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    FAQ by Shotgunner

    Version: Final | Updated: 08/14/02 | Printable Version | Search This Guide

    Advance Wars FAQ Final Version
    By Shotgunner
    Copyright by Shotgunner
    
    Version History
    9/25/01 - Started FAQ, added Intro, Legal Info, Contents, Modes of play,
    Commanding Officers(COs) - v 0.5
    9/25/01 - Added Unit Types, Damage Chart, Tips, Thanks,
    Contact Info - v1.0
    9/27/01 - Added Future Content, made some spelling corrections, corrected info
    about Vs. Mode, made correction to Field Training description - v1.5
    7/8/02 - Final version
    8/14/02 - added Data Clear info, changed NOTICE, spellchecked, added OTHER FAQS
    
    INTRO
    
    This FAQ is for Advance Wars, one of the first strategy games for the GBA(Game
    Boy Advance). Despite the cute name, this is a challenging game. Each mission
    is basically the same: defeat the enemy units or capture the enemy HQ whle
    preventing the enemy from doing the same to you. However, there are enough
    challenges in the game to make it replayable quite a few times. And with multi
    player capibilities and a map designer mode, this game is easy to pick up, yet
    hard to put down. I am not much of a strategy fan, but it is getting addictive.
    
    NOTICE - I decided to "re-open" my FAQ due to some unexpected time off and more
    freetime. However, I will not be updating this FAQ as frequently as I would
    like to.
    
    LEGAL INFO
    
    You may do anything to this document EXECPT:
    
    Change the content of it in ANY way
    Place it in your magazine
    Copy it and claim it is your original work
    Charge ANY form of payment(money, goods, or services) for it
    
    Pretty much, as long as you give me the credit I deserve, and follow the four
    rules above, you can do anything with this document. The only other thing I ask
    is that if you want to put it on your site, please ask permission. You will
    find my e-mail address in Contact Info down at the end of this document.
    
    Any similiarities to other FAQs/strategy guides are not intentional, and are
    purely a coincidence.
    
    CONTENTS
    
    1-Modes of play
    2-COs(Commanding Officers)
    3-Unit Types
    4-Damage Chart
    5-Tips
    6-Thanks/Credits
    7-Contact Info
    8-Future Content
    9-Other FAQs
    
    1-MODES OF PLAY
    
    There are a total of 8 modes of play. They are listed below:
    
    Field Training - Nell, an Orange Star CO, helps you learn the ropes. You'll
    learn how to combine units, examine terrian, move units, how to attack, and so
    on. You have to at least complete Field Training Mission 14 to unlock the other
    modes. However, I strongly suggest playing thru all of the Field Training
    missions. Also, there is a special 15th Field Training mission that will be
    unlocked if you complete all 14 previous Field Training Missions.
    
    Campaign - This is the main part of the game. After Field Training, you will
    know what your units can and can't do in the Campaigns - can you use that
    knoweledge successfully?
    
    War Room - These are maps that have pre-determined layouts for both your trops
    and your opponent(s). Choose your CO and go! Kinda like a "Quick Start" mode.
    Unlocked after you complete all 14 of the Field Training missions.
    
    Stats - Basicaly, it's your combat record - how well you have done in the War
    Room and your overall ranking based on all gameplay elements.
    
    Battle Maps - This is actually a shop where you can buy new maps to play on in
    the various modes, and after completeing the game once and by meeting certian
    conditions while playing the Campaigns, you can buy new COs here, too.
    
    Design Maps - Create-A-Map mode.'Nuff said.
    
    VS. Mode - This is one of two multiplayer modes. VS. Mode is for those who only
    have one GBA or one Advance Wars game pak. Despite my previous comments about
    Vs. Mode, you can also play it by yourself, and you can use custom maps here
    from the Map Designer mode. Also, if you have a link cable and 2 GBAs, but only
    1 AW pak, you can still do a link battle in Vs. Mode! The GBA that does not
    have the game pak inserted will have to "download" the game info from the
    "sender"(the GBA with the game pak inserted). I don't know how long it takes to
    "download" the info.
    
    Link Mode - This is the exact same as VS. Mode, but it requires a GBA, an
    Advance Wars game pak, and a link cable for each player.
    
    2-COMMANDING OFFICERS(COs)
    
    Andy - Your first CO. His CO Power is Hyper Repair, which adds 2 HP to all your
    units when used.
    
    Max - Max's CO Power, Max Force, boosts all of your direct fire units' power
    for one turn. Indirect fire units are not affected.
    
    Sami - Sami's troops move faster, and her CO Power, Double Time, ensures that
    her troops will get there first.
    
    Olaf - While his troops suffer in rain, they rock in snow, and that's Olaf's Co
    Power - Blizzard.
    
    Grit - his CO Power, Sniper, makes all indirect fire units extremely dangerous,
    but his direct fire units are not affected by his power(fortunetly).
    
    Eagle - His troops are the preverbal masters of the sky. Combined with his CO
    Power, Lighting Strike, his Air Force can dicimate your forces in the blink of
    an eye. Lighting Strike allows his troops to attack TWICE in one turn. However,
    his weakness is his navy.
    
    Kanbei - Kanbei's CO Power, Morale Boost, boosts up his troop's attack power
    for a single turn.
    
    Sonja - Kanbei's daughter. Her CO Power, Enhanced Vision, will cut right thru
    the Fog of War like a warm knife thru butter.
    
    Drake - Drake is the exact opposite of Eagle - strong navy, weak air force.
    However, his redeeming quality(or most hated quality, depending on your
    opinion) is his CO Power:Tsunami. It hits ALL units on the map, including air
    units.
    
    Nell - An Orange Star CO, she walks you thru the Field Training missions and
    offers good advice. Her CO Power is currently unknown, but I can confirm that
    she is unlockable in the Battle Map shop.
    
    3-UNIT TYPES
    
    A good CO knows his or her units by sight, as well as their basic strengths and
    weaknesses. Below is all the unit types and their price(deploying units is
    covered in the Field Training). Some units are "indirect fire units". This
    means that they can attack from a few squares away without fear of retaliation.
    However, they can not attack the square directly to the north, south, east, or
    west.
    
    Infantry - Your basic cannon fodder. They arer only effective aganist other
    infantry or mech. infantry. Pitting your infantry aganist anything else is
    asking for that unit to be destroyed. Avoid AA units like the plauge! Armed
    with a machine gun. 1000 cr.
    
    Mech. Infantry - Despite their name, they are the same as regular infantry, but
    they are also armed with a bazooka, making them dangerous to all ground-based
    units. However, like regular infantry, avoid the AA units like the plauge. 3000
    cr.
    
    APC - Used to quickly move a single infantry unit a long distance. However, it
    also acts like a "supply base", as it refills ammo and fuel to any unit one
    square away to the north, south, east, or west. They have no weapons, and
    loaded infantry can NOT defend an APC that is under attack, so your best bet is
    to use them to supply your other units. 5000 cr.
    
    Recon - A weakly armed and armored unit. However, it has great mobility. Do not
    engage anything other than infantry; even mech. infantry will rip recon units
    apart. 4000 cr.
    
    Tank - Your basic tank. Good armor and weapons. Since it is armed with a
    machine gun, it can attack infantry. Avoid mech. infantry unless thier HP is
    6 or less and yours is near full. 7000 cr.
    
    Med. Tank - Talk about power and armor. Any regular infantry unit that engages
    this one is almost always history. Excellent for taking out AA units and
    artillery. 16000 cr.
    
    Artillery - An indirect fire unit with decent range and power. Sweeps aside
    infantry units like they wern't even there. 6000 cr.
    
    Antiair(AA) - AA units are effective aganist both air units AND infantry. Since
    AA units are armed with high calibur machine guns, it makes sense that they can
    be used aganist infantry. AA units can literally kill an entire platoon of
    infantry without breaking a sweat. However, due to weaker armor, it is not as
    invulnurable as tanks and med. tanks are aganist infantry machine guns. 8000
    cr.
    
    Rockets - Another indirect fire unit, it has great range and firepower. It's
    only real weakiness is it's inability to defend itself from being directly
    attacked.
    15000 cr.
    
    Missiles - Your best bet for taking out your opponent's air force. Good range
    and damage. Their only real weaknesses are their inability to defend itself
    from direct attack, its price(12000 cr.) and the fact that it can only attack
    airborne
    units. However, this is a good unit to put next to or near an AA unit. If the
    AA unit can't get the job done, a barrage of missiles will make sure that the
    aircraft in question is going down hard. A preverbal "sky sweeper". This is an
    indirect fire unit.
    
    Lander - An APC that can only be used in the sea. Unlike it's counterparts,
    there is no restriction as to what type of units can go in them, and you can
    fit TWO units in a lander. 12000 cr. A nice mix of units is a loaded APC and a
    Med. Tank.
    
    Cruiser - a decent naval unit, good for guarding Battleships. It is one of 2
    naval units that can attacked submerged subs. 18000 cr.
    
    Battleship - The grand-daddy of all navy units. Can bombard both sea and shore
    targets with its massive cannons. Pretty pricy, though, at. 28000 cr. The only
    sea-based indirect fire unit. An equal opportunity unit killer.
    
    Submarine - This unit can dive to avoid attacks, but it uses it's fuel at twice
    the normal rate while submerged. The only other unit that can attack submerged
    submarines.   20000 cr.
    
    Battle Copter - Your baisc air unit. Kinda like an airborne tank. Good damage
    and range, but extremely weak aganist AA units and especially missiles. 9000
    cr.
    
    Transport Copter - a flying APC. You already know the story with this one. 5000
    cr.
    
    Fighter - A great air unit, but it is capible of only attacking air units.
    Dangerous to copters and to a weakened bomber. 20000 cr.
    
    Bomber - Just what the doctor ordered! An artillery unit giving you the fits?
    Just say "Bomb's away!". Keep out of missile range unless you want to spend a
    ton on cr. to keep bombers. Your bombers have a better chance aganist AA units
    than aganist missiles. 22000 cr.
    
    4-DAMAGE CHART
    
    Here's how all the units stack up aganist each other. The higher the number,
    the more damage it does/takes. Each unit is listed, and then has "vs.
    infantry", "vs. mech. infantry", and so on below it.
    
    Each is rated 1 - 5(5 being the best). 0 means that unit can't be attacked.
    Example - Infantry can't attack fighters, so their vs. Fighter rating is 0.
    
    Infantry
    
    vs. Infantry - 2
    Vs. Mech. infantry - 2
    vs. APC - 2
    vs. Recon - 1
    vs. Tank - 1
    vs. Med. Tank - 1
    vs. Artillery - 2
    vs. Antiair(AA) - 1
    vs. Rockets - 2
    vs. Missiles - 2
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 1
    vs. Transport Copter - 1
    vs. Fighter - 0
    vs. Bomber - 0
    
    Mech. Infantry
    
    vs. Infantry - 3
    Vs. Mech. infantry - 2
    vs. APC - 4
    vs. Recon - 4
    vs. Tank - 3
    vs. Med. Tank - 2
    vs. Artillery - 4
    vs. Antiair(AA) - 3
    vs. Rockets - 4
    vs. Missiles - 4
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 1
    vs. Transport Copter - 2
    vs. Fighter - 0
    vs. Bomber - 0
    
    APC
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Recon
    
    vs. Infantry - 2
    Vs. Mech. infantry - 2
    vs. APC - 2
    vs. Recon - 1
    vs. Tank - 1
    vs. Med. Tank - 1
    vs. Artillery - 2
    vs. Antiair(AA) - 1
    vs. Rockets - 2
    vs. Missiles - 1
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 1
    vs. Transport Copter - 2
    vs. Fighter - 0
    vs. Bomber - 0
    
    Tank
    
    vs. Infantry - 4
    Vs. Mech. infantry - 4
    vs. APC - 4
    vs. Recon - 4
    vs. Tank - 2
    vs. Med. Tank - 2
    vs. Artillery - 4
    vs. Antiair(AA) - 3
    vs. Rockets - 4
    vs. Missiles - 4
    vs. Lander - 1
    vs. Cruiser - 1
    vs. Battleship - 1
    vs. Submarine - 1
    vs. Battle Copter - 1
    vs. Transport Copter - 2
    vs. Fighter - 0
    vs. Bomber - 0
    
    Med. Tank
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 5
    vs. Recon - 5
    vs. Tank - 5
    vs. Med. Tank - 3
    vs. Artillery - 5
    vs. Antiair(AA) - 5
    vs. Rockets - 5
    vs. Missiles - 5
    vs. Lander - 2
    vs. Cruiser - 1
    vs. Battleship - 1
    vs. Submarine - 2
    vs. Battle Copter - 1
    vs. Transport Copter - 3
    vs. Fighter - 0
    vs. Bomber - 0
    
    Artillery
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 4
    vs. Recon - 4
    vs. Tank - 4
    vs. Med. Tank - 2
    vs. Artillery - 4
    vs. Antiair(AA) - 3
    vs. Rockets - 4
    vs. Missiles - 4
    vs. Lander - 3
    vs. Cruiser - 3
    vs. Battleship - 2
    vs. Submarine - 3
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Antiair(AA)
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 3
    vs. Recon - 3
    vs. Tank - 2
    vs. Med. Tank - 2
    vs. Artillery - 3
    vs. Antiair(AA) - 2
    vs. Rockets - 3
    vs. Missiles - 3
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 5
    vs. Transport Copter - 5
    vs. Fighter - 3
    vs. Bomber - 3
    
    Rockets
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 5
    vs. Recon - 5
    vs. Tank - 5
    vs. Med. Tank - 3
    vs. Artillery - 5
    vs. Antiair(AA) - 5
    vs. Rockets - 5
    vs. Missiles - 5
    vs. Lander - 5
    vs. Cruiser - 5
    vs. Battleship - 3
    vs. Submarine - 3
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Missiles
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 5
    vs. Transport Copter - 5
    vs. Fighter - 5
    vs. Bomber - 5
    
    Lander
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Cruiser
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 5
    vs. Battle Copter - 5
    vs. Transport Copter - 5
    vs. Fighter - 3
    vs. Bomber - 3
    
    Battleship
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 5
    vs. Recon - 5
    vs. Tank - 5
    vs. Med. Tank - 3
    vs. Artillery - 5
    vs. Antiair(AA) - 5
    vs. Rockets - 5
    vs. Missiles - 5
    vs. Lander - 5
    vs. Cruiser - 5
    vs. Battleship - 4
    vs. Submarine - 5
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Submarine
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 2
    vs. Cruiser - 3
    vs. Battleship - 3
    vs. Submarine - 5
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Battle Copter
    
    vs. Infantry - 4
    Vs. Mech. infantry - 4
    vs. APC - 3
    vs. Recon - 3
    vs. Tank - 3
    vs. Med. Tank - 2
    vs. Artillery - 3
    vs. Antiair(AA) - 2
    vs. Rockets - 3
    vs. Missiles - 3
    vs. Lander - 3
    vs. Cruiser - 2
    vs. Battleship - 2
    vs. Submarine - 2
    vs. Battle Copter - 3
    vs. Transport Copter - 5
    vs. Fighter - 0
    vs. Bomber - 0
    
    Transport Copter
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    Fighter
    
    vs. Infantry - 0
    Vs. Mech. infantry - 0
    vs. APC - 0
    vs. Recon - 0
    vs. Tank - 0
    vs. Med. Tank - 0
    vs. Artillery - 0
    vs. Antiair(AA) - 0
    vs. Rockets - 0
    vs. Missiles - 0
    vs. Lander - 0
    vs. Cruiser - 0
    vs. Battleship - 0
    vs. Submarine - 0
    vs. Battle Copter - 5
    vs. Transport Copter - 5
    vs. Fighter - 3
    vs. Bomber - 5
    
    Bomber
    
    vs. Infantry - 5
    Vs. Mech. infantry - 5
    vs. APC - 5
    vs. Recon - 5
    vs. Tank - 5
    vs. Med. Tank - 5
    vs. Artillery - 5
    vs. Antiair(AA) - 5
    vs. Rockets - 5
    vs. Missiles - 5
    vs. Lander - 5
    vs. Cruiser - 5
    vs. Battleship - 4
    vs. Submarine - 5
    vs. Battle Copter - 0
    vs. Transport Copter - 0
    vs. Fighter - 0
    vs. Bomber - 0
    
    NOTE - although the units may appear different in appearance in the various
    armies in the game, they all follow the above chart.
    
    5-TIPS
    
    Not exactly a tip, but everyone's been asking me for this, and here it is:
    Press L, Select, and Right on the D-Pad after turning the Gameboy Advance on;
    the delete data option will appear, allowing you to start over if you wish.
    
    Be sure you know what your current CO Power is. It's possible to forget,
    especially if you use a particular CO for a few missions and then switch either
    by chioce or you are forced to. If you need to review a CO Power, check the
    second section of this document.
    
    Each soldier/tank/etc. in the battle animations represent 2 of the current
    unit. Likewise, the Damage Chart above adhears to this fact. For example, if
    you were to attack a full strength Infantry unit with a Full strength AA unit,
    then the infantry unit will 9 times out of 10 be completely eliminated. Keep
    this in mind when you are deciding what unit to strike with first!(each
    tank/soldier/etc. = 20% of unit strength)
    
    When your units are near enemy units, check the enemy unit ranges BEFORE you
    move. It would be a shame to have your advance halted due to a few losses by
    enemy artillery or rockets...
    
    When designing maps, keep in mind that your factories should be open on at
    least 3 sides. Otherwise, you can only deploy one unit at a time.
    
    Speaking of deploying units, remember that you must wait until your next turn
    to move newly deployed units.
    
    Need more credits? Either halt building units for a few turns, or hurt your
    opponent's wallet at the same time - capture his cities.
    
    There are three ways to prevent enemy units from being deployed. One, capture
    all the enemy cities. Two, capture all the enemy factories(referred to as
    "bases" whle playing). Or, three - simply park one of your units on top of an
    enemy factory. Since newly deployed units are placed on the factory square, and
    units can not overlap each other(2 units can not share the same square), the
    enemy is effectivly reduced to fighting for his own bases! This is risky, but
    it allows you to stop enemy production for awhile.
    
    Take a good look at the ENTIRE map before you make your first move. Assuming
    Fog Of War is not present, you will be able to see all the enemy units, how
    many cities, bases, airports, etc. This can make a real difference in the first
    few turns.
    
    Use the "leapfrog" technique when moving Recon units, especially in Fog Of War.
    By leapfrog, I mean that you move all your units enough squares to remain in
    range of another unit. THis way, if one of your units is attacked(or surprised
    in Fog Of War), you can retaliate with your other units.
    
    Also, make a "Circle of Wagons" around APCs. Doing this makes them unreachable
    to all enemy units execpt for Bombers, Battle Copters, and indirect fire units.
    
    Try to keep at least 2 APCs running back and forth at all times. If you have a
    group of units going north and a group going east, keep an APC with them.
    Remember, the APC is a moving "base", as it can refuel and replenish a unit's
    ammo.
    
    Use the terrain to your advantage. The only ground based units that can cross
    mountians are Infantry and Mech. Infantry. Tanks, AA, and so on can't cross it;
    they have to go around. Airborne units are not affected by terrain.
    
    All enemy units need to be able to move in at least one direction. So, if you
    were to surround an enemy unit, you have pretty much killed it. Good for taking
    care of those nasty Rockets and Artillery units.
    
    Almost all units use ammo. When you see a flashing bullet on a unit, that means
    that that unit is almost out of ammo. Likewise, when you see a flashing fuel
    can, the unit is almost out of fuel.
    
    Units that are out of fuel can't move. However, air units will crash and sea
    units will sink without fuel.
    
    The Cruiser can hold a Transport Copter if you need to get it out of the air.
    
    Destroy enemy APCs. Doing so will cost the enemy credits to replace them, and
    it also prevents them from making as many offensive units. Doing this also
    prevents enemy units from rearming/refueling, forcing them to seek out a
    friendly city.
    
    Form a blockade. Tanks can't go into water, so they have to cross a bridge. If
    an enemy factory is on an island, you can literally put a "cork in the bottle"
    by preventing the enemy from using the bridge. A couple of indirect fire units
    and a Med. Tank or two, combined with an APC for rearming/refueling, can stop
    an army cold, as they won't be able to deploy new units. As you destroy the new
    units, the enemy wil replace them, allowing you to capture enemy cities, bases,
    airports, and so on - maybe even the enemy HQ.
    
    If you capture the enemy HQ, the battle is instantly over. Likewise, you
    instantly lose if your HQ is captured by the enemy.
    
    Notice the stars in the top right side of your "window" during the battle
    animations? Those stars represent the amount of devensive value the current
    terrain is giving you. The more stars there are, the better protected you are.
    
    Infantry and Mech. Infantry can cross rivers without using a bridge, but they
    need a lander if they want to cross ocean.
    
    Any APC-type unit(Transport Copters, Landers, and APCs) can not defend
    themselves, and neither can the units they are transporting. A destroyed
    APC-type unit also costs you(or your opponent) the unit(s) they were carrying.
    
    6-THANKS/CREDITS
    
    Thank go to:
    
    Me, for taking the time to make this
    CJayC, for Gamefaqs.com - KEEP IT UP FOREVER!
    Nintendo Power Advance, for the Damage Chart info, and CO info
    Megadeth, Black Sabbath, Kid Rock, and Rammstein for keeping me sane while I
    made this document
    Nintendo and Intelligent Systems, for making this great game
    My girlfriend, for putting up with my temporary insanity while I made this
    All the performers in the WWF/WWE, for the sole reason of giving me an excuse
    to
    stop typing on Sunday and Monday nights to watch them give another good
    performance while risking their own necks to do so
    
    CONTACT INFO
    
    So, you have a comment, question, or correction? Or maybe you want to tell me
    how good/bad my FAQ is? send all types of e-mail here ->
    csanicola@yahoo.com
    
    I will report any "violent" e-mails to your ISP provider, or to your "free
    mail" provider. What happens after that is beyond my control. So please behave
    when sending me e-mail, ok?
    
    8-FUTURE CONTENT
    
    Since I am re-opening this FAQ(to compensate for lack of content compared to
    the other FAQS), I will be adding info off and on. However, I can't guarentee
    how often this will occur, as I am writing several FAQs ofr several games at
    this time in addition to working two jobs. Please have some patience; that is
    all I can ask of you FAQ readers. I plan to add the following sometime in the
    near future:
    
    Cofirmed info on how to unlock Nell
    Add how to unlocl Sturm
    Secret Missions
    
    Remember, no guarentees on when I can do this.
    
    9-OTHER FAQS
    
    RELEASED
    Operation Body Count(IBM PC)
    
    UNDER CONSTRUCTION
    Alien vs. Predator(Atari Jaguar) - still under construction
    Rise 2:Resurrection(Rise of the Robots 2) - still under construction
    AC/AC:PP/AC:MoA: complete parts lists - still collecting information necessary
    for lists
    
    COMING SOON
    Armored Core/AC:Project Phantasma/AC:Master of Arena: Battletech ACs - 75% done
    AC2/AC2:Another Age: Battletech ACs - 60% done
    
    Well, until my next FAQ, this is THE END.