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    FAQ/Walkthrough by Happybuddha311

    Version: Final | Updated: 01/20/04 | Printable Version | Search Guide | Bookmark Guide

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         |                 Advance Wars 2 For the Game Boy Advance            |
         |                       By: Ben Semisch (Happybuddha311)             |
         |                           Last Update: None.                       |
         |                             Version: 1.0                           |
         =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Thank you for choosing to read my guide, I hope you find it helpful.  In this
    guide I will give you strategies for beating the general campaign as well as
    other strategies, to help you beat all the maps in the war room, as well as
    owning your friends in this game.  Because of the randomness of the Artificial
    Intelligence (what controls the enemy), there is no way I can give you a set
    number of steps that will guarantee victory.  Instead I will give you some
    strategies and ideas that have helped me beat the game.  This guide will also
    provide strategies for using the COs and their units.
    
    My goal is to try and make this guide as easy for you to read and use, and as
    helpful as possible, if you can think of anything that would help this guide
    fulfill that goal, then send it to me at Happybuddha311(at)Aol(dot)com. Make
    sure you include two things in the subject line "Your Advance wars 2 FAQ" and
    what site you are reading the guide from.  That way I can tell that it isn't
    spam, and if you ask a question already found in the guide that either the host
    hasn't updated or you're a lazy, stupid pile.
    
    If you are a webmaster looking to host this guide, don't.  The only two sites
    that are allowed to have this guide are Gamefaqs.com and Ign.com. If you are
    reading this guide anywhere else, please inform me, so the parties involved can
    be dealt with in a courtroom setting.
    
    With all that said, let's get to the part of the guide you came to read, or so
    I'm hoping.
    
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                             T A B L E  O F  C O N T E N T S
    
    
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    i) Faq heading and general info.
    1) Intro ~(You just read it, or skipped over it)
    2) Table of Contents
    3) Modes of play
    4) The Troops
    - Land
    - Air
    - Sea
    5) The COs, and how to unlock them
    6) Strategic Formations
    7) The Walkthrough
    8) The War Room
    9) Coming Updates
    10) About the Author
    
    
    
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                                  M O D E S  O F  P L A Y
    
    
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    In this section I will tell you about the modes of play, or rather everything
    you can do in the game.  In Advance wars there is plenty of stuff to do, you
    can even play with a human, the best part is, they don't need to have Aw2 or
    even a link cable.  There is also many different forms of game where you play
    the computer, which is more likely to give you a better fight then a human
    opponent who doesn't have AW2.
    
    
    ===============================================================================
    
                                     C A M P A I G N
    
    ===============================================================================
    
    In this you can either begin a new campaign or continue an existing one.  This
    is the part of the game with the story, and where you unlock the different COs,
    and earn points to buy maps.  In the last game you had to do "Basic Training"
    to get to this mode, now the entire Orange star campaign is Basic Training,
    which kinda pisses me off, you can't do a campaign without replaying it.
    BLARGH!
    
    
    ===============================================================================
    
                                       V S.  M O D E
    
    ===============================================================================
    
    The mode where you can play on the maps you created, or against your friends
    and/or the computer.  You earn no coins in this mode though.
    *Note*: You don't need two (or more) Game Boy Advances to play multi-player.
    Such a beautiful thing.
    
    ===============================================================================
    
                                     L I N K  M O D E
    
    ===============================================================================
    Here is where you link up to play Head to head, this mode is unnecessary
    because you can play with one GBA but hey, to each his own.  You don't earn
    coins in this mode, though I think it would have been a good idea if you could
    wager coins, that'd make the game pretty interesting.
    
    
    ===============================================================================
    
                                    D E S I G N  M O D E
    
    ===============================================================================
    Here is where you can create your own maps to play in VS. Mode.  The editor is
    pretty simple, so you shouldn't have much trouble using it, they problem is
    coming up with a good map.  I don't think I've ever made a really good map in
    this mode, it takes some real practice and skill. There is more on this later
    in the guide.  You can also change CO colors here, which is pretty weird.
    
    
    ===============================================================================
    
                                   B A T T L E  M A P S
    
    ===============================================================================
    
    This is where you spend your points you won in the war room and the campaign to
    buy COs and Maps.  It's best to try and buy all of the war room maps first,
    because they are the ones that get you coins.  Of course you'll buy COs if you
    have the chance first, as they'll often help you clear the war room maps with
    higher ranks.
    
    
    ===============================================================================
    
                                      W A R  R O O M
    
    ===============================================================================
    Basically this is a battle simulator or a campaign mode without a plot.  This
    and Campaign mode are the only modes you can earn coins in.  In the War room
    you'll hone your skills as a warrior, something that takes a good deal of
    practice and intelligence.  In the War room maps, there's too main ways to play
    the maps:
    
    The first way is to play the map.  This means using any terrain advantages, as
    well as design advantages to your full advantage, while not giving the enemy
    too many, if any at all.  This means using ambushes at choke points, and using
    forests and reefs, when attacking enemies, or at least not being on the road.
    
    The second way is to play agains the CO.  This means using any of your opposing
    COs weak points to your advantage, while not letting your opponent exploit your
    weak points.  So if you're fighting against max, you'll want to use Grit, and
    forget about direct combat whenever possible.
    
    Playing either of these ways should help you win the maps, but that Isn't
    enough.  If you want to S and A rank the war room maps, you'll need to play
    both.  Putting Grits Rockets in the forest and his battle ships in the reefs to
    attack Max's supply of Neo tanks and Subs is essential to wipe the floor with
    him.   If you can do both of these you should always come out ahead.
    
    
    
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                                     T H E  U N I T S
    
    
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    In this section I will explain to you all of the different units, their *Basic*
    stats (some stats change with different COs), and some strategies for them, as
    well as the best units to use against them. Be sure to note, by ammo, I mean
    ammo of the best weapon, most units have machine guns to fall back on.
    
    ===============================================================================
    
                                      L A N D  U N I T S
    
    ===============================================================================
    
    Most of the units are land units, so this will be the biggest section for
    units. I will go in order of how they are listed, in the factory menu.  Note
    that when Land units run out of gas, they just sit there until an APC refills
    them or they are destroyed.
    
    -------------------------------------------------------------------------------
                                         Infantry
    -------------------------------------------------------------------------------
    Cost: 1,000
    Movement: 3
    Vision: 2
    Ammo: Infinite
    Gas: 99
    Description:  The infantry unit is one of the more important units in the game,
    they are used for capturing, and well that's about it.  Though capturing is a
    big part of the game, these troops are also good at support fighting, and
    sneaking over mountains to flank an opponents long distance fighters, forcing
    them to retreat or take damage.
    
    Best unit use against Infantry: Anti-Airs, they are the only vehicle that can
    use their weapon (The Vulcan Guns) against them.
    
    -------------------------------------------------------------------------------
                                            Mech
    -------------------------------------------------------------------------------
    Cost: 3,000
    Movement: 2
    Vision: 2
    Ammo: 3
    Gas: 70
    Description: Besides the Infantry unit, this is the only unit that can capture
    bases, making it a very worth while unit to have.  While it has a lower
    movement, it has a heavier gun, and less moving penalties (not being able to
    move as far because of certain terrain).  This unit is good for taking out
    Tanks, and infantry.
    
    Best unit to use against Mechs: Md. Tanks, because they can take the damage
    from the Mechs and dish it back out.
    
    -------------------------------------------------------------------------------
                                            Recon
    -------------------------------------------------------------------------------
    Cost: 4,000
    Movement: 8
    Vision: 5
    Ammo: Infinite
    Gas: 80
    Description: This unit can see a long ass ways, so it is good for recon in maps
    with Fog of War.  This unit also has use outside fog of war maps.  It's good
    for taking out Infantry, but not mechs, as well as long distance troops because
    you can zoom in from outside of their range, to right next to them in firing
    position where they can't fight back.
    
    Best unit to use against Recons: Tanks, they tear Recon units to shreds.
    
    -------------------------------------------------------------------------------
                                           Tank
    -------------------------------------------------------------------------------
    Cost: 7,000
    Movement: 6
    Vision: 3
    Ammo: 9
    Gas: 70
    Description: The Tank, or "Light Tank" as I call it, is your basic fighter, it
    can take out a lot of units and can play multiple roles.  Because it has speed,
    good armor and, a decent weapon it is good for taking out long distance units.
    This weapon should also be your bread and butter weapon.  Just don't try
    throwing these things at a Md. Tank, or you'll get sliced.
    
    Best unit against Tanks: Md. Tanks, Imagine that, the Md. Tank rips another
    piece of metal to shreds again.
    
    -------------------------------------------------------------------------------
                                           Md. Tank
    -------------------------------------------------------------------------------
    Cost: 16,000
    Movement: 5
    Vision: 1
    Ammo: 8
    Gas: 50
    Description:  It doesn't move as quick as the Tank, doesn't have as much ammo
    or gas as a tank, but it sure as hell could teach the Tank a lesson or two
    about ass whoopin.  This unit destroys everything it comes in contact with,
    though it runs out of everything quickly, so make sure you have an APC, or a
    city to supply the tank at or you could be looking at a stranded tank relying
    solely on it's machine gun.  This unit is probably your best ground unit, and
    my favorite.
    
    Best unit to use against a Md. Tank: Rockets, they have the distance to fire on
    them without taking return fire.  Also, if you have a unit to block for the
    rockets, then they can get two or three shots at a Md. Tank, which should be
    enough to take out the tank, or at least greatly reduce it's threat.
    
    -------------------------------------------------------------------------------
                                           NeoTank
    -------------------------------------------------------------------------------
    Cost: 22,000
    Movement: 6
    Vision: 1
    Ammo: 9
    Gas: 99
    Description:  This thing is basically a Md. Tank on steroids.  It literally
    just blows any ground unit away.  It moves fast, and is quite un-stoppable,
    it's a draw between this and the bomber as to the most powerful unit.  In the
    hands of Max and Kanbei, this thing is death on treads.
    
    Best Unit to use against a Neotank: Another Neotank, or a well protected rocket
    unit.  Anything else is just a nuisance to the mighty tank.
    
    -------------------------------------------------------------------------------
                                           APC
    -------------------------------------------------------------------------------
    Cost: 5,000
    Movement: 6
    Vision: 1
    Ammo: None, it has no weapons
    Gas: 70
    Description: The APC, or Armored Personnel Carrier, moves troops faster than
    they can move themselves, though it's often the first to be hit in a convoy.
    This is a very good unit for those maps with few cities and a long way between
    fights, because they can zip infantry and mech units to the battle, as well as
    re-supply every ally troop it touches.  This is a must have if you are using a
    good deal of Md. Tanks and/or Rockets and artillery in a convoy type strategy.
    
    Best unit to use against an APC: Anything with a gun, this unit is a pushover.
    
    -------------------------------------------------------------------------------
                                         Artillery
    -------------------------------------------------------------------------------
    Cost: 6,000
    Movement: 5
    Vision: 1
    Ammo: 9
    Gas: 50
    Range: 2-3
    Description: This is the first Long distance weapon you come across, hence the
    range.  It can attack things that are two or three squares away, but not any
    closer.  This unit is good for woody areas, because it has treads, which give
    it less moving penalties.  This weapon like all long distance weapons, will
    require a spotter to maximize it's effectiveness in fog of war.  A spotter is
    simply a unit that has a vision long enough to see what you are shooting at.
    Recon units are good spotters.
    
    Best unit to use against Artillery: Recon, they can zip in fast and get into
    the "No fire zone" of the artillery.
    
    -------------------------------------------------------------------------------
                                            Rockets
    -------------------------------------------------------------------------------
    Cost: 15,000
    Movement: 5
    Vision: 1
    Ammo: 6
    Gas: 50
    Range: 3-5
    Description: Another long distance unit, Rockets have a higher range, and a
    lower everything else.  They pack more damage than an Artillery unit, but
    because of their low ammo, you should keep an APC with more than 2 Rocket
    units. This weapon like all long distance weapons, will require a spotter to
    maximize it's effectiveness in fog of war.  A spotter is simply a unit that has
    a vision long enough to see what you are shooting at.  Recon units are good
    spotters.
    
    Best unit to use against Rockets: Recon, because it can zip into position
    without being hit by the rockets.
    
    -------------------------------------------------------------------------------
                                     A-Airs (Anti-Airs)
    -------------------------------------------------------------------------------
    Cost: 8,000
    Movement: 6
    Vision: 2
    Ammo: 9
    Gas: 60
    Description: This weapon is best against Air units as the name would apply,
    however, this unit is also good against Infantry, mechs and Recon units, making
    it a decent investment in the early stages of a game.
    
    Best unit to use against Anti-Airs: Md. Tanks and Tanks, both can take it's
    Vulcan gun like it was a water gun and thrash it with their cannons.
    
    -------------------------------------------------------------------------------
                                          Missiles
    -------------------------------------------------------------------------------
    Cost: 12,000
    Movement: 4
    Vision: 5
    Ammo: Missiles
    Gas: 50
    Range: 3-5
    Description: This is basically what artillery is to tanks, only for bombers.
    This is the best weapon to use against those pesky air units, you don't even
    need a spotter because this unit can see as far as it shoots.  One draw back is
    that you'll need an Anti-air in case one of the planes zooms in next to it
    where it becomes helpless.  Also any ground or sea unit with a gun could easily
    molest this unit if it is left unguarded.  So the only practical use for this
    unit is in large convoys and base defending where there is other defenders.
    
    Best unit against Missiles: 2 Md. Tank (if guarded, if not anything will do),
    even if it does have guards one Md. Tank can take care of most of the guards
    while the other one takes out the missiles.  Then you can bring in the planes
    to finish off the guards.
    
    ===============================================================================
    
                                      A I R  U N I T S
    
    ===============================================================================
    
    With all of the air units, you want to watch out for Anti-Airs and Missiles as
    well as cruisers, if you can try to take out those units with ground or sea
    troops you should be good.  Also watch out for enemy fighters which can pull
    your men out of the sky quickly.  You should try to reserve building Fighters
    and Bombers until you have ample supplies, and can build at least one each
    turn.  Other wise a cheap multi-role Anti-air could ruin your investment.
    
    One good thing about Air units that makes them worth the money is their lack of
    moving penalties, no matter what type of terrain they cross, they have no
    penalty.  They do get moving penalties in weather though, like all troops.
    
    Unlike Ground units, If an air unit runs out of fuel, it plummets to it's fiery
    death to the ground, watch for your fuel, as you want to protect your
    investment.
    
    -------------------------------------------------------------------------------
                                          Fighters
    -------------------------------------------------------------------------------
    Cost: 20,000
    Movement: 9
    Vision: 2
    Ammo: 9
    Gas: 99
    Description: this unit only has missiles so as soon as you run out, run back to
    an airport or an APC to re-supply.  These units only have one purpose to take
    out other air units, so don't buy these until you see your opponent with air
    troops or, until you are confident he is planning on building them.  Even then
    don't go crazy building them, a good strategist can use two or three to take
    out all the air units he needs.
    
    Best unit to use against Fighters: Missiles, they have the range and can take
    you out of the air before you can say "FUCK, THAT BEEOTCH JUST SHOT ME OUT OF
    THE AIR!".
    
    -------------------------------------------------------------------------------
                                            Bomber
    -------------------------------------------------------------------------------
    Cost: 22,000
    Movement: 7
    Vision: 2
    Ammo: 9
    Gas: 99
    Description: These babies can ruin any picnic they attend, they can thrash most
    units in one hit, even if they don't kill them they will have taken out the
    threat the enemy even posed, allowing for a ground troop to come in and finish
    them off.  These puppies are expensive and sitting or rather flying ducks for
    the fighters because they can't fight back.  Make sure to protect your
    investment in these with a fighter or two.
    
    Best unit to use against Bombers: Fighters, the bomber can't shoot back, making
    that 22,000 all for nothing.
    
    -------------------------------------------------------------------------------
                                     B Cptr (Battle Copter)
    -------------------------------------------------------------------------------
    Cost: 9,000
    Movement: 6
    Vision: 3
    Ammo: 6
    Gas: 99
    Description: This unit is good for taking out every land unit except the Anti-
    air, because it forces the units to use their Machine guns, while it can use
    it's missiles to take them out.  Just watch out for the support troops that
    they may have hiding.
    
    Best unit to use against B Cptrs: Anti-Airs, they can use the Vulcan guns to
    take down you quick.
    
    -------------------------------------------------------------------------------
                                      T Cptr (Troop Copter)
    -------------------------------------------------------------------------------
    Cost: 5,000
    Movement: 6
    Vision: 2
    Ammo: None, no weapons
    Gas: 99
    Description: This is just like the APC only its Airborne instead of ground
    based. Unfortunately this unit can't re-supply units, but it doesn't have the
    same moving penalties as an APC, which makes up for it.
    
    Best Weapon to use Against T Cptrs: Anti-Airs, Missiles, and Fighters, all of
    which can take out T Cptrs in one hit if they are fully stocked.
    
    ===============================================================================
    
                                      S E A  U N I T S
    
    ===============================================================================
    
    This is the last section of the units, and one of the least important sets.
    You will probably use Sea troops less than you do Air and land troops, but that
    doesn't make them unimportant.  Most Sea troops are vulnerable to air troops so
    make sure you have your own air troops or at least a cruiser or two to take out
    the air threat.
    
    For some reason, if a ship runs out of fuel, it sinks.  I'm not sure why beyond
    the fact that if it's out in sea there is no way to refuel it, so it just sits
    there.  So I guess that function serves a purpose.
    
    -------------------------------------------------------------------------------
                                   B Ship (Battle Ship)
    -------------------------------------------------------------------------------
    Cost: 28,000
    Movement: 5
    Vision: 2
    Ammo: 9
    Range: 2-6
    Gas: 99
    Description:  This is the best distance unit in the game, because unless he has
    sea or air troops he can't touch you.  As with most of the distance weapons
    you'll need a spotter for the use of this weapon.  This weapon is best used as
    a support for a land based assault, just don't rely to heavily on it, because
    it can be easily taken out by an air unit.
    
    Best unit to use against B Ships: Bombers, the Battle ship can't fight back,
    but watch out for cruisers, which can easily take you out.
    
    -------------------------------------------------------------------------------
                                         Cruiser
    -------------------------------------------------------------------------------
    Cost: 18,000
    Movement: 6	
    Ammo: 9
    Gas:99
    Description: This is the support unit for the B Ships or landers.  It can only
    fire on air troops and subs, so more than two of these ships is most likely
    overkill.
    
    Best unit to use against Cruisers: a B Ship, because the cruiser can't fight
    back.  If you have the chance a distance unit from the shore will also work in
    a pinch.
    
    -------------------------------------------------------------------------------
                                           Lander
    -------------------------------------------------------------------------------
    Cost: 12,000
    Movement: 6
    Vision: 1
    Ammo: No weapons
    Gas: 99
    Description: Landers are used for the sole purpose of getting troops from point
    A to point B over water terrain.  This unit can only land on shores, which are
    placed on most places you'd want to land.  The best way to use this unit is to
    flank an enemy, or to attack his back, or flank.  Make sure you have support
    units with a lander, or you could lose your lander, and Md. Tanks can't swim.
    
    Best unit to use against Landers: Dived Subs work well, because they can pop-up
    hit the lander than leave before a cruiser can get to them.
    
    -------------------------------------------------------------------------------
                                           Sub
    -------------------------------------------------------------------------------
    Cost: 20,000
    Movement: 5
    Vision: 5
    Ammo: 6
    Gas: 60
    Description: This unit is good for guerilla tactics, because you can see
    everything you need to, and when dived the only way an enemy can see you is if
    they are next to you, making surprise attacks simple.  One thing to take note
    is that when dived you use more gas, and your weapons do less damage.  So if
    you get a chance to, pop out of the water to hit your enemy.
    
    Best unit to use against Subs: Cruisers, they can sink a sub like it wasn't
    there.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                    T H E  C O M M A N D I N G  O F F I C E R S (COs)
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    In this section I will tell you all about the commanding officers, what modes
    they can be used in, their CO powers, what advantages and disadvantages they
    have, as well as various strategies that you may not have thought of.  If you
    have any strategies that work well for a CO and you don't see it here, E-mail
    it to me, and if it's good enough I may just put it in the guide (with credit
    of course).  Make a note that "how to unlock" is for Versus and War room modes
    only.  Please note that the CO power descriptions is an adaptation from the
    info found in the game, as well as the fact that this does not cover the secret
    characters, only those you fight with or against in campaign mode.
    
    ===============================================================================
    
                                      Orange Star
    
    ===============================================================================
    The Orange star COs are quite possibly the most elite of all the teams, as so,
    they are one of the most balanced factions in the game.
    
    -------------------------------------------------------------------------------
                                            Andy
    -------------------------------------------------------------------------------
    Andy is one of the COs that is well rounded.  None of his troops have any
    weaknesses, but none of them have any outstanding strengths either.  Andy is
    useful for pretty much any situation, but really shines when facing up against
    COs that prey on the weakness of the opponent, or when you have a pre-set
    deployed amount of units (no factories in the map) as Andy can repair his units
    when they aren't on an allied building.  Andy is unlocked by Default.
    
    Andy's CO Powers are quite impressive, with "Hyper Repair", all of his units
    regain two Hit points, up to ten.  It'd be cool if it went over ten.  His
    troops also get a small offensive and defensive bonus during the turn.  As for
    his super power, "Hyper Upgrade", all of his troops regain up to 5 hit points,
    though it can't exceed ten, they can a bigger offensive bonus and they have an
    extra movement square.
    
    -------------------------------------------------------------------------------
                                            Max
    -------------------------------------------------------------------------------
    Max is a big dumb animal.  But he and his units are strong as an Ox.  Basically
    all of Max's Direct fire Units gain a 50% attack bonus, however his units are
    too dumb to target Distance weapons well, and because they'd prefer to get up
    close and personal, they don't bother to learn.  So they get a Slight deduction
    in attack and distance they are able to fire.  Like Andy, Max is unlocked at
    the start of the game.
    
    Keeping with the theme of being a big dumb animal, Max's Co Powers are quite
    useful. "Max Force", Increases the firepower of all of Max's direct fire units
    and they can move one extra space.  His Super power, "Max Blast", however, is
    just uber-power.  His direct fire units get an amazing amount of firepower and
    can move two extra spaces.  Nifty to say the least.
    
    -------------------------------------------------------------------------------
                                           Sami
    -------------------------------------------------------------------------------
    Sami is the infantry specialist.  All of her infantry units are Uber Powerful,
    and they can capture building with amazing speed.  With Sami you'll want to
    build tons and tons of infantry and Mechs to outnumber the enemy.  Plus if the
    enemy ambushes, you can always retreat through terrain like mountains and the
    such, so the tanks can't get you.  However Sami's direct fire units suffer a
    bit, but the infantry has a bit better usage in my opinion.  Like the last 2
    orange star COs, sami is available for use right at the beginning of the game.
    
    Sami's Co Powers are kinda meh, and WHOA.  Fo' Sure'.  "Double Time", Makes
    Infantry and mech units a movement bonus of one with stronger firepower.  I
    know, it's like throwing rocks at tanks, however her Super Power will knock
    your socks off.  "Victory March", Gives your mech and Infantry units two extra
    movement spaces, beefed up firepower, and the ability to capture buildings at
    2000% speed.  In other words, you can be at one health and capture the enemy HQ
    that turn, with that unit.  It's cooler than Vanilla Ice, oh wait he just
    sucked.
    
    ===============================================================================
    
                                          Blue Moon
    
    ===============================================================================
    The Blue moon COs are more of a guerilla group, Grit, likes to stay hidden and
    fight.  Olaf attacks best in the snow, and Colin can quickly raise an army.
    Blue moon is probably one of the best groups to have if you get a choice of
    support COs, as they complement others well, EX: Grit and Max, or Colin and
    Kanbei.
    
    -------------------------------------------------------------------------------
                                           Olaf
    -------------------------------------------------------------------------------
    Olaf is the general of the Blue moon military.  His units do real well in snow
    but they do awful in the rain, besides that Olaf has no weaknesses.  So what
    you'll want to do with Olaf is use his opponents weakness to win.  Provided you
    can use the terrain well, Olaf should be a good addition to your ability to
    kick some ass.
    
    Olaf's CO Powers can control the weather.  The regular power, "Blizzard" Just
    causes snow for the round and hurts your opponents movement and attack
    abilities.  His Super Co Power, "Winter Furry", does the same as blizzard, only
    it does 2 damage to each opposing unit as well.  Olaf's Power charge pretty
    quick, so use them often.
    
    -------------------------------------------------------------------------------
                                           Grit
    -------------------------------------------------------------------------------
    Grit is the Sniper of the Blue moon faction.  With grit you'll want to stay
    behind mountains or in trees, especially in fog of war maps.  Then shell the
    crap out of your opponents.  With his long range it's also a good idea to get
    one square past the range of your enemies artillery/rockets and blast them.
    His CO powers only help blast away far units.  If you are playing fog of war
    maps, make sure you know how to use spotters to your advantage to spot far away
    enemies.
    
    Grit's Co powers will have you laughing at your opponent, from squares and
    squares away.  His regular Co Power, "Snipe Attack", Increases the range of his
    distance fire units by 1 and increases their firepower considerably.  His Super
    Co Power, "Super Snipe", brings up your range by 2 and they receive an even
    greater firepower bonus.  Allows you do some real good damage if you have your
    units in good places.  Now when you use Grit's Co Powers, always start with the
    units furthest from the front lines, you never know when there is an enemy in
    your sights because of it.  This way you won't waste up that unit.
    
    -------------------------------------------------------------------------------
                                          Colin
    -------------------------------------------------------------------------------
    Colin is that spoiled little rich kid that always has the best stuff.  You know
    you know someone like this, everybody does.  Colin has a way of lowering costs
    for units, basically it involves cutting training short.  As such his units are
    often weaker then others units, you get what you pay for.  The best strategy to
    use with Colin is to build up massive amounts of the best troops to try and
    even the playing field.  Don't even waste your time with tanks, go straight for
    the Md. Tanks and Neo Tanks.
    
    Colin's Co Powers revolve around money, apparently he hasn't heard that money
    is the root of all evil.  His regular Co Power, "Gold Rush", will up your funds
    by 1.5 times.  Make sure you use it at the beginning of a turn to maximize the
    effect.  Colin's Super Co Power, "Power of Money", Increases your firepower
    based on how much money you have.  So if you're on one of those maps where you
    can't build anything, but you still gain funds, use this near the end and you
    can completely wipe out your enemy with extreme prejudice.
    
    That's it for the Blue Moon boys, onto...
    
    ===============================================================================
    
                                       Yellow Comet
    ===============================================================================
    The yellow comet has some very conflicting views about strategy.  Kanbei is a
    "Win at all Costs with Elite troops" kind of guy, and Sonja is more of a
    "Tactics and positioning over ability".  Needless to say you'll have to use
    their strategies if you want to win with them.  Sensei on the other hand is one
    of those great COs that allows the use of any nearly any philosophy on troops,
    as long as he wins.
    
    -------------------------------------------------------------------------------
                                          Kanbei
    -------------------------------------------------------------------------------
    Kanbei is the General of the Yellow Comet faction.  He beliefs in elite troops
    with superior training programs.  His units cost a bit more, but that extra
    training pays off really well.  With Kanbei if you focus on his opponents
    weakness you can really show off Kanbei's skill as a CO.  You will need to make
    sure to capture as many properties as you can, so the beginning of any battle
    is going to be really important for Kanbei.
    
    Kanbei's Co Powers are probably the most simplistic of all powers.  His regular
    CO Power, "Moral Boost", simply increases the firepower of all of your units.
    Kanbei's Super CO power, "Samurai Spirit", strengthens your offensive and
    defensive capabilities considerably, any damage your units do when counter-
    attacking is multiplied by 15.  That's a spicy meatball!
    
    -------------------------------------------------------------------------------
                                          Sonja
    -------------------------------------------------------------------------------
    Sonja believes in strategy and playing by the numbers.  Her units health can't
    be seen by opponents, which really doesn't play that big of a role as they are
    all of a lower quality. Sonja's troops have been updated in this version, so
    that they are like that of Andy and Olaf, in that they are even.  In last game,
    all of her units sucked and fighting against Sonja was all too easy.  All of
    Sonja's units have a better range of sight, and that really helps on maps with
    fog of war, Sonja's units also have a better counterattack then most COs.
    
    Sonja's Co Powers are nothing to really write home about.  Her regular power,
    "Enhanced Vision", increases the vision of your troops by space and allows them
    to see through reefs and woods as if there was a unit next to it.  Sonja's
    Super co Power, "Counter Break", does the exact same has enhanced vision, but
    it also beefs up counter attacks.
    
    -------------------------------------------------------------------------------
                                          Sensei
    -------------------------------------------------------------------------------
    Sensei is like Sami, his infantry is superior, however, Sensei's helicopters
    are also superior.  His infantry doesn't have upped capturing skills like Sami,
    but they do fight well.  One other group of units that benefits from having
    Sensei command it is the transport units.  They all have extra space of
    movement. The problem is, all of his other ground units suffer from this, like
    Sami's.
    
    Sensei's Co powers seem to scream that the Infantry/Mech swarm needs to be
    done.  "Copter Command", raises all of the attack copters firepower, and
    infantry units with 9 health will appear in all allied cities, ready to go.
    His super power, "Airborne Assault", will increase Copter firepower even more
    and mech units with 9 health will appear at all allied cities, ready to roll
    out.
    
    ===============================================================================
    
                                        Green Earth
    
    ===============================================================================
    The Green earth COs are well known for being the group who knows their terrain,
    Eagle is the air commander, Drake takes the Naval side of things, and a new
    comer, Jess, Takes the ground campaign.  In the Green Earth campaign expect to
    see several Mostly Air and Mostly Sea missions because of this.  In my opinion
    Eagle is the best, I personally have always believed that air superiority will
    almost always win the fight, fighting against a good air force and ground force
    takes some real skill, but orchestrating an assault involving both isn't as
    hard as it seems.
    
    -------------------------------------------------------------------------------
                                           Eagle
    -------------------------------------------------------------------------------
    Eagle is your go-to guy for anything air borne.  His Air force is unmatchable
    by any other CO but his navy leaves something to be desired.  The Prove of his
    Air force's greatness is he's developed technology that allows his units to
    stay up while using less gas.  You'd think he'd share his secret with the other
    two COs, but no.  Meh, perhaps he's paranoid of a revolution, or maybe he's
    just an elitist ass.
    
    Eagle's CO Powers are some of the best in the game.  "Lightning Drive" increase
    the offensive and defensive abilities of your units quite noticeably, which is
    good but I recommend saving for the super power. "Lightning Strike" will allow
    all non-infantry units another turn to move, as well as increased offensive and
    defensive abilities to air units.  This is better than last time where you took
    a offensive and defensive deduction when using his CO Power.
    
    -------------------------------------------------------------------------------
                                           Drake
    -------------------------------------------------------------------------------
    Like eagle, drake is a go-to guy, this time for anything that floats.  Drake's
    learned how to keep his ships afloat longer and faster (1 square faster infact)
    then his competition, which allows his units to focus more on fighting, giving
    him a serious advantage on water.  His Naval units are second to none, and he
    knows that.  Drake also has one of the best CO powers in the entire game.
    
    His CO Power "Tsunami" attacks with a tidal wave and does 1 hp of damage to any
    enemy unit as well as reduces their fuel by 50%!  On the other hand, his super
    power "Typhoon" will cause a tidal wave, deal 2 HP of damage to each enemy unit
    reduce their fuel by 50% and cause them to lose some movement.  A Perfect
    counter to Hawke's Black Sturm.
    
    -------------------------------------------------------------------------------
                                            Jess
    -------------------------------------------------------------------------------
    Jess is the new-comer in this faction.  Her turf is anything that rolls, all of
    her ground units are supped up real well. If the terrain calls for mostly land
    with few airports Jess is most likely your girl.  One of her big weaknesses is
    sea and air, she doesn't stand a chance, so don't even bother taking that
    route.  For some reason her infantry also suffer deficiencies in attack power.
    
    Jess's CO Powers are decent and quite effective, letting you leave the APC's at
    H.Q.  "Turbo Charge" allows all vehicles to move 1 space further then they
    normally would with slightly increased firepower, as well as increases their
    fuel and ammo supplies to the fullest amount possible.  "Overdrive" on the
    other hand, Allows them to move 2 spaces further, have a significantly higher
    fire rate and refuels and restocks their munitions, quite handy.
    
    ===============================================================================
    
                                        Black Hole
    
    ===============================================================================
    Here's the bad guys in the game, almost all of them have powerful units and
    they use them well.  How do you expect they took over war-world any other way?
    Black hole is a bit different this time around, for starters they have
    installations now that are real pains in the ass.  These Include: Laser
    Turrets, Black Cannons, Mini Cannons, Huge Missiles and Fortresses, as well as
    huge factories that can allow movement of up to three units on the same turn
    they are produced.  There is no way to capture any of these things which is a
    real pity, it could really add a good strategic element to the game.  Several
    of the Black hole troops resemble those of other armies troops, whither this
    was for rivalry or because the developers simply ran out of ideas, we may never
    know.
    -------------------------------------------------------------------------------
                                           Sturm
    -------------------------------------------------------------------------------
    Sturm relies on one principle: "A strong Offense is the best defense".  Because
    of this all of his units have a increased attack rating, but a decreased
    defense rating.  So if you're playing as Sturm you'll definitely want to attack
    first.  Sturm's troops can move over terrain very easily as though it wasn't
    there at all (except for mountains and Sea) Sturm sucks at fighting in the
    winter, so Olaf has a good chance to whoop on sturm with his CO Powers.
    
    Sturm only has one CO Power, that being his Super CO power which is much more
    powerful then before.  "Meteor Strike" Brings down a meteor apprx 5X5 square
    range that deals 8 HP damage to ANY unit in it's path.  He'll always aim for
    high concentrations of troops or the best units, so make sure if you don't want
    a surprise bombing run foiled, bunch up a bunch of troops to "Take one(or
    rather 8) for the team".
    
    -------------------------------------------------------------------------------
                                            Hawke
    -------------------------------------------------------------------------------
    Hawke is much more powerful than Sturm as you'll see the first time you fight
    him.  His units all have amazing firepower and suffer no weaknesses.  Hawke's
    only real "weakness" is that his awesome CO Powers take awhile to charge.
    
    "Good things come to those who wait" is a phrase that is so true when talking
    about Hawke's killer CO Powers. "Black Wave" Will damage all allied troops
    (good guys) for 1 HP and all of his troops will gain 1 HP.  "Black Storm" will
    do the same, only with double the damage and reward (You lose 2 HP, he Gains 2
    HP).  His CO Power is best countered with Drake's "Typhoon" or Andy's "Hyper
    Upgrade".
    
    -------------------------------------------------------------------------------
                                            Adder
    -------------------------------------------------------------------------------
    Adder isn't anything too special all of his troops are quite average and
    balanced like andy, and chances are good if you use his CO Power as often as
    possible you'll be ahead of the game.
    
    Adder has the quickest CO power available, or rather it charges faster, but
    it's kind of weak.  "Sideslip" increases movement of all troops by one and
    "Sidewinder" increases movement of all troops by 2.  His CO powers charge
    quickly so use it every time it's fully charged, well when it benefits all
    units that is.
    
    -------------------------------------------------------------------------------
                                            Lash
    -------------------------------------------------------------------------------
    Lash is quite a skilled tactician like Sonja of Yellow Comet.  Her specialty is
    taking advantage of terrain features and turning them into firepower bonuses.
    Quite nifty if you're fighting in rugged terrain, like the rest of the Black
    Hole COs her troops are balanced in everyway.
    
    Her CO Powers leave something to be desired though, "Terrain Tactics" just
    lowers the cost of moving to one fuel point.  Which doesn't really do shit if
    you have an APC around to refuel everyone.  "Prime Tactics" doubles attack
    bonuses from terrain and drops the cost of moving to one fuel, which is kind of
    okay, but is still a pretty shitty CO Power.
    
    -------------------------------------------------------------------------------
                                            Flak
    -------------------------------------------------------------------------------
    Flak has a higher rate of fire then most, but he's too stupid to grasp the fact
    that techniques is more important then attack, so his sloppy shots sometimes do
    less damage then they should.  This makes most of his troops more or less
    pretty evened out, though more weak then strong.
    
    His CO Powers are like max are kinda stupid, "Brute Force" increases the chance
    of a Super strong hit, and also increases the chance of Flak's guy fucking up
    the shot, doing lower then average damage.  His Super CO Power "Barbaric Blow"
    increases the fire power of his troops for sure, but it lowers the defense that
    they usually have, meaning, if you use this attack, make sure your enemy can't
    fight back.
    
    
    ===============================================================================
    
    WTF!?? I don's see these COs you're talking about, are you on crack or
    something?
    
    ===============================================================================
    Here's how to unlock all of those COs I talked about above:
    
    CO Grit: Beat Blue Moon Campaign
    CO Lash: Beat Blue Moon Campaign
    CO Olaf: Beat Blue Moon Campaign
    CO Hawke: Beat Campaign Mode once
    CO Adder: Beat Campaign Mode once
    CO Drake: Beat Green Earth Campaign
    CO Eagle: Beat Green Earth Campaign
    CO Hachi: Beat Hard Campaign Mode
    CO Sonja: Beat Yellow Comet Campaign
    CO Kanbei: Beat Yellow Comet Campaign
    CO Jess: Buy Drake or Eagle
    CO Colin: Buy Grit or Olaf
    CO Sensei: Buy Kanbei or Sonja
    CO Nell: Get an overall rank of A in Campaign Mode
    CO Sturm: Get an overall rank of S in Campaign Mode
    
    Source: Gamefaqs "Cheats Section" Thank you to all of the hard-working code
    contributors.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                           S T R A T E G I C  F O R M A T I O N S
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    In this section I will go over special strategic formations that I will use in
    the walkthrough, some of these are pretty basic so if you've ever played a
    strategic game you can probably just skip over this section.  If you have any
    other formations that I did not include here, feel free to send them to me
    (Happybuddha311(at)aol(dot)com).  I will also include a list of general
    formations from Sun Bin's "The Lost Art Of War".  I will relate his strategies
    to this game, using examples of units to use.
    
    ===============================================================================
    
                          Master Sun, on Strategic Formations
    
    ===============================================================================
    
      "Generally speaking, there are ten kinds of battle formations.  These are
    square formations, round formations, sparse formations, dense formations,
    pointed formations, formations like a flock of geese, hook like formations,
    confusing formations, fire formations and water formations.  Each of these has
    it's uses.
    
      Square formations are for cutting off; round formations are for massing
    solidly.  Sparse formations are for bristling (giving the illusion of being
    bigger and stronger than one really is); dense formations are for being
    impossible to take.  Pointed formations are for cutting through, formations
    like goose flocks are for handling barrages.  Hook like formations make it
    possible to adapt and change plans, confusing formations are for deceiving
    armies and muddling them.  Fire formations are used for rapid destruction,
    water formations are used for both offense and defense."
    
    -------------------------------------------------------------------------------
                                      Square Formations
    -------------------------------------------------------------------------------
    "The rule for square formations is to make the center thin and the sides thick,
    with the main line at the back.  The sparse array in the center is used for
    bristling."
    
    Basically, you will want to use this formation for cutting off an enemies
    advance or escape.  The front should be made up of light units, like tanks and
    mechs, while the sides of tanks and Md. Tanks.  The back should be made up of
    neotanks and Md. Tanks, whilst the middle is made up of artillery and rockets.
    
    The reasoning for this is because light units usually lead the pack for recon,
    and the heavy units follow.  The units on the side need to be tough to stop the
    enemy from trying to dodge the block.  The neotanks are in the back as the last
    line of defense, if the enemy does punch through, it will be to waiting
    neotanks, and the enemy should be already weak, meaning they don't have much of
    a chance.
    
    In using this, if the enemy has an airport, or you think he has planes, throw
    in a few anti-airs and missiles for a safety measure.
    
    -------------------------------------------------------------------------------
                                    Sparse Formations
    -------------------------------------------------------------------------------
    "The rule for sparse formations is to for added strength and firmness in cases
    where there is little armor and few people.  The warrior's technique is to set
    up banners and flags to give the appearance that there are people there.
    Therefore they are arrayed sparsely, with space in between, increasing the
    banners and insignia, with sharpened blades ready at the flanks.  They should
    be at sufficient distance to avoid stumbling over each other, yet arrayed
    densely enough that they cannot be surrounded; this is a matter for caution.
    The chariots are not to gallop, the foot soldiers are not to run.  The general
    rule for sparse formations is in making numerous small groups, which may
    advance or retreat, may strike or defend, may intimidate enemies or may ambush
    them when they wear down.  In this way a sparse formation can successfully take
    an elite corps."
    
    The use of sparse formations only works in maps with fog of war.  Because
    otherwise the enemy can see you are unprepared.  So what you want to do is set-
    up a bunch of small groups of units, or convoys (see my strategic formations),
    spaced far apart, that can scare the enemy into thinking you have more troops
    than you really do.  If he thinks this, then he will produce more troops,
    buying you time to build more troops and gain a better position.
    
    -------------------------------------------------------------------------------
                                   Dense formations
    -------------------------------------------------------------------------------
    "The rule for a dense formation is not to space the troops too far apart; have
    them travel at close quarters, massing the blades yet giving enough room to
    wield them freely, front and rear protecting each other. . . If the troops are
    frightened, settle them down.  Do not pursue opponents in flight, do not try to
    stop them from coming either strike them on a circuitous route, or break down
    their elite troops.  Make your formation tightly woven, so there are no gaps;
    when you withdraw, do so under cover.  In this way, a dense formation cannot be
    broken down."
    
    The reason for dense formations is to be un-stoppable.  This is a way to win a
    good deal of maps, and my convoy formation is loosely based on this formation.
    The reason for this formation is to destroy the enemies' elite troops, (IE
    their Neotanks, Md. Tanks and Rockets).  To perform this formation you should
    have strong units around the front and rear, neotanks and Md. Tanks, then
    artillery, rockets, another tier of artillery, then the rear.  Somewhere in
    this group (near the middle of it) should be an APC or two, with infantry
    units.  They will re-supply your troops as they run out of ammo and gas, and
    the infantry can be used to capture any enemy buildings you pass.
    
    If you need to retreat in this formation you want to make sure you have support
    fire from your distance units, blast all the close units then make a run for it
    the next turn.
    
    -------------------------------------------------------------------------------
                                    Pointed formations
    -------------------------------------------------------------------------------
    "A pointed formation is like a sword: if the tip is not sharp, it will not
    penetrate; if the edge is not thin, it will not cut; if the base is not thick,
    it cannot be deployed on the battle front.  Therefore the tip must be sharp,
    the edge must be thin, and the main body must be thick; then a pointed
    formation can be used for cutting through."
    
    The pointed formations are for cutting through an enemy defense.  You need a
    sharp blade to cut through, the tip of this blade should be a strong unit like
    a neotank or a Md. Tank.  The edge should be light support units like Tanks,
    Artillery, and Anti-airs the main body should be more Md. Tanks, and Neotanks,
    while the base should be rockets and missiles.
    
    Again my Convoy formation is loosly based off this formation.
    
    -------------------------------------------------------------------------------
                                    Hooked formation
    -------------------------------------------------------------------------------
    "In a hooked formation, the front lines should be straight, while the left and
    right flanks are hooked, With gongs, drums, and pipes at the ready, and flags
    prepared, the troops should know there own signal and flag . . ."
    
    This is basically saying when two armies are going toe to toe, curve the ends
    of your formation so the enemy can't flank you easily.
    
    -------------------------------------------------------------------------------
                                  Amphibious warfare
    -------------------------------------------------------------------------------
    "The rule for amphibious warfare is to have a lot of infantry and few chariots.
    Have them fully equipped so that they can keep up when advancing and do not
    bunch up when withdrawing.  To avoid bunching up, go with the current: make the
    enemy soldiers into targets."
    
    Basically this says to use infantry and mechs in maps with lots of rivers.
    That way you won't have to worry about finding a crossing for your tanks, and
    you can retreat easier, because you can cross a river so the enemy will have to
    pursue with infantry.  This leaves them open for an ambush.
    
    -------------------------------------------------------------------------------
                                    Water Warfare
    -------------------------------------------------------------------------------
    "The rule for warfare on the water is to use light boats to guide the way, use
    speedboats for messengers.  If the enemy retreats, pursue; if the enemy
    approaches close in.  Be careful about advancing and withdrawing in an orderly
    manner, according to what is prudent under prevailing conditions.  Be on the
    alert as they shift positions attack them as they set up a front, split them up
    as they organize.  As the soldiers have a variety of weapons and chariots, and
    have both mounted troops and infantry, it is essential to find out their
    quantities.  Attack their boats, blockade the fords, and inform your people
    when the troops are coming.  These are the rules of amphibious combat."
    
    What this is saying is, hold your ground... errr . . . water?  Attack them when
    they move to attack you, or they are trying to set up.  Then block off their
    ship yards, so they can't fight in the water.  This will allow you to move in
    your troops in landers for a ground assault.  While the enemy defends against
    this attack, use a pincers movement to flank them.  If timing is good and the
    enemy does not see the flank, victory shall be yours.
    
    
    The rest of the formations (confusion and fire) do not apply to the game very
    well, so they where not included.  If you would still like to read upon them
    look for "The Art of War; Complete Texts and Commentaries" by Sun Tzu,
    translated by Thomas Cleary.  Anything found in quotes from the previous
    section is copyright Thomas Cleary, 1988, 1989, 1996 and 2000.
    
    ===============================================================================
    
                      Happybuddha's Game specific formations
    
    ===============================================================================
    
    After reading one of the greatest generals ever talk about the battle
    formations these feel kind of lame.  But they get the job done, and they do it
    well.
    -------------------------------------------------------------------------------
                                      The Convoy
    -------------------------------------------------------------------------------
    This formation is an adaptation of many different basic formations described by
    Sun Bin.  It is practical for nearly any task.
    
    In a convoy, the goal is to get a platoon of units together so they have no
    weakness, only strength.  This is best accomplished with a Neo Tank (Md. Tanks
    work too), recon (for fog of war only) APC and Mech unit (The mech is inside
    the APC), Rockets and a Anti-Air unit.  In the formation the Neo Tank will go
    first, followed by the recon, that way the tank can defend everything, while
    the recon can scout ahead (in fog of war maps).  Next should come the Anti-Air,
    followed by the Rockets with the APC with the mech unit inside bringing up the
    rear.  The Rocket is used to weaken enemy attacks, while the APC and Mech are
    used for refueling and supplying as well as capturing bases.  The Anti-air is
    there to defend against an air attack (obviously).
    
    -------------------------------------------------------------------------------
                               Mech/Infantry Onslaught Assault
    -------------------------------------------------------------------------------
    Now this tactic won't get you many S ranks, but it will more than likely get
    the job done.  This will only work if you have as many or more bases then the
    enemies do.
    
    In this formation you just build Infantry units with all bases every turn, and
    money permitting Mech units.  The goal is to out number opponents, 3 or 4 Mech
    units can take out a Md. Tank, and they only cost 9,000-12,000, while a Md.
    Tank costs 16,000.  Who gets the better end of the deal?  There is also the
    benefit Infantry and Mech units can cross mountainous terrain, making it easy
    to get in and out of places, regardless of terrain.  This tactic works best
    with Sami and Sensei as they have Mech and Infantry bonuses.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                                  T H E  C A M P A I G N
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
     In this section I will be helping you through the campaign part of the game,
    unlike other guides, you're going to have to do a little bit of thinking for
    yourself, but that isn't necessarily a bad thing.  As you read through the
    guide, you will start to understand the reasons for certain movements, and soon
    you'll be able to play through the game with an all S-Rank and the grasshopper
    will become the master.
    
     An important thing to remember is that because the AI acts differently each
    time, there is no way I can give you a solution to a map that will work every
    single time.  So please don't e-mail me saying, "I can't do it" because I won't
    be able to help you much more than what I've already written here.
    
    The missions have been organized by what country they are in first, then in the
    order they appear.  There will be a note near the title if the map to the
    Neotank lab is found in said map.
    
    ===============================================================================
    
                                          Orange star
    
    ===============================================================================
    Did you hate the field training last time?  Well you're really going to hate it
    this time, because you have to do all of them, and the orange star missions are
    where it's at.  These are pretty easy, but it's annoying to have Nell pop in
    and give her two cents on EVERYTHING.
    
    -------------------------------------------------------------------------------
                                          Cleanup
    -------------------------------------------------------------------------------
    CO: Andy
    Enemy: Flak
    
    This mission is EEEEEAAAAAASSSSSSYYYYY.  Flak has two Infantry, you have three,
    take on the first infantry two on one, then use you're remaining infantry to
    take his second (if you can reach it).  Then finish off the second infantry
    unit next turn.  BAM your first S-Rank.
    
    -------------------------------------------------------------------------------
                                     Border Skirmish
    -------------------------------------------------------------------------------
    CO: Sami
    Enemy: Flak
    
    The first thing you'll want to do is park your tank on the city right before
    the bridge, after dealing with the enemy on your side of the bridge.  Move the
    artillery next to it.  Now let the enemy come to you and blow them away.
    
    -------------------------------------------------------------------------------
                                      Orange Dawn
    -------------------------------------------------------------------------------
    CO: Max
    Enemy: Flak
    
    In this mission you'll want to use your new unit, the battle copters, to take
    on flak's.  You have two, he has one, so take it out.  Next take all of your
    units and block the bridge.  Now use the helicopters to flank Flak and his
    tanks, while defeating them on the ground.  You could also flank flak with the
    copters while using your Transport Copter and an infantry unit and capturing
    his H.Q.  You'll get a better speed and technique rating this way.
    
    Don't worry, not all the missions will be this easy.
    
    -------------------------------------------------------------------------------
                                        Flak Attack
    -------------------------------------------------------------------------------
    CO: Max
    Enemy: Flak
    
    *The Map to the Neotank lab is in this map, it's in the city north of the HQ*
    
    This mission is almost like a siege battle, you'll lure the enemy in and
    destroy them with your anti-airs and missiles.  Then finish off all of the
    loose troops, and you're down with another easy mission.  Don't forget to
    capture the city north of the map, or Orange star won't get Neotanks, this
    could make later missions really hard.
    
    -------------------------------------------------------------------------------
                                        Test of Time
    -------------------------------------------------------------------------------
    CO: Andy
    Enemy: Flak
    
    The goal of this mission is to capture the enemy lab before they can destroy
    the plans for Neotanks.  So what you need to do is move FAST and capture the
    lab with-in 7 days.  Keep an anti-air parked at HQ otherwise Flak will take the
    HQ and you will lose.  Next take all of your other troops across the first
    bridge, there is an enemy rocket unit at the very north of the map, you will
    incur some casualties from this, but keep crossing the bridge.  When you get to
    the other side, there is another rocket unit this time in the southeast corner
    by the lab, in a forest.  Take him out and capture the Lab.
    
    Congratulations you now have Neotanks at your disposal.
    
    -------------------------------------------------------------------------------
                                          Lash Out
    -------------------------------------------------------------------------------
    CO: Sami
    Enemy: Lash
    
    First things, first, take the Transport Copter out of the "Danger zone" because
    you'll need it.  Next try to take the factory in the northwest corner.  At the
    very least block it so lash can't build any units, now take out the sub.  Next
    use the battle ship to destroy the Anti-airs, and use whatever ground troops
    you have to support the ship.  After they have been taken out, take the
    transport Copter and one troop and capture the HQ before the time limit runs
    out.
    
    -------------------------------------------------------------------------------
                                        Andy's Time
    -------------------------------------------------------------------------------
    CO: Andy
    Enemy: Flak
    
    The only way to finish this mission is to destroy the black cannon.  This can
    be done two ways, the first is with flak's troops bugging you.  The second is
    without them at all.  The latter is much easier.
    
    To do this, you'll need to use Blitzkrieg; a technique the Nazi's used to their
    advantage to take most of Europe, those who play chess should know this term
    (it is used in "Fool's Mate").  Basically it means Lightning fast furious
    attack.  To do this, Keep making recon units and send them up to destroy any
    infantry Flak makes.  He only has 2,000 in funds a day, so that's all he can
    build, make sure he doesn't capture any territories or you could screw this up.
    Now when you have about 4-5 recon up there, and an infantry unit, take the
    factory by force.  Then mop up the remaining infantry before they can take
    another factory.  Then take your time using distance units to take out the
    black cannon.  Just be careful when positioning the units for attack or the
    black cannon will take off 5 points from them.
    
    -------------------------------------------------------------------------------
                                         Liberation
    -------------------------------------------------------------------------------
    CO: Your choice (I picked max)
    Enemy: Flak
    
    The goal of this mission is to take out the pipe leading to the factory,
    destroy the seam for completion of this mission, with max it should only take
    one hit from a bomber and then it should be down for the count.
    
    What you'll want to do is first, build an APC and Infantry unit and take the
    airport in the middle of the map.  After that you'll want to build a tank and
    get it to protect the airport, next you'll want to buy a bomber.  Before you
    take the bomber to bomb the pipe, or even build it for that matter, make sure
    any Anti-air or missiles that can get to the bomber at the airport are taken
    down.  Then buy the bomber, and blow away the pipe next turn.  If the Airport
    is taken, you might as well start over, Flak has much more resources and
    factories and he'll quickly overwhelm you with them.
    
    ===============================================================================
    
                                         Blue Moon
    
    ===============================================================================
    
    The Blue moon missions are quite different from the last game, this time you
    get to use Blue moon COs to do all of the missions.  As opposed to only having
    to use Orange star the whole time.  Now these maps are pretty easy.  So let's
    go at it.
    
    -------------------------------------------------------------------------------
                                      Reclamation
    -------------------------------------------------------------------------------
    Co: Colin
    Enemy: Lash
    
    This mission is sooooo easy.  What you'll want to do is use an APC or two to
    capture the buildings that are somewhat far from your starting base, then build
    up a helicopter squadron, make sure you build some tanks any size will do
    really.  Then give lash the ol' One-two Land/Air Attack.  Provided you have
    more resources, you'll win this one.
    
    -------------------------------------------------------------------------------
                                         Toy Box
    -------------------------------------------------------------------------------
    Co: Olaf
    Enemy: Lash
    
    This Map contains the Neo-tank lab map, it's on the island in the center of the
    bottom.
    
    This map is best settled with Blitzkrieg.  Build recon and light tanks ASAP,
    then take the factory in the middle, as long as you control more factories than
    Lash, she'll be Totally Shit outta luck.  The best way to take this map is in a
    counter-clock wise fashion, just sweep through, make sure to grab the map, then
    capture Lash's HQ, she shouldn't put up much of a fight.
    
    -------------------------------------------------------------------------------
                                         NeoTanks!?
    -------------------------------------------------------------------------------
    Co: Your Choice of the Blue Moon COs, I picked Grit
    Enemy: Lash
    
    In this mission you must capture the lab in the upper right hand corner of the
    map before the 15 days end.  There's two really important pieces to winning
    this map.  The first is the Air port, try to capture that, and you should be
    real well off.  The next is the factory on the other side of the bridge, if you
    capture this you'll have access to close re-inforcements.  You can use the
    missile silos to attack lash's lab area, then sweep in with light tanks,
    artillery and infantry in APCs, and you should be able to take the map.  Now,
    you may be asking why waste resources on the Air port, an obvious lost cause?
    Well it's strategy, if you get the air port you can wipe the floor with lash,
    so she'll do anything to prevent that, even go as far as directing most of her
    troops and efforts to that zone.  Which allows you to only have to fight two
    md. Tanks and a rocket unit.
    
    -------------------------------------------------------------------------------
                                         TANKS!
    -------------------------------------------------------------------------------
    CO: Grit
    Enemy: Adder
    
    In this map, you have to take out a convoy of enemy Md.Tanks.  You have some
    indirect firing weapons, a few recon units and an infantry or two.  What you'll
    want to do is use "Spotters" IE, put the Recon units and infantry in positions
    where they can see the enemy units, but the enemy units can't see them, or fire
    at them.  For the Recon, the woods is a good place, and the infantry should go
    up on the mountains.  The tanks usually go north, so take the south recon to
    the east and use the missiles to slow down the tanks.  Then mop up adders recon
    and infantry units.
    
    -------------------------------------------------------------------------------
                                      T Minus 15
    -------------------------------------------------------------------------------
    CO: Olaf and Andy
    Enemy: Flak
    
    In this mission you'll need to take out the eight cities that surround the
    missile silo.  Not that difficult of a task.  Basically what you want to do, is
    sacrifice the troops in the bottom section.  Flak's troops won't try to cross
    the pipe, and the only thing they can do is use indirect fire on you, which
    shouldn't be too much of a hassle.  Use andy to flank flak and you should be
    good.
    
    -------------------------------------------------------------------------------
                                      Nature walk
    -------------------------------------------------------------------------------
    CO: Grit
    Enemy: Lash
    
    This mission isn't timed but you'll certainly want to hurry up.  To win this
    mission, I believe you must get a unit to your HQ, before the enemy captures
    it.  Destroying the Black cannons is also part of the equation, but the mission
    didn't clear until I got a unit to the H.Q.  Now that we have the mission
    requirements out of the way, let's get into the actual mission.  There is fog
    of war, so you'll want to keep all of your units hidden in trees.  The black
    cannons have a huge range, and they knock off 5 points of health if they hit.
    So Tree hop, and use Grit's Long distance units to knock out the black cannons.
    Make sure you clear the way with your direct fire units.  Another good thing to
    do, is while you finish with the cannons, get a tank or two up to the tree by
    the H.Q. in case the enemy starts to capture it, so you can stop him.
    
    -------------------------------------------------------------------------------
                                       Two Week Test
    -------------------------------------------------------------------------------
    CO: Colin
    Enemy: Lash
    
    In this mission you'll need to hold out for 14 days.  This isn't too hard of a
    mission, as lash doesn't really start throwing troops at you until day 7 or so.
    There is two ways to beat this mission, the first is to block out the choke
    point that leads to your HQ with neo tanks.  The other way, which is easier,
    but will give you a lower score, is to just simply mass produce infantry and
    clog up every square around the HQ.  The enemy will not have a sufficient
    amount of time to clear a path and clear you out.  Though this will shoot your
    technique rating down to almost nothing.
    
    -------------------------------------------------------------------------------
                                       Factory Blues
    -------------------------------------------------------------------------------
    CO: Your Choice, Grit and Max work best.
    Enemy: Lash
    
    The goal in this mission is to destroy the seam in the pipe.  Sounds easier
    then it really is.  Before you start this mission make sure that you have Neo-
    tanks or you'll never be able to get them for blue moon, and that will put you
    in a serious disadvantage later.  Now, what you'll want to do is use max for
    close fighting and Grit to use his long distance.  With that, you'll want max
    to focus on the right side of the map, going down that way.  The enemy will
    shift his main focus that way.  Now, save up for a bomber, capture the air
    port, and use Max's high direct fire rating to blast the pipe in one shot.
    
    
    Congratulations, you've just liberated Blue moon.  The next step is to go to
    Green Earth, or Yellow Comet, Yellow Comet is easier, so let's cover that
    first.
    
    ===============================================================================
    
                                        Yellow Comet
    
    ===============================================================================
    The yellow comet missions are a pretty big step up in difficulty from the Blue
    moon missions.  This is where the game starts to get kinda tough.  Don't worry
    young minds, for The Happy Buddha is here to help you out through all the tough
    and scary maps you can't defeat. Let's go at it shall we?
    
    -------------------------------------------------------------------------------
                                    Sensei's Return
    -------------------------------------------------------------------------------
    CO: Sensei (duh)
    Enemy: Adder
    
    Here we are at the first Yellow comet map, it's a pretty easy one, the goal is
    to capture the enemy HQ or defeat all of his units.  There is fog of war, but
    that shouldn't be too much of a restriction on your units, as there is low
    amounts of tree cover.  The key to this map is the factory and airport to the
    north of your H.Q. if you can capture and hold these you should have no problem
    at all with this map.  Just remember that Sensei uses Battle Copters and
    Infantry units best.  Watch out for Adder's Anti Air defense which he's sure to
    pull if you knock on his door with a few squadrons of Copters.
    
    -------------------------------------------------------------------------------
                                       Show Stopper
    -------------------------------------------------------------------------------
    CO: Sonja
    Enemy: Adder
    
    *Note* The map toward the Neo Tank lab is in this mission, it's located in the
    south-western most neutral city.
    
    The goal of this mission is to take out the fortress, however there is an
    alternative, Capture the enemy H.Q. (I presume this means you can kill all of
    adder's units).  The best thing to do is the fortress, as it's easier.  To
    successfully defeat this map make sure Adder doesn't capture any of the
    factories and you should be good.  Adder has air units and that's a rather
    unpleasant surprise so build some Anti-Airs or missiles to insure a victory.
    Destroy his remaining units then wipe out the cannons and you've defeated this
    easy map.
    
    -------------------------------------------------------------------------------
                                         Sea of Hope
    -------------------------------------------------------------------------------
    BLARGH! I didn't grab the map from the last mission, I spaced it off, but this
    mission is pretty hard which left me with a problem.  Luckily a friend of mine
    Brian Sulpher, has given me permission to use his description on the level.  So
    this comes from his guide, and by the looks of it, he describes it much better
    then I ever could have, anyway enjoy.
    
    Yellow Comet CO: Kanbei OR Sensei OR Sonja
    Allied CO      : Sami
    Enemy CO       : Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |XXWWWWWWWWWWWXW|
    |XWXWWWC C WWWWW|
    |WWWWWP D    CWW|
    |WXWWWWC C  WRWW|
    |WXXWWWWWWWWWRWW|
    |WWXXXWWWWWWWRWX|
    |WWWWWXWWXWWWRWX|
    |WWWWWWWWWXXWRWW|
    |XXWF SWWWWWW FF|
    |WXW C   RRR  C |
    |WWWF A  SWWWWWW|
    |WWWSF C SWWWWWW|
    |XWWWWS SWWWXWWW|
    |XWXWWWRWWWWWWWW|
    |WXWWWS CWWWWWWW|
    |WWWWWSC RRR  CW|
    |WXWXWWWWWWWWWRW|
    |WWWWWWWWWWWWWRW|
    |WXWWWWWWP WWWRW|
    |WWXXWWWW AWWWRW|
    |XXWWWWXWWRWWWRW|
    |WWWWWWWWWRWWWRW|
    |WWWWWWWWWRWWWRW|
    |WWWWWWWWWRWWSRW|
    |WWSSSSSSSRSSFBF|
    |SSFF  FF FFFC C|
    | A  C B A FF A |
    |   H B C C C   |
     ---------------
    
    Choose your Yellow Comet CO wisely here.  Sonja will not be of any help here
    due to a lack of Fog Of War to take advantage of.  So you will need to
    choose between Kanbei or Sensei to have a reasonable chance of succeeding.
    Strategies for both will be outlined in the following walkthrough.
    
    ------
    Kanbei
    ------
    
    Kanbei's Strategy revolves around using Sami's Battleships to clear the
    islands between him and Adder so he can get his T Copters and Infantry to
    take these properties.  Kanbei will need to have one or two Tanks and
    possibly an Artillery for his land attacks, which will be drawing the enemy
    away from his main attack with B Copters and Bombers.  Although his units
    are expensive to deploy, they pack a powerful punch, making for the need for
    few units.
    
    When you assault Adder's Lab island (the latest you can start the actual
    attack is with 5 Days left), you need to draw his units out.  Start your
    Tanks and Artillery towards the bridge to his island, which will bring his
    Anti-Air, Tank, Md Tank, and Artillery to meet you.  On the same turn,
    position a T Copter within the range if the remaining Cruiser (to sacrifice
    it), and then position your B Copters and Bombers JUST out of the range of
    the Missile battery.
    
    Start the attack by removing all threats of Air units (this includes
    Missiles, Cruisers, Anti-Air), followed by anything else that threatens
    ground units.  Also bring your T Copter with the Infantry inside once it is
    safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
    attacked).  The next turn is finishing off the enemy forces on the island,
    which then allows the capturing of the Enemy Lab!
    
    However, Kanbei has so much power to his attacks, you can also go on an
    extermination mission with his troops and just wipe the area clean of
    Adder's Black Hole forces instead.
    
    ------
    Sensei
    ------
    
    Sensei's Strategy revolves around using Sami's Battleships to clear the
    islands between him and Adder so he can get his T Copters and Infantry to
    take these properties (especially the Airport located there for quicker
    engagement of the enemy, which means more units in the fight).  Sensei will
    need to have one Tank and possibly an Artillery for his land attacks, which
    will be drawing the enemy away from his main attack with B Copters and
    Bombers.  Sensei rules with B Copters, so he needs to use them to rid of
    himself of near everything he sees.
    
    When you assault Adder's Lab island (the latest you can start the actual
    attack is with 5 Days left), you need to draw his units out.  Start your
    Tanks and Artillery towards the bridge to his island, which will bring his
    Anti-Air, Tank, Md Tank, and Artillery to meet you.  On the same turn,
    position a T Copter within the range if the remaining Cruiser (to sacrifice
    it), and then position your B Copters and Bombers JUST out of the range of
    the Missile battery.
    
    Start the attack by removing all threats of Air units (this includes
    Missiles, Cruisers, Anti-Air), followed by anything else that threatens
    ground units.  Also bring your T Copter with the Infantry inside once it is
    safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
    attacked).  The next turn is finishing off the enemy forces on the island,
    which then allows the capturing of the Enemy Lab!
    
    Totaling annihilating the enemy requires some good use of the Bombers on
    Cruisers and careful clearing of the Enemy Lab island.  However, he too can
    achieve this feat.
    
    Either way you go, Neotanks now belong to the Yellow Comet!
    
    Thank you Brian, you're a real Life saver.
    
    
    -------------------------------------------------------------------------------
                                       Silo Scramble
    -------------------------------------------------------------------------------
    CO: Kanbei
    Enemy: Flak
    
    Finally a map without fog of war.  This map is pretty easy, basically whoever
    gets to the middle of the map is definitely going to kick the other guys ass.
    So don't let flak get to those missiles first.  Get there, kick the snot out of
    any units he has there, and block his entrance.  Then use that as a start point
    for an offensive drive supported by your missile silos, you can also use some
    battle ships, or landers to flank if you wish, if you do, you'll get a higher
    technique score, but you might get a lower speed score.  Make sure that you are
    capturing cities and the sea ports while your Infantry in an APC is heading
    toward the island.  Kanbei will need a lot of funds to pull off a decent
    strike.  This missions should be an easy perfect score.
    
    -------------------------------------------------------------------------------
                                     A Mirror Darkly
    -------------------------------------------------------------------------------
    Co: Sonja
    Enemy: Lash
    
    The goal in this mission is to stop Lash from getting any one unit on your H.Q.
    The main battle will be done with long distance weapons.  This is a fog of war
    map so strategy will be heavy.  As such, this is probably the first actually
    challenging maps in the game.  The key to winning this map is to use your
    infantry and recon units to spot for enemy units, then blast them with your
    rockets.  It's not that simple though, what you need to do is to take out high
    priority units. First Neo-tanks, then Md. Tanks, then Tanks.  Everything else
    should be ignored unless you have no shot, and you can't move the unit into a
    better position for the next turn.  If you have a shot between a Md. Tank with
    4 HP and one with Full, always shoot the full one, as 3 tanks and a rocket unit
    can take the 4 hp Md. Tank, but they may not fair so well against the full
    health tank, just something to keep in mind.
    
    -------------------------------------------------------------------------------
                                          Foul Play
    -------------------------------------------------------------------------------
    CO: Sensei
    Enemy: Adder
    
    This mission is going to be a long one.  What you'll want to do is first clear
    out the pipe, and put something strong there, like a neo-tank, then you'll want
    to put distance units behind the strong unit.  Use your planes to clear the
    other side of the pipe and help you out.  Then just fight, he doesn't have that
    much for resources and he only has one factory, so just keep fighting all of
    his units off, and destroy the black cannons, long but pretty easy.  It's
    easier to circle around to destroy the black cannons, but it doesn't really
    matter.
    
    -------------------------------------------------------------------------------
                                      Honor and Duty
    -------------------------------------------------------------------------------
    CO: Kanbei
    Enemy: Adder
    
    Honor and duty is a fitting name for this map, then enemy has lured you into a
    trap, you can let your cities be taken or you can risk death to save the
    citizens of yellow comet.  As the name suggests we're going to fight to save
    lives.  What you'll want to do is ignore the lasers, you can stop and heal at
    bases on the way, send all of your tanks straight up to the cities.  Let the
    rockets/artillery and mechs take care of the two lasers.  Try and time the
    lasers so you'll suffer the least amount of casualties possible.  They fire
    every 3 days, and make sure you know where they hit, because it's easy to
    overlook that in the heat of combat.  As soon as you get the tanks up there,
    make sure you put a tank on an allied city so the enemy can't capture it, get
    the mechs up there to recapture bases, then mop up adder's remaining troops.
    
    -------------------------------------------------------------------------------
                                      The Hunt's End
    -------------------------------------------------------------------------------
    CO: Any Yellow Comet CO, and a CO from Blue moon or Orange star.  I picked
    Kanbei and Max
    Enemy: Adder
    
    The goal in this mission is to destroy the seam in the pipe.  To do this you'll
    need to clear out 3 cannons.  If you look near the center of the map you'll see
    4 cannons all pointed in different directions, you'll want to take out the two
    northern ones.  Then the one in front of the pipe seam.  To do this you'll want
    to use bombers and Neo-tanks from max.  Kanbei should distract the enemy,
    putting up a strong ground fight as well as a sea fight to keep the enemies
    focus off of max.  All you need is a bomber with full health, and a "MAX
    BLAST!" to clear the pipe.  Which makes it relatively easy to clear this map.
    Hell, you don't even need to deploy any Neo-tanks (for Kanbei anyway)
    
    Congratulations, you've just liberated Yellow comet, one final country to
    liberate...
    
    ===============================================================================
    
                                        Green Earth
    
    ===============================================================================
    Green earth is where the missions start to get INSANELY difficult.  I'd be
    impressed if you can beat them on the first try without any prior planing or
    use of an FAQ.  The missions are going to get really tough here, if you don't
    think you're up for it yet, try honing your skills in the war room a bit first.
    
    -------------------------------------------------------------------------------
                                         Sea Fortress
    -------------------------------------------------------------------------------
    CO: Eagle
    Enemy: Hawke
    
    In this mission you have a pre-deployed squadron of fighters, Bombers and B-
    Copters.  The goal in this mission is to take out all 8 of the mini cannons,
    which is easier said then done.  Don't try and split up your troops or you'll
    lose you need all your units to work together to pass this mission.  First take
    out the fighters that approach using a 2 to 1 tactic, then the next 2 fighters
    in the next turns.  Use your remaining fighters to take out the Copters that
    come bother you.  Use the bombers to take out the cruisers and then time to
    attack the cannons.  Make sure you have a lightning strike, it could make a big
    difference, anyway, take out the first cannon with bombers and copters as well
    as the missiles and the far black cannon.  Ignore the Anti-airs they're too
    strong fighting them is a lost cause.
    
    Now, you'll want to circle around back clearing the Cannons and the missiles on
    the other side.  Casualties are un-avoidable in this level, I finished with
    just 1 bomber that only had only 1 fuel left.  If your bombers or copters are
    running low on fuel or health, join them together, preferably a low fuel one
    with a high fuel one.
    
    -------------------------------------------------------------------------------
                                      Drake's Dilemma
    -------------------------------------------------------------------------------
    CO: Drake, Kanbei
    Enemy: Hawke
    
    The goal here is to take out those two black cannons.  To do this you'll need
    to have Drake's Battle ships in decent shape.  So what you do is quickly hide
    all the ships in reefs.  Next use Kanbei to clear out the middle narrow river
    to the side of the black cannons, as soon as drake's cannons are through to the
    other side all you have to do is smash at them and dodge random enemy fire.
    You can also capture the seaport in the middle of said river, and use it to
    ferry Kanbei's Troops across for an even swifter victory.
    
    -------------------------------------------------------------------------------
                                       Sinking feeling
    -------------------------------------------------------------------------------
    CO: Jess
    Enemy: Lash
    
    *Note*: The Map to the Neo-tank lab is in this mission, it's on the southern
    most city on the island north-west of your H.Q.
    
    In this mission you have 17 days to destroy 9 battleships.  There's a few ways
    to do this, the first is to use Battle ships of your own, which with jess isn't
    the best of ideas.  The second is to build up artillery and rockets and go
    attack with those.  Attacking with direct fire ground troops is ineffective.
    Lash will join the units together if they take enough damage, so try and focus
    on lowering the HP so they'll join and lose some HP in the process. Taking the
    factory in the south-east corner of the map is a good idea, the island north of
    the H.Q. is a bad idea, but the neo-tanks are on that island so you must.  Make
    sure you take out the mini-cannons before you start to attack the battle ships.
    They could really cause you some trouble.
    
    One other strategy, that may/may not work, is to IMMEDAIATLY build two Landers,
    send the first one with two Anti-airs ASAP! and the second one with 2 infantry
    troops, if you get there fast enough you'll beat Lash's deployment of Bombers.
    Take them out and capture the airport and build a few bombers.  These should
    help out with the destruction of the Battle ships if done fast enough.  Plus
    you'll encounter virtually no resistance because all lash will have is the
    ground units on the main land and the cannons.
    
    -------------------------------------------------------------------------------
                                          Danger X9
    -------------------------------------------------------------------------------
    CO: Any Green Earth CO
    Enemy: Hawke
    
    This is the level where you get neo-tanks for Green earth, it's not that
    important of a unit to have as you'll only be using it in a few missions.  So
    if you can't beat this level, don't beat yourself up, just skip it.  Here is
    how to beat it from the brilliant guide of Brain P. Sulpher's (Yes he gave me
    permission, and yes I know I'm an idiot because I missed this mission), so
    without further ado here you go:
    
    ==========
    Danger X 9
    ==========
    
    Green Earth CO: Eagle OR Drake OR Jess
    Allied CO     : None
    Enemy CO      : Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -----------------
    |WWWWWWWWWWW* *CMM|
    |WWWWWWWWWWW* * LM|
    |WWWWWWWWWWW* *C  |
    |WXWWWWWWWWW* *** |
    |WWXWXWSSSSS*     |
    |WWWWWSFF  M**C   |
    |WWWWFF     F-FF  |
    |WWWW   ***  *FF* |
    | P    F*F** **** |
    |FRA B  ** *      |
    | RRC MFF* *|* C M|
    |FFR   MF*   *   F|
    |FFR C   -B  *F FF|
    | RR     **A * C  |
    | RC C C  *  *F FM|
    |FRRRRR  M*  *F MM|
    |FRCRHRC M*CC*MBMM|
     -----------------
    
    Fog Of War is your treat here as you have nine days to either wipe the enemy
    out OR capture the Enemy Lab.  Choose between Jess, Eagle, or Drake for this
    mission, but Jess will have the easiest time due to the ground fightng
    involved in the scenario.
    
    Day one brings the Purchasing of an Infantry for the two east-most bases
    (one in the pipes and the other on far side of pipes) as well as a Tank in
    your remaining Base.  Now move your land units north as far as you can and
    shift your sea units northeast.
    
    Day Two has your Infantry in the pipes to start capturing the Airport, the
    Infantry in the far east to move east into the mountains, and then purchase
    a Md Tank at that base.  Now go to the western group of units to move a
    Recon to park between two Woods patches beside the pipe to reveal a hiding
    Mech, so attack it with your Anti-Air unit.  Now use your Cruiser to attack
    the visible B Copter (attack from the visible square), and then use your
    Battleship on the Tank.  Use your Md Tank to finish the Tank, have your
    Recon move north, and then have your Tank cripple the enemy Recon.
    
    Day Three will dawn with your Cruiser attacking a B Copter, your Battleship
    moving east, and then move your Recons forward and have your Md Tank finish
    the Recon unit.  Capture the Airport, attack the Md Tank you see, and then
    purchase a Tank at that Base as well as a Tank at the western base.
    
    Day Four has your hurt Md Tank finish the enemy Md Tank, move your other Tank
    up to the Woods on the right, and then buy another Tank.  Now attack with
    your Battleship to hit an enemy and use the Md tank to hit another unit.
    Buy a Tank at the western Base.
    
    Day Five will follow a Super CO Power hit, so use your stronger Md Tank to
    attack the Md Tank, combine your weaker Md Tank into that one, and then take
    down the last B Copter with your Anti-Air.  Bring your Tank to attack their
    Tank, Battleship will hit the Anti-Air, and then have a Recon attack the
    same Anti-Air unit.  Buy a Rocket for the centre base.
    
    Day Six onwards will concentrate on your Battleship busting the pipe seam
    along with a Md Tank, your Tanks moving down to engage the enemy, and your
    southern Md Tanks and Tanks pouring north to attack the cornered enemy and
    destroying them.
    
    Capturing the enemy base is a much more difficult task that requires the
    killing of the enemy through Day Three and then busting the Pipe Seam to
    allow the APC with the Infantry through to capture the Lab on Day Nine.
    Just be sure to stick to the Woods as you travel as much as possible or risk
    losing your APC.
    
    -------------------------------------------------------------------------------
                                       Rain of Fire
    -------------------------------------------------------------------------------
    CO: Jess
    Enemy: Hawke
    
    *Note*: Heh, the name reminds me of the Johnny Cash song "Ring of Fire"..
    
    
    This mission is easy, In fact, I got a perfect S rank in it.  Forget about the
    "great intel" you'll spend too much time figuring out where the lava falls.
    Instead just go capture more cities then Hawke.  If you have more resources
    you'll have better units, and you'll have more of them.  Simple as that.  Come
    in from both sides towards his H.Q. and take him out.  Make sure you start by
    taking any poorly defended factories and cities he has, a good example is in
    the south eastern corner at the start of the game, a Md. Tank, a tank and an
    infantry is all you need to take that from him.
    
    I fell in to your burin ring of fire, and it burns, burns, burns, burns, that
    ring of fire, that ring of fire.
    </Singing>
    
    -------------------------------------------------------------------------------
                                        Navy vs. Sea
    -------------------------------------------------------------------------------
    CO: Drake
    Enemy: Hawke
    
    This is a fairly easy mission, Air Vs. Sea, though most of the battle takes
    place on the ground in the little area east of your H.Q.  The best way to take
    this map is to get to the two factories in the center of the land easy of your
    H.Q. and start cranking out units.  Then back track and get all the cities.
    Try to capture the Airport north of this, and build 4 or 5 fighters, to fly
    from hot spot to hot spot, whenever enemy air troops are involved.    Then just
    ferry troops from you H.Q. island to the island you're fighting on, combine
    that with a battle ship or two for support fire and the fighters taking care of
    Hawke's air support this mission should be a breeze for you.  Also, try to use
    your CO power after Hawkes, that way both teams lose 1  HP to all units, but
    Hawke's lose supplies as well (if you used the super power).
    
    -------------------------------------------------------------------------------
                                        To The Rescue
    -------------------------------------------------------------------------------
    CO: Eagle, Sami
    Enemy: Adder
    
    This mission is a real dozy.  The goal is to rescue the orange star forces and
    destroy the lasers that fire everyday.  So what to do is simple, with eagle's
    troops attack the lasers and any units that get in the way.  First you'll want
    to send most of the air-force to the top, except for one fighter and Battle
    copter.  Those you will send to the left (A group of planes will try to take
    out your base).   Now, try and take out the first two cannons (the ones closest
    to the bottom of the map.  The one on the right should be no problem, but the
    one on the left will need a well timed "LIGHTING STRIKE" to take it out without
    losing the bomber.
    
    While you do this with the Green Earth troops you'll want to use the flee using
    the orange star troops, make sure they don't walk into the laser.  BTW:  You'll
    probably only escape with the mechs, so use the rest to fight off the waves to
    save the lifes of the mechs.  Capture the airport right outside and build some
    things to help out Green earth depending on what you need (Fighters or Bombers)
    and a Transport Copter.  Use the T-Copter to take one troop back to the Green
    Earth H.Q. (If you lose all orange star troops the mission is lost).
    
    Now just keep fighting, trying to time lighting strikes to double the range of
    the bombers to take out the last two cannons.  Use Sami if you need her
    assistance.  Also, make sure you have a decent force at the Green Earth H.Q.
    because they will eventually come in with a small ground force if you aren't
    protected and they'll capture everything.
    
    -------------------------------------------------------------------------------
                                     Great Sea Battle
    -------------------------------------------------------------------------------
    CO: Any Green Earth, Orange Star and Yellow Comet COs (I Picked Eagle, andy,
    Sensei).
    Enemy: Hawke
    
    There is only one goal of this mission: Destroy the pipe.  That of course is
    easier said then done, there is two Black cannons and 10 mini-cannons.  The
    Black cannons are a big priority as they will hinder your movement.  Use max to
    take out one (he'll pass it on the way), and Sensei to take out the other.
    The Mini-cannons (if you so choose) will be taken out by eagle.
    
    Now, To develop the teams, Andy will want to form neotanks and rockets right on
    that bridge to the enemy base.  Make sure to add in some missiles as Hawke will
    attack with some air units.  Andy's goal is just to keep hawke busy as much as
    possible.
    
    Eagle will take to the skies and stay there.  The key for eagle is to take out
    any and all of the air-units hawke builds to molest max, so you better have
    fighters on top of fighters.  Don't waste your time with helicopters, they
    won't help shit.  Be aware of the black cannons firing range, because when
    you're moving that much with the planes you'll be likely to fly into one or two
    of them.
    
    Sensei will want to build up both battle copters and Battle Ships.  Sensei at
    first will focus on taking out all of the cannons so movement can be made
    easier.  Then he will want to use his forces to support the ground campaign of
    Max's.  Use the Battle ships to take out the mini-cannons from far away, and
    try to get on the opposite side of the firing to prevent getting slammed with
    damage.  Also, build one or two fighters or cruisers because when hawke notices
    you taking out all of the cannons, chances are good he'll come after you.
    
    Now after hawke has "Come after you" and you've rightfully kicked his ass,
    capture the factory right under the big factory, build some missiles and take
    down the pipe from that point.  Make sure you stay guarded, as the mini-cannon
    will try to slow down the process of killing your rockets.
    
    
    ===============================================================================
    
                                         Black Hole
    
    ===============================================================================
    The Black hole missions are pretty easy, and really easy, the guys in the map
    department really dropped the ball on these two maps.  There is only two, and
    you don't have to worry about the other Black Hole COs anymore but now, you
    have to worry about Sturm, the Head CO of Black Hole.  Thankfully he's a little
    weaker then Hawke.
    
    -------------------------------------------------------------------------------
                                        Hot Pursuit
    -------------------------------------------------------------------------------
    CO(s): 1 Orange Star, 1 Blue moon, 1 Yellow Comet and 1 Green Earth CO, only 3
    COs though (Andy, Grit, Eagle).
    Enemy: Sturm.
    
    At first this mission looks really intimidating, the goal is to destroy the
    three black cannons but there's all those units in the way, plus the pipes,
    lasers and mini-cannons.  Then you think for a second, "What idiot designed
    this map?"  The enemy units won't attack the pipes, so you have to worry about
    the ships and the units that are inside the first set of pipes.  Anything else
    can be ignored.  Why?  Because it can't kill you.  The Black Cannons, Mini-
    cannons and Lasers can only take you down to 1 hit point.  Who cares?  It'll
    just take longer to succeed.   However the one down-side is that you won't get
    any power points if you don't attack the troops in the second pipes, but who
    cares?  Skip a hard fight and just use rockets to take out the black cannons.
    
    *Note*: If you don't take out the lasers the units in the first pipe won't
    attack you. (I think, on one side they're blocked off, I dunno about the
    other).
    
    -------------------------------------------------------------------------------
                                        Final Front
    -------------------------------------------------------------------------------
    CO: 1 Orange Star, 1 Blue moon, 1 Green Earth, 1 Yellow Comet (only 3 COs)
    (Sami, Colin, Eagle)
    
    *The Order you pick the COs in is important, and must be this way to decide who
    goes where.*
    
    Enemy: Sturm
    
    The goal of this mission is to take out the Death-ray in 30 days or less.  The
    Death ray will fire once every 7 days and can only fire straight.  So what
    should that tell you?  Attack from the sides with a decoy force in the front.
    
    This mission is really easy after a few tries, look at the deployment of
    sturm's troops, heavy on the west and moderate in the center with only a few in
    on the east.  So, you'll want eagle there, and Sami and Colin on the west and
    center starts.  Now, Sami will want to build up as many infantry units as
    possible and just keep throwing them out there, Colin will also want to build
    as many units as possible, but because of his cheap deployment costs, make sure
    they are good units.  Now, eagle will want to get some bases and save up for
    two bombers.
    
    As soon as you get the first bomber send it straight north of eagle's H.Q. to
    bomb that pipe right there.  You do this so as to avoid taking damage from the
    black cannons.  Next, snake up to the two seams that are right next to each
    other leading into the base, at this point you should bomb the first one, and
    hopefully have your second bomber on it's way up.  Bomb the second seam and go
    into the base, the reason for two is that he won't catch both of them, and you
    MUST spread them out so they can't get hit by a meteor yet still both be able
    to hit the deathray.  One shot will blow that big hunk to smithereens.  Good
    job you just Ruined Sturm's shit.  Watch the ending f00 you deserve it!!!!
    
    
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                                   T H E  W A R  R O O M
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    The war room is more or less the same as last time, it even has all of the old
    maps, plus a few new ones.  What fun.  Even if you don't have the Neotanks for
    a certain country, you can still build them.  A few other notes, are if the
    cost says "Default" it means you get that map right off the bat.  Also, by CO
    of Choice, I mean the CO I used to beat the level.
    
    Before I get into the War room, I feel I need to discuss some things on a
    general strategic level.  There's two ways to play the maps, one way is playing
    the map, this means using the map to your advantage (if possible).  Things like
    the terrain bonuses and choke points, if you use these correctly you can win a
    good deal of maps.  The other way is to play the CO.  This means using the COs
    disadvantages against them, and avoiding their advantages.  An Example of this
    would be Using Grit against max, and only using Long range fighting.  If you
    can utilize both of these strategies then you will begin to get more S and A
    ranks, as you learn what works against who and where.  Waiting until you clear
    the campaign mode is a good idea, that way you can buy all the COs and help
    clear all the maps.  I personally like to use Eagle and Sensei a lot, but what
    are you gonna do?
    
    -------------------------------------------------------------------------------
                                       Spann Island
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Max
    Enemy CO: Andy
    
    The key to winning this map is to get the buildings on the southeast island of
    the map.  If you control these you should win, as you'll have more resources.
    
    -------------------------------------------------------------------------------
                                        Moji Island
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Grit
    Enemy CO: Adder
    
    The Key to this map, is to use Grits distance to suppress Adders troops from
    across the water.  Also capture the factory on the east side of the map in the
    trees as well as all the properties on the west side of the map.  To do this,
    get an APC and an infantry to the factory ASAP, then capture the factory,
    blocking the bridge, then capture all the properties.
    
    -------------------------------------------------------------------------------
                                          Duo Falls
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Max
    Enemy CO: Max
    
    This map takes some skill, but isn't too difficult.  What you'll want to do is
    capture as much property as possible, use transport copters to get to the base
    in the middle of the map.  Then build a fighter, to take care of the Battle
    copters max will attack with, then neo-tanks and large tanks, set them up in a
    blocking formation, then use your CO power and BLAM!  Blast through Max's
    troops and capture all of the properties as you go.  If your units need
    healing, swap them out, and heal them and let them get back into action.
    
    -------------------------------------------------------------------------------
                                         Sole Harbor
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Max
    Enemy CO: Drake
    
    Stay out of the sea and Drake will do the same.  Just build up some strong ass
    units and you should have no problem dispensing with drake on the land.  If he
    does build some sea units to support his troops then take them out with
    submarines, with Max's direct firepower bonus he won't stand a chance.
    
    -------------------------------------------------------------------------------
                                          Pivot Isle
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Eagle
    Enemy CO: Eagle
    
    This is a pretty difficult map.  The key to winning is to capture the island to
    the east of the starting point.  If you get that and build a bomber and bomb
    the shit out of everything then you shouldn't have too much of a problem.  Just
    make sure to watch for anti-air units and fighters.  Heh, that's one strategy
    that's easier said then done >_>.
    
    -------------------------------------------------------------------------------
                                          Land's End
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Eagle
    Enemy CO: Lash
    
    There is two choke points in this map, both quite close to each other, the
    first is right where the two strips of land connect, the other is the rocks
    right outside the enemies start point.  To dodge these completely just hold the
    point and build up bombers.  Then skip the choke points and head over the sea
    to erase lash's existence from the planet.  Try flanking the choke points to
    let your ground units in on the action to speed up the fragging.
    
    -------------------------------------------------------------------------------
                                         Kita Straight
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Grit
    Enemy CO: Sami
    
    Another "Easier said than done" strategy.  If you don't allow Sami to get any
    bases on your island you'll win.  Use Grit to place rockets at the shore and
    fight off any transport units.  Then bring in battleships to weaken the
    defenses, lastly come in with landers full of tanks and finish the job.  You
    may need to fight Sami off your island at the beginning of the level, but if
    you get there fast enough you can avoid this.
    
    -------------------------------------------------------------------------------
                                         Point Stormy
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Grit
    Enemy CO: Olaf
    
    Grit is the master of Choke points with his far reaching guns, he has no
    problem in busting through.  Two important things to do are avoid using air and
    sea units.  Otherwise you'll provoke Olaf to use these units and he'll kick
    your ass because he has more airports and seaports available to him.  Just
    fight him off with the rockets slowly advancing until you get to his base.
    Make sure to build some missiles because he will use air-units but he'll
    concentrate most of his force to the ground.  But hey, it doesn't hurt to be
    prepared now does it?
    
    -------------------------------------------------------------------------------
                                         Ridge Island
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Sami
    Enemy CO: Grit
    
    Uh-Oh, two choke points in this map, against the king of Choke Points.  Too bad
    they are blocked off by mountains and Mechs can go over mountains.  Just swarm
    him with mechs he can't hit them all and you'll quickly rush over his good
    distance units and his direct fire units will drop like flies at your attacks.
    Wow this mission is easy.
    
    -------------------------------------------------------------------------------
                                          Mial's Hope
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Eagle
    Enemy CO: Sensei
    
    The amount of Airports in this levels should make eagle the obvious choice.
    Focus on keeping sensei on the ground with fighters and Anti-airs then ruining
    his shit with bombers.  If you can act quick enough you can contain him in a
    semi-choke point which is a good point for holding.  Though you won't be able
    to hold his air-units which will inevitably just go around your block, by then
    you should have a fighter to shoot them down.
    
    -------------------------------------------------------------------------------
                                         Bounty River
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Grit
    Enemy CO: Flak
    
    This map is too easy.  All you need to do is set up a distance base defense of
    rockets along your coast, then suppress your enemy while you advance with
    Transport boats filled with neotanks.  Then as your neo tanks clear a landing,
    take some rockets and continue to blow through flak's defenses with the
    Neotank/Rocket 1-2 combo.  It may take a couple of days to put the rockets in
    place though.
    
    -------------------------------------------------------------------------------
                                          Toil Ferry
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Eagle
    Enemy CO: Hawke
    
    The goal in this map is to capture all of the Air ports.  With Eagles Air-
    superiority, Hawke won't stand a chance.  The key is to also bomb the crap out
    of his Cruisers, but not with bombers, with rockets and Battle Ships. Attack
    his infantry that try to capture bases as well as anything protecting the bases
    with the bombers.
    
    -------------------------------------------------------------------------------
                                          Twin Isle
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Sami
    Enemy CO: Jess
    
    This mission is a real pain in the ass.  You probably could use max to fight
    this mission, but Sami's Mech swarm produces the best results.  Just keep the
    mechs coming and you should gain victory after a long drawn out battle.
    
    -------------------------------------------------------------------------------
                                         Dire Range
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Max
    Enemy CO: Colin
    
    Use Max's direct firepower bonus to take Colin's men out of the sky, then blast
    him on the ground with tanks.  If you can take the Air-port to the south-west
    of Colin's H.Q. and you should gain a big advantage as Bombers and Fighters
    also gain Max's direct firepower bonus, making his even stronger than eagles.
    
    -------------------------------------------------------------------------------
                                         Egg Island
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Drake
    Enemy CO: Kanbei
    
    Using Drakes awesome navy, you'll want to stay on the out-skirts of the island
    and use Battle ships to weaken Kanbei up for a nice landing.  Then BAMO attack
    full force with Battleships and tanks and Kanbei will be swept up in the
    confusion.  Keep bombarding him with landers and shelling the crap out of him
    and he won't know right from left allowing you to capture his cities and
    finally his H.Q.
    
    -------------------------------------------------------------------------------
                                         Terra Maw
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Sami
    Enemy CO: Sonja
    
    The key to this map is to use Sami's speed to get up to the top of the map
    where Sonja has a little army to capture with, before it turns into a big army
    to capture with.  From there blast her with bombs and battle ships as well as a
    neo tank based ground assault and you should have no trouble with this one.
    
    -------------------------------------------------------------------------------
                                        Stamp Islands
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Dake or Eagle
    Enemy COs: Drake and Eagle
    
    In this map you'll want to choose between sea or air.  If you pick air, go with
    eagle, and take out the other eagle quickly.  If you go with sea, use drake and
    take out the other drake quickly.  With one out of the way, you'll gain all his
    property and funds, which should give you enough money to blast the crap out of
    the CO that was left.
    
    -------------------------------------------------------------------------------
                                        Rivers Four
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Max
    Enemy COs: Sonja and Lash
    
    The goal of this map is to quickly eliminate one then take out the other with
    more resources and units.  I suggest taking out Sonja first as she's more of a
    "Push-over" if you will, concentrate all fire on her then as soon as her H.Q.
    is taken, force all of your units on Lash.  With all your resources and man
    power she won't stand a chance in hell.
    
    -------------------------------------------------------------------------------
                                         Ring Islands
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Drake
    Enemy COs: Olaf and Grit
    
    The man who controls the sea will control this map for sure.  You could also
    use Grit for his range, but Drake will do.  Make sure to build up subs and
    Battleships as well as a healthy ground force to attack a bunkered in team.
    Because that's all Grit and Olaf will do if they can't spread their sea legs a
    bit (Bunker in, making it hard for you to get in a kill the bastards).
    -------------------------------------------------------------------------------
                                         Last Mission
    -------------------------------------------------------------------------------
    Cost: Default
    Co of Choice: Sami
    Enemy COs: Andy and Nell
    
    Believe it or not, this mission is really easy.  What you have to do is build a
    transport helicopter and an infantry unit and when the time is right, fly it
    and capture Nell's HQ.  Then when you do capture it, you'll gain all of her
    properties and her money, so you can just walk all over Andy.
    
    -------------------------------------------------------------------------------
                                          Pay Dirt
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Sami, Max, Grit.
    Enemy CO: Colin
    
    This begins the new war room maps, that is the ones that weren't in Advance
    Wars 1.  For this map I have three different strategies for, all of which
    should provide successful for you.
    
    Using Sami: Colin will produce many troops but they are weak.  Sounds like the
    perfect victim of a "Mech Swarm" Just build mechs on top of mechs (and a
    fighter or two to take care of the fly boys he'll build).  Sami's awesome
    capture rate also make for some good surprise captures, sneak in with a
    transport and capture an airport or base held by the enemy, and fight to
    protect it.  With all the extra money you have from just building
    infantry/Mechs you should be able to spawn a bomber ASAP and do some real
    damage.
    
    Using Max: All of Colin's troops are weak, but they are many, using a NeoTank
    of Max's you  could plow through a marching onslaught of Colin's.  Just make
    sure you have your bases covered in the air too or Colin could catch you off-
    guard.  Also make sure after you penetrate his side of the map to capture all
    the properties you can, if he has no many, his CO powers aren't worth shit.
    
    Using Grit: Colin has weak troops, and so does grit, except grit has far
    superior distance units so while the front lines will be an even fight as soon
    as you get your rockets into place he won't stand a chance.  Just hammer away
    and don't forget to build a few missiles to avoid air-strikes from his copters
    and bombers.
    
    I think I covered that one well, what do you think?
    
    -------------------------------------------------------------------------------
                                          Long Road
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Grit
    Enemy CO: Jessie
    
    The title of this map makes me think of the misfits song "American Nightmare"
    "This highway never fucking ends, American Nightmare runnin Scarred"
    
    This map is pretty easy using grits far reaching attacks to decimate Jess's
    units before they even get a chance to get close, just leap-frog and fire at
    different spots and this mission should be easy.  Make sure to capture bases
    along the way and take along some APCs you'll need them.
    
    -------------------------------------------------------------------------------
                                          Nest Egg
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Andy or any other balanced CO
    Enemy CO: Sensei
    
    Any Balanced CO will do good for this mission as it's close range combat with a
    good edge to whoever can use Distance weapons efficiently.  Send in some tanks,
    Md. Tanks and Neotanks with some rockets behind them and exterminate the whole
    fucking place.  Forget about the missiles by the time you crack the shell
    Sensei will be breathing down your neck with some powerful units.
    
    -------------------------------------------------------------------------------
                                        The Trident
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Grit or Andy
    Enemy CO: Nell
    
    I'm sure you noticed this the first time you looked at the map, but the map
    pretty much consists of ONE HUGE choke point and several other choke points. So
    clog the small points and send all your troops through the small points (This
    where using andy would be best) while you assault the main point with Neotanks
    followed by rockets and missiles, this is where Grit's range comes in handy.
    This should be an easy mission.
    
    -------------------------------------------------------------------------------
                                       Banker Hills
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Sami
    Enemy CO: Haichi
    
    As soon as all the missiles are fired, a quick mech swarm will easy get you
    this mission.  Near the end a victory march will clench it for you if you have
    enough mechs deployed in Haichi's side of the map.
    
    -------------------------------------------------------------------------------
                                        Missile Plains
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Max
    Enemy CO: Sturm
    
    As soon as you start this mission build infantry units for every base you have.
    Second turn target the neo-tanks with two missiles each.  This should weaken
    them up pretty good for you to take down slowly.  After you take out the
    neotank threat Sturm will go down like a little kid goes down for a nap, he
    just won't have the bases to keep up with your production of troops and
    resources.
    
    -------------------------------------------------------------------------------
                                          Lost Basin
    -------------------------------------------------------------------------------
    Cost: 500 points
    Co of Choice: Max
    Enemy COs: Sami and Sonja
    
    Does this remind you of another map?  (COUGHLASTMISSIONCOUGHCOUGH).  Well the
    strategy is pretty much the same, use max to eliminate one of the enemy COs and
    then eradicate the other.  I Suggest taking out Sami first as her quick
    captures could be a real pain in the ass if she sneaks by any blocks you put
    up.  Overall, this is a pretty easy mission.
    
    -------------------------------------------------------------------------------
                                           Risky Vale
    -------------------------------------------------------------------------------
    Cost:500
    Co of Choice:Sami
    Enemy COs: Max and Kanbei
    
    Max and Kanbei have no HQs making this mission a bit difficult.  Though it's
    still do-able.  Your goal is to take the factories and cities from them with
    quick capture abilities, taking away their resources forcing them to use
    infantry troops.  Since Sami's infantry are the best in the game you'll have
    the easy advantage.  Try to attack max first, as Kanbei will struggle more with
    no funds as his deployment costs are in the stratosphere. Just take them both
    down with some mechs and BAM-O this mission is a walk in the park.
    
    -------------------------------------------------------------------------------
                                           The Ring
    -------------------------------------------------------------------------------
    Cost: 500
    Co of Choice: Andy or any balanced CO.
    Enemy COs: Eagle, Drake, Jess
    
    This mission is pretty easy as soon as you find out how to beat it.  Which is
    why I'm here!  The key to this map is defense, the defense is so minimal you
    just build up a huge force and wipe the green earth troops off the face of the
    earth.  To defend, put a big unit, like a NeoTank in the ground entrance to the
    base.  Next, but a unit on all the beaches and seaports, this should stop
    drake.  Now put a AA near the north opening in the base, and a missile behind
    the pipe near eagle's base for good measure.  With these security guards in
    place, you're free to build up a large army then take out the enemy with
    extreme prejudice.  I usually take out Drake, then Eagle then Jess.  Don't
    worry about the pipes as the enemy won't shoot at them for some strange reason.
    
    -------------------------------------------------------------------------------
                                          Strong Land
    -------------------------------------------------------------------------------
    Cost: 500
    Co of Choice: Max, Grit or Kanbei
    Enemy COs: Flak, Lash and Adder
    
    This level is easy.  The goal is to take flak out quickly, then pile up
    Neotanks at choke points.  Be sure to take all the building in the lower right
    corner of the map, as those will be a big aid.  The Missiles can't hurt either.
    If you choose to use grit you'll want to make sure your neo-tanks can withstand
    the pounding they'll take from the stronger enemy tanks.
    
    
    
    
    
    
    Well that's it!  Thank you for reading my guide, what follows is information
    about the author, A Thank you section and some legal stuff in case you're
    curious about any of the subjects.
    
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           T H A N K  Y O U S  A N D  A S S K I S S I N G S  B Y  H B 3 1 1
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    I'd like to thank the following people for various Stuff.
    
    CjayC and The Boys at IGN - For hosting this guide.
    
    Brian p. Sulpher - For helping me out with some missions (the Yellow Comet and
    green earth Neo tanks levels) and pushing me to finally finish this guide
    several months after it was started.
    You can view his awesome guide here:
    http://faqs.ign.com//articles/425/425456p1.html'
    *Mine's Still better, he doesn't even cover the War rooms*  Yes Brian I'm
    talking to you punk!
    
    BTB - For helping me create the format I currently use, as well as being an
    awesome dude.
    
    Your Mother - For the Grade A sex she gave me last night >_>
    
    You - For reading this
    
    Colin Moriarty and Zoop Nova - For convincing me to send my stuff to IGN, as
    well as being two really cool guys.
    
    Burning Fox - For Being a cool girl and helping me with little decisions I have
    trouble making on my own.
    
    Sun Tzu - For that awesome strategic mind of his, and Thomas Cleary for
    translating that text.
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                             A B O U T  T H E  A U T H O R
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    (Correct as of January 20th,2004)
    
    Hello, thank you for reading this guide.  If you cared enough
    to read this far, I might as well entertain you.  I'm a 17 year old Virgo and I
    am a senior (at Millard North High School).  In my free time I am usually on
    the Gamefaqs or WhiteFyre(www.WhiteFyre.com/boards) message boards (Current
    events, The FAQ contributors Social Board, or the punk board), or playing my
    Xbox, Ps2, or my NES. With whatever time is left, I sell tacos in a little
    shack by the side of the road for little more than minimum wage, which is
    slowly taking over my life with it's "OMG WE GIVE j00 more hours than j00
    wantz0rz Benny FWARG!" attitude. I also now work at an Ice rink here in Omaha.
    Then I use my time machine to travel back in time, and fit playing hockey into
    my schedule.  This will be my Twelfth FAQ/Walkthrough, and I feel that writing
    walkthroughs has really given me something better to do than watch some of the
    crap on television now days.
    
    
    
    
    -------------------------------------------------------------------------------
    
                                       Legal Stuff
    
    -------------------------------------------------------------------------------
    
    This FAQ is for personal use only. You can print it or parts of it for that
    reason only. Do not copy any part of this document and claim it as your own or
    you will be guilty of plagiarism, which is punishable by law. If you post it on
    your site without giving me full credit, publish it, use it in any kind of
    promotional way, or use it in any way for personal gain (i.e. a pay only site),
    civil and/or criminal charges can and will be pressed against you. The newest
    version of this FAQ can always be found at www.GameFAQs.com and Ign.com and if
    you see this anywhere without credit to me please let me know. This document is
    (c)Ben Semisch AKA Happybuddha311; 2003 - 2004
    
    (Thanks to Laura (L621) for letting me borrow her copyright info)
    *******************************************************************************
    If you would like to host this guide, just give up, there is no way I'm going
    to let you host it.  If you steal it, that is theft and I will pursue you in
    the court of law.  It'd be real nice to have a new car, so if you think I'm
    joking, go ahead and try posting this guide on your site without my permission.