-Copter
    Move T-Copters south
    Move two eastern B-Copters south
    For the rest of the units, just try to destroy as much as you can.  Make a
    wall of B-Copters so that your indirects can take down Md and Neotanks.
    Next turn, destroy the Tank on/near the HQ.  It may take two turns if you
    didn't pick Sensei.  In any case, when it is down, drop off the mech and
    capture the HQ.  Easy.
    Mission 4:  Reclaim the Skies
    Opponent:  Jugger
    Recommended COs:  Kanbei and...anyone else
    Turn Requirement:  Not a problem.
    Overview:  One of the easiest, but definitely the shortest mission.
    Some people  just repeat this mission to level up their COs because it is so
    fast and easy.  Basically, destroy over half of his units on the first turn.
    Use your Anti-Air to attack anything and everything.  Rockets will take down
    his tanks.
    Day 1
    Attack Tanks with your Rockets
    Attack stuff with your Anti-Air.  Don't let two in range of both eastern
    Destroy a bomber with your Missile.
    Advance your Tanks, keeping them safe from bombers.
    Day 2 and beyond
    Clean up the rest.  The only way that you might not get a perfect S-Rank is
    if Jugger gets very lucky when he uses his Super CO Power.
    Mission 5:  Neverending War
    Opponent:  Koal
    Recommended COs:  Sami and Eagle; Jess
    Recommended Force Ranks:
    Overview:  This one can be quite hard.  The basic strategy is rush to the
    Airport, make a T-Copter and capture his HQ with Sami.  Without Sami, this
    mission becomes worlds tougher.  I highly recommend her.  Koal isn't too
    consistant in this map so you will have to wing it near the end or perhaps
    even in the middle.  Eventually he starts to mass produce Neotanks, but if
    you go by my guide or are fast enough, then they aren't much of a problem.
    Just use Artillery and bait to take them down if they get too close.  If you
    move one of your Mechs up north, it will buy you a day or two since it will
    distract a few units, keeping them up north. For this guide I will be using
    Eagle and Sami.
    Day 1, Sami
    Move tank onto eastern City
    Move Artillery behind the Tank
    Move north Mech north
    Move south Mech east
    Move East Mech south east
    Move APC 1 space east
    Build 2 Infantry
    End turn, switching to Eagle
    Day 2
    Load western Infantry into APC
    Begin Capturing with other Infantry
    Destroy enemy Tank with Artillery
    Move northern Mech east
    Move eastern Mech south
    Move remaining Mech south east
    Move APC behind the Tank and in front of your Artillery
    Build an Anti-Air
    End turn, switching to Sami
    Koal attacks your Mech with his
    Day 3
    Finish capturing
    Attack Mech with your Tank from on top of the Base
    Advance Anti-Air to just north of your eastern City
    Move Artillery on that City
    Move Northern Mech down two.  This Mech just rescued you by stalling him.
    Destroy his Mech with your full HP Mech from the south
    Move damaged Mech south
    Move APC east and drop the Infantry north
    End turn
    He attacks your northern Mech and your Artillery with B-Copters
    Day 4
    Destroy his B-Copter from the north using your Anti-Air
    Move northern Mech south
    Move southern (damaged) Mech north
    Destroy his Mech above the Base with your Tank from the eastern woods
    Begin capturing the Base
    Begin Capturing the City just east of and with your Mech
    Move southern damaged Mech north 1
    Advance Infantry towards the bridge
    Move your APC 1 space east of your city that your Artillery is on
    Move Artillery two spaces east
    Build a Tank at your eastern Base
    End turn switching to Eagle
    He should use is power and attack your Mech that is capturing, though I
    think he might kill your most damaged Mech instead.  If he does kill your
    Mech, not a big problem.  Just lure the B-Copter in next turn so that you
    can destroy it with your Anti-Air.
    Day 5
    Continue/finish capturing both properties
    Attack his Tank with your newly built one from the east
    Destroy his B-Copter from the south with your Anti-Air
    Move your Artiller north east.  It should end up diagonal from the Minicannon
    Join a Mech with the one that was shot by the B-Copter on the City
    Move damaged northern Mech south east
    Load infantry into APC
    Move APC west 1 space
    Build a Tank in your eastern Base
    End turn
    Day 6
    Finish Capturing
    Attack his Anti-Air from the south.  It should be on the first city you
    Destroy his Anti-Air with your Anti-Air
    Move heavily damaged Tank onto east most city
    Fire at the Minicannon with your Artillery
    Move your Infantry that is on your new Base north east
    Move your APC south east so that it is diagonal from the Minicannon
    Move your remaining damaged Mech east
    Build a Tank on your new eastern Base
    End turn switching to Sami
    Day 7
    Destroy his tank with your Anti-Air from the east
    Move your western Tank east.  It should be just out of range of the
    Move your damaged tank that is on your south eastern city 2 east and 1
    north, right above the Tank you just moved
    Fire upon the Minicannon with your Artillery again
    Move your APC to 1 space south of the Minicannon
    Move your newly built Tank one space above the Minicannon and attack it
    Move your damaged Mech south east
    Join your Mech that just captured the city with the Mech east of it
    Move Infantry south
    Move remaining damaged Tank two east
    Build an Artillery
    End turn
    He should attack your APC with his Tank
    Day 8
    Move your APC north east and drop off the Infantry onto Black Hole's north
    west city
    Destroy the Minicannon with your Artillery
    Attack his Tank with your western Tank
    Attack his Tank again with your Tank 1 space above the Minicannon.  Attack
    it from the road
    Attack and destroy his tank with your remaining Tank
    Advance remaining tank 5 spaces east and 1 space north
    Move newly built Artillery west two and north two spaces
    Advance Anti-Air north east
    Move Mech east
    Build another Artillery.  Those Neotanks will start coming
    End turn
    The rest of this map is very easy.  Capture that airport and make a bomber.
    Destroy a neotank or something to get your Tag Power if you don't have it
    already.  Basically, use it to capture his HQ.  Have Sami be the second CO,
    use your Tag power and drop off the infantry next to the HQ, switch to Sami
    and capture it.  During this tag power, feel free to destroy some more with
    Bombers or whatever else you have.  You should win by day 13 or 14.  You can
    afford to lose a few units as well, so don't be too worried.  If Neotanks
    start coming your way, just back up units with a few Artillery.
    Mission 6:  The Ocean Blue
    Recommended COs:  Grit; Kanbei; Drake
    Turn Requirement:  11 Days
    Overview:  This one is a little tougher than it looks if you don't us Grit.
    Your navy is easily outnumbered and his two Battleships prevent you from
    advancing...well anywhere.  If you picked Grit, he can take down the sea
    with his Rockets and B-Ship, especially when he uses his CO Power.  The AI
    usually stays one space out of range allowing you to take them down with
    your CO Power.  For this reason, I'm going to do this guide assuming that
    you are using Grit.  If you don't have him, buy him.  He's incredibly useful
    for some maps.  Anyways, for this guide, I will be using Grit alone.
    This mission is just basic strategy, not much I can really say besides what
    I have already said.
    Day 1
    Fire upon a Mech on plains with your Rocket in the center.  It may or may
    not kill it.  I will go considering that you did not kill it.
    Load Artillery into your Lander
    Advance remaining Rockets towards Lander
    Advance remaining air and naval units east
    End turn
    Day 2
    Fire upon the Mech in the woods with your island Rocket
    Load Rockets into Lander
    Drop off Rockets north of the other Rockets and drop off Artillery west of
    those Rockets
    Move Battleship east 1 space
    Move both B-Copters so that they are directly below your Rockets and
    End Turn
    Day 3
    Destroy her Lander with your Battleship
    Attack the Infantry she dropped off with western B-Copter from the north
    Destroy that Infantry with your Artillery
    Destroy remaining Mechs (if any) with Rockets
    Move Cruiser east 1
    Move Sub east 1, north 1, and dive.  This will protect your B-Ship from her
    Move Lander back to your Island and load up the Mech and Md Tank
    End turn
    Lash attacks your cruiser with hers
    Day 4
    Destroy her Cruiser with your B-Ship
    Move southern B-Copter south 2.  You can now see her Sub.
    Attack her Sub with your Cruiser from the north
    Attack her Sub again with your Sub from the south.  If it didn't die, you
    can clean it up next turn with your Cruiser.  I'll assume that it did.
    Move remaining B-Copter north 1 space
    Move northern Rocket east 1 space
    Move Artillery just north of the orange city on the island
    Advance Lander south
    End turn
    I believe Lash's movements may vary by day 5.  Basically, use Grit's Power
    to destroy as much as you can.  Destroy his cruiser to advance your Sub to
    destroy his B-Ship(s).  Use your B-Ship to fire at the Neotank and destroy
    it the turn after.  This will allow you to drop off your Medium Tank to take
    down her ground units.  Use Copters to help damage Sea and ground units, but
    keep them out of range of her Anti-Air at all times.  The rest is just a
    very simple clean up.
    Mission 7:  Fog Rolls In
    Opponent:  Koal
    Recommended COs:  Sonja and Kanbei/Lash/Jess/Colin/etc.
    Turn Requirement: 10
    Overview:  This is one of my favorite missions.  It's quite simple because
    you have the advantage of having a Base in the middle, yet quite hard
    because the speed requirement is merely 10 days.  Koal does have two
    Battleships; just ingore them since they have no ammo.  This is just another
    normal map but with Fog of War.  The trick is to capture the middle
    Base in 3 turns then skillfully procede to to his HQ and capture it.
    I would repeatedly make tanks since that's about the only unit that will
    help you.  After you capture the middle Base, use your copters and tanks
    effectively so that they defend one another.  Koal will make multiple
    Anti-Air, so mass produce tanks and keep your B-Copters out of range.
    I will be using Sonja alone, but I'll have Sami behind her to cancel out
    some of her bad luck so that her damage is more consistant.  If you didn't
    know, the stars (Tag affinity) represent both how much luck they have every
    day and their extra damage during a Tag Power.
    Day 1
    Load Infantry into APC
    Move Recon 1 east and 4 north
    Move Tank 2 east and 4 north
    Move APC 2 east and 3 north, drop off infantry north
    Advance B-Copters north east
    Build 2 Infantry
    End turn
    Koal's Recon attacks yours
    Day 2
    Begin capturing the middle Base
    Attack Recon with your Northern B-Copter from the North
    Finish off the Recon with your Recon from the west
    Move Tank into the woods just above the neutral Base
    Move B-Copter to 1 space east of neutral Base
    Move APC to 1 space south of neutral Base.  You have now surrounded it
    ensuring a successful capture next turn
    Move both newly built Infantry north
    Build a Tank from your eastern Base
    End Turn
    Koal attacks your APC with his Recon
    Day 3
    Finish capturing
    Begin capturing a city with west most Infantry
    Attack his Recon with your newly built Tank from the south
    Attack his Ant-Air with your Tank from the south
    Attack His B-Copter with your eastern B-Copter from the south
    Attack his Tank with your B-Copter from the east
    Destroy his Recon with your Recon from the north
    Move APC east 2 spaces onto the neutral city
    Move remaining infantry east
    End turn
    Koal attacks your Tank, Recon, and B-Copter, not for much though
    Day 4
    I believe this day may, and most likely will vary.  I'm going to break away
    from the day to day guide because of this.  Though, for starters, just
    destroy as much as you can on Day 4.  If you are going for a 300 point
    S-Rank, save right here.  If not, to beat this mission, just keep producing
    Tanks to take down the Anti-Air that he keeps making.  Sneak an APC carrying
    an Infantry through the woods so that you can drop it off next to the HQ.
    If you are going for a 300 point S-Rank, remember than an Infantry at full
    HP must be in range of his HQ on day 8.  When writing this guide, I finished
    it in 8 days, but it was incredibly risky and Koal did not always do the
    same things.  Once again, just keep your near full HP B-Copter out of range
    of his Anti-Air (and the Cruiser in the water).  Enough Tanks should
    overwhelm him.  Join them if they are severely damaged to prevent score
    deduction.  If it's day 8 and he still has a decent amount of attacking
    units left, try dropping an infantry near the HQ and surround it with units
    so that nothing can attack it.  Protect it like this for 2 days and you
    win.  Good luck.  If you are attempting the perfect S-Rank then you should
    be able to finish it at the very least in 3 tries from where I said to save,
    otherwise, you need more practice.
    Mission 8:  Tag Battle
    Opponents:  Jugger and Lash
    Recommended Cos: Colin with Sasha; Max; anyone else really
    Turn Requirement:  20 Days
    Overview:  Another normal route or capture production map.  You are
    outnumbered in pre-deployed units, but not in properties.  The good news is
    that they only advance their 2 B-Copters and one Tank.  Stay out of the
    Piprerunner's range at all times unless it is damaged.  Only attack the
    Piperunner if it is on the east side of the pipe or if you absolutely have
    to; the Artillery can't reach you there.  Once the intitial moving units
    are destroyed, lure in the rest and blast them with superior numbers.  Build
    multiple Tanks and join them if damaged as usual.  Don't let them capture
    any Base or the Airport.  You should capture the Airport quickly to start
    producing Bombers.  They won't be able to do a thing once you have those.
    I will be using Max with anyone else, it doesn't matter.
    Day 1
    Begin capturing the south eastern city with your eastern Mech
    Move remaining Mech south east
    Move Tank south 2 spaces
    Move Anti-Air south 1 space and west 2 spaces
    Build 2 Infantry
    End Turn
    Day 2
    Continue capturing
    Destroy their recon that attacked your Mech with your remaining Mech
    Begin capturing the city north west of your HQ
    Move remaining Infantry east
    Build an Anti-Air from the eastern base and an Infantry from the western one
    Day 3
    Finish capturing
    Attack their Tank with your Tank from the east
    Attack their Tank again with your Anti-Air from the south
    Move newly built Infantry east 1 and south 1 space
    Join Mechs
    Move Anti-Air south 1 and east 3 spaces
    Build a Tank from your eastern Base
    End turn
    They will attack your Mech and Tank with B-Copters and their damaged Tank
    will attempt to hurt your Anti-Air but will be destroyed from a
    Day 4
    Destroy both B-Copters with your Anti-Airs from their current locations
    Advance new Tank east
    Begin capturing the city in the north east of the map with your Infantry
    Move southern Infantry west 1 and south 1 space
    Move damaged Tank east 1
    Move your remaining Infantry west 1 and south 2 spaces
    Build a Tank at your western Base
    End Turn
    Day 5
    Finish/begin capturing what you can (city south of HQ with your northern
    Advance eastern Tank south
    Move remaining Infantry south 1 and west 1 space
    Move newly built Tank south 2
    Advance eastern Anti-Air south
    You can build either an APC to get to the Airport 1 turn quicker or a Tank,
    your choice.
    I'm going to break off from here, even if it is quite early in the map.
    The western Infantry was to bait the Tank in.  Your remaining Anti-Airs
    should be used to eliminate Infantry capturing Bases even if they are in
    range of the Piperunner since after attacking the Infantry, they are quite
    useless.  Eventually, around day 7-8 you will want to attack the Piperunner
    if it is in range of the Base in the middle of the map.  They only thing
    that you need to watch out for is their Tag Power, though you can lose a
    decent amount of units and still attain 100 Technique.  If you have your
    Tag Power, either use it right away or save it for when you have 2-3
    Bombers.  If you use it with Bombers, they will destroy nearly everything,
    possibly saving you a turn or two.  The rest is general strategy.  Capture
    what you can, build Tanks, save a little money for Bombers.  After you make
    a couple Bombers, they will make Anti-Airs.  Either use your Tag Power to
    destroy them or just keep advancing your Bombers while staying out of range
    of them.  Eventually they will be cornered and you can bomb them easily.
    Mission 9:  Victory or Death!
    Opponents:  Koal (bottom screen) and Lash (top screen)
    Recommended COs:  Max, Kanbei or Eagle for either screen.  They all do well
    on both screens.
    Turn Requirement:  Not a problem
    Overview:  Though it might look fairly hard, this map is very simple.
    Once the second front is won you can use a Tag Power to destroy the Crystal
    or you can destroy the crystal before that if you choose Eagle.  When your
    partner comes back, I believe that you get an automatic 6 stars added to
    your CO bar.  Just destroy the first and only wave of enemies on the bottom
    screen and you basically win.  Keep at least 1 Bomber at full HP in order
    to take the Crystal down in 1 hit with Eagle.  I will be using Eagle on the
    bottom screen and Max on the top screen.  Make sure that the AI is set on
    defense for the beginning of the mission.  You don't have to send any
    fighters to the top screen if you don't want to, though it's your choice.
    Make sure to at least send them after Koal's air units are downed.
    This guide will complete the mission before the top screen CO finishes, so
    I will be using Eagle.
    Day 1
    Capture what you can and advance all units east without going into range of
    enemy fire.
    Set AI to Defense
    Day 2
    Finish capturing what you started capturing
    Advance units further, but still out of range of danger.  I would put a
    Bomber just out of range of his Anti-Air.
    Move your B-Copter in range of his Fighter.  He should take the bait
    Other than what was said, attack anything you want as long as they will be
    safe the next turn.
    Day 3
    Destroy his Fighter with your Fighters
    Attack his Anti-Air with your Bomber
    Use your CO power if you want.
    The rest is simple.  Keep ground units out of range of his bombers unless
    you want to bait them in.  On day 3 he will have his Super CO Power so
    adjust units accordingly, mostly those that would be in range of his
    Bombers.  Once most or all of his air units are down send your Fighters up
    to the top screen.  Basically, once Eagle gets his Super CO Power or when
    the second CO joins up, you win.  Just make a dash to the crystal with a
    Mission 10:  Black Boats Ahoy!
    Opponent:  Kindle
    Recommended COs:  Drake and Kanbei
    Turn Requirement:  Not a Problem
    Overview:  Another easy mission.  You have superior ground and naval forces.
    I'm really not sure how you can lose this one.  Just don't forget that lab
    map from the neutral city in the middle of the northern island.  Because
    this one is so simple, I won't do a day to day guide.  Just an overview per
    day of what to do.
    Day 1
    Advance all units east with the exception of a Tank and an Infantry/Mech.
    You will load them in the Lander next turn.
    Day 2
    Advance....again.  Seriously, this should not be a Hard Campaign mission.
    If you cannot beat this mission, go to the War Room and get some pratice.
    Advance units east and start getting your lander to the southern island.
    Don't forget to start capturing the neutral city as soon as possible, unless
    of course you don't want to move onto the Black Boat mission.  You might
    want to leave 1 cruiser behind to defend your units from her B-Copter, which
    is really the only threat on this mission.
    Mission 11:  The Long March (Optional Mission, you receive the Black Boat
    Recommended COs:  Orange Star-Kanbei and Jess/Kanbei and Sonja;  
    Blue Moon-Sasha and Grit
    Turn Requirement:  Not a problem.  Somewhere after day 9, so take your time.
    Overview:  Easy to win, hard to receive a perfect score.  If you are going
    for a perfect score, then your delima is that you need to get both enough
    Power and Technique.  The way to perfect this mission is to leave behind
    everything except the following:  A Tank, a Recon, an APC
    (with an Infantry), and your Missiles. You can only loose 2-3 units
    depending on when they were destroyed and how long it took you to complete
    the mission.  North of Orange Star, they have two B-Copters,one Infantry,
    one Tank, and one Artillery (on the Lab).  Make a dash to there with the
    units I told you to bring.  If you are not going for an S-Rank or a perfect,
    bring the Md Tank as well; you shouldn't loose if you take that.  As for the
    remaining units, park your Md Tank on the City and back it up with ALL of
    your indirect units.  The AI will still attack it with their own Md Tanks
    (perhaps they are set on the AI "Strike"?)  If the Md Tank becomes damaged
    and is in range of being destroyed, retreat it and let the Recon do the job
    for a turn or so.  Now, for Blue Moon, just fire at anything that threatens
    Orange Star (preferably Md Tanks and Tanks, the closer to Orange the more
    important to take down) while also using Sasha to prevent their Tag Power
    for 1-2 turns.  Also, I would recommend not to let them use their power by
    turn 3, so in other words, stop attacking stuff once they are very close to
    their Tag Power.  I will be using Kanbei and Sonja for Orange Star and Sasha
    and Grit for Blue Moon.
    Day 1-Orange Star beginning with Kanbei
    Advance northern Recon into far east woods
    Move remaining Recon south 1 and west 4 spaces
    Advance Md Tank onto south east city
    Retreat eastern Artillery to the bridge, one space above the Recon
    Destroy their Recon with your Rockets
    Advance Remaining Artillery east so that they make a backwards L
    Advance Missiles east
    Advance Anti-Air north east
    Load Infantry into APC
    Advance APC north east
    Advance Tank north east
    Advance Mech north east
    End Turn
    Day 1-Blue Moon beginning with Grit
    Advance eastern Sub North East (more so east)
    Destroy their Rockets with your B-Ship
    Destroy (or, if unlucky, heavily damage) their eastern Tank with your Rockets
    Move remaining Sub north 3 and east 1 space and dive it
    Destroy their Infantry with your Artillery
    Use your remaining B-Ship to damage their 
    Fire upon their Artillery with your remaining B-Ship
    Advance Cruiser north west, but not adjacent to the shoal
    Build 1 Infantry from the eastern Base
    End Turn
    Jugger will attack your Md Tank with his Artillery, though you will heal it
    back provided that you are Kanbei (free CO power energy!).  I believe it not
    consistant if they switch COs or not, but chances are they will switch.
    Day 2-Orange Star
    Move Recon north 2
    Move Md Tank 1 east (takes the choke point)
    Move your north western Artillery south east onto the city
    Advance your Rockets east
    Move your Missiles 1 space east
    Advance your Anti-Air east
    Move your APC one space east
    Move your Tank 3 spaces east
    Advance your Mech east
    Fire upon their Recon with your Artillery
    Fire upon their APC with your Artillery
    End turn
    Day 2-Blue Moon
    Begin capturing
    Move your eastern Sub north 1 space, east 3 spaces, and north 1 space.  This
    will help stall enemy forces by attracting them
    Move your Rockets north
    Fire upon their cruiser with your western B-Ship.  They now almost have their
    Tag Power
    Move your Cruiser north 4 and east 2 spaces, blocking the choke point from
    the enemy Sub
    End turn switching to --Sasha-- without attacking anything else, preventing
    them from receiving their Tag power
    Koal attacks your Artillery with his own; He also attacks your Recon using
    two B-Copters (one to spot it and one to attack, the bait was taken, though
    he might not always take it...)
    Day 3-Orange Star
    Destroy their southern B-Copter with your Missiles
    Destroy their remaining B-Copter with your Anti-Air from the east
    Attack their Md Tank with your Md Tank from the west
    Move southern Recon south two spaces
    Fire upon the Artillery with both your Artillery and Rockets
    Move remaining Recon east 3 and north 2 spaces.  Time to lure that Tank out.
    Advance Tank, APC (with Infantry still in it), and Mech east/north eastish
    Move western Artillery west 1 space to spot the underwater Sub
    End turn switching to Sonja
    Day 3-Blue Moon
    Finish capturing
    Basically, shoot the most expensive units.  Anti-Air, Neotanks, etc.  Attack
    their Sub with your Cruiser too.  Leave your Sub where it is to stall them
    for another turn.  After you have attacked everything, use Sasha's CO Power.
    Jugger will attack and destroy your Recon.  It was worth it, trust me.
    He will also attack your Md Tank with some weak unit like a Recon, and
    suprisingly it will probably do about 3 damage (happened to me 3 times
    when making this FAQ, so perhaps it's consistant luck?  More like my
    consistant bad luck...)  Anyways, the rest of the map is quite easy.
    Advance your northern ground force by destroying the Tank, but still keep
    that Infantry in the APC for one more day.  They have an Artillery right on
    the Lab, so stay out of range until it's time to attack (you will probably
    have your Tag Power by then, making it a quick and easy capture)  As for the
    rest of your units, just keep the general formation that they are in and use
    your Recon, Mech, or damaged Md Tank to stay in front of your indirects.
    When they are too damaged, switch out and let another unit take the choke
    point.  You can take 2 unit losses and still get a 300 point S-Rank.  Also,
    let Sonja initiate the Tag to get Kanbei's defense and counterattack during
    the opponents turn.  As for Blue moon, use Sasha again to get another CO
    Power and use it.  Switch to Grit right after that; you won't be able to
    stall their Tag Power 3 times, just 2.  After you use her Power twice,
    switch to Grit and use his Power.  You should win by capture on day 6 or 7.
    Mission 12:  Lightning Strikes
    Opponents:  Grimm (bottom screen) and Sensei (top screen)
    Recommended COs:  Colin for the bottom screen; Kanbei for the top screen
    Turn Limit:  Unknown, but shouldn't be a problem I hope
    Overview:  Another mission with two fronts, except this time, you can control
    the second front yourself.  This should be self explanatory: don't let the AI
    control it...  In any case, because of the second front, there are a few ways
    to go about this mission.  Either support the second front quickly, or
    don't.  If you don't support it, Sensei's Powers will definitely make the
    second front last much longer.  I'll start with the main front.  First of
    all, you are again outnumbered by pre-deployed units but not by funds.
    Grimm also moves all of his pre-deployed units besides his Tank near the
    Missile Silos.  This means that your Artillery will need to fire upon his
    Md Tank.  Since speed is incredibly important in this mission, I will be
    using Colin on the main front and Kanbei on the second front.  If you are
    following it day by day, choose these COs.  I will be sending units to the
    second front early in order to get a Tag Power on the main front quickly.
    Day 1-Main Front
    Turn off Auto CO
    Send your western Anti-Air to the second front
    Advance Anti-Air east
    Move your Recon west 1 and north 4 spaces
    Move Infantry west 1 and north 2 spaces
    Move Mech 1 space east
    Build two Infantry
    End turn
    Grimm should move his Recon in range of both your Mech and Recon
    Day 1-Second Front
    Issue commands to your Mechs first.  I will list them from the north most
    Mech to the southern Mech.
    SW, SW, W, SW, NW
    Advance Anti-Air north east one space below the shoal
    Move Missiles north
    Move Recon north 1 space
    Advance western Tank onto the eastern shoal
    Advance remaining Tank to just above that shoal
    Advance Recon north east
    Move Infantry north 1 and east 2 spaces
    End Turn
    Sensei will attack your Recon, the bait was taken
    Day 2-Main Front
    Destroy his Mech with your Anti-Air
    Begin capturing the city near your eastern Base
    Attack his Recon with your Mech from the east
    Destroy his Recon with your Recon from the north
    Move northern Infantry north
    Move Artillery north 3 and west 2 spaces.  He will surely take the Recon as
    Move remaining Infantry east
    Build an Anti-Air from the western Base and an Infantry from the eastern
    Grimm destroys your Recon and attacks your 2 eastern Infantry.  Why he
    doesn't want to destroy the capturing one is beyond me, perhaps attacking
    something with 1000g is more important than something 400g that will take 3
    more turns to finish capturing.  Strange, but good if you are going for a
    good score...
    Day 2-Second Front
    Destroy Sensei's two western B-Copters with an Anti-Air and Missles
    Now, you want to retreat your units so force his B-Copters into range of
    your Missiles.  I will command the Mechs from west to east this time.
    SW, SW, W, W, SW
    Move one Tank onto the woods diagonal to the southern bridge and one Tank
    onto that bridge
    End Turn
    Sensei uses his Power and attacks a couple units
    Day 3-Main Front
    Attack his Tank with your Artillery
    Finish it with your Mech from the east
    Launch the Missile Silo and damage his Md Tank and Artillery
    Continue capturing
    Join both damaged Infantry on that city
    Destroy his B-Copter from the north, your eastern Base
    Advance remaining Infantry south east
    Send your newly built Anti-Air to the second front
    End Turn
    Grimm attacks your Anti-Air and capturing Infantry
    Day 3-Second Front
    Destroy the west most B-Copter with your Missiles
    Destroy the nearby B-Copter with your southern Anti-Air from the south
    Destroy his most north western B-Copter with your Anti-Air from the west
    Move north west Mech west 1 space
    Move northern Mech south west.  This defends your Missiles
    Move damaged Mech west 1 space.  This should be in the river 2 spaces east
    of your HQ
    Move east most Mech west
    Move western Tank north 1 space
    End Turn
    Sensei will attack with all of his B-Copters
    Day 4-Main Front
    Start capturing the Airport
    Move northern Mech south onto the city
    Move Artillery one space south of that exact city.  Time to bait in that Md
    Send your last Anti-Air to the second front
    Retreat your capturing Infantry west
    Attack his highests HP Mech in the River from the neutral city with your
    Build an Infantry on your eastern Base
    End Turn
    Grimm takes the bait with his Md Tank and attacks your Infantry again.
    Day 4-Second Front
    Time to destroy some B-Copters!  I'm not longer going to give a day to day
    guide on the second front.  You SHOULD be able to destroy 4 B-Copters.  Also
    during this turn advance your Tanks and Recon towards his Infantry/Mechs.
    Use your Super Power if you want, or save it for when you need to OHKO a
    Mech on a city.  Your choice on this one.  I'd save it since you destroy the
    B-Copters in one hit anyways.  Use it before you win the second front
    because otherwise it will be wasted.
    Day 5-Main Front
    Finish capturing the Airport
    Attack his Md Tank with your Artillery
    Move your Mech back if it is in range of his Artillery
    Attack his southern Infantry with your own from the south
    Use your CO Power
    Attack his southern Infantry with your Infantry from the south
    Join both remaining damaged Infantry onto the mountains, safe from harm
    (or at least moderate harm)
    Build yet another Infantry on your eastern Base
    End Turn and get ready to start pumping out Bombers while using COlins CO
    Power twice for tons of cash to make them.  Grimm usees his SUper CO Power,
    but destroys nothing of yours.
    Day 5-Second Front
    Just make sure he gets his Super CO Power this turn or else you will have to
    deal with more Mechs, thus taking more time.
    Day 6-Main Front
    Start off with your CO Power.
    Begin capturing north most city
    Retreat Mech south to be safe from his Recon
    Finish off whatever is left near your eastern Base
    Build a Bomber
    Leave your Artillery where it is
    I'm going to break away from the day to day guide here.  Basically, just
    build Bombers and, well, bomb his units away.  You might also want to make a
    Rocket this turn as well from your eastern Base to fire at anything he
    builds from his western Base.  Once you're done on the second front, you can
    use your Tag Power to win on that turn or the next turn with Bombers.  You
    shouldn't have a problem finishing this mission if you followed it up to Day
    Mission 13:  Frozen Fortress
    Opponents:  Kindle and Jugger
    Recommended COs:  Orange Star-Grit, Jess, Kanbei, Olaf, it doesn't really
    matter.  Blue Moon-Your choice on this one.  Colin/Sasha, Jess, Max, Sami,
    Olaf, and Kanbei are good choices. 
    Turn Limit:  Not a problem
    Overview:  Is it just me, or is this map easier than its Normal Campaign
    counterpart?  In any case, the Md Tanks don't move; let sleeping dogs lie.
    (AKA, do not go in range of them)  The only difficult part about this one is
    to see if you can capture the lab map (north east neutral city) before you
    finish the mission.  The objective is simple, destroy their Mechs before
    they capture a single Base.  If you accomplish this, which is incredibly
    easy, you win.  I will be using Kanbei for Orange Star and Olaf for Blue
    Day 1-Orange Star
    Move western Infantry east 2 spaces and south 1 space; this will bait the
    Begin capturing the Base with your Mech
    Begin capturing their western city with your Infantry
    Advance Anti-Air south east
    Advance Tank east
    Build 3 Infantry
    End Turn
    Day 1-Blue Moon
    Move Anti-Air south 1 and west 4 spaces
    Begin capturing western city with Mech
    Begin capturing the rest of the cities
    Build an Infantry on your northern Base
    End Turn
    Kindle attacks your Infantry with her B-Copter
    Day 2-Orange Star
    Destroy their B-Copter with your Anti-Air from the east
    Attack their Infantry with your Mech from the west
    Destroy that Infantry with your own from the east; bait once again
    Move Tank east 3 spaces; this keeps you out of range of that B-Copter
    Begin capturing with the rest of your Infantry, it really doesn't matter
    what with th exception of, you need to start capturing the west most city.
    End Turn
    Day 2-Blue Moon
    Finish capturing
    Attack their Infantry capturing a Base from the south with your Anti-Air
    Advance remaining Infantry west
    Build a Tank from your northern Base
    End Turn
    They attack two of your Infantry
    It starts to snow
    Day 3-Orange Star
    Destroy his B-Copter with your Anti-Air
    Destroy his Recon with your Mech
    Advance your Tank east
    Build an APC from your eastern Base
    The rest is a piece of cake.  If you want to go onto the next secret
    mission, Lash's Test, keep advancing your Tank east and drive the Anti-Air
    away.  Send an Infantry in an APC to capture that neutral city containing
    the map.  Whatever you do, do not attack anything else besides the Anti-Air.
     Destroying their Artillery will net them a Tag Power later on.
    Day 3-Blue Moon
    Attack their southern Mech with your Anti-Air from the north
    Advance southern Infantry west
    Begin capturing the Airport with your other Infantry
    Move your Mech 1 space west
    Advance remaining Infantry west
    Advance Tank to just south of the Airport
    Build another Tank from your northern Base
    They attack your Infantry capturing the Airport with their Tank
    Day 4-Blue moon
    Destroy their remaining Infantry from the south with your Anti-Air
    Attack their Tank with your southern Tank from the west.
    The rest is simple.  Finish off the Tank, destroy the remaining Mech with
    Tanks/Anti-Air, capture their HQ.  Don't forget to wait on capturing the
    HQ until Orange Star gets the Lab Map, if you want it of course.
    Mission 14:  Lash's Test (Optional mission, you receive the Black Bomb
    Opponent:  Lash
    Recommended COs:  Kanbei, Grit, Grimm, Kanbei+Sonja
    Turn Limit:  13 days
    Overview:  Yet another easy mission.  Use your western Black Bombs first
    turn; the Piperunner can destroy even Kanbei's Black Bomb in one hit.
    The only difficult part about this mission would be releasing your other
    Black Bombs before they run out of fuel.  Grit has the ability to do this
    very early (two turns quicker) using his Rockets, but he isn't required.
    If you don't use him then you will need to advance your Rockets very
    quickly, making the mission harder, but still just an easy mission.  Because
    this is a guide and is meant to make it easy for you, I'll use Kanbei and
    Day 1-Start as Grit
    Explode your west most Black Bomb
    Explode your other western Black Bomb exactly where the first detonated
    Move now western Black Bombs west 1 space and move the remaining Black Bombs
    west 2 spaces
    Advance Infantry west
    Load western Mech into APC, move APC west and drop off the Mech west
    Move B-Copter north 5 and west 1 space.
    Advance remaining units. (except for the Rockets, I will explain next step)
    Let Neotanks and Md Tanks take priority in advancing.
    Move Rockets north 1 and west 3 spaces
    End Turn
    Day 2
    Begin capturing the eastern Tower
    Advance Infantry west in order to capture the other Tower
    If it is in range, destroy her Piperunner.  It should be in range of your
    Explode your north eastern Black Bomb, damaging both the cruiser and
    Move your B-Copter west 1 and north 1 space, just out of range of the
    Move your Rockets north 2 spaces; they are now able to fire upon the pipe
    Advance remaining units as you see fit.  As always, keep indirects out of
    range, only move Tanks onto cities for defense and healing, use an APC as
    bait if you wish.
    I believe Lash may or may not retreat her Cruiser.  It shouldn't matter
    too much, though you will have to use your B-Copter to destroy it and the
    Batttleship, or using Grit's Power will do.  I'm going to break off from
    here with just some general advice.  After attacking the pipe seam once
    with Grit, you might want to consider attacking it again with your
    B-Copter which then allows you to use Kanbei next turn.  If the Cruiser
    did not retreat but advanced instead, you might want to attack it with
    your B-Copter, though Grit will do minimal damage to it.  You could always
    retreat your B-Copter and fire at the Pipe Seam next turn with Grit.  As for
    the rest of the battle, advance your big tanks first.  Once the Pipe Seam is
    down, damage as much as you can with your Black Bombs.  The rest is just a
    clean up of mostly 1 HP units.
    Mission 15:  Verdant Hills
    Opponents:  Javier and Jess
    Recommended COs:  Orange Star-Anyone  Blue Moon-Grit (obviously)
    Turn Limit:  Not a problem
    Overview:  Another easy map if you have the correct strategy.  Here's the
    strategy I use:  Orange Star does nothing while Green Earth Advances towards
    them.  Capture their HQ with Blue Moon since they leave it unguarded.
    Destroy as much as you can while you are Blue Moon as well.  Remember, only
    the army that wins the match by either rout or HQ capture is tallied for
    points, so Orange Star can take as many casualties as you want.  I really
    can't think of anything beneficial Orange Star can do.  The only thing that
    may help is to build something from the western Base in order to make them
    split their units up when advancing towards Orange Star.  In any case,
    I will be using only Grit for Blue Moon.  Stick Max behind him if you want
    some extra damage.  Use COs that need exp for Orange Star.
    As for a day to day guide on this mission, I really don't feel a need to
    give you one.  Just destroy their units that are inexpensive, have good
    movement, and indirect units.  After a few turns, capture their HQ with a
    Mech.  Just make sure they don't use their Tag Power to go all the way back
    to your HQ while you are capturing it.  If you are going for a perfect score,
    just make sure that they don't destroy more than 3 of your units, such as
    your Mechs.
    Mission 16:  Snow Hunters
    Opponent:  Hawke
    Recommended COs:  Andy, Hawke, Kanbei
    Turn Limit:  Shouldn't be a problem
    Overview:  We finally reach another moderately difficult level.
    The good news is that it's really short if done properly.  The basic
    strategy is to rush the Minicannons as fast as possible by blasting
    everything in your path.  This mission can be completed in 5 days, (I got
    lucky ) but aim for 6 days, the day where the his Neo and Md Tanks start
    showing up.  Precise movements of all units is required.  It's all basic
    strategy, but it needs to be done to perfection if you want to complete it
    very very quickly.  For this guide I will be using Andy and Hawke, the
    ultimate healing team.  This mission is very nice to you on the technique
    score, so don't worry too much about that.  Getting your Tag Power is a must
    on this mission.  There's also a Lab map here.  Get it if you want
    Piperunners or a full completion game.  Otherwise, I would skip it; the next
    mission is very difficult, at least to perfect S-Rank.
    Day 1-Begin as Hawke
    Move Battleship east 2 spaces
    Advance cruiser and Sub west
    Move Lander east 1 space
    Load northern Infantry into APC
    Move APC south 4 and east 1 space, drop off east
    Advance western Rockets onto eastern City
    Advance remaining Rockets west
    Advance Infantry south west into the woods
    Advance southern Mech west
    Advance eastern Md Tank north west
    Advance remaining Md Tank north 4 spaces and west 1 space
    Attack both western Pipe Seams with your B-Copters
    Advance eastern Anti-Air west 5 and north 1 space
    Advance Tank north 2 and west 1 space
    Advance southern Artillery onto HQ
    Advance northern Artillery west
    Advance remaining Tank west 2 and north 2 spaces
    Advance remaining Anti-Air south west
    End turn
    Hawke attacks your Lander with his Artillery
    Day 2
    Load Infantry into the Lander
    Drop off Infantry onto the south east island east
    Move Battleship east 4 spaces
    Advance Cruiser west.  your Cruiser will be used to gain some CO energy
    Attack his Cruiser with your Cruiser
    Advance your Sub to right behind your Cruiser
    Move Infantry south west into the woods
    Move southern Mech south west into woods
    Attack the southern Pipe Seam with your southern Md Tank
    Move remaining Md Tank west 2 spaces
    Attack middle Pipe Seam with your Rockets on the City
    Move southern B-Copter south 1  and west 1 space
    Move northern B-Copter south 1 space
    Move east most Anti-Air west 1 space
    Move southern Artillery north 1 space
    Move northern Tank east 1 space
    Move Artillery on HQ north 2 spaces and west 2 spaces
    Move APC west
    Advance Mech above HQ west 1 space
    End turn.  The party starts next turn
    Hawke damages or destroys your Mech with his Bomber.  I will assume that it
    is destroyed.
    Day 3-this might vary, email's confirming that this risky strategy works
    might be nice.  Hawke is quite random, so you may want to save.
    Begin capturing the city on the south east island, it contains the Lab
    Advance Battleship west
    Attack his Cruiser with your Cruiser
    Fire the Missile Silo at his 2 Artillery and 2 Md Tanks
    Destroy both Pipe Seams with Artillery
    Destroy middle B-Copter near the bottom broken Pipe Seam with your northern
    Anti-Air from the east
    Attack his Bomber with your Southern Anti-Air from the woods
    Destroy his now northern B-Copter with your Anti-Air from the south
    Destroy his missile damaged Artillery with your northern Tank
    Attack his northern Md Tank with your southern Md Tank
    Advance Md Tank west 2 spaces (go around the Pipe)
    Advance western Rockets north 1 and west 1 space
    Advance remaining Rockets west
    Advance remaining Tank north west
    Advance southern B-Copter south 1 space, west 3 spaces, and south 2 spaces.
    Do not attack
    Advance remaining Mech west
    Advance APC south west
    If you haven't already saved the game, save now.
    Depending upon your damage against Hawke so far (because of luck) Hawke may
    or may not use his Super CO Power at the beginning or in the middle of his
    next turn.  That is why I said to save here.  If he uses his Super CO Power
    at the end of his turn, you're ok.  If he didn't, restart and do NOT do the
    following step.  You also saved because Hawke is very very random next turn
    in what he attacks.
    Attack his remaining B-Copter with your northern B-Copter from the east
    End turn
    Hawke severely damages your units, destroys a couple anti-Airs, etc. etc.
    Hawke uses his Super CO Power at the END of his turn.
    Day 4
    First of all, do NOT continue capturing until after you initiate your Tag
    Power.  Ok, I can't really give a day to day guide on this part since Hawke
    is quite random in what he attacks.  Your Objective is to attack the most
    expensive units so that you can get your Tag Power.  If you do not get your
    Tag Power, restart and try again.  Once you get your Tag Power, just destroy
    as much as you can.  While doing this, advance your Artillery to behind or
    adjacent to the side of the Minicannons.  Advance Rockets to the road next
    to the Pipe so that you can fire upon the Minicannons next turn.  Use your
    APC to uncover the dived Sub. I would attack the Battleship with a B-Copter
    at least once to minimize damage towards your Artillery.  After you have
    used your Tag Power, finish capturing the city that has the Lab map.
    When you switch to Andy, load the Infantry up in the Lander and retreat from
    the Piperunners.  Advance your Battleship west if you want.  If you have the
    skill, you can easily pull this off.
    Mission 17:  Spiral Garden (Optional Mission; you receive the Piperunner
    Opponent:  Kindle
    Recommended COs:  Jess, Colin
    Turn Limit:23?
    Technique:  lost 6 and still a 100
    Overview:  I consider this one of the hardest missions in the campaign.
    I'm sure there are multiple ways to finish this mission, so if you have a
    different method than me, send it in.  I really don't feel satisfied with my
    guide either, though I don't know if a definite one could be made.  Anyways,
    for my guide, the goal is to either capture 15 properties or rout the enemy,
    whichever comes first.  Your first objective will be to place your units
    effectively so that they prevent the enemy Piperunners from advancing.  Note
    that Kindle's Piperunners will advance in the line of fire of an Anti-Air.
    Use this to your advantage with the north western area at the beginning of
    the game.  Also, during the beginning of the misson, I recommend splitting
    your forces...kind of, one for the north west and one for the south east.
    Your next goal is to produce Rockets ASAP.  Rockets seem to be the key unit
    to use in this game since you can just fire over those pipes.  Rockets will
    destroy the oncomming Md Tank and Neotank as well.  Later on, send one or two
    rockets north of the Airport.  Back to the beginning of the mission,
    use your remaining Tanks to destroy the Piperunners once those Md Tanks
    are down.  Once the Kindle's initial wave of forces is nearly gone, start
    producing Neotanks and perhaps one Megatank with Colin.  I'd make a Megatank
    first because of it's low movement.  It's a great unit since it only costs
    around the same as a Neotank and Jess can resupply it.  During this time,
    grab that Airport as well.  However, do NOT mass produce Bombers.
    Keep a nice ratio of Bombers to ground units and you should be ok.
    Always, always use Colins CO power, most of the time at the end of his turn.
    This is so he gains some CO energy during that turn, though you could go for
    the 10% increase of attack if you desperately need it.  For some reason,
    Kindle will make tons of Infantry and Mechs.  The are no threat if you
    advance fast enough.  Otherwise, they will act as walls preventing your
    units from advancing.  I highly recommend not advancing to the Lab through
    the pipes.  I tried this and Kindle mass produced units near the Lab.
    Only go for it if you have Sami.  Basically, using Neotanks, Md Tanks,
    Megatanks, and Bombers, just blast through her forces on the western side of
    the map.  As far as technique goes, I believe you can lose 5 units.  Use
    decoys and bait wisely.  I will be using Colin and Jess for this mission.
    Day 1, starting with Jess
    Advance northern Anti-Air north
    Advance northern Tank west
    Attack the Pipe Seam with your Artillery
    Advance Recon south west (this unit is really pointless, so let it be bait)
    Attack the same Pipe Seam with your eastern Tank
    Begin capturing with your Mech
    Load Infantry into APC
    Advance remaining Tank west and attack the Seam
    Advance remaining Anti-Air west
    End Turn
    Wow, Kindle already takes two very different moves.  Sometimes she hides her
    eastern Piperunner behind the capturing Infantry and sometimes she does not.
    This pretty much changes everything up there.  I will assume it is NOT
    behind the Infantry since that seems to be the most common placement.
    Day 2
    Finish Capturing
    Attack her western Piperunner with your Anti-Air
    Advance your northern Tank west and attack the Seam
    Attack the Seam again with your other Tank
    Move your Anti-Air east 1 and north 3 spaces, just out of reach of her Tank
    Advance you Recon to just 2 spaces above the neutral south west city
    Destroy the eastern Pipe Seam with your Artillery and Tank
    Move your APC north 3 and west 2 spaces, drop off east
    Build a Rocket from your northern Base
    End Turn switching to Jess
    Kindle takes the Recon bait
    Day 3
    Retreat your northern Anti-Air south west, just out of reach of the
    Advance your south eastern Tank north 3 and east 1 space, just out of reach
    Advance your Rockets north east
    Advance your Artillery 1 west, 3 north, and 1 space west, ready to blow
    those seams
    Begin capturing with your Mech
    Advance Infantry west
    Attack the Seam again with your northern Tank.  It's halting that Piperunner.
    Destroy her B-Copter with your Anti-Air from the east (where it is now)
    Advance remaining Tank to just south of that Anti-Air.
    Move your APC to just above your Rockets
    Build an Infantry from your northern Base
    End turn, switching to Colin
    Kindle attacks your Anti-Air with her Tank
    Day 4
    Finish capturing
    Retreat your Anti-Air south 2 and west 1 space
    Move your Rockets north 2 and west 2 spaces
    Attack the western Seam with your Artillery
    Move your middle west Tank north 1 space and attack the Seam
    Begin capturing that base
    Retreat your western Anti-Air south 2 spaces
    Attack the western Tank with your Tank from the south (I did 6
    damage...somehow.....oh well)
    Load the APC with your Infantry
    Build a Rocket from your northern base and an Infantry from your southern
    End Turn, switching to Jess
    Kindle attacks, but doesn't destroy anything.  She places her units
    incredibly well, including a now invincible Piperunner in the south west
    corner.  Then she uses her power...
    Day 5
    Continue capturing the Base
    Finish off the western Tank with your own Tank from the east, out of range
    of the Piperunner
    Retreat your damaged south west Recon and Anti-air south east, out of range
    of the Piperunner
    Attack the Recon that attacked your Artillery with your southern Rockets
    Attack the damaged Pipe Seam with your eastern Tank\
    Move your APC west 2 spaces and drop off west
    Move your Rockets west 2 spaces
    Move your Artillery west 1 space
    Destroy the Recon with your Anti-Air from the west
    Move your APC west 2 spaces and drop off west
    Move your south Infantry west 2 spaces
    End Turn
    Kindle destroys your Anti-Air with her Neotank and advances her south west
    Piperunner east
    Day 6
    Finish capturing the Base
    Retreat your western Tank south west and attack the Seam on your way
    Attack her Neotank with both your Rockets and Artillery, Rockets first.
    Finish it off with your Tank if you can.  I will assume that you can
    Attack that southern Piperunner near your HQ with your Anti-Air
    Retreat your Recon all the way east, this should remain there to prevent
    score loss
    Advance your southern Infantry west
    Move your Rockets on to your HQ
    Advance Mech west 1 space
    Move APC east 2 spaces
    End turn switching to Colin
    Her Piprerunner attacks your Rockets on your HQ
    Day 7
    Attack her Piperunner with your Rockets
    Move your Anti-Air 5 east and 1 north
    Destroy the southern Piperunner with your Tank
    Attack the Infantry capturing the Airport with your Rockets
    Attack the Pipe seam leading to the Airport with your Artillery and Tank
    I'm going to stop here.  The rest isn't nearly as hard as the part that you
    just did.  Eventually, you can either use Colins CO power and do a DGR
    (Double Gold Rush, using one after the other without spending any after the
    first power) or save up for a Tag Power to take down those Piperunners.
    This is your choice, though I would save here.  You can also deal with the
    western troops 1 of 2 ways, with Rockets from your new base or a
    Neo/Megatank.  Any will do very nicely, though I'd build them after DGR or
    during your Tag Power.  Personally, I recommend DGR since you can take down
    those Piperunners with Jess's Tanks during her Super CO Power.  In any case,
    once you break through the seam leading to the Airport, send a Rocket or two
    up there.  You can snipe them all you want from there.  Once you get the
    Airport, you can make Bombers or even a Black Bomb with Colin (use it
    through the Pipe maybe?)  Basically, just dominate with Jess's Neotanks and
    a Bomber or two.  Build units with Colin of course.  If you can't win this
    one, after you followed everything I said, then you need some practice.  If
    you can't get a perfect rank, then I can understand, it's difficult.
    Mission 18:  Omens and Signs
    Opponents:  Jugger (bottom screen) and Koal (top screen)
    Recommended COs:  Javier, Kanbei, and Grimm (bottom screen) Kanbei, Eagle,
    and Max (Top Screen)
    Turn Limit:  Unkown
    Overview:  Back to the easy missions.  As long as you remember to set the AI
    to defensive and then to Strike, you should have no real problems.  It's all
    basic strategy.  Destroy their units.  For this reason, no day to day guide
    for you.  Once again, if you are unable to beat this mission, I'm very
    surprised that you are able to get this far in Hard Campaign and you need
    practice.  Also, the Technique limit is nice to you.  I lost 4 units and
    still received 100 for Technique,  Here's what you do.
    Land units:  Free those Carriers.  Not much else to do
    Sea and Air units:  The only trick to this mission is sending those fighters
    up at the right time.  You can send a few at the beginning if you wish, but
    save at least 2 for the fighter.  Use a B-Copter or something to bait the
    Fighter in.  After Jugger's air units are down, send up more fighters.  If
    the AI is still having trouble, send up a few Stealths.  You can free the
    South Eastern Stealths by deleting a Carrier there.  Use Carriers to resupply
    Stealths if you need to, though remember that it takes 1 day to resupply.  As
    for sea units, make a black boat or two.  Watch where his Sub is, spot it
    with a B-Copter when it dives, and proceed with general strategy. Don't
    forget to attack first day with a Carrier.  I will include the hardest part
    in the day to day guide.
    Day 1
    Set the AI to Defense.  It's easy to forget this.  I even forgot when writing
    Day 2
    Set the AI to Strike accordingly, you might not have to.
    Mission 19:  Into the Woods
    Opponents:  Kindle and Lash
    Recommended COs:  Orange Star-Kanbei, Sonja  Blue Moon-Kanbei, Sonja, Grit,
    Turn Limit:
    Overview:  A hard mission the first time, but easy the second time since you
    know where everything is.  Lucky for you, I'll tell you the majority of what
    they have and where it is.   There are two Ooziums in the large concentration
    of forests, they send all of their Md and Neotanks at Blue Moon, there is a
    Rocket hidden in the forest beyond the southern bridge, and they have two
    more Ooziums a few (5-8) spaces away from their HQ by the time you reach it.
    Like always, Kanbei rules pre-deployed maps and Sonja dominates Fog of War;
    put them together since they have a great Tag Affinity.  As for the mission,
    it's easy to win, but the Technique limit is quite hard to reach.  Remember,
    since there are two armies, only the one that completes the mission has its
    score tallied.  Blue Moon faces the most enemy units, so  we'll go for an HQ
    capture with Orange Star.  I will be using Sonja and Kanbei for Orange Star
    and Grit and Sasha for Blue Moon.  A strategy I will use is to just let Blue
    get pummeled allowing Sasha to repeatedly prevent them from getting their
    Tag Power.
    Day 1, Orange Star, Sonja
    In order:
    Advance east:  Megatank, Recon, both Md Tanks, both Mechs, the southern Tank,
    and the Infantry
    Advance on the road:  the northern Tank, northern Anti-Air, Neotank, Rockets
    Advance remaining Anti-Air 5 east and 1 north
    Advance Artillery 2 north and 2 east
    Advance APC south east
    End Turn, switching to Kanbei
    Day 1, Blue Moon
    In order:
    Advance east:  the eastern Anti-Air, Tank, northern Rockets, both Artillery,
    Recon, all Mechs, southern APC,and the Md Tank (east as much as you can, on
    the plains)
    Advance on the road:  Rockets, Missiles, remaining Anti-Air
    Advance remaining APC east and load the Infantry in it
    End Turn
    Day 2, Orange Star
    With good luck, there is a short-cut.  However, I won't take it.  There is
    an Oozium 2 and 3 spaces east of your Megatank and you can kill it with luck,
    but I'm not going to.  Instead, because I have restarting this one so many
    times, I will move units just out of range of indirects that you cannot see,
    etc. etc.
    Advance Megatank along the road
    Move Recon onto the neutral city by the woods
    Destroy that Recon with your northern Md Tank from the road
    Move Neotank to just above that Md Tank that you just moved
    Move northern Anti-Air 4 east and 1 north
    Move nothern Tank east 2 and north 1
    Advance Md Tank onto the road
    Advance Rockets on the road
    Move remaining Anti-Air east 1 and north 3
    Advance southern Mech east
    Advance Infantry east
    Advance Artillery along the road
    Advance APC into north east woods
    Load Mech into APC
    End turn
    Day 2, Blue Moon
    Move Tank north 2, onto the City
    Advance both Artillery east
    Advance Md Tank east
    Advance Rockets east onto the City
    Move Recon into south east woods
    Advance Missiles east
    Move western Anti-Air 1 south and 1 east
    Advance western Rockets east
    Advance remaining units (besides the eastern Anti-Air) eastish.  Place a
    Mech on the mountain for vision..kinda
    End turn, switching to Sasha
    They already do a few things random, but I don't think the important ones.
    (important to you at least)
    Day 3, Orange Star
    Attack the APC with your Md Tank from the west
    Move your eastern Tank into the north eastern woods, diagonal to the bridge
    Destroy the Artillery with your Megatank
    Destroy the Rockets with your Neotank
    The rest is kind of random.  There are two Oozium east of your Recon and
    Mech, so do not go adjacent to those squares.  With the exception of that,
    destroy what you can.  They do have an Artillery 3 spaces west of the
    southern bridge, but it won't destroy anything in one hit.  Just be sure to
    save your Anti-Air, B-Copters are the only threat remaining.  Stay as Kanbei.
    Day 3, Blue Moon
    Not much to say here besides blow up what you can with what you have.
    Use your Recon and Infantry/Mechs on the mountains to see the enemy.
    I recommend taking down that Megatank and parking your Md Tank on top of
    that City near where the Megatank was.  Stick an APC where your Md Tank was
    to take that choke point.  If they have their Tag Power, use Sasha's Power.
    If they don't save it and use it next turn.
    Day 4, Orange Star
    Your objective is to load an Infantry/Mech into the APC and run it down the
    road.  Also, destroy all B-Copters you can and stay out of range of the
    Day 4, Blue Moon
    Blow stuff up and use Sasha's Power again if you can.  However, it might be
    wise to let them get their power this turn and just retreat.  This will draw
    their units away from their HQ allowing you to capture it.  Your choice on
    this one, save if you want.
    Day 5 and beyond
    Orange Star should have their Tag Power by now.  Use this, the rest is a
    piece of cake.  Destroy what is left and rush the APC to the HQ for a quick
    capture.  The only things that block your way are one mech and two Oozium.
    (which are usually on the mountains)  Using this strategy, I actually routed
    them in 7 days, so you should have no problem if you followed the day to day
    part of it.
    Mission 20:  Muck Amok!
    Opponent:  Koal
    Recommended COs:  COs that need experience
    Turn Limit:  Unkown, though you shouldn't worry about it
    Overview:  This mission is very easy, and for that reason, I won't give a day
    to day guide.  It's just the same thing over and over: destroy the Oozium.
    The general rule is to only attack Oozium if you are sure that it will be
    destroyed and if you are not in range of any other Ooziums.  Koal also has a
    Tank and an Anti-Air.  These can easily be destroyed with your Neotank and
    Stealth.  If you want, go ahead and try to capture those Towers on the east
    side of the map.  If you do, put units such as APCs around them so that Koal
    can't attack the Infantry/Mech capturing the Tower; he will most likely use
    his Super CO Power on the turn he tries to attack.  Also, this mission is the
    best mission to gain experience for your COs, roughly 2200 for 4 COs.  If you
    want, you can keep restarting the mission if you save on another slot before
    you begin the actual mission.
    Mission 21:  Healing Touch
    Opponents:  Kindle and Jugger
    Recommended COs:  Orange Star-Kanbei  Blue Moon-Eagle, Sasha, Kanbei
    Turn Limit:  Not a problem
    Overview:  Simply said, this mission is easy to beat.  The strategy is to
    destroy everything as fast as possible.  Getting a perfect score is hard
    because the Technique limit is hard to reach and it applies to BOTH armies.
    It doesn't matter which one finishes the map. Try to not lose any of Orange's
    but rush it with Blue Moon.  In any case, Sasha will help out on this mission
    because she will completely prevent all Powers.  I will be using Kanbei and
    Sonja (just for additional luck) for Orange Star, Eagle and Sasha for Blue.
    Day 1, Orange Star-Kanbei
    Begin capturing the Tower with your Infantry
    Destroy the Infantry with your Rockets
    Destroy the northern Crystal with your Megatank
    Destroy the Mech with your Neotank
    Destroy the Rockets with your Recon
    Destroy the Artillery with your Md Tank
    Destroy the Anti-Air with your Tank from the west
    Destroy the northern Recon with your Anti-Air from the south
    Destroy the Recon with your B-Copter from the west
    Advance Mech north
    Place your Artillery 1 space north of the Rockets to protect them
    Move APC north 2 spaces to protect your Artillery
    End Turn
    Day 1, Blue Moon-Eagle
    Begin capturing the Tower
    Destroy the APC with your Mech from the south
    Destroy the Crystal with your Bomber
    Destroy the Recon with your Rockets
    Destroy western Fighter with your western Fighter from the east
    Destroy the Bomber with your Stealth from the east
    Destroy the remaining northern Fighter with your Fighter
    Destroy the B-Copter with your Anti-Air
    Destroy the Artillery with your B-Copter from the west
    Move Missles south
    Move APC south, the Anti-Air is now trapped
    Move T-Copter north west
    End Turn, switching to Sasha
    I think the first day is fairly random; Kindle will either attack your
    Megatank with her Md Tank or she will destroy your Tank, which is very bad.
    At least, I think she might.  In any case, she usually targets the Megatank.
    Day 2, Orange Star
    Finish capturing
    Destroy the middle Crystal with your Megatank
    Advance APC towards the Megatank, north east
    Destroy the southern Tank with your Mech
    Destroy the recon with your Artillery
    The rest is easy.  With Orange Star, retreat your severely damaged units and
    destroy nearby units with your Md and Neotank. (from the north so that you
    are closer to the crystals)  Just make sure no unit is in range of certain
    death.  For Blue Moon, make your way to the north east Crystal and make a
    path allowing your Bomber to get there.  Near the end of your turn, use
    Sasha's Power THEN attack the crystal with your Bomber for a OHKO.  Remain as
    Sasha.  On day 3, destroy the remaining Cyrstals with your Neotank and Md
    Tank plus whatever else you have left with a CO Power.  If you cannot destroy
    them all by day 3, make sure to keep Orange from certain death and use
    Sasha's Power again at the end of her turn.  Remeber to just as many units
    from dying as you possibly can if you are going for a good score.
    Mission 22:  Crystal Calamity
    Opponents:  Kindle and Coal
    Recommended COs:  Orange Star-Grit; Blue Moon-Kindle; Green Earth-Sasha
    and Colin
    Turn Limit:  Unkown, sometime after day 13
    Overview:  This mission is dubbed the hardest of all in the entire game by
    most players.  However, the only hard part about it is preventing their
    Infantry from taking a Silo.  First of all, don't go in range of the
    Neotanks, ever.  The basic strategy to this mission is to repeatedly use
    Sasha's CO Power so that Black Hole NEVER get's their Tag Power.  The other
    objective, which applies to Orange Star and Green Earth, is to launch those
    Silos as soon as possible.  With Sasha using her CO Power almost every turn,
    you shouldn't have a problem defending the Silos.  Next, after you capture
    the Silos, you can use Grit with his CO Power to fire upon the Obelisk and
    destroy it.  In order to get 100 Power, you might want to save up for a Super
    CO Power and build tons of Rockets/Missiles so that you destroy tons of
    enemies in one turn.  That is the general strategy, but here is a more
    specific strategy per army.
    Orange Star can lure the first Tank out with the Anti-Air and blast it away
    with Artillery.  Lure the Megatank in the exact same way though you can use
    an Infantry; Megatanks can't destroy them in one hit when they are on
    woods.  The first Infantry that you build should go straight for the west
    most Silo.  Build a Rocket on day 3. (so make 2 Infantry day 1 and ONLY 1
    Infantry on day 2)  Move Rockets and/or Artillery in range of the Obelisk
    after you destroy the Megatank.  If you want, you can shoot what they make
    at their south eastern base too.  Be careful of their Artillery near the
    Obelisk that likes to shoot over the Pipe.  Start mass producing Rockets and
    maybe make a Missile.  You can use these to attain 100 Power.
    Blue Moon can lure the Tank in with their own Tank on the neutral city.
    Finish it with your Md Tank.  Next, lure the Neotank in the exact same way.
    Get a Mech or Infantry on that island Silo pronto.  After you launch it,
    bring the Mech/Infantry back and load Rockets into it.  Scare away the sea
    units with your Rockets (so you can fire 1 space east of your port) on the
    turn that the lander comes back to your port, though make sure your Rockets
    can move into the lander next turn as well.  Drop the Rockets off on the
    Silo island and destroy the Black Cannon from there.  Of course, advance
    Infantry and Mechs to the Silos using APC(s).
    Green Earth has it the hardest.  Here's a tip for the first turn.  Do not
    advance your Anti-Air much.  Check the Stealth's maximum movement.  Move your
    Anti-Air south only slightly, making sure that they are UNABLE to attack
    the square that the Stealth will most likely move onto.  This will prevent
    the Stealth from becomming invisible, very very handy.  On day two, destroy
    the Oozium but without using two Anti-Air.  Once destroyed, send the
    remaining Anti-Air to where the Oozium was to protect it.  Park your Missiles
    on top of your south most city.  Proceed to destroy those air units.  After
    you're done, use Sasha's Power.  Only use her Power if they have enough stars
    to use their Tag Power.  The rest is basic strategy.  Destroy any nearby
    Mechs WITHOUT going into the Neotanks' range.  Of course, save your money
    as much as possible.  Buying Infantry and perhaps an Anti-Air/Tank
    would probably still be worth it.  Once you have routed most/all of the
    initial wave, make some air units such as a Bomber or whatever you want.
    Maybe you could just lure units into Grit's range so he can fire upon them
    during his Power.
    For Orange Star, I will be using Grit.  For Blue Moon, I will be using
    Kindle.  For Green Earth, Colin and Sasha.  Put COs with Tag Affinities
    behind those single COs if you want extra luck.  This may, however, change
    up the initial movement of the Tank that is to be lured by (your) Kindle.
    Use if you wish.  I will not cover Orange Star and Blue Moon.  You shouldn't
    have a problem if you read the army specific directions part of the overview.
    Day 1, Green Earth-Colin
    Begin capturing the Base with your eastern Infantry
    Move western Anti-Air south 1 space
    Move remaining Infantry south
    Move Recon south
    Advance Tank to just north of your Recon
    Advance Missiles south
    Move remaining Anti-Air south 2 spaces
    Build and Infantry
    End turn, switching to Sasha
    Day 2, Green Earth
    Finish capturing
    Move your Missiles onto your south most City
    Attack the Oozium with your Infantry and Recon from where they currently are
    Attack the Oozium with your Tank from the south
    Destroy the OOzium with you western Anti-Air
    Move your remaining Anti-Air to where the Oozium used to be
    Advance remaining Infantry south
    Build another Infantry
    End Turn
    Random on what they attack of Sasha's.  They may destroy the Tank or attack
    the Recon as well.  Either way, you still get to destroy much of their air
    Day 3
    Destroy the Bomber with your Missiles
    Attack the Stealth with your full HP Anti-Air
    Retreat your damaged Anti-Air OR join with the other Anti-Air if possible
    Attack the Mech with two Infantry, both from on top of the cities
    Advance remaining units, but keep them out of range of their Recon.
    Use your CO Power
    Build Infantry and an APC?  A B-Copter? A Tank? Nothing?  Your choice, but
    don't spend very much.
    The rest is up to you.
    As I said before, with Orange Star and Blue Moon, lure their units into range
    of your indirect units.  Stay on better terrain (cities for example) for
    better defense when luring.  And make sure that Green stays out of range of
    that Neotank.  Save often and reset if you make a big error.  Use Sasha's
    Power on day 4 as well since they have their Tag Power again.  If you think
    you won't be able to use it, do not destroy more units.  Make sure that
    they NEVER EVER get their Tag Power.  If the Stealth retreats, remember to
    make a fighter to counter it.
    Mission 23:  Dark Ambition
    Opponents:  Kindle and Olaf
    Recommended COs:  Orange Star- Kanbei; Grit Blue Moon-Grit; Kanbei 
    Green Earth-Jess; Kanbei
    Turn Limit:  Unkown
    Overview:  This mission is very easy to win, but takes some strategy to get
    100 points in Technique.  I believe you can lose around 5 units total.
    The only part you could mess up on is when they use their Tag Power.
    Place units one space west of the broken seam, such as APCs, then place
    more units all around those.  They will destroy quite a few units, but you
    should still have more than enough to finish them off.  Grab the Silos ASAP
    with Orange Star.  To be more specific:
    Orange Star's purpose is to launch those Silos use indirects effectively.
    With Grit, you can stall them by NOT destroying their units adjacent to the
    seams AND making sure their Artillery are unable to fire at the seams.  In
    other words, scare those Artillery away with your Indirects.  Use those
    APCs to block the seams after you drop off Infantry.
    Blue Moon will support Orange Star.  The stealth is excellent to place at a
    pipe seam when cloaked since nothing they have can attack it.
    Green Earth's units will act as the main wall near the pipe seams.  Not much
    else to say.  Destroy what you can.
    This mision is all general strategy and is again, very easy to beat.
    Attaining a perfect S-Rank, however, is much, much more difficult.  For this
    reason, I'll give the movements for the first day. I used Grit for Orange
    Star, Kanbei for Blue Moon, and Jess+Javier for Green Earth.  Sasha might be
    helpful as Green Earth too.
    Day 1, Orange Star
    Load Infantry into western APC
    Load Mech into eastern APC
    Move and drop off both APCs west
    Move Rockets east 1 space.
    Move Artillery east 3 and north 1 space
    Move your Anti-Air adjacent to the northern seam.  Leave it there and let it
    get hit by the Rockets on day 2; this will buy you time.
    Day 1, Blue Moon
    Move Carrier and Bomber east
    Move Stealth 5 east and 1 south, hide
    Supply that Stealth
    Move Rockets south east, this will lure the Md Tank in closer
    Advance remaining units, but stay out of range of the Md Tank
    Day 1, Green Earth
    Advance all units, give priority to your hard hitting Tanks
    Make sure you advance your B-Ship east
    Orange Star should now just fire upon units except those adjacent to the
    pipes, they will buy you an extra turn of time.  I would save the Silos for
    Day 3.  Be sure to position your Infantry right so that you can fire 3 Silos
    in two days.  Blue Moon should destroy the Md Tank using the Bomber.  Advance
    the Carrier east again; the Black Bomb will either target that or Green's
    B-Ship.  Next, for Blue Moon, I would destroy the Infantry.  Attack with the
    stealth from the south so that next turn you can use it to block the seam
    exit.  Green Earth should just blast everything in its path.  Switch Sasha
    if you think you can pull off a CO Power before they get their Tag Power.
    Otherwise, use Javier during their Tag Power to defend against those Rockets.
    However, if you scare those rockets away and use decoys well, you can prevent
    them from really doing anything with their Tag Power.  Just don't destroy
    those uints adjacent to the Pipes and use that Stealth to block the northern
    Mission 24:  Pincer Strike
    Opponents:  Jugger and Drake
    Recommended COs:  Orange Star-Hawke; Sonja; Colin?; Blue Moon-Sasha; Kanbei
    Turn Limit:  19
    Overview:  This mission is also considered one of the hardest in the entire
    campaign.  The rain and Drake's powers are the reason.  Using Sasha on Blue
    Moon, you can prevent them from getting a Tag Power for the entire mission.
    This mission really doesn't any other unique strategy; the rest is a basic
    Fog of War mission, though you do have one less vision than normal.  Now, 
    onto the specific movements and strategies.
    Orange Star should begin advancing while of course staying out of range of
    those big tanks.  I would move that Battleship north east and leave it there
    the rest of the mission.  This will ensure that the Neo and Md Tank don't try
    to advance, at least not at the beginning of the mission.  I would surround
    your Battleship with Cruisers so that those B-Copters can't get more than 2
    hits on it.  Blast the B-Copters away with your Cruisers when they attack.
    I'll start with the sea.  Move that Battleship north east and attack the
    Missiles.  Those things have too good vision to leave alive.  You should be
    able to win it by using your Tag Power.  Eventually, their Cruiser will
    attack your B-Ship.  That means their B-Ship and Sub are nearby.  Using your
    Tag Power, you can find the Sub and destroy it with a Cruiser, destroy the
    Cruiser by moving then firing the B-Ship, AND destroying their B-Ship with
    your Sub.  Oh, and you should make a Black Boat on day 2 if you can.
    Orange Star should grab that Base ASAP.  Your units can stay around there.
    Rushing blindly into the fog is hardly EVER a smart choice, unless you saved
    right before doing it. (awesome technique here if you are patient enough)
    I would just sit tight until Blue takes down most of those units north of
    that area.
    Blue Moon should, first of all, be played exclusively as Sasha for the 
    first 8 or so days.  On day 1-2, position your units so that your Rockets
    are on your south east base, your Artillery is in eastern Woods, and your
    big tanks are as close as the Rockets as they can get.  Of course, keep all
    units out of range of the Rockets at all times.  When the rain falls, destroy
    anything you see, but go for the Rockets mainly.  You can use the Artillery
    to fire at the B-Ship too.
    From then on, the mission is quite easy.  Just advance up the road with both
    armies and destroy all in your path.
    Also, Sasha's Power is your main weapon this mission.  Here is when to use
    it:  When both of their COs have full bars; When Drake is the current CO and
    one/both CO(s) are incredibly close to using their Tag Power.  Remember that
    Drake will initiate the Tag Power both at the beginning and end of his turn
    if he can; don't let him build enough energy during HIS turn.  Only attack
    the Ooziums when you know for a fact they will get both bars full; those
    things just act as CO energy for Drake.
    For Orange Star, I used Hawke and Sonja.  For Blue Moon, I used Sasha and
    Kanbei for last part of the mission.  Colin could contribute some luck to
    Sasha if you want.
    Day 1, Orange Star-Hawke
    Move Battleship east 3 and north 2 spaces
    Advance both Cruisers east
    Advance Neotank onto the neutral Base
    Move Infantry north 1 and east 2 spaces
    Move Tank east 1 space and north 3 spaces
    Advance both B-Copters east
    Move Lander north 1 and east 1 space
    Advance Anti-Air and Recon north eastish
    Move APC north 2 spaces
    Build 2 Infantry
    End turn
    Day 1, Blue Moon-Sasha
    Move west Tank west and north tank north
    Ditto for those Md Tanks
    Move southern Recon south and eastern Recon east
    Move southern Mech north and eastern Mech west
    Move Artillery north 1 space and east 2 spaces
    Move Anti-Air west
    Move Rockets south
    Move Neotank south east
    End turn
    Day 2, Orange Star
    Surround the Battleship with Cruisers on the north and south
    Move your Sub 3 north and 1 space east
    Move western B-Copter east 2 and north 2 spaces
    Move remaining B-Copter north 1 space
    Attack the Missiles with your Battleship
    Advance Neotank onto north east Orange City, provided it isn't in range of
    the other Neotank/Md Tank
    Move Tank north 1 space
    Begin capturing the Base
    Begin capturing the north City
    Load Infantry into APC
    Move APC east 1 and north 1 space, drop off north
    Advance remaining units as you see fit, just not in range of course
    Build an Infantry from your east Base and a Black Boat
    Day 2, Blue Moon
    Move Recons onto vacant cities
    Move southern Tank south and eastern Tank east 1 space each
    Advance Mechs
    End turn.  The formation is set.
    Jugger attacks your Sub and Battleship.  Stupid Jugger is almost always lucky
    on me....rain comes too.
    Day 3, Orange Star
    Destroy the B-Copters, finish capturing, advance an Infantry north near that
    Silo.  Move Neotank and Anti-Air onto the Woods adjacent to your new Base.  
    They wouldn't dare break through there.  Orange Star's strategy isn't
    very complicated, just stand your ground until Blue helps out.  I won't give
    much more details for them.  They have tons of Anti-Air, so keep your
    B-Copters safely behind your troops.  You can move your B-Copters north to
    destroy the missiles if you want.  The other B-Copter will probably attack
    them though.  Use your Sub for extra vision.
    Day 3, Blue Moon
    Advance all units, but keep them in the Woods.  Give Priority to the hardest
    hitting units.  Nothing else really to say besides advance the Artillery
    east so that you can later fire at the Battleship.
    Day 4, Orange Star
    Destroy anything you can while staying safely out of range.  Sasha will use
    her Power this turn, so no worries.  I would still keep your ground for the
    most part; if you do, the Megatank will go for Blue Moon, through the Woods,
    very very slowly.  This is good.  Launch the Silo if you want, or save it
    for when you have a better view of the map.  Maybe make an Artillery to back
    up those units near your new Base?
    Day 5, Blue Moon
    Destroy stuff.  Think out a plan of what to attack and in what order to do
    maximum damage.  Hit with your larger tanks and clean it up with Recons,
    Tanks, Rockets, etc.  Move your Artillery in range (but still in the Woods)
    of the north west corner of that tiny lake on the east, the Battleship is
    there.  You should be able to take down at least half of the Rockets, damage
    the rest, and damage some other units like Artillery or Anti-Air.  Use your
    Power at the END of your turn.
    I'll stop here.  If you are in this far in the campaign, you should not have
    any real trouble unless you are just absolutely horrible at Fog of War.  If
    so, here's your chance to get better.  
    Save up for a Tag Power between Hawke and Sonja, unleash it for an easily won
    sea battle and some Oozium busting.
    For Blue Moon, just make sure that they NEVER get their Tag Power.  Destroy
    everything in sight to gain CO energy.  Heck, place expensive units to where
    you KNOW they will get hit if you really want CO energy.  Trust me, one unit
    is worth sacraficing to negate a Tag Power with Drake.  Once you capture
    the Airport and Base, make a Stealth or two, then pump out Bombers.
    The only threat after the days I went over is the Megatank.  Remember, an
    Infantry is the best thing to place in front of it.  It's inexpensive and
    the Megatank commonly can't OHKO it.  Blast it with Rockets, a missile from
    the Silo, and then big tanks.
    As long as they don't get a Tag Power out, this mission is incredibly easy.
    You were given tons of units with Blue Moon, use them effectively.
    Mission 25:  Ring of Fire
    Opponents:  Koal and Kanbei
    Recommended COs:  Bottom screen-Grit  Top screen-Kanbei or Hatchi
    Turn Limit:  Shouldn't be a problem
    Overview:  This mission is a piece of cake with Grit.  It's FAR easier than
    the Normal Campaign version.  The second front, however, is probably the
    hardest single map in all of AWDS provided you don't send in units that
    you build.  Not much purpose to doing that since you will have almost won
    the main front or lost the second front by the time those units get there.
    There is, however, something you can do.  Destroy Kanbei's B-Copters at all
    costs.  Then, once they are destroyed, send a B-Copter or two over the sea.
    You can just wait here until you win the main front.  If you picked Hatchi,
    just wait there a few turns until you get enough funds to build some great
    units from those Cities.
    The bottom screen should fire at everything it can.  The fast units on the
    outside take priority.  Destroying those Infantry will help as well.  Use
    the APC to run around supplying those Rockets.  Bring an Infantry to the
    Airport on the east of the map by means of an APC.  If you can't shoot at
    something on the outside of the map, shoot stuff near the volcano.
    The top screen is once again, incredibly difficult.  I will only give a day
    to day guide for the top screen.  The general strategy is keep those
    B-Copters alive at all costs and destroy theirs at all costs.  If you do
    this, the match becomes a stalemate. (which is much better than losing)
    In order to do this, use Kanbei, hide your Anti-Air and Missiles from the
    Bombers and Tanks.  Place Rockets, Mechs, and B-Copters in front of them
    to hide them.  However, only place B-Copters in front if they are not in
    range of other B-Copters.  I will be using Grit and Kanbei for this mission.
    Day 1, Bottom screen
    Set AI control to off
    send both Anti-Air, the Rockets, and the Missile to the second front in that
    The rest is up to you.  Feel free to send Infantry/Mechs to the second front
    when you finish capturing the properties near your HQ.
    Day 1, Top screen
    Begin capturing both Towers.
    Move the Missiles that are on your HQ to the north eastern City
    For simplicity, end the turn here.
    Day 2, Top screen
    Finish capturing
    Move Rockets north 1 and east 1 space
    Move western B-Copter east 3 spaces
    Move remaining B-Copter east 2 and north 2 spaces
    Move north east Anti-Air west two spaces
    Move western Anti-Air east 1 space
    End turn
    Day 3, Top screen
    You may have sent an Infantry/Mech by now.  I won't give it specific orders,
    so just use it to attack other Infantry/act as a wall
    Destroy the Bomber with your southern Missiles
    Attack the other Bomber (which is just west of where the other Bomber used
    to be) with your southern Anti-Air from the east
    Attack/destroy the Bomber with your damaged Anti-Air from the north
    Move/destroy the Bomber with your southern Anti-Air 2 spaces north
    Move Missiles south 2 spaces
    Move remaining Anti-Air east 1 space
    Make sure when moving the B-Copters that they are actually out of range
    of the other B-Copters
    Move both B-Copters west 2 spaces
    Move Mech west 1 space
    End turn
    He uses his Power and destroys a few units and damages both Missiles
    Day 4, Top screen
    Attack the eastern B-Copter with your southern Missiles
    Use your Super CO Power
    Destroy two full HP B-Copters with your Anti-Air.  Attack the ones where
    your Anti-Air have the best terrain defense.  It will probably be the eastern
    B-Copters; attack from the Woods and Plains
    Fire at a B-Copter with your severely damaged Missiles
    Attack the B-Copter you just fired at with your damaged B-Copter
    Attack a full HP B-Copter with your remaining B-Copter
    He will only attack your Missiles and damaged B-Copter thanks to your
    Super CO Power.  Next turn, finish off the B-Copters.  You're done with that
    front now.  Just keep a B-Copter alive.  Don't let his Infantry capture your
    HQ though.  If you really want, you could send units to that front, such as
    air units that Grit makes from the Airport.  It isn't necessary though, a
    300 point S-Rank is simple on this mission. Just fire at stuff with Grit.
    Remember that the outside units ALWAYS take Priority, though you should move
    away from the Oozium that get over the mountains.
    Oh, and if you are having trouble with the main front....use Grit.  I can't
    think of how someone using Grit could have trouble with this mission.
    Oh, and don't forget, Grits CO Power gives the same attack boost as his
    Super CO Power, so I recommend only using his normal CO Power.
    Mission 26:  Surrounded!
    Opponnents:  Kindle and Andy
    Recommened COs:  Orange Star-Kanbei; Jess; Sami Blue Moon-Kanbei; Jess; Sami;
    Turn Limit:18?
    Overview:  The last difficult mission of the campaign.  The trick to winning
    is to not get overthrown by their Tag Power.  To start, you should split
    your forces.  Orange Star's Neotank should be place on your western Base
    and their Md Tank should be places on your northern City.  This will prevent
    them from advancing during their Tag Power.  Stick about 3 indirects behind
    them.  Because they use their Tag Power, they will advance, so you can use
    that to your advantage.  Also, something VERY important.  If the north west
    Infantry begins capturing the southern City (which is closer to those Silos)
    on day 1 you pretty much lose.  Now, for more specific instructions:
    The east side should rush the Anti-Air with your Tank.  Use your B-Copter to
    damage the Rockets.  Then, rush for the Tower before the forces north of you
    come. (probably an Anti-Air)  
    The south side should go for the Piperunner on
    day 1 with your B-Copter.  It's worth it.  One key note is to stay out of
    range of that Neotank.  Take Andy's Super CO Power into consideration; it
    boosts his movement by 1 if you didn't know.
    The north side should probably Mech Flood.  If you want a good score, you can
    keep joining them up.  Using Sami, you can get that Airport to help out.
    Once you get the Airport, a B-Copter will do.  Don't make anything except for
    Infantry and Mechs to start, this is vital to the strategy.  This will make
    Andy attack the Md Tank you put on your northern City.  Once their Tag Power
    is over, make a B-Copter or something to clean up the rest, then go for the
    The west side has the most forces.  As I said before, park your Neotank onto
    your western Base and your Md Tank onto your northern City.  Keep them there
    until after they use their Tag Power.  Right after, you could use your Tag
    Power (depending on the COs you chose) and break through.  Try to get to the
    Silos before that Infantry does.
    For this mission, I found that Sami/Eagle on Blue Moon and Kanbei/Sonja on
    Orange Star worked very well.  The extra luck really, really helps against
    Andy.  Just make sure that you DESTROY his units as often as possible.
    Day 1, Orange Star-Kanbei
    Attack the Anti-Air with your Tank.  If destroy it, improvise.  I will assume
    that it lives.  I believe they will move their Tank east if it is destroyed.
    Destroy the Piperunner with your Rockets.  It's highly unlikely that it will
    not be destroyed.  You can use the Recon to finish it if isn't destroyed.  I
    will assume that it is destroyed.
    Begin capturing the eastern City with your eastern Infantry
    Advance Md Tank west
    Begin capturing the City by your middle Cities with your Infantry
    Load Mech into APC
    Move and drop off east
    Destroy/Attack the Mech with your B-Copter.  It is actually better if you
    don't destroy it.  If you do, then improvise.  The Anti-Air will move
    on top of the Tower if you do destroy the Mech.  I will assume that the Mech
    Advance Neotank towards your Cities
    Move Artillery east 1 and south 2 spaces
    Move Recon south 2 spaces
    Move Mech south
    End turn
    Day 1, Blue Moon-Sami
    Attack the Piperunner with your B-Copter.  I once did 4 damage...
    Move western Anti-Air north 1 and west 1 space
    Move Rockets west
    Load Infantry into APC
    Move APC 3 east and 1 south, drop off south
    Move Artillery west
    Move Tank south 2
    Move Recon south 1 and east 1
    Move Mech south 1
    Begin capturing the northern Airport
    Move Recon east
    Build a Mech
    Save here
    End turn switching to Eagle.  As much as I hate to do it, I must.  It turns
    out that if you stay as Sami, they will attack your B-Copter with their
    Neotank.  That is bad, since it is now closer to your troops.  If you
    switch to Eagle, the AI attacks with just two B-Copters.  ALSO, watch their
    north western Infantry.  If it begins to capture the city west of it, restart
    from where you saved.  Otherwise, it will launch those Silos at you and,
    well, you lose.
    Day 2, Orange Star
    Finish capturing only the western City
    Move your Neotank onto your western Base
    Move your Md Tank onto your northern City
    Move rockets west
    Attack the Rockets with your B-Copter from the west.  Very rarely do they
    leave an Anti-Air right there, but I've seen it once.  If so, improvise.
    Attack the Rockets with your Infantry from the north
    Move Recon east 1 and south 3 spaces.  Road block.
    Move Artillery east 2 and south 2 spaces
    Move your southern Mech east.
    Begin capturing the southern City with your remaining Mech
    Move APC east 1 space
    Build an Artillery
    End turn
    Day 2, Blue Moon
    Destroy the Piperunner with your Rockets.  Don't target the seam.
    Move Anti-Air so that one is just west and one is just south of your Rockets
    Attack their Tank with your Tank from the Woods...IF.....read the following.
    Ok. they should be very, very close to their Tag Power. If so, don't attack
    anything else. (when less than 1 star away)Just make sure they do NOT get
    their Tag Power this turn.
    Move southern Mech west 1, protect that Rockets.
    Move southern Recon west 1 space
    Continue the top area by continuing capturing, joining mechs, and moving
    your Recon east towards the Infantry.  Also, build a Mech.
    End turn switching to Sami.  This is a must.  If you stay as Eagle, their
    Neotank will attack your own.  I'm not sure why the AI changes here.  It just
    goes to show how precise the AI is, weighing every possibilty on a scale...
    Day 3, Orange Star
    Finish capturing
    Destroy the Rockets with your Artillery
    As before, the southeast varies.  Attack what you want that seems to be the
    best.  In any case, start capturing that south east Tower
    Move Rockets west
    Move APC onto HQ
    Move Artillery onto middle City
    Build another Artillery
    Move Infantry west 1 space
    End turn
    Day 3, Blue Moon
    Finish capturing the Airport.
    Join Mechs
    Continue/start attacking the Infantry up north with your Recon
    Move southern Recon east..it just needs to be out of the way
    Move damaged Mech east
    Destroy the northern B-Copter with your Anti-Air from the east
    Destroy the remaining B-Copter with your Anti-Air from the east
    Move Rockets north west or destroy stuff in range that you can't destroy
    otherwise.  Don't let Andy heal those units.
    Do stuff in the south east
    Stay out of range of the Neotank, remember it can move 7 spaces next turn.
    Build another Mech
    End turn, switching to Eagle
    They use their Tag Power.  Tons of things are completely random, so I'll
    just break off here.  The rest is a cakewalk.  To start, Orange Star can try
    to blast as much as possible.  If you think you can attain a Tag Power, go
    for it, then use it to break through all of the western forces.  Otherwise,
    just sit on your Cities until you get it to break through.  Just keep an eye
    out for your HQ; they sometimes sneak an Infantry/Mech over there.
    Blue Moon can easily take the northern Tower when you get a Tag Power.  Just
    capturing during Sami's Super CO Power.  The south west Tower can be taken
    by either luring the Neotank out into your indirects' range or by making
    air units.  Basically just use general strategy and destroy the units they
    build.  They receive little money and if you make an air unit they will just
    make Anti-Air, very easy to destroy with ground units.  Since this was a mad
    dashing mission, you might want to build multiple units near the end to
    increase your Technique score.
    Mission 27:  For the Future!
    Opponent:  Von Bolt
    Recommended COs:  Orange Star-Anyone really.. Blue Moon-Grit; Drake; Kanbei
    Green Earth-Eagle; Kanbei
    Turn Limit:  18 (thanks to Sean Abrahams)
    Overview:  This mission is rediculously easy if you aren't going for an
    S-Rank.  The strategy is to advance Blue Moon's Battleship north and
    simply destroy the Obelisk with it.  Simple, no?  That's about all I have to
    say for beating it.  If you are this far in the game, you should be able to
    win a simple sea battle.  You can even build more Battleships if you must.
    Use Drake/Kanbei if you want.
    Now, getting a perfect S-Rank is different story.  Power is the hardest
    to get.  You can do this one of two ways.  First, you can just advance
    through their units with Orange Star.  It's easily possible, but I don't
    recommend it.  I recommend using Grit and possibly Jake on Blue Moon.  Mass
    produce Artillery and just destroy a massive number of units with your
    Tag Power.  Also, I recommend making units such as Infantry all the time
    to increase your Technique score.  Orange Star and Green Earth will most
    likely take a beating.
    Mission 28:  Means to an End
    Opponents:  Von Bolt-Bottom screen; Kindle-Top screen
    Recommended COs:  Bottom screen-Max; Colin; anyone really Top screen-Javier;
    Rachel; Hawke; Colin; your choice on this one too.  The AI controls it.
    Turn Limit:  
    Overview:  Sadly, the last mission of the Hard Campaign is yet another easy
    mission.  For this reason, I won't give any day to day guide here.  Here's
    the strategy.  First, set the AI to defensive for the first 2 or so turns.
    Next, I would immediately send a B-Copter south to elminate those Infantry.
    Then, make a T-Copter to go capture those Cities.  While doing this, mass
    produce Infantry to take out those Mechs/capture stuff.  Once those are gone,
    just make tanks, B-Copters, Anti-Airs, Mechs, Infantry, etc. to take down
    the Oozium and few units that he produces.  Again, only use direct attacks on
    Oozium if you know that they will be destroyed on that turn.
    Congrats!  You've now finished the Hard Campaign.  Now get to the War Room
    and VS mode for even harder challenges.
    Version History
    September 18, 2005: 0.7 The first version and my very first FAQ.  Roughly
    70% of the missions have guides to them, up to Mission 19.
    September 20, 2005: 0.8 Completed Missions 20-22.  The introduction is now
    split into more categories.  Added a couple terms.
    September 25, 2005:  1.0  All missions have a complete walkthrough.  Info
    on the scoring of Technique submitted by Andrei.  Changes some text from
    some missions and some of the introduction.
    November 13, 2005: 1.01  Minor typo fixed thanks to "Mr_Kanbei."  Added some
    more to a few guides and to the intro.
    Nintendo and Intelligent Systems for making such an awesome game.
    CJayC for hosting one of the best sites out there.
    Andrei for some information on the scoring of Technique.
    Sean Abraham for correcting a turn limit.
    Mr_Kanbei for fixing a typo on a mission number.
    Contact Information
    If you feel the need to contact me, provided they aren't insults, spam,
    questions already answered in my guide, or the like, my email address is
    Jags1880@hotmail.com.  This email address is used soley for this and perhaps
    other future FAQs, so anything else sent without a topic in relation to
    video games or Advance Wars will be deleted without being opened.  I will of
    course give credit to those who submit information.  If I have typos
    (especially in directions, such as where I mixed up east and west) you can
    email me about that.  If have comments, suggestions, contributions, 
    questions not already answered, or the like, feel free to email me.
    Legal Information
    This guide is Copyright 2005 by Jags1880.  The only site that has
    permission to host my guide is:
    This may be not be reproduced under any circumstances except for personal,
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