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    FAQ/Walkthrough by DTaeKim

    Version: 2.98 | Updated: 11/17/09 | Search Guide | Bookmark Guide

           ___       __                               _       __               
          /   | ____/ /   ______ _____  ________     | |     / /___ ___________
         / /| |/ __  / | / / __ `/ __ \/ ___/ _ \    | | /| / / __ `/ ___/ ___/
        / ___ / /_/ /| |/ / /_/ / / / / /__/  __/    | |/ |/ / /_/ / /  (__  ) 
       /_/  |_\__,_/ |___/\__,_/_/ /_/\___/\___/     |__/|__/\__,_/_/  /____/ 
                       ___                      __   ___      _      
                      |   \ __ _ _  _ ___  ___ / _| | _ \_  _(_)_ _  
                      | |) / _` | || (_-< / _ \  _| |   / || | | ' \ 
                      |___/\__,_|\_, /__/ \___/_|   |_|_\\_,_|_|_||_|
                                 |__/                                
    
    
    Created: January 24, 2008
    
    Updated: November 17, 2009
    
    Author: David Kim (DTaeKim)
    
    E-Mail: dtk@warsworldnews.com
    
    Copyright 2008-2009 by David Kim
    
    This walkthrough may be not be reproduced under any circumstances except for 
    personal, private use. It may not be placed on any web site other than 
    gamefaqs.com, neoseeker.com, and supercheats.com, or distributed publicly
    without advance written permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    copyright.
    
    ===============================================================================
    
    TABLE OF CONTENTS
    
    0.0.0) INTRODUCTION - READ THIS
    1.0.0) GAME MECHANICS
           1.1.0) UNIT RANKS
           1.2.0) COMMANDING OFFICER MECHANICS
           1.3.0) TERRAIN
           1.4.0) DAMAGE FORMULA
           1.5.0) DAMAGE CHART
           1.6.0) WEATHER
           1.9.0) SCORING
                  1.9.1) SPEED
                  1.9.2) POWER
                  1.9.3) TECHNIQUE
    2.0.0) CAMPAIGN GUIDE (21/26 DONE)
           2.0.1) DAYS OF RUIN
           2.0.2) A SINGLE LIFE
           2.0.3) FREEHAVEN
           2.0.4) MOVING ON
           2.0.5) NEW ALLIES
           2.0.6) FEAR EXPERIMENT (INCOMPLETE)
           2.0.7) A KIND OF HOME
           2.0.8) A NEW THREAT
           2.0.9) THE BEAST
           2.1.0) ALMOST HOME
           2.1.1) A STORM BREWS
           2.1.2) HISTORY OF HATE
           2.1.3) GREYFIELD STRIKES
           2.1.4) A HERO'S FAREWELL
           2.1.5) ICY RETREAT
           2.1.6) HOPE RISING
           2.1.7) THE CREEPER
           2.1.8) PANIC IN THE RANKS
           2.1.9) SALVATION
           2.2.0) WAYLON FLIES AGAIN
           2.2.1) LIN'S GAMBIT (INCOMPLETE)
           2.2.2) THE GREAT OWL (INCOMPLETE)
           2.2.3) SACRIFICIAL LAMB (INCOMPLETE)
           2.2.4) CRASH LANDING
           2.2.5) LAB RATS (INCOMPLETE)
           2.2.6) SUNRISE
    5.0.0) TRIAL MAPS GUIDE (37/38 DONE)
           5.0.1) EXTREME EDGE
           5.0.2) SHADE COAST
           5.0.3) FELINE BASIN
           5.0.4) METRO ISLAND
           5.0.5) EERIE LAKE
           5.0.6) CLEAR ISLAND
           5.0.7) TATTER RIVER
           5.0.8) D-ISLAND
           5.0.9) HOURGLASS
           5.1.0) BLADE ISLES
           5.1.1) STAR ISLANDS
           5.1.2) INTRICATE MAP
           5.1.3) V FOR VICTORY!
           5.1.4) FRAGMENT ISLES
           5.1.5) JAY ISLANDS (INCOMPLETE)
           5.1.6) PENTAGRAM
           5.1.7) COAST ASSAULT
           5.1.8) CAT ISLAND
           5.1.9) GROUND CLASH
           5.2.0) SLIME COVE
           5.2.1) DUO FALLS
           5.2.2) PERIL MAZE
           5.2.3) METRO MAP
           5.2.4) WEDDING RING
           5.2.5) LAND'S END
           5.2.6) BOUNTY RIVER
           5.2.7) TIME MAP
           5.2.8) PLASMA BUBBLE
           5.2.9) TRIANGLE LAKE
           5.3.0) DESTINY OCEAN
           5.3.1) COMB MAP
           5.3.2) RESISTANCE
           5.3.3) MISSILE
           5.3.4) WEB RIVER
           5.3.5) CENTER RIVER
           5.3.6) MOUNTAIN PASS
           5.3.7) FIRE & WATER
           5.3.8) WHIRL PEAKS
    8.0.0) COMMANDING OFFICERS
           8.1.1) WILL
           8.1.2) BRENNER
           8.1.3) LIN
           8.1.4) ISABELLA
           8.2.1) TASHA
           8.2.2) GAGE
           8.2.3) FORSYTHE
           8.3.1) WAYLON
           8.3.2) GREYFIELD
           8.4.1) PENNY
           8.4.2) TABITHA
           8.4.3) CAULDER
    9.0.0) VERSION HISTORY
    9.9.9) CREDITS
    
    ===============================================================================
    
    0.0.0) INTRODUCTION 
    
    ===============================================================================
    
    For the latest updates to this guide, skip to the version history.
    
    If you are searching for a specific map, use the numbers provided above.
    
    First, this is not the work of one person.  It is a collective effort by a
    great community, who is credited at the end of this document.  If it was not
    for their work, it would be years before this guide can be completed.  If you
    would like to join the discussion, visit the following link:
    http://forums.warsworldnews.com/viewtopic.php?t=9909
    
    This guide covers the mechanics, campaign maps, and trial maps in Advance 
    Wars: Days of Ruin.  There will be spoilers for the later campaign maps,
    but other than that, I will attempt to avoid ruining the story whenever I can.
    
    The Trial Maps are Advance Wars: Days of Ruin's replacement to War Room from
    the previous games.  You can no longer select your CO, and the scores may
    exceed 300 points this time around.  Coupled with the change in the application
    of a commanding officer's abilities and powers, it can be a shock for the
    veteran Advance Wars player.
    
    A perfect day-to-day guide for all of the maps is impossible.  The smaller 
    maps are more likely to have a guide available, but the larger ones will have
    an opening strategy followed with an outline.  I apologize in advance for some
    of the later missions, but the AI simply refuses to cooperate and I do not have
    the time to find every single possible movement the AI may follow in that map.
    Besides, a good opening strategy is half the battle.
    
    Each map will have two time limits listed.  The first one is the limit for the
    150-pt. speed score, even if it's impossible.  The second one is the limit for
    the 100-pt speed score.  Your CO will be listed along with the enemy COs and 
    special conditions such as Fog of War or weather will be noted.  A maximum
    score for each map will be listed, because some maps cannot be completed with
    the perfect 450-pts.  This is because certain maps simply cannot be done
    in the allotted time limit while others give you a set number of units,
    limiting the technique score.  Most of the campaign missions fall under this
    category.
    
    Many of the guides may need restarting because the AI may not cooperate.
    If you do not have the patience to redo maps until the perfect storm of AI
    movement occurs, you may want to steer clear of some of these strategies.
    Do not e-mail me claiming that a listed guide does not work, because I have
    tested these guides myself and I can confirm they do work given time and
    persistence.
    
    If a guide simply refuses to work, I suggest restarting the map entirely.  
    Any strategy that requires the destruction of certain units can be reloaded
    from the previous save, since damage varies when a save is loaded, but enemy
    movement is far less likely to change when a save is loaded.  If you want to
    try and change the RNG of this game, entering the options menu and fiddling
    with Battle Animations seems to do that.
    
    Since I've received an e-mail about "impossible movements," I want to clarify
    that my movement will appear to go through mountain ranges, rivers, etc.  I
    believe that typing out instructions such as 2N 1E 3S appears cluttered, which
    is why my movement simply aims for the target destination.  If I receive more
    e-mails about this, I may reconsider my decision.
    
    Due to the nature of this FAQ, it is indeed possible that I may have made
    mistakes in my transcription and/or reversed my directions.  Feel free to send
    me an e-mail detailing my mistake and I will update it as soon as possible.
    
    If you would like to know my planned updates, check this list.
    
    Pending
    -------
    Updated C20 - Waylon Flies Again
    
    ===============================================================================
    
    1.0.0) GAME MECHANICS
    
    ===============================================================================
    
    1.1.0) UNIT RANKS
    
    There are three ranks in AW:DoR, separated into Rank I, Rank II, and Veteran.
    When a unit destroys an enemy unit, its rank increases.  Two kills will give
    the unit Rank II, and three kills will give the unit veteran status.
    
    Rank I increase the unit's offense by 5%.
    Rank II increases the unit's offense by 10%.
    Veteran increases the unit's offense and defense by 20%.
    
    Loading a CO into a unit automatically gives the unit Veteran status.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.2.0) COMMANDING OFFICER MECHANICS
    
    The COs in the game will be covered in-depth later in the FAQ, but I want to
    cover the specifics here for the damage formula.
    
    In Campaign, you can use a CO in battle after mission 16.  In order to use the
    CO's abilities in battle, he or she must be loaded into a unit. This can only 
    be done if the unit is located on a production facility or the HQ and you can
    pay 50% of the unit you want to load your CO in.
    
    When a CO is loaded into a unit, the unit automatically gains Veteran status.
    In addition to CO's ability, each unit under the CO zone gains 10% offense and
    defense.  This means Will's direct units are actually 130/110 under his zone.
    This also means Tabitha's CO unit has 180/180 stats overall (50% from her CO
    ability, 10% from the CO zone, and 20% from the Veteran status).
    
    Once a CO is on the field, he or she can charge the CO power.  The CO meter is
    divided into 12 parts.  For every 5 HP of damage dealt by a unit within the CO
    zone, one part is charged.  Once six parts are charged (30 HP of damage dealt),
    the CO zone increases by 1.  When twelve parts are charged (60 HP of damage
    dealt), the CO zone is increased by 1 again and the option of using the CO
    power is available.  
    
    Using a CO power will take that unit's turn.  Once used, the CO zone extends to 
    all units under the CO's command for that turn only.  Afterwards, the CO meter
    is emptied and the CO zone reverts to its default range.  Unlike previous
    games, the CO meter does NOT increase in cost after use.
    
    Counterattacks only charge the CO meter if the enemy unit is within the CO
    zone.  This appears to be a bug in the game.  This means Tabitha cannot charge
    her CO meter with counterattacks until she charges her meter halfway.
    
    Note that the information pertaining to CO powers is completely irrelevant to
    Forsythe and Caulder because those two do not have one to begin with.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.3.0) TERRAIN
    
    Terrain offers a defensive bonus to units, alters the movement of units, and
    may hide units in Fog of War, among other things.  A list of the terrain is
    provided below, and a table of movement costs can be found at the end of this
    section.
    
    Note that each * is equal to 1% defense per HP.  Air units do not benefit from
    terrain stars.
    
    Plain
    Defense: *
    Notes: Temporary airports can be built on these with Rigs.
    
    Road
    Defense:
    Notes: None
    
    Wood
    Defense: ***
    Notes: Hides ground units in Fog of War.
    
    Mountain
    Defense: ****
    Notes: In Fog of War, increases the vision range of Infantry and Mechs by 3.
    
    Wasteland
    Defense: **
    Notes: None
    
    Ruins
    Defense: *
    Notes: Hides ground units in Fog of War.
    
    Fire
    Defense: 
    Notes: Impassable, lights a 5x5 diamond around it in Fog of War.
    
    Sea
    Defense:
    Notes: None
    
    Bridge
    Defense:
    Notes: Naval units can pass under bridges.  You cannot load or drop units from
           Landers and Gunboats onto here.
    
    River:
    Defense:
    Notes: None
    
    Beach
    Defense:
    Notes: Landers and Gunboats can load and drop units here, and temporary ports
           can be built on these with Rigs.
    
    Rough Sea
    Defense: **
    Notes: None
    
    Mist
    Defense: *
    Notes: Hides naval units in Fog of War.
    
    Reef
    Defense: **
    Notes: Hides naval units in Fog of War.
    
    City
    Defense: **
    Notes: Provides income, resupplies and repairs ground units.
    
    Com Tower
    Defense: ***
    Notes: Provides income and increases offense and defense of allied units by 5%.
    
    Radar
    Defense: ***
    Notes: Provides income and lights a 5x5 diamond around it in Fog of War.
    
    Silo
    Defense: **
    Notes: Infantry, Mechs, and Bikes can lauch a missile from these, ddealing
           3 HP of damage to all units in a 3x3 diamond.
    
    Plasma
    Defense:
    Notes: Impassable, vanishes if a nearby Meteor is destroyed.
    
    Meteor
    Defense:
    Notes: Impassable, destroying this removes nearby plasma and leaves a Plain
           tile.
    
    Factory
    Defense: ***
    Notes: Provides income, builds, resupplies and repairs ground units.
    
    Airport
    Defense: ***
    Notes: Provides income, builds, resupplies and repairs air units.
    
    Port
    Defense: ***
    Notes: Provides income, builds, resupplies and repairs naval units.
    
    Temp Airprt
    Defense: *
    Notes: Resupplies and repairs air units.  You can build one on a Plain with a
           Rig.
    
    Temp Port
    Defense: *
    Notes: Resupplies and repairs air units.  You can build one on a Beach with a
           Rig.
    
    HQ
    Defense: ****
    Notes: Provides income, resupplies and repairs ground units.  Capturing this
           ends the battle.
    
    
    Movement Cost
    ---------------------------------------------------------------
       Terrain| P | R | W | M | W | R | F | S | B | R | B | R | M |
              | l | o | o | o | a | u | i | e | r | i | e | o | i |
              | a | a | o | u | s | i | r | a | i | v | a | u | s |
              | i | d | d | n | t | n | e |   | d | e | c | g | t |
              | n |   |   | t | e | s |   |   | g | r | h | h |   |
              | s |   |   | a | l |   |   |   | e |   |   |   |   |
              |   |   |   | i | a |   |   |   |   |   |   | S |   |
              |   |   |   | n | n |   |   |   |   |   |   | e |   |
              |   |   |   |   | d |   |   |   |   |   |   | a |   |
    Move Type |   |   |   |   |   |   |   |   |   |   |   |   |   |
    ---------------------------------------------------------------
    Infantry  | 1 | 1 | 1 | 2 | 1 | 1 | - | - | 1 | 2 | 1 | - | - |
    ---------------------------------------------------------------
    Mech      | 1 | 1 | 1 | 1 | 1 | 1 | - | - | 1 | 1 | 1 | - | - |
    ---------------------------------------------------------------
    Tire A    | 2 | 1 | 3 | - | 3 | 2 | - | - | 1 | - | 2 | - | - |
    ---------------------------------------------------------------
    Tire B    | 1 | 1 | 3 | - | 3 | 1 | - | - | 1 | - | 2 | - | - |
    ---------------------------------------------------------------
    Tank      | 1 | 1 | 2 | - | 2 | 1 | - | - | 1 | - | 1 | - | - |
    ---------------------------------------------------------------
    Air       | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | 1 |
    ---------------------------------------------------------------
    Ship      | - | - | - | - | - | - | - | 1 | 1 | - | - | 2 | 1 |
    ---------------------------------------------------------------
    Transport | - | - | - | - | - | - | - | 1 | 1 | - | - | 2 | 1 |
    ---------------------------------------------------------------
    
    
    -----------------------------------------------------------
       Terrain| R | P | C | C | R | S | F | A | P | T | T | H |
              | e | l | i | o | a | i | a | i | o | e | e | Q |
              | e | a | t | m | d | l | c | r | r | m | m |   |
              | f | s | y |   | a | o | t | p | t | p | p |   |
              |   | m |   | T | r |   | o | o |   |   |   |   |
              |   | a |   | o |   |   | r | r |   | A | P |   |
              |   |   |   | w |   |   | y | t |   | i | o |   |
              |   |   |   | e |   |   |   |   |   | r | r |   |
              |   |   |   | r |   |   |   |   |   | p | t |   |
    Move Type |   |   |   |   |   |   |   |   |   | t |   |   |
    -----------------------------------------------------------
    Infantry  | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Mech      | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Tire A    | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Tire B    | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Tank      | - | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Air       | 1 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
    -----------------------------------------------------------
    Ship      | 2 | - | - | - | - | - | - | - | 1 | - | 1 | - |
    -----------------------------------------------------------
    Transport | 2 | - | - | - | - | - | - | - | 1 | - | 1 | - |
    -----------------------------------------------------------
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.4.0) DAMAGE FORMULA
    
    The damage formula is different from the one used in Advance Wars 2: Black
    Hole Rising and Advance Wars: Dual Strike.
    
    Damage = Base Damage * (Total Offense / Total Defense) * (Current HP / 10)
    
    For example, if a 10 HP Tabitha/Tank was attacking a Brenner/Tank on ruins...
    
    Damage = 55% * ((100 + 20 + 10 + 50) / (100 + 20 + 10 + 20 + 10)) * (10 / 10)
           = 55% * (180 / 160) * 1
           = 55% * 1.125
           = 61.875 rounds down to 61%
    
    The game will always round down numbers.
    
    After the damage calculation is done, there may be a chance of additional
    damage in the form of luck.  The game randomly adds 0 to 10% damage to the
    damage reading.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.5.0) DAMAGE CHART
    
    The damage values listed here are done without any CO, terrain bonus, and
    only consider the main weapon used against the defender.
    
    
    Vs. Ground Units
    ------------------------------------------------------------------
     Defender| I | M | B | R | F | A | T | M | W | A | A | R | M | R |
             | n | e | i | e | l | n | a | d | a | r | n | o | i | i |
             | f | c | k | c | a | t | n |   | r | t | t | c | s | g |
             | a | h | e | o | r | i | k | T |   | l | i | k | s |   |
             | n |   |   | n | e |   |   | a | T | r |   | e | i |   |
             | t |   |   |   |   | A |   | n | a | y | T | t | l |   |
             | r |   |   |   |   | i |   | k | n |   | a | s | l |   |
             | y |   |   |   |   | r |   |   | k |   | n |   | e |   |
             |   |   |   |   |   |   |   |   |   |   | k |   | s |   |
    Attacker |   |   |   |   |   |   |   |   |   |   |   |   |   |   |
    ------------------------------------------------------------------
    Infantry | 55| 45| 45| 12| 10|  3|  5|  5|  1| 10| 30| 20| 20| 14|
    ------------------------------------------------------------------
    Mech     | 65| 55| 55| 85| 80| 55| 55| 25| 15| 70| 55| 85| 85| 75|
    ------------------------------------------------------------------
    Bike     | 65| 55| 55| 18| 15|  5|  8|  5|  1| 15| 35| 35| 35| 20|
    ------------------------------------------------------------------
    Recon    | 75| 65| 65| 35| 30|  8|  8|  5|  1| 45| 25| 55| 55| 45|
    ------------------------------------------------------------------
    Flare    | 80| 70| 70| 60| 50| 45| 10|  5|  1| 45| 25| 55| 55| 45|
    ------------------------------------------------------------------
    Anti-Air |105|105|105| 60| 50| 45| 15| 10|  5| 50| 25| 55| 55| 50|
    ------------------------------------------------------------------
    Tank     | 75| 70| 70| 85| 80| 75| 55| 35| 20| 70| 30| 85| 85| 70|
    ------------------------------------------------------------------
    Md Tank  | 90| 80| 80| 95| 90| 90| 70| 55| 35| 85| 35| 90| 90| 90|
    ------------------------------------------------------------------
    War Tank |105| 95| 95|105|105|105| 85| 75| 55|105| 40|105|105|105|
    ------------------------------------------------------------------
    Artlry   | 90| 85| 85| 80| 75| 65| 60| 45| 35| 75| 55| 80| 80| 70|
    ------------------------------------------------------------------
    Anti-Tank| 75| 65| 65| 75| 75| 75| 75| 65| 55| 65| 55| 70| 70| 65|
    ------------------------------------------------------------------
    Rockets  | 95| 90| 90| 90| 85| 75| 70| 55| 45| 80| 65| 85| 85| 80|
    ------------------------------------------------------------------
    Bomber   |115|110|110|105|105| 85|105| 95| 75|105| 80|105| 95|105|
    ------------------------------------------------------------------
    Duster   | 55| 45| 45| 18| 15|  5|  8|  5|  1| 15|  5| 20| 20| 15|
    ------------------------------------------------------------------
    Seaplane | 90| 85| 85| 80| 80| 45| 75| 65| 55| 70| 50| 80| 70| 75|
    ------------------------------------------------------------------
    B-Copter | 75| 65| 65| 75| 75| 10| 70| 45| 35| 64| 20| 75| 55| 65|
    ------------------------------------------------------------------
    B-Ship   | 75| 70| 70| 70| 70| 65| 65| 50| 40| 70| 55| 75| 75| 65|
    ------------------------------------------------------------------
    
    
    Vs. Air and Naval Units
    ----------------------------------------------------------
     Defender| F | B | D | S | B | T | G | C | S | C | B | L |
             | i | o | u | e |   |   | u | r | u | a |   | a |
             | g | m | s | a | C | C | n | u | b | r | S | n |
             | h | b | t | p | o | o | b | i |   | r | h | d |
             | t | e | e | l | p | p | o | s |   | i | i | e |
             | e | r | r | a | t | t | a | e |   | e | p | r |
             | r |   |   | n | e | e | t | r |   | r |   |   |
             |   |   |   | e | r | r |   |   |   |   |   |   |
             |   |   |   |   |   |   |   |   |   |   |   |   |
    Attacker |   |   |   |   |   |   |   |   |   |   |   |   |
    ----------------------------------------------------------
    Infantry |   |   |   |   | 8 | 30|   |   |   |   |   |   |
    ----------------------------------------------------------
    Mech     |   |   |   |   | 12| 35|   |   |   |   |   |   |
    ----------------------------------------------------------
    Bike     |   |   |   |   | 12| 35|   |   |   |   |   |   |
    ----------------------------------------------------------
    Recon    |   |   |   |   | 18| 35|   |   |   |   |   |   |
    ----------------------------------------------------------
    Flare    |   |   |   |   | 18| 35|   |   |   |   |   |   |
    ----------------------------------------------------------
    Anti-Air | 70| 70| 75| 75|105|120|   |   |   |   |   |   |
    ----------------------------------------------------------
    Tank     |   |   |   |   | 18| 40| 55|  9|  9|  8|  8| 18|
    ----------------------------------------------------------
    Md Tank  |   |   |   |   | 24| 40| 55| 12| 12| 10| 10| 22| 
    ----------------------------------------------------------
    War Tank |   |   |   |   | 35| 45| 65| 14| 14| 12| 12| 28|
    ----------------------------------------------------------
    Artlry   |   |   |   |   |   |   |100| 55| 55| 45| 45| 65|
    ----------------------------------------------------------
    Anti-Tank|   |   |   |   | 45| 55|   |   |   |   |   |   |
    ----------------------------------------------------------
    Rockets  |   |   |   |   |   |   |105| 65| 65| 55| 55| 75|
    ----------------------------------------------------------
    Missiles |100|100|100|100|120|120|   |   |   |   |   |   |
    ----------------------------------------------------------
    Fighter  | 55| 65| 80| 65|120|120|   |   |   |   |   |   |
    ----------------------------------------------------------
    Bomber   |   |   |   |   |   |   |120| 50| 95| 85| 85| 95|
    ----------------------------------------------------------
    Duster   | 40| 45| 55| 45| 75| 90|   |   |   |   |   |   |
    ----------------------------------------------------------
    Seaplane | 45| 55| 65| 55| 85| 95|105| 40| 55| 65| 45| 85| 
    ----------------------------------------------------------
    B-Copter |   |   |   |   | 65| 85| 85|  5| 25| 25| 25| 25|
    ----------------------------------------------------------
    Gunboat  |   |   |   |   |   |   | 75| 40| 40| 40| 40| 55|
    ----------------------------------------------------------
    Cruiser  |105|105|105|105|120|120| 85| 28| 95| 38| 38| 40|
    ----------------------------------------------------------
    Sub      |   |   |   |   |   |   |120| 20| 55|110| 80| 85|
    ----------------------------------------------------------
    Carrier  | 35| 35| 40| 40| 45| 55|   |   |   |   |   |   |
    ----------------------------------------------------------
    B-Ship   |   |   |   |   |   |   | 95| 65| 65| 50| 45| 75|
    ----------------------------------------------------------
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.6.0) WEATHER
    
    There are three weather conditions in the game: snow, rain and sandstorm.
    
    Snow decreases the movement of all units by 1.
    Rain brings Fog of War and reduces the vision of all units to 1.
    Sandstorm reduces the offense of all units by 30%.
    
    Penny is immune to weather, but she is still affected by Fog of War during
    rain.  Instead, her units are unaffected by the vision penalty.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.9.0) SCORING
    
    Scoring in AW: DoR is divided into three categories: speed, power, and
    technique.  Depending on the sum of these three scores, you may receive one of
    four ranks: S, A, B, or C.
    
    S-rank: 300 - 450
    A-rank: 250 - 299
    B-rank: 200 - 249
    C-rank: 0 - 199
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.9.1) SPEED
    
    The speed score is straightforward.  The faster you finish the map, the higher
    the score.
    
    Translucent Air has devised the two equations needed for the speed score.
    
    The 100-150 pts. formula:
    
    200 - "Day of Completion" * (100 / "Speed Limit" )
    
    The sub 100 pts. formula:
    
    100 - "Days Tardy" * ( 100 / ( 3 * "Speed Limit" ) )
    
    "Day of Completion" = Day that mission was completed
    "Speed Limit" = Singular day that 100 pts. can be achieved
    "Days Tardy" = "Day of Completion" - "Speed Limit"
    
    The 150-pt. speed mark is half that of the 100-pt. one.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.9.2) POWER
    
    Power depends on the amount of damage dealt and the number of attacks done.
    This is the most complicated calculation, but Translucent Air has found the
    algorithms.
    
    The 100-150 pts. formula:
    
    Floor { [ Total of Damage Percentages + ( Number of Enemies Destroyed * 100 ) ]
    / Number of Attacks } 
    
    The sub 100 pts. formula:
    
    Floor { 2 * [ Total of Damage Percentages + ( Number of Enemies Destroyed * 
    100 ) ] / Number of Attacks } - 100 
    
    
    Total of Damage Percentages = Total of all damage percentages of allied attacks
                                  made during all allied offensive turns
                                  (whole numbers only)
    Number of Enemies Destroyed = Number of enemies destroyed during all allied
                                  offensive turns
    Number of Attacks = Number of allied attacks made during all allied offensive
                        turns 
    
    Counterattacks do not affect the power score, but any attacks done by an allied
    unit ARE factored in the calculations.
    
    In summary, you must OHKO a unit in order to have a chance of earning 150
    points in power.  2HKOs that deal more than 50% damage will earn 100 points,
    while 3HKOs will reduce your power score.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    1.9.3) TECHNIQUE
    
    Technique depends on the ratio of allied to enemy units.  If you get a decimal,
    round the value down.
    
    The 100-150 pts. formula:
    
    Floor { 62.5 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) } + 50 
    
    The below 100 pts. formula:
    
    floor { 125 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) } 
    
    Magnitude of Enemy Army = Number of deployed enemy units -
                              Number of times enemy units were joined
    Magnitude of Allied Army = Number of deployed allied units +
                               Number of allied units lost
    
    For some reason, some missions assume there are four more enemy units than
    the actual number.  Examples include C4 - Moving On and C11 - A Storm Brews.
    
    In short, the combination of your units, lost units, and enemy units joined
    must not be more than 5/8 of the enemy's total forces.
    
    ===============================================================================
    
    2.0.0) CAMPAIGN GUIDE (INCOMPLETE)
    
    ===============================================================================
    
    2.0.1.) C1 - Days of Ruin
    Author: ALAKTORN
    Maximum Score: 362 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 4 days
    Player CO: Brenner
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: This mission introduces you to the basics of movement and combat.  
              You can access the tutorial anytime by entering the menu and 
              selecting Tutorials.  Obtaining the perfect score on this map
              requires a tremendous amount of luck because it relies on The Beast
              making an attack that is very counter-intuitive to the normal
              player.  Personally, I've never seen it happen, but a lot of people
              have verified the strategy, which is why it makes the guide.
    
    Day 1:
    
    - Move Bike 2E.
    
    Day 2:
    
    - Move Recon 1N 1E.
    - Move Tank 1N 5E.
    
    The Beast Day 2:
    
    - His Infantry must attack your Tank.
    - His Recon must attack your Recon.
    
    Day 3:
    
    - Move Tank 2S 2W and destroy enemy Recon from the east.
    - Move Recon 1N 1E.
    
    The Beast Day 3:
    
    - His Bike must attack your Recon.
    
    Day 4:
    
    - Destroy enemy Bike with Tank from the south.
    - Move Recon 1E and destroy enemy Infantry from the east.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.2) C2 - A Single Life
    Author: ALAKTORN
    Maximum Score: 419 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 5 days
    Player CO: Brenner
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: This mission introduces you to terrain, Artillery, and the importance
              of chokepoints.  The perfect score requires a bit of luck to manage,
              while the guide below details a straight-forward 400-pt guide.
    
              Fortunately, this guide is one of the few that does not rely on saves
              or reloads.  However, the perfect score strategy requires that the
              Infantry attacks your Tank, which is a rare event.
    
    Day 1:
    
    - Move Infantry 1S 1W.
    - Move Tank 1E.
    - Move Artillery 1E.
    
    Day 2:
    
    - Destroy enemy Recon with Artillery.
    - Move Infantry 1S 1W.
    
    Day 3:
    
    - Destroy enemy Recon with Artillery.
    - Move Infantry 1E and attack enemy Infantry from the south.
    
    Day 4:
    
    - Destroy enemy Infantry with Infantry from the south if available.
    - Destroy enemy Tank with Artillery.
    
    Day 5:
    
    - Destroy enemy Bike with Artillery.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.3) C3 - Freehaven
    Author: ALAKTORN
    Maximum Score: 400 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 5 days
    Player CO: Brenner
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: This mission reinforces chokepoints in strategy and introduces the
              concept of joining units.  For the perfect score, we're going to
              take advantage of those chokepoints.
    
              One Tank will score all of the kills, allowing it veteran status.
              This gives the unit the firepower needed to increase our power score,
              while the Artillery destroys the rest of the units, giving it veteran
              status and the power to destroy the last enemy Bike in one hit.
    
              Unfortunately, increasing the power score means we will need saves
              and reloads in order to score OHKOs on that 93% match-up.
    
    Day 1:
    
    - Move western Mech 2N and attack enemy Infantry from the west.
    - Move western Tank 5N and destroy enemy Infantry from the south.
    - Move remaining Mech 2N.
    - Move remaining Tank 5N 1W.
    - Move Artillery 4N 1E.
    
    The Beast Day 1:
    
    - He must attack your western Mech with his Infantry.
    
    Day 2:
    
    - Move eastern Tank 1W 3N and attack enemy Recon from the west.
    - Destroy enemy Recon with Artillery.
    - Destroy enemy Infantry with Tank from the south.
    - Move western Mech 2E.
    - Move remaining Mech 1N.
    
    Day 3:
    
    - Save here.
    - Move southern Tank 1E 3N and DESTROY enemy Recon from the south.  Reload if
      this does not happen.
    - Move remaining Tank 2N 2E and attack enemy Tank from the north.
    - Destroy enemy Tank with Artillery.
    - Move eastern Mech 1N 1E and attack enemy Artillery from the south.
    - Move remaining Mech 1E.
    
    Day 4:
    
    - Destroy enemy Artillery with Artillery.
    - Move eastern Mech 2W.
    - Move remaining Mech 2N and join with wounded Mech.
    - Move southern Tank 3E and destroy enemy Recon from the west.
    
    Day 5:
    
    - Destroy enemy eastern Bike with Artillery.
    - Destroy enemy Bike with veteran Tank.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.4) C4 - Moving On
    Author: -STL-
    Maximum Score: 378 pts
    150-pt. time limit: 1 day
    100-pt. time limit: 3 days
    Player CO: Lin
    Enemy CO(s): The Beast
    Special Condition(s): Fog of War
    
    Overview: This mission introduces you to the Flare and Fog of War.  The most
              difficult aspect of the perfect score is getting Team Bravo to
              survive Day 1.  In order for this to happen, the Infantry must have
              7 HP and must keep a good portion of that 7 HP intact.  Again, if
              you have animations on, it makes it easier to keep track of things.
    
              The improvement comes from minute improvements in the power score,
              allowing five more points.  However, it doesn't change the fact that
              keeping Team Bravo alive is still dependent on the RNG.
              
    
    Day 1:
    
    - Fire Flare 4N of its position.
    - Move Artillery 1N 1E.
    - Move western Mech 2N.
    - Move remaining Mech 2N.
    - Move Recon 5N.
    - Move southern Infantry 3N.
    - Move Bike 2W 2N.
    - Move northern Infantry 1S and attack enemy Mech from the north.  In order to
      have the best chance of earning the maximum score, your Infantry must have
      7 HP.
    - Move Tank 1W 5N and destroy enemy Mech from the south.
    
    The Beast Day 1:
    
    - Your northern Infantry must not die in order to have perfect technique.
    - His Recon must attack your Recon.
    - His northern Bike must attack your Recon.
    - His remaining Bike must attack your southern Mech.
    
    Day 2:
    
    - If the above happened, save here.
    - Move Tank 3N 1W and attack enemy Recon from the north.  Enemy Recon must have
      3 HP left.
    - Move Recon 1S 2E.
    - Destroy northern enemy Bike with Artillery.
    - Destroy enemy Recon with northern Mech.
    - Destroy remaining enemy Bike with Flare.
    - Move wounded Mech 2N.
    
    The Beast Day 2:
    
    - Enemy Recon must suicide on wounded Mech.  Good game.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.5) C5 - New Allies
    Author: ALAKTORN
    Maximum Score: 426 pts
    150-pt. time limit: 6 days
    100-pt. time limit: 12 days
    Player CO: Brenner
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: By allowing the Infantry to survive along with the Mech, the 
              technique score can be increased to 126 pts.  However, this requires
              that the Infantry survives along with the Mech.  By keeping those
              two units as far from the action along with the use of defensive
              cover, you can buy enough time for your Bike to sneak in and finish
              the job.
    
              Unfortunately, this does not change the amount of luck needed to
              make this guide work.  On the other hand, you have a new score to
              show for your accomplishments.
    
    Day 1:
    
    - Move Infantry 2W 1S.
    - Move Mech 1W.
    - Move Bike 5E.
    - Move Recon 2E 3N.
    - Move Tank 4E 2N.
    - Move Artillery 3E 2N.
    
    The Beast Day 1:
    
    - His northern Recon must move 1W of the northern neutral city.
    - His remaining Recon must move 3S of the northern neutral city.
    
    Day 2:
    
    - If the above happens, save here.
    - Move Infantry 2W.
    - Move Bike 5E.
    - Move Recon 3E 2N.
    - Move Tank 2E.
    - Move Artillery 2N 3E.
    
    The Beast Day 2:
    
    - First, The Beast must destroy your Artillery with two Tanks.
    - Second, The Beast must attack your Infantry with his southern Recon.
    - Third, The Beast must attack your Recon with his remaining Recon.
    - Finally, The Beast must destroy your Recon with his remaining Tank.
    
    Day 3:
    
    - Move Bike 1E 2N.
    - Move Tank 3S 1E.
    
    The Beast Day 3:
    
    - Three enemy Tanks must attack and destroy your Tank.
    - Wounded enemy Recon must move towards your Infantry and Mech.
    
    Day 4:
    
    - Move Infantry 3N.
    - Move Bike 4N 1E and begin capturing The Beast's HQ.
    
    Day 5:
    
    - Destroy wounded Recon with Mech.
    - Finish capturing The Beast's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.6) C6 - Fear Experiment
    Author: N/A
    Maximum Score: 425 pts
    150-pt. time limit: 9 days
    100-pt. time limit: 18 days
    Player CO: Will
    Enemy CO(s): Penny
    Special Condition(s): None
    
    Overview: 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.7) C7 - A Kind of Home
    Author: Blackbird
    Maximum Score: 399 pts
    150-pt. time limit: 8 days
    100-pt. time limit: 16 days
    Player CO: Brenner
    Allied CO: Waylon
    Enemy CO(s): Tasha
    Special Condition(s): None
    
    Overview: For the record, Waylon serves one purpose: bait.  On that note, a
              lot of baiting is needed to lure Tasha's units to her demise.
    
    Day 1:
    
    - Destroy enemy Bomber with southern Missiles.
    - Move Mech 2E.
    - Move Artillery 1N 4E.
    - Move Infantry 1N 2E.
    - Move Bike 4N 1E.
    - Move northern Anti-Air 2N 4E.
    - Move northern Missiles 3N 1E.
    - Move Recon 5E.
    - Move Tank 2E 4N.
    - Move B-copter 3E 3N.
    
    Day 2:
    
    - Destroy enemy Fighter with southern Missiles.
    - Move southern Anti-Air 2N and destroy Duster.
    - Move Mech 2E.
    - Move Artillery 3E.
    - Move Infantry 2N 1E.
    - Move Bike 5E.
    - Move B-copter 6E.
    - Move Recon 4E.
    - Move northern Anti-Air 1N 1E.
    - Move northern Missiles 2E 1S.
    - Move Tank 2N 4E.
    - Save here.
    
    Tasha Day 2:
    
    - Your Anti-Air must have 4 HP left after being attacked by her Tank.
    - Your Recon must have 9 HP left after being attacked by her Duster.
    
    Day 3:
    
    - If the above happens, save here.
    - Destroy enemy Bomber with southern Missiles.
    - Move Artillery 4W 1N.
    - Move Mech 1S 1E and attack enemy Recon from the west.
    - Move southern Anti-Air 4E 2S and destroy enemy Recon from the east.
    - Destroy enemy Duster with northern Missiles.
    - Move Recon 1N.
    - Move Bike 4E 1S.
    - Move northern Anti-Air 2S 3E.
    - Move B-copter 1E 2N and attack enemy Tank from the east.
    - Move Tank 2E and destroy enemy Tank from the south.
    
    Day 4:
    
    - Move southern Anti-Air 5E 1S and destroy enemy Mech from the west.
    - Move southern Missiles 4E 1N.
    - Move Artillery 1N.
    - Move Tank 5E 1S and destroy enemy Infantry from the east.
    - Move northern Anti-Air 3E 3S.
    - Move Recon 7E 1N.
    - Move northern Missiles 1N 4E.
    - Move B-copter 3E 3S.
    - Save here.
    
    Tasha Day 4:
    
    - Your B-copter will be destroyed by her Duster and Fighter.
    - Your Recon must survive.
    - Your southern Anti-Air must have 4 HP left after being attacked by her
      Bomber.
    
    Day 5:
    
    - If the above happens, save here.
    - Destroy Duster with northern Missiles.
    - Destroy Fighter with southern Missiles.
    - Move Tank 6E and destroy Rockets from the north.  Reload if this does not
      happen.
    - Attack enemy Bomber with southern Anti-Air.  Her Bomber must have 3 HP left.
    - Destroy enemy Bomber with northern Anti-Air.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.8) C8 - A New Threat
    Author: Morph_o_Ray
    Maximum Score: 429 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Lin
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: I promised a new guide when the D2D for the improved score can be
              found.  A year later, it has been found.
    
              Using every unit at your disposal, goad The Beast into building more
              units in the north while you distract and sneak a loaded T-copter for
              the capture.  You also want to turn Battle Animations on due to a
              certain step in this guide, which does rely on luck.
    
              For those who want the faster guide which scores 9 pts less than this
              one and relies on less luck, check below.
    
    7-day Strategy, 429 pts:
    
    Day 1:
    
    - Move Mech 2N and begin capturing neutral city.
    - Move Tank 1N 5E.
    - Move western Bike 1S 4E.
    - Move remaining Bike 2S 2E.
    - Load western Infantry into T-copter, move T-copter 1E 5N, and drop Infantry
      west.
    - Load remaining Infantry into T-copter and move T-copter 2N 4E.
    - Move B-copter 2N 4E.
    - Move Recon 2S 2E.
    
    Day 2:
    
    - Finish capturing neutral city.
    - Move B-copter 5E.
    - Move eastern T-copter 2N 4E.
    - Move western T-copter 2S.
    - Move Infantry 3E and begin capturing neutral factory.
    - Move Recon 5E.
    
    Day 3:
    
    - Finish capturing neutral factory.
    - Move Recon 3W.
    - Move Tank 1E and destroy Recon from the west.
    - Move western Bike 5E.
    - Load Mech into western T-copter, move T-copter 1W 2N, and drop Mech west.
    - Move eastern T-copter 6E.
    - Move B-copter 1S 4E.
    - Save here.
    
    The Beast Day 3:
    
    - Enemy Recon must attack your Bike and must take close to 1 HP or 1 HP of
      counterattack damage.
    - Enemy Mech must attack your B-copter for 1 HP of damage.
    
    Day 4:
    
    - Move western Bike 5W.
    - Move Tank 1E and destroy enemy Recon from the west.
    - Save here.
    - Move Recon 2E.
    - Move remaining Bike 2E.
    - Move Infantry 1W 2N.
    - Load Mech into T-copter, move T-copter 3N, and drop Mech north.
    - Move eastern T-copter 5S 1E and drop Infantry south.
    - Move B-copter 2N 2E and attack enemy Tank from the west.
    
    The Beast Day 4:
    
    - Enemy Flare must not attack your B-copter.
    
    Day 5:
    
    - Move northern Infantry 2W and begin capturing enemy city.
    - Load Mech into western T-copter, move T-copter 2S 2E, and drop Mech north.
    - Move Recon 8E.
    - Move Tank 5E and destroy enemy Mech from the south.
    - Move eastern Bike 5E.
    - Move remaining Bike 5E.
    - Move B-copter 2E 2S.
    - Move T-copter 3E 2S.
    - Move eastern Infantry 2E.
    - Save here.
    
    The Beast Day 5:
    
    - Enemy Flare must attack B-copter from the east.
    - Enemy Flare must OH NO! into Mech.
    
    Day 6:
    
    - Save here.
    - Finish capturing enemy city.
    - Load Mech into T-copter, move T-copter 3E 1N, and drop Mech east.
    - Move Recon 1S 3E.
    - Move B-copter 1S 1E.
    - Move T-copter 4N.
    - Move Tank 5E and destroy enemy Tank from the west.
    - Move eastern Bike 1S 3E.
    - Move remaining Bike 3E 1N.
    - Move Infantry 2N and begin capturing The Beast's HQ.
    
    Day 7:
    
    - Destroy enemy Flare with Tank.
    - Finish capturing The Beast's HQ.
    
    6-day Strategy, 420 pts:
    
    Day 1:
    
    - Load western Infantry into T-copter, move T-copter 5N 1E, and drop Infantry
      west.
    - Load eastern Infantry into T-copter and move T-copter 4N 2E.
    - Move B-copter 2N 4E.
    - Move Recon 2S 3E.
    - Move Tank 1N 5E.
    - Move Mech 1S 1E.
    
    Day 2:
    
    - Move Recon 5E.
    - Move Tank 1E.
    - Move Mech 2E.
    - Move Infantry 3E and begin capturing neutral factory.
    - Move loaded T-copter 5E.
    - Move B-copter 5E 1N.
    - Move remaining T-copter 6E.
    
    Day 3:
    
    - Finish capturing neutral factory.
    - Move Recon 3W.
    - Move Mech 2E and destroy enemy Recon from the west.
    - Move loaded T-copter 6E.
    - Move B-copter 5E 1S.
    - Move unloaded T-copter 6E.
    
    Day 4:
    
    - Move western Infantry 2N 1W.
    - Move B-copter 2E 1N.
    - Move Mech 2W.
    - Move Tank 1E and destroy enemy Recon from the west.
    - Move Recon 8E.
    - Move loaded T-copter 4S and drop Infantry east.
    - Move remaining T-copter 3S 2E.
    
    Day 5:
    
    - Move eastern Infantry 3E and begin capturing The Beast's HQ.
    - Move Recon 3E.
    - Move northern T-copter 2S 3E.
    - Move remaining T-copter 5E.
    - Move B-copter 2E 3S.
    
    Day 6:
    
    - Finish capturing The Beast's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.0.9) C9 - The Beast
    Author: DTaeKim
    Maximum Score: 416 pts
    150-pt. time limit: 3 days
    100-pt. time limit: 6 days
    Player CO: Brenner
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: Escort a loaded T-copter with two Fighters, two Bombers, and a Duster
              to The Beast's HQ while hoping for favorable AI movement on his part.
              You do not want The Beast to block your path to his HQ with his
              ground units, which will force a reset.
              
    Day 1:
    
    - Move northern Infantry 1N.
    - Move northernmost Duster 2W 2N.
    - Move northern Duster 4W 4N.
    - Move Anti-Air 1E 4N.
    - Move northern Fighter 5E and attack enemy Duster from the west.
    - Load Infantry into T-Copter.
    - Move northern Bomber 1N 4E and attack enemy Anti-Tank from the west.
    - Move southern Bomber 3E 1N and destroy enemy Tank from the west.
    - Move Fighter 3N 5E and destroy enemy B-copter from the west.
    - Move southern Duster 1E.
    - Move T-copter 3S 3E.
    
    Day 2:
    
    - Move T-copter 3S 3E.
    - Move southern Duster 3S 3E.
    - Move northern Fighter 8S 1W and destroy enemy B-copter from the north.
    - Move remaining Fighter 1S 1W and destroy enemy B-copter from the east.
    - Move unpromoted Bomber 4E 3S and attack enemy Missiles from the north.
    - Move promoted Bomber 2N 4E and attack enemy Anti-Air from the north.  It must
      not take any damage in the counterattack.
    
    The Beast Day 2:
    
    - Your Bomber must have 6 HP left after being attacked by his Missiles.
    
    Day 3:
    
    - Destroy enemy Missiles from the north with unpromoted Bomber.
    - Move promoted Bomber 4S 1E and destroy enemy Anti-Tank from the west.
    - Move southernmost Duster 1N 6E.
    - Move T-copter 5E 1N and drop Infantry north.
    - Move northern Fighter 4S 2W and destroy enemy B-copter.
    - Move remaining Fighter 1S 1E.
    - Move Anti-Air 2E and destroy enemy B-copter from the south.
    
    Day 4:
    
    - Move Anti-Air 1E and destroy enemy B-copter from the south.
    - Both Bombers must attack and destroy enemy War Tank from the west and north.
    - Move Infantry 2E and begin capturing The Beast's HQ.
    - Move T-copter 6W.
    
    Day 5:
    
    - Finish capturing The Beast's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.0) C10 - Almost Home
    Author: aznweirdo718
    Maximum Score: 432 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 14 days
    Player CO: Will
    Enemy CO(s): The Beast
    Special Condition(s): None
    
    Overview: Placement of your pre-deployed units is key to finishing this map
              with the highest score possible.  The enemy War Tank is neutralized
              by surrounding it with your two Dusters.  The power score is provided
              by a number of units, with the Anti-Air as the main source.  Note
              that you cannot save the easternmost Infantry, but it serves its
              purpose as a distraction.
    
              On Day 5, the enemy Anti-Air does not like to cooperate in its
              movement.  The guide assumes the best possible situation, but you
              will have to make do if you cannot attack that unit from the
              preferred position.  Use the save on Day 4 to experiment with your
              own movement.  Note that it is still possible to finish in 7 days
              even if the worst case scenario happens.
    
    Day 1:
    
    - Move easternmost Infantry 1N 1E and begin capturing enemy factory.
    - Move Recon 2N 4W.
    - Move easternmost Infantry 2W.
    - Move Bike 5E and begin capturing neutral airport.
    - Load Mech into T-copter, move T-copter 5E, and drop Mech east.
    - Load Infantry into Rig, move Rig 5E, and drop Infantry east.
    - Move Missiles 2E 3N.
    - Move Tank 6E.
    - Move Anti-Air 6E.
    - Move Fighter 1S 8E.
    - Move northern Duster 2S 6E.
    - Move remaining Duster 8E.
    - Move B-copter 4E 2S.
    
    Day 2:
    
    - Finish capturing neutral airport.
    - Move easternmost Infantry 1W and begin capturing neutral city.
    - Begin capturing neutral factory with Mech.
    - Begin capturing neutral city with Infantry.
    - Move Rig 2E 3N.
    - Move Recon 1W 1S.
    - Move Tank 2E 1N.
    - Move Anti-Air 2E 1N.
    - Move Missiles 2E.
    - Move B-copter 4E 2S.
    - Move northern Duster 4E 4S.
    - Move remaining Duster 4E 4S.
    - Move T-copter 3N 1E.
    - Move Fighter 5S 4E.
    
    Day 3:
    
    - Finish capturing neutral properties.
    - Move Bike 2E 3S.
    - Move Tank 1N 2E and attack enemy Anti-Air from the north.
    - Move Rig 1W.
    - Move Anti-Air 2N 1E and destroy enemy Anti-Air from the west.
    - Move T-copter 4S 2E.
    - Move B-copter 2S 4E.
    - Move northern Duster 2S 6E.
    - Move remaining Duster 1S 3E.
    - Move Fighter 4S 1E.
    - Move Missiles 2E.
    - Save here.
    
    The Beast Day 3:
    
    - His Fighter must attack one of your Dusters.
     
    Day 4:
    
    - Move Bike 1W and begin capturing neutral city.
    - Destroy enemy Fighter with Missiles.
    - Move Fighter 4N 2E.
    - Move Anti-Air 5E and destroy enemy Infantry.
    - Load Mech into Rig, move Rig 5E, and drop Mech south.
    - Move wounded Duster 2S of Anti-Air.
    - Move remaining Duster 1S of Anti-Air.
    - Load western Infantry into T-copter and move T-copter 2S 2E.
    - Move remaining Infantry 2E.
    - Move Recon 1N 3E.
    - Save here.
    - Move B-copter 3S 2E and attack enemy Tank from the south.
    - Move Tank 2E 2S and destroy enemy Tank from the north.
    
    The Beast Day 4:
    
    - His Recon must attack your B-copter.
    - He must build an Anti-Air in his northern factory.
    
    Day 5:
    
    - Move Bike 1E 3N.
    - Move Tank 1S 4E and attack enemy Anti-Air from the west.
    - Move Anti-Air 3E 1S and destroy Anti-Air from the north.
    - Move northern Duster 4E 3S.
    - Move remaining Duster 3S 3E.
    - Move Fighter 1W 2N.
    - Move B-copter 1E 1S and destroy Recon from the south.
    - Move Recon 1S 2E.
    - Move Rig 2E 2S.
    - Move Mech 1N 1W and begin capturing neutral city.
    - Move T-copter 1N 5E and drop Infantry east.
    - Move Missiles 1E 1S.
    
    The Beast Day 5:
    
    - His Infantry may attack your B-copter.  If not, do not attack it the
      following day.
    
    Day 6:
    
    - Begin capturing The Beast's HQ.
    - Move Recon 2W and destroy enemy Infantry.
    - If your B-copter was attacked, move Tank 2S 1W and destroy enemy Infantry.
      If not, do not move Tank.
    - Move T-copter 1N 1E.
    - Move Anti-Air 2S and destroy enemy Mech.
    - Move B-copter 3W.
    - Move Mech 1N 1W.
    - Move Bike 2N 3E and begin capturing neutral city.
    - Move Missiles 2E 2S.
    - Move Rig 2W.
    - Move Fighter 1E 1N.
    
    Day 7:
    
    - Destroy enemy Infantry with Anti-Air.
    - Destroy enemy B-copter with Fighter.
    - Finish capturing The Beast's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.1) C11 - A Storm Brews
    Author: Translucent Air
    Maximum Score: 406 pts
    150-pt. time limit: 4 days
    100-pt. time limit: 9 days
    Player CO: Lin
    Allied CO: Davis
    Enemy CO(s): Tasha
    Special Condition(s): None
    
    Overview: Send a loaded Gunboat to Tasha's HQ while using your predeployed
              forces to distract Tasha.  The Rockets and Md Tank will provide most
              of the power score.  Davis' forces are to serve as a distraction.  If
              he attacks at all, it will lower your power score.
    
              Like many of the maximum score walkthroughs, a bit of luck is needed.
    
    Day 1:
    
    - Load Md Tank and Rockets into Lander, move Lander 3E 2S, and drop Md Tank
      east and Rockets south.
    - Load Mech into Gunboat, move Gunboat 2S 3E, and drop Mech south.
    - Move remaining Lander 2N 2E.
    - Move western Gunboat 2N 3E.
    - Load Infantry into Gunboat and move Gunboat 2E 2S.
    
    Tasha Day 1:
    
    - Her APC must begin building the temporary port 1N 1W of her westernmost city.
    
    Day 2:
    
    - Move Mech 1S 1E and begin capturing neutral city.
    - Attack enemy Cruiser with Rockets.
    - Move westernmost Gunboat 4E 1S.
    - Move western Lander 3E 1S.
    - Load Md Tank into Lander, move Lander 4E 1N, and drop Md Tank north.
    - Move western Gunboat 2S 3E.
    - Move loaded Gunboat 3S 2E.
    
    Tasha Day 2:
    
    - Her Mech must have been dropped 1W of Davis' Lander.
    
    Day 3:
    
    - Save here.
    - Finish capturing neutral city.
    - Destroy enemy Cruiser with Rockets.
    - Move Md Tank 1W.
    - Move northern lander 5S.
    - Move remaining Lander 3S 1E.
    - Move westernmost Gunboat 2S 2E.
    - Move northernmost Gunboat 3S.
    - Move loaded Gunboat 5E 2S and drop Infantry south or east.
    
    Tasha Day 3:
    
    - Your eastern Lander must survive the enemy attacks.
    
    Day 4: 
    
    - Begin capturing Tasha's HQ.
    - Destroy enemy Mech with Md Tank.
    - Move southernmost Gunboat 2N.
    - Move eastern Lander 2N.
    - Move remaining Lander 2N 1E and join with wounded Lander.
    - Destroy enemy Recon with Rockets.
    
    Day 5:
    
    - Destroy enemy Infantry with Rockets.
    - Finish capturing Tasha's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.2) C12 - History of Hate
    Author: ALAKTORN
    Maximum Score: 388 pts
    150-pt. time limit: 3 days
    100-pt. time limit: 6 days
    Player CO: Will
    Allied CO: Waylon
    Enemy CO(s): Tasha
    Special Condition(s): None
    
    Overview: Every single unit at your disposal is used to lure Tasha's units for
              the kill.  There are a few attacks done that greatly decrease your
              power score in exchange for the maximum speed score.  Due to terrain,
              your power score may end up one point lower than the indicated
              maximum score.  Enemy match-ups also vary, which may increase or
              decrease your power depending on how the battle went.
    
              There is one instance of luck needed where Tasha must attack two
              certain units of yours, but it's nothing significant.
    
              Completing this map unlocks Tasha.
    
    Day 1:
    
    - Move B-copter 5E 1N and attack enemy Gunboat.
    - Move northern Sub 2N 4E and attack enemy B-ship from the north.
    - Move northern Gunboat 3E.
    - Move Duster 1N 7E.
    - Move Lander 1N 5E.
    - Dive remaining Sub 3N 1W.
    - Move remaining Gunboat 1N 1E and attack enemy Gunboat from the south.  It is
      recommended that the enemy is left with 3 HP.
    - Move southern Rig 1N 2E and supply Gunboat.
    - Move western Cruiser 4N 2E.
    - Move remaining Cruiser 3N 2E.
    - Move B-ship 3E 2N and destroy enemy Gunboat.
    
    Waylon Day 1:
    
    - His B-copters must destroy Tasha's Gunboat and B-ship.
    
    Day 2:
    
    - Save here.
    - Move western Cruiser 6E and destroy enemy Fighter from the north.
    - Move B-copter 5E 1S.
    - Dive northern Sub 1N 5E.
    - Move Duster 4N 2E.
    - Move remaining Cruiser 5E 1N and attack enemy Sub from the south.
    - Move western Gunboat 1N 4E and attack enemy Cruiser.
    - Move B-ship 3E 2N and destroy enemy Cruiser.
    - Move remaining Sub 5E and attack enemy B-ship from the west.
    - Move Lander 6E.
    - Move remaining Gunboat 5N 2E.
    
    Tasha Day 2:
    
    - Tasha's northern B-ship must attack your eastern Cruiser without moving.
    - Tasha's Bomber must attack your western Cruiser.
     
    Day 3:
    
    - If the above happens, save here.
    - Destroy enemy Bomber with western Cruiser from the west.
    - Move remaining Cruiser 1E and destroy enemy Sub from the north.
    - Move eastern Sub 2E 1S and destroy enemy Gunboat from the north.
    - Move remaining Sub 2N 1E and attack enemy B-ship from the west.
    - Move Duster 3E 1S and destroy enemy B-copter from the east.
    - Move northern Gunboat 2E and attack enemy Cruiser from the south.
    - Destroy enemy Cruiser with B-ship.
    
    Waylon Day 3:
    
    - His B-copters will destroy Tasha's two B-ships.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.3) C13 - Greyfield Strikes
    Author: Blackbird
    Maximum Score: 444 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 14 days
    Player CO: Brenner
    Allied CO: Greyfield
    Enemy CO(s): Gage
    Special Condition(s): None
    
    Overview: Your navy and Md Tank will provide the power score while a loaded 
              Rig will head towards HQ.  Greyfield's orders can screw this guide
              over, which will utilize many saves in order to provide the maximum
              possible power score.
    
              There are two possible ways to finish this map depending on Gage's
              build order.  If he builds a Tank, you will finish one day early
              because the rest of the guide falls apart on day 7.  If he builds a
              Recon, you can delay the capture by one day and increase your power
              and techinque score.
    
              Completing this map unlocks Gage.
    
    Day 1:
    
    - Build Md Tank in northern factory.
    - Load northern Infantry into northern Gunboat, move Gunboat 4W 2N, and drop
      Infantry north.
    - Load remaining Infantry into Rig.
    - Load Rig into Lander and move Lander 1N 1E.
    - Move western Gunboat 3N 4W.
    - Move Carrier 1N 4W.
    - Move Cruiser 5W.
    - Move Sub 1S 5W.
    - Save here.
    - Move B-ship 2W 3N and destroy enemy Gunboat.  Reload if this does not happen.
    
    Day 2:
    
    - Save here.
    - Move B-ship 3N 1W and attack Md Tank.  The Md Tank must have 5 HP left.
      Reload if this does not happen.
    - Load Md Tank into Lander and move Lander 6N.
    - Move Infantry 2W 1N and begin capturing neutral port.
    - Move eastern Gunboat 1N.
    - Move Sub 4W 1N and dive.
    - Move Carrier 2W 3N.
    - Move Cruiser 2W 3N.
    - Move western Gunboat 4W 2N.
    - Save here.
    
    Gage Day 2:
    
    - His Battleship must attack your Carrier.
    - His Md Tank must attack your B-ship and NOT damage it.  If this happens,
      reload.
    
    Day 3:
    
    - Greyfield will order one of your units to wait.  The following units must be
      ordered to wait: Lander, Carrier, or Cruiser.  Any other unit will force a
      reload.
    - If the above happens, save here.
    - Move B-ship 2W 1S and destroy Md Tank.
    - Move Lander 3N and drop Md Tank north and loaded Rig east.
    - Finish capturing neutral port.
    - Move Cruiser 3W 1S.
    - Attack enemy B-ship from the south with western Gunboat.
    - Destroy enemy B-ship from the west or north with Sub, depending on the
      position of the B-ship.
    - Save here.
    
    Gage Day 3:
    
    - Optimally, Gage will build a Recon.  If he builds a Tank, the map can still
      be completed, but with a lower S-rank.
    
    Day 4:
    
    - Save here.
    - Move Md Tank 1N 2E and attack enemy Missiles from the west.  The Missiles
      must have 3 HP left.  Reload if this does not happen.
    - Move Rig 1W 2N and drop Infantry east.
    - Load remaining Infantry into Gunboat, move Gunboat 5E 1N, and drop Infantry
      north.
    - Move B-ship 4W 1S and destroy enemy Cruiser if available.
    - Destroy enemy Gunboat from the south with Sub.
    - Move western Gunboat 1E of your Sub.
    
    Gage Day 4:
    
    - His Recon/Tank should attack your western Infantry.
    - His Anti-Air should approach your remaining Infantry.
    - His Seaplane should attack your B-ship.
    - His Carrier should approach your Sub.
    - His healthy Missiles should move 2E.
    
    Day 5:
    
    - If the above happens, save here.
    - Destroy enemy Missiles with your Md Tank from the west.
    - Move eastern Infantry 2E and begin capturing Gage's HQ.
    - Load remaining Infantry into Gunboat, move Gunboat 5S 1W, and drop Infantry
      west.
    - Load Rig into Lander.
    - Move B-ship 1S 2E.
    - Destroy enemy Seaplane from the west or south with Cruiser.
    - Destroy enemy Carrier from the north with Sub.
    - Move western Gunboat 3W 2N.
    - Save here.
    
    Gage Day 5:
    
    - His Recon and Anti-Air should retreat to the west.  If he built a Tank, he
      will attack your Md Tank
    - His Missiles should move 2W.
    - His Lander should approach your Sub.
    
    Day 6:
    
    - If the above happens, save here.  The guide varies depending on which unit
      Gage built earlier.
    - If Gage has a Tank, then destroy enemy Lander with Sub and finish capturing
      Gage's HQ.
    - If Gage has a Recon, then destroy enemy Missiles from the west with Md Tank.
      If this does not happen, reload.
    - Move Lander 2W and drop Rig east.
    - Move Cruiser to the tile 3S 3W of Gage's southern port.
    - Destroy Lander with Sub.
    
    Gage Day 6:
    
    - His Anti-Air should attack your Rig.
    - His Sub should approach your Sub.
    
    Day 7:
    
    - Move Sub 1N.
    - Move Cruiser 3W 3N and destroy enemy Sub.
    - Destroy enemy Recon with Md Tank.
    - Finish capturing Gage's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.4) C14 - A Hero's Farewell
    Author: DTaeKim
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Brenner
    Enemy CO(s): Forsythe
    Special Condition(s): None
    
    Overview: I salute you, Forsythe.  The Tactics Room was the outline for this
              D2D, which uses every unit at your disposal.  They are essential in
              obtaining the perfect score.  Use your B-copters to manipulate
              Forsythe's units while you move your units into position before
              breaking the right meteorite.
    
              Once the plasma clears, destroy the Rockets and move in with all of
              your units.  The Rockets remain behind in order to provide the final
              attacks needed to provide the power score.  Surround the airport and
              factory with your units, protecting your Infantry in the process.
    
              On the naval front, your Sub is used to wound the B-ship and destroy
              the Carrier before revealing itself as bait for Forsythe's B-copter.
              The Cruiser simply serves as bait for Forsythe's Cruiser.  This part
              is the most important of the entire guide.  If the AI fails to follow
              this, the capture is doomed to fail.
    
              The most random part is Forsythe's Cruiser. On Day 4, it may attack
              your Cruiser, which dooms the guide. Its behavior seems to guide the
              actions of Forsythe's Seaplane. If his Cruiser ignores yours while
              your Cruiser is being repaired, his Seaplane may attack your Bike,
              allowing you to greet it with explosives to the face.
    
              As long as your Missiles destroys either the T-copter or Seaplane,
              you will earn 150 points in the power score assuming all else goes
              according to plan. If you destroy both, the movement regarding the
              Mech, southern B-copter, southern Infantry, and Rockets can be
              ignored and they can simply retreat instead.
    
              As a side note, since this D2D finishes in 9 days, you will fail to
              see the conversation between Forsythe and Brenner on Day 10.  If you
              want to see it, save on Day 9, end your turn, and watch the dialogue.
              Then you can reload your save and finish the map.
    
              Completing this map unlocks Forsythe.
    
    Day 1:
    
    - Move eastern Infantry 2E.
    - Move remaining Infantry 2N 1E.
    - Load Mech into Rig, move Rig 1E 2N, and drop Mech east.
    - Move eastern Tank 3E 3N.
    - Move remaining Tank 1N 5E.
    - Move Md Tank 4E 1N.
    - Move Rockets 2N 2E.
    - Move Artillery 3N 2E.
    - Move eastern B-copter 1N 5E.
    - Move remaining B-copter 2N 4E.
    - Move Bike 1E 3N.
    - Move Missiles 3E 2S.
    - Move Sub 3W 3N and dive.
    
    Day 2:
    
    - Save here.
    - Move southern Infantry 2S and begin capturing neutral airport.
    - Move remaining Infantry 2E 1N and begin capturing neutral factory.
    - Move Rig 3S 1W.
    - Move Mech 2N and begin capturing neutral city.
    - Move Bike 2E 2N and begin capturing neutral city.
    - Attack enemy Tank with Rockets.
    - Move Md Tank 2N and destroy enemy Tank from the east.
    - Move northern Tank 3E 3N.
    - Move remaining Tank 2N 2E.
    - Move Artillery 2N 2E.
    - Move Missiles 3E 2N.
    - Move western B-copter 3E 3N.
    - Move remaining B-copter 2E 4N.
    - Move Sub 4N.
    - Move Cruiser 1W 1N.
    
    Forsythe Day 2:
    
    - He should build a Seaplane in his Carrier.
    
    Day 3:
    
    - Save here.
    - Finish capturing neutral properties.
    - Move southern B-copter 1N and attack enemy Mech from the east.
    - Destroy enemy Mech with Md Tank from the south.
    - Move remaining B-copter 3N 2E and attack Meteor.
    - Move northern Tank 2W 2N.
    - Move southern Tank 3N.
    - Move Artillery 4N 1W.
    - Move Rockets 1N 2E.
    - Move Missiles 3N.
    - Move Sub 1N and attack enemy B-ship from the west.
    - Move Cruiser 3E.
    
    Day 4:
    
    - Save here.
    - Move Mech 1W 1N.
    - Move Bike 5W and begin capturing neutral port.
    - Attack Meteor with northern B-copter from the south.
    - Attack Meteor with Artillery.
    - Move remaining B-copter 3N 1W.
    - Move southern Tank 1W 1N.
    - Move northern Infantry 2N 1W.
    - Move southern Infantry 2N.
    - Move Rockets 3N.
    - Move Rig 2N 4E.
    - Move Sub 4N 1E.
    - Move Cruiser 2S 2W.
    
    Forsythe Day 4:
    
    - Forsythe must build a Mech in his southern factory and a Seaplane in his
      Carrier.
    - Forsythe must not attack your Cruiser.
    
    Day 5:
    
    - Finish capturing neutral port.
    - Move Sub 1E and destroy enemy Carrier from the west.
    - Move Cruiser 2E 2N.
    - Destroy Meteor with eastern B-copter from the south.
    - Move southern Tank 4N 2W and attack enemy Rockets from the east.
    - Move Md Tank 5N and destroy enemy Rockets from the south.
    - Move remaining B-copter 2N.
    - Move remaining Tank 2N 2W.
    - Move Mech 2N and begin capturing enemy city.
    - Move northern Infantry 1N 2W.
    - Move Artillery 2W 3N.
    - Move Rockets 1N 2W.
    - Load southern Infantry into Rig and move Rig 3N 2W.
    
    Forsythe Day 5:
    
    - Forsythe must not attack your Cruiser.
    - Forsythe may attack your Bike with his Seaplane.
    - Forsythe must attack your western B-copter with his Mech.  Enemy Mech must
      have 6 HP or less afterwards.
    - Forsythe must not attack your eastern B-copter with his Mech.
    - Forsythe must build Rockets in his northern factory.
    
    Day 6:
    
    - If the above happens, save here.
    - Destroy enemy Seaplane or T-copter, if available, with Missiles.  Give
      priority to the T-copter.  If unavailable, leave it alone.
    - Move northern B-copter 1E 4S.
    - Move eastern B-copter 4W 2N and destroy enemy Mech from the east.  Reload
      if this does not happen.
    - Move Md Tank 1W 1N and destroy enemy Infantry from the south.
    - Move southern Tank 2W 4N.
    - Move remaining Tank 2W 4N.
    - Finish capturing enemy city.
    - Move Bike 5E.
    - Move loaded Rig 4N 2W.
    - Move Artillery 1W 1N.
    - Move Sub 2N 1W and surface.
    - Move Cruiser 3W 3N.
    
    Forsythe Day 6:
    
    - Forsythe must build Duster in his airport.
    
    Day 7:
    
    - Save here.
    - Destroy enemy T-copter, if available, with Missiles.  If enemy Seaplane
      attacked Missiles, retreat Missiles 3S 1W.
    - Destroy enemy Infantry with Rockets.
    - Move southern Tank 2N.
    - Move remaining Tank 2W 1N.
    - Move Md Tank 4N 1W.
    - Move northern B-copter 4N.
    - Move Rig 2W 4N and drop Infantry north.
    - Move Sub 2E.
    - Move Artillery 2W 2N.
    - Move Bike 2E.
    - Move Cruiser 3S 3E.
    - Move Mech 1S 1E.
    - Move Infantry 1S 1E.
    - Move southern B-copter 3E.
    
    Day 8:
    
    - Begin capturing Forsythe's HQ.
    - Move Artillery 2N 2E.
    - Move Sub 6E and dive.
    - Move Rockets 1W.
    - Move Mech 2E.
    - Move southern Infantry 2E.
    
    Day 9:
    
    - Destroy enemy Mech with Rockets.
    - Finish capturing Forsythe's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.5) C15 - Icy Retreat
    Author: ALAKTORN
    Maximum Score: 450 pts
    150-pt. time limit: 9 days
    100-pt. time limit: 18 days
    Player CO: Brenner
    Allied CO: Gage
    Enemy CO(s): Waylon
    Special Condition(s): Snow, Lazurian unit must reach allied city to complete
                          objective
    
    Overview: Blast your way through Waylon's forces as you escort the Lazurian
              Army to the target city.  Your Anti-Air units will provide the bulk
              of the power score.  The speed and technique score are not an issue
              on this map.
    
              The improved version of this guide utilizes less luck manipulation
              and finishes one day faster by protecting the Recon from Waylon's
              Recons, which allows Gage to move into the allied city unhindered.
    
    Day 1:
    
    - Move Rig 2N 3W.
    - Load Infantry into Rig.
    - Move Mech 1W.
    - Move Tank 4W 1S and attack enemy Rockets from the north.
    - Move eastern Anti-Air 4W and destroy enemy B-copter.
    - Move remaining Anti-Air 4W 1N.
    - Move Artillery 4W.
    
    Day 2:
    
    - Move Artillery 2W 1S.
    - Move Tank 1N 3W and attack enemy Meteor.
    - Move Mech 1W.
    - Move eastern Anti-Air 5W.
    - Move Rig 5W.
    - Move remaining Anti-Air 4W 1S.
    
    Day 3:
    
    - Attack Meteor with Artillery.
    - Move Tank 1S 1W.
    - Move Rig 1W 3S and drop Infantry south.
    - Move eastern Anti-Air 2S 1E and destroy enemy Rockets.
    
    Day 4:
    
    - Destroy Meteor with Artillery.
    - Move Tank 2N 1W and attack enemy Artillery.
    - Move northern Anti-Air 2S 2W and destroy enemy Artillery from the east.
    - Move remaining Anti-Air 3W 2N.
    - Load Infantry into Rig and move Rig 3N 2W.
    
    Day 5:
    
    - Save here.
    - Move eastern Anti-Air 1W 3S and destroy enemy Infantry from the north.  If
      this does not happen, reload.
    - Move remaining Anti-Air 4W.
    - Move Rig 2W 2N and drop Infantry north.
    
    Day 6:
    
    - Load Infantry into Rig and move Rig 2W 1N.
    - Move Artillery 1W.
    - Move eastern Anti-Air 1E 2N and destroy enemy B-copter.
    
    Day 7:
    
    - Do nothing.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.6) C16 - Hope Rising
    Author: DTaeKim and -STL-
    Maximum Score: 450 pts
    150-pt. time limit: 8 days
    100-pt. time limit: 16 days
    Player CO: Will
    Enemy CO(s): Greyfield
    Special Condition(s): Fog of War
    
    Overview: Hold off Greyfield's forces for two days until Will enters the scene.
              Use a Will/Md Tank to mop up Greyfield's forces while sending one
              loaded T-copter to Greyfield's HQ.  The high score strategy detailed
              below is fairly luck-intensive since Greyfield must follow specific
              movement, but it is possible.
    
              The updated guide follows the same premise as its previous
              incarnation, except you are making your actions more carefully in
              order to manipulate Greyfield's build order.
              
    
    Day 1:
    
    - Move northern Mech 2W.
    - Move remaining Mech 1E 1S and begin capturing neutral city.
    - Move western Infantry 3S and begin capturing neutral factory.
    - Move remaining Infantry 3S.
    - Move T-copter 4E 1N.
    - Move B-copter 3E 3N.
    
    Greyfield Day 1:
    
    - Greyfield must move his units in such a way that he has a War Tank and two
      Tanks around the fire.
    
    Day 2:
    
    - Finish capturing neutral properties.
    - Load Infantry into T-copter, move T-copter 3E, and drop Infantry south.
    - Move B-copter 3E 2N.
    - Move War Tank 1E 1N.
    - Move Artillery 1E.
    - Move Tank 1N 1E.
    - Move Anti-Air 1N 1E.
    
    Greyfield Day 2:
    
    - Your Mech must have 5 HP left.
    
    Day 3:
    
    - Save here.  Simply move your units and find out if Greyfield built an
      Anti-Air or Anti-Tank.  If he built an Anti-Air, reload the save and continue
      following the guide.  If he built an Anti-Tank, restart the map.  The HQ
      capture is far more difficult if an Anti-Tank is built.
    - Begin capturing neutral city with eastern Infantry.
    - Attack enemy War Tank with Artillery.
    - Attack enemy Md Tank with War Tank from the south.  The War Tank must not
      take any counterattack damage.
    - Move B-copter 1S 1W.
    - Move T-copter 2N.
    - Load wounded Mech into T-copter.
    - Move remaining Infantry 1E and begin capturing neutral city.
    - Build Md Tank in factory.
    
    Greyfield Day 3:
    
    - Greyfield must move his wounded Md Tank, wounded War Tank, and wounded Tank
      in the forests and ruin north of your position.
    
    Day 4:
    
    - Save here if the above happened.
    - Finish capturing neutral properties.
    - Load Will into Md Tank and move Will/Md Tank 2E 2N.
    - Move B-copter 1N 5W.
    - Move Tank 3N and destroy enemy Md Tank from the south.
    - Move War Tank 3N and destroy enemy War Tank from the west.
    - Move T-copter 2S 3W and drop Mech north.
    - Move Anti-Air 1E 2N.
    - Move Artillery 1E.
    - Move Mech 2W.
    
    Greyfield Day 4:
    
    - Your Will/Md Tank and War Tank must not be attacked.
    - Greyfield's Tank must attack your wounded Mech.
    - Greyfield's Tank must attack your Tank.
    - Greyfield's Tank must attack your Anti-Air.  It must end 4 - 9.
    
    Day 5:
    
    - Save if the above happened.
    - Move Tank 3S 2W.
    - Move B-copter 2E and destroy enemy Tank from the west.
    - Attack enemy Tank with Artillery.  It must have 2 HP left.
    - Move War Tank 1E 1S EXACTLY and destroy enemy Md Tank from the west.
    - Move Will/Md Tank 2N 1E and destroy enemy Anti-Air from the west.
    - Load Infantry into T-copter and move T-copter 1W 4N.
    - Move Anti-Air 3E 1N.
    - Move wounded Mech 2S.
    
    Day 6:
    
    - Save here.
    - Move T-copter 2E 3N 1W and drop Infantry north.
    - Move B-copter 1N and destroy enemy Tank from the east.
    - Move War Tank 2N 1E and destroy enemy Artillery from the west.
    - Move Will/Md Tank 1E 3N and destroy enemy Anti-Air from the south.
    - Move Anti-Air 1W.
    - Move wounded Mech 2S.
    
    Greyfield Day 6:
    
    - His Mech must not attack your War Tank.
    
    Day 7:
    
    - Move Anti-Air 2E 1N.
    - Move B-copter 1N 4E and attack enemy Mech from the north.
    - Destroy enemy Flare from the south with Will/Md Tank.
    - Destroy enemy Infantry from the west with War Tank.
    - Begin capturing Greyfield's HQ.
    
    Day 8:
    
    - Destroy enemy Flare from the south with Will/Md Tank.
    - Destroy enemy Infantry from the west with War Tank.
    - Move Artillery 3W 1S.
    - Destroy enemy Tank with Tank from the south.
    - Finish capturing Greyfield's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.7) C17 - The Creeper
    Author: Yoshi and SBlues
    Maximum Score: 450 pts
    150-pt. time limit: 6 days
    100-pt. time limit: 12 days
    Player CO: Tasha
    Enemy CO(s): Tabitha
    Special Condition(s): Destroy Talon Gun to complete objective
    
    Overview: Build two Bombers, load Tasha into one of them, and rush the Talon
              Gun while escorting the Rockets with your Tank and Anti-Air.
              Specific movement with a loaded T-copter goads Tabitha into building
              enough units for the perfect technique score.
    
              Completing this map unlocks Trial Map 4.
    
    Day 1:
    
    - Load Infantry into T-copter, move T-copter 2N 4W, and drop Infantry west.
    - Move Tank 3S 3W.
    - Move Anti-Air 3S 3W.
    - Move Rockets 3W 2S.
    
    Day 2:
    
    - Begin capturing neutral factory with Infantry.
    - Move Anti-Air 2S 2W.
    - Move Rockets 3S 2W.
    - Build Bomber in airport.
    
    Day 3:
    
    - Finish capturing neutral factory with Infantry.
    - Move Bomber 3S 4W.
    - Move Rockets 1S 3W.
    - Move Tank 2W.
    - Move Anti-Air 3W.
    - Build Bomber in airport.
    
    Day 4:
    
    - Move Rockets 1N 1W.
    - Move Tank 1N 1W.
    - Move Anti-Air 1N 1W.
    - Move western Bomber 1W.
    - Load Tasha into Bomber and move Tasha/Bomber 2S 4W.
    - Load Infantry into T-copter, move T-copter 6E, and drop Infantry south.
    
    Tabitha Day 4:
    
    - Tabitha should build a Mech, Infantry, and T-copter, bringing her unit count
      to 17.  If this happens, a perfect score is in your reach.
    
    Day 5:
    
    - Attack Anti-Tank with Rockets.
    - If enemy Rockets in range of Tank or Anti-Air, retreat Anti-Air and Tank.
    
    Day 6:
    
    - Destroy Anti-Tank with Rockets.
    - Move Tasha/Bomber 6W and destroy enemy Missiles from the east.
    - Move Bomber 1N 6W and destroy Talon Gun.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.8) C18 - Panic in the Ranks
    Author: Blackbird
    Maximum Score: 365 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 4 days
    Player CO: Will
    Allied CO: No CO
    Enemy CO(s): Greyfield
    Special Condition(s): None
    
    Overview: Position your units in order to lure as many of Greyfield's units
              into your ally's firing range.  Will uses his CO zone to maximize
              damage and eventually uses his CO power for the finishing blow.
    
              Completing this map unlocks Trial Map 3.
    
    Day 1:
    
    - Move Will/War Tank 2S 1W.
    - Move Anti-Air 2S 3W and destroy enemy Mech from the east.
    - Move southern Anti-Tank 1W 1S.
    - Move remaining Anti-Tank 1E 3S.
    - Move eastern Infantry 3S.
    - Move remaining Infantry 2S 1W.
    - Move Mech 1S 1W.
    - Save here.
    - Move Md Tank 2W 3S and destroy Infantry from the north.  Reload if this does
      not happen.
    - MOve Tank 1W 5S.
    
    Day 2:
    
    - Move Will/War Tank 3S 1W.
    - Move Md Tank 2W 3S and destroy enemy Recon from the west.
    - Move Anti-Air 2E 3S and destroy enemy Bike from the west.
    - Move Tank 1S 1W.
    - Move eastern Anti-Tank 4S.
    - Move remaining Anti-Tank 2S.
    - Move eastern Infantry 1W 2S.
    - Move Mech 2S.
    - Move remaining Infantry 1S.
    - Save here.
    
    Ally Day 2:
    
    - His Anti-Air units should destroy Greyfield's Recon.
    
    Greyfield Day 2:
    
    - His Md Tank and Tank should attack the southern Anti-Tank.
    - His B-copters and Duster should attack the northern Anti-Tank.
    
    Day 3:
    
    - Move southern Anti-Tank 1S.
    - Move remaining Anti-Tank 3S 1E and join with wounded Anti-Tank.  It should
      have at least 9 HP.
    - Move Will/War Tank 3E and destroy enemy Tank from the west.
    - Move Md Tank 3E 1N and destroy enemy Md Tank from the east.
    - Move Anti-Air 1N 1E and destroy B-copter from the south.
    - Move Mech 2S.
    - Move northern Infantry 1N 2E and begin capturing neutral city.
    - Move remaining Infantry 2E 1N.
    - Save here.
    - Move Tank 3S and attack enemy Tank from the north.  Enemy Tank must have 4 HP
      left.  If this does not happen, reload.
    
    Ally Day 3:
    
    - His Bomber must not deal 8 HP of damage to enemy War Tank.
    
    Greyfield Day 3:
    
    - His War Tank should attack your Anti-Tank and be destroyed in the process.
    - His Tank must attack the 5 HP Missiles.  Ally's Missiles must survive.
    - His B-copter will attack your northern Infantry.
    - His Bomber should attack Will/War Tank.
    - His remaining Tank will attack your Anti-Tank.
    
    Day 4:
    
    - Use CO power.
    - Destroy enemy Bike with Anti-Air.
    - Move Md Tank 3E 3S and destroy enemy Mech from the west.
    - Destroy adjacent enemy Tank with Mech.
    - Move Tank 2E and attack enemy Tank from the south.
    - Destroy enemy Tank with Anti-Tank.
    
    Ally Day 4:
    
    - He will destroy all remaining units.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.1.9) C19 - Salvation
    Author: swifty
    Maximum Score: 440 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 5 days
    Player CO: Gage
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Use the silos to weaken the enemy forces surrounding the enemy HQ.
              One specific enemy movement is needed for a clean HQ capture.
    
    Day 1:
    
    - Move western Infantry 2W 1S.
    - Move central Infantry 2N.
    - Move remaining Infantry 1E.
    - Move western Mech 1E 1S and launch silo.  Target the tile 2N of the War Tank.
    - Move eastern Mech 2E.
    - Move western Bike 3W 2N.
    - Move central Bike 5N.
    - Move eastern Bike 2E 1N and launch silo.  Target the tile 1W 1N of the War
      Tank.
    - Move Recon 2W 3N.
    - Move Tank 5N.
    
    Enemy Day 1:
    
    - Enemy must join his units in such a way that the only units within range of
      the enemy HQ are a Mech 1N 1W of the HQ and an Infantry on the HQ.
    
    Day 2:
    
    - If the above happens, save here.
    - Move western Bike 2N 2W and launch silo.  Target the HQ.
    - Move western Infantry 2N 1W and launch silo.  Target the HQ.
    - Move eastern Bike 2E 2N and launch silo.  Target the tile 1N 2W of eastern
      Bike.
    - Move western Mech 2N.
    - Move western Infantry 1S 1W
    - Move Recon 2S 5W.
    - Move remaining Infantry 2S 1E.
    - Move remaining Mech 2E.
    - Move Tank 2E 3N and destroy enemy Infantry from the west.
    - Move remaining Bike 5N and begin capturing enemy HQ.
    
    Enemy Day 2:
    
    - Capturing Bike must not take any damage.
    - None of your units can be destroyed.
    
    Day 3:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.0) C20 - Waylon Flies Again
    Author: N/A
    Maximum Score: 438 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 21 days
    Player CO: Will
    Enemy CO(s): Waylon
    Special Condition(s): Allied with Tasha
    
    Overview: This mission pits Will's skeleton forces against the considerable
              air force commanded by Waylon.  The opening strategy detailed here
              holds off Waylon's air force and destroys a Duster, a B-copter, and
              a Bomber if Waylon decides to ignore the Missile unit.  You will
              be forced to concede the central area and capture the nearby factory
              and airport.  Once the airport is captured, a Will/Fighter can be
              built, which will force Waylon to retreat the remnants of his air
              force.  Take this opportunity to capture the neutral properties in
              the western region and regain control of the center.  Use the funds
              to build a Tank force in the southern factory and Fighters/Bombers
              in the airport.
    
              Tasha's Missiles is key to surviving the onslaught.  Waylon does not
              like sending his units into its range unless he has a good reason,
              like beating the crap out of your Will/Fighter.  However, the
              Will/Fighter can take two hits before falling, and this allows you
              the opportunity to swat the rest of Waylon's air units out of the
              sky.  After the air force is all but wiped out, Tasha's units are
              fodder and can be safely ignored.
    
    Day 1:
    
    - Move eastern Infantry 2W and begin capturing neutral factory.
    - Move remaining Infantry 2W.
    - Move eastern Mech 2W and begin capturing neutral airport.
    - Move remaining Mech 2W.
    - Move Bike 5S.
    - Move Anti-Air 5S.
    
    Day 2:
    
    - Finish capturing neutral properties.
    - Move Infantry 3W.
    - Move Mech 1W 1S.
    - Move Bike 2W and begin capturing neutral city.
    - Move Anti-Air 2S 3W.
    
    Day 3:
    
    - Move eastern Infantry 3W.
    - Move remaining Infantry 3W and begin capturing neutral city.
    - Move northern Mech 2W.
    - Move southern Mech 1W 1S and begin capturing neutral city.
    - Move Bike 1S 4W.
    - Move Anti-Air 3W 3N.
    - Build Fighter in airport.
    - Build Infantry in factory.
    
    Waylon Day 3:
    
    - It is suggested, but not mandatory, that Waylon attacks your Infantry instead
      of Tasha's Missiles.
    
    Day 4:
    
    - Continue and/or finish capturing neutral city.
    - Move Infantry 1N 2W and begin capturing neutral airport.
    - Move Mech 1W 1S and begin capturing neutral factory.
    - Move Bike 1N 4E and begin capturing neutral city.
    - Load Will into Fighter and destroy the westernmost enemy air unit, which is
      usually a Duster.
    - Move Anti-Air 3S 3E.
    - If wounded, move Infantry 3E and join with wounded Infantry.  Else, move
      Infantry 2N 1E.
    - Build Infantry in factory.
    
    Tasha Day 4:
    
    - Tasha should destroy the Bomber with her Missiles.
    - Tasha should destroy the B-copter with her Anti-Air.
    
    Day 5:
    
    - Continue and/or finish capturing neutral properties.
    - Move Mech 2S.
    - Move Anti-Air 3E 3N.
    - Move Infantry 2N 1E.
    - If Will/Fighter can destroy another air unit, do so.  Else, keep it within
      the range of Tasha's Missile.
    
    Waylon's AI is too erratic to maintain the D2D.  However, the stage is set for
    the win.
    
    Capture all of the neutral properties in the western area and center.  When
    everything is captured, Will should have 23 properties, which is enough to
    build a decent force.
    
    The key to winning this map is a balanced force.  If you focus too much on
    Bombers and Fighters, Waylon will begin to build Anti-Air units, making it
    difficult to enter his territory.  Build Tanks to remedy the situation.
    
    You should keep two Fighters in the air at all times.  You only need one or two
    Bombers to force your way into Waylon's area, and keep building Tanks from
    the southern factory.
    
    Most of the time, Waylon builds a Duster in order to load himself into it the
    following turn.  Compensate for this by keeping your Anti-Air unit within range
    of the Will/Fighter, because the AI loves to wipe out CO units.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.1) C21 - Lin's Gambit
    Author: N/A
    Maximum Score: 446 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 14 days
    Player CO: Lin
    Enemy CO(s): Greyfield
    Special Condition(s): Fog of War
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.2) C22 - The Great Owl
    Author: N/A
    Maximum Score: 433 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 15 days
    Player CO: Lin
    Enemy CO(s): Penny
    Special Condition(s): None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.3) C23 - Sacrificial Lamb
    Author: N/A
    Maximum Score: 423 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 15 days
    Player CO: Will
    Enemy CO(s): Tabitha
    Special Condition(s): None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.4) C24 - Crash Landing
    Author: ALAKTORN
    Maximum Score: 450 pts
    150-pt. time limit: 6 days
    100-pt. time limit: 12 days
    Player CO: Lin
    Enemy CO(s): Penny
    Special Condition(s): None
    
    Overview: This guide requires a considerable amount of luck, akin to the amount
              required for Metro Map.  Most of it is needed on Day 1.  Therefore,
              do not attempt this guide if you feel you lack the patience for a
              number of reloads.  On the other hand, that perfect score is very
              tempting.
    
              On Day 3, the movement of your western War Tank depends on the
              position of the enemy.  Keep that in mind.
    
              On Day 4, the enemy movement ends up being random.  This shouldn't
              matter, as most of the luck-intensive part is over.
    
              A 5-day strategy exists, but it requires even more luck than this
              strategy.  If there is sufficient demand, I will update this guide
              with that D2D.
    
    Day 1:
    
    - Attack enemy War Tank with Artillery.
    - Destroy War Tank with Anti-Tank.
    - Move Rig 2N 3W.
    - Move Recon 2E 5N.
    - Move western Rockets 4S.
    - Move western War Tank 2N 2E and destroy enemy Artillery from the west.
    - Move western Anti-Air 3N 1E and destroy Bike from the south.
    - Save here.
    - Move western Md Tank 3W 1S and destroy enemy Recon from the north.  If this
      does not happen, reload.
    - If the above happens, save here.
    - Move Mech 1S 1E and attack enemy Anti-Tank from the south.  It must end 8 - 4
      in your favor.
    - If the above happens, save here.
    - Attack enemy Tank with remaining Rockets.  You must deal at least 78% damage
      on the attack.
    - Destroy enemy Tank with remaining Anti-Air from the west.
    - If the above happens, save here.
    - Destroy enemy Anti-Air from the east with Md Tank.  If this does not happen,
      reload.
    - If the above happens, save here.
    - Move eastern Tank 2W 2S and attack enemy Tank from the east.  It must end
      8 - 4 in your favor.
    - Move remaining Tank 3N 2W and destroy enemy Tank from the south.
    - Move War Tank 2N 1W and destroy enemy Recon from the east.
    - Save here.
    
    Penny Day 1:
    
    - Her War Tank will attack your War Tank.  It must end 7 - 5.
    - Your Anti-Air must survive.
    - Your Tank must survive.
    
    Day 2:
    
    - Move Mech 2W and destroy enemy Anti-Tank from the east.
    - Move Anti-Air 1E 5S and destroy enemy Mech from the north.
    - Attack enemy Tank with eastern Rockets.
    - Move healthy eastern Tank 2S and destroy enemy Tank from the north.
    - Attack enemy Md Tank with western Rockets.
    - Destroy enemy Md Tank with Md Tank from the south.
    - Move western War Tank 2W 1S and destroy enemy Infantry from the east.
    - Move Artillery 5W.
    - Move remaining Md Tank 4E 1S.
    - Move Anti-Tank 4E.
    - Move Recon 2S 1E.
    - Move remaining War Tank 1N.
    - Move Rig 5E 1S and supply nearby units.
    - Move 1 HP Anti-Air 2N 1W.
    - Save here.
    
    Penny Day 2:
    
    - Her War Tank will attack your War Tank.  Your War Tank must survive.
    
    Day 3:
    
    - If the above happens, save here.
    - Destroy enemy War Tank with Anti-Tank.
    - Move eastern Md Tank 5E and destroy enemy Rockets from the south.  Reload if
      this does not happen.
    - Attack northern enemy Tank with Artillery.
    - Destroy northern enemy Tank with western Rockets.
    - Move eastern Tank 4E 2S and destroy enemy Rockets from the west.  Reload if
      this does not happen.
    - Move eastern Anti-Air 5E and attack enemy Rockets from the west.
    - Move Mech 2E and destroy enemy Rockets from the west.
    - Move 1 HP War Tank 1E 1N.
    - Move Recon 2E 3N.
    - Move eastern Rockets 2S 3E.
    - Move Rig 3E and supply nearby units.
    - Move remaining Md Tank 1N 1W and attack enemy Tank from the north.  This
      must end 10 - 2 in your favor.
    - If enemy Tank is located 1E of Rockets, destroy it with War Tank from the
      south or east.
    - If enemy Tank is located 1S of Rockets, destroy it with War Tank from the
      east.
    - Move Anti-Air in such a way that it cannot reach your Rockets.
    
    Penny Day 3:
    
    - Her Tank must destroy your Anti-Air.
    - Her left central Rockets must spawn 1S of your western Rockets.
    
    Day 4:
    
    - Destroy enemy Tank with western War Tank.
    - Move eastern Tank 5N 1E and destroy enemy Rockets.
    - Move Mech 2W.
    - Move 1 HP War Tank 4W.
    - Move Anti-Air 6W.
    - Move Anti-Tank 3E.
    - Attack enemy Tank with Rockets.
    - Attack enemy Tank with Md Tank from the west.  This must end 10 - 2 in your
      favor.
    - Move Recon 1E.
    - Move Rig 2W and supply nearby units.
    - Attack northern enemy Rockets with Artillery.
    - Destroy northern enemy Rockets with Rockets.
    - Destroy southern enemy Rockets with Md Tank from the north.
    
    Day 5:
    
    - Save here.
    - Destroy any enemy Tank in range with Rockets.
    - Destroy any enemy Tank with Mech.
    - Destroy any enemy Tank in range with Anti-Tank.
    - Destroy enemy Rockets with War Tank from the east.
    - Destroy northern enemy Rockets with western Rockets.
    - Destroy southern Rockets with Tank.
    - Destroy northern Rockets with eastern Md Tank from the south.
    - Destroy middle Rockets with western Md Tank.
    - Position your units in such a way that western Md Tank and War Tank can
      destroy the last of Penny's units.
    
    Day 6:
    
    - Destroy eastern enemy Rockets with War Tank or Md Tank.
    - Destroy western enemy Rockets with Md Tank or Tank.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.5) C25 - Lab Rats
    Author: N/A
    Maximum Score: ??? pts
    150-pt. time limit: 10 days
    100-pt. time limit: 21 days
    Player CO: Will
    Enemy CO(s): Tabitha
    Special Condition(s): None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    2.2.6) C26 - Sunrise
    Author: DTaeKim
    Maximum Score: 439 pts
    150-pt. time limit: 4 days
    100-pt. time limit: 9 days
    Player CO: Will
    Enemy CO(s): Caulder
    Special Condition(s): Destroy the five laser cannons to complete objective
    
    Overview: Every single unit at Will's disposal is used to manage the high score
              in the final mission in Advance Wars: Days of Ruin.  The CO unit,
              Rockets, War Tank, Anti-Tank, and Bomber are used to destroy the five
              laser cannons while the Infantry are used to distract the enemy units
              and capture the three com towers in the area.  The Fighter pummels
              the air units the Nest deploys, while the Missiles, Anti-Air, and one
              Infantry distract the left mortar.
    
              There is one instance of luck needed.  The rest of the walkthrough
              relies on AI peculiarities to succeed.
    
    Day 1:
    
    Northwest Section
    - Move western Infantry 3E and begin capturing neutral factory.
    - Move eastern Infantry 2E 1S and begin capturing neutral com tower.
    - Move Anti-Air 5S 1W.
    - Move Will/War Tank 3E 1N.
    - Move Rockets 4N 1W.
    
    Southwest Section
    - Move Fighter 6E 3N.
    - Move Md Tank 5E.
    - Move western Infantry 3W.
    - Move eastern Infantry 1E 1N and begin capturing neutral com tower.
    - Move Missiles 2W.
    
    Southeast Section
    - Move War Tank 3N.
    - Move Anti-Tank 3N 1W.
    - Move northern Infantry 3N.
    - Move southern Infantry 2E 1N and begin capturing neutral com tower.
    - Move Bomber 7N.
    
    Day 2:
    
    - Finish capturing all neutral com towers.
    - Save here.
    - Move Fighter 6N 1E and attack enemy Fighter from the west.  This must end
      9 - 3 in your favor.  If this does not happen, reload.
    - Move Bomber 2N and attack enemy War Tank from the east.  This must end 10 - 2
      in your favor.  If this does not happen, reload.
    - Move Rockets 2N 1W.
    - Move northwestern Infantry 2N 1E and begin capturing neutral city.
    - Move Will/War Tank 1E 1N and attack enemy War Tank from the west.
    - Move War Tank 1E 3N.
    - Move Anti-Tank 4N.
    - Move northeastern Infantry 2N 1W.
    - Move Md Tank 5N.
    
    Caulder Day 2:
    
    - His Md Tank must attack your capturing Infantry.
    
    Day 3:
    
    - Save here.
    - Move Rockets 1N 1W.
    - Move northernmost Infantry 1S 1W and begin capturing neutral city.
    - Move northewestern Infantry 2N 1W and join with wounded Infantry.
    - Move Will/War Tank 2N 1E and destroy enemy Missiles from the south.
    - Move Md Tank 4N 1E.
    - Move Fighter 1W 2S and destroy enemy B-copter from the west.
    - Move Bomber 4E 2N and attack easternmost laser cannon from the south.
    - Move Anti-Tank 2N 2W.
    - Move War Tank 3N.
    - Move northeastern Infantry 2N 1E.
    - Move south central Infantry 1N 1E and begin capturing neutral city.
    
    Caulder Day 3:
    
    - His 4 HP War Tank must suicide on your War Tank.
    - His Fighter must not attack your Bomber from the east.
    
    Day 4:
    
    - Attack westernmost laser cannon with Rockets.
    - Move Will/War Tank 1E 3N and attack west central laser cannon.
    - Move Md Tank 1E 3N and attack central laser cannon.
    - Move Anti-Tank 2N.
    - Move War Tank 1W 3N and attack east central laser cannon.
    - Move Fighter 2N 1E and destroy enemy B-copter from the west.
    - Move northeastern Infantry 1N.
    - Move Bomber 2S 5W.
    - Move northwestern Infantry 1E 2S.
    
    Day 5:
    
    - Destroy westernmost laser cannon with Rockets.
    - Move Will/War Tank 1S.
    - Move Md Tank 1W and destroy west central laser cannon.
    - Move War Tank 1W and destroy central laser cannon.
    - Destroy east central laser cannon with Anti-Tank.
    - Destroy enemy Fighter with your Fighter.
    - Move Bomber 5E 2N and destroy easternmost laser cannon.
    
    ===============================================================================
    
    5.0.0) TRIAL MAPS GUIDE (INCOMPLETE)
    
    ===============================================================================
    
    5.0.1) T1 - Extreme Edge
    Author: ALAKTORN
    Maximum Score: 430 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Lin
    Enemy CO(s): Waylon
    Special Condition(s): Fog of War
    
    Overview: Two T-copters (one loaded) and a Lin/B-copter are sent to Waylon's HQ
              while the Lin/B-copter provides the power score.  One T-copter is
              sacrificed in order to make the capture, while the remaining T-copter
              is used to reveal the unlucky enemy T-copter needed for destruction.
    
    Day 1:
    
    - Build T-copter in airport.
    
    Day 2:
    
    - Move T-copter 2W 2S.
    - Build Infantry in western factory.
    - Build T-copter in airport.
    
    Day 3:
    
    - Load Infantry into T-copter and move loaded T-copter 6N.
    - Move remaining T-copter 1W 5N.
    
    Day 4:
    
    - Move loaded T-copter 6N.
    - Move remaining T-copter 6N.
    - Build B-copter in airport.
    
    Day 5:
    
    - Save here.
    - Load Lin into B-copter and move Lin/B-copter 1E 5N.
    - Move loaded T-copter 2E 4N and drop Infantry east.
    - Move remaining T-copter 1E 2N.
    
    Waylon Day 5:
    
    - He must attack your southern T-copter from the west and south with Infantry.
    
    Day 6:
    
    - Move wounded T-copter 1N 1W.
    - Move remaining T-copter 1S.
    - Move Lin/B-copter 6N.
    - Move Infantry 1W and begin capturing Waylon's HQ.
    
    Day 7:
    
    - Save here.
    - Move wounded T-copter 1N 5E.
    - Destroy enemy T-copter with Lin/B-copter.
    - Finish capturing Waylon's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.2) T2 - Shade Coast
    Author: Translucent Air
    Maximum Score: 450 pts
    150-pt. time limit: 12 days
    100-pt. time limit: 25 days
    Player CO: Lin
    Enemy CO(s): Gage
    Special Condition(s): Fog of War
    
    Overview: The previous guide relied on an aerial route.  This faster strategy
              relies on two Bikes, one loaded with Lin, one Recon, and one Anti-Air
              to storm Gage's HQ.  A B-copter is deployed in order to distract
              the Duster.  The Anti-Air provides the entire power score.
    
    Day 1:
    
    - Build Bike in northern factory.
    - Build Bike in southern factory.
    
    Day 2:
    
    - Load Lin into southern Bike and move Lin/Bike 4N 1E.
    - Move remaining Bike 3N 2E.
    - Build Anti-Air in southern factory.
    - Build Recon in northern factory.
    
    Day 3:
    
    - Move Recon 3N 4E.
    - Move western Bike 5E.
    - Move remaining Bike 3E 2N.
    - Move Anti-Air 4N 2E.
    - Build B-copter in eastern airport.
    
    Gage Day 3:
    
    - He must move his T-copter within visible range of your units.
    
    Day 4:
    
    - Save here.
    - Move B-copter 6N.
    - Move Anti-Air 5E 1N and destroy enemy T-copter from the west.
    - Move southern Bike 1E 4N.
    - Move remaining Bike 2E 3N.
    - Move Recon 6N.
    
    Gage Day 4:
    
    - His Duster must attack your Recon from the east.
    
    Day 5:
    
    - Move Recon 3N 4E.
    - Move Anti-Air 4N 1E and destroy enemy Infantry from the south.
    - Move southern Bike 1E 4N.
    - Move remaining Bike 1E 2N.
    - Move B-copter 2E 2N.
    
    Gage Day 5:
    
    - His B-copter may attack either your Lin/Bike or your Recon.  Follow the guide
      labeled with your variant.
    
    Lin/Bike Day 6:
    
    - Attack enemy Infantry from the west with Recon.
    - Move Lin/Bike 2N 1E and destroy enemy Infantry from the north.
    - Move Anti-Air 2N 1E and destroy enemy B-copter from the south.
    - Move remaining Bike 2N 1E and begin capturing Gage's HQ.
    - Move B-copter 4S.
    
    Lin/Bike Day 7:
    
    - Destroy any air unit with Anti-Air.
    - Finish capturing Gage's HQ.
    
    Recon Day 6:
    
    - Destroy enemy B-copter with Anti-Air from the east.
    - Move Recon 1W 1N.
    - Move Lin/Bike 1N.
    - Move remaining Bike 2N 1E and begin capturing Gage's HQ.
    - Move B-copter 4S.
    
    Recon Day 7:
    
    - Destroy any air unit with Anti-Air.
    - Finish capturing Gage's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.3) T3 - Feline Basin
    Author: GipFace
    Maximum Score: 450 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Will
    Enemy CO(s): Lin
    Special Condition(s): None
    
    Overview: Send four Bikes to capture Lin's HQ.  Load Will into one of the Bikes
              in order to increase the offense of your Bike units and provide the
              power score.
    
    Day 1:
    
    - Build Bike in northern factory.
    - Build Bike in middle factory.
    
    Day 2:
    
    - Move northern Bike 1S 4W.
    - Move southern Bike 5W.
    - Build Bike in northern factory.
    - Build Bike in middle factory.
    
    Day 3:
    
    - Move westernmost Bike 2W 1N.
    - Move western Bike 3W and begin capturing Lin's HQ.
    - Move northern Bike 1S 4W.
    - Load Will into remaining Bike and move Bike 5W.
    
    Day 4:
    
    - Continue capturing Lin's HQ.
    - Join wounded Bike with wounded Bike on HQ.
    - Move Will/Bike 3W and destroy enemy Infantry from the south.
    - Move remaining Bike 2W 1S and destroy enemy Infantry from the east.
    
    Day 5:
    
    - Finish capturing Lin's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.4) T4 - Metro Island
    Author: swifty
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Will
    Enemy CO(s): Isabella
    Special Condition(s): None
    
    Overview: Two Tanks, one Will/Tank, and one Anti-Air escort one Infantry to
              Isabella's HQ.  Will's CO power needs to be charged in order to
              maneuver the Infantry to the HQ.
    
              The power score is obtained by destroying everything in your path.
    
              Isabella must follow two specific build orders in order for this to
              work.
    
    Day 1:
    
    - Build Tank in southeast factory.
    - Build Infantry in southwest factory.
    
    Day 2:
    
    - Load Will into Tank and move Will/Tank 4E.
    - Move Infantry 2E.
    
    Day 3:
    
    - Move Will/Tank 3E.
    - Move Infantry 2E.
    - Build Tank in southeast factory.
    - Build Anti-Air in southwest factory.
    
    Day 4:
    
    - Destroy enemy Infantry from the west with Will/Tank.
    - Move Infantry 1E.
    - Move Tank 4E.
    - Move Anti-Air 4E 1N.
    - Build Tank in southeast factory.
    
    Isabella Day 4:
    
    - Isabella must build an Infantry and Mech.
    
    Day 5:
    
    - Save here.
    - Move Anti-Air 3E 1N and destroy enemy Infantry from the west.
    - Move eastern Tank 3E 1N and destroy enemy Infantry from the west.  Reload if
      this does not happen.
    - Move remaining Tank 4E.
    - Move Infantry 1E 1N.
    
    Isabella Day 5:
    
    - Isabella must build an Infantry and Md Tank.
    
    Day 6:
    
    - Move Anti-Air 3E 2S and destroy enemy Mech from the west.
    - Move Will/Tank 1S 3E and attack enemy Artillery from the south.
    - Move eastern Tank 3S 3E.
    - Move remaining Tank 4E.
    - Move Infantry 2E 1S.
    
    Day 7:
    
    - Save here.
    - Move Anti-Air 2E 2N and destroy Infantry from the north.  Reload if this does
      not happen.
    - Move Will/Tank 2E and use CO power.
    - Move wounded Tank 2E 1N and join with Will/Tank.
    - Move remaining Tank 3E and attack Isabella/Tank from the west.
    - Move Infantry 4E 1N and begin capturing Isabella's HQ.
    
    Day 8:
    
    - Finish capturing Isabella's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.5) T5 - Eerie Lake
    Author: Blackbird
    Maximum Score: 450 pts
    150-pt. time limit: 12 days
    100-pt. time limit: 25 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: The new D2D for this trial map is a lot easier.  It's also faster by
              one day.  Essentially, bait the enemy units to the north while a
              lone Bike makes its way towards the HQ.  An Anti-Air unit will
              provide the power score.
    
    Day 1:
    
    - Build Recon in northern factory.
    - Build Bike in southern factory.
    
    Day 2:
    
    - Move Recon 1E 5N.
    - Move Bike 2S 3E.
    - Build Gunboat in port.
    
    Day 3:
    
    - Move Recon 3N 5E.
    - Move Bike 4E 1N.
    - Move Gunboat 1E 6N.
    - Build Anti-Air in northern factory.
    
    Day 4:
    
    - Save here.
    - Move Recon 1N 3E.
    - Move Anti-Air 1E 5N.
    - Move Gunboat 4E 3N.
    - Move Bike 3E 2N.
    
    Enemy Day 4:
    
    - Enemy Infantry will either attack your Recon from the woods or ignore it.
    
    Day 5:
    
    - Move Recon 4W 1S.
    - Move Anti-Air 3E 3N.
    - Move Bike 2E 3N.
    
    Enemy Day 5:
    
    - Enemy must not build Md Tank near the HQ.
    
    Day 6:
    
    - Move Anti-Air 3E and destroy any enemy Infantry on the road.
    - Move Recon 1N 2E.
    - Retreat Gunboat.
    - Move Bike 4N and begin capturing enemy HQ.
    
    Day 7:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.6) T6 - Clear Island
    Author: Translucent Air
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Gage
    Enemy CO(s): Greyfield
    Special Condition(s): None
    
    Overview: Three Recons, one loaded with Gage, rush Greyfield's HQ in order to
              clear a path for the capturing Infantry.  The Gage/Recon serves as a
              distraction, and when it is destroyed, is immediately redeployed in
              order to provide the power score.
    
    Day 1:
    
    - Build Gunboat in northern port.
    - Build Infantry in either northern factory.
    - Build Recon in either eastern factory.
    
    Day 2:
    
    - Move Recon 6E.
    - Load Infantry into Gunboat and move Gunboat 1N 6E.
    - Build Recon in northeastern factory.
    - Build Recon in southeastern factory.
    
    Day 3:
    
    - Move Gunboat 5E.
    - Move easternmost Recon 4E 2S.
    - Load Gage into southern Recon and move Gage/Recon 6E.
    - Move remaining Recon 2S 5E.
    
    Day 4:
    
    - Save here.
    - Move Gage/Recon 3E 1S and destroy enemy Infantry from the south.  If this
      does not happen, reload.
    - Move southern Recon 1W 2N.
    - Move remaining Recon 7E 1N.
    - Move Gunboat 2E 1S and drop Infantry east.
    
    Greyfield Day 4:
    
    - His War Tank should attack your Gage/Recon.
    - His Infantry should be 1E of his War Tank.
    - Another Infantry must have attacked your Gage/Recon.
    
    Day 5:
    
    - If the above happens, save here.
    - Move Gage/Recon 3N 4E.
    - Destroy enemy Rockets with remaining Recons from the east and south.  If it
      is not destroyed, reload.
    - Move Infantry 1S and begin capturing Greyfield's HQ.
    - Build Anti-Air in southeastern factory.
    
    Day 6:
    
    - Load Gage into Anti-Air and destroy enemy Infantry with Gage/Anti-Air.
    - Finish capturing Greyfield's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.7) T7 - Tatter River
    Author: -STL-
    Maximum Score: 450 pts
    150-pt. time limit: 25 days
    100-pt. time limit: 50 days
    Player CO: Waylon
    Enemy CO(s): Tasha, Gage, Lin
    Special Condition(s): None
    
    Overview: The updated version captures Gage's HQ in nine days.  Tasha still has
              the same idea: send two T-copters and four Infantry to her HQ, 
              allowing you to capture it in six days.  Gage gets one loaded
              T-copter and Duster because he leaves his HQ wide open for the kill.
              After the two COs are taken out, finishing Lin should be a matter of
              Bomber and Fighter spam.
    
              It is recommended that you use a Fighter/Waylon instead of a
              Bomber/Waylon because you will be using Waylon's CO power frequently
              in order to protect your air force.  When your air units take 2-3 HP
              of damage after activating his CO power, you will indeed be WHALIN'.
    
    Day 1:
    
    - Build Infantry in easternmost factory.
    - Build Infantry in next easternmost factory.
    - Build T-copter in eastern airport.
    
    Day 2:
    
    - Load Infantry into T-Copter, move T-copter 5E 1N, and drop Infantry east.
    - Move remaining Infantry 3E.
    - Build Infantry in easternmost factory.
    - Build Infantry in next easternmost factory.
    - Build T-copter in eastern airport.
    
    Day 3:
    
    - Move easternmost Infantry 3E.
    - Load next easternmost Infantry into T-copter, move T-copter 6E, and drop
      Infantry east.
    - Load Infantry into T-Copter, move T-copter 5E 1N, and drop Infantry east.
    - Move remaining Infantry 3E.
    - Build Infantry in easternmost factory.
    - Build T-copter in eastern airport.
    
    Day 4:
    
    - Move easternmost Infantry 1E 2S.
    - Load next easternmost Infantry into T-copter, move T-copter 6E, and drop
      Infantry north.
    - Move next easternmost Infantry 3E.
    - Load eastern Infantry into T-copter, move T-copter 6E, and drop Infantry
      north.
    - Load remaining Infantry into T-copter, move T-copter 6S, and drop Infantry
      south.
    
    Day 5:
    
    - Begin capturing Tasha's HQ.
    - Move easternmost T-copter 2N.
    - Move easternmost Infantry 3S.
    - Load next easternmost Infantry into T-copter, move T-copter 5E, and drop
      Infantry north.
    - Load remaining Infantry into T-copter, move T-copter 6S, and drop Infantry
      north.
    - Build Duster in eastern airport.
    
    Day 6:
    
    - Finish capturing Tasha's HQ.
    - Move Duster 6S 2W.
    - Load southernmost Infantry into T-copter, move T-copter 5W 1N, and drop
      Infantry east.
    - You must build at least two Infantry near your HQ.
    - Build remaining units at your discretion.
    
    Day 7:
    
    - Load southernmost Infantry into T-copter, move T-copter 5S, and drop
      Infantry west.
    - Move Duster 4S 2W.
    - Build units at your discretion.
    
    Day 8:
    
    - Begin capturing Gage's HQ.
    - Move Duster 2W 6S.
    - Build units at your discretion.
    
    Day 9:
    
    - Finish capturing Gage's HQ.
    
    You can finish Lin at your leisure, but remember that the time limit is 25
    days for the perfect speed score.
    
    Load Waylon into a Duster.  It has better movement than a Bomber and you want
    to keep him in a unit that is not likely to attack every day because his CO
    power is downright terrifying on this map.  It gives your air units ridiculous
    staying power, allowing you to fly your entire force into the enemy HQ and
    basically shrug off any counterattack.
    
    I like to use two loaded T-copters on Lin in  case one Infantry gets damaged
    on the drop-off or during the capture.  You may be able to get away with one,
    but it means you will need more air units to serve as shields.
    
    You ought to keep one Fighter in the skies because Lin will build Dusters to
    save her own skin.
    
    Keep your Bombers alive and healthy.  The more Veteran Bombers in your air
    force, the better.  Veteran Bomber + Waylon CO zone = 97% damage to enemy
    Anti-Air on factory.  This is important if you want to finish the map with as
    few casualties as possible.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.8) T8 - D-Island
    Author: x0_000
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Isabella
    Enemy CO(s): Tasha
    Special Condition(s): None
    
    Overview: Use an Artillery to break the plasma wall separating you and Tasha.
              Use a combination of an Artillery, Anti-Air, Rig, and Bike to
              protect the capturing Isabella/Infantry.
    
    Day 1:
    
    - Build Artillery in eastern factory.
    
    Day 2:
    
    - Move Artillery 3S.
    - Build Infantry in western factory.
    - Build Bike in eastern factory.
    
    Day 3:
    
    - Load Isabella into Infantry and move Isabella/Infantry 1E 2S.
    - Move Bike 2S.
    - Attack meteor with Artillery.
    - Build Anti-Air in western factory.
    
    Day 4: 
    
    - Destroy meteor with Artillery.
    - Move Bike 2S.
    - Move Infantry 2S 1W.
    - Move Anti-Air 1E 3S.
    - Build Rig in western factory.
    
    Day 5:
    
    - Move Infantry 1S 1E.
    - Move Artillery 1S 3W.
    - Move Anti-Air 1S.
    - Move Bike 2W.
    - Move Rig 1E 3S.
    
    Day 6: 
    
    - Move Infantry 2S and begin capturing Tasha's HQ.
    - Move Anti-Air 2S 1E and destroy enemy Infantry from the north.
    - Move Artillery 1S 1E
    - Move Bike 3S
    - Move Rig 5S.
    
    Day 7:
    
    - Finish capturing Tasha's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.0.9) T9 - Hourglass
    Author: Translucent Air
    Maximum Score: 445 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 11 days
    Player CO: Gage
    Enemy CO(s): Lin
    Special Condition(s): Fog of War
    
    Overview: Using a Gage/Tank to boost the offense of your units, take the fight
              to the middle of the map and keep destroying Lin's forces as they
              enter your line of sight.  Like many of the maps, a bit of luck is
              involved in destroying some of Lin's units.
    
    Day 1:
    
    - Move eastern Tank 2N.
    - Move Artillery 1W 4S.
    - Move remaining Tank 4S.
    - Move westernmost Infantry 1N.
    - Move western Mech 1S 1W.
    - Move western Infantry 1E 2S and begin capturing neutral city.
    - Move remaining Infantry 1S.
    - Move remaining Mech 1W.
    
    Day 2:
    
    - Save here.
    - Move westernmost Infantry 3N and launch silo.  Target the enemy Bike.
    - Load Gage into Tank, move Gage/Tank 1W 5S and destroy enemy Tank from the
      north.  Reload if this does not happen.
    - If the above happened, save here.
    - Destroy enemy Infantry from the north with Tank.  Reload if this does not
      happen.
    - Destroy enemy Infantry with Artillery.
    - Move western Mech 2S and begin capturing neutral radar.
    - Finish capturing neutral city.
    - Move remaining Infantry 2S.
    - Move remaining Mech 1W 1S.
    
    Day 3:
    
    - Save here.
    - Destroy enemy Tank from the north with Gage/Tank.  Reload if this does not
      happen.
    - Destroy enemy Infantry from the north with Tank.
    - Destroy enemy Infantry with Artillery.
    - Finish capturing neutral radar.
    - Move remaining Mech 2S.
    - Move northernmost Infantry 3S.
    - Move northern Infantry 1N.
    - Move wounded Infantry 1N.
    - Save here.
    
    Lin Day 3:
    
    - It is recommended, but not necessary that her western Mech has 7 HP left.
    
    Day 4:
    
    - Move western Mech 1N.
    - Move Gage/Tank 1S 2W and DESTROY enemy Mech from the north.  Reload if this
      does not happen.
    - If the above happened, save here.
    - Destroy enemy Tank with Artillery.  Reload if this does not happen.
    - Attack enemy Mech from the north with Tank.
    - Move northernmost Infantry 2E 1S.
    - Move northern Infantry 2S.
    - Move wounded Infantry 1W.
    - Move remaining Mech 1N 1E.
    
    Lin Day 4:
    
    - It is recommended, but not necessary that your Tank has 8 HP left.
    
    Day 5:
    
    - Save here.
    - Attack enemy Md Tank with Artillery.
    - Destroy enemy Md Tank from the west with Tank.  Reload if this does not
      happen.
    - Move Gage/Tank 1E 2S and destroy enemy Bike from the west.
    - Move southeastern Infantry 2W 1S.
    - Move southern Infantry 1W 2S and join with wounded Infantry.
    - Move western Mech 2E.
    - Move remaining Mech 1W and join with wounded Mech.
    - Move remaining Infantry 2S.
    
    Day 6:
    
    - Move northern Infantry 2W.
    - Move Mech 1S and destroy enemy Bike from the north.
    - Destroy enemy Mech with Artillery.
    - Move remaining Infantry 3S.
    - Destroy enemy Artillery with remaining Tank and Gage/Tank.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.0) T10 - Blade Isles
    Author: Translucent Air
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Build a Recon to distract the enemy B-copter while a loaded T-copter
              rushes for the enemy HQ.  A Fighter will provide the power score and
              serve as bait.
    
              This strategy requires a specific unit build on Day 6.
    
    Day 1:
    
    - Build Recon in western factory.
    
    Day 2:
    
    - Move Recon 8W.
    - Build T-copter in airport.
    - Build Infantry in any factory.
    
    Day 3:
    
    - Move Recon 4W.
    - Load Infantry into T-copter and move T-copter 6W.
    
    Day 4:
    
    - Move T-copter 6W.
    - Build Fighter in airport.
    
    Day 5:
    
    - Move T-copter 6W and drop Infantry north.
    - Move Fighter 3N 4W and destroy enemy T-copter from the north.
    
    Enemy Day 5:
    
    - ONLY a T-copter must be built.
    
    Day 6:
    
    - Begin capturing enemy HQ.
    - Move all units outside of enemy attack range.
    
    Day 7:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.1) T11 - Star Islands
    Author: GipFace
    Maximum Score: 410 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Penny
    Enemy CO(s): Greyfield
    Special Condition(s): Fog of War, Rain
    
    Overview: One loaded T-copter captures Greyfield's HQ while a Flare and a
              Penny/B-copter combination protects your HQ and provides the power
              score.
    
              Greyfield never had a chance.
    
    Day 1:
    
    - Build Infantry in southern factory.
    
    Day 2:
    
    - Move Infantry 1W and begin capturing airport.
    
    Day 3:
    
    - Finish capturing airport.
    
    Day 4:
    
    - Move Infantry 1N.
    - Build T-copter in airport.
    - Build Flare in northern factory.
    
    Day 5:
    
    - Load T-copter with Infantry and move T-copter 6E.
    - Move Flare 1N.
    - Build B-copter in airport.
    
    Day 6:
    
    - Move T-copter 6E.
    - Load Penny into B-copter and move Penny/B-copter 6E.
    
    Day 7:
    
    - Move T-copter 2E 3S and drop Infantry E.
    - Fire Flare 5E of its current position.
    - Move Penny/B-copter 2E 4N and destroy enemy T-copter from the south.
    
    Day 8:
    
    - Begin capturing Greyfield's HQ.
    - Move Penny/B-copter 2W and attack enemy Infantry from the south.
    
    Day 9:
    
    - Destroy enemy Infantry with Penny/B-copter.
    - Finish capturing Greyfield's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.2) T12 - Intricate Map
    Author: Primum Mobile
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Tasha
    Enemy CO(s): Greyfield
    Special Condition(s): None
    
    Overview: The improved strategy uses two Mechs, a Gunboat, and an Anti-Air.
              The two Mechs capture Greyfield's HQ while the Gunboat prevents
              Greyfield from reinforcing his HQ and goads him into building a Sub.
              Let the Tasha/Anti-Air wreck his soldiers for the power score.
    
    Day 1:
    
    - Build Mech in factory.
    
    Day 2:
    
    - Move Mech 1E 1S.
    - Build Mech in factory.
    - Build Gunboat in southern port.
    
    Day 3:
    
    - Move Gunboat 6E 1N.
    - Move eastern Mech 2E.
    - Move remaining Mech 1E 1S.
    - Build Anti-Air in factory.
    
    Day 4:
    
    - Load Tasha into Anti-Air and move Tasha/Anti-Air 5N 1E.
    - Move eastern Mech 2E.
    - Move remaining Mech 2E.
    - Move Gunboat 3E 4N.
    
    Greyfield Day 4:
    
    - Greyfield must build an Infantry in his factory.
    
    Day 5:
    
    - Begin capturing Greyfield's HQ with easternmost Mech.
    - Move Gunboat 1E.
    - Move remaining Mech 2E.
    - Move Tasha/Anti-Air 3E and destroy enemy Bike from the west.
    
    Day 6:
    
    - Continue capturing Greyfield's HQ.
    - Join wounded Mech with healthy Mech.
    - Move Gunboat 6W 1S.
    - Destroy any enemy soldier with Tasha/Anti-Air.
    
    Day 7:
    
    - Finish capturing Greyfield's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.3) T13 - V for Victory!
    Author: Lee Eric Kirwan
    Maximum Score: 450 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Isabella
    Enemy CO(s): Tabitha, Penny
    Special Condition(s): None
    
    Overview: Selectively destroy Tabitha's and Penny's units to maintain a high
              power score while keeping your units in one piece for the technique
              score.  An Isabella/Infantry helps provide the offense needed for
              the job, though a significant amount of offensive and defensive luck
              is needed.  You will need a considerable amount of saving and
              reloading in order to pull off the perfect score.
    
              For reference, Tabitha is Blue and Penny is Yellow.
    
    Day 1:
    
    - Move Artillery 3N 1E.
    - Move Infantry 1W.
    - Move western Tank 1W 3N.
    - Move remaining Tank 1E 3N.
    - Move westernmost Mech 2N.
    - Move western Md Tank 1S.
    - Move next westernmost Mech 1W.
    - Move western Mech 1E 1N.
    - Move remaining Md Tank 1W.
    - Move remaining Mech 1N.
    
    Tabitha Day 1:
    
    - Her Tank will attack Infantry your Tank from the north.  Your Tank must
      deal at least 2.5 HP of damage in the counterattack.
    
    Day 2:
    
    - Load Isabella into Infantry and move Isabella/Infantry 3N.
    - DESTROY Blue Tank with your Artillery.  If this does not happen, reload.
    - If the above happened, save here.
    - Move western Tank 2S 1E.
    - Move remaining Tank 2S 2W and join with wounded Tank.
    - Move western Md Tank 3N and destroy Yellow Tank from the west.  If this does
      not happen, reload.
    - Move southeastern Mech 1N 1E.
    
    Tabitha Day 2:
    
    - Her Recon must attack your easternmost Mech.  Your Mech must have 6 HP left.
      If this does not happen, reload.
    
    Day 3:
    
    - If the above happened, save here.
    - Destroy Yellow Mech with Artillery.
    - Move southwestern Mech 1N 1W and DESTROY enemy Recon from the south.  If
      this does not happen, reload.
    - If the above happened, save here.
    - Move eastern Md Tank 3W 2N and attack Yellow mech from the south.  Yellow's
      Mech should have 1 HP afterwards.
    - Destroy Blue Recon from the south with easternmost Mech.  If this does not
      happen, reload.
    - Move eastern Mech 1E and join with wounded Mech.
    - Move remaining Md Tank 1S 3E and destroy Blue Mech from the south.
    
    Penny Day 3:
    
    - Her Mech must NOT attack your Md Tank.
    
    Day 4:
    
    - If the above happened, save here.
    - Destroy Blue Infantry with easternmost Mech from the south.
    - Use CO Power with Isabella/Infantry.
    - Destroy 10 HP Yellow Mech with Artillery.
    - Move eastern Md Tank 4W 2N and DESTROY Yellow Mech from the south.  If this
      does not happen, reload.
    - If the above happened, save here.
    - Move remaining Md Tank 4E 1S and destroy Blue Infantry from the south.
    - Move westernmost Mech 2N 1W and destroy Yellow Mech from the north.
    - Move western Mech 4E and join with wounded Mech.
    
    Tabitha Day 4:
    
    - Her Mech will attack your eastern Mech.  Your Mech must have 7 HP left.
    - Her units must not attack your eastern Md Tank.
    
    Penny Day 4:
    
    - Her Infantry will attack your western Mech.  Your Mech must have 7 HP left.
    - Her units must not attack your western Md Tank.
    
    Day 5:
    
    - If the above happens, save here.
    - Destroy 10 HP Blue Mech with Artillery.
    - Move Tank 2E 2N and destroy Blue Mech from the west.
    - Move eastern Md Tank 2N 2E and attack Blue Mech from the north.
    - Move eastern Mech 1N and destroy Blue Mech from the west.
    - Move Isabella/Infantry 2W 1N.
    - Destroy 10 HP Yellow Infantry with remaining Md Tank from the south.
    - Destroy Yellow Infantry with eastern Mech from the south.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.4) T14 - Fragment Isles
    Author: swifty
    Maximum Score: 450 pts
    150-pt. time limit: 15 days
    100-pt. time limit: 30 days
    Player CO: Penny
    Enemy CO(s): Isabella, Lin, Brenner
    Special Condition(s): None
    
    Overview: Control Penny as she takes on three members of the 12th Battalion in
              this free-for-all.  Take advantage of their in-fighting and capture
              Brenner's HQ with two Dusters and two loaded T-copters.  Use
              these forces coupled with three Bombers to capture the remaining HQs.
    
              There are a number of ways this strategy can fail, thanks to the fact
              Lin and Isabella like to send Dusters and B-copters to the middle,
              making this more difficult.  At the very least, this guide ensures
              that Brenner's HQ is yours in 11 days.  Use your funds advantage to
              pummel Isabella and Lin into submission.
    
              For reference, Isabella is Blue, Lin is Yellow, and Brenner is Black.
    
    Day 1:
    
    - Build nothing.
    
    Day 2:
    
    - Build Duster in northern airport.
    
    Day 3:
    
    - Move Duster 8E.
    - Build Duster in northern airport.
    
    Day 4:
    
    - Move eastern Duster 6E.
    - Move remaining Duster 4E.
    - Build T-copters in both airports.
    
    Brenner Day 4:
    
    - Brenner must build an Anti-Air in his easternmost factory.
    
    Day 5:
    
    - Move eastern Duster 3W 3N.
    - Move remaining Duster 5E 3N.
    - Move northern T-copter 6E.
    - Move southern T-copter 4E 2N.
    
    Day 6:
    
    - Attack Black Infantry with western Duster from the west.
    - Destroy Black Infantry with eastern Duster from the east.
    - Move eastern T-copter 2E 3N.
    - Move remaining T-copter 3E 3N.
    
    Day 7:
    
    - If available, attack Black Infantry with western Duster, then destroy it with
      the eastern Duster.  If not, destroy Black T-copter with eastern Duster.
    - Move eastern T-copter 3E 3N.
    - Move remaining T-copter 2E 3N.
    - Build Bomber in northern airport.
    
    Day 8:
    
    - If available, destroy Black T-copter with eastern Duster.
    - Move eastern T-copter 4N.
    - Move remaining T-copter 4N.
    - Move Bomber 5E 2N.
    - Build Infantry in both factories.
    
    Enemy Day 8:
    
    - If either Infantry is attacked, restart.
    
    Day 9:
    
    - Move Bomber 2E 3N and destroy enemy unit from the south.
    - Move western Duster 2W 3N.
    - Move remaining Duster north and west, out of enemy attack range.
    - Load western Infantry into T-copter, move T-copter 6S, and drop Infantry
      south.
    - Load eastern Infantry into T-copter, move T-copter 6S, and drop Infantry
      south.
    - Build Bomber in northern airport.
    
    Day 10:
    
    - Begin capturing Brenner's HQ.
    - Remaining unit movement is at your discretion.
    
    Day 11:
    
    - Finish capturing Brenner's HQ.
    - Remaining unit movement is at your discretion.
    - Build Bomber in the southern one of the two northeast airports.
    
    Penny must be loaded in the Bomber built on day 11.  This one is used to
    destroy the Anti-Air units located near Lin's HQ.  The other units can be used
    to capture Isabella's HQ.
    
    If you want the perfect score, you have only four days to capture the remaining
    enemy HQs.  Isabella's HQ can be captured by day 13, and Lin's HQ can be
    captured by day 15.
    
    If you're simply concerned with finishing the map, capturing Brenner's HQ
    should provide enough funds to rout the other COs.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.5) T15 - Jay Islands
    Author: N/A
    Maximum Score: 450 pts
    150-pt. time limit: 30 days
    100-pt. time limit: 60 days
    Player CO: Gage
    Enemy CO(s): Greyfield, Waylon, Tabitha
    Special Condition(s): Fog of War
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.6) T16 - Pentagram
    Author: Translucent Air
    Maximum Score: 441 pts
    150-pt. time limit: 6 days
    100-pt. time limit: 12 days
    Player CO: Lin
    Enemy CO(s): Brenner
    Special Condition(s): None
    
    Overview: Use Lin's CO zone to quickly destroy Brenner's units with your
              pre-deployed forces.  The Md Tank handles most of them, while the
              Artillery wipes out the Md Tank and Mech.  Your Mechs will take care
              of the Anti-Tank.  A Bomber must be built in order to deal with
              the War Tank.
    
              Getting the enemy to cooperate on the first day is the trickiest part
              of the guide.  Once that is settled, the rest of the guide goes
              relatively smoothly for the most part.
    
    Day 1:
    
    - Move northern Mech 1N and begin capturing neutral airport.
    - Move Tank 2W 1N.
    - Attack northeastern Infantry with Artillery.
    - Move Md Tank 1N 1E and destroy enemy Infantry from the south.
    - Move remaining Mech 1W.
    - Move B-copter 3W 3S and attack enemy Tank from the north.  Your B-copter
      must not take any damage in the counterattack.
    
    Brenner Day 1:
    
    - Brenner must attack your Artillery AND Mech with his two Infantry.
    
    Day 2:
    
    - If the above happens, save here.
    - Finish capturing neutral airport.
    - Destroy enemy Tank with B-copter from the north.
    - Load Lin into Mech and move Lin/Mech 1N.
    - Move Artillery 1E 1S.
    - Move Tank 1E 3S.
    - Move Md Tank 2W and destroy enemy healthy Infantry.
    
    Day 3:
    
    - Destroy enemy Infantry with Md Tank.
    - Move Artillery 1W 2N.
    - Move northern Mech 1E.
    - Move Lin/Mech 1N.
    - Move B-copter 1S and attack enemy Tank from the west.
    
    Day 4:
    
    - Save here.
    - Destroy enemy Tank with B-copter from the west.  Reload if this does not
      happen.
    - Move Tank 2E 2S and attack meteor.
    - Move eastern Mech 1S.
    - Move Md Tank 1N 2E and destroy enemy Infantry from the west.
    - Destroy enemy Mech with Artillery.
    - Move Lin/Mech 2E and attack enemy Anti-Tank from the west.
    
    Day 5:
    
    - Move Md Tank 3E and destroy enemy Anti-Tank from the south.
    - Move Lin/Mech 2W.
    - Move Mech 1W 1N and join with Lin/Mech.
    - Attack enemy Md Tank with Artillery.
    - Move B-copter 3E 3N.
    - Move Tank 2N 2W.
    
    Day 6:
    
    - Save here.
    - Move Tank 1N.
    - Move B-copter 5N.
    - Destroy enemy Md Tank with Artillery.
    - Move Lin/Mech 1S 1W.
    - Move Md Tank 4W 1S.
    - Build Bomber in airport.
    
    Enemy Day 6:
    
    - His War Tank must attack your B-copter.
    
    Day 7:
    
    - If the above happens, save here.
    - Destroy enemy Infantry with Artillery.
    - Destroy enemy Tank with Md Tank.
    - Use CO power.
    - Destroy enemy War Tank with Bomber.  Reload if this does not happen.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.7) T17 - Coast Assault
    Author: Kireato
    Maximum Score: 418 pts
    150-pt. time limit: 2 days
    100-pt. time limit: 5 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Manipulate the AI in a manner that leaves his HQ relatively
              undefended.  A significant amount of luck is needed.  If the AI
              refuses to cooperate, restart the map entirely.  It seems to help.
    
    Day 1:
    
    - Move western Bomber 5E 1S and destroy enemy Mech from the north.
    - Move eastern Bomber and destroy enemy Artillery from the north.  If this does
      not happen, restart.
    - Load eastern Infantry into Lander, move Lander 2S 1E and drop Infantry
      west.
    - Save here.
    - Move Duster 1S 1W.
    - Move western Md Tank 1E into Lander, move Lander 2S 2W and drop Md Tank
      south.
    - Move B-ship 3W 1N and attack enemy Rockets.
    - Move western Md Tank 4E.
    
    Enemy Day 1:
    
    - He must not destroy any of your units.
    - Enemy Anti-Air must attack western Bomber from the south.
    
    Day 2:
    
    - If the above happened, save here.
    - Move B-ship and destroy enemy Rockets.
    - Move healthy Bomber 1W 1S and destroy enemy Mech from the west.
    - Move wounded Bomber 3S.
    - Move Duster 5E 1S.
    - Move southern Infantry 3S and begin capturing enemy HQ.
    - Load wounded Md Tank into wounded Lander and move Lander 2N 1E.
    - Move wounded Tank 1E.
    
    Day 3:
    
    - Finish caputuring enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.8) T18 - Cat Island
    Author: GipFace
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Tabitha
    Enemy CO(s): Tasha
    Special Condition(s): None
    
    Overview: Load a Rig with an Infantry and make your way to the HQ while
              destroying everything in your path with a Tabitha/Tank.  This is
              quite possibly the most reliable strategy in the entire guide.
    
    Day 1: 
    
    - Build Rig in southeast factory.
    
    Day 2:
    
    - Move Rig 2E 1N.
    - Build Infantry in southeast factory.
    
    Day 3:
    
    - Load Rig with Infantry and move Rig 6E.
    - Build Tank in southeast factory.
    
    Day 4:
    
    - Move Rig 1E 2N and drop Infantry west.
    - Load Tabitha into Tank, move Tabitha/Tank 1N 5E, and destroy enemy Bike from
      the south.
    
    Day 5:
    
    - Begin capturing Tasha's HQ.
    - Move Tabitha/Tank 5E 1N and destroy enemy Tank from the south.
    
    Day 6:
    
    - Finish capturing Tasha's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.1.9) T19 - Ground Clash
    Author: swifty
    Maximum Score: 450 pts
    150-pt. time limit: 6 days
    100-pt. time limit: 12 days
    Player CO: Waylon
    Enemy CO(s): Isabella
    Special Condition(s): None
    
    Overview: With creative use of your predeployed force, send one loaded T-copter
              to Isabella's HQ while using the Bomber and a Waylon/Duster to clear
              the path.  Use the Landers and Infantry to manipulate her AI.  As
              usual, a bit of luck is required to pull this off.
    
    Day 1:
    
    - Move Bomber 3N 4W.
    - Buil T-copter in airport.
    - Load all Infantry except the southwestern Infantry into their respective
      Landers.
    - Load southwestern Infantry into T-copter.
    - Move easternmost Lander 4N and drop Infantry north and west.
    - Move westernmost Lander 5W.
    - Move next westernmost Lander 3W.
    - Move western Lander 2W.
    
    Day 2:
    
    - Move Bomber 5N.
    - Load wounded Infantry into easternmost Lander and move Lander 1E 1N.
    - Move northern Infantry 1N.
    - Move eastern Lander 1E 4N and drop Infantry north and west.
    - Move T-copter 6N.
    - Build Duster in airport.
    
    Day 3:
    
    - Save here.
    - Move Bomber 4N 3E and destroy enemy Missile from the west.
    - Load Waylon into Duster and move Waylon/Duster 8N and attack enemy Infantry
      from the south.  Waylon/Duster MUST deal 7 HP of damage.
    - Move T-copter 1N.
    - Load one wounded Infantry into easternmost Lander and move Lander 2N.
    - Load remaining wounded Infantry into eastern Lander.
    - Move westernmost Lander 4N and drop Infantry north.
    
    Isabella Day 3:
    
    - Isabella must place her Artillery units 2E and 1N 1E of Waylon/Duster.
    - Isabella's 3 HP Infantry must move 2W 1S and attack your Infantry.  It will
      die in the counterattack.
    
    Day 4:
    
    - Move Bomber 1S 1E and destroy Infantry from the south.
    - Move Waylon/Duster 4N 1W.
    - Move T-copter 6N and drop Infantry north.
    - Move easternmost Lander 2S.
    - Move next easternmost Lander 1E 2N.
    - Move next easternmost Lander 2N.
    - Move southern Lander 5N and drop Infantry east.
    
    Isabella Day 4:
    
    - Isabella must not destroy your south central infantry.
    
    Day 5:
    
    - Move Bomber 1N 2E and destroy Rockets from the north.
    - Move Waylon/Duster 2E.
    - Move T-copter 3N 3E.
    - Load 1 HP Infantry into nearby Lander and move that Lander 2S.
    - Move northeasternmost Lander 3S.
    - Move southern Lander 1S.
    - Move Infantry 1N 1E and begin capturing Isabella's HQ.
    
    Day 6:
    
    - Finish capturing Isabella's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.0) T20 - Slime Cove
    Author: Dragon Fogel
    Maximum Score: 450 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Brenner
    Enemy CO(s): Lin
    Special Condition(s): None
    
    Overview: Send two Anti-Airs, one loaded with Brenner, to Lin's factory for the
              rout.  Luck is needed to pull this off, but the payoff is worth the
              wait.
    
    Day 1:
    
    - Build Anti-Air in factory.
    
    Day 2:
    
    - Move Anti-Air 6E.
    - Build Anti-Air in factory.
    
    Day 3:
    
    - Move eastern Anti-Air 1S 4E and destroy enemy Bike from the west.
    - Load Brenner into Anti-Air and move Brenner/Anti-Air 6E.
    
    Day 4:
    
    - Move Brenner/Anti-Air 5E 1S.
    - Move Anti-Air 4E and destroy enemy Infantry from the east.
    
    Lin Day 4:
    
    - Lin must build a Mech in her factory.
    - NOTHING ELSE MUST BE BUILT.
    
    Day 5:
    
    - Move Brenner/Anti-Air 1N 3E and destroy enemy Mech from the east.
    - Destroy enemy Infantry from the west with remaining Anti-Air.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.1) T21 - Duo Falls
    Author: Dragon Fogel
    Maximum Score: 450 pts
    150-pt. time limit: 7 days
    100-pt. time limit: 15 days
    Player CO: Gage
    Enemy CO(s): Forsythe
    Special Condition(s): None
    
    Overview: One loaded T-copter rushes the HQ while a Bike distracts Forsythe's
              forces.  A Gage/Fighter and War Tank provides the power score.
    
    Day 1:
    
    - Build Bike in central factory.
    - Build Infantry in eastern factory.
    - Build T-copter in eastern airport.
    
    Day 2:
    
    - Move Bike 2S 3E and begin capturing neutral airport.
    - Load Infantry into T-copter and move T-copter 6E.
    - Build War Tank in central factory.
    
    Day 3:
    
    - Finish capturing neutral airport.
    - Move T-copter 6E.
    - Move War Tank 2S 2E.
    
    Day 4:
    
    - Save here.
    - Move Bike 2N 1E and begin capturing neutral city.
    - Move T-copter 6E.
    - Move War Tank 2E 1N.
    - Build Fighter in central airport.
    
    Forsythe Day 4:
    
    - Forsythe must destroy your Bike with Anti-Air and B-copter.
    
    Day 5:
    
    - Save here if the above happens.
    - Load Gage into Fighter and move Gage/Fighter 2E 1N and destroy enemy B-copter
      from the south.
    - Move War Tank 1N and destroy enemy Anti-Air from the south.
    - Move T-copter 1N 4E and drop Infantry east.
    
    Forsythe Day 5:
    
    - Forsythe must build a Duster in his eastern airport.
    - Forsythe must move his Infantry north in a location where he cannot attack
      his HQ.
    - Forsythe must not move his Anti-Air towards his HQ.
    
    Day 6:
    
    - Move Infantry 2N 1W and begin capturing Forsythe's HQ.
    - Destroy enemy Duster with Gage/Fighter.
    - Destroy any unit with your War Tank.
    
    Day 7:
    
    - Destroy any units with your War Tank and Gage/Fighter.
    - Finish capturing Forsythe's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.2) T22 - Peril Maze
    Author: DTaeKim
    Maximum Score: 450 pts
    150-pt. time limit: 25 days
    100-pt. time limit: 50 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Rush Yellow's HQ with three loaded T-copters while one loaded
              T-copter and two Dusters make their way to Blue's HQ.  The key to
              this walkthrough is the fact Blue will ignore you if you keep out
              of his way.  By doing so, he leaves his HQ undefended on Day 8.
    
              In order to have the funds needed to build the Dusters, you will
              need to capture some of the neutral properties around your starting
              location.  Since Yellow is specifically vulnerable on Day 7, you can
              spend the first few days capturing them with your loaded T-copters.
    
              The power score is obtained by building a Fighter and annihilating
              any poor B-copter or T-copter within sight range.
    
    Day 1:
    
    - Build T-copter in eastern airport.
    - Build Infantry in eastern factory.
    
    Day 2:
    
    - Load Infantry into T-copter, move T-copter 6S, and drop Infantry west.
    - Build T-copter in eastern airport.
    - Build Infantry in eastern factory.
    
    Day 3:
    
    - Move southern Infantry 1N and begin capturing neutral factory.
    - Move southern T-copter 1W 1S.
    - Load Infantry into T-copter, move T-copter 6S, and drop Infantry south.
    - Build T-copter in western airport.
    - Build Infantry in both factories.
    
    Day 4:
    
    - Finish capturing neutral factory.
    - Move southern Infantry 1E and begin capturing neutral airport.
    - Move southeastern T-copter 2S 1W.
    - Move northeastern Infantry 2E.
    - Load Infantry into T-copter and move T-copter 6S.
    
    Day 5:
    
    - Finish capturing neutral airport.
    - Move northern Infantry 3E and begin capturing neutral airport.
    - Load Infantry into T-copter and move T-copter 5S 1W.
    - Move loaded T-copter 5S.
    - Build Duster in eastern airport.
    
    Day 6:
    
    - Finish capturing neutral airport.  This will be referred as the easternmost
      airport.
    - Load Infantry into T-copter and move T-copter 6S.
    - Move northern T-copter 4S 2E.
    - Move remaining T-copter 3S 3E.
    - Move Duster 5E 1N.
    - Build T-copter in eastern airport.
    
    Day 7:
    
    - Save here.
    - Move westernmost T-copter 5E and drop Infantry north.
    - Move next westernmost T-copter 5E and drop Infantry east onto Yellow's HQ.
    - Move remaining southern T-copter 5E 1N and drop Infantry east.
    - Move Duster 6E 1S.
    - Move remaining T-copter 6E.
    - Load Infantry into T-copter.
    - Build Duster in easternmost airport.
    
    Yellow Day 7:
    
    - Your southwestern Infantry must survive.
    
    Day 8:
    
    - Save here.
    - Begin capturing Yellow's HQ.
    - Move southwestern T-copter 1S 3E.
    - Move eastern Duster 3E 1S.
    - Move northern T-copter 6E and drop Infantry east.
    - Move remaining Duster 7E 1N.
    
    Day 9:
    
    - Finish capturing Yellow's HQ.
    - Move Infantry 2E 1N and begin capturing Blue's HQ.
    - Surround Blue's eastern factory with T-copter and both Dusters.
    - Build Fighter in southern airport.
    
    Day 10:
    
    - Destroy enemy B-copter with Fighter.
    - Finish capturing Blue's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.3) T23 - Metro Map
    Author: swifty and BeefCarnival
    Maximum Score: 450 pts
    150-pt. time limit: 15 days
    100-pt. time limit: 30 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Rush the enemy HQ with Recons and a loaded APC while obtaining the
              power score with one tremendous show of luck.  The odds of obtaining
              this score is slim at best.  In addition, if you have animations
              off, it is best to turn them on right now.  You have been warned.  
    
              If you don't care about high scores and only want to finish the map,
              you do not have to destroy the Bike.  Wounding it will be enough.
              Ignoring the destruction of the Bike will still give you an S-rank.
    
    Day 1:
    
    - Build Infantry in northern factory.
    - Build Infantry in southern factory.
    
    Day 2:
    
    - Move northern Infantry 3E.
    - Move southern Infantry 3E.
    
    Day 3:
    
    - Move northern Infantry 3S and begin capturing neutral city.
    - Move southern Infantry 2S and begin capturing neutral city.
    - Build Rig in northern factory.
    
    Day 4:
    
    - Finish capturing neutral cities.
    - Move Rig 3E.
    - Build Recon in northern factory.
    
    Day 5:
    
    - Move western Infantry 2E 1S.
    - Load Infantry into Rig and move Rig 4E 1S.
    - Move Recon 5E 1S.
    - Build Recon in northern factory.
    - Save here.
    
    Enemy Day 5:
    
    - Enemy Bike will attack Infantry from the south.  Your Infantry needs to deal
      about 2.5 HP of damage in the counterattack.
    
    Day 6:
    
    - Move Rig 3E 2S.
    - Move wounded Infantry 2W 1N.
    - Move eastern Recon 4S and DESTROY enemy Bike.  Reload if this does not
      happen.
    - If the above happens, save here.
    - Move remaining Recon 5E 1S.
    - Build Recon in northern factory.
    
    Enemy Day 6:
    
    - Enemy Recon must attack southern Recon.
    
    Day 7:
    
    - If the above happens, save here.
    - Move Rig 1E 4S and drop Infantry south.
    - Move southern Recon 4E 1S.
    - Move eastern Recon 6E.
    - Move remaining Recon 5E 1S.
    
    Enemy Day 7:
    
    - Enemy Recon and Infantry must attack southern Recon.  Your Recon must
      survive.
    
    Day 8:
    
    - If the above happens, save here.
    - Move Infantry 3S and begin capturing enemy HQ.
    - Move Rig 4S 1W.
    - Move southern Recon 2E 4S.
    - Move eastern Recon 5W 2N.
    - Move remaining Recon 4S 2E.
    
    Enemy Day 8:
    
    - Wounded enemy Recon must attack central Recon.
    - Enemy Recon on factory must attack central recon.
    
    Day 9:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.4) T24 - Wedding Ring
    Author: ALAKTORN
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Two T-copters and two Infantry rush the enemy HQ while a Missiles
              unit provides the power score.
    
    Day 1:
    
    - Build T-copter in airport.
    
    Day 2:
    
    - Move T-copter 6S.
    - Build Infantry in factory.
    
    Day 3:
    
    - Load Infantry into T-copter and move T-copter 3E 3S.
    - Build T-copter in airport.
    - Build Infantry in factory.
    
    Day 4:
    
    - Move northern T-copter 6S.
    - Load Infantry into T-copter.
    - Move remaining T-copter 1S 5E and drop Infantry south.
    
    Day 5:
    
    - Move Infantry 1E 1N.
    - Move southern T-copter 2S 3W.
    - Move remaining T-copter 3E 3S.
    
    Day 6:
    
    - Move Infantry 1E and begin capturing enemy HQ.
    - Move wounded T-copter 1N 5E.
    - Move loaded T-copter 1S 5E and drop Infantry east.
    - Build Missiles in factory.
    
    Day 7:
    
    - Destroy enemy T-copter with Missiles.
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.5) T25 - Land's End
    Author: ALAKTORN
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Tasha
    Enemy CO(s): Will
    Special Condition(s): None
    
    Overview: Capture the nearby airport and cities in order to build a Fighter,
              T-copter, and Duster in that order.  A considerable amount of luck
              is needed with your Tasha/Fighter.  More luck is needed with the AI
              build order.
    
    Day 1:
    
    - Build Bike in southern factory.
    - Build Infantry in eastern factory.
    
    Day 2:
    
    - Move Bike 3E 1S and begin capturing neutral airport.
    - Move Infantry 1S 2E.
    - Build Tank in northern and western factories.
    
    Day 3:
    
    - Finish capturing neutral airport.
    - Load Tasha in western Tank and move Tasha/Tank 2N 4W.
    - Move remaining Tank 1N 4W.
    - Build Tank in northern factory.
    
    Day 4:
    
    - Move Bike 1E.
    - Build T-copter in airport.
    - Load Infantry into T-copter.
    - Move Tasha/Tank 3N 3W.
    - Move western Tank 3N 3W.
    - Move remaining Tank 1N 5W.
    
    Day 5:
    
    - Save here.
    - Move Tasha/Tank 4N 2W.
    - Move western Tank 2W 4N.
    - Move remaining Tank 3N 3W.
    - Move T-copter 4E 2N.
    - Build Duster in airport.
    
    Will Day 5:
    
    - His Duster must attack your T-copter from the west and your T-copter must
      survive.
    
    Day 6:
    
    - Save here.
    - Move T-copter 6N and drop Infantry north.
    - Move Duster 7N 1W.
    - Move wounded Tank 4S 2E.
    - Move Tasha/Tank 1E and destroy enemy Tank from the south.
    
    Will Day 6:
    
    - It is recommended, but not necessary that Will attacks your Duster from the
      south.
    - Will must build a Fighter in his airport.
    
    Day 7:
    
    - If Will attacked your Duster from the south, then move Duster 8W.  Else, move
      Duster and T-copter 1N and 1E of enemy Duster.
    - Move Tasha/Tank 6W.
    - Move wounded Tank 2E.
    - Move remaining Tank 2E 1S.
    - Move Infantry 3N and begin capturing Will's HQ.
    
    Day 8:
    
    - Finish capturing Will's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.6) T26 - Bounty River
    Author: DTaeKim
    Maximum Score: 450 pts
    150-pt. time limit: 15 days
    100-pt. time limit: 30 days
    Player CO: Penny
    Enemy CO(s): Isabella
    Special Condition(s): None
    
    Overview: Send one loaded Penny/Gunboat to Isabella's HQ while one completely
              armed and loaded Carrier provides the Seaplanes to escort it.
              Your power score will depend on the units Isabella drops near
              the HQ, where you should build the counters to her units.  Technique
              is not a major factor.  Feel free to lose some of your units, but
              don't go overboard.
    
              Isabella is random with her build order, especially on the northern
              front.  If she builds the B-ship in her eastern ports instead of her
              northern port, it makes the map considerably easier to finish.  It
              is even better if she does not build a B-ship at all.  This
              seems to happen more often if Isabella builds her first Md Tank
              next to her HQ instead of her northern factory.
    
              There is no complete D2D because Isabella is very random with her
              builds and unit movement.  Please follow the outline at the end of
              the D2D in order to understand how to improvise on this map.     
    
    Day 1:
    
    - Build Infantry in southwest factory.
    - Build Infantry in northeast factory.
    - Build Rig in the middle factory.
    - Build Infantry in the southernmost factory.
    
    Day 2:
    
    - Move southernmost Infantry 3E.
    - Load southwest Infantry into Rig, move Rig 5E 1S, and drop Infantry east.
    - Move remaining Infantry 2E 1S.
    - Build Infantry in southwest factory.
    - Build Infantry in northeast factory.
    - Build Rig in the middle factory.
    
    Isabella Day 2:
    
    - Isabella must build Md Tank in one of her eastern factories.
    
    Day 3:
    
    - If the above happens, save here.
    - Move southernmost Infantry 3E.
    - Move easternmost Infantry 3E.
    - Load eastern Infantry into Rig, move Rig 6E, and drop Infantry north.
    - Load southwest Infantry into Rig, move Rig 5E 1S, and drop Infantry east.
    - Move northern Infantry 2E 1S.
    
    Day 4:
    
    - Move southernmost Infantry 1E and begin capturing neutral city.
    - Move easternmost Infantry 3N and begin capturing neutral port.
    - Load next easternmost Infantry into eastern Rig, move Rig 2N, and drop
      Infantry north.
    - Move eastern Infantry 3E.
    - Load remaining Infantry into Rig, move Rig 6E, and drop Infantry north.
    
    Day 5:
    
    - Finish capturing neutral properties.  The newly captured Port will be
      referred to as the eastern port.
    - Move northern Infantry 3E and begin capturing neutral factory.
    - Move middle Infantry 1W 1N and begin capturing neutral city.
    - Move remaining Infantry 3E and begin capturing neutral city.
    
    Day 6:
    
    - Finish capturing neutral properties.
    - Move southernmost Infantry 1E and begin capturing neutral city.
    - Move northern Infantry 1W.
    - Build Gunboat in eastern port.
    
    Day 7:
    
    - Finish capturing neutral city.
    - Load Penny into Gunboat, load northern Infantry into Gunboat, and move
      Gunboat 2N 5W.
    - Build Carrier in northern port.
    - Move southern Infantry 2E.
    - Load middle Infantry into northern Rig, move Rig 4E 1S, and drop Infantry
      south.
    - Move remaining Infantry 1E 2S.
    
    Day 8:
    
    - Save here.
    - Move Penny/Gunboat 6W 1N.
    - Move Carrier 3N 2E.
    - Move southern Infantry 2E and begin capturing neutral city.
    - Move middle Infantry 2E and begin capturing neutral city.
    - Move remaining Infantry 1E and begin capturing neutral city.
    
    Day 9:
    
    - Finish capturing neutral cities.
    - Move Penny/Gunboat 7W 1N.
    - Build Seaplane in Carrier.
    
    As mentioned earlier, Isabella's actions and movement are difficult to
    manipulate, making it difficult to provide a complete D2D.  The outline below
    ought to help complete the map.
    
    Continue moving Penny/Gunboat towards Isabella's HQ.  Thanks to the CO, your
    Gunboat can survive one hit from any indirect unit, which increases its chances
    of a successful drop.  The earliest possible day you can drop the Infantry is
    Day 12, which leaves one day for error if the landing site is not favorable.
    
    The Seaplanes should protect the Infantry during the drop and capture. Only
    attack Isabella's units if you have no other choice because it will make the
    power score much more difficult to obtain.
    
    On the home front, like I said in the overview, build the appropriate counters
    to Isabella's drops.  You need to chase away Isabella's Md Tank without
    damaging it, so build Anti-Tanks to discourage it.  Anti-Air units should be
    deployed in order to maintain your power score.
    
    If all else fails, experiment with the map from Day 8 onward.  You never know
    what can happen.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.7) T27 - Time Map
    Author: -STL-
    Maximum Score: 448 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Waylon
    Enemy CO(s): Will, Penny, Tabitha
    Special Condition(s): Fog of War
    
    Overview: This is quite possibly one of the most random maps in the entire
              game.  It is likely that any two attempts will never go the same
              way which means your score is a crapshoot.  The basic idea is to
              weaken Will and Tabitha, whose entire armies are comprised of War
              Tanks.  After the two of them are reduced to one or two War Tanks,
              make the attempt to HQ capture them in order to avoid reducing your
              power score and technique score.
    
              Penny is a royal pain because she can launch silos as well.
              Unfortunately, she is the best source of the power score, which
              means you will have to do your best to keep your units as healthy
              as possible while you search for her Mechs.
    
              In the guide, Will is Blue, Penny is Yellow, and Tabitha is Black.
              Please read it carefully, because your army is nothing but Mechs and
              there are a lot of attempts to distinguish each other.
    
    Day 1:
    
    - Move southeastern Mech 1E and launch silo.  Target the tile 1S of Will's HQ.
    - Move the Mech 1W of your HQ 2N and launch silo.  Target the tile 1S of
      Will's HQ.
    - Move the Mech 1S of your HQ 1W 1N and launch silo.  Target the tile 1S of
      Will's HQ.
    - Move the Mech 1N 1W of your HQ 2N and destroy enemy War Tank from the south.
    - Move western Mech 1E and launch silo.  Target the tile 1S of Tabitha's HQ.
    - Move southern Mech 1N 1W and launch silo.  Target the tile 1S of
      Tabitha's HQ
    - Load CO into Mech, move Waylon/Mech 1E 1S and launch silo.  Target the tile
      1S of Tabitha's HQ.
    
    Tabitha Day 1:
    
    - Her War Tanks must join 1N 1W of her HQ.
    - She must attack Penny's Mech from the south.
    
    Day 2:
    
    - If the above happens, save here.
    - Move easternmost Mech 2E and launch silo.  Target Will's HQ.
    - Move Waylon/Mech 2E and launch silo.  Target Will's HQ.
    - Move eastern Mech 2E.
    
    You want to start capturing Will's and Tabitha's HQ on Day 3.  Tabitha's HQ
    should be captured on Day 4 and Will's on Day 5.
    
    In order to maximize technique, you cannot let Will, Penny, or Tabitha destroy
    each other before you capture their HQ.  In addition, you cannot let Penny
    join more than once.
    
    The power score is obtained by using your Waylon/Mech to OHKO Penny's Mechs.
    This must be done twice in order to obtain a perfect power score.
    
    Good luck.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.8) T28 - Plasma Bubble
    Author: Dragon Fogel and Translucent Air
    Maximum Score: 450 pts
    150-pt. time limit: 9 days
    100-pt. time limit: 18 days
    Player CO: Isabella
    Enemy CO(s): Brenner
    Special Condition(s): None
    
    Overview: When the AI cannot attack any of your units, it goes after a meteor
              fragment instead.  Attacking a meteor fragment with a Bike skews the
              AI's targeting preferences in your favor, which makes the 5-day
              capture possible.  The power score can be obtained with the
              Isabella/War Tank.
    
              The Anti-Tank plays a vital role by destroying the southern meteor
              fragment, clearing a path to the HQ.  You will most likely lose both
              of your units to the rampaging War Tanks, but it won't hurt your
              technique score.
    
    Day 1:
    
    - Move Bike 1E 3N and attack meteor.
    - Move Anti-Tank 1E.
    
    Day 2:
    
    - Load Isabella into War Tank, move Isabella/War Tank 2N 2E and attack Meteor.
    - Attack southern meteor with Anti-Tank.
    - Move Bike 4S.
    
    Day 3:
    
    - Save here.
    - Destroy northern meteor with Anti-Tank.
    - Move Isabella/War Tank 3E 1N and destroy Md Tank from the west.
    - Move Bike 3E.
    
    Brenner Day 3:
    
    - Your Anti-Tank must have 6 HP left after being attacked by a War Tank.
    
    Day 4:
    
    - Destroy southern meteor with Anti-Tank.
    - Move Bike 5E and begin capturing enemy HQ.
    
    Day 5:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.2.9) T29 - Triangle Lake
    Author: DTaeKim and Dragon Fogel
    Maximum Score: 431 pts
    150-pt. time limit: 8 days
    100-pt. time limit: 16 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: The first Trial Map unlocked also happens to be one of the more 
              difficult maps to net a high score.  Due to the low number of enemy
              units, you can only build one unit in order to maintain perfect
              technique.  Therefore, the only unit built is the Rockets.  The power
              score suffers tremendously thanks to the mandatory 2HKO of the enemy
              Anti-Tank.  As a result, your Tank will net all of the kills and keep
              the power score as high as possible
    
              Like Metro Map, the perfect score requires an insane amount of luck.
              The first problem is getting the AI to cooperate on Day 1.  If it
              does not cooperate, you are better off restarting the map instead of 
              reloading saves.  Next, you need one of the Infantry to survive with
              8 HP, which thankfully is much easier to obtain.  Day 9 requires the
              most luck.  Your veteran Tank must counterattack the enemy Anti-Tank
              to 5 HP AND survive a Rocket hit.  The odds are slim, to say the
              least.  Thankfully, 429 points is a lot easier to obtain.  The guide
              will separate on Day 9 to accomodate both strategies and rejoin on
              Day 10 to finish, because they share the same finishing moves.
    
    Day 1:
    
    - Move western Infantry 3N.
    - Move Recon 8E.
    - Move Tank 5E 1N.
    - Move remaining Infantry 2E 1N.
    
    Enemy Day 1:
    
    - Enemy Recon must end 2N of your Recon.
    - Enemy Artillery units must end 2N and 3N of enemy Recon.
    
    Day 2:
    
    - Save here.
    - Move western Infantry 2E and begin capturing neutral city.
    - Move Recon 3W.
    - Move Tank 1W.
    
    Day 3:
    
    - Save here.
    - Finish capturing neutral city.
    - Move Recon 4E 1S.
    - Destroy enemy Recon with Tank from the north.
    
    Enemy Day 3:
    
    - Enemy Infantry must attack your Recon.
    - Your western Infantry must have 8 HP left after repairs.
    
    Day 4:
    
    - If the above happens, save here.
    - Move western Infantry 2S.
    - Move remaining Infantry 3E.
    - Move Tank 2E 1S and destroy enemy Infantry.
    - Move Recon 7W 1N.
    
    Day 5:
    
    - Move Recon 3W 1S.
    - Move western Infantry 2S.
    - Move Tank 1W.
    - Move remaining Infantry 1E 2S and begin capturing neutral city.
    - Build Rockets in factory.
    
    Enemy Day 5:
    
    - Enemy Infantry must not have 2 HP left after counterattack.
    
    Day 6:
    
    - Finish capturing neutral city.
    - Move Rockets 2N 3E.
    - Move Recon 2E.
    - Move western Infantry 1S 2W.
    
    Enemy Day 6:
    
    - Enemy Infantry must attack your Rockets.
    
    Day 7:
    
    - Move Rockets 5E.
    - Move Tank 4W and destroy enemy Infantry from the east.
    - Move eastern Infantry 2N.
    
    Day 8:
    
    - Move Rockets 2N 1E.
    - Move Infantry 1E.
    - Move Tank 5E 1N.
    - Move Recon 1N 6E.
    
    431-pt Strategy Day 9:
    
    - Save here.
    - Attack enemy Anti-Tank with Rockets.  You must deal 5 HP of damage.
      If this does not happen, reload.
    - Move Recon 4N.
    - Move Tank 5N 1E.
    - Move eastern Infantry 3N.
    - Keep remaining Infantry out of enemy attack range.
    
    431-pt Strategy Enemy Day 9:
    
    - Enemy Anti-Tank must have 5 HP left after counterattack.
    - Your Tank must survive.
    
    OR
    
    429-pt Strategy Day 9:
    
    - Save here.
    - Attack enemy Anti-Tank with Rockets.  You must deal 5 HP of damage.
      If this does not happen, reload.
    - Move Recon 6N 1E.
    - Move Tank 3N.
    - Move eastern Infantry 3N.
    - Keep remaining Infantry out of enemy attack range.
    
    Day 10:
    
    - Save here.
    - Destroy enemy Anti-Tank with Rockets.  If this does not happen, reload.
    - Move Infantry 3N and begin capturing enemy HQ.
    - Retreat all remaining forces.
    
    
    Day 11:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.0) T30 - Destiny Ocean
    Author: Dragon Fogel
    Maximum Score: 450 pts
    150-pt. time limit: 10 days
    100-pt. time limit: 20 days
    Player CO: Greyfield
    Enemy CO(s): Lin
    Special Condition(s): None
    
    Overview: Send a loaded Lander with a Bike and Greyfield/Anti-Air to Lin's HQ.
              Lin must build a Mech on Day 4, and a Sub and Bike on Day 5, which
              may necessitate a few restarts.          
    
    Day 1:
    
    - Build Infantry in factory.
    
    Day 2:
    
    - Move Infantry 2E.
    - Build Bike in factory.
    - Build Lander in eastern port.
    
    Day 3:
    
    - Move Infantry 2E and begin capturing Lin's city.
    - Move Lander 1E 1S.
    - Move Bike 1W 3N.
    - Build Anti-Air in factory.
    
    Day 4:
    
    - Finish capturing Lin's city.
    - Load Greyfield into Anti-Air and load both Greyfield/Anti-Air and Bike into
      Lander.
    - Move Lander 1N 5E.
    
    Lin Day 4:
    
    - Lin must build a Mech in her factory.
    
    Day 5:
    
    - Move Lander 5E 1N.
    
    Lin Day 5:
    
    - Lin must build a Sub and a Bike in her factory.
    
    Day 6: 
    
    - Move Lander 6N and drop Greyfield/Anti-Air north and Bike south.
    
    Day 7:
    
    - Move Greyfield/Anti-Air 1N 1E and destroy enemy Bike from the north.
    - Move Bike 2E 3N and begin capturing Lin's HQ.
    
    Day 8:
    
    - Finish capturing Lin's HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.1) T31 - Comb Map
    Author: -STL-
    Maximum Score: 450 pts
    150-pt. time limit: 25 days
    100-pt. time limit: 50 days
    Player CO: Brenner
    Enemy CO(s): Forsythe, Greyfield, Caulder
    Special Condition(s): None
    
    Overview: At first, facing Forsythe, Greyfield, and Caulder seems unfair.
              However, you will soon realize that Forsythe and Caulder will fight
              each other, leaving Greyfield to you.  All is not well, because he
              has a substantial army in between your HQ and his HQ, slowing your
              capture phase.  
    
              Begin with a Brenner/Mech and War Tank to rout Greyfield's starting
              forces, and then use your captured airport to spawn Bombers and
              Fighters to finish Greyfield, Caulder, and Forsythe in that order.
              You should capture Greyfield's HQ with a loaded T-copter and/or
              loaded Rig.  Next, capture Caulder's undefended HQ with the Bombers
              and a loaded T-copter.  Forsythe can be defeated in any manner you
              desire, because he will offer little to no resistance thanks to
              the beatdown by Caulder.
    
              The perfect score depends the most on speed.  As such, the faster
              you can defeat Greyfield, the easier it becomes.  The guide only
              covers the opening strategy.  The rest is up to you.
    
    Day 1:
    
    - Move northern Artillery 2S.
    - Move remaining Artillery 1S 1W.
    - Build Mech in both factories.
    
    Day 2:
    
    - Save here.
    - Move wounded Artillery 1N of neutral factory.
    - Join healthy Artillery with wounded Artillery.
    - Load Brenner in eastern Mech, move Brenner/Mech 1E and attack enemy Bike.
      It must have 3 HP afterwards.
    - Move remaining Mech 1S 1E.
    - Build War Tank in eastern factory.
    
    Greyfield Day 2:
    
    - Enemy wounded Bike must not suicide or retreat.
    - Enemy Bike must attack Brenner/Mech from the south and wounded Bike must
      join with it.
    
    Day 3:
    
    - If the above happens, save here.
    - Move Artillery 2N.
    - Move War Tank 3E and destroy enemy Bike from the west.
    - Move Mech 1E and attack enemy Bike from the west.
    - Move Brenner/Mech 1S 1E and destroy enemy Bike from the east.
    - Build Bike in eastern factory.
    - Build Artillery in western factory.
    
    Greyfield Day 3:
    
    - Neither Md Tank must attack your War Tank.
    
    Day 4:
    
    - If the above happens, save here.
    - Move eastern Artillery 2N.
    - Move War Tank 1S 1E and destroy enemy Bike from the south.
    - Move Brenner/Mech 1N 1E.
    - Move Mech 2E.
    - Move Bike 4S 1E.
    - Move remaining Artillery 4E.
    - Build Rig in eastern factory.
    - Build Mech in western factory.
    
    Greyfield Day 4:
    
    - Your Brenner/Mech must survive.
    
    Day 5:
    
    - If the above happens, save here.
    - Destroy enemy Bike with Artillery.
    - Move War Tank 1N 1E and destroy enemy Bike from the west.
    - Load Mech into Rig and move Rig 4E.
    - Move Brenner/Mech 1S 1E.
    - Join wounded Mech with Brenner/Mech.
    - Attack Infantry with remaining Artillery.
    - Move Bike 2E 2S and begin capturing enemy port.
    - Build Tank in both factories.
    
    The following day, finish capturing the enemy port.  You want to capture
    the neutral airport as soon as possible.  Build a Fighter to thwart Greyfield's
    B-copter, then a T-copter, and then three Bombers.  Your ground forces should
    continue making their way towards Greyfield's HQ through the woods.
    
    Let them capture the neutral base in the middle.  Any unit built there is one
    less unit you have to deal with when you are making your HQ capture attempt.
    
    Your leftover forces after defeating Greyfield can be used to capture Caulder's
    HQ, but you will need to build an expeditionary force to storm Forsythe's HQ.
    Two War Tanks should be sent as the initial force, followed by two Bikes.  If
    Forsythe continues to stop your capture, replace one Bike with another War
    Tank. 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.2) T32 - Resistance
    Author: -STL-
    Maximum Score: 430 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Will
    Enemy CO(s): Isabella
    Special Condition(s): Fog of War
    
    Overview: Using the five missile silos, pound Isabella's units into submission
              with your soldiers.  This guide does not provide the maximum score,
              which is still unknown to this date.  Instead, it grants a score of
              423 or 424, depending on your patience.
    
              There are three instances of luck in this run.  The third instance
              requires the most, which requires a substantial amount of blessing
              by the RNG gods.  Essentially, your wounded Mech must deal enough
              chip damage in order to allow your level 2 Mech enough leeway to
              destroy one of the last two units.  If this becomes too frustrating,
              destroy it with the Veteran Mech and destroy the final Infantry with
              the level 2 Mech.
    
    Day 1:
    
    - Move northeast Mech 2E.
    - Move easternmost Infantry 2E 1S.
    - Move next easternmost Infantry 2E 1S.
    - Move southern Infantry 2N.
    - Move remaining Infantry 1N.
    - Move all Mechs except the westernmost one 2S.
    - Move westernmost Mech 1S 1E.
    
    
    Isabella Day 1:
    
    - Enemy Infantry must have 7 HP left after attacking your Infantry.
    
    Day 2:
    
    - If the above happens, save here.
    - Move northern Mech 2E and launch silo.  Target the eastern Md Tank.
    - Move easternmost Infantry 2S 1E and launch silo.  Target the eastern
      Md Tank.
    - Move next easternmost Infantry 2S 1E.  Target the Bike 1W of the eastern
      Md Tank.
    - Move easternmost Mech 2S and destroy enemy Infantry from the north.
    - Move next easternmost Meh 2S and destroy enemy Infantry from the north.
    - Move southwestern Infantry 1S 1E and destroy enemy Md Tank from the west.
    - Move remaining Infantry 2E and destroy enemy Bike from the north.
    - Move all remaining Mechs 2S.
    - Save here.
    
    Isabella Day 2:
    
    - Your two southern Infantry must have 5 HP remaining.
    
    Day 3:
    
    - Move southwestern Mech 1S and destroy enemy Tank from the west.
    - Move southwestern Infantry 1N 1E.
    - Move southern Infantry 1W and join.
    - Move southwestern Mech 1S 1E and destroy enemy War Tank from the north.
    - Move southern Mech 2S and destroy enemy Md Tank from the north.
    - Move remaining Mechs 2S.
    - Save here.
    
    Isabella Day 3:
    
    - Your Mech must have 5 HP left after being attacked by enemy Flare.
    
    Day 4:
    
    - If the above happens, save here.
    - Move northernmost Infantry 1E and launch silo.  Target the tile 2S of her
      Tank.
    - Move northern Infantry 1W and launch silo.  Target the tile 2S of her Tank.
    - Move northwestern Mech 2S and destroy enemy Tank from the west.
    - Move western Mech 2S and destroy enemy Infantry from the west.
    - Move wounded Mech 1S 1W.
    - Move eastern Mech 1S and destroy enemy Flare from the north.
    - Move wounded Infantry 1E 2S and destroy enemy Bike from the north.
    - Save here.
    
    Isabella Day 4:
    
    - Your Mech must have 2 HP left after being attacked by enemy Md Tank.
    
    Day 5:
    
    - Move both wounded units out of the way.
    - Destroy enemy Md Tank with level 2 Mech.
    - Destroy enemy Infantry with Veteran Mech.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.3) T33 - Missile
    Author: Xagor
    Maximum Score: 443 pts
    150-pt. time limit: 5 days
    100-pt. time limit: 10 days
    Player CO: Brenner
    Enemy CO(s): Caulder
    Special Condition(s): None
    
    Overview: Use a Brenner/Infantry to provide the power score.  Strategic
              placement of missiles and some luck finishes this map quickly.
    
    Day 1:
    
    - Move Tank 2S 1E and attack enemy Infantry from the north.
    - Move western Infantry 1E 2N.
    - Move northwestern Infantry 2S and destroy enemy Infantry from the west.
    - Move eastern Infantry 2S 1E.
    - Move remaining Infantry 1S 1E.
    - Move western Mech 2S.
    - Move remaining Mech 1S.
    - Move Artillery 1E 3S.
    
    Caulder Day 1:
    
    - His Bike must have 8 HP after being counterattacked.
    
    Day 2:
    
    - Save here.
    - Load Brenner into Infantry and move Brenner/Infantry 3S.
    - Destroy enemy Bike with Artillery.  Reload if this does not happen.
    - Move easternmost Infantry 2E and launch silo.  Target the tile 3S 2W of its
      position (or 2N 2W of Caulder's HQ).
    - Move wounded Infantry 3E and join with wounded Infantry.
    - Move western Mech 1W 1S.
    - Move eastern Mech 2S.
    - Move Tank 2S and destroy enemy Bike.
    - Move remaining Infantry 2W and destroy enemy Mech from the north.  Reload if
      this does not happen.
    
    Day 3:
    
    - Move western Mech 1W 1S.
    - Destroy any enemy Infantry with Artillery.
    - Move remaining Mech 1S 1W and destroy Infantry from the south.
    - Move Brenner/Infantry 3S.
    - Move Tank 2S 2E and destroy enemy Mech from the north.
    - Move easternmost Infantry 3W.
    - Destroy weaker Infantry with remaining Infantry.
    
    Caulder Day 3:
    
    - His Recon must not be on his HQ or a forest.
    
    Day 4:
    
    - Save here if the above happened.
    - Destroy enemy Recon with Tank from the west.  Reload if this does not happen.
    - Destroy enemy Infantry with easternmost Infantry.
    - Move western Mech 1W and launch silo.  Target the tile 2S 2E of its position,
      which will hit Caulder's Infantry and Mech.
    - Destroy enemy Infantry with Artillery.
    - Move Brenner/Infantry 2N and use CO power.
    - Move remaining Mech 1S and destroy enemy Mech.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.4) T34 - Web River
    Author: anzweirdo718
    Maximum Score: 450 pts
    150-pt. time limit: 30 days
    100-pt. time limit: 60 days
    Player CO: Will
    Enemy CO(s): Isabella, Lin, Brenner
    Special Condition(s): Fog of War
    
    Overview: A certain opening strategy will allow you to capture Isabella's HQ 
              on Day 9.  Her factories will be used in storming Brenner's HQ while
              your units will be used to capture Lin's northern factory.  This
              early advantage will allow you to earn a high S-rank, if not the
              perfect 450.
    
              The D2D ends on Day 12.  Be sure to follow the notes afterwards to
              have the best chance of earning that high score.
    
              Remember that the more units you build against Brenner, the fewer
              units you can build against Lin.  Try keeping an early save and
              experiment with the number of units needed to capture Brenner's HQ.
    
    Day 1:
    
    - Build Bike in southeastern factory.
    - Build Bike in southwestern factory.
    
    Day 2:
    
    - Move eastern Bike 4S and begin capturing neutral city.
    - Move remaining Bike 1N 4W.
    - Build Infantry in northwestern factory.
    - Build Infantry in southwestern factory.
    - Build Infantry in southeastern factory.
    
    Day 3:
    
    - Finish capturing neutral city.
    - Move Bike 1W 2S and begin capturing neutral factory.
    - Move southwestern Infantry 2W.
    - Move southeastern Infantry 2W.
    - Move remaining Infantry 2W 1S.
    
    Day 4:
    
    - Finish capturing neutral factory.
    - Move Bike 1E and begin capturing neutral city.
    - Move all Infantry 1W 2S.
    - Build Mech in northeastern factory.
    
    Day 5:
    
    - Finish capturing neutral city.
    - Move Bike 3S and begin capturing neutral city.
    - Move all Infantry 1W 2S.
    - Move Mech 2E.
    - Build Rockets in southeastern factory.
    
    Day 6:
    
    - Finish capturing neutral city.
    - Move Bike 1E 4N.
    - Move eastern Infantry 2S.
    - Move northern Infantry 3S.
    - Move remaining infantry 2S 1W.
    - Move Mech 2E.
    - Move Rockets 1N 4E.
    - Build Flare in southeastern factory.
    - Build Mech in northeastern factory.
    
    Day 7:
    
    - Save here.
    - Move western Bike 2E and begin capturing neutral city.
    - Move remaining Bike 4E 1S.
    - Move all Infantry 2S.
    - Move eastern Mech 2E.
    - Move Rockets 2E.
    - Move remaining Mech 2E.
    - Move Flare 5E.
    - Build Rig in southeastern factory.
    - Build Infantry in southwestern factory.
    
    Day 8:
    
    - Save here.
    - Finish capturing neutral city.
    - Move Bike 1N 3W.
    - Move westernmost Infantry 3S and begin capturing Isabella's HQ.
    - Move remaining Infantry south and west of enemy Infantry.
    - Move Flare 1E 1S and destroy enemy Infantry from the west.
    - Attack enemy Infantry with Rockets, dealing 9 HP of damage.  Reload if this
      does not happen.
    - Move eastern Mech 1E.
    - Move remaining Mech 2E.
    - Load Infantry into Rig, move Rig 4E 1N, and drop Infantry east.
    - Build Artillery in westernmost factory.
    
    Day 9:
    
    - Fire Flare 4E 1N of its current position.  If she built a Mech, reload.  If
      she built an Infantry, save here.
    - Finish capturing Isabella's HQ.
    - Move wounded western Infantry 1S of Isabella's former HQ.
    - Join remaining western Infantry with wounded Infantry.
    - Destroy 1 HP Infantry with Rockets.
    - Move eastern Mech 1E 1S.
    - Move eastern Infantry 2E.
    - Load Mech into Rig, move Rig 1N 2E, and drop Mech east.
    - Move southern Bike 2S 1E.
    - Move remaining Bike 4W.
    - Move Artillery 3S 2E.
    - Build Flare in southernmost factory.
    - Build Recon in Isabella's northwestern factory.
    - Build Infantry in Isabella's remaining factories.
    
    Day 10:
    
    - Fire Flare 4E 1N of its current position.  If she built Rockets, save here.
      If she built any other unit, reload.
    - Move Rig 2S and supply nearby units.
    - Attack enemy Infantry on plains with Rockets. 
    - Move northern Mech 2E and destroy enemy Infantry from the north.
    - Move remaining Mech 2E and attack Rockets, dealing 7 HP of damage.  Reload if
      this does not happen.
    - Move eastern Infantry 1E.
    - Move northern Bike 2W 1S.
    - Move Artillery 1E 1S.
    - Move Recon 4E 3S.
    - Move remaining Flare 2E 3N.
    - Move southwestern Infantry 1E 2S.
    - Move both northern Infantry 3S.
    - Move remaining southern Infantry 2S.
    - Build Rockets in southernmost factory.
    - Build 0-4 Infantry, depending on how many you feel is necessary to capture
      Brenner's HQ.  Keep in mind that the more Infantry built, the fewer War Tanks
      available against Lin.
    
    Day 11:
    
    - Save here.
    - Destroy 8 HP Infantry with Flare if available.
    - Move southern Rockets 1N 1E.
    - Move all southern Infantry 3S.
    - Destroy enemy Rockets with northern Rockets.
    - Move eastern Mech 1E and begin capturing Lin's factory.
    - Move northern Infantry 2S and begin capturing Lin's city.
    - Move remaining Mech 2S.
    - Build Rockets in southernmost factory.
    
    Day 12:
    
    - Finish capturing Lin's properties.
    - Destroy 8 HP Infantry with Flare if available.
    - Move southern Rockets 2E.
    - If enemy Infantry appears, destroy it with Rockets.  Else, move southern
      Rockets 1E.
    - Move all southern Infantry towards Brenner's HQ.
    - Move northern Flare 1W.
    - Move northern Rockets 2S.
    - Build Rockets in southernmost factory.
    
    Use your Infantry to rush Brenner's HQ while clearing the area with your
    Rockets and revealing the area with your Flare.  Four Rockets ought to be
    enough for the job, though more never hurts.
    
    Generally, Brenner will fall before Lin.  The first unit built out of Lin's
    northern factory should be a War Tank.  On the following day, put Will in the
    War Tank.  Build War Tanks, but keep an eye on the enemy unit count because
    too many War Tanks will hurt your Technique score.
    
    While storming Lin's HQ, watch for enemy indirect units.  They can and will
    slow down your advance.
    
    Remember that you have 30 days to earn the perfect score in speed.  There is
    no rush.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.5) T35 - Center River
    Author: Dragon Fogel
    Maximum Score: 450 pts
    150-pt. time limit: 12 days
    100-pt. time limit: 25 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): Fog of War
    
    Overview: Rush the enemy HQ with a loaded Rig, while a Flare and Anti-Air are
              built to provide the power score.  The only instance of luck needed
              is the destruction of the enemy Infantry for the power score.
    
    Day 1:
    
    - Build Infantry in western factory.
    - Build Rig in southern factory.
    
    Day 2:
    
    - Load Infantry into Rig and move Rig 2S 4E.
    - Build Anti-Air in southern factory.
    
    Day 3:
    
    - Move Rig 1S 5E and drop Infantry east.
    - Move Anti-Air 3E 3N.
    
    Day 4:
    
    - Move Infantry 2N 1E and begin capturing enemy HQ.
    - Move APC 3N 2E.
    - Move Anti-Air 4E 2S.
    
    Day 5:
    
    - Save here.
    - Move Anti-Air 2E 2N and DESTROY enemy Infantry from the south.
    - If enemy Infantry was destroyed, finish capturing enemy HQ.  If not, reload
      and try again.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.6) T36 - Mountain Pass
    Author: DTaeKim
    Maximum Score: 375 pts
    150-pt. time limit: 3 days
    100-pt. time limit: 6 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Send one Infantry across the mountains to the enemy HQ while the
              northern forces prevent the enemy ground forces from advancing.  Your
              Missiles and Anti-Air units will provide the power score while the
              Rockets serve as a distraction.
    
              The B-copter is the odd unit out in your army.  It serves no purpose,
              and it is incredibly vulnerable to the enemy Fighters.  Retreat it to
              the northwest corner and ditch it there.
    
              On a side note, this is the easiest mission if you want C-ranks.  In
              order to earn one, simply move the Infantry towards the enemy HQ and
              leave all of your units alone.  You will earn a zero in the power
              score and your technique will take enough of a beating for the
              C-rank.
    
    Day 1:
    
    - Move northern Infantry 2E.
    - Move B-copter 6N.
    - Destroy enemy Bomber with Missiles.
    
    Day 2:
    
    - Destroy enemy Tank with Md Tank from the south or Anti-Tank from the west,
      depending on which unit has more health.
    - Move northern Tank 4W.
    - Destroy enemy B-copter with Missiles.
    - Move remaining Missiles 3E.
    - Move eastern Infantry 2E.
    - Move B-copter 5N 1E.
    - Move southern Anti-Air 4N 2E.
    - Move remaining Tank 2S.
    
    Day 3:
    
    - Move wounded Missiles 1W 2S.
    - Move wounded Rockets 2S.
    - Move Bike 1E 3S.
    - Move southern Tank 1E 3S.
    - Move Mech 1N 1W.
    - Move southern Anti-Air 3N 2E and attack enemy Bomber from the south.
    - Move northern Anti-Air 2E and destroy enemy B-copter from the west.
    - Move B-copter 3W 2N.
    - Move eastern Infantry 1N 2E.
    
    Day 4:
    
    - Move northern Anti-Air 1W and destroy enemy Bomber from the north.
    - Move remaining Anti-Air 1N.
    - Move eastern Infantry 1E.
    
    Day 5:
    
    - Move eastern Infantry 3E and begin capturing enemy HQ.
    - Retreat all units from enemy attack range.
    
    Day 6:
    
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.7) T37 - Fire & Water
    Author: Astrohawke18
    Maximum Score: 450 pts
    150-pt. time limit: 8 days
    100-pt. time limit: 16 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: Send one Infantry towards the enemy HQ while two Mechs lure an enemy
              Infantry for the power score.
    
    Day 1:
    
    - Build Infantry in northeastern factory.
    
    Day 2:
    
    - Move Infantry 1N 2E.
    - Build Mech in northeastern factory.
    
    Day 3:
    
    - Move Infantry 2N.
    - Move Mech 1S 1E.
    - Build Mech in northeastern factory.
    
    Day 4:
    
    - Move Infantry 3E.
    - Move southeastern Mech 1S 1E.
    - Move remaining Mech 1S 1E.
    
    Day 5:
    
    - Move Infantry 2E and begin capturing enemy HQ.
    - Move wounded Mech 1N.
    
    Day 6:
    
    - Move healthy Mech 1S and destroy enemy Infantry.
    - Finish capturing enemy HQ.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    5.3.8) T38 - Whirl Peaks
    Author: Blackbird
    Maximum Score: 450 pts
    150-pt. time limit: 11 days
    100-pt. time limit: 22 days
    Player CO: None
    Enemy CO(s): None
    Special Condition(s): None
    
    Overview: This guide uses a certain enemy build order in odrer to earn the 
              maximum score.  An Infantry is sent to capture the airport as soon as
              possible and is later used to capture the enemy HQ with the help of a
              T-copter.  A Mech and Rig is built to distract the enemy Anti-Air and
              a Bomber will provide the power score.
    
              In order for this guide to work, the enemy MUST build only one Mech
              on day 4 or 5.  If he builds two Infantry or two Mech units on days
              4 and 5, this guide will not work.
    
    Day 1:
    
    - Build Infantry in factory.
    
    Day 2:
    
    - Move Infantry 2N 1W.
    - Build Rig in factory.
    
    Day 3:
    
    - Move Rig 3N 3W.
    - Load Infantry into Rig.
    - Build Mech in factory.
    
    Day 4:
    
    - Save here.
    - Move Rig 4W and drop Infantry west.
    - Move Mech 1N 1W.
    
    Enemy Day 4:
    
    - Enemy may build Mech in his factory.
    
    Day 5:
    
    - Move Infantry 3W and begin capturing airport.
    - Move Rig 2E 2S.
    - Move Mech 2W.
    
    Enemy Day 5:
    
    - If enemy did not build Mech the previous day, he must build it today.
    
    Day 6:
    
    - If the enemy built ONE Mech in the previous two days, save here.
    - Finish capturing neutral airport.
    - Load Mech into Rig and move Rig 5W.
    
    Day 7:
    
    - Move Infantry 1S.
    - Move Rig 1W 3S.
    - Build T-copter in airport.
    
    Day 8:
    
    - Save here.
    - Load Infantry into T-copter and move T-copter 6S.
    - Move southern Rig 3S and drop Mech west.
    - Build Bomber in airport.
    
    Enemy Day 8:
    
    - Enemy must build Anti-Air in his factory.
    
    Day 9:
    
    - Move Mech 2S.
    - Move T-copter 6S and drop Infantry north.
    - Move Bomber 7S.
    
    Enemy Day 9:
    
    - Enemy Anti-Air should attack your Mech.
    - Enemy unit will attack your T-copter.
    
    Day 10:
    
    - Move Infantry 2S 1W and begin capturing enemy HQ.
    - Move T-copter 1W.
    - Move Bomber 5S and destroy enemy Bike.
    
    Day 11:
    
    - Finish capturing enemy HQ.
    
    ===============================================================================
    
    8.0.0) COMMANDING OFFICERS
    
    ===============================================================================
    
    8.1.1) Will - 12th Battalion
    
    Commander Info: A former Rubinelle military cadet who joined the 12th Battalion
                    after being rescued by Captain Brenner--whom he idolizes.
    Quote: "Never give up!"
    
    CO Zone: 2
    CO Effect: Increases the offense of ground direct units by 20%.  This includes
               soldiers.
    CO Power: Rally Cry - Increases the movement of ground direct units by 2.
    
    How to unlock: Unlocked by default
    
    Comments: The main CO of the game, Will comes with a decent set of abilities.
              At first, Will appears to be a weaker Max, but on closer examination,
              Will gets an offense bonus to his soldiers as well, which could make
              a difference in Infantry battles.  Rally Cry, in the right situation,
              can turn the tide of battle.  The CO zone of 2 allows Will's CO
              effect to be usable as well.
    
              Will doesn't really suffer from any weaknesses, but suffers from the
              inability to boost his indirect units unlike the COs above him.
              Artillery are considered the bread and butter unit of the game, which
              is why Will is ranked in the middle.
    
              If you choose to use Will, the Mech flood strategy works when
              applicable.  Very few COs can use the Mech flood as well as he does.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.1.2) Brenner - 12th Battalion
    
    Commander Info: Captain of the 12th Battalion.  He has an unshakable faith in
                    humanity's goodness, and will any in need.
    
    Quote: "The survivors need our help."
    
    CO Zone: 3
    CO Effect: Increases the defense of all units by 20%.
    CO Power: Reinforce - Heals 3 HP on all units
    
    How to unlock: Unlocked by default
    
    Comments: Brenner's CO effect and power work together very well.  His CO effect
              allows his units to survive and Reinforce extends their lifespan even
              more.  In addition, the CO zone of 3 allows Brenner to charge his
              CO meter relatively quickly, which means Lifeline can be used more
              often in battle.  The extra HP could make a significant difference in
              the long run.
    
              Brenner is a solid CO choice on any map if you can't figure out a CO
              to choose.  He can adapt to the situation and weather the attack a
              lot better than most COs.  In addition, he can survie three hits
              from most attacks, allowing him to retreat.  Regardless, using him is
              not a green light to become reckless with your units.  He grants his
              units additional defense, not invincibility.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.1.3) Lin - 12th Battalion
    
    
    Commander Info: The 12th Battalion's unflappable second in command.  She has
                    tremendous respect for Captain Brenner, although they disagree
                    often.
    Quote: "Keep a cool head."
    
    CO Zone: 1
    CO Effect: Increases the offense and defense of all ground units by 20%.
    CO Power: Scout - Increases the vision range of all ground units by 2 and 
                      allows them to see into hidden terrain.
    
    How to unlock: Unlocked by default
    
    Comments: Lin is the Fog of War specialist.  Scout is basically Enhanced Vision
              from the previous Advance Wars games.  As one might suspect, this
              means Lin's CO power is completely useless outside of Fog of War.
              Unlike AW1 Sonja, Lin is actually usable in non-Fog of War situations
              because of her CO effect.
    
              Despite her solid CO effect, the CO zone and an utterly lackluster
              CO power keeps her down.  Still, Lin remains an excellent CO choice
              on ground maps.  Her bonuses can offset Brenner's and Will's.  In
              addition, her defensive bonus allows her to survive two attacks as
              opposed to one, allowing increased survivability.  When you are using
              Lin, you want to manipulate her CO zone in order to increase it to
              zone 2 as soon as you can.  Once this happens, maxing your CO zone
              should be cake.
    
              One possible strategy with Lin is loading her into a Md Tank, giving
              a unit second only to a Tabitha/Md Tank in the early stages of a
              match.  If the opponent doesn't see it coming, the Lin/Md Tank can
              dominate early, allowing a solid foothold in the opponent's area for
              a long time until Artillery start appearing in the field.         
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.1.4) Isabella - 12th Battalion
    
    Commander Info: Has no memory of her past.  Rescued by Will, she has joined
                    the 12th Battalion--where she dreams of living in peace.
    Quote: "I can't remember anything..."
    
    CO Zone: 2
    CO Effect: Increases the offense and defense of all units by 10%.
    CO Power: Deep Strike - Increases the movement of all units by 2 and increases
              the maximum range of indirect units by 2.
    
    How to unlock: Unlocked by default
    
    Comments: Thanks to Isabella's CO power, she is one of the best COs in the
              game.  Deep Strike is essentially Rally Cry and Longshot combined,
              which is a serious blow to Will and Gage.  Her CO effect may be
              less than Will or Gage, but the sheer efficiency of her CO power
              more than makes up the difference.
    
              Her CO zone of 2 means her power does not charge as fast as the COs
              with a zone of 3, but it comes enough to make a difference in a close
              battle.  As an Isabella user, you want to charge her CO meter in
              order to use that CO power.  While her CO effect isn't bad, Deep
              Strike is simply too good to ignore.
    
              Isabella is now considered the best CO in the game not named Caulder.
              Her CO power is incredible because it can break Artillery stalemates,
              which few COs can perform.
    
              Using Isabella is somewhat discouraged online, but it happens.  If
              your opponent selects Isabella, you may want to pick her yourself or
              go with Gage.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.2.1) Tasha - Lazurian Army
    
    Commander Info: A Lazurian soldier who burns with the desire to avenge her
                    late brother.
    Quote: "I will have my revenge!"
    
    CO Zone: 1
    CO Effect: Increases the offense and the defense of air units by 40% and 20%
               respectively.
    CO Power: Sonic Boom - Increases the movement of air units by 2.
    
    How to unlock: Complete C12 - History of Hate
    
    Comments: Tasha is one of the two air specialists in the game, and she focuses
              on offense.  Unfortunately, due to the limited role of air units in
              competitive play and small CO zone, Tasha is widely regarded as the
              worst CO in the game.  Unlike Waylon, who is redeemed slightly thanks
              to Wingman, Sonic Boom is limited in usefulness.  Tasha is better off
              keeping the extended CO zone, but since air units are the only ones
              who can benefit from it, Tasha suffers as a result.
    
              If you use Tasha, treat her as an air-only Tabitha.  A Tasha B-copter
              is a very effective harassment unit, if limited because of its
              vulnerability to anti-air units.  She can OHKO soldier units and
              deal serious damage to tank units.  Forget about her CO power and
              stick to the CO effect.
    
              Tasha is considered the worst CO in the game out of her element.  If
              airports are present, Tasha becomes a viable CO, but you may be
              better off with Waylon thanks to his better CO power and CO zone or
              other COs.  If you want to use Tasha, expect a difficult battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.2.2) Gage - Lazurian Army
    
    Commander Info: A Lazurian soldier.  He is a man of few words, but a consummate
                    professional.
    Quote: "They don't pay me to think."
    
    CO Zone: 2
    CO Effect: Increase the offense and defense of naval and indirect units by 20%
               and 10% respectively.
    CO Power: Longshot - Increases the maximum range of indirect units by 2.
    
    How to unlock: Complete C13 - Greyfield Strikes
    
    Comments: Gage is the indirect specialist.  He gains an offensive bonus with
              naval units as well, which makes him a decent choice on maps with
              ports.
    
              While placing Gage in an indirect unit may seem to be the logical
              option given his CO effect, it may be more prudent to place Gage in
              a unit that is certain to be adjacent to indirect units in order to
              charge his CO meter, such as Infantry or Mechs.
    
              Like most of the COs, Gage's effectiveness depends on the map.  The
              more chokepoints and factories on the map, the easier it is for Gage
              to use and protect his indirect units.  A map that emphasizes direct
              units will reduce his usefulness.
    
              At this point, Gage is almost considered Isabella's equivalent.
              Since his units do not benefit direct ground units, he deploys a
              little slower than Isabella, but he does have stronger Artillery.
              Gage's Artillery have the potential to OHKO Infantry, which makes
              them very powerful.  Couple it with his CO power, and it can be seen
              why he is on par with Isabella.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.2.3) Forsythe - Lazurian Army
    
    Commander: The Lazurian Army commander.  He was called out of retirement to
               defend his nation.
    Quote: "I am a soldier, not a killer."
    
    CO Zone: 5
    CO Effect: Increases the offense and defense of all units by 10%.
    CO Power: None
    
    How to unlock: Complete C14 - A Hero's Farewell
    
    Comments: Forsythe differentiates himself as one of the two COs who does not
              have a CO power.  In order to compensate, he boasts the largest
              default CO zone in the game.  While the CO effect seems inferior to
              other COs with smaller CO zones, Forsythe can use his numbers of
              slightly superior units to counter the opponent's units.
    
              In addition, since Forsythe does not have a CO power to charge, he
              can be loaded in nearly any unit he chooses because he does not need
              to be on the battlefront.  It is preferred that a mobile unit be
              used for Forsythe so he can apply his CO effect to different fronts
              depending on the situation.  In addition, thanks to his universal
              and blanket boost, Forsythe is one of the most versatile COs in the
              game.
    
              The famed Lazurian commander is a decent CO, but he suffers from the
              fact he has no CO power.  In order for Forsythe to win, he needs to
              strike fast with his superior army while his opponent is running
              around with the default CO zone.  He also needs to be able to snipe
              the CO unit when necessary, else the use of the opponent's CO power
              may be enough to overwhelm Forsythe.  As such, he ranks lower than
              most of the 12th Batallion, but an experienced player may be able
              to steal a few victories online.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.3.1) Waylon - New Rubinelle Army
    
    Commander Info: A member of the Rubinelle Army who seeks only to fulfill his
                    own pleasures and desires.
    Quote: "It's time for Waylon to do some whalin'!"
    
    CO Zone: 2
    CO Effect: Increases the offense and defense of air units by 20% and 40%
               respectively.
    CO Power: Wingman - Increases the defense of air units by 270%.
    
    How to unlock: Complete C20 - Waylon Flies Again
    
    Comments: Waylon is one of the two air specialists, and he focuses on defense.
              He is considered the more popular choice because of his larger CO
              zone and Wingman, which makes his air units resistant to anti-air
              attacks.  When airports are about, Waylon is a decent option because
              he grants his air units better staying power.  However, since air
              units are regulated to a supporting role, it is best to avoid
              deploying Waylon in a Fighter and Bomber.  Like Tasha, the B-copter
              is the best unit to deploy Waylon in, while a Duster is a option in
              certain situations.
    
              Wingman is the only CO power that grants a stat bonus.  It increases
              the defense of air units by an incredible margin, effectively
              reducing damage by at least two-thirds.  With this CO power, you can
              afford to be a tad reckless with his air units, though they must be
              retreated immediately if there is any danger.
    
              If there are no airports, Waylon becomes a poor CO to use for obvious
              reasons.  Thanks to his limited usefulness, Waylon, along with Tasha,
              are considered one of the worst COs in the game.  With airports,
              Waylon is a decent option for a CO thanks to his CO zone and insane
              CO power.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.3.2) Greyfield - New Rubinelle Army
    
    Commander Info: Ambitious and power hungry, he wants to destroy the Lazurian
                    Army and rule the world as its new king.
    Quote: "I'll see you hanged for this!"
    
    CO Zone: 3
    CO Effect: Increases the offense and defense of naval units, seaplanes, and
               copters by 10% and 40% respectively.
    CO Power: Supply Chain - Restores the fuel, ammo, and materials for all units.
    
    How to unlock: Complete C21 - Lin's Gambit
    
    Comments: Greyfield is the dedicated naval CO in the game.  Out of his element,
              Greyfield is not a good CO to choose because of his CO effect.  Once
              naval units is in the mix, Greyfield becomes one of the best COs,
              even overshadowing Tabitha.  His CO effect gives his naval units
              incredible staying power, which makes it difficult for other COs to
              fight against.
    
              You want to deploy Greyfield in a naval unit as soon as possible,
              which makes the Gunboat an appealing option.  Despite the inability
              to attack more than once without resupplying, Greyfield can use his
              CO zone to allow the other naval units to enter the fray and charge
              his CO meter.
    
              Obviously, the above points are moot if there is no port on the map.
              The presence of airports may make Greyfield an option, but the strict
              support role of air units makes it difficult to use Greyfield as an
              viable option.  Without ports, you may want to select a different CO.
    
              Without ports, Greyfield is a subpar CO.  With ports, Greyfield turns
              into one of the best COs in the game.  Be sure to examine the map
              closely before selecting Greyfield as your CO.
              
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.4.1) Penny - Intelligent Defense Systems
    
    Commander Info: The youngest child of Dr. Caulder.  Numerous experiments have
                    left her mind permanently shattered.
    Quote: "Tee hee!  Let's go, Mr. Bear!"
    
    CO Zone: 3
    CO Effect: Makes ALL units (even those outside her CO Zone) immune to weather.
    CO Power: Stormfront - Changes the weather to snow, rain, or sandstorm for
                           three days.
    
    How to unlock: Complete C24 - Crash Landing
    
    Comments: Unlike Forsythe, who relies on his CO effect entirely, Penny relies
              on her CO power in order to win battles.  Her CO power is one of the
              most powerful in the game, summoning one of the three weather effects
              for three days.  Coupled with Penny's CO zone of 3, it shouldn't be
              difficult to charge.
    
              The difficulty with Penny is the randomness of her power.  It chooses
              between the three weather effects and lasts for three days.  Of the
              three, the best weather effect is sandstorm thanks to the fact it
              reduces enemy offense by 30%.  Snow gives Penny first-strikes like
              Adder because it reduces enemy movement by 1, while Rain is
              considered the most difficult weather effect to work with because it
              summons Fog of War.  Even though it reduces enemy vision to 1, a
              Penny player needs to be prepared for rain by producing units with
              sufficient vision and movement.
    
              Penny is considered a substandard CO, limited by the randomness of
              her CO power and poor stats.  None of her units can win a battle
              against an opponent's unit in their CO zone.  If you want a challenge
              without using any of the specialist COs, use Penny.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.4.2) Tabitha - Intelligent Defense Systems
    
    Commander Info: Belongs to the private military company IDS.  A daughter of
                    Dr. Caulder, she is extremely cruel and vindictive.
    Quote: "Stupid weak people!"
    
    CO Zone: 0
    CO Effect: Increases the offense and defense of all units by 50%.
    CO Power: Firestorm - Targets the greatest concentration of units by HP or
                          cost in a 3x3 diamond and deals 8 HP of damage.
    
    How to unlock: Complete C25 - Lab Rats
    
    Comments: Tabitha, on paper, appears to be a very strong CO.  Her CO unit is
              the most powerful unit in the game aside from Caulder boasting
              180/180 stats (including veteran bonuses), which is enough to OHKO
              any 55% match-up without any terrain stars.  Her defense is high
              enough to prevent most 2HKOs, which allows her to retreat and join
              with another unit in order to return to the fray.
    
              Her weakness is the size of her CO zone, which is the smallest in the
              game.  As such, her entire army is bland, allowing other COs to
              overwhelm them with their larger zones and superior units.  If the
              opponent is allowed to increase their CO zone, Tabitha will be
              hard-pressed to survive with her default CO zone.
    
              If you are fighting Tabitha, it is suggested you increase the number
              of indirect units in your army.  These units do not have to fight
              Tabitha face-to-face and can chip away at her HP, which reduces her
              offensive and defensive ability.  Tabitha thrives on the battlefront
              because it allows her to charge her CO meter and she can punch a hole
              through your lines.
    
              Effective use of Tabitha involves harassing your opponent's capturing
              Infantry early or deploying a very powerful unit early, like the Md
              Tank.  You need to increase her CO zone as soon as possible, because
              fighting an entire army with one super-unit is not feasible.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    8.4.3) Caulder - Intelligent Defense Systems
    
    Commander Info: The head of the private military contractor IDS.  He seeks a
                    world where he is free to carry out his terrible experiments.
    Quote: "Fascinating..."
    
    CO Zone: 3
    CO Effect: Increases the offense and defense of all units by 50% and heals all
               units by 5 HP each day, assuming he has sufficient funds.
    CO Power: None
    
    How to unlock: Complete C26 - Sunrise
    
    Comments: Caulder is broken.  His stats are the same as Tabitha's, but with a
              greater CO range and healing.  His one weakness may be the fact that
              he must spend funds to heal his units, but dealing with a possible
              thirteen units with 160/160 stats and healing every turn, you would
              be hard-pressed to defeat him in a fair battle.  He does not have a
              CO power either, but his CO effect is more than enough to compensate.
    
              Luckily, there are only three instances in the game where you must
              fight Caulder: the final campaign mission Sunrise and the trial maps
              Comb Map and Missile.
    
              Caulder is automatically banned in random Wi-Fi matches, but he can
              be selected in friend code battles.  If your friend picks Caulder, I
              suggest picking Caulder in turn or find a new friend.
    
              As one might guess, Caulder is an automatic ban in many competitive
              battles.
    
    ===============================================================================
    
    9.0.0) VERSION HISTORY
    
    ===============================================================================
    
    Version 1.0 - First submission of guide.
    
    Version 1.2 - Corrected a mistake in the damage chart, added more to the
                  Terrain section and Weather to the Game Mechanics, and added the
                  following guides: Shade Coast, Coast Assault, Days of Ruin, The
                  Beast, A Hero's Farewell, and The Creeper.
    
    Version 2.0 - Added a more comprehensive Table of Contents, and added the
                  following guides: The Beast, Icy Retreat, Salvation, Eerie Lake,
                  Land's End, and Metro Map.  In addition, the power and technique
                  score calculation has been solved!  Major thanks to x0_000,
                  Translucent Air, and everyone at Wars World News for their work.
    
    Version 2.2 - Updated Moving On, A New Threat, The Creeper, Extreme Edge,
                  Eerie Lake, Metro Map and added Ground Clash to the guide.  
                  Speed limits have been added to all Trial Maps.
    
    Version 2.3 - Missed Friday's update, therefore a considerable amount of new
                  guides were added here.  Added Metro Island, V for Victory!,
                  Fragment Isles, Duo Falls, Missile, Hope Rising, and Waylon
                  Flies Again to the guide.  Changed the formatting of the CO
                  section for future updates.
    
    Version 2.4 - Fixed an error in the damage chart, updated the score
                  calculations, updated Hope Rising to a complete D2D and added
                  Hourglass.
    
    Version 2.5 - Fixed the D2D for V for Victory!, and added Plasma Bubble and
                  Mountain Pass.
    
    Version 2.6 - Updated the D2D for Extreme Edge, Duo Falls, and Moving On, and
                  added Freehaven and New Allies.
    
    Version 2.7 - Updated the D2D for Shade Coast, Clear Island, and Intricate Map,
                  added A Storm Brews, and added comments for each CO.
    
    Version 2.8 - Updated the D2D for Land's End and Whirl Peaks, and added
                  Greyfield Strikes and Panic in the Ranks.
    
    Version 2.9 - Added A Kind of Home and Almost Home and updated the D2D for
                  Blade Isles.
    
    Version 2.91 - Added Sunrise and Pentagram and updated the D2D for
                   Metro Island and Wedding Ring.
    
    Version 2.92 - Corrected a mistake in Hope Rising and added Crash Landing and
                   Web River.
    
    Version 2.93 - Added ASCII art and updated the D2D for Whirl Peaks.
    
    Version 2.94 - Added History of Hate and Triangle Lake and updated the D2D for
                   Icy Retreat.
    
    Version 2.95 - Added Peril Maze and updated the D2D for New Allies,
                   A New Threat, and Eerie Lake.
    
    Version 2.96 - Added Tatter River and Bounty River and updated the D2D for
                   Moving On and A Hero's Farewell.
    
    Version 2.97 - Added Time Map, Comb Map, and Resistance, and updated the D2D
                   for Tatter River and the CO section.
    
    Version 2.98 - Updated the D2D for Hope Rising, corrected an error in Sunrise,
                   and added author credits to the walkthroughs.
    
    ===============================================================================
    
    9.9.9) CREDITS
    
    ===============================================================================
    
    Thanks to GipFace for providing the D2D guides for Feline Basin, Cat Island,
    Slime Cove, Star Islands, Whirl Peaks, Days of Ruin, and Metro Island.
    
    Thanks to Dragon Fogel for providing the D2D guides for Intricate Map, Destiny
    Ocean, Shade Coast, Center River in 5 days, Duo Falls, Plasma Bubble in 5 days,
    the perfect Triangle Lake, confirming the faster Slime Cove strategy, and
    suggesting a change to New Allies and Crash Landing to make them more reliable.
    
    Thanks to Delta_Angelfire for providing the D2D guides for Fire & Water and
    Center River in 6 days.
    
    Thanks to Astrohawke18 for demonstrating that one can score 450 pts. on Fire &
    Water in 6 days and providing a V for Victory! guide.
    
    Thanks to swifty for showing a number of perfect scores, including D-Island in
    7 days, Slime Cove in 5 days, Land's End in 8 days, Intricate Map in 7 days,
    Wedding Ring in 8 days, Eerie Lake in 8 days, Duo Falls in 7 days, Salvation 
    in 3 days, Metro Map in 9 days, Ground Clash in 6 days, Fragment Isles in 15
    days, Metro Island in 8 days, Clear Island in 6 days, Bounty River in 15 days, 
    Peril Maze in 10 days, Triangle Lake in 11 days, Comb Map in 18 days,
    Resistance in 5 days, and Web River in 22 days.
    
    In addition, swifty provided a number of high scores for campaign, including
    A Single Life in 4 days, New Allies in 5 days, A Kind of Home in 6 days,
    A New Threat in 6 days, A History of Hate in 3 days, Greyfield Strikes in
    7 days, A Hero's Farewell in 9 days, Hope Rising in 8 days, Panic in the Ranks
    in 4 days, Lin's Gambit in 8 days, The Great Owl in 10 days, Sacrificial Lamb
    in 7 days, Crash Landing in 6 days, and Sunrise in 5 days.
    
    Thanks to x0_000 for providing the D2D guide for D-Island and Metro Island in
    9 days and providing a lot on testing the technique score calculation.
    
    Thanks to ALAKTORN for providing the D2D guide for Days of Ruin, A Single Life,
    Freehaven, Crash Landing, Tatter River, an improved Whirl Peaks, and an
    improved Land's End, Wedding Ring, New Allies, History of Hate, and
    Icy Retreat.
    
    Thanks to Kireato for providing the D2D guide to Coast Assault.
    
    Thanks to Yoshi for providing the D2D guide to The Creeper.
    
    Thanks to moggy for providing the D2D guide to Icy Retreat.
    
    Thanks to Translucent Air for helping decode the speed, power, and technique
    calculations, and providing an improved Moving On, and the D2D guide for
    A Storm Brews, Hourglass, Plasma Bubble, Pentagram, an improved Shade Coast,
    Clear Island, and Blade Isles.
    
    Thanks to thefalman for providing the D2D guide to Eerie Lake and an improved
    Land's End.
    
    Thanks to crono for providing an improved Moving On.
    
    Thanks to BeefCarnival for providing a perfect Metro Map with one change to
    the current guide.
    
    Thanks to SBlues for providing a perfect The Creeper with one change to the
    current guide.
    
    Thanks to Xagor for providing the D2D guide to Missile.
    
    Thanks to Graphyte Ronin for providing an improved Moving On.
    
    Thanks to Primum Mobile for providing the improved D2D guide to Intricate Map.
    
    Thanks to Lee Eric Kirwan for providing the improved D2D guide to V for
    Victory!
    
    Thanks to Blackbird for providing the D2D to A Kind of Home, Greyfield Strikes,
    Panic in the Ranks, and an improved Eerie Lake and Whirl Peaks.
    
    Thanks to aznweirdo718 for providing the D2D to Almost Home, Day 1 of Crash
    Landing, and Web River.
    
    Thanks to -STL- for providing the D2D for Time Map, Comb Map, Resistance, and
    an improved Moving On and Hope Rising.
    
    Thanks to Morph_o_Ray for providing the D2D for A New Threat.
    
    Thanks to Wars World News for the great Advance Wars community.
    
    Thanks to GameFAQs for hosting this guide.
    

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