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    FAQ/Walkthrough by BSulpher

    Version: 1.7 | Updated: 01/18/13 | Printable Version | Search Guide | Bookmark Guide

    Advance Wars Dual Strike FAQ
    Copyright Nintendo 2006
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 1.7
    Dates Written: March 20th to June 25th, 2007
    
    I dedicate this to my girlfriend Jessica Thompson.  She has been a wonderful
    woman with me thus far, and she continues to be an astoundingly great human
    being.  She has always been supportive of my gaming (not seeing it as an evil
    necessity to put up with like some others), so here's to her, a beauty and my
    love!
    
    Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
    it up in the afterlife as you did in this world.  You will always be in my 
    memories, and you will never be forgotten.
    
    -----------
    Version 1.0
    -----------
    
    -Submitted FAQ on June 25th, 2007
    
    -----------
    Version 1.1
    -----------
    
    -Submitted FAQ on July 2nd, 2007
    -Corrected an error in the Co section for COlin (thanks to Ahmed Luqman)
    
    -----------
    Version 1.2
    -----------
    
    -Submitted FAQ on July 20th, 2007
    -Corrected an error that I had previously overlooked
    
    -----------
    Version 1.5
    -----------
    
    -Submitted FAQ on January 8th, 2008
    -Added in Mistwalker and Soul Of Hachi to the Special Skills section (thanks
     to Rydawg for the information)
    
    -----------
    Version 1.7
    -----------
    
    -Submitted FAQ on January 18th, 2013
    -Fixed name of Koal's Super CO Power (thanks to Joshua Roy)
    -Fixed Kanbei's Defensive Bonus for his Super CO Power (thanks to Tom 
     Chataway)
    
    ----------------------------------------------------------------------------
    -----------------------------Table Of Contents------------------------------
    ----------------------------------------------------------------------------
    
    1) Introduction
    2) Units
    3) Terrain
    4) Walkthrough
    5) Commanding Officers
    6) Special Skills
    7) Black Hole Installations
    8) Final Word
    
    ----------------------------------------------------------------------------
    -------------------------------Introduction---------------------------------
    ----------------------------------------------------------------------------
    
    1) With Sturm defeated and gone, it appeared that Black Hole might finally 
       disappear into the wilds... at least for a while.  However, under a new
       leader and with mostly new CO's, Black Hole has returned, this time 
       aiming their mighty war machine upon the people of Omega Land!  That 
       does raise an interesting query though... how does Black Hole keep 
       producing such massive armies?  Especially after two straight disastrous
       defeats at the hands of the members of the Allied Nations (Orange Star,
       Blue Moon, Yellow Comet, and Green Earth)?  Play on to find out what is
       going on, and enjoy what is a great expansion upon the AW universe!
    
    ----------------------------------------------------------------------------
    ----------------------------------Units-------------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will give information on each type of unit, what their 
       weaponry is and what units they can fight.
    
       The stats will be based on both units being at full power (both have full
       Hit Points), the Defensive Terrain being a value of 0, and this will not 
       take into account CO bonuses/penalties on the attacks.  It should be 
       useful as a quick reference for offensive and defensive abilities of each
       unit type.  Also note that any attack listed as 0% means that the unit 
       type can not attack that unit type.  Al so note that any defense listed 
       as 0% means that the unit type can not be attacked by the unit listed.
    
    
                            o------------------------o
                            | Short Range Land Units |
                            o------------------------o
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Infantry ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 1000
    Movement Points : 3 (1 in mountains)
    Vision          : 2
    Primary Weapon  : None
    Secondary Weapon: Machine Gun
    
    These are the lighter foot soldiers in your army.  They are only good for 
    fighting other Infantry and Mech units when it comes to battling, but they
    are also useful for expanding your territory by capturing new cities.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  55%
    Mech      :  45%
    Recon     :  12%
    APC       :  14%
    Anti-Air  :   5%
    Tank      :   5%
    Md Tank   :   1%
    Neotank   :   1%
    Megatank  :   1%
    Artillery :  15%
    Rocket    :  25%
    Missile   :  25%
    Piperunner:   5%
    Oozium 238:  20%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :  30%
    B Copter  :   7%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  55%
    Mech      :  65%
    Recon     :  70%
    APC       :   0%
    Anti-Air  : 105%
    Tank      :  75%
    Md Tank   : 105%
    Neotank   : 125%
    Megatank  : 135%
    Artillery :  90%
    Rocket    :  95%
    Missile   :   0%
    Piperunner:  95%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  75%
    Stealth   :  90%
    Fighter   :   0%
    Bomber    : 110%
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Mech ~~~~
                                    ~~~~~~~~~~
    
    Cost            : 3000
    Movement Points : 2 (2 in mountains)
    Vision          : 2
    Primary Weapon  : Bazooka (3 Rounds)
    Secondary Weapon: Machine Gun
    
    Mechs move slightly slower than other foot soldier counterparts, but this is
    due to their Primary Weapon the Bazooka.  They have 3 rounds  of the tank
    missile ammo before running dry, which means they will use their secondary
    weapon (Machine Gun) for all battles.  They are slightly more powerful than
    Infantry with the Machine Gun in battle, and they can stand against Tanks 
    and Recon units fairly well.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  65%
    Mech      :  55%
    Recon     :  85% (18% without Bazooka)
    APC       :  75% (20% without Bazooka)
    Anti-Air  :  65% ( 6% without Bazooka)
    Tank      :  55% ( 6% without Bazooka)
    Md Tank   :  15% ( 1% without Bazooka)
    Neotank   :  15% ( 1% without Bazooka)
    Megatank  :   5% ( 1% without Bazooka)
    Artillery :  70% (32% without Bazooka)
    Rocket    :  85% (35% without Bazooka)
    Missile   :  85% (32% without Bazooka)
    Piperunner:  55% ( 6% without Bazooka)
    Oozium 238:  30% (20% without Bazooka)
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :  35%
    B Copter  :   9%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  45%
    Mech      :  55%
    Recon     :  65%
    APC       :   0%
    Anti-Air  : 105%
    Tank      :  70%
    Md Tank   :  95%
    Neotank   : 115%
    Megatank  : 125%
    Artillery :  85%
    Rocket    :  90%
    Missile   :   0%
    Piperunner:  90%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  75%
    Stealth   :  90%
    Fighter   :   0%
    Bomber    : 110%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Recon ~~~~
                                    ~~~~~~~~~~~
    
    Cost            : 4000
    Movement Points : 8 (3 per non-Road surface)
    Vision          : 5
    Primary Weapon  : None
    Secondary Weapon: Machine Gun
    
    These guys are essentially Infantry with wheels.  They have high-powered
    Machine guns for weapons, so they are ideal for taking on foot soldiers.
    Add in the fact that their vision is so great (a real asset in Fog Of War
    situations), and you have a unique and useful unit.  However, these 
    fellows can not capture cities or traverse across non-Road areas quickly, 
    so be wary of this when moving out with them.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  70%
    Mech      :  65%
    Recon     :  35% 
    APC       :  45%
    Anti-Air  :   4%
    Tank      :   6%
    Md Tank   :   1%
    Neotank   :   1%
    Megatank  :   1%
    Artillery :  45%
    Rocket    :  55%
    Missile   :  28%
    Piperunner:   6%
    Oozium 238:  20%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :  35%
    B Copter  :  10%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  12%
    Mech      :  85% (18% without Bazooka)
    Recon     :  35%
    APC       :   0%
    Anti-Air  :  60%
    Tank      :  85% (40% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (65% without Cannon)
    Megatank  : 195% (65% without MegaCannon)
    Artillery :  80%
    Rocket    :  90%
    Missile   :   0%
    Piperunner:  90%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  55%
    Stealth   :  85%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                     ~~~~~~~~~
                                   ~~~~ APC ~~~~
                                     ~~~~~~~~~
    
    Cost            : 5000
    Movement Points : 6
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    No weaponry for this baby as the APC (Armored Personnel Carrier) is intended
    for primary use as a transport for foot soldiers.  
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  14%
    Mech      :  75% (20% without Bazooka)
    Recon     :  45%
    APC       :   0%
    Anti-Air  :  50%
    Tank      :  75% (45% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (45% without Cannon)
    Megatank  : 195% (65% without MegaCannon)
    Artillery :  70%
    Rocket    :  80%
    Missile   :   0%
    Piperunner:  80%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  60% (20% without Missile)
    Stealth   :  85%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Anti-Air ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 8000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : Vulcan (9 Rounds)
    Secondary Weapon: None
    
    These treaded terrors are a fairly good investment as they can take down any
    flying units Hit points super fast.  They also have great success against foot
    soldiers and moderate success against lighter armored vehicles.  They are 
    susceptible to explosive rounds though, so be especially wary of the Tanks in
    the game.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 105%
    Mech      : 105%
    Recon     :  60%
    APC       :  50%
    Anti-Air  :  45%
    Tank      :  25%
    Md Tank   :  10%
    Neotank   :   5%
    Megatank  :   1%
    Artillery :  50%
    Rocket    :  55%
    Missile   :  55%
    Piperunner:  25%
    Oozium 238:  30%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  : 105%
    B Copter  : 105%
    Stealth   :  75%
    Fighter   :  65%
    Bomber    :  75%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   5%
    Mech      :  65% ( 6% without Bazooka)
    Recon     :   4%
    APC       :   0%
    Anti-Air  :  45%
    Tank      :  65% ( 6% without Cannon)
    Md Tank   : 105% ( 7% without Cannon)
    Neotank   : 115% (17% without Cannon)
    Megatank  : 195% (17% without MegaCannon)
    Artillery :  75%
    Rocket    :  85%
    Missile   :   0%
    Piperunner:  85%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  85%
    T Copter  :   0%
    B Copter  :  25% ( 6% without Missile)
    Stealth   :  50%
    Fighter   :   0%
    Bomber    :  95%
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Tank ~~~~
                                    ~~~~~~~~~~
    
    Cost            : 7000
    Movement Points : 6
    Vision          : 3
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: Machine Gun
    
    These are the weakest of the Tank family, but they still deal decent damage
    to other Tanks and lightly armored units (like Recon and Anti-Air units).  
    The secondary weapon (Machine Gun) is fairly powerful (even better than a
    Recon's), so turning it loose on foot soldiers and even lightly armored
    vehicles if you have no more Cannon rounds.  A fairly cheap hard hitter that
    is fairly susceptible to explosive rounds.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  75%
    Mech      :  70%
    Recon     :  85% (40% without Cannon)
    APC       :  75% (45% without Cannon)
    Anti-Air  :  65% ( 6% without Cannon)
    Tank      :  55% ( 6% without Cannon)
    Md Tank   :  15% ( 1% without Cannon)
    Neotank   :  15% ( 1% without Cannon)
    Megatank  :  10% ( 1% without Cannon)
    Artillery :  70% (45% without Cannon)
    Rocket    :  80% (55% without Cannon)
    Missile   :  80% (30% without Cannon)
    Piperunner:  55% ( 6% without Cannon)
    Oozium 238:  20% (20% without Cannon)
    Lander    :  10% ( 0% without Cannon)
    Black Boat:  10% ( 0% without Cannon)
    Cruiser   :   5% ( 0% without Cannon)
    Submarine :   1% ( 0% without Cannon) (only if Sub is on the surface)
    Carrier   :   1% ( 0% without Cannon)
    Battleship:   1% ( 0% without Cannon)
    T Copter  :  40%
    B Copter  :  10%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   5%
    Mech      :  55% ( 6% without Bazooka)
    Recon     :   6%
    APC       :   0%
    Anti-Air  :  25%
    Tank      :  55% ( 6% without Cannon)
    Md Tank   :  85% ( 8% without Cannon)
    Neotank   : 105% (10% without Cannon)
    Megatank  : 180% (10% without MegaCannon)
    Artillery :  70%
    Rocket    :  80%
    Missile   :   0%
    Piperunner:  80%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  55% ( 6% without Missile)
    Stealth   :  75%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Md Tank ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 16000
    Movement Points : 5
    Vision          : 1
    Primary Weapon  : Cannon (8 Rounds)
    Secondary Weapon: Machine Gun
    
    These are the middle of the Tank family power wise, they pack harsh damage
    to anything with metal coating 9exceptions being sea vessels and Neotanks).  
    The secondary weapon (Machine Gun) is fairly powerful (even better than a
    Tank's), so turning it loose on foot soldiers and even lightly armored
    vehicles if you have no more Cannon rounds.  A fairly expensive hard hitter 
    that is only susceptible to long range attackers as well as Md Tanks or 
    Neotanks.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 105%
    Mech      :  95%
    Recon     : 105% (45% without Cannon)
    APC       : 105% (45% without Cannon)
    Anti-Air  : 105% (10% without Cannon)
    Tank      :  85% ( 8% without Cannon)
    Md Tank   :  55% ( 1% without Cannon)
    Neotank   :  45% ( 1% without Cannon)
    Megatank  :  25% ( 1% without Cannon)
    Artillery : 105% (45% without Cannon)
    Rocket    : 105% (55% without Cannon)
    Missile   : 105% (35% without Cannon)
    Piperunner:  85% ( 8% without Cannon)
    Oozium 238:  30% (20% without Cannon)
    Lander    :  35% ( 0% without Cannon)
    Black Boat:  35% ( 0% without Cannon)
    Cruiser   :  30% ( 0% without Cannon)
    Submarine :  10% ( 0% without Cannon) (only if Sub is on the surface)
    Carrier   :  10% ( 0% without Cannon)
    Battleship:  10% ( 0% without Cannon)
    T Copter  :  45%
    B Copter  :  12%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   1%
    Mech      :  15% ( 1% without Cannon)
    Recon     :   1%
    APC       :   0%
    Anti-Air  :  10%
    Tank      :   1%
    Md Tank   :  55% ( 1% without Cannon)
    Neotank   :  75% ( 1% without Cannon)
    Megatank  : 125% ( 1% without MegaCannon)
    Artillery :  45%
    Rocket    :  55%
    Missile   :   0%
    Piperunner:  55%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  55%
    T Copter  :   0%
    B Copter  :  25% ( 1% without Missile)
    Stealth   :  70%
    Fighter   :   0%
    Bomber    :  95%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Neotank ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 22000
    Movement Points : 6
    Vision          : 1
    Primary Weapon  : New Cannon (9 Rounds)
    Secondary Weapon: Machine gun
    
    Neotanks are near the top of the line in power for land units, dealing 
    incredible damage to almost everything they fire on.  They also boast 
    superior movement range, making them fast striking foes that can wield their
    terror both far and fear the front lines.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 125%
    Mech      : 115%
    Recon     : 125% (65% without Cannon)
    APC       : 125% (45% without Cannon)
    Anti-Air  : 115% (17% without Cannon)
    Tank      : 105% (10% without Cannon)
    Md Tank   :  75% ( 1% without Cannon)
    Neotank   :  55% ( 1% without Cannon)
    Megatank  :  35% ( 1% without Cannon)
    Artillery : 115% (65% without Cannon)
    Rocket    : 125% (75% without Cannon)
    Missile   : 125% (55% without Cannon)
    Piperunner: 105% (10% without Cannon)
    Oozium 238:  35% (20% without Cannon)
    Lander    :  50% ( 0% without Cannon)
    Black Boat:  40% ( 0% without Cannon)
    Cruiser   :  30% ( 0% without Cannon)
    Submarine :  15% ( 0% without Cannon) (only if Sub is on the surface)
    Carrier   :  15% ( 0% without Cannon)
    Battleship:  15% ( 0% without Cannon)
    T Copter  :  55%
    B Copter  :  22%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   1%
    Mech      :  15% ( 1% without Bazooka)
    Recon     :   1%
    APC       :   0%
    Anti-Air  :   5%
    Tank      :  15% ( 1% without Cannon)
    Md Tank   :  45% ( 1% without Cannon)
    Neotank   :  55% ( 1% without Cannon)
    Megatank  : 115% ( 1% without MegaCannon)
    Artillery :  40%
    Rocket    :  50%
    Missile   :   0%
    Piperunner:  50%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  50%
    T Copter  :   0%
    B Copter  :  20%
    Stealth   :  60%
    Fighter   :   0%
    Bomber    :  90%
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Megatank ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 28000
    Movement Points : 4
    Vision          : 1
    Primary Weapon  : MegaCannon (3 Rounds)
    Secondary Weapon: Machine gun
    
    An invention of Green Earth's CO's, this monstrosity packs an INCREDIBLE
    primary weapon in the MegaCannon!  It is capable of hammering anything into
    a smoking pile, and it also boasts incredibly thick and durable armor.  
    However, due to the massive size of the shells, only 3 MegaCannon rounds can
    be stored in the tank's body, and the massive armor makes the gas hold in 
    the vehicle very small, meaning that though this tank is powerful, it needs
    to be supported constantly or it will soon be running on fumes and secondary
    machine gun fire.  It also lacks large moving range, which is again due to 
    the over-armored nature of the vehicle.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 135%
    Mech      : 125%
    Recon     : 195% (65% without MegaCannon)
    APC       : 195% (65% without MegaCannon)
    Anti-Air  : 195% (17% without MegaCannon)
    Tank      : 180% (10% without MegaCannon)
    Md Tank   : 125% ( 1% without MegaCannon)
    Neotank   : 115% ( 1% without MegaCannon)
    Megatank  :  65% ( 1% without MegaCannon)
    Artillery : 195% (65% without MegaCannon)
    Rocket    : 195% (75% without MegaCannon)
    Missile   : 195% (55% without MegaCannon)
    Piperunner: 180% (10% without MegaCannon)
    Oozium 238:  45% (30% without MegaCannon)
    Lander    :  75% ( 0% without MegaCannon)
    Black Boat: 105% ( 0% without MegaCannon)
    Cruiser   :  65% ( 0% without MegaCannon)
    Submarine :  45% ( 0% without MegaCannon) (only if Sub is on the surface)
    Carrier   :  45% ( 0% without MegaCannon)
    Battleship:  45% ( 0% without MegaCannon)
    T Copter  :  55%
    B Copter  :  22%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   1%
    Mech      :   5% ( 1% without Bazooka)
    Recon     :   1%
    APC       :   0%
    Anti-Air  :   1%
    Tank      :  10% ( 1% without Cannon)
    Md Tank   :  25% ( 1% without Cannon)
    Neotank   :  35% ( 1% without Cannon)
    Megatank  :  65% ( 1% without MegaCannon)
    Artillery :  15%
    Rocket    :  25%
    Missile   :   0%
    Piperunner:  25%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  25%
    T Copter  :   0%
    B Copter  :  10%
    Stealth   :  15%
    Fighter   :   0%
    Bomber    :  35%
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Oozium 238 ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : Cannot be deployed
    Movement Points : 1
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    This byproduct of Black Hole's schemes is a slowly moving mess that seems
    innocent enough... until it gets up close.  It has the capability to absorb
    and destroy ANY unit in one movement, regardless of the target unit type and
    how healthy the Oozium may be.  They also boats great defense against 
    indirect attacks, meaning that only close up attacks will be able to 
    dissipate the pooled gelatinous mass.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 999%
    Mech      : 999%
    Recon     : 999%
    APC       : 999%
    Anti-Air  : 999%
    Tank      : 999%
    Md Tank   : 999%
    Neotank   : 999%
    Megatank  : 999%
    Artillery : 999%
    Rocket    : 999%
    Missile   : 999%
    Piperunner: 999%
    Oozium 238: 999%
    Lander    : 999%
    Black Boat: 999%
    Cruiser   : 999%
    Submarine : 999%
    Carrier   : 999%
    Battleship: 999%
    T Copter  : 999%
    B Copter  : 999%
    Stealth   : 999%
    Fighter   : 999%
    Bomber    : 999%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  20%
    Mech      :  30% (20% without Bazooka)
    Recon     :  20%
    APC       :   0%
    Anti-Air  :  30%
    Tank      :  20% (20% without Cannon)
    Md Tank   :  30% (20% without Cannon)
    Neotank   :  35% (20% without Cannon)
    Megatank  :  45% (30% without MegaCannon)
    Artillery :   5%
    Rocket    :  15%
    Missile   :   0%
    Piperunner:  15%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  20%
    T Copter  :   0%
    B Copter  :  25% (20% without Missile)
    Stealth   :  30%
    Fighter   :   0%
    Bomber    :  35%
    
    
                            o-----------------------o
                            | Long Range Land Units |
                            o-----------------------o
    
                                 ~~~~~~~~~~~~~~~
                               ~~~~ Artillery ~~~~
                                 ~~~~~~~~~~~~~~~
    
    Cost            : 6000
    Movement Points : 5
    Vision          : 1
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: None
    
    A rather inexpensive long range attacker, it can fire on any enemy (excluding
    air units) within the range of 2-3 spaces.  It deal fairly heavy damage, even
    to armored vehicles.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  90%
    Mech      :  85%
    Recon     :  80%
    APC       :  70%
    Anti-Air  :  75%
    Tank      :  70%
    Md Tank   :  45%
    Neotank   :  40%
    Megatank  :  15%
    Artillery :  50%
    Rocket    :  80%
    Missile   :  80%
    Piperunner:  70%
    Oozium 238:   5%
    Lander    :  55%
    Black Boat:  55%
    Cruiser   :  50%
    Submarine :  60% (only if Sub is on the surface)
    Carrier   :  45%
    Battleship:  40%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  15%
    Mech      :  70% (32% without Bazooka)
    Recon     :  45%
    APC       :   0%
    Anti-Air  :  50%
    Tank      :  70% (45% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (65% without Cannon)
    Megatank  : 195% (65% without MegaCannon)
    Artillery :  75%
    Rocket    :  80%
    Missile   :   0%
    Piperunner:  80%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  65% (25% without Missile)
    Stealth   :  75%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Rocket ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 15000
    Movement Points : 5 (3 per non-Road surface)
    Vision          : 1
    Primary Weapon  : Rockets (6 Rounds)
    Secondary Weapon: None
    
    An expensive but deadly long range attacker, it can fire on any enemy 
    (excluding air units) within the range of 3-5 spaces.  It deals spectacular
    damage, even to the toughest of armored vehicles.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  95%
    Mech      :  90%
    Recon     :  90%
    APC       :  80%
    Anti-Air  :  85%
    Tank      :  80%
    Md Tank   :  55%
    Neotank   :  50%
    Megatank  :  25%
    Artillery :  80%
    Rocket    :  85%
    Missile   :  90%
    Piperunner:  80%
    Oozium 238:  15%
    Lander    :  60%
    Black Boat:  60%
    Cruiser   :  60%
    Submarine :  85% (only if Sub is on the surface)
    Carrier   :  60%
    Battleship:  55%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  25%
    Mech      :  85% (35% without Bazooka)
    Recon     :  55%
    APC       :   0%
    Anti-Air  :  55%
    Tank      :  85% (55% without Cannon)
    Md Tank   : 105% (55% without Cannon)
    Neotank   : 125% (75% without Cannon)
    Megatank  : 195% (75% without MegaCannon)
    Artillery :  80%
    Rocket    :  85%
    Missile   :   0%
    Piperunner:  85%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  85%
    T Copter  :   0%
    B Copter  :  65% (35% without Missile)
    Stealth   :  85%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Missile ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 12000
    Movement Points : 4 (3 per non-Road surface)
    Vision          : 5
    Primary Weapon  : Missiles (6 Rounds)
    Secondary Weapon: None
    
    An expensive but deadly long range attacker, it can fire on any air unit
    within the range of 3-5 spaces.  It deals spectacular damage, even 
    destroying all air units with full Hit Points in a single volley (barring CO
    stat alterations).
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  : 115%
    B Copter  : 115%
    Stealth   : 100%
    Fighter   : 100%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  25%
    Mech      :  85% (35% without Bazooka)
    Recon     :  28%
    APC       :   0%
    Anti-Air  :  55%
    Tank      :  85% (35% without Cannon)
    Md Tank   : 105% (35% without Cannon)
    Neotank   : 125% (55% without Cannon)
    Megatank  : 195% (55% without MegaCannon)
    Artillery :  80%
    Rocket    :  90%
    Missile   :   0%
    Piperunner:  90%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  65% (35% without Missile)
    Stealth   :  85%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Piperunner ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : 20000
    Movement Points : 9 (only movable along pipes)
    Vision          : 4
    Primary Weapon  : Pipe Cannon (9 Rounds)
    Secondary Weapon: None
    
    This Black Hole invention can be taken away by finding their hidden base and
    wining the battle there.  Although restricted to movement along pipelines 
    (meaning it is only movable in a few levels) and camping on factories, it is
    a unique weapon that can only be directly attacked from one space as the 
    enemy can not drive onto the pipe.  Much like Rockets it can hit targets as 
    far away as 5 spaces, but unlike Rockets it can hit any target as close 2 
    spaces and it can also fire upon any unit in the field, including air 
    units.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  95%
    Mech      :  90%
    Recon     :  90%
    APC       :  80%
    Anti-Air  :  85%
    Tank      :  80%
    Md Tank   :  55%
    Neotank   :  50%
    Megatank  :  25%
    Artillery :  80%
    Rocket    :  85%
    Missile   :  90%
    Piperunner:  80%
    Oozium 238:  15%
    Lander    :  60%
    Black Boat:  60%
    Cruiser   :  60%
    Submarine :  85% (only if Sub is on the surface)
    Carrier   :  60%
    Battleship:  55%
    T Copter  : 105%
    B Copter  : 105%
    Stealth   :  75%
    Fighter   :  65%
    Bomber    :  75%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   5%
    Mech      :  55%
    Recon     :   6%
    APC       :   0%
    Anti-Air  :  25%
    Tank      :  55% ( 6% without Cannon)
    Md Tank   :  85% ( 8% without Cannon)
    Neotank   : 105% (10% without Cannon)
    Megatank  : 180% (10% without MegaCannon)
    Artillery :  70%
    Rocket    :  80%
    Missile   :   0%
    Piperunner:  80%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  55% ( 6% without Missile)
    Stealth   :  80%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  o-------------o
                                  | Water Units |
                                  o-------------o
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Lander ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 12000
    Movement Points : 7
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    No weaponry here as the Lander is intended solely for transporting land 
    units from one shore to another.  It can transport up to two units at a 
    time, but it can only land on a shore where there are Shallows or at a Port
    (does not need to be under your control).
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :  10% ( 0% without Cannon)
    Md Tank   :  35% ( 0% without Cannon)
    Neotank   :  50% ( 0% without Cannon)
    Megatank  :  75% ( 0% without MegaCannon)
    Artillery :  55%
    Rocket    :  60%
    Missile   :   0%
    Piperunner:  60%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  25%
    Submarine :  95%
    Carrier   :   0%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  25%
    Stealth   :  65%
    Fighter   :   0%
    Bomber    :  85%
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Black Boat ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : 7500
    Movement Points : 7
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    Similar to the Lander in that it can transfer two units at a time, due to
    it's lighter power it can only take Infantry or Mech units (the same rules 
    of shore/ports as only pick-up and drop-off spots apply).  The real draw of 
    this unit though is that it can repair damage to any unit by 1 Hit Point 
    immediately after moving, making it an ideal unit to mass produce to keep 
    the war machine healthy.  Note that they do not re0supply spent units 
    though.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :  10% ( 0% without Cannon)
    Md Tank   :  35% ( 0% without Cannon)
    Neotank   :  40% ( 0% without Cannon)
    Megatank  : 105% ( 0% without MegaCannon)
    Artillery :  55%
    Rocket    :  60%
    Missile   :   0%
    Piperunner:  60%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  25%
    Submarine :  95%
    Carrier   :   0%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  25% ( 0% without Missile)
    Stealth   :  65%
    Fighter   :   0%
    Bomber    :  95%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Cruiser ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 18000
    Movement Points : 7
    Vision          : 3
    Primary Weapon  : Missiles (9 Rounds)
    Secondary Weapon: Anti-Air Gun
    
    A jack-of-all-trades on the sea, this vessel is very adept at bringing down
    Submarines (using the Primary Weapon) and air force units (really effective
    on both Helicopter types and fair against all three Plane types).  It can 
    also carry up to two Helicopters (both types) on its deck at one time.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :  95%
    Black Boat:  95%
    Cruiser   :  25%
    Submarine :  90%
    Carrier   :   5%
    Battleship:   5%
    T Copter  : 105%
    B Copter  : 105%
    Stealth   : 100%
    Fighter   :  85%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :  10% ( 0% without Cannon)
    Md Tank   :  30% ( 0% without Cannon)
    Neotank   :  30% ( 0% without Cannon)
    Megatank  :  65% ( 0% without MegaCannon)
    Artillery :  65%
    Rocket    :  85%
    Missile   :   0%
    Piperunner:  60%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  25%
    Submarine :  25%
    Carrier   :   0%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  55%
    Stealth   :  35%
    Fighter   :   0%
    Bomber    :  85%
    
    
                                   ~~~~~~~~~~~~~~~
                                 ~~~~ Submarine ~~~~
                                   ~~~~~~~~~~~~~~~
    
    Cost            : 20000
    Movement Points : 6
    Vision          : 5
    Primary Weapon  : Torpedoes (6 Rounds)
    Secondary Weapon: None
    
    Subs can fire on naval units only, and they do very poorly against Cruisers 
    while great against other Subs and Battleships.  They will burn either one
    unit of fuel (on the surface) or five units of fuel (submerged) at the 
    beginning of each turn.  However, submerged Subs can not be detected by
    units unless they are right beside the unit.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :  95%
    Black Boat:  95%
    Cruiser   :  25%
    Submarine :  55%
    Carrier   :  75%
    Battleship:  55%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   1% ( 0% without Cannon) (only if Sub is on the surface)
    Md Tank   :  10% ( 0% without Cannon) (only if Sub is on the surface)
    Neotank   :  15% ( 0% without Cannon) (only if Sub is on the surface)
    Megatank  :  45% ( 0% without MegaCannon) (only if Sub is on the surface)
    Artillery :  60% (only if Sub is on the surface)
    Rocket    :  85% (only if Sub is on the surface)
    Missile   :   0%
    Piperunner:  85% (only if Sub is on the surface)
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  90%
    Submarine :  55%
    Carrier   :   0%
    Battleship:  95% (only if Sub is on the surface)
    T Copter  :   0%
    B Copter  :  25% (only if Sub is on the surface)
    Stealth   :  55% (only if Sub is on the surface)
    Fighter   :   0%
    Bomber    :  95% (only if Sub is on the surface)
    
    
                                    ~~~~~~~~~~~~~
                                  ~~~~ Carrier ~~~~
                                    ~~~~~~~~~~~~~
    
    Cost            : 30000
    Movement Points : 5
    Vision          : 4
    Primary Weapon  : Missile (9 Rounds)
    Secondary Weapon: None
    
    The Aircraft Carrier is a real terror versus air units, ripping them all 
    down from the skies (if they are within 3-8 spaces) with their vaunted 
    Missile attacks.  However, they also serve as a landing pad for any air 
    unit, holding two at a time and they will also re-supply any unit that stays
    on board until the next turn.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  : 115%
    B Copter  : 115%
    Stealth   : 100%
    Fighter   : 100%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   1% ( 0% without Cannon)
    Md Tank   :  10% ( 0% without Cannon)
    Neotank   :  15% ( 0% without Cannon)
    Megatank  :  45% ( 0% without MegaCannon)
    Artillery :  45%
    Rocket    :  60%
    Missile   :   0%
    Piperunner:  60%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   5%
    Submarine :  75%
    Carrier   :   0%
    Battleship:  60%
    T Copter  :   0%
    B Copter  :  25% ( 0% without Missile)
    Stealth   :  45%
    Fighter   :   0%
    Bomber    :  95%
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Battleship ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : 28000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: None
    
    A floating armada of pain, these Cannons can attack any unit (except air 
    units) within a range of 2-6 spaces.  They deliver devastating damage to 
    even the largest of units and they have the potential to wipe out a lot of 
    units in a hurry.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  95%
    Mech      :  90%
    Recon     :  90%
    APC       :  80%
    Anti-Air  :  85%
    Tank      :  80%
    Md Tank   :  55%
    Neotank   :  50%
    Megatank  :  25%
    Artillery :  80%
    Rocket    :  85%
    Missile   :  90%
    Piperunner:  80%
    Oozium 238:  20%
    Lander    :  95%
    Black Boat:  95%
    Cruiser   :  95%
    Submarine :  95% (only if Sub is on the surface)
    Carrier   :  60%
    Battleship:  50%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   1% ( 0% without Cannon)
    Md Tank   :  10% ( 0% without Cannon)
    Neotank   :  15% ( 0% without Cannon)
    Megatank  :  45% ( 0% without MegaCannon)
    Artillery :  40%
    Rocket    :  55%
    Missile   :   0%
    Piperunner:  55%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   5%
    Submarine :  55%
    Carrier   :   0%
    Battleship:  50%
    T Copter  :   0%
    B Copter  :  25%
    Stealth   :  45%
    Fighter   :   0%
    Bomber    :  75%
    
    
                                   o-----------o
                                   | Air Units |
                                   o-----------o
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ T Copter ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 5000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : None
    Secondary Weapon: None
    
    The "T" is for Transport, and that is what this whirlybird does for your
    forces.  It can carry one foot soldier at a time and it can load/unload
    only when it is over solid ground itself.  Useful for sneaking by the 
    front lines to snake a property or even the Enemy Headquarters.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  30%
    Mech      :  35%
    Recon     :  35%
    APC       :   0%
    Anti-Air  : 120%
    Tank      :  40%
    Md Tank   :  45%
    Neotank   :  55%
    Megatank  :  55%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 120%
    Piperunner: 105%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   : 105%
    Submarine :   0%
    Carrier   : 115%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :  95%
    Stealth   :  95%
    Fighter   : 100%
    Bomber    :   0%
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ B Copter ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 9000
    Movement Points : 6
    Vision          : 3
    Primary Weapon  : Missiles (6 Rounds)
    Secondary Weapon: Machine Gun
    
    A real nice addition to your armies, B Copters can use their Missiles to
    fight armored foes and they can use their Machine Guns to take down other
    units.  They can really hurt Infantry, Mech, B Copters, and Tanks or lower
    in the armored units.  However, they are quite weak to any Anti-Air units
    and they should be used as support attackers instead of being your front 
    line attackers.  They do not do well vs. Navy (except Cruisers) and they 
    can attack Helicopters only in the air (both kinds, but very well).
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  75%
    Mech      :  75%
    Recon     :  55% (30% without Missile)
    APC       :  60% (20% without Missile)
    Anti-Air  :  25% ( 6% without Missile)
    Tank      :  55% ( 6% without Missile)
    Md Tank   :  25% ( 1% without Missile)
    Neotank   :  20% ( 1% without Missile)
    Megatank  :  10% ( 1% without Missile)
    Artillery :  65% (25% without Missile)
    Rocket    :  65% (35% without Missile)
    Missile   :  65% (35% without Missile)
    Piperunner:  55% ( 6% without Missile)
    Oozium 238:  25% (20% without Missile)
    Lander    :  25% ( 0% without Missile)
    Black Boat:  25% ( 0% without Missile)
    Cruiser   :  55% ( 0% without Missile)
    Submarine :  25% ( 0% without Missile) (only if Sub is on the surface)
    Carrier   :  25% ( 0% without Missile)
    Battleship:  25% ( 0% without Missile)
    T Copter  :  95%
    B Copter  :  65%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   7%
    Mech      :   9%
    Recon     :  10%
    APC       :   0%
    Anti-Air  : 120%
    Tank      :  10%
    Md Tank   :  12%
    Neotank   :  22%
    Megatank  :  22%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 120%
    Piperunner: 105%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   : 105%
    Submarine :   0%
    Carrier   : 115%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :  65%
    Stealth   :  85%
    Fighter   : 100%
    Bomber    :   0%
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Stealth ~~~~
                                   ~~~~~~~~~~~~~
    
    Cost            : 24000
    Movement Points : 6
    Vision          : 4
    Primary Weapon  : OmniMissile (6 Rounds)
    Secondary Weapon: None
    
    A versatile fighter, it is capable of damaging all land, sea, and air units,
    though it has to engage them directly in battle.  They also boast the great
    capability of being able to cloak themselves, only being vulnerable to 
    attack from other Stealths and Fighter units, but is comes at the cost of
    burning 8 units of fuel (as opposed to the traditional 5 units), so an APC 
    or a Carrier is a must for this unit to have any longevity on the 
    battlefield.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  90%
    Mech      :  90%
    Recon     :  85%
    APC       :  85%
    Anti-Air  :  50%
    Tank      :  75%
    Md Tank   :  70%
    Neotank   :  60%
    Megatank  :  15%
    Artillery :  75%
    Rocket    :  85%
    Missile   :  85%
    Piperunner:  80%
    Oozium 238:  30%
    Lander    :  65%
    Black Boat:  65%
    Cruiser   :  35%
    Submarine :  55% (only if Sub is on the surface)
    Carrier   :  45%
    Battleship:  45%
    T Copter  :  95%
    B Copter  :  85%
    Stealth   :  55%
    Fighter   :  45%
    Bomber    :  70%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :  75%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 100%
    Piperunner:  75%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   : 100%
    Submarine :   0%
    Carrier   : 100%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :  55%
    Fighter   :  85%
    Bomber    :   0%
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Fighter ~~~~
                                   ~~~~~~~~~~~~~
    
    Cost            : 20000
    Movement Points : 9
    Vision          : 2
    Primary Weapon  : Missiles (9 Rounds)
    Secondary Weapon: None
    
    Purely an air unit fighter, these guys are made to stop charging Helicopters
    in one volley of Missiles, as well as badly crippling other Fighters, 
    Stealths and Bombers.  Expensive to deploy, they can be taken down but 
    Anti-Air units and Missiles fairly easily, so keep an eye out for those 
    units when moving.  Still a useful unit to have, especially when the enemy 
    likes to bring the air units after your forces repeatedly.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Piperunner:   0%
    Oozium 238:   0%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :   0%
    Submarine :   0%
    Carrier   :   0%
    Battleship:   0%
    T Copter  : 100%
    B Copter  : 100%
    Stealth   :  85%
    Fighter   :  55%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :  65%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 100%
    Piperunner:  65%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  55%
    Submarine :   0%
    Carrier   : 100%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :  45%
    Fighter   :  55%
    Bomber    :   0%
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Bomber ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 22000
    Movement Points : 7
    Vision          : 2
    Primary Weapon  : Bombs (9 Rounds)
    Secondary Weapon: None
    
    A devastating sight to any ground unit that hears their jet engines whine as 
    it approaches, these behemoths can only be fired on by a select few units as 
    they bring their hard hitting payload.  Anti-Air and Missiles are the only
    ground units that can fire on them, Cruisers are on the only sea units to 
    fire on them, and Fighters as well as Stealths are the only air units to 
    fire on them.  However, Bombers are an excellent way to remove heavily 
    armored land units and they are worth the price that they boast.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 110%
    Mech      : 110%
    Recon     : 105%
    APC       : 105%
    Anti-Air  :  95%
    Tank      : 105%
    Md Tank   :  95%
    Neotank   :  90%
    Megatank  :  35%
    Artillery : 105%
    Rocket    : 105%
    Missile   : 105%
    Piperunner: 105%
    Oozium 238:  35%
    Lander    :  95%
    Black Boat:  95%
    Cruiser   :  85%
    Submarine :  95% (only if Sub is on the surface)
    Carrier   :  75%
    Battleship:  75%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :  75%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 100%
    Piperunner:  75%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   :  65%
    Submarine :   0%
    Carrier   : 100%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   :  70%
    Fighter   : 100%
    Bomber    :   0%
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Black Bomb ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : 25000
    Movement Points : 9
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    Another Black Hole creation that must have the pans stolen from a lab map,
    this monster will not stay in the air long, and after one attack it will
    no longer exist.  However, when it does attack it will remove FIVE Hit 
    Points from every unit within range (friend or foe), though it can not 
    destroy any unit (if they have five or less Hit Points, then that unit will
    be reduced to 1 Hit Point).  The only units that can destroy a Black Bomb
    before it attacks are as follows: Anti-Air, Missiles, Piperunner, Cruiser,
    Carrier, Stealth, and Fighter.  Although they are expensive to deploy, a 
    well utilized and placed strike can knock an entire strike force of an army 
    into disarray, or even open a portion of the enemy defenses to a break 
    through opportunity.
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  : 120%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Megatank  :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 120%
    Piperunner: 120%
    Oozium 238: 999%
    Lander    :   0%
    Black Boat:   0%
    Cruiser   : 120%
    Submarine :   0%
    Carrier   : 120%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Stealth   : 120%
    Fighter   : 120%
    Bomber    :   0%
    
    ----------------------------------------------------------------------------
    ---------------------------------Terrain------------------------------------
    ----------------------------------------------------------------------------
    
    3) This section will give you the heads up on how to use the terrain to your
       advantage when battling the opposition.
    
    
                                  o------------o
                                  | Land Types |
                                  o------------o
    
                                    ~~~~~~~~~~
                                  ~~~~ Road ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 0
    
    Since there is no cover when using the road, your units are extremely 
    vulnerable to damage.  However, it is the best movement place for wheeled
    vehicles.
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Plains ~~~~
                                   ~~~~~~~~~~~~
    
    Defense Rating: 1
    
    With minimal cover, your troops will still be rather open to being hit hard
    by the opposition.  Wheeled vehicles will use two movement points per Plain
    crossed.
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Forest ~~~~
                                   ~~~~~~~~~~~~
    
    Defense Rating: 2
    
    The trees afford the unit residing within some coverage from fire.  Wheeled
    vehicles use 3 movement points through these woods.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ City ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a City and still take very 
    little damage.  If the City is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged.
    
    
                                     ~~~~~~~~~
                                   ~~~~ Lab ~~~~
                                     ~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a City and still take very 
    little damage.  
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Base ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a Base and still take very 
    little damage.  If the Base is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is a ground unit).  Also,
    if the Base is unoccupied by an unit, you can purchase a new ground unit to
    appear there.
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Airport ~~~~
                                   ~~~~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding an Airport and still take very 
    little damage.  If the Airport is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is an air unit).  Also, if 
    the Airport is unoccupied by a unit, you can purchase a new air unit to 
    appear there.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Port ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a Port and still take very 
    little damage.  If the Port is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is a water unit).  Also, if
    the Airport is unoccupied by an unit, you can purchase a new air unit to 
    appear there.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Silo ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a Silo and still take very 
    little damage.  A great attacking building, it can be fired (only one time 
    though) by an Infantry or a Mech.  They have unlimited range and a large 
    splash damage area, but both sides in the conflict can be hurt by it.
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Tower ~~~~
                                    ~~~~~~~~~~~
    
    Defense Rating: 3
    
    A unit can take a good beating while holding a Tower and still take very 
    little damage.  These new building in the Advance Wars universe allow for a
    country to get a +10% Offense boost for every one of these that they have in
    their possession, but they can not repair or resupply any units.
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Headquarters ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Defense Rating: 4
    
    A unit can take a good beating while holding Headquarters and still take 
    very little damage.  This building is the nerve centre of each army, and if 
    it is captured, the side that lost their Headquarters loses the battle.  If
    the Headquarters is controlled by that unit, at the start of their next turn
    they will be re-supplied and have up to 2 Hit Points recovered if they are 
    damaged.
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Mountain ~~~~
                                  ~~~~~~~~~~~~~~
    
    Defense Rating: 4
    
    A unit can take a good beating while holding a Mountain and still take very 
    little damage.  Only Infantry and Mech units may enter mountains, giving them
    the upper hand in battles with stronger foes.  They also experience increased
    vision during Fog Of War maps from these locales.
    
    
                                  o-------------o
                                  | Water Types |
                                  o-------------o
    
                                    ~~~~~~~~~~~
                                  ~~~~ Shoal ~~~~
                                    ~~~~~~~~~~~
    
    Defense Rating: 0
    
    A unique land type in that both land and water units can set foot on.
    No cover to be found, so maximum damage will be taken when in a fight.
    
    
                                     ~~~~~~~~~
                                   ~~~~ Sea ~~~~
                                     ~~~~~~~~~
    
    Defense Rating: 0
    
    Sea going vessels only here, with no cover what so ever.  Units here are
    completely open to damage.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Reef ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 1
    
    The lone place on the sea where a unit can have some protection from 
    attack, albeit a very small amount of protection.
    
    ----------------------------------------------------------------------------
    -------------------------------Walkthrough----------------------------------
    ----------------------------------------------------------------------------
    
    4) This section will give statistics and strategies to get through each map 
       in the game.  This includes the hidden lab areas as well, which will be 
       placed after the map they are discovered in.
    
    
                                 o------------o
                                 | Mission 01 |
                                 o------------o
    
    Mission Name: Jake's Trial
    Suggested CO: Jake
    Enemy CO    : Rachel
    Difficulty  : 1/10
    
    On Day One send the Tank and Mech after the nearby enemy Tank to remove it
    from the battlefield, followed by moving the Infantry up to the closest 
    building to the Mech/Tank strike force.
    
    Day Two will see an enemy Infantry come close enough for the Mech and 
    Infantry to double team said enemy Infantry, while the Tank rolls out to cut
    some Hit Points out of the other enemy Infantry.
    
    Day Three will bring the simple job of mopping up the remains of the enemy 
    force to grab the victory!
    
    
                                 o------------o
                                 | Mission 02 |
                                 o------------o
    
    Mission Name: The New Black
    Suggested CO: Jake
    Enemy CO    : Jugger
    Difficulty  : 1/10
    
    Day One begins with the Tank rolling up the road, followed by loading the
    weakened Infantry into the APC before moving up the road past the Tank, 
    dropping the Infantry.  After this, fire at the enemy with the Artillery on
    the right while the Artillery on the left moves to the right one space.
    
    Day Two Continue to bring the Tank and APC up the road, rushing towards the 
    enemy ranks, while the Artillery should lay some punishment upon the hapless
    foes.
    
    Day Three will be more of the same, as the Artillery should lay the boots to
    the enemy Tanks, and the Tank/APC convoy continues along the northward path.
    
    Day Four has the Tank finishing off the remaining enemy Tank, ending the
    mission!
    
    
                                 o------------o
                                 | Mission 03 |
                                 o------------o
    
    Mission Name: Max Attacks
    Suggested CO: Max
    Enemy CO    : Lash
    Difficulty  : 2/10
    
    Day One will have all the B Copters fly north to try and outrace the strange
    enemy unit, though it will be impossible for a lot of the Copters to get 
    away cleanly (as you will soon see).  In the mean time, use an APC and a 
    Mech to block up the bridge against the incoming enemy land units.
    
    Day Two should begin by combining the hurt B Copters (combining them will
    lessen the amount of your units in the battle, BUT it will make them fight
    at full strength, which is a fair enough compromise), moving the one healthy
    B Copter to the very front of the unit lines you began to assemble last 
    turn.  Send the Mech onto the T Copter, and send the T Copter southwards, 
    moving towards the enemy Headquarters.
    
    Day Three will begin with the fully strengthened B Copters sending their 
    Missile payloads down into the enemy Tanks and Md Tanks.  After that the 
    Artillery should be moved as close to the front of the lines without being 
    exposed, remembering after that to move the T Copter further towards the 
    intended target of the enemy Headquarters.
    
    Day Four will further the attacks upon the enemy rolling forces, making them
    too weak to really threaten your units.  The T Copter should be able to 
    reach land, dropping off the Mech near the enemy Headquarters.
    
    Day Five onwards  will be dictated by your preferred style of play.  If you 
    are a fan of capturing the enemy Headquarters, then go get it while pounding
    the enemy troops that remain.  The alternative to this is to obliterate the
    enemy troops to complete the battle, though it may be wise to begin the 
    capturing at the same time, as the enemy can sometimes scatter, wasting an 
    extra turn on Max, so taking the HQ instead of spending the extra turn may 
    be more desirable for scoring purposes.
    
    
                                 o------------o
                                 | Mission 04 |
                                 o------------o
    
    Mission Name: Reclaim The Skies
    Suggested CO: Rachel
    Enemy CO    : Jugger
    Difficulty  : 1/10
    
    The mission has a 30 minute real time limit, so best not dawdle!  
    Actually, this mission is absolutely easy, so the time limit will turn out
    to be a complete non-factor.
    
    On Day one use the Missiles unit on the B Copter, destroying it completely, 
    followed by hammering the Tank with the Rockets.  Use the Anti-Air units on 
    the Bomber and Fighter, finally finishing the initial push by getting your
    Tank to crash into the enemy Tank.
    
    Day Two is simply finished by using your units to destroy the remaining 
    enemy forces, claiming the victory!
    
    
                                 o------------o
                                 | Mission 05 |
                                 o------------o
    
    Mission Name: Neverending War
    Suggested CO: Jake
    Enemy CO    : Koal
    Difficulty  : 2/10
    
    At this point in the game, selection of your CO for most maps are possible.
    Try to figure out which CO would work best on a particular map, though the
    suggested CO is the one that made it the easiest map possible (from here on 
    out).  When ready, choose deploy from the menu to begin the battle!
    
    On Day One purchase an Infantry unit in the south and a Mech in the north,
    also using current Mechs to draw the enemy nearer to your unit's positions.
    
    Day Two begins with a Tank purchase in the north, followed by beginning a 
    capture of a City in the south.  Also fire off a round at the enemy Tank in 
    the south to soften it up.
    
    Day Three begins with an Artillery purchase in the north after moving the 
    Tank bought on the previous turn southward, blocking the bridge so the enemy
    can not cross.  In the south buy a Mech before ending the turn.
    
    Day Four to Day Six will see things pick up in pace, so these movements will
    take place over the three day period.  Use the APC in the north to draw the
    enemy Md Tank towards your troops (position the APC on the Orange Star 
    city), where the Tank/Artillery/Mechs force can knock the Md Tank into the
    scrap heap.  Claim the factory in the south, rolling Tanks out the door as
    soon as possible, all the while producing more Tanks in the north to 
    reinforce the weakened troops already in combat.
    
    Day Seven onwards will consist of whittling down and destroying enemy 
    strength, using a two-pronged attack to clear the area of Black Hole units.
    
    
                                 o------------o
                                 | Mission 06 |
                                 o------------o
    
    Mission Name: The Ocean Blue
    Suggested CO: Colin
    Enemy CO    : Lash
    Difficulty  : 2/10
    
    On Day One use the Battleship and nearby Rocket on the enemy Cruiser, 
    sending it down to the briny deep, followed by sending the Submarine to the
    northwest, submerging it to avoid enemy Battleship fire after the turn ends.
    Speaking of that Battleship, move the nearby B Copter out to damage the 
    massive superstructure, hit the enemy Sub with a Cruiser salvo (this means 
    it will be a target for the Battleship after the turn, but it will not be
    destroyed), and load the APC with an Infantry before placing the APC and a 
    Tank on the Lander, moving towards the middle island.
    
    Day Two will begin with the enemy Sub being completely destroyed and the 
    enemy Battleship receiving some more damage from sea units, followed by 
    landing the APC and Tank with the Lander, setting up the battle with ground
    forces in the vicinity.
    
    Day Three onwards will be your typical mop up operation, pounding the 
    remaining units with all available troops, taking the field and the victory!
    
    
                                 o------------o
                                 | Mission 07 |
                                 o------------o
    
    Mission Name: Fog Rolls In
    Suggested CO: Jake or Rachel
    Enemy CO    : Koal
    Difficulty  : 3/10
    
    This is the first instance of Fog Of War to be found in the game, so get 
    ready for some hidden units, hard to peer into Woods and Reef sections of 
    the map.
    
    Day One begins the battle by sending the Infantry onto the nearby mountains
    to get a larger view of the area, spotting an Artillery.  Destroy the 
    Artillery while advancing the remaining troops (using Woods for cover as 
    much as humanly possible).
    
    On Day Two an enemy Recon and a Tank should be destroyed and damaged 
    respectively, also remembering to advance the troops while getting a Recon
    into some Woods further along to use it as a hidden observer to spot 
    incoming enemies.
    
    Day Three onwards will consist of a somewhat cautious approach, leapfrogging
    from cover to cover, tag teaming all opponents who would get in your way.  
    The enemy may try to sneak an Infantry past your troops in an APC (with the
    intention of taking your HQ), so keep an eye out for it to hammer it.  
    Finally, the enemy HQ houses a Tank and an Artillery unit is positioned in 
    the nearby Woods, so come at them with a B-Copter, Anti-Air, and Tank,
    overwhelming them quickly, going for the total destruction route of victory,
    or to just clear the way for an Infantry to take the Headquarters to end the
    map.
    
    
                                 o------------o
                                 | Mission 08 |
                                 o------------o
    
    Mission Name: Tag Battle
    Suggested CO: Max
    Enemy CO    : Lash & Jugger
    Difficulty  : 2/10
    
    The enemy will be trying out the Tag Battle style of the game (which will
    soon become commonplace), so the goal is to disable their troops to the 
    point that their counter-attack with the Tag Power will be minimal at best.
    
    On Day One buy two Infantry.
    
    On Days Two to Four buy two more Infantry and capture the nearby buildings, also
    making sure to get two Tanks prepped and roll them out, sending them to smash
    up the Black Hole Piperunner.  Finally, have an APC transport Infantry towards 
    the Airport, taking them to get the property under control.
    
    Days Five to Seven concentrates on finishing off the Piperunner and 
    consolidating all the northern properties.  As for new units, concentrate on 
    more Tanks, an Artillery, and an Anti-Air unit, advancing southward to engage
    the enemy, keeping them contained to the lower half of the map.
    
    Day Eight onwards will focus on taking out the enemy troops, lowering their 
    numbers and strength, forcing the enemy to use their Tag Attack with too few
    troops to inflict any severe damage.  After the attack, bring in Tanks, 
    Artillery, B Copters, and a Bomber, forcing the Black Hole units to be driven 
    under in very short order.
    
    
                                 o------------o
                                 | Mission 09 |
                                 o------------o
    
    Mission Name: Victory Or Death!
    Suggested CO: Jake & Rachel OR Colin & Sasha
    Enemy CO    : Koal & Lash
    Difficulty  : 3/10
    
    Start off by choosing two CO's, with the first CO selected battling on the main
    front in the conventional fashion, while the second CO selected will fight on 
    the secondary front.  The secondary front is a battle of various units, though 
    Fighters/Bombers can be sent to help, and the CO that wins will get to join 
    his/her partner on the main front, giving a decided advantage to said force, as
    they can make use of the Tag Power capability.
    
    Day One and Day Two will begin with the Fighters on the main front being sent 
    to the second front, strengthening the forces there for the fight to come.  
    While this is being done, take the Factory and Airport and that lie nearby, 
    ignoring the factory in the middle of the map, as the Black Fortress above will
    bomb any troops that are created there.
    
    Day Three to Day Six will see one more Fighter (buy from the Airport) and a 
    Bomber (since the enemy Fighters will be destroyed by now), both of which can 
    assist with the final destruction of the Black Fortress Minicannons, taking it 
    out of commission and ending the second front battle (bringing the second CO to
    the main front).  As for the main front, use Anti-Airs and B-Copters to hammer 
    the incoming enemy B-Copters while massing all other troops just outside the
    range of the bombs from above, waiting for the disabling of the fortress.  The 
    range to stay clear of the blasts are three spaces.
    
    Day Seven onwards will have the remaining units from the second front greatly 
    increase the Star Power of both CO's, setting up an ideal situation where a Tag
    Power can be used, so use it to push through the center of the map, leading the
    way with Tanks, hammering on the enemy.  After weakening the air defenses, 
    bring in B-Copters and Bombers, loosing them upon the hapless foes on the 
    ground, closing the net of units closer and closer upon the Black Crystal, 
    shattering it to take the field and the victory!
    
    
    
                                 o------------o
                                 | Mission 10 |
                                 o------------o
    
    Mission Name: Black Boats Ahoy!
    Suggested CO: Jake & Rachel
    Enemy CO    : Kindle
    Difficulty  : 3/10
    
    Day One to Day Three will have the Sub in the water submerge, focusing it's 
    efforts upon the enemy Battleship, scuttling the behemoth to the deep.  On land
    the battle is best served in your favour by pushing across the bridge, bringing 
    the fight to the foe, focusing upon the Tanks and Anti-Airs mainly, followed by
    creaming the Artillery and foot units.
    
    Day Four to Day Six will begin with the focus of grabbing the Neutral City 
    across the bridge, as it holds the map to the plans for the Black Boat unit 
    (this unlocks the next mission, so be sure to do this action).  Meanwhile, the 
    remaining units will need to mop up as many foes as possible, keeping the enemy
    occupied so the Lander can get an Infantry to the enemy Headquarters, capturing
    it to end the threat in this area!
    
    
                                 o------------o
                                 | Mission 11 |
                                 o------------o
    
    Mission Name: The Long March
    Suggested CO: Jake & Rachel (OS) / Colin & Sasha (BM)
    Enemy CO    : Jugger & Koal
    Difficulty  : 3/10
    
    Day One to Day Three for Orange Star should use indirects to shred the Black 
    Hole foes across the water, also making sure to use the Tanks to stem the 
    charging enemy Tanks, allowing for the indirects to rip them up.  Blue Moon 
    forces will need to smash up the Black Hole naval forces as their primary 
    mission, followed by turning attention to the heavy ground forces to assist the
    forces of Orange Star.  Colin and Sasha should switch positions every turn,
    buying new units with Colin while Sasha collects extra cash on the off turns.
    
    Day Four to Day Six will have an enemy Tag Power lay into the Orange Star 
    troops, so take the hit and send a Recon with an Infantry laden APC northward,
    hopping from forest to forest cover, attempting to get close to the Lab in the 
    north.  To facilitate this effort, divert some of the southern forces northward
    after the Black Hole foes begin to get taken out in the south, as the 
    overwhelming force is not necessary at that point.
    
    Continue to pound on the foes on both fronts, getting the Infantry close enough
    to the Lab to capture it, stealing the Black Boat plans and ending the mission!
    
    
                                 o------------o
                                 | Mission 12 |
                                 o------------o
    
    Mission Name: Lightning Strikes
    Suggested CO: Jake & Max
    Enemy CO    : Grimm & Sensei
    Difficulty  : 3/10
    
    Max is the perfect choice for the second front, as his direct firepower 
    capabilities will cancel out the B-Copter and Mech advantages that Sensei has.
    
    The first step is to turn the Auto CO off, as you can fight FAR better than any
    strategy setting selected for the second front.  This is very important to help
    remove the second front, adding your CO to the main front, making Tag Power's
    available for use.
    
    Day One to Day Five on the main front will concentrate on taking the City near
    the river, leaving the Infantry there to fight the foes that will try to cross
    while an APC (with an Infantry) and a Recon go north to get onto the center 
    island.  These two will begin the process of holding off Grimm's troops while 
    the Infantry takes the Factory, also creating and sending two more Anti-Airs to
    the second front (the starting Anti-Air should be sent there on the first 
    turn).  On the second front Max should work on destroying the Mechs when 
    possible, as they can do far more damage to the Anti-Air units (the best weapon
    against Sensei's forces), but attacking the B-Copters is also acceptable.  Use
    the non-air killing units in your possession to bait and distract the Mechs,
    buying the time necessary for the Anti-Airs to get into attack position.
    
    Day Six to Day Ten begin with the capture of the Airport at the outset, 
    creating a decided advantage for your forces as B-Copters will be able to 
    hammer the majority of the early troops that Grimm bought.  This is also a 
    choice time to make use of the Missile Silos that lie on the island, slamming 
    them into the enemy forces looking to attack across the river, weakening them 
    enough that your Infantry forces (buy replacements in the south as needed) can
    smack them back with relative ease.  Finally, the second front should consist 
    of an organized mop-up mission, with max putting an end to Sensei, joining 
    Jake on the main front.
    
    Day Eleven onwards will consist of Tanks, B Copters, and a Bomber hammering 
    into Grimm, using a Tag Power to remove the majority of his units, thus 
    rendering his Co Power/Super CO Power essentially useless.  It is possible to 
    take the Headquarters as well, but it is far more fun to pound his troops 
    relentlessly after he started with the initial advantage.
    
    
    
                                 o------------o
                                 | Mission 13 |
                                 o------------o
    
    Mission Name: Frozen Fortress
    Suggested CO: Jake & Rachel (OS) / Sensei & Grimm (BM)
    Enemy CO    : Kindle & Jugger
    Difficulty  : 3/10
    
    Com Towers will enable units to have a slight boost in firepower (10% over the
    usual for each unit MULTIPLIED by the amount possessed, so owning 3 is a 30%
    boost for instance), and this map will introduce them to your forces.
    
    Day One to Day Seven will have the northern forces exterminate the Black Hole 
    forces found there, followed by moving Infantry across the shoals to the far
    side of the water, claiming the Factory (build units from here to assist in the
    south) as well as the City, as it holds the map to the Black Bomb Lab area (the
    next mission is only playable by taking this City, so hop to it).  The southern
    forces will need to start out by taking the Airport, making use of Tanks and 
    B Copters to hurt the Black Hole forces, all the while expanding outwards to 
    take more property.
    
    Day Eight onwards will consist of more of the same, bringing the northern 
    troops to the south, squeezing a vice upon the Black Hole forces, crushing them
    in a display of awesome power.  Make sure to keep taking properties, increasing
    the firepower of all units via the Com Towers.
    
    
                                 o------------o
                                 | Mission 14 |
                                 o------------o
    
    Mission Name: Lash's test
    Suggested CO: Sensei & Grimm
    Enemy CO    : Lash
    Difficulty  : 2/10
    
    A rather simple matter of choice here, as Sensei can lead the way early, 
    leaving it to Grimm to pound the enemy after a few Days.
    
    Day One to Day Four will consist of Sensei having a B Copter free the Black 
    Bombs on the east side of the map, while an APC takes a Mech and an Infantry
    towards the Com Towers, taking them to increase the force's firepower.  An 
    Md Tank and a Rocket should free the other set of Black Bombs, followed by 
    massing the troops by this containment area (between it and the water).
    
    Day Five to Day Seven will being with a series of Black Bomb detonations, using
    about half of them, forcing the foe to combine their forces into one another 
    (they do this to get full strength units once again), followed by a second 
    round of Black Bomb smashings on the next turn.  At this point the main forces
    in your control should rush northward, smacking the weakened units to remove as
    many from play as possible.  Also, as a precaution, make sure that an Infantry
    is sent to the Airport, taking it to make sure that the Black Hole can not 
    start using it to pump out new units.
    
    Day Eight onwards will have any Powers being used, pushing right to the top of 
    the area, killing all foes.
    
    
                                 o------------o
                                 | Mission 15 |
                                 o------------o
    
    Mission Name: Verdant Hills
    Suggested CO: Colin & Max (OS) / Sasha & Jake
    Enemy CO    : Javier & Jess
    Difficulty  : 5/10
    
    Day One to Day Three will have the Orange Star forces (led by Colin) move their
    Tanks to the south to bottle up the exit from the mountains, purchasing more 
    Tanks to assist in this endeavour.  In the mean time, all the Infantry should 
    be fanning out and taking the Cities/Com Towers that it can, gaining firepower
    bonuses and funding in the process.  Blue Moon troops will have to use their
    long range capabilities to weaken up the Megatank and large escort Tanks it 
    has, positioning the Mechs on Mountains where treaded troops can not attack 
    them, but gives them (and the indirect units) a better look at the battlefield.
    Have Sasha lead the way here, using her Market Crash power to bring the enemy
    back from the brink of a Tag Power attack.
    
    Day Four onwards will have Max leading the way for Orange Star, using his 
    direct firepower skills to knock out the Megatank.  The Blue Moon will need to 
    support the Orange Star efforts from afar while they wait for a chance to send 
    their Mechs in over the mountains, taking the headquarters to end the battle.
    
    
                                 o------------o
                                 | Mission 16 |
                                 o------------o
    
    Mission Name: Snow Hunters
    Suggested CO: Max & Javier
    Enemy CO    : Hawke
    Difficulty  : 4/10
    
    Day One to Day Seven opens with the decision of whether to blast open the pipe
    seams to stall the progress of the Piperunners, or to let the, slide along, as
    the blown pipe seams will allow the main force of Black Hole direct access to 
    your trapped units.  The best option is to allow the Piperunners free reign, as
    they will soon slide into range of your Tanks, making their days numbered.  The
    indirect units will need to keep the enemy Infantry from claiming the Factories
    on the opposite side of the pipes, as that would prove disastrous to the 
    battle (if no Infantry to shoot, peg off enemy Tanks and Artillery).  The 
    Missiles and Anti-Air should be re-routed to the southwest, lining up to face 
    the incoming B-Copter and Bomber barrage, followed by moving an APC with foot
    soldiers to go take the Seaport and Com Tower.  Finally, use the Lander to send
    an Infantry to the island in the southeast AFTER the Piperunners have moved 
    northwards in pursuit of your troops.  By taking the Cities here, the map to 
    the Piperunner Lab location will be secured, creating the opportunity to play
    the next level.
    
    Day Eight onwards will focus on smashing the remaining foes, purchasing a 
    Battleship from the Seaport to assist in the tackling of the remaining foes.  
    With enough enemies subdued, move on to smash the Minicannons (use the 
    Battleship to open the festivities), rushing them in one big move, as they can 
    only do so much damage before the next turn, knocking all three out to take the
    victory!
    
    
                                 o------------o
                                 | Mission 17 |
                                 o------------o
    
    Mission Name: Spiral Garden
    Suggested CO: Sensei & Grimm
    Enemy CO    : Kindle
    Difficulty  : 4/10
    
    Day One to Day Ten will have Sensei leading the way at first, making use of his
    superior transport movement capabilities, getting Infantry as far out into the
    furthest reaches of Properties, forcing Kindle to waste time battling for them
    instead o taking them.  With one strike force working up the west side of the 
    map, using a an Artillery or two with Tanks to subdue any opposition while the
    stronger force goes through the pipe seams to take the Airport and battle the 
    main enemy force that will come down the east side of the map.  Two Piperunners
    will attack (one versus each strike force), so get Tanks in close enough to 
    really pound on them and eliminate them as early as possible.  Once the main
    chunk of properties have been snagged, it is time for Grimm to come in and begin
    the assault in earnest.
    
    Day Eleven onwards will focus on Grimm pounding the enemy with Tanks, 
    Anti-Airs, Artillery, and even a couple Bombers, as he will be able to push the
    line back, allowing APCs to bring up Infantry to take the final Properties 
    required to gain the victory.  It is also nice for your score to smash extra
    pipe seams before taking the final property, as it will add to your overall
    score after the map is over.
    
    
                                 o------------o
                                 | Mission 18 |
                                 o------------o
    
    Mission Name: Omens And Signs
    Suggested CO: Colin & Max
    Enemy CO    : Koal & Jugger
    Difficulty  : 5/10
    
    A two front mission, the main front will benefit from stronger, more expensive
    units to purchase, so Colin is a great choice there.  The secondary front is
    more open to choice, so choose someone who you like, though Max does have that
    offensive direct firepower bonus, and Sasha has a great Tag Power rating with 
    Colin, so either of them should be leading candidates.
    
    Day One to Day Ten on the main front will begin by taking the closer properties
    to the homebase area, followed by moving southward to take the Com Towers and 
    southern Factory.  While this is happening, have Artillery and Rockets move 
    south as well, getting them into position to bust up the enemy Cruisers 
    (allowing the Carriers to drop the Stealth Fighters) as well as bust the Pipe
    Seams.  Send all but two of the Fighters to the second front, keeping those two 
    handy to hammer the enemy air units (send them skyward once the main front is 
    clear of enemy air units).  Finally, cut down as many of the enemy units along
    the way, staying away from the Minicannons, as they are invulnerable.  The 
    second front will consist of destroying all enemy Fighters, allowing the 
    survivors to turn on the fortress, taking out the supports to crash it, ending
    the second battle.
    
    Day Eleven onwards will have the enemy pushed back even more, using all 
    available units (and a Battleship bought with spendthrift Colin) to lay into the
    four Minicannons, as they are now vulnerable with the fortress above disabled. 
    A Tag Power will likely be available as well, so use it to really push on the
    enemy to get a better Power score.
    
    
                                 o------------o
                                 | Mission 19 |
                                 o------------o
    
    Mission Name: Into The Woods
    Suggested CO: Max & Grimm (OS) / Jess & Javier (BM)
    Enemy CO    : Kindle & Lash
    Difficulty  : 5/10
    
    Day One to Day Four for Orange Star will have an objective of moving right at
    the forest ahead, having the APC drop an Infantry right into the trees, which
    will spot the charging Oozium 238, allowing the Megatank/Neotanks/Md Tanks to
    team up and wham the Oozium 238 in one round (it must be defeated in one round 
    or it will eat a valuable unit on the next turn).  Blue moon will make use of
    their indirects to pound on the initial enemy troops, using the Tanks and APCs
    as protective barriers to keep the hard hitters healthy.  he second wave of 
    attack will come in the form of B-Copters, so ready the Anti-Airs and Missile
    units to bring them down from the skies.  The final piece of advice is to 
    almost fill the enemy Power Meters, but end your turn before completely fill
    them up, as the enemy will just attack instead of using the powers, allowing
    for an extra turn of poundings on them, leaving them with too few units to
    mount an effective Tag Power offensive.
    
    Day Five onwards will continue the push to the east, with both units taking
    a Com Tower to improve their firepower.  Another Oozium 238 lies in wait in
    the forests near the main road and the mountains, so once it draws near whack 
    it with the powerful tanks to get rid of the threat.  The final surprise the
    enemy has in store are a pair of Neotanks hiding in the trees near their
    Headquarters, so make use of the Missile Silos to bombard the area (even if you
    can not see the enemy in Fog of War, the Missiles will still do their damage),
    followed by rushing into mop up the weakened units.  Keep plowing along, 
    routing all the foes for the easy victory.
    
    
                                 o------------o
                                 | Mission 20 |
                                 o------------o
    
    Mission Name: Muck Amok!
    Suggested CO: Grimm & Jake (OS) / Hawke & Lash (BM)
    Enemy CO    : Koal
    Difficulty  : 3/10
    
    Not a particularly difficult mission, the proper choice in CO's proves crucial.
    Sine the enemy uses Oozium 238 as the overwhelming choice for attack, so 
    Grimm's offensive strengths and defensive shortcomings will work swimmingly 
    here, while Jake has the luxury of a lot of field tiles to take advantage of
    for extra firepower.  Finally, Javier is a solid choice as well, as he has
    some Com Towers to make use of, though his advantages do not come into play as 
    early as the other two CO's mentioned here.
    
    Day One to Day Six will begin with the units fanning out into two attack 
    groups, one strike force going east towards the Com Tower while the other 
    strike force moves northward towards the Minicannon.  Make use of a T-Copter
    and a Mech to get the aforementioned Com Tower, withdrawing the Mech before the
    Oozium 238 can overwhelm the position.  Remember when attacking Oozium 238 to 
    wipe out any Oozium 238 that you attack in that same round, or it will absorb
    and destroy one of your units.  Hawke and Lash should get their units behind 
    the advancing rescue party, using their Rockets to help weaken the Oozium 238,
    so use Hawke for his unit firepower bonus, focusing on really weak foes as they
    are more likely to take damage from the indirect units, as they are rather
    resistant to such units typically.
    
    Day Seven onwards, keeping up the Oozium 238 extermination while having the
    T-Copter and the Mech go north to take another Com Tower.  Once the Tag Power 
    is set up, use it to really pound the Oozium 238, allowing a couple units to 
    rush the Missile unit near the headquarters, pounding it into slagged metal,
    ending the mission!
    
    
                                 o------------o
                                 | Mission 21 |
                                 o------------o
    
    Mission Name: Healing Touch
    Suggested CO: Javier & Jess (OS) / Hawke & Lash (BM)
    Enemy CO    : Kindle & Jugger
    Difficulty  : 5/10
    
    Javier and Jess for Orange Star works well due to the abundance of Com Towers
    for Javier to take and Jess has a lot of treaded vehicles upon which to use
    her special skills.  Hawke and Lash work well at Blue Moon thanks to some
    nice terrain for Lash and Hawke (as always) boasts some decent unit bonuses.
    Note that the Black Crystals will heal all units within range for 2 Hit Points
    before each Black Hole turn.
    
    Day One to Day Eight will begin with the first two days being used to hammer as
    many of the weak enemy forces as humanly possible, followed by smashing the
    three southern Black Crystals.  Each army should get an Infantry to take a Com 
    Tower, while more Infantry take a Factory (Orange Star) and an Airport (Blue 
    Moon).  Finally, make sure that enough Infantry exist in the south to make use 
    of the Missile Silos in one turn, but do not use them yet.
    
    Day Nine onwards will consist of positioning the troops, purchasing Anti-Airs 
    and Tanks for Orange Star while the Blue Moon forces should add a Black Bomb 
    and any B-Copters (if possible).  When the attack is ready, use the Black Bomb
    to weaken the front line foes for the charging units, while the Infantry in the
    south should let the Missile Silo shot go against the foes a bit further back
    from the main line, causing the entire Black Crystal healing process to be 
    severely hampered.  After the enemy threat is gone, go about the business of
    smashing up the Black Crystals, finishing off the mission!
    
    
                                 o------------o
                                 | Mission 22 |
                                 o------------o
    
    Mission Name: Crystal Calamity
    Suggested CO: Jake & Rachel (OS) / Jess & Javier (BM) / Colin & Sasha (GE)
    Enemy CO    : Koal & Kindle
    Difficulty  : 6/10
    
    Things are going to be very difficult on this mission, as the enemy satellite
    can only be disabled by launching nine Missile Silos (three each in the various
    forces areas), making sure to not let the enemy take even one, as that will
    cause the mission to fail.  With this issue at stake, the time constraint of
    50 minutes is also placed upon your forces as well, making it a double whammy 
    of challenge.  To get the triple crown, the Black Obelisk in the center of the
    map must be destroyed.
    
    Orange Star will need to make use of Tanks, Artillery, and B-Copters to beat 
    back the enemy advance, also producing some foot soldiers to go after the 
    Missile Silos.  The Oozium 238 needs to be hit hard all at once, so let it come
    to the Orange Star mountains as opposed to being aggressive, as it will be too
    tough to get enough concentrated fire to take it down.
    
    Blue Moon will need to get an Infantry to the island via a Lander/Black Boat,
    while the rest of the troops advance southwards, taking properties (especially 
    the Com Towers), opening the path forward for the land troops to push towards 
    the Black Obelisk (but stay out until the satellite is destroyed).
    
    Green Earth will need to send some troops south to hurt the enemy near their 
    factory, making sure an Infantry goes into the Missile Silo area, making sure 
    that Black Hole does not slip a foot soldier there first.  After the enemy is 
    subdued, take the Factory and Airport in the south, using Colin's cheaper units
    coupled with Sasha's extra cash flow, producing a lot of high flying units to
    pound on the strong enemy.
    
    With the satellite disabled, go in after the Black Obelisk, pounding enemy 
    troops relentlessly and occupying there unit production properties (ie the 
    Factories and Airports), allowing Orange Star to pound the Black Obelisk into
    a pile of slagged metal!
    
    
                                 o------------o
                                 | Mission 23 |
                                 o------------o
    
    Mission Name: Dark Ambition
    Suggested CO: Sensei & Sami (OS) / Grit & Eagle (BM) / Jess & Hawke (GE)
    Enemy CO    : Kindle & Olaf
    Difficulty  : 6/10
    
    Day One to Day Three for Orange Star will consist of getting the Mech near the
    northern Missile Silo while the Infantry gets near to the southern Missile 
    Silo.  This is done in anticipation of the attack upon Black Hole, but do not 
    launch the Missiles just yet.  Blue Moon should bring the units down towards 
    the pipeline, using Grit's superior range to pound enemy indirects.  Green 
    Earth should get the tanks rolling towards the pipe seams, as they will be the 
    sensible blocking forces for when the pipe seams are destroyed.  Remember to 
    use the respective APCs for each force to keep the aircraft in the sky, the 
    indirect units bombing away, and to keep the tanks rolling.
    
    Day Four to Day Five will have Orange Star foot soldiers hold their positions.
    Blue Moon will have Grit launch explosive rounds into the enemy indirects and 
    Megatank, while the Md Tank, Neotank, and Megatank for Green earth block the
    pipe seams.  The Green Earth Battleship and Artillery should also be used to 
    send some shots at enemy Anti-Airs and tanks, having Hawke in command for his 
    attack bonus.
    
    Day Six to Day Seven will have the enemy busting through the pipe seams, so
    survive the initial Tag Power attack, followed by having Orange Star soften up
    the Black Hole forces further with some carefully placed Missile Silo shots.  
    Blue Moon and Green Earth will now have to work over remaining foes without 
    crossing into enemy territory, as the enemy Minicannons will knock a lot of Hit
    Points off each unit that rushes across, making them ripe for getting picked 
    off.
    
    Day Eight onwards will have the Blue Moon pound the two central Minicannons,
    allowing Green Earth to rumble through and smash all enemy Anti-Airs.  With 
    that portion of the force subdued, it will be a simple matter for Eagle to take
    over for Blue Moon, sending his air units through to finish the enemy pounding
    (along with Green Earth and Jess controlling the Tanks).  It is also possible 
    to remove the snowy conditions by taking the north and south cities along the
    pipeline, but it is not really worth it as the enemy will be subdued long 
    before the foot soldiers can be ferried there via the APCs.
    
    
                                 o------------o
                                 | Mission 24 |
                                 o------------o
    
    Mission Name: Pincer Strike
    Suggested CO: Jess & Javier (OS) / Sasha & Colin (BM)
    Enemy CO    : Jugger & Drake
    Difficulty  : 8/10
    
    Although this mission seems really unfair at first (due to Drake's 
    Tsunami/Typhoon and how it not only damages all units, but it also reduces 
    fuel in all units by one half), but it is actually very doable by a 
    disciplined player.  The key is to make careful use of turn ends to keep the
    full Tag Power for the enemy to be built up, and to use Sasha's units to get
    her basic CO Power of Market Crash built up, as it will remove the Black 
    Hole star meters to ZERO.  Using this stratagem, Drake only got to use one 
    Tsunami, and by that point the Blue Moon forces had already over run their area
    of the map, making it a slight annoyance instead of a full fledged disaster to 
    the battle.  So, pay careful attention to the enemy star meters, stopping an
    attack early on one turn, pounding the foe relentlessly on the next, allowing
    Sasha to cancel out their impending attack with her Market Crash CO Power.
    
    Day One to Day Two for Orange Star will begin with the land unit moving up to
    the neutral factory, using an APC and an Infantry to draw the enemy Md Tank and
    Neotank near to the Orange Star forces, keeping the Megatank in reserve.  Send 
    the navy (without the Lander) and the B-Copter eastward, parking them in the 
    2 x 2 Reef section to the south of the landmass with the neutral Com Towers.
    Also, purchase two Infantry on the first turn while on the second turn buy a
    Tank.  Blue Moon should pull back any tanks within the range of the enemy 
    Rockets, sitting tight for the moment.
    
    Day Three to Day Five begins with the Fog of War rolling in, so Orange Star 
    will begin by hitting the enemy Md Tank and Neotank that threatened previously,
    destroying them with ease.  Send the Lander with an available Infantry across 
    the bay, looking to start taking the southern Com Tower.  At sea, use the 
    B-Copters to spot the Cruiser, using the Battleship to hammer it, allowing the
    Submarine to go after the enemy Battleship.  This just leaves the enemy 
    Submarine, so get your Cruiser to land a brutal hit to decimate it.  Blue Moon
    should get the indirect units as close to the edge of the forest as possible,
    shooting the enemy Rockets/Artillery/Battleship, destroying them quickly and
    efficiently as possible.  Use the Recons to spot units beside the Blue Moon 
    Cities while the tank forces should all spread out in anticipation of the
    upcoming rush attack.
    
    Day Six to Day Ten for Orange Star will look to get onto the northeast road, 
    rolling from Forest to Forest in methodical fashion, flushing out enemy units
    so they can be destroyed by the trailing units.  In the mean time, keep taking
    the southeastern properties, having the Lander bring a couple more Infantry to
    assist in this endeavour.  Blue Moon should rush out of the Forest tiles after 
    the second Market Crash power, using the extra boost in attack to smash the 
    remaining enemy units, destroying/disabling every single unit with at least one
    attack each.  With the area secure, send the Infantry and Mech out of hiding 
    via APCs, taking the neutral Factory and Airport before the rushing Black Hole
    troops can arrive.  This will allow Sasha to use the extra cash she built up
    (due to her abilities) on expensive Bombers and Tanks, rolling out some support
    for Orange Star on the road ahead.
    
    Day Eleven onwards strategy will be dictated by the preferred method of victory 
    by the player.  Decide whether it would be best to just take the enemy 
    Headquarters, or whether destroying all foes is the best way to go.  Orange 
    Star can use their navy to sweep the eastern coastline for hiding enemy foes
    while the combined Orange Star and Blue Moon forces go along the mountains,
    grinding all the foes along the way into dust.  Otherwise, have some APCs 
    carry some Infantry towards the Headquarters, using the other units to block 
    access for the enemy, allowing the foot soldiers to capture to their hearts 
    content.
    
    
                                 o------------o
                                 | Mission 25 |
                                 o------------o
    
    Mission Name: Ring Of Fire
    Suggested CO: Grit & Hawke
    Enemy CO    : Koal & Kanbei
    Difficulty  : 5/10
    
    This map has an 18 Day limit for destroying all the enemy forces, so best get
    to work!
    
    Day to Day Three for the main front will have Grit sending his forces on the
    outer ring of the map northward after the Factory that lies that way while 
    another chunk of forces go east towards the neutral Airport.  Since the enemy 
    will come after the factory pathway much more strongly, send a few extra units
    northward instead of to the east.  However, send enough Anti-Airs on the first 
    turn of the map to the second front (via moving them to the Headquarters) to 
    make them number four on the second front, followed by boosting the Rocket unit
    to the second front in the same manner.  As for the inner ring of the map, have
    the indirect units here pound the enemy indirect units inside the mountain 
    range, but ignore all other units in there for now and instead concentrate the 
    forces near the Factory and put a couple of indirects near the Airport, as this
    will help halt the Black Hole advance.  Hawke on the second front will just need
    to commandeer the two Com Towers with his foot soldiers, leaving the remaining 
    units to withdraw into the southwest corner of the map (near the Headquarters)
    in the following formation:
    
    ___________________
    Key                |
                       |   __ __ __ __
    AA - Anti-Air      |  |AA|XX|  |  |
    BC - B-Copter      |  |__|__|__|__|
    MI - Missile       |  |BC|AA|XX|  |
    PC - APC           |  |__|__|__|__|
    RO - Rocket        |  |MI|PC|AA|  |
    XX - Infantry/Mech |  |__|__|__|__|
                       |  |RO|MI|BC|AA|
    ___________________|  |__|__|__|__|
    
    This will protect the valuable air killing units versus the incoming B-Copters.
    
    Day Four to Day Six on the main front consists of finishing the capturing of 
    the Factory and Airport, all the while delivering vicious blows to the 
    approaching tanks and Anti-Airs (helps out the B-Copters and Bombers that are 
    to come via purchases).  The first turn with the B-Copters in range will 
    consist of hitting them hard, taking them down one by one (using Missiles 
    first, followed by Anti-Airs), BUT stop the attack JUST before Kanbei's Star 
    Meter fills up, ending your turn there.  By doing this he will not get to use 
    his Super CO Power, with a lot of units in play, so just position the rest of 
    the units in spots to protect the Missiles from direct attack.  On the next 
    turn you can finish off the remaining B-Copters, leaving one Neotank for the
    enemy to make use of on the Super CO power, so move the Rocket forward to prep
    for the take down (B-Copters can do the rest of the work).
    
    Day Seven to Day Nine on the main front will have Tanks and B-Copters rolling
    out of the Factory and Airport production lines respectively, using them to
    assist the indirect units from the inner ring in beating back the Black Hole 
    forces.  Also be on the look out for the Oozium 238, as it will begin to cross
    the river, so use Mechs and B-Copters to destroy it, waiting for one turn where
    four solid attacks can be launched upon the obscenity.  Finish off the Neotank 
    on the second front and begin to ferry the foot soldiers through the raining 
    lava, starting to capture the four cities around the base of the volcano.
    
    Day Ten onwards The main front will continually push forward, crushing all 
    Black Hole forces (some of the indirects can now switch over to attacking the
    contained foes inside the mountain range, with some assistance from a Bomber
    or B-Copters).  On the second front, finish off the enemy forces and capture
    the four Cities around the volcano, allowing the second front CO to join the
    main battle.  A Tag Power attack should be available at this point, using the
    opportunity to really push Black Hole to the edge of extinction, keeping the
    efforts up to finish off the map with the defeat of the final Black Hole unit!
    
    
                                 o------------o
                                 | Mission 26 |
                                 o------------o
    
    Mission Name: Surrounded!
    Suggested CO: Hawke & Lash (OS) / Sensei & Javier (BM)
    Enemy CO    : Kindle & Andy
    Difficulty  : 6/10
    
    The time limit here is 24 Days, with the goal being the capturing of the four
    Com Towers near each massive Missile Silo.  Not a tough map, especially if an
    aggressive stance is used early to put Black Hole on the defensive.
    
    Day One to Day Three for Orange Star will begin by going after the Factory in
    the northeast, followed by using the Md Tank and Neotank to dissuade the enemy 
    Anti-Airs below from rushing up to smash into the foot soldiers moving out 
    towards the properties in the east.  While continuing to put pressure on the
    Anti-Airs and Artillery (drop a Mech inside the range of the Artillery via an
    APC), also take the Factory and begin to claim the Com Tower.  In the center 
    of the map, be sure to purchase Tanks and Artillery, using them to keep the
    charging Black Hole forces bottlenecked.  Blue Moon will use the Recon to bait
    the Tank and Anti-Air in the south to come towards the bulk of their forces, 
    also using an APC (park it on the City that only one of the B-Copters can 
    reach) to draw the enemy B-Copters from the southwest in the same manner.  Push
    forward aggressively to pound the enemy positions in the south, taking the Com 
    Tower and Airport/Factories, while in the north purchase an Infantry, followed 
    by Mechs on each turn (they will hold up the enemy Md Tank while the Infantry 
    goes after the next Com Tower).  Finally, once south is secured, have the 
    Rocket begin to pound the pipe seam to make a second opening into the western 
    quadrant.
    
    Day Four to Day Six will have Orange Star finish taking the eastern quadrant 
    Com Tower, swinging their attention around to hold off Black Hole from the west
    with some units, while the rest move north to assist Blue Moon there in 
    disabling the Md Tank and any other units rolling out of the Factory.  Blue 
    Moon should cover the enemy's Factory in the southern quadrant with a unit 
    (until an Infantry can arrive), followed by spilling through the busted pipe 
    seam to quell the enemy resistance from the western quadrant, taking the Com
    Tower with the enemy Factory below cut off by overwhelming Blue Moon forces.
    
    Day Seven onwards will have just the north quadrant left to tame, but with so
    little left Black Hole can quickly be crushed, especially since all foot 
    soldiers in the other three quadrants will keep taking more properties, 
    lessening Black Hole's resources while strengthening their own.  Once the 
    fourth Com Tower is secured, the map will end, and it should be done in 12 Days
    or less (took me 9 Days personally).
    
    
                                 o------------o
                                 | Mission 27 |
                                 o------------o
    
    Mission Name: For The Future!
    Suggested CO: Javier & Jess (OS) / Grit & Hawke (BM) / Eagle & Sensei (GE)
    Enemy CO    : Von Bolt
    Difficulty  : 8/10
    
    For Day One to Day Five strategy to work properly, the following rules should
    be followed.  The most important step is to build up Von Bolt's Star Meter 
    until it just about full, followed by ending the turn for Orange Star (make 
    sure Javier has done all the fighting to this point).  Blue Moon and Green 
    Earth will continue to do their unit position juggling to prep for the 
    incoming forces (taking Cities if they have to still do so as well), but they
    will NOT attack, leaving the Star Meter just short.  This means that Von Bolt
    will attack on the next turn, hurting Orange Star and filling his own meter,
    which he will not use (if he does, then the plan will fail).  Now that it is
    Orange Star's turn, Javier should be able to smack out a Super CO Power 
    (ie Tower Of Power) INSTEAD of the Tag Power (if you have both Star Meters
    filled, do not Tag Power).  The reason for this is that Von Bolt's Ex Machina 
    will damage all the Orange Star troops AND paralyze them, BUT he will mostly
    have Artilleries left at his disposal, which will be UNABLE to damage Javier's
    troops.  Sounds complicated, but if done right it basically forces Von Bolt
    to waste his one good shot at gutting Orange Star, so follow the directions 
    for each force for the first five days to make it work properly.
    
    Day One to Day Five for Orange Star will have two main goals; the first is 
    to take the three Com Towers and the second is to hold off the enemy forces.
    Let Javier have control all the way here, starting off by taking the two 
    outside Com Towers, also buying another Infantry to move up to the middle
    Com Tower via an APC.  Use the Megatank above the central Com Tower, making
    it play blocker until it is destroyed, allowing for the three Com Towers to
    be taken.  Keep buying Artilleries and Tanks, using them to replace the front
    line troops while pounding the foe with the indirects.
    
    Day One to Day Five Blue Moon will begin with Grit in command, using the first
    two turns to start taking the neutral City near their group of properties, 
    buying an APC, sending the Infantry up on foot towards the neutral Cities on 
    the coast, while the Mech on the left goes into the APC to follow along (take
    both Cities).  The Battleship should take the first two turns to decimate the
    lower Minicannon, followed by trying to bait the enemy navy into attacking 
    the Carrier, allowing the Blue Moon navy (which will be reinforced by a second
    Battleship from funds collected) to counter-attack.
    
    Day One to Day Five for Green Earth will begin with Sensei in command, using 
    the first two turns to start taking the neutral City near their group of 
    properties, buying a T-Copter, sending the Infantry up on foot towards the 
    neutral Cities on the coast, while the Mech on the right goes into the 
    T-Copter to follow along (take both Cities).  After the T-Copter dumps the
    Mech on it, switch control to Eagle at the end of that turn, followed by
    flying the T-Copter into range of the enemy Fighter, baiting it into 
    attacking, allowing Green Earth to use the own Fighter and Stealth (in that
    order) to eliminate it.  Save the money that is gained, purchasing Bombers
    to assist in hitting the Minicannons and Black Crystals.
    
    Day Six onwards will focus on Orange Star busting up through the Black Crystal
    to occupy the Black Hole Factories, with Blue Moon's Grit providing Battleship
    fire support from the flank.  Meanwhile, Green Earth will sweep in with Bombers
    in the service of Eagle, supporting the fight, moving northward to hit the 
    Black Obelisk with a Bomber, destroying it one hit thanks to Eagle's superior
    air firepower capabilities.  Try to eliminate as many foes as possible before
    delivering the final blow, as getting a good Power score depends upon it.
    
    
                                 o------------o
                                 | Mission 28 |
                                 o------------o
    
    Mission Name: Means To An End
    Suggested CO: Jake & Rachel (OS)
    Enemy CO    : Von Bolt & Kindle
    Difficulty  : 7/10
    
    Note that on Day Six, Day Twelve, and Day Eighteen that the three weak 
    points of the G Bolt will release an Oozium 238 each (three in total).  
    Although it is not overly dangerous, it is a good thing to keep in mind to 
    avoid losing some stronger units from carelessness.
    
    Day One to Day Six on the main front will have Jake spend his first three 
    Days buying four Infantry and one T-Copter, with three of the Infantry
    moving on to local properties (beginning the capturing of the locales)
    while the one Infantry that can get onto the T-Copter flies south to start 
    the assault on the mass of properties and Black Hole Infantry found down 
    there.  The T-Copters are to ignore the Oozium 238s down there, going for 
    the two Airports (one on each side of the map), taking said Airports to begin
    producing the B-Copters needed to subdue the enemy Infantry.  It is not a 
    bad idea on Day Four to send an additional B-Copter to the south, followed
    by purchasing Tanks and Anti-Airs to work over the incoming enemy Infantry
    and APCs.  Jake should ignore the Oozium 238s at the top of the screen as 
    well, due to lack of concentrated firepower to take them out in one turn.
    On the second front it is impossible to control the action directly, so tell
    Rachel to play things defensively, letting Black Hole come after her, away
    from the Black Crystals and their healing powers.
    
    Day Seven to Day Twelve will have Jake consolidating his hold on the 
    southern part of the map, using B-Copters to clear the area of Infantry while
    the T-Copters bring in other Infantry to help knock out the Black Hole Cities,
    serving the two-fold purpose of gaining more funds while cutting off Black
    Hole's funding at the same time.  More B-Copters should be bought, using them
    as extermination squads for the Oozium 238s.  Meanwhile, in the north a 
    Md Tank and more Anti-Air/Tank purchases will help take control of the area,
    followed by moving into more advanced purchases, like Bombers/Neotanks 
    (always make sure to make the most valuable purchase possible), but stay away
    from Artilleries and Rockets, as the enemy Oozium 238s are practically 
    invincible versus indirect attacks.  The second front should be switched to
    a more aggressive posture, allowing Rachel to go after the now weakened 
    troops (thanks to her Super CO Power and the Missile Silos).
    
    Day Thirteen onwards will continue the push northwards, using the Tag Power
    that will come of Rachel's smashing of all three Black Crystals on the 
    secondary front, allowing her to join Jake on the main front.  Spread out
    the attacking units, pounding the Oozium 238s before they can get too 
    concentrated, which will allow them to kill some units (make sure to NEVER
    stop beside one, as they will destroy whatever they touch).  Once it is 
    possible to do so, cover the enemy Factories with injured units, which will
    keep them from adding in additional units to the attack, also sending fully 
    powered Neotanks or Bombers to work on the three weak points of the G Bolt,
    knocking them out (just remember to not attack them directly on Day Six, Day
    Twelve, or Day Eighteen, as the G Bolt will expel some more Oozium 238s from
    the weak points).  Once all three weak points are smashed, the mission is 
    over and the game is complete!   CONGRATULATIONS!!!
    
    ----------------------------------------------------------------------------
    ---------------------------Commanding Officers------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will examine the special abilities that the CO's (Commanding
       Officers) of the game possess as well as examining their CO Power,
       CO Super Power, and Tag Power.
    
    
                              o------------------o
                              | Orange Star CO's |
                              o------------------o
    
                                   ~~~~~~~~~~
                                 ~~~~ Andy ~~~~
                                   ~~~~~~~~~~
    
    With no Strengths OR Weaknesses to him, he gets a middle of the road effort
    from his troops.  Although this means he does not have some weak units to 
    hold him back, he also misses out on some powered-up units to help him make 
    a big push against the enemy.
    
    CO Power: Hyper Repair
    Effect..: Restores 2 Hit Points to any of his damaged units while all units
              experience a +10% Offense and +10% Defense boost.
    
    Super CO Power: 
    Effect........: Restores a whopping 5 Hit points to damaged units, adds an 
                    extra movement space to all of his units, AND his units
                    experience a +10% Offense and +30% Defense boost.
    
    Tag Power Ratings: Nell=====> 105%
                       Sami=====> 105%
                       Max======> 110%
                       Eagle====> 115%
                       Hawke====> 105%
                       Von Bolt=>  90%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Sami ~~~~
                                   ~~~~~~~~~~
    
    Sami is an Infantry specialist, causing her Infantry and Mech Units to fight
    with more effectiveness and they get a x1.5 capturing bonus on properties.  
    She also gets the added bonus of transport units gaining an extra movement 
    point.  However, her direct combat units (such as Tanks, Planes, and 
    Copters) are less effective under her leadership.
    
    CO Power: Double Time
    Effect..: Infantry and Mechs get A +40% Offense and 10% Defense boost in
              addition to an extra movement space.  All other units get a +10% 
              Offense and +10% Defense boost.
    
    Super CO Power: Victory March
    Effect........: Infantry and Mechs get A +70% Offense and 10% Defense boost 
                    in addition to 2 extra movement spaces AND they can capture 
                    any property on that turn regardless of their Hit Points.  
                    All other units get a +10% Offense and +10% Defense boost.
    
    Tag Power Ratings: Nell=====> 105%
                       Andy=====> 105%
                       Max======> 105%
                       Sonja====> 110%
                       Eagle====> 120%
                       Von Bolt=>  90%
    
    
                                   ~~~~~~~~~
                                 ~~~~ Max ~~~~
                                   ~~~~~~~~~
    
    A direct combat specialist, he gains a 20% bonus on direct combat units.  
    However, his long range weaponry (such as Artillery, Rockets, Missiles, 
    Battleships, and Carriers) are less effective as their range is reduced by 
    one.
    
    CO Power: Max Power
    Effect..: His direct combat units get +40% Offense and +10% Defense boost
              while all other units get +10% Offense and +10% Defense boost.
    
    Super CO Power: Max Blast
    Effect........: His direct combat units get +70% Offense and +10% Defense 
                    boost while all other units get +10% Offense and 
                    +10% Defense boost.
    
    Tag Power Ratings: Nell=====> 105%
                       Andy=====> 110%
                       Sami=====> 105%
                       Grit=====> 110%
                       Von Bolt=>  90%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Jake ~~~~
                                   ~~~~~~~~~~
    
    This young fellow is a raw CO that boasts no weaknesses in his units,
    though he also can not fall back on any strengths.  However, all of his 
    units will gain a +10% Offense boost whenever they are positioned on the 
    Plains.
    
    CO Power: Beat Down
    Effect..: Indirect units gain an extra tile of range, on the plains his 
              units will get a +20% Offense boost, and all units get a base 
              +10% Offense and +10% Defense boost.
    
    Super CO Power: Block Rock
    Effect........: Indirect units gain an extra tile of range, on the plains his 
                    units will get a +40% Offense boost, land vehicles gain 2 
                    movement spaces, and all units get a base +10% Offense and 
                    +10% Defense boost.
    
    Tag Power Ratings: Sasha====> 105%
                       Jess=====> 110%
                       Rachel===> 120%
                       Kindle===>  90%
                       Von Bolt=>  90%
    
    
                                  ~~~~~~~~~~~~
                                ~~~~ Rachel ~~~~
                                  ~~~~~~~~~~~~
    
    The younger sister of Orange Star's head CO Nell, this spunky up and comer
    boasts great enthusiasm.  This may be why her units gain an extra Hit Point
    of repair ability after each turn, or why she does not suffer from any type 
    of penalties on Offense or Defense.
    
    CO Power: Lucky Lass
    Effect..: In addition to the +10 Offense and +10% Defense boost, Rachel's 
              troops can deal up to an additional 40% damage.
    
    Super CO Power: Covering Fire
    Effect........: In addition to the +10 Offense and +10% Defense boost, 
                    Rachel will launch 3 missiles (just like they were shot from
                    Silos on a map) that will strike three random targets, 
                    removing 3 Hit Points from enemy units in the area.
    
    Tag Power Ratings: Sasha====> 105%
                       Jake=====> 120%
                       Nell=====> 130%
                       Von Bolt=>  90%
                       Koal=====>  65%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Nell ~~~~
                                   ~~~~~~~~~~
    
    The "Lady Luck" in the Orange Star army, she can unexpectedly damage an 
    enemy unit for far more damage (up to 15% extra) than should be possible.
    
    CO Power: Lucky Star 
    Effect..: Her units get a +10 Offense and +10% Defense boost as well as 
              increasing the odds of her striking the enemy with extra force by
              as much as 60%.  LUCKY!
    
    Super CO Power: Lady Luck
    Effect........: Her units get a +10 Offense and +10% Defense boost as well 
                    as increasing the odds of her striking the enemy with extra
                    force by as much as 100%.  LUCKY!  LUCKY!
    
    Tag Power Ratings: Andy=====> 105%
                       Max======> 105%
                       Sami=====> 105%
                       Rachel===> 130%
                       Von Bolt=>  90%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Hachi ~~~~
                                    ~~~~~~~~~~~
    
    This ancient and revered CO does not actively take part in the Story Mode,
    but he is a possible participant elsewhere.  While his units have average
    strength, his units come at 90% cost, meaning he can deploy stronger units
    slightly sooner than counterparts and has no penalty assigned for this 
    advantage.
    
    CO Power: Barter
    Effect..: Units can be deployed for 50% cost and his units get a 
              +10% Offense and +10% Defense boost.
    
    Super CO Power: Merchant Union
    Effect........: Units can be deployed for 50% cost and his units get a 
                    +10% Offense and +10% Defense boost.  He also can deploy
                    any bought units on this turn from any City under his 
                    control.
    
    Tag Power Ratings: Sensei===> 100%
                       Von Bolt=>  90%
    
    
                               o----------------o
                               | Blue Moon CO's |
                               o----------------o
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Olaf ~~~~
                                   ~~~~~~~~~~
    
    He is the leader of Blue moon's forces who has no Strengths OR Weaknesses to 
    him, he gets a middle of the road effort from his troops.  Although this 
    means he does not have some weak units to hold him back, he also misses out 
    on some powered-up units to help him make a big push against the enemy.  
    Also note that his units will fight better in snow (+20% Offense boost) as
    well as no penalty for moving through the white stuff.
    
    CO Power: Blizzard
    Effect..: While increasing his units with a +10% Offense and +10% Defense 
              boost, this will also cause the conditions to change to snow 
              for the next two turns.
    
    Super CO Power: Winter Fury
    Effect........: While increasing his units with a +10% Offense and 
                    +10% Defense boost, this will also cause the conditions to
                    change to snow for the next two turns.  This attack will 
                    also damage all enemy units for 2 Hit Points of damage.
    
    Tag Power Ratings: Colin====> 105%
                       Grit=====> 115%
                       Lash=====>  80%
                       Von Bolt=>  90%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Grit ~~~~
                                   ~~~~~~~~~~
    
    Grit is a laid back fellow, so it stand to reason his strength is long range
    attacks.  Therefore, his Rockets, Artillery, Missiles, Carriers, and 
    Battleships all have increased power (+20% Offense boost) and an extra space
    of range on their shots while his direct combat units are less powerful 
    (-20% Offense boost).
    
    CO Power: Snipe Attack
    Effect..: Adds an extra range space to each of his long range units in play
              as well as adding some extra power (+40% Offense and +10% Defense
              boost) to the shots.  All other units experience a +10% Offense 
              and +10% Defense boost.
    
    Super CO Power: Super Snipe
    Effect........: Adds two extra range spaces to each of his long range units 
                    in play as well as adding some extra power (+40% Offense and
                    +10% Defense boost) to the shots.  All other units 
                    experience a +10% Offense and +10% Defense boost.
    
    Tag Power Ratings: Colin====> 105%
                       Max======> 110%
                       Olaf=====> 115%
                       Von Bolt=>  90%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Colin ~~~~
                                    ~~~~~~~~~~~
    
    A young CO that had just been promoted in the previous war, his units lack 
    the experience to be completely effective (-10% Offense and -10% Defense 
    boost).  However, his cost for units is 20% less than the normal cost, 
    making him able to get a large quantity of units out in a hurry.
    
    CO Power: Gold Rush
    Effect..: When used, your funds will be multiplied by 1.5, which is a 
              fantastic way to get even more cash to purchase cheap units with.
              All units receive a +10 Offense and +10% Defense boost as well.
    
    Super CO Power: Power Of Money
    Effect........: Weaponry in all active units will be increased by the war
                    coffers Colin possesses.  The more money he holds in 
                    reserve, the more powered-up the weapons will be.  All 
                    units receive a +10 Offense and +10% Defense boost as well.
    
    Tag Power Ratings: Olaf=====> 105%
                       Grit=====> 105%
                       Sasha====> 130%
                       Lash=====>  90%
                       Von Bolt=>  90%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Sasha ~~~~
                                    ~~~~~~~~~~~
    
    The sister of Colin, she was not active in any of the previous wars, but she
    has decided to join her sibling in tackling Black Hole.  Her units are of
    average quality, but she boasts such good bookkeeping that she is able to 
    draw an extra 100 Gold from each of her properties on every turn.
    
    CO Power: Market Crash
    Effect..: All units get a +10% Offense and +10% Defense boost in addition to
              opposing Co star power meters being reduced by 10% for every 5000 
              Gold in Sasha's possession.
    
    Super CO Power: War Bonds
    Effect........: All units get a +10% Offense and +10% Defense boost in 
                    addition to 50% of all damage dealt will be funded back into
                    her war coffers (ie a Neotank is worth 22000 Gold, so if she
                    damages it for 5 Hit Points, she would get 
                    11000/2 = 5500 Gold for that attack).
    
    Tag Power Ratings: Jake=====> 105%
                       Rachel===> 105%
                       Grimm====> 105%
                       Colin====> 130%
                       Von Bolt=>  90%
    
    
                              o-------------------o
                              | Yellow Comet CO's |
                              o-------------------o
    
                                  ~~~~~~~~~~~~
                                ~~~~ Kanbei ~~~~
                                  ~~~~~~~~~~~~
    
    The leader of Yellow Comet, he has the best trained troops around, which
    means they ALL get 20% effectiveness (Offense and Defense) in battle.  
    However, to train his troops so well, it costs Kanbei an extra 20% to do so.
    
    CO Power: Morale Boost
    Effect..: His units get a +40% Offense and +10% Defense boost.
    
    Super CO Power: Samurai Spirit
    Effect........: His units get a +40% Offense and +40% Defense boost while
                    his counter attacks by his units deal twice the normal 
                    amount until his next turn.
    
    Tag Power Ratings: Sensei===> 105%
                       Javier===> 110%
                       Sonja====> 130%
                       Von Bolt=>  90%
    
    
    
                                  ~~~~~~~~~~~~
                                ~~~~ Sensei ~~~~
                                  ~~~~~~~~~~~~
    
    An old master of the game of war, he trained Kanbei on how to wage war.  He 
    is an old paratrooper who has especially effective Infantry (+10% Offense
    and +10% Defense boost) and Helicopters (+50% Offense and +50% Defense 
    boost), but his naval units have a -10% Offense and -10% Defense boost.  His
    transports also boast an extra movement space, meaning he can move his 
    troops in a hurry.
    
    CO Power: Copter Command
    Effect..: B Copter get a +30% Offense and a 10% Defense boost, all other
              units get a +10% Offense and +10% Defense boost.  All of Sensei's
              empty Cities will gain an Infantry each with 9 Hit Points.
    
    Super CO Power: Airbourne Assault
    Effect........: B Copter get a +30% Offense and a 10% Defense boost, all 
                    other units get a +10% Offense and +10% Defense boost.  All
                    of Sensei's empty Cities will gain a Mech each with 9 Hit 
                    Points.
    
    Tag Power Ratings: Kanbei===> 105%
                       Sonja====> 105%
                       Javier===> 105%
                       Grimm====> 110%
                       Von Bolt=>  90%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Sonja ~~~~
                                    ~~~~~~~~~~~
    
    Daughter to Kanbei, she is a master of intel.  Her units fight best in Fog
    Of War situations as they see an extra space over opponents, but her units 
    will be unlucky in scoring extra damage in attacks most of the time, even 
    losing a damage point they should deal.  However, enemies can not tell how 
    many Hit Points remain on her units, and she is able to ignore 1 star of 
    enemy terrain defensive advantage (ie Plains count as 0 instead of 1).
    
    CO Power: Enhanced Vision
    Effect..: Her units gain an extra vision space in Fog Of War situations and
              allows her units to see into the Woods and Reefs without being 
              right beside them.  All units also boast a +10% Offense and +10%
              Defense boost as well as getting the enemy defense stars down by
              2 (ie City counts as 1 instead of 3).
    
    Super CO Power: Counter Break
    Effect........:  Her units gain an extra vision space in Fog Of War 
                     situations and allows her units to see into the Woods and 
                     Reefs without being right beside them.  All units also 
                     boast a +10% Offense and +10% Defense boost as well as 
                     pushing the enemy defense stars down by 3 (ie Headquarters
                     counts as 1 instead of 4), and she also strikes first 
                     during any attacks on the next opponent's turn.
    
    Tag Power Ratings: Sensei===> 105%
                       Lash=====> 105%
                       Sami=====> 110%
                       Kanbei===> 130%
                       Von Bolt=>  90%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Grimm ~~~~
                                    ~~~~~~~~~~~
    
    This offensively minded meathead focuses so much on attacking that his 
    attention to the defensive side of war is sorely under developed 
    (+30% Offense and -20% Defense boost).  Also, since he is lax on his 
    defensive preparedness, his units can get slammed for extra damage by any
    CO, not just the ones with the default luck.
    
    CO Power: Knuckleduster
    Effect..: Grimm's already offensive minded units will get a +30% Offense
              boost and a default +10% Defense boost.  
    
    Super CO Power: Haymaker
    Effect........: Grimm's units will get a ridiculous +60% Offense boost 
                    (making them a whopping 190%!) and a +10% Defense boost.
    
    Tag Power Ratings: Sasha====> 105%
                       Javier===> 105%
                       Sensei===> 110%
                       Von Bolt=>  90%
    
    
                               o------------------o
                               | Green Earth CO's |
                               o------------------o
    
                                    ~~~~~~~~~~~
                                  ~~~~ Eagle ~~~~
                                    ~~~~~~~~~~~
    
    The wild man in the skies, Eagle gets a +20% Offense boost with his Air
    units as well as less fuel consumption (2 units less per day).  However, 
    his naval units are slightly underpowered (-10% boost), so his using a Navy
    is not a particularly good idea for the commander in chief of the Green 
    Earth forces.
    
    CO Power: Lightning Drive
    Effect..: All of his units (sans Infantry and Mechs) will get a second turn
              to attack, but on the second attack they get the following 
              bonuses: Air units (-50% Offense and 10% Defense boost), Direct 
              Land units (-40% Offense and +10% Defense boost), and Indirect
              Land units (-35% Offense and +10% Defense boost).  Infantry and 
              Mechs get a more typical +10 Offense and +10% Defense boost for 
              their one attack with this power.          
    
    Super CO Power: Lightning Strike
    Effect........: All of his units (sans Infantry and Mechs) will get a second
                    turn to attack, though all get a +10% Offense and +10% 
                    Defense boost for both rounds of attacks.
    
    Tag Power Ratings: Jess=====> 105%
                       Drake====> 115%
                       Andy=====> 115%
                       Sami=====> 120%
                       Von Bolt=>  90%
                       Lash=====>  90%
                       Hawke====>  70%
    
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Drake ~~~~
                                    ~~~~~~~~~~~
    
    Master of the seas, Drake has the ability to have a 20% Offense boost with 
    his seafaring vessels.  However, his Air units are of a very poor quality,
    taking a -10% Offense boost on those.  He is an integral part of Green 
    Earth's command structure, keeping their seas clear of foes that would do 
    the country harm.
    
    CO Power: Tsunami
    Effect..: This will remove 1 Hit Point from every enemy unit, and remove 
              half of their total fuel.  All of his units will get a +10% 
              Offense and 10% Defense boost as well.
    
    Super CO Power: Typhoon
    Effect........: This will remove 2 Hit Points from every enemy unit, and 
                    remove half of their total fuel.  All of his units will get 
                    a +10% Offense and 10% Defense boost in addition to the 
                    weather changing to rain with the possibility of Fog of War
                    rolling into play for a couple of turns following the storm.
    
    Tag Power Ratings: Jess=====> 105%
                       Eagle====> 115%
                       Von Bolt=>  90%
                       Hawke====>  90%
    
                                   ~~~~~~~~~~
                                 ~~~~ Jess ~~~~
                                   ~~~~~~~~~~
    
    A vehicle specialist, she is the ground power of the Green Earth army 
    (+20% Offense boost).  However, her Air and Naval forces are slightly weaker
    (-10% Offense boost) due to her superior vehicle knowledge.
    
    CO Power: Turbo Charge
    Effect..: Vehicles gain one movement space, ammo and fuel are replenished 
              completely, and a +30% Offense and 10% Defense boost is 
              experienced.  All other units get a +10 Offense and +10% Defense
              boost.
    
    Super CO Power: Overdrive
    Effect........:Vehicles gain two movement spaces, ammo and fuel are 
                   replenished completely, and a +30% Offense and 10% Defense 
                   boost is experienced.  All other units get a +10 Offense and 
                   +10% Defense boost.
    
    Tag Power Ratings: Eagle====> 105%
                       Drake====> 105%
                       Javier===> 110%
                       Jake=====> 110%
                       Von Bolt=>  90%
                       Hawke====>  90%
    
    
                                  ~~~~~~~~~~~~
                                ~~~~ Javier ~~~~
                                  ~~~~~~~~~~~~
    
    The newcomer to the Green Earth CO ranks, this honourable knight of the 
    forest is a big supporter of defense as the way to victory, as he boasts a
    +20% Defense boost versus indirect attacks as well as getting +10 Defense 
    boost from every Tower he controls (to go with the traditional +10 Offense 
    boost they give to everyone).
    
    CO Power: Tower Shield
    Effect..: Gets a +20% Defense boost versus indirect attacks and Tower 
              bonuses are now doubled.  All units get a +10% Offense and +10%
              Defense boost.
    
    Super CO Power: Tower of Power
    Effect........: Gets a +60% Defense boost versus indirect attacks and Tower 
                    bonuses are now tripled.  All units get a +10% Offense and 
                    +10% Defense boost.
    
    Tag Power Ratings: Sensei===> 105%
                       Grimm====> 105%
                       Kanbei===> 110%
                       Jess=====> 110%
                       Von Bolt=>  90%
    
    
                               o-----------------o
                               | Black Hole CO's |
                               o-----------------o
    
                                   ~~~~~~~~~~
                                 ~~~~ Flak ~~~~
                                   ~~~~~~~~~~
    
    
    A rather impatient and headstrong CO, he likes to attack, attack, attack.
    His attack power can be stronger than the normal amounts (up to +25% Offense
    boost), but his poor leadership causes his units to cause less damage than 
    they could (as much as -10% Offense boost).
    
    CO Power: Brute Force
    Effect..: All units get a +10% Offense and +10% Defense boost.  All units
              will have an increased chance of landing a harsh blow (as much as 
              +50% Offense boost), but their also is a chance of dealing less 
              damage (-20% Offense boost).
    
    Super CO Power: Barbaric Blow
    Effect........: All units get a +10% Offense and +10% Defense boost.  All 
                    units will have an increased chance of landing a harsh blow 
                    (as much as +90% Offense boost), but their also is a chance 
                    of dealing less damage (-30% Offense boost).
    
    Tag Power Ratings: Adder=> 105%
                       Lash==> 110%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Adder ~~~~
                                    ~~~~~~~~~~~
    
    Very self-absorbed, Adder thinks himself truly great.  He tends to make good
    decisions, and he has no strength or weaknesses.  He also stores up his CO 
    Power faster than any other CO, even Koal.
    
    CO Power: Sideslip
    Effect..: His units gain an extra movement space and all get a +10% Offense 
              and +10% Defense boost.
    
    Super CO Power: Sidewinder
    Effect........: His units gain two extra movement spaces and all get a +10% 
                    Offense and +10% Defense boost.
    
    Tag Power Ratings: Flak=> 105%
                       Koal=> 110%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Lash ~~~~
                                   ~~~~~~~~~~
    
    
    The brilliant mind behind many of the Black Hole installations, she is an 
    average CO with no strengths or no weaknesses.  However, every defensive
    star that exists on a square that a unit attacks from, they get a +5% 
    Offense boost (ie from a city, it is a +15% Offense boost).
    
    CO Power: Terrain Tactics
    Effect..: All units get a +10% Offense and +10% Defense boost.  All terrain
              movement costs drop to 1, essentially making all spaces like 
              roads.
    
    Super CO Power: Prime Tactics
    Effect........: All units get a +10% Offense and +10% Defense boost.  All 
                    terrain movement costs drop to 1, essentially making all 
                    spaces like roads.  All defensive ratings are doubled 
                    (ie City becomes 6 instead of 3).
    
    Tag Power Ratings: Sonja====> 105%
                       Flak=====> 110%
                       Hawke====> 110%
                       Von Bolt=>  90%
                       Colin====>  90%
                       Eagle====>  90%
                       Olaf=====>  80%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Hawke ~~~~
                                    ~~~~~~~~~~~
    
    The former top CO under Sturm, he is now working with the Omega Land Black
    Hole CO's, despite the apparent lack of respect they have for him.  His 
    units have a +10% Offense boost, but his CO Powers take the longest of any 
    CO to build up.
    
    CO Power: Black Wave
    Effect..: All of his damaged units gain one Hit Point while enemy units lose
              one Hit Point (will not kill a one Hit Point unit).  All units get
              a +10% Offense and +10% Defense boost.
    
    Super CO Power: Black Storm
    Effect........: All of his damaged units gain two Hit Points while enemy 
                    units lose two Hit Points (will not kill a two Hit Points 
                    unit).  All units get a +10% Offense and +10% Defense boost.
    
    Tag Power Ratings: Andy=====> 105%
                       Lash=====> 110%
                       Von Bolt=>  90%
                       Drake====>  90%
                       Jess=====>  90%
                       Kindle===>  80%
                       Eagle====>  70%
    
    
                                   ~~~~~~~~~~
                                 ~~~~ Koal ~~~~
                                   ~~~~~~~~~~
    
    This strange one bears some similarities to one Black Hole CO Adder, as both
    are average in their units, and both have very short star bars to fill for 
    their Co Power/Super CO Powers.  However, he also possesses a +10% Offense
    boost on roads, making his forces kings of the paved pathways.
    
    CO Power: Forced March
    Effect..: His units gain an extra movement space and all get a +10% Offense 
              and +10% Defense boost.  They also get a +20% Offense boost when
              attacking on Roads.
    
    Super CO Power: Trail Of Woe
    Effect........: His units gain two extra movement spaces and all get a +10% 
                    Offense and +10% Defense boost.  They also get a +20% 
                    Offense boost when attacking on Roads.
    
    Tag Power Ratings: Kindle=> 105%
                       Adder==> 110%
                       Jugger=> 110%
                       Rachel=> 65%
    
    
                                  ~~~~~~~~~~~~
                                ~~~~ Jugger ~~~~
                                  ~~~~~~~~~~~~
    
    This computerized creation has an unknown origin, and he is a lot like the
    big ape Flak. His units have no strengths or weaknesses (average rules the 
    day), and he has a potential for greater damage dealt (+30% Offense boost)
    and for lesser damage than normal being dealt (-15% Offense boost).
    
    CO Power: Overclock
    Effect..: All units get a +10% Offense and +10% Defense boost.  All units
              will have an increased chance of landing a harsh blow (as much as 
              +55% Offense boost), but their also is a chance of dealing less 
              damage (-25% Offense boost).
    
    Super CO Power: System Crash
    Effect........: All units get a +10% Offense and +10% Defense boost.  All 
                    units will have an increased chance of landing a harsh blow 
                    (as much as +95% Offense boost), but their also is a chance 
                    of dealing less damage (-45% Offense boost).
    
    Tag Power Ratings: Kindle=> 105%
                       Koal===> 110%
    
    
                                  ~~~~~~~~~~~~
                                ~~~~ Kindle ~~~~
                                  ~~~~~~~~~~~~
    
    The leader of the Bolt Guard, she is the new second in command of the Black
    Hole forces, thinking little of the old Black Hole CO's.  She has average
    units for abilities, but they get a bonus of +40% Offense boost whenever 
    they are residing upon any property (ie Cities, Headquarters, etc.).
    
    CO Power: Urban Blight
    Effect..: Any opposing forces that are residing on a property will receive
              3 Hit Points worth of damage and her units will deal more damage
              from properties (+80% Offense boost).  All units get a +10% 
              Offense and +10% Defense boost.
    
    Super CO Power: High Society
    Effect........: Kindle's units will deal more damage from properties 
                    (+130% Offense boost), and  All units get a +10% Offense and
                    +10% Defense boost.  Her units will also get +3% Offense 
                    boost for every property that she possesses.
    
    Tag Power Ratings: Jugger=> 105%
                       Koal===> 105%
                       Jake===>  90%
                       Hawke==>  80%
    
    
    
                                 ~~~~~~~~~~~~~~
                               ~~~~ Von Bolt ~~~~
                                 ~~~~~~~~~~~~~~
    
    The new leader of the Black Hole forces, he also is behind the odd 
    circumstances of many of the battlefields.  His units draw a +10 Offense
    boost and +10% Defense boost, so they are always fighting fit and looking to
    lay a hurt on opposing forces.
    
    CO Power: None.
    Effect..: He focuses so much on Super CO Power, he does not have one.
    
    Super CO Power: Ex Machina
    Effect........: A bolt of electricity will smash into troops in a focused
                    area (same size as a Black Bomb's detonation area) to remove
                    3 Hit Points, and it has the secondary effect of rendering 
                    all units in the blast radius immobile for one full turn.
    
    Tag Power Ratings: Orange Star CO's==> 90%
                       Blue Moon CO's====> 90%
                       Yellow Comet CO's=> 90%
                       Green Earth CO's==> 90%
    
    ----------------------------------------------------------------------------
    -------------------------------Special Skills-------------------------------
    ----------------------------------------------------------------------------
    
    6) This section will examine the various skills that can be applied to a CO
       as they get promoted to higher levels.
    
    
                                    o----------o
                                    | Level 01 |
                                    o----------o
    
    Bruiser.....: Direct Fire attack (+5% Offense boost)
    
    Sharpshooter: Indirect Fire attack (+5% Offense boost)
    
    Slam Guard..: Direct Fire defense (+8% Defense boost)
    
    Snipe Guard.: Indirect Fire defense (+8% Defense boost)
    
    Combat Pay..: Damage foes to earn cash (2% of damage dealt becomes cash)
    
    Luck........: Random higher damage (+10% Offense boost)
    
    
                                    o----------o
                                    | Level 02 |
                                    o----------o
    
    APC Guard..: APC defense (+10% Defense boost)
    
    Tower Power: Com Tower Effect increased (+5% Offense boost per tower)
    
    Sneaky....: Dive/Hide fuel cost is 1 less
    
    
                                    o----------o
                                    | Level 03 |
                                    o----------o
    
    Teamwork..: Tag CO's Attack increased (+5% Offense boost)
    
    Scout.....: Increased Vision of 1 space
    
    Mechanic..: Increased Base Repair of 1 Hit Point
    
    Invader...: Increased capture rate of 1
    
    Sale Price: Lessens Production Cost by 5%
    
    
                                    o----------o
                                    | Level 04 |
                                    o----------o
    
    Road Rage....: Increased Road attack (+10% Offense boost)
    
    Ranger.......: Increased Woods attack (+10% Offense boost)
    
    Urban Fighter: Increased Property attack (+10% Offense boost)
    
    Mountaineer..: Increased Mountain attack (+10% Offense boost)
    
    Seamanship...: Increased Sea attack (+10% Offense boost)
    
    Backstab.....: Increased Dive/Stealth attack (+15% Offense boost)
    
    
                                    o----------o
                                    | Level 05 |
                                    o----------o
    
    APC Boost....: Increased APC Movement by 1 space
    
    Missile Guard: Decreases Missile damage by 1 Hit Point
    
    Cannon Guard : Decreases Cannon damage by 2 Hit Points
    
    Star Power...: Increases Star Meter build
    
    
                                    o----------o
                                    | Level 06 |
                                    o----------o
    
    Bodyguard  : Tag CO's Defense increased (+10% Defense boost)
    
    Prairie Dog: Plain movement is 1 for all units
    
    Pathfinder.: Woods movement is 1 for all units
    
    Stealthy...: Lessens Dive/Stealth fuel usage by 2
    
    Gold Rush..: +100 Gold from each money producing property
    
    
                                    o----------o
                                    | Level 07 |
                                    o----------o
    
    High And Dry.: Increased attack in Rain (+20% Offense boost)
    
    Icebreaker...: Increased attack in Show (+20% Offense boost)
    
    Sand Scorpion: Increased attack in Sandstorm (+20% Offense boost)
    
    
                                    o----------o
                                    | Level 08 |
                                    o----------o
    
    Brawler.....: Direct Fire attack (+8% Offense boost)
    
    Sniper......: Indirect Fire attack (+8% Offense boost)
    
    Slam Shield : Direct Fire defense (+12% Defense boost)
    
    Snipe Shield: Indirect Fire defense (+12 Defense boost)
    
    
                                    o----------o
                                    | Level 09 |
                                    o----------o
    
    Synergy..: Tag CO's attack increased (+8% Offense boost)
    
    Fire Sale: Lessens Production Cost by 8%
    
    
                                   o------------o
                                   | Level Star |
                                   o------------o
    
    Eagle Eye....: Increased Vision of 2 spaces
    
    Gear Head....: Increased Base Repair of 2 Hit Points
    
    Conquerer....: Increased capture rate of 2
    
    Mistwalker...: When an enemy has Super CO Power, your units attack first
    
    Soul Of Hachi: Able to deploy units from Cities with active Super CO Power
    
    
                                  o--------------o
                                  | Rules Of Use |
                                  o--------------o
    
    -As a CO gets promoted to new levels, each new Level will be unlocked for 
     potential use.
    
    -With each promotion for the first three levels, another Skill may be
     selected for use (up to a max of 4).
    
    -If two Skills that affect the same thing are selected, then the Skill 
     values will actually stack, giving the value of both.
    
    -The Star Level if Skills are only available after the campaign is finished.
    
    ----------------------------------------------------------------------------
    --------------------------Black Hole Installations--------------------------
    ----------------------------------------------------------------------------
    
    7) This section will look at how each special installation of the Black Hole
       Army works, and how to deal with them.
    
    
                                     o--------o
                                     | Cannon |
                                     o--------o
    
    Description: A Giant Cannon that covers a massive area with it's destruction
                 (one direction only).
    
    Power......: Removes up to 5 Hit Points, but it can not finish off an unit.  
                 Also, the number of turns it takes to power a shot is 
                 determined per area.
    
    Weakness...: The doors on the front of these installations can be attacked.  
                 After a total of at least 100% damage has been dealt, the 
                 Cannon will meltdown.
    
    
                                    o----------o
                                    | Fortress |
                                    o----------o
    
    Description: A large building that helps the Black Hole maintain their hold 
                 on an area.
    
    Power......: Does not attack, but it can not be directly damaged either.
    
    Weakness...: None since it can not be destroyed.
    
    
                                   o-------------o
                                   | Mini-Cannon |
                                   o-------------o
    
    Description: A smaller version of the Cannon, it's range is considerably 
                 less, but it still packs a nasty punch (one direction only).
    
    Power......: Removes up to 3 Hit Points, but it can not finish off an unit.  
                 Also, the number of turns it takes to power a shot is 
                 determined per area.
    
    Weakness...: After a total of at least 100% damage has been dealt, the 
                 Mini-Cannon will meltdown.
    
    
                                    o----------o
                                    | Pipeline |
                                    o----------o
    
    Description: These will snake through a map, often channeling troops through
                 certain areas.  Some sections can be destroyed.
    
    Power......: They work as walls, not even allowing air  units to pass over
                 them.
    
    Weakness...: Anywhere a pipe seam can be attacked, at least 100% damage is 
                 required to break through.
    
    ----------------------------------------------------------------------------
    ---------------------------------Final Word---------------------------------
    ----------------------------------------------------------------------------
    
    8) As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2007.  The only website, group, person, etc. to have access to
       post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
       www.honestgamers.com.  You must ask for permission before posting this, 
       as doing so without consent is a violation of international copyright 
       law.
    
       If you liked it, hated it, have anything to add, then please E-mail me at
       briansulpher@hotmail.com.  You can also contact me through MSN messenger
       through the same E-mail address.
    
       Great game!  Simply no other way to put it, and I hope this FAQ helped 
       some people out with their troubles!  Do keep in mind that these 
       strategies are rather general in the whole, and even the specific 
       strategies can be struck void by an enemy CO acting outside their regular
       behaviours.
    
       Credit to Xenesis Xenon and his CO FAQ on GameFAQs, as it helped me with
       some of the specific % boosts for some CO's.
    
       Thanks to all readers who send in suggestions, as without input I am 
       often unable t further improve my FAQ, which does not help anyone.  I 
       always accept new material (as stated before), just be polite, clear, and
       concise when you send in a strategy and I will evaluate it to see if it 
       should go in the FAQ or not.