Advance Wars 2 FAQ (by Bobby Yu) [YoyoYoshi]
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Created By: Bobby Yu [YoyoYoshi]
Websites:
Advance Wars Revolution ( http://www.awrev.com )
Yoyo Revolution ( http://www.yoyorevolution.com )
AOL Instant Messenger Screen Name: Neotist Yoyo
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Contents
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01. Introduction to Advance Wars 2
02. About Me
03. Updates
04. Advance Wars 2 Controls
05. Advance Wars 2 Modes
06. Combat Field Menu
07. The Five Countries
08. Commanding Officers
09. Campaign Mode
- Normal Campaign
- Orange Star Mini-Campaign
- Blue Moon Mini-Campaign
- Yellow Comet Mini-Campaign
- Green Earth Mini-Campaign
- Green Earth Campaign
- Coalition Mini-Campaign
- Hard Campaign
- Orange Star Mini-Campaign
- Blue Moon Mini-Campaign
- Yellow Comet Mini-Campaign
- Green Earth Mini-Campaign
- Green Earth Campaign
- Coalition Mini-Campaign
10. Units
11. Effects & Strategies
12. Secrets
13. War Room Mode Guide
14. VS. Mode Guide
15. Design Maps Mode
16. Contacts, Copyrights, Credits
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01. Introduction to Advance Wars 2
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The Advance Wars series that Americans have known to love has a far longer
history in Japan, where it originated.
FAMICOM WARS (1988) by Intelligent Systems - The first game in the Wars series
came on the Japanese version of the Nintendo Entertainment System (NES), the
Famicom system. It utilized a similar play style to Advance Wars but featured
just two armies, Red Star and Blue Moon, fewer maps, and obviously not as good
graphics. It was a Japan-only release.
GAME BOY WARS (1991) by Intelligent Systems - Game Boy Wars released as the
second Wars game, and unlike Famicom Wars, it uses an unusual diagonal grid
system rather than a straight up grid. It still has two armies and unlike
Famicom Wars, plays in black and white since Game Boy Color would not be
released for a good several years. It was a Japan-only release.
GAME BOY WARS TURBO (1997) by Hudson Soft - Hudson Soft took over the reigns of
the Game Boy Wars series, and added a few more maps to the original version.
Like the first two games, it was a Japan-only release.
GAME BOY WARS 2 (1998) by Hudson Soft - Hudson Soft creates the Game Boy Wars
series in color for the first time, with the release of Game Boy Color. It was
a Japan-only release.
SUPER FAMICOM WARS (1998) by Intelligent Systems - The most well-known of the
pre-Advance Wars games, it is the closest to the Advance Wars series and
features four armies, though still no campaign mode, and was released on May
1st, 1998. There are a lot of units, including many that don't have a
counterpart until the release of Advance Wars: Dual Strike (like four types of
tanks), and many of its maps are shown on the Advance Wars game pack. It was a
Japan-only release.
64 WARS by Hudson Soft - Hudson Soft originally wanted to make a N64 version of
its Game Boy Wars series and make it compatible with Game Boy Wars 2 but the
plan fell through and the game was cancelled.
GAME BOY WARS 3 (2001) by Hudson Soft - Hudson Soft improves the graphics of
the Game Boy Wars series even further on the Game Boy Color. It was a
Japan-only release.
ADVANCE WARS (2001) by Intelligent Systems - Advance Wars for the Game Boy
Advance system went into stock in stores on September 9th, 2001 in the United
States and was released to the public on September 11th, 2001, and was nearly
pulled off the shelves because of the terrorist attack on America the same day.
However, it did make it to the USA, and was the first of the series from Japan
to reach America. It released in Europe four months later, on January 11th,
2002, and was pulled off the shelves in Japan. It is the first to include a
campaign mode and follows the Orange Star Army as they fight across Wars World
to defend their homeland. Japan would not get the game until Game Boy Wars
Advance 1+2 was released in 2004.
ADVANCE WARS 2: BLACK HOLE RISING (2003) by Intelligent Systems - The Advance
Wars sequel continues on Advance Wars' storyline, as Black Hole returns to take
revenge on the Allied Nations and conquer their territories. It was released on
June 23rd, 2003 in the US and followed in Europe on October 3rd of the same
year. It was never released in Japan because they did not get Advance Wars
prior to this.
GAME BOY WARS ADVANCE 1+2 (2004) by Intelligent Systems - Japan decided to pull
off Advance Wars off their shelves on September 12th, 2001 after the terrorist
attacks on the United States, and did not get Advance Wars or its sequel. Three
years later, on November 25th, 2004, Intelligent Systems released a combination
game of both Advance Wars and Advance Wars 2, with both campaign modes intact.
Users may then switch between AW and AW2 modes. It was a Japan-only release.
ADVANCE WARS: DUAL STRIKE (2005) by Intelligent Systems - Known as Famicom Wars
DS in Japan, AWDS features yet another Black Hole invasion, with the Allied
Nations trying to fight the invaders. It was released on June 23rd, 2005 in
Japan, and will be released on August 22nd in the US, and September 30th in
Europe. It will become the first game in the entire series to be released
universally.
The Advance Wars series is like chess played to a global scale. With a
compelling story, various commanding officers and terrific music add to the
reason why you'd want this game. As the advisor of a fighting force, you
maneuver allied units into position, capture cities and bases, and attack the
enemy units while avoiding threats like the Black Cannon and carrying your
plan to eliminate the enemies. Every unit under your control have weaknesses
and strengths with movement, hit points, attack restrictions, ammunition and
fuel that you must monitor often in order to defeat your enemy. You can repair
and supply battle units, deploy new units, and use the special powers of your
commanding officer to gain the upper hand on the enemy. Every mission is an
epic struggle that requires a firm grasp of the battle tactics to win.
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02. About Me
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Name: Yoyo
Age: 17
Sex: Male
Location: Santa Clara, California, USA
Favorite Game series(es): Advance Wars, Age of Empires, Command and Conquer,
Crash Bandicoot, Dance Dance Revolution, Diablo, Fire Emblem, Mario Kart, NBA
Live, Paper Mario, Pokemon, SSX, Twisted Metal
How to Contact Me:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Email Address: puayoyo@gmail.com
AOL Instant Messenger: Neotist Yoyo
MSN Messenger: lordyoyo2006@hotmail.com
Yahoo Messenger: pua_yoyo
Major Contributions on GameFaqs: Advance Wars FAQ/Walkthrough, Advance Wars:
Dual Strike FAQ/Walkthrough, Advance Wars 2: Black Hole Rising FAQ/Walkthrough,
Empires: Dawn of the Modern World FAQ/Walkthrough, Fire Emblem: Fuuin no
Tsurugi FAQ/Walkthrough, Golden Sun: The Lost Age Psynergy FAQ, Pokemon
Gold/Silver FAQ/Walkthrough, Pokemon Crystal FAQ/Walkthrough, Pokemon
Ruby/Sapphire FAQ/Walkthrough
Gaming Guides written For: Advance Wars, Advance Wars 2: Black Hole Rising,
Empires: Dawn of the Modern World, Fire Emblem: Fuuin no Tsurugi, Golden Sun:
The Lost Age, Mario Kart 64, Mario Golf (N64), Mario Tennis (N64), Pokemon
Blue/Red, Pokemon Emerald, Pokemon Gold/Silver, Pokemon Ruby/Sapphire
Fanfiction Written: Advance Wars: Dual Strike, Advance Wars 2: Dawn of
Liberation, Gelastic Sun, Mario Millennium Series, Mario Timeline, Mushroom
Wars: Koopa Storm, Mushroom Wars: Shell Shock, Powers of Pokemon, Sergei
Molotov’s Story: The Dawn of a New Age, The Adventures of Yoyo Yoshi, The
Destiny of Fire, The Eye of the Enemy, The Rising Sun, The Story of a Novaya
Russian, Super Smash Bros Battle, Tournament of the Greats, Yoshi Pokemon
Adventure Stories, Yoshi Wars: Domination, Yoyo Yoshi’s Go-Kart Tournament
Webmaster of two websites:
Advance Wars Revolution ( http://www.awrev.com )
Yoyo Revolution ( http://www.yoyorevolution.com )
- Bobby Yu
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03. Updates
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Version 1.5 - August 20th, 2005 - The Introduction, About Me, and CO sections
have been revamped, particularly the CO section. Other sections also received
updates. 428KB.
Version 1.4 - May 13th, 2004 - Hard Campaign GE missions updated (all). FAQ
also reformatted. 417KB.
Version 1.3 - May 10th, 2004 - Hard Campaign and Format update. Movement charts
have been added, as well as strategies for a lot of parts, mainly in HC.
Version 1.2 - August 22nd, 2003 - Format reorganized, all sections partially
updated. 394KB.
Version 1.1 - Summer 2003 - Completed Hard Campaign.
Version 1.0 - June 21st, 2003 - Normal Campaign Guide completes with Mission
34. Hard Campaign started.
Version 0.9 - June 20th, 2003 - Campaign Guide completes Mission 33.
Version 0.9 - June 19th, 2003 - Campaign Guide completes Mission 32.
Version 0.8 - June 18th, 2003 - Campaign Guide to about 1/3 through Mission 32.
283KB.
Version 0.7 - June 17th, 2003 - Finished two Green Earth missions, Missions
29-30. War Room and CO guide sections updated (AW2ized). 264KB.
Version 0.6 - June 16th, 2003 - Missions 25-28 missions, all Green Earth
Campaign missions, are complete. Battle Maps section added. 244KB.
Version 0.5 - June 15th, 2003 - Yellow Comet Campaign FAQ complete.
Version 0.4 - June 14th, 2003 - Missions 8-18 complete, started Mission 19 FAQ.
Blue Moon Campaign FAQ complete. Yellow Comet Campaign FAQ started. 166KB.
Version 0.3 - June 13th, 2003 - Orange Star Campaign FAQ just about complete.
102KB.
Version 0.2 - May 25th, 2003 - Big Bang Charge to Jess. Other small updates.
Version 0.1 - May 24th, 2003 - Advance Wars 2 FAQ started. 65KB. Controls,
Modes, Combat Field Menu, The Five Countries, Commanding Officers, War Room
Mode Guide, VS. Mode Guide mostly completed tentatively.
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04. Advance Wars 2 Controls
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- Controls -
A: Use A to confirm a selection, select a unit on the map, or activate the menu
when it's not on a unit.
B: Use B to cancel a selection. Holding B will also show you an indirect unit's
attack range.
L: This lets you see what unit you missed moving.
R: Use R to check how your units are faring. This also checks terrain
information.
Start: Press Start after a mission briefing to enter a Campaign Mission. This
shows a mini-map in battle, and also skips dialogue in Campaign Mode.
Start + Select + A + B: This resets your game. I don't know why you'd want to
do it, but should you want to, this is how to do it.
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05. Advance Wars 2 Modes
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Mode Select Menu
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VS. Mode: The versus mode allows you to battle against your friends and/or the
computer. You will take turns using the same DS, so you'll need to pass it
around.
Link Mode: The linking mode allows you to battle against your friends where you
use a Link Cable to link up your 2-4 Game Boy Advances, and allows for quicker
battles. If the other players do not have AWDS, then they can play a few
limited maps, but if they have the full version game, anything can be played.
Campaign Mode: You can't go without this mode. Campaign mode plays out the
storyline of Advance Wars 2: Black Hole Rising, and you can save up to three
slots. If you beat Normal Campaign mode, you will be able to access Hard
Campaign mode. After each mission, you will get coins in which you can buy maps
from Battle Maps.
War Room Mode: Want a challenge? War Room's got it, and AW2 has brought brand
new maps to the mix! From easy 1v1 to hard 1v3 maps, you will be tested, given
a score, and given coins for your efforts.
Design Room: Contains Design Maps and Design CO modes.
- Design Maps Mode: Design Maps mode lets you create your own map, and as
usual, there's a limit of 60 properties. The maximum size the map can be is
20x30, like the old games. Have fun! You have three save slots that you can
also name.
Design Maps Controls:
A - Use A to choose and place a unit or terrain on a certain square.
B - Use B to cancel your selection of the unit or terrain.
L - Use L to open the unit selection menu.
R - Use R to open the terrain selection menu.
Start - Display overhead map. Press again to close it.
Select - Displays the Design Maps menu.
Design Maps Menu:
- File: Use File to load, save, or name your design maps.
- Help: Use Help to enter a Help screen for Design Maps, if you need it.
- Intel: Use Intel to show how many properties and units are already on the
map for each army.
- Fill: Use Fill to fill up the entire design map with a specific terrain.
- End : Use End to exit Design Maps mode.
- Design CO Mode: Like in Advance Wars 2, you can edit the colors of your
favorite (or least favorite) COs.
Battle Maps Mode: You might be asking...what do you do with those coins you get
in Campaign and War Room modes? Enter Battle Maps mode to buy maps, COs, and
edits with your coins! Hachi will also give you some tips and talk to you.
Sound Room Mode: Unlocked near the end, this gives you full access to all the
music AWDS has to offer.
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06. Combat Field Menu
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In the main menu, you have some options:
Unit - View every single unit's status you have on the field.
*Intel Terms - For Campaign missions only, this shows you the terms you must
accomplish to win.
Status - This shows your units, properties, incoming, and available funds.
CO - This shows both your CO information and your opponent COs' information.
Power - Use your CO Power! Only available when your CO Power is activated.
Save - Save your current status in the game.
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Options
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Music - ON/OFF. Do you want music on while you play? Make a choice. Default is
on.
Visual - A/B/C. Do you want animation on? Do you want animation on only when
your units are in battle? Or do you want no animation on?
Yield - You surrender with this option. You lose the game.
Exit Map - You exit the map by doing this. You do not see end game results
unlike with Yield. It quits your current battle without saving.
End - This ends your turn and lets your opponent move.
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Unit Menu
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Capture - This option lets you capture an enemy or neutral property. Only
infantry and mechs can capture any property.
Fire - For every unit but transports, this lets you fire on the enemy within
attack range.
Load - Load units into a transport!
Drop - Drop units from a transport!
Supply - Supply adjacent units with fuel, rations, and ammo.
Wait - Tell the unit to wait to next turn to do more.
Dive - Dive a submerged submarine so that only cruisers and other submarines
can attack it even after it's found. Costs more fuel.
Rise - Rise a dived submarine for fuel purposes.
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07. The Five Countries
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The five Advance Wars countries are all unique in their own ways, and are
probably based off of real-world nations from World War II. Here is information
about all these five powers.
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Orange Star
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Color: Red
Training Missions: Controlled
Campaign Mode: Controlled
War Room Mode: Controlled (Enemy if player controls a Blue Moon CO)
Versus Mode: 1st Army
Resemblance To: United States of America
Headquarters: American Skyscraper
Orange Star CO Leader: Nell
Available Commanding Officers: Andy, Hachi, Max, Nell, Sami
Brief Bio: Early in history, the Orange Star forces clashed with Blue Moon
rebel forces which seized the eastern end of the Orange Star, with forces
commanded by some poor commanders. The arrival of Commander Olaf from the
Orange Star to the Blue Moon, as well as Grit's support, surprised the Orange
Star. Blue Moon forces were now commanded by a former Orange Star commander,
Commander Olaf from Macro Land. Eventually, Olaf's forces entered Orange Star
and Orange Star, led by Commander Nell, drove them out. Weeks later, Olaf
invaded again, this time with a full-fledged force, except for the defenders on
the Green Earth border. Blue Moon forces swept to the capital, but the entrance
of you, the advisor, in Advance Wars 1, along with Commander Andy, forced Olaf
and Grit's forces reeling back into Blue Moon. On Olaf's tail, Orange Star
forces swept into Yellow Comet and Green Earth, eventually figuring out that
Black Hole was their real enemy. With CO Sturm defeated in Cosmo Land, the area
was freed once more, but as Advance Wars 2 rises, CO Sturm is back. You,
controlling the Orange Star forces in Advance Wars 2' campaign mode, must send
Flak packing from Orange Star, and aid your allies against the Black Hole
threat.
Orange Star is also known as Red Star in the Japanese version; Red Star was
renamed Orange Star when the Advance Wars series came to Nintendo to avoid
American negativity from associating red with Communism.
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Blue Moon
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Color: Blue
Training Missions: Nonexistent
Campaign Mode: Controlled
War Room: Main Enemy (Controlled if player controls a Blue Moon CO)
Versus Mode: 2nd Army
Resemblance: Russia
Headquarters: Russian palce
Blue Moon CO Leader: Olaf
Available Commanding Officers: Colin, Grit, Olaf
Brief Bio: Blue Moon separatist forces managed to achieve a great victory over
the Orange Star forces after Olaf and Grit joined their ranks. Olaf's forces
invaded Orange Star the first time with minor forces but failed to penetrate
Nell. They tried again with their entire forces, but Andy stopped them, along
with the Advance Wars 1's advisor. Olaf's forces were forced to flee through
Yellow Comet and Green Earth after Orange Star was on its tail, betrayed by
Sturm's promised support for Blue Moon. After learning this betrayal, Olaf
joins the Allied forces invading Sturm's homeland, defeating him in the Cosmo
Land War. In Advance Wars 2, CO Sturm is back. He has sent Commander Lash to
seize Blue Moon from Olaf. You, controlling the Blue Moon forces, must liberate
your country and launch an invasion of Black Hole's main island.
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Green Earth
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Color: Green
Training Missions: Nonexistent
Campaign Mode: Controlled
War Room: 2nd Enemy (Controlled if player controls a Green Earth CO)
Versus Mode: 3rd Army
Resemblance: Germany
Headquarters: German Castle
Green Earth CO Leader: Eagle
Available Commanding Officers: Drake, Eagle, Jess
Brief Bio: Green Earth forces existed farther back than the Blue Moon forces,
but their major wars did not begin until Black Hole forces, commanded by a
Clone Andy, attacked Green Earth. Believing it was Commander Andy of Orange
Star, Eagle launched blitzkrieg campaigns on Orange Star on the southern island
of Orange Star and southeast Blue Moon, losing both times. With the Orange Star
forces arriving from the east, Drake and Eagle fails to take out the advancing
Orange Star forces until new intel from Commander Sonja of Yellow Comet gives
them an alliance against Sturm. Sturm is defeated in the Cosmo Land War. In
Advance Wars 2, Sturm is back, dealing the greatest damage on Green Earth. With
its allies victorious on all fronts, Eagle, Drake, and Jess are still left
dealing with a surprising commander, Commander Hawke. Liberate your country and
attack the lair of Sturm.
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Yellow Comet
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Color: Yellow
Training Missions: Nonexistent
Campaign Mode: Controlled
War Room Mode: 3rd Enemy (Controlled if player controls a Yellow Comet CO)
Versus Mode: 4th Army
Resemblance: Japan
Headquarters: Japanese Palace
Yellow Comet CO Leader: Kanbei
Available Commanding Officers: Kanbei, Sensei, Sonja
Brief Bio: Yellow Comet forces were inactive in wars until Black Hole forces
struck Green Earth. With forces on alert, Orange Star forces invaded Yellow
Comet to chase Olaf, leaving a devastated Yellow Comet army in its midst.
Kanbei and Sonja were defeated, and the Orange Star forces moved into Green
Earth, where Sonja figured out Sturm was the real enemy. The Allied forces,
including Yellow Comet forces, defeated Sturm. In Advance Wars 2, Commander
Adder of Black Hole has invaded Yellow Comet. Repel their advances and attack
the citadel of Black Hole!
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Black Hole
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Color: Black
Training Missions: Main Enemy
Campaign Mode: Main Enemy
War Room Mode: Controlled if player controls a Black Hole CO
Versus Mode: Nonexistent
Resemblance: Alien Country
Headquarters: Something that shoots up to the heavens
Black Hole CO Leader: Sturm
Available Commanding Officers: Adder, Flak, Lash, Hawke, Sturm
Brief Bio: As the most technologically advanced and most powerful army, Black
Hole is quite a force to deal with. Forging an alliance with Blue Moon to
create conflict in Cosmo Land, Sturm led Blue Moon forces to attack Orange Star
while he attacked Green Earth, failing. Sturm's strategy was dealt a great
defeat when Yellow Comet intelligence figured out the real cause of the war,
and Sturm was defeated quickly by the Allies. In Advance Wars 2, Sturm has
returned, with four new commanders, underlings. With the entry of Flak into
Orange Star, Adder into Yellow Comet, Lash into Blue Moon, and Hawke into Green
Earth, they drew big defeats against the Allies and lost much of its territory
until Sturm was betrayed by Hawke. The remainder of Black Hole is rebuilding
again, but there's a suspicion that they might be back for even more.
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08. Commanding Officers
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There are even more playable Commanding Officers (COs) in Advance Wars 2 than
in the first game, and most have to be unlocked through playing through Normal
Campaign mode once. 1 strength means average, or compared to Andy, who is
average.
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ORANGE STAR
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Andy (Orange Star CO):
To Be Unlocked By: Default
Hit: Mechanics
Miss: Waking up early
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 100%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
CO Power: Hyper Repair (3 bars) - Repairs all of his units by 2 health points
and gives them all a slight battle bonus (10%) for the rest of the round on
defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Super CO Power: Hyper Upgrade (6 bars) - Restores five HP and gives his units
even greater firepower than with Hyper Repair. Also gives Andy's units +1
movement.
Infantry Offense: 120%, +1 movement
Infantry Defense: 120%
Direct Offense: 120%, +1 movement
Direct Defense: 110%
Indirect Offense: 120%, +1 movement
Indirect Defense: 110%
Strengths/Weaknesses: None, unless you count his awesome healing abilities when
a lot of units are on the field.
Andy Strategy: Andy, when with large armies, is the best CO in the game. Say if
he has all medium tanks versus Max's...he'll still win. Why? His power charges
up well enough to actually bet Max. Andy is also a great overall CO and good in
maps where it requires different strategies all the time. Andy can also survive
long battles due to his CO power, so don't be afraid to get in a big fight, you
will win if you have even less units. Remember to pay close, close attention to
what the enemy produces. Andy doesn't have any strengths, so he must react well
to what the enemy is using and find an appropriate counter. For instance, Andy
must always pack rockets and any other long range unit against Max, always use
recons and tanks against Grit, and anti-aircraft and fighters against Eagle.
Only by countering his enemy's strength or use the enemy's weakness to your
advantage will he win easy victories.
Max (Orange Star CO):
To Be Unlocked By: Default
Hit: Weight Training
Miss: Studying
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 120%
Direct Defense: 100%
Indirect Offense: 90%, -1 attack range
Indirect Defense: 100%
CO Power: Max Force (3 bars) - All direct types (from submarines to tanks to
battle copters) get +40% offense. All units including direct units also get
+10% defense and +1 movement.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 140%. +1 movement
Direct Defense: 110%
Indirect Offense: 90%, -1 attack range
Indirect Defense: 110%
Super CO Power: Max Blast (6 bars) - +2 movement and increases firepower for
direct units. +2 movement for all units.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 160%, +2 movement
Direct Defense: 110%
Indirect Offense: 90%, -1 attack range
Indirect Defense: 110%
Strength/Weakness: Direct units deal +20% damage, but indirect units do -10%
damage and -1 range.
Max Strategy: Max is good for aggressive players that love to use direct
forces, and a strong CO in almost every situation. Use him on any flat maps
that don't have many choke points or any that direct forces are required for a
win. Use his Max Force CO power when you've popped a hole in the enemy line and
you have the chance to storm some tanks into the enemy base are. Don't worry
about losing that round, if you can get several tanks to the enemy base, you
will pull their force in half (those stranded in the field and those contesting
with the invading tanks), and then your next wave of troops will achieve
victory. Max should always destroy all enemies instead of trying to capture the
enemy HQ, since it's just so easy to do when direct forces are an advantage.
Sami (Orange Star CO):
To Be Unlocked By: Default
Infantry Offense: 130%, 150% capture rate
Infantry Defense: 100%
Direct Offense: 90%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
Note: Sami's transports also get +1 movement.
CO Power: Double Time (3 bars) - All of her Infantry/Mech/Transport units get
+1 movement and her infantry group movement cost is 1 in every terrain and
every weather condition, including snow.
Infantry Offense: 150%, +1 movement, 150% capture rate
Infantry Defense: 110%
Direct Offense: 90%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Super CO Power: Victory March (8 bars)- Units can capture any property in one
turn regardless of HP. Her infantry also get +2 movement.
Infantry Offense: 180%, +2 movement, can capture any property instantly
regardless of health
Infantry Defense: 110%
Direct Offense: 90%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Strength/Weakness: + Infantry better + Infantry capture buildings 50% faster +
Transports move faster, but Direct Fire worse for non-Infantry/Mechs.
Sami Strategy: Sami is great for hilly/foresty/rivery terrain, obviously. Sami
will have problems against many of the enemy COs, though. Grit, Max, and Kanbei
all have extreme advantages on her. The only way you can win against them
(unless you're unstoppable and your enemy sucks) is capturing the enemy HQ, and
to do so, it is hard unless you crank in as many mechs as possible every turn,
because they won't have enough time to destroy all of them. Massed mechs are
still very effective, so don't count them out, even against Grit, Max, and
Kanbei.
Nell (Orange Star CO):
To Be Unlocked By: Beat Normal Campaign with an A-rank or above.
Hit: Willful students
Miss: Downtime
Infantry Offense: 100%, chance of dealing +1-2 damage
Infantry Defense: 100%
Direct Offense: 100%, chance of dealing +1-2 damage
Direct Defense: 100%
Indirect Offense: 100%, chance of dealing +1-2 damage
Indirect Defense: 100%
CO Power: Lucky Star (3 bars) - This allows her units to be extremely lucky in
her units' attack power, occasionally dealing 50% or even 100% extra damage!
Also, they get a plain attack bonus added to their dmg%. It also damages a few
enemy units.
Infantry Offense: 100%, chance of dealing +1-7 damage
Infantry Defense: 110%
Direct Offense: 100%, chance of dealing +1-7 damage
Direct Defense: 110%
Indirect Offense: 100%, chance of dealing +1-7 damage
Indirect Defense: 110%
Super CO Power: Lady Luck (6 bars) - Nell's EVEN luckier. Damages more enemy
units than Lucky Star.
Infantry Offense: 100%, chance of dealing +1-9 damage
Infantry Defense: 110%
Direct Offense: 100%, chance of dealing +1-9 damage
Direct Defense: 110%
Indirect Offense: 100%, chance of dealing +1-9 damage
Indirect Defense: 110%
Strength/Weakness: - Her units are slightly more lucky than every other CO.
Nell Strategy: That can determine a winning battle or a losing battle! You can
actually cheat with Nell: just save and then come back until you get the
maximum luck, so then you can win extremely fast with Nell. Time-consuming but
very effective. I haven't personally tried it but it could be a new way to get
better ranks with her.
Hachi (Orange Star CO):
To Be Unlocked By: Beat Hard Campaign.
Hit: Tea
Miss: Medicine
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 100%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
Note: All units cost 90% of their regular price.
Power Meter: xxxXX
Barter: All units 100/110, all units cost 50%
Merchant Union: All units 100/110, all units cost 50%, ground units can be
deployed from
cities you control
CO Power: Barter (3 bars) - All units receive +10% defense and cost just 50%
this turn.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Note: All units that Hachi deploys this turn are at half-price.
Super CO Power: Merchant Union (5 bars) - Hachi's units receive +10% defense,
cost just 50% this turn, and ground units can be deployed from cities.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Strength/Weakness: Cheap Hachi. :P
Hachi Strategy: N/A
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BLUE MOON
---------
Olaf (Blue Moon CO):
To Be Unlocked By: Beat Blue Moon missions.
Hit: Warm boots
Miss: Rain clouds
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 100%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
Note: Olaf's units can move normally in snow, like in clear weather, but has
snow-related effects when it rains.
CO Power: Blizzard (3 bars) - Covers the land in snow. All enemy units have big
movement penalties on snow, but his units are unaffected. Note that roads and
cities are unaffected by snow. It snows for one turn only. Snow is like clear
weather to Olaf, while rain is like snow to him. Olaf also gets +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Note: It will snow this turn.
Super CO Power: Winter Fury (7 bars) - Inflicts two damage points to enemy
units as well as usual Blizzard. Enemy units with 2 or 1 HP will drop to 1 HP.
Also snows for one day like Blizzard.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Note: It will snow this turn and all enemy units will lose 2 HP.
Strength/Weakness: - Units are unaffected by snow, but units are greatly slowed
down by rain.
Olaf Strategy: Olaf is an unusual CO with an unusual power that changes the
weather, but even with that, it's a challenge. His CO power won't help much
unless you're playing some sort of custom map without roads. Additionally, his
power only really delays a faraway enemy force, it won't help an
ongoing battle and it certainly doesn't help you get into the enemy base
faster. Small maps also make the CO power useless! However, his Super CO Power
does damage as well, which makes him useful if you use it.
Grit (Blue Moon CO):
To Be Unlocked By: Beat Blue Moon missions.
Hit: Cats
Miss: Rats
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 80%
Direct Defense: 100%
Indirect Offense: 120%, +1 attack range
Indirect Defense: 100%
CO Power: Snipe Attack (3 bars) - Indirect units get +1 attack range and +50%
offense. All units get +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 80%
Direct Defense: 110%
Indirect Offense: 150%, +1 attack range
Indirect Defense: 110%
Super CO Power: Super Snipe (6 bars) - Indirect units get +2 attack range and
+50% offense. All units get +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 80%
Direct Defense: 110%
Indirect Offense: 150%, +2 attack range
Indirect Defense: 110%
Strength/Weakness: - Indirect fire is stronger (especially when CO Power is
used) but direct fire is weaker.
Grit Strategy: Grit is the opposite of Max. Use Grit on stages with lots of
choke points. Grit needs a lot of resources (to produce Medium Tanks and of
course his Artillery/Rockets), so practice Infantry/APC deployment before
trying Grit. Grit should probably go for the capture of the enemy HQ instead of
destruction, but if he can find enough sniper boosts he might be able to win
via destruction sometimes.
Colin (Blue Moon CO):
To Be Unlocked By: Beat Blue Moon missions.
Hit: Olaf and Grit
Miss: Black Hole
Infantry Offense: 90%
Infantry Defense: 100%
Direct Offense: 90%
Direct Defense: 100%
Indirect Offense: 90%
Indirect Defense: 100%
Note: Colin's units are deployed at 80% of the normal cost.
CO Power: Gold Rush (2 bars) - Colin's funds are multiplied by 1.5 so Colin may
spend more money during this turn. All units also get +10% defense.
Infantry Offense: 90%
Infantry Defense: 110%
Direct Offense: 90%
Direct Defense: 110%
Indirect Offense: 90%
Indirect Defense: 110%
Note: Colin's funds are multiplied by 1.5.
Super CO Power: Power of Money (6 bars) - All units gain 0.9% for each 300G
Colin has and +10% defense.
Infantry Offense: 90%
Infantry Defense: 110%
Direct Offense: 90%
Direct Defense: 110%
Indirect Offense: 90%
Indirect Defense: 110%
Strength/Weakness: - Colin's units are weaker but cheaper, somewhat like the
opposite of Kanbei's units.
Colin Strategy: N/A
-----------
GREEN EARTH
-----------
Eagle (Green Earth CO):
To Be Unlocked By: Beat Green Earth missions.
Hit: Lucky goggles
Miss: Swimming
Air Offense: 115%, 2 less fuel used each day
Air Defense: 110%
Sea Offense: 70%
Sea Defense: 100%
Other Offense: 90%
Other Defense: 100%
CO Power: Lightning Drive (3 bars) - Lightning Drive increases Eagle's air unit
stats to +30% offense and +30% defense, plus all other units get +10% defense.
Air Offense: 130%, 2 less fuel used each day
Air Defense: 130%
Sea Offense: 70%
Sea Defense: 110%
Other Offense: 90%
Other Defense: 110%
Super CO Power: Lightning Strike (9 bars) - Once the CO power of the original
Advance Wars, it's now the Super CO Power. Unlike the original Advance Wars,
Lightning Strike gives Eagle's air units +30% offense and +30% defense, and all
other units +10% defense. This power also allows all units except for infantry
to move and/or attack again as if it were a second turn.
Air Offense: 130%, 2 less fuel used each day, can attack again
Air Defense: 130%
Sea Offense: 70%, can attack again
Sea Defense: 110%
Other Offense: 90%, can attack again
Other Defense: 110%
Note: Infantry and mechs cannot be commanded twice in the same turn.
Strength/Weakness: Air units are better and have +15% offense, +10% defense,
and use -2 fuel each day. However, his naval units have -30% offense.
Eagle Strategy: Eagle is a very fun player to use, because his strength is
unusual and "breaks" most enemy strategies. Eagle, however, needs a lot of
resources to win, since air units cost a lot. Just play using him, he's cool!
Lightning Strike gives all but infantry-type units one more turn but weakens
units during the same turn. However, don't take it that Eagle is an unstoppable
CO. Many COs can beat him if you use them right. Eagle is not necessarily the
best CO, despite Lightning Strike. Know that.
Drake (Green Earth CO):
To Be Unlocked By: Beat Green Earth missions.
Hit: Open sea
Miss: High places
Air Offense: 70%
Air Defense: 100%
Sea Offense: 100%, +1 movement
Sea Defense: 130%
Other Offense: 100%
Other Defense: 100%
Note: Drake is not affected by rain.
CO Power: Tsunami (4 bars) - Drake's Tsunami deals all enemy units one damage,
and also zaps enemy units' fuel in half. If an enemy unit is at 1 HP, it cannot
lose any health. All units also get +10% defense.
Air Offense: 70%
Air Defense: 110%
Sea Offense: 100%, +1 movement
Sea Defense: 140%
Other Offense: 100%
Other Defense: 110%
Note: Enemy units get -1 HP (except for 1 HP units) and lose half fuel.
Super CO Power: Typhoon (7 bars) - Drake's Typhoon deals all enemy units two
damage, plus loss of half fuel. Hinders enemy unit movement for one turn.
Air Offense: 70%
Air Defense: 110%
Sea Offense: 100%, +1 movement
Sea Defense: 140%
Other Offense: 100%
Other Defense: 110%
Note: Enemy units get -2 HP (except for 1 and 2 HP units) and lose half fuel.
It will also rain this turn.
Strength/Weakness: Drake's air units are -30% offensively weaker, but his sea
units have +30% defense and +1 movement range. Drake's units also are not
affected by rain.
Drake Strategy: Drake owns water maps. His CO power is generally wasted against
Sami and Andy, but is reasonable against big Max or Kanbei forces. Not much to
say, really! He's just the man to choose for water maps (without airport ones),
because he gets +1 movement AND +1 range (Battleship) with his CO power!
That covers + of the entire map! Only Max and Grit can match his ranges (both
direct and indirect combined).
Jess (Green Earth CO):
To Be Unlocked By: Beat Green Earth missions.
Hit: Dandelions
Miss: Unfit COs
Infantry Offense: 100%
Infantry Defense: 100%
Ground Offense: 110%
Ground Defense: 100%
Air/Sea Offense: 90%
Air/Sea Defense: 100%
Note: Ground units do not include infantry units.
CO Power: Turbo Charge (3 bars) - All vehicles have +1 movement and +20%
offense. All units get fuel replenished and +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%, Fuel replenished
Ground Offense: 130%, +1 movement
Ground Defense: 110%, Fuel replenished
Air/Sea Offense: 90%
Air/Sea Defense: 110%, Fuel replenished
Super CO Power: Overdrive (6 bars) - All vehicles have +1 movement and +40%
offense. All units get fuel replenished and +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%, Fuel replenished
Ground Offense: 150%, +1 movement
Ground Defense: 110%, Fuel replenished
Air/Sea Offense: 90%
Air/Sea Defense: 110%, Fuel replenished
Strength/Weakness: - Ground vehicles have increased attack power (like Max but
only ground). All air and sea units are weakened.
------------
YELLOW COMET
------------
Kanbei (Yellow Comet CO):
To Be Unlocked By: Beat Yellow Comet missions.
Hit: Sonja
Miss: Computers
Infantry Offense: 130%
Infantry Defense: 130%
Direct Offense: 130%
Direct Defense: 130%
Indirect Offense: 130%
Indirect Defense: 130%
Note: All of Kanbei's units cost 120% of the regular price.
CO Power: Morale Boost (4 bars) - All of Kanbei's units get +20% offense and
+10% defense.
Infantry Offense: 150%
Infantry Defense: 140%
Direct Offense: 150%
Direct Defense: 140%
Indirect Offense: 150%
Indirect Defense: 140%
Super CO Power: Samurai Spirit (7 bars) - All of Kanbei's units get +20%
offense and +30% defense. When being attacked, Kanbei's units also have +150%
attack on counterattacks.
Infantry Offense: 150%
Infantry Defense: 160%, counterattack strength 150%
Direct Offense: 150%
Direct Defense: 160%, counterattack strength 150%
Indirect Offense: 150%
Indirect Defense: 160%, counterattack strength 150%
Strength/Weakness: - All of Kanbei's units have +30% offense and +30% defense,
but are +20% more expensive.
Kanbei Strategy: For the Kanbei War Room stages, Kanbei is your best choice.
Max players enjoy fighting Kanbei, because it is a great, challenging battle.
While one might be tempted to roll over the enemy with Kanbei's super power
tanks and Medium Tanks, remember that ALL of his units are powerful, and
everything will work! (Max still has a slight edge on Kanbei on open maps
however)
Sonja
All units 100/100, +1 vision, HP hidden from enemies, chance to deal -1-2
Power Meter: xxxXX
Enhanced Vision: All units +1 more vision, can see through woods and reefs, and
+10% defense
Counter Break: Sonja's units attack before the enemy's, all units +1 more
vision, can see
through woods and reefs, and +10% defense
Sonja (Yellow Comet CO):
To Be Unlocked By: Beat Yellow Comet missions.
Infantry Offense: 100%, chance of dealing -1-2 damage
Infantry Defense: 100%
Direct Offense: 100%, chance of dealing -1-2 damage
Direct Defense: 100%
Indirect Offense: 100%, chance of dealing -1-2 damage
Indirect Defense: 100%
Note: All of Sonja's units have +1 vision in Fog of War.
CO Power: Enhanced Vision (3 bars) - In Fog of War, Enhanced Vision will allow
Sonja to see units otherwise hidden in forests and reefs. Her units have +1
vision and +10% defense, as well.
Infantry Offense: 100%, chance of dealing -1-2 damage
Infantry Defense: 110%
Direct Offense: 100%, chance of dealing -1-2 damage
Direct Defense: 110%
Indirect Offense: 100%, chance of dealing -1-2 damage
Indirect Defense: 110%
Super CO Power: Counter Break (5 bars) - Sonja's units have +1 vision and +10%
defense, and can see through woods and reefs. Also, Sonja's units attack before
the enemy's even if Sonja is attacked first.
Infantry Offense: 100%, chance of dealing -1-2 damage
Infantry Defense: 110%
Direct Offense: 100%, chance of dealing -1-2 damage
Direct Defense: 110%
Indirect Offense: 100%, chance of dealing -1-2 damage
Indirect Defense: 110%
Strength/Weakness: The HP of her units is hidden to the enemy outside of battle
and farther vision in Fog of War. She also has strong counterattack power.
Still a little weaker overall, but better than in AW.
Sonja Strategy: Sonja's improved from Advance Wars. Her HP is still hidden to
foes, she still has better vision in FOW maps, and has better counterattack.
Sonja does extremely well in Fog of War stages, yes. What about non-FOW stages?
She's still not as horrible here than in AW, but she still won't do as well
there. She still gets her counterattack and hidden HP bonus, though. Her units
are always marked with ? HP to the enemy, meaning no one will ever known how
many Sonja's units' HP is, unless it's an infantry or mech taking a property or
you have Visuals on when playing against her or using her against another
person.
Sensei (Yellow Comet CO):
To Be Unlocked By: Beat Yellow Comet missions.
Hit: Lazy, rainy days
Miss: Busy malls
Infantry Offense: 140%
Infantry Defense: 100%
Copter Offense: 150%
Copter Defense: 100%
Ground/Sea Offense: 90%
Ground/Sea Defense: 100%
Air Offense: 100%
Air Defense: 100%
Note: Transports get +1 movement.
CO Power: Copter Command (2 bars) - 9HP infantry spawn on all of Sensei's
unoccupied cities. Sensei's battle copters get +25% offense, and all units get
+10% defense.
Infantry Offense: 140%
Infantry Defense: 110%
Copter Offense: 175%
Copter Defense: 110%
Ground/Sea Offense: 90%
Ground/Sea Defense: 110%
Air Offense: 100%
Air Defense: 110%
Note: 9HP infantry show up on every unoccupied city for Sensei.
Super CO Power: Airborne Assault - 9HP mechs spawn on all of Sensei's
unoccupied cities. Sensei's battle copters get +25% offense, and all units get
+10% defense.
Infantry Offense: 140%
Infantry Defense: 110%
Copter Offense: 175%
Copter Defense: 110%
Ground/Sea Offense: 90%
Ground/Sea Defense: 110%
Air Offense: 100%
Air Defense: 110%
Note: 9HP mechs show up on every unoccupied city for Sensei.
Strength/Weakness: - As the new Yellow Comet CO, Sensei has superior skill with
infantry and choppers. His battle copters are the best of the field. He suffers
from vehicle and naval disadvantages, though.
Sensei Strategy: N/A
----------
BLACK HOLE
----------
Sturm (Black Hole CO):
To Be Unlocked By: Beat Normal Campaign with a S-Rank overall.
Hit: Invasions
Miss: Peace
Infantry Offense: 120%
Infantry Defense: 120%
Direct Offense: 120%
Direct Defense: 120%
Indirect Offense: 120%
Indirect Defense: 120%
Note: Movement cost is always 1 for Sturm unless it snows.
CO Power: He is so powerful he doesn't need a CO Power.
Super CO Power: Meteor Strike (10 bars) - Drops a meteor from the sky, hitting
the units in a diamond pattern like this:
--X--
-XXX-
XXXXX
-XXX-
--X--
It deals 8 damage to units in a 5x5 formation. It is targeted at the most
expensive group of units automatically, and centers automatically. If the unit
has less than 8 HP, it will always reduce the unit to 1. It can't kill units.
His own units also will get damaged. All units also get +20% offense and +30%
defense.
Infantry Offense: 140%
Infantry Defense: 150%
Direct Offense: 140%
Direct Defense: 150%
Indirect Offense: 140%
Indirect Defense: 150%
Strength/Weakness: He's rigged. Let's put it at that.
Sturm Strategy: N/A
Flak (Black Hole CO):
To Be Unlocked By: Default
Hit: Meat
Miss: Veggies
Infantry Offense: 100%, chance to deal -1 to +1 damage
Infantry Defense: 100%
Direct Offense: 100%, chance to deal -1 to +1 damage
Direct Defense: 100%
Indirect Offense: 100%, chance to deal -1 to +1 damage
Indirect Defense: 100%
CO Power: Brute Force (3 bars) - Strengthens his firepower further. However,
his units will now either do super strong blows or deal less damage, by dealing
-3 to +5 damage. All units also get +10% defense.
Infantry Offense: 100%, chance to deal -3 to +5 damage
Infantry Defense: 110%
Direct Offense: 100%, chance to deal -3 to +5 damage
Direct Defense: 110%
Indirect Offense: 100%, chance to deal -3 to +5 damage
Indirect Defense: 110%
Super CO Power: Barbaric Blow (6 bars) - Strengthens his firepower even
further. In contrast to Brute Force, now his forces will do either even more
damage or do even less damage.
Infantry Offense: 100%, chance to deal -5 to +7 damage
Infantry Defense: 110%
Direct Offense: 100%, chance to deal -5 to +7 damage
Direct Defense: 110%
Indirect Offense: 100%, chance to deal -5 to +7 damage
Indirect Defense: 110%
Strength/Weakness: Flak is similar to Max...he has brute strength. His units
rely on luck just like Nell and Sonja.
Flak Strategy: N/A
Adder (Black Hole CO):
To Be Unlocked By: Beat Normal Campaign.
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 100%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
CO Power: Sideslip (2 bars) - All units gain +1 movement and +10% defense.
Infantry Offense: 100%, +1 movement
Infantry Defense: 110%
Direct Offense: 100%, +1 movement
Direct Defense: 110%
Indirect Offense: 100%, +1 movement
Indirect Defense: 110%
Super CO Power: Sidewinder (5 bars) - All units gain +2 movement and +10%
defense.
Infantry Offense: 100%, +2 movement
Infantry Defense: 110%
Direct Offense: 100%, +2 movement
Direct Defense: 110%
Indirect Offense: 100%, +2 movement
Indirect Defense: 110%
Strength/Weakness: - Adder is fast. He builds up his CO power faster than any
other CO, and his movement gets increased with CO powers.
Adder Strategy: N/A
Lash (Black Hole CO):
To Be Unlocked By: Beat Normal Campaign.
Infantry Offense: 100%
Infantry Defense: 100%
Direct Offense: 100%
Direct Defense: 100%
Indirect Offense: 100%
Indirect Defense: 100%
Note: Every defense star gives Lash +10% offense.
CO Power: Terrain Tactics (4 bars) - Decreases movement cost to 1 unless it's
snowing. Lash also gets +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Note: Movement cost is 1 for all units.
Super CO Power: Prime Tactics (7 bars) - Decreases movement cost to 1 unless
its snowing. It also doubles the usual offense and defense bonuses. Lash also
gets +10% defense.
Infantry Offense: 100%
Infantry Defense: 110%
Direct Offense: 100%
Direct Defense: 110%
Indirect Offense: 100%
Indirect Defense: 110%
Movement cost is 1 for all units.
Strength/Weakness: - Lash uses defensive terrain to a greater advantage than
other COs.
Lash Strategy: N/A
Hawke (Black Hole CO):
To Be Unlocked By: Beat Normal Campaign.
Infantry Offense: 110%
Infantry Defense: 100%
Direct Offense: 110%
Direct Defense: 100%
Indirect Offense: 110%
Indirect Defense: 100%
CO Power: Black Wave (5 bars) - All of Hawke's units get +1 HP and +10% defense
while enemy units lose 1 HP (1 HP units don't lose anything).
Infantry Offense: 110%
Infantry Defense: 110%, +1 HP
Direct Offense: 110%
Direct Defense: 110%, +1 HP
Indirect Offense: 110%
Indirect Defense: 110%, +1 HP
Super CO Power: Black Storm (9 bars) - All of Hawke's units get +1 HP and +10%
defense while enemy units lose 1 HP (1 HP units don't lose anything).
Infantry Offense: 110%
Infantry Defense: 110%, +2 HP
Direct Offense: 110%
Direct Defense: 110%, +2 HP
Indirect Offense: 110%
Indirect Defense: 110%, +2 HP
Strength/Weakness: - Hawke's units have stronger offense than other COs' units,
but his CO powers take longer to charge than most other COs.
Hawke Strategy: N/A
-----------------------------------------------------------------------
09. Campaign Mode
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Normal Campaign
-----------------------------------------------------------------------
Whether you're new to Advance Wars in general, came out of Advance Wars knowing
only some things, or are a veteran, you will start your Field Training (whether
new or once again) in the first mini-campaign of Advance Wars 2 Normal Campaign
in Orange Star. Players new to Advance Wars in general may find it a bit
overwhelming to go through eight missions knowing everything about the game, so
this is where the mini-campaign guide is for. However, the Campaign steps up
its difficulty fast, and your paths will vary due to your decisions through the
game. A new unit is hidden, as well.
Campaign missions are rated under a point system just like War Room. Out of 300
points, 100 each goes to Speed, Power, and Technique.
The objective of this Normal Campaign Mode Guide is to help you to get past the
scenario you're stuck on, but still keep some replay value so you don't
completely look at a guide to beat the game. Have fun!
Caution: Though these guides have been researched extensively for your viewing,
and we have tried our best to bring you information that is accurate, we will
not assume any liability for any troubles you may encounter on the way through
using the guides. Game play tactics, as well as hints and strategies, have been
included, but we do not assure complete success. Questions should be directed
elsewhere. Some mission tactics require perfect timing and may force you to
repeat countless attempts before results are achieved. We are also not
responsible for the randomness of the AI which may in turn destroy or alter
mission strategies. The AI in Advance Wars 2 is also much more randomized and
stronger than in the original Advance Wars 2, and will use its intelligence to
fight you. It is far more unpredictable than in Advance Wars, so it will be
troublesome to know what will happen next, though expert players will have a
general idea. The strategies provided by us are simply guidelines to help you
through Campaign Mode and War Room mode. No turn-by-turn strategy can be
followed perfectly, and that's where you step in, to beat it for yourself.
Welcome to the Normal Campaign!
My scores for these guides ($ means 300pts S-Rank):
Cleanup 300$ 4
Border Skirmish 300$ 6
Orange Dawn 300$ 5
Flak Attack 300$ 4
Lash Out 300$ 7
Andy's Time 300$ 9
Test of Time 300$ 4
Liberation 300$ 9
»»»Total: 8$
Reclamation 300$ 15
Tanks!!! 300$ 8
Toy Box 285S 18
T Minus 15 300$ 14
Neotanks!? 300$ 13
Nature Walk 290S 8
Two-Week Test 295S 14
Factory Blues 300$ 10
»»»Total: 5$, 3S
Silo Scramble 300$ 20
Sensei's Return 296S 19
Show Stopper 275S 22
Duty & Honor 300$ 14
Foul Play 300$ 10
A Mirror Darkly 300$ 11
Sea of Hope 300$ 17
The Hunt's End 300S 19
»»»Total: 5$, 3S
Sea Fortress 300$ 9
Sinking Feeling 278A 14
Drake's Dilemma 222B 12
Rain of Fire 277A 21
Danger x9 280S 9
To The Rescue 286S 11
Navy vs. Air 300$ 22
Great Sea Battle 236B 22
»»»Total: 2$, 2S, 2A, 2B
Hot Pursuit 268A 18
Final Front 229B 19
»»»Total: 1A, 1B
Campaign Total: 20$, 8S, 3A, 3B
How to use this campaign guide:
This is a turn-by-turn guide. Since you move units around, here's what certain
examples mean:
1S - Move this unit 1 square south.
5SE - Move this unit 5 squares south and 5 squares east.
4NE - Move this unit 4 squares north and 4 squares east.
2N - Move this unit 2 squares north.
3W - Move this unit 3 squares west.
6E - Move this unit 6 squares east.
3NW - Move this unit 3 squares north and 3 squares west.
3SW - Move this unit 3 squares south and 3 squares east.
Literally, N is north, S is south, E is east, and W is west. Have fun!
Key for ASCII maps:
A - Airport
B - Base
* - Black Hole Installation
C - City
% - Forest
H - Headquarters
L - Lab
$ - Lab Map City
M - Missile Silo
^ - Mountain
- - Pipe Seem
- Plain
P - Port
R - Road
S - Shoal
V - Volcano
~ - Water
i - River
X - Reef
Categories under each mission:
COs in Combat
Difficulty
ASCII Map
Mission Briefing
Mission Terms
Starting Properties
Predeployed Units
General Strategic Checklist
General Strategy
Black Hole Strats
To S-Rank
General Strategy Day
CO Day
End
--------
Prologue
--------
Sturm is back in Macro Land.
Hawke and Sturm ramble onward on taking Macro Land and Wars World.
Cosmo Land was taken in the past, but this is different.
Andy, Sami, and Max (in that order) talk about Black Hole's return
Andy and Max argue over the fact that Wars World has more than one
continent, and that Macro Land is not on the same continent. The other
armies have also spotted Black Hole forces in their country. Andy seems
to like this war to bring the four countries together. Andy runs to
the first campaign battle. Here is your first training mission!
-------------------------
ORANGE STAR MINI-CAMPAIGN
-------------------------
Mission 1: Cleanup
------------------
Andy VS. Flak
Difficulty: *
~~~% % =
~X~iiii% %=
~~~ ii% H=
^%% iii =%
% ^ % i =
=== ^% %iii=i
^ = % =
= =
==H=======%==
% % % %%% %
Mission Briefing: Flak and a space infantry talk on about their failed advance.
OS soldier and Nell talk awhile about the OS victory there, and then for Andy
to clean up the remaining BH forces. "Take out Black Hole's troops!"
Mission Terms: After Nell's near-victory against Flak, it's time for Andy to
gain some experience once more and get used to fighting another war. Take out
the two infantry or the HQ to win!
Starting Properties:
OS BH Neutral
Cities 0 0 0
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 3 infantry, 1 APC
BH: 2 infantry
General Strategic Checklist:
1. Don't let Black Hole beat you with HQ capture.
Although it might seem unlikely, watch out for HQ capture. If you're a new
gamer, remember that if your HQ is captured, you will lose.
2. Advance twice as fast with loaded APC.
APCs travel twice as fast as any infantry, so you should load an infantry in to
move units east faster.
3. Use forest defensive advantage.
Woods squares (or forest) have more defensive stars and cover than regular
roads or even plains. Use them to your advantage when attacking or defending.
4. Attack in numbers.
You usually can't kill a unit in a single turn unless it's a lot more powerful.
In this case, it's an infantry clash so you should attack from two or even
three sides against one infantry.
Black Hole Strats: Flak is not very smart...yet, so he will rush his infantry
at you. You should be able to take out both one by one.
To S-Rank: Make sure you attack first by staying out of infantry range, and
hurry on with speed and don't take more than 5 days.
General Strategy Day 1: Move everything east.
Andy Day 1: Here, you'll have to learn to move units, capture the HQ, and kill
infantry, and also how to use an APC. Of course, to AW fans this will be easy,
but new AW2 players will need it. Move every infantry 3E. Move APC 3SE. End
turn. Nell talks on and on, don't you think? Nell is too overly excited...
Flak Day 1: He moves his infantry down to meet yours.
General Strategy Day 2: Move everything east.
Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry
3E. Move APC 6E and end turn.
Flak Day 2: Flak moves his two infantry down.
General Strategy Day 3: Take out one BH infantry.
Andy Day 3: OK, now you can surround that front infantry with all three
infantry, but do this, so move everything 3E and kill the infantry.
Flak Day 3: Flak is pathetically screwed. He moves his infantry 2W to attack
your 8HP infantry and deal 6.
General Strategy Day 4: Destroy the last BH infantry.
Andy Day 4: Flank and kill the final BH infantry to win!
End: Andy has taken back a part of Orange Star captured by Black Hole!
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank!
Mission 2: Border Skirmish
--------------------------
Sami vs. Flak
Difficulty: *
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Mission Briefing: Flak now has tanks against you. You have one of five units.
You can take them! Flak talks about how to capture cities. If you're new to
AW/AW2, this will help. Nell talks about defensive cover.
Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange
Star. He now has tanks, so you'll want to take them out and set up a defensive
position at the bridge.
Starting Properties:
OS BH Neutral
Cities 1 2 1
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank
BH: 2 Infantry, 1 APC, 3 Tanks
General Strategic Checklist:
1. Destroy anything that directly threatens you.
The first tank should be weakened by the mech first time, else you want to get
some damage. At the bridge, you'll want to use both artillery and tank, and
perhaps your mech, to defend.
2. Use allied cities as defensive cover and to heal.
Allied cities, when you station units on them, gain +2HP each turn, as they
heal. You might even want to take the neutral city for another healing place.
3. Hold the bridge!
If you can't hold the bridge, you'll be flanked. You must hold it with a tank
on the allied city.
Black Hole Strats: Flak, as he is the enemy AI, will not look for a nice
defensive position, but rather, tries to advance. If you can even hold the
bridge, you win.
To S-Rank: Hold your position at the bridge, and use tank and artillery to
weaken forces on the bridge. Do not lose a single unit.
General Strategy Day 1: Take out the tank and move east.
Sami Day 1: Click the mech and move it 2N to attack the tank, dealing it 7 and
taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move your
infantry 3E and begin capturing the city. Sami's infantry are stronger than
anyone else's, so she can capture faster. Nell rambles on again. Move your APC
3E 4N. As you see, APCs seem to have gained another square now...
Flak Day 1: He moves in to start capturing your city, and moves in his tank and
other infantry units.
General Strategy Day 2: Set up a defensive formation with your tank in front
and an artillery in the back, with mech support.
Sami Day 2: Sami and Nell talk about how to heal units in friendly cities.
Finish capturing the city, and the crowd goes into uproar. Move your tank 2E
and your mech 1NE. Move your artillery 1E to keep a defensive formation at the
bridge.
Flak Day 2: BH forces take one of your cities, and his tanks, APC, and infantry
come rolling west.
General Strategy Day 3: Deal damage to the front tank.
Sami Day 3: Ok, here's where you use your artillery, don't move it but still
click it, and click Fire to take 6 damage on that tank. Move your APC 1S and
move your mech 1E.
Flak Day 3: His tanks and infantry move in, but they can't attack as you're in
too strong a defensive position.
General Strategy Day 4: Take out two tanks with your artillery and tank.
Sami Day 4: Fire away! Kill the tank with your tank, attack the other tank with
your artillery, and finish it by moving your mech 2E. Move your infantry into
the APC and move it 1N 3E. Drop south and end.
Flak Day 4: He's screwed. He attacks your infantry on the river which takes 5
damage. The other infantry attacks your mech.
General Strategy Day 5-7: Take out infantry and last APC.
Sami Day 5: Use your artillery to kill the infantry in the east. Move your tank
2E 1N to finish the other one. Move the rest towards last APC.
Flak Day 5: Do nothing.
Sami Day 6: Attack the APC with your tank and infantry.
Flak Day 6: Do nothing.
Sami Day 7: Finish off the APC with your artillery. Good job!
End:
Sami has the exact opposite attitude for Flak as for Eagle in AW here.
But you won, so who cares? :)
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now total at 600 points.
Mission 3: Orange Dawn
----------------------
Max vs. Flak
Difficulty: *
% % %~~~~~
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Mission Briefing: Advancing back through Orange Star on Macro Land against
heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is
furious and Nell convinces Max to calm down.
Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange
Star. He now has tanks, so you'll want to take them out and set up a defensive
position at the bridge.
Starting Properties:
OS BH Neutral
Cities 1 2 1
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank, 1 Transport Copter, 2
Battle Copters
BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter
General Strategic Checklist:
1. Seize the small four-square island.
The island gives you a lot of manuevering room, plus bridge, forest, and city
defensive advantage.
2. Transport Copter should be used for HQ capture if you don't manage to kill
all units or see HQ wide open.
On this mission, later on, Flak will leave his HQ wide open. Therefore, it'd be
useful to go for it.
3. Take out the battle copter!
Taking out the battle copter will give you total aerial control.
4. Block bridges!
Don't let Flak's units swarm you! Guard the bridges!
5. Have your medium tank in front.
Your medium tank can withstand more damage than any other of your tanks, so use
that.
Black Hole Strats: Flak will move his blundering forces east to meet you. Kill
him.
To S-Rank: Take out his battle copter quick and don't lose any units, and use
your battle copters to weaken his units.
General Strategy Day 1: Move all units north, taking out the battle copter.
Max Day 1: You've got medium tanks, battle copters, and transport copters now.
Max is strong with direct units but weak with indirect, so your artillery can
be a bit useless here. You have the upper hand here. Click the SW battle copter
and attack the enemy battle copter to the south to deal MAJOR damage. Use your
other battle copter to finish it off. Click your artillery and move it 3N 1E.
Move your medium tanks 1E 2N. Move your two small tanks to the west and south
one square of the medium tank, next to it. Move your infantry into the
transport copter and move it 2E 4N onto the sea.
Flak Day 1: Flak says Max reminds him of himself. He moves all his units east.
General Strategy Day 2: Injure a medium tank with your battle copters, and move
your land forces past the bridge.
Max Day 2: Nell talks about how to heal battle copters and how to join units,
and when to do so. Move in your battle copters to target the eastern medium
tank and take off 5HP. Move your medium tank 4N. Move your other small tanks to
the south and SE 1 square of it. Move your artillery to the south of that, and
end.
Flak Day 2: BH forces move east except for the damaged medium tank.
General Strategy Day 3: Take out a medium tank and a tank.
Max Day 3: Attack with your medium tank the tank left of it and kill it in one
move. Move in your left small tank to attack his. Finish off the 5HP medium
tank with your two battle copters, move your small tank and artillery 1N, and
end turn.
Flak Day 3: He moves his medium tank east.
General Strategy Day 4-5: Destroy the last medium tank to effectively cripple
Flak, and then finish the last small tank and infantry.
Max Day 4: With your small tank, finish off the tank next to you, and attack
the infantry with your medium tank. Move both battle copters 3E to deal 6
damage on the medium tank. Move your transport copter all the way west. Move in
your small tank to attack the infantry, and move your artillery 1N.
Flak Day 4: His medium tank attacks your small tank. You deal 2 damage like he
does.
Max Andy 5: Finish off his last two units any way you like.
Max and Flak continue to bicker at each other. Nell talks about how to use the
points you get in Campaign Mode into buying maps from Battle Maps with Hachi.
Nell talks about Speed, Power, and Technique as well. Max yells that Flak is a
dumb name.
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now total at 900 points.
OK, from here, you get to choose which part of OS you want to recover. You have
three here, all rated **. Move in west (southernmost battlefield).
Mission 4: Flak Attack
----------------------
Max vs. Flak
Difficulty: **
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Mission Briefing: With bombers and fighters on his side, Flak has a big air
force at you. Remember though, you have some anti-aircraft gunners and missiles
to down them, and power isn't everything...
Mission Terms: The Orange Star and Black Hole war sets up into the skies above,
as Max and Flak's aerial forces clash. Flak arms up his air force with stronger
attackers, while Max gets stronger defenses. Make sure that you can repel it
and grab the lab map from the neutral city on your island by capturing it.
Starting Properties:
OS BH Neutral
Cities 2 2 1
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 A-Air, 1 Rocket, 1 Missile,
1 Transport Copter
BH: 1 Infantry, 1 Tank, 4 Battle Copters, 1 Fighter, 2 Bombers
General Strategic Checklist:
1. Protect your missile Day 1 with surrounded A-Air.
Your missile has some range that your A-Air will never get in taking
down planes. Make sure you keep it safe, then move out on Day 2.
2. Check aerial force range.
Remember, if you're out of Flak's range he can't attack you...
3. Grab the lab map!
The lab map is located on your island's neutral city. Capture it
with an infantry or mech and enter the hidden mission of Orange Star!
4. Take out anything in your path, but aim for bombers first.
Bombers deal the greatest damage of all of his units, and he has two.
Weaken those first, then move on to battle copters, and then, fighters.
Black Hole Strats: Flak will move all his air units south on Day 1 and
attack. Make sure you are ready, and counter it with your 4 A-Air and
one missile.
To S-Rank: Go defense Day 1, then counterstrike on Day 2 and give
yourself a pronounced advantage.
General Strategy Day 1: Take out the battle copter and injure a 2nd one,
making sure the A-Air protect the missile and that your other planes are
out of range.
Max Day 1: Down the battle copter with your missile. After this, Sami
will note the new CO Power star chart, instead of a bar for CO powers.
Your battle copter in the sea is doomed. Move it 1W and attack the
battle copter to do damage. Move mech 2N to capture city. Move rocket
and infantry all the way up.
Flak Day 1: Flak explains how to use stronger aerial units like the
fighter and bomber. His fighter takes out your battle copter. His
bomber comes in to bomb your anti-air. His other battle copter finishes
it. He moves the rest towards you.
General Strategy Day 2: Injure his air force with your four A-Air
and one missile.
Max Day 2: Finish capturing the city with your mech as defense against
the tank later on, which turns out to be a Black Hole lab that
researches new weapons like...*shhh*. Yeah. Move your southern A-Air
to take 9 damage off of the bomber and get your CO power ready. You
could do that and get the CO Power Max Force or save up for the
Super CO Power Max Blast. Save up for now. Take out the battle copter
with an A-Air, and down the other bomber. With your missile, down his
battle copter.
Flak Day 2: His air force is half down in one day! Flak uses
Super Power, Super CO Power Barbaric Blow! His fighter moves towards
your battle copter, his bomber does nothing to your missile, and his
weakened battle copter does ONE damage to your rocket. Apparently, you
took out so much his Super CO Power is useless. His tank moves in to
deal 3 damage to your mech, which you deal back. His infantry moves
forward.
General Strategy Day 3-4: Use Max Blast and destroy all remaining
units with your now superior numbers.
Max Day 3: Max now has his Super Power. Go to the main menu and go down
to a 3-star icon called Super. Use Max Blast! Move his A-Airs east and
destroy the bomber, the fighter, AND the battle copter. If you must,
use your missile to finish the fighter. Destroy the tank with your
battle copter. Move everything else north.
Flak Day 3: Do nothing.
Max Day 4: Finish off the last infantry with your battle copter and
infantry.
End:
Flak still points to the upcoming Black Hole invasion as moral
support, and says Sami is Max's girlfriend. Max and Sami argue that
Black Hole has no respect.
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now have 1,200 points.
With your victory, a new mission opens up for you on the island
far off. It is a *** mission, so don't go just yet. Instead, move to
the mission farthest south and west. This one deals with sea units as
well.
Mission 5: Lash Out
-------------------
Sami vs. Lash
Difficulty: **
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Mission Briefing: Lash has appeared! She taunts Nell, who tells Sami to
bring her prisoner alive.
Mission Terms: This is your first timed mission, and you must eliminate
Lash's forces through HQ capture or by elimination. Though you may not
have Victory March quickly, you should care to advance from both the
western and eastern fronts, advancing most forces at the base but keeping
an eye towards the HQ.
Starting Properties:
OS BH Neutral
Cities 3 0 3
Factories 0 0 1
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks, 1 Rocket, 1 Lander, 1 Sub,
1 Cruiser, 1 Battleship
BH: 3 Infantry, 2 A-Air, 1 Rocket, 1 Sub, 1 Cruiser
General Strategic Checklist:
1. Don't let BH beat you with base-built units.
The bulk of your land forces should take care to eliminate anything
Lash builds from this base.
2. Don't lose your transport copter. You can send it into your cruiser
for safety.
The transport copter is required to be saved, and it might even be
useful if you use it right...
3. Win the naval war.
You can seize naval advantage early by destroying the sub, cruiser, and
even the rocket in the first few days to give your lander a bit of room
to land later.
4. Land forces on the eastern shore to march towards the HQ.
You can win by HQ capture. Sami has Victory March, and you might even
activate it. You'll need to win the naval war before you can do this,
though...
Black Hole Strats: Lash will focus early attacks on your transports
unless you keep them out of range, so their forces will go and seize
power near the base.
To S-Rank: Take out their navy first, then advance on both fronts with
superior numbers. Lash just can't deploy fast enough...
General Strategy Day 1: Take out Lash's entire useful naval force but
her cruiser. Move remaining units north. Save your T-Copter.
Sami Day 1: Nell notes that a deployment base is near Lash. Nell notes
Sami's infantry and transport power as well. You spot that you have
a lander here, and a transport copter in trouble. Click the battleship
and Nell gives you a short brief. Fire on the rocket to the north and
deal it 8 damage. Click your cruiser to get a short brief, then attack
Lash's sub. Move your sub 4N 1W and dive after that brief. Move the
bottom tank and an APC with a mech into the lander. Click the lander
to get a description, then move the lander 5E 2N. Move your other mechs
2N, your tank 5W 1N. Click your rocket and move it 1E 3N. Move your
artillery 1W 4N. Remember that you now only have 7 days left to beat
this mission. Move your transport copter into your cruiser. End.
Lash Day 1: Lash tells Sami that Flak will be coming on Day 7 to kill
Sami's forces. This is the reason why you must win quickly. Lash moves
in infantry to capture a base and a city. His A-Air move eastward.
General Strategy Day 2: Move everything north.
Sami Day 2: Nell talks about how sea units sink if they don't have
enough fuel. Move your battleship 5N. Move your cruiser 4E...don't
drop the transport copter! Move your sub 1NW to finish off hers. Move
your lander 1E 3N. Move both mechs 1NW. Move your tank 4N 1W. Move the
artillery 2W 3N. Move the rocket 2NW. End turn.
Lash Day 2: She finishes capturing the base and city, and deals 1
damage to your battleship with the rocket. Her A-Air comes west.
General Strategy Day 3: Land on the eastern shore and advance north.
Sami Day 3: Take out the rocket with your battleship, then move your
lander 2N 1W. Drop your APC west, and drop your tank north. Rise your
sub. In the west, attack the infantry with your tank from the south,
move the northern mech 2N, the southern one 2W, and the artillery AND
rocket 2N. End turn.
Lash Day 3: She uses her CO Power Terrain Tactics. Her A-Air comes in
to attack your artillery. She takes a city in the east and builds an
infantry.
General Strategy Phase 4: Advance north on both fronts, using your
battleship to help take out the infantry in the east, and your
artillery and rocket in the west.
Sami Day 4: Use your rocket to attack the western A-Air, move your
artillery 4S, and bring up your mech to take it out. In the east,
attack the cruiser with your battleship and finish it with your sub.
Drop the transport copter from your cruiser north. Move your tank north
to attack the infantry from the north, then move up your APC 1E 4N and
drop the mech north. In the west, move your mech 2N and attack the
infantry with your tank from where you are.
Lash Day 4: She finishes capturing a city and kills your mech with her
A-Air. One infantry moves west, one east to HQ.
General Strategy Day 5-7: Sweep entire BH forces in east and west.
West with more firepower, east because there's no BH base there.
Sami Day 5: Use your battleship to attack the infantry blocking the
way to the HQ and finish it with your tank. Move your mech back into
the APC, and move it onto the HQ, dropping the mech north. In the
west, attack the A-Air with your rocket, and use your tank and mech to
finish off the infantry. Move your artillery 1N. Move your T-Copter
towards HQ. End.
Lash Day 5: Continuing to take cities, the AI takes another one and
attacks the APC with her infantry, dealing none.
Sami Day 6: You only have 2 days left, or as Nell says, tomorrow! In
the west, take out the Anti-Air with your artillery, and with your
rocket and mech, take out the infantry north of you. Attack the
infantry with your tank. With your battleship, attack the infantry
near you. Take out the infantry next to the HQ by using your tank,
and move your APC 5W to block the infantry from going east. Move your
mech to start capturing the HQ.
Lash Day 6: The infantry attacks your APC, so she can't build! The
other one continues to take a city.
Sami Day 7: You can actually go for elimination now! Take out the
infantry with your battleship. Attack the infantry on the deployment
base with your rocket, and finish him with your tank.
End:
Sami drags a dummy of Lash over. Lash apparently escapes. You won!
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now have 1,500 points.
With your victory, Orange Star has only two more provinces for you
to take back. Select the mission to the southeast (not on the island).
Mission 6: Andy's Time
----------------------
Andy vs. Flak
Difficulty: **
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Mission Briefing: Lash tells Flak about her new invention, the Black
Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he
seems be reeling backwards, eh? Commander Andy and Nell notices the
giant cannon, and Max argues Andy can't take it, he can with his
strength. Andy still is confident, however, and will do it himself.
Mission Terms: Andy's Time introduces you to Lash's new invention, the
Black Cannon, which deals five damage to the strongest unit with the most
HP in its range, which covers some 82 squares and has 99HP. Ignore it if
you can until you attack it.
Starting Properties:
OS BH Neutral
Cities 3 1 8
Factories 2 1 3
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Transport Copter
BH: None
General Strategic Checklist:
1. Stay out of Black Cannon range until you attack it, and when you do,
attack from range.
Although the Black Cannon on this first mission will only attack every
few turns, it's to your best interests to stay out of the way, as you
can capture the middle base out of Black Cannon range, as well as send
rockets to smash it from afar.
2. Capture the middle and northwest factories.
Flak is slow and won't reach either base in time if you use your
transport copter. It's also a nice way to flank him.
3. Occupy Flak's factory within several days.
With your superior property advantage, you should be able to seize
control of it so Flak doesn't go slapping you when you attack Lash's
Black Cannon.
Black Hole Strats: Flak doesn't get much, so he'll build infantry and
small vehicles to attempt to match your superior forces. Chances are
he won't last...
To S-Rank: Take both neutral factories over ASAP, and also neutralize
Flak's deployment base. Smash BH's small force quickly.
General Strategy Day 1: Move toward central island.
Andy Day 1: You notice you only have 1 infantry and 1 transport copter,
but you do get deployment bases to deploy new units. Nell talks on
about how to make units. Look around on the map. BH has a base north of
you, east of the cannon. The cannon has 99HP and can destroy practically
everything; it takes out 5HP from any unit it attacks. Watch out with that.
It takes as much damage as a Md Tank, so attacking it with a Md Tank will
mean 55% damage, that will take out 55HP from it (so it's not that difficult
to eliminate!). There are three bases to the west of both of you. Move the
infantry into the transport copter and move it all the way west.
Deploy two infantry.
Flak Day 1: The cannon will fire starting Day 2, and Lash tells Flak
to advance south.
General Strategy Day 2: Land on central island to grab that base, and
move infantry north.
Andy Day 2: Check out the cannnon's range, which seems to cover a
massive range of about 82 squares! The best you can do right now is
avoid being fired upon. Move your T-Copter all the way up and drop to
the south onto the base. Move your western infantry to capture the
city, and move the other one 3N. Build an infantry in the left base
and tank in the right base.
Flak Day 2: An infantry moves SE to take a city. He builds another one.
General Strategy Day 3: Move units north and take middle base.
Andy Day 3: Nell informs you to attack the Black Cannon door. By the
looks of it, it's best if you attack with an indirect unit or you'll
get blasted. Start capturing base on middle island. Finish capturing
other city. Move left infantry 3N, right infantry 2N 1W. Move tank
6N. Make another infantry and another tank. Move T-Copter 2S 4E.
Flak Day 3: He finishes capturing a city, moves infantry, and makes
yet another one. Poor guy with no money :)
General Strategy Day 4: Take central island, strike BH units from
the south.
Andy Day 4: Finish capturing the base on the central island. Move your
northernmost infantry 3N to start capturing the city. Move up your tank
5N 1W to attack the infantry on the city. Move your infantry from 3S of
the transport copter and move it 3N into the copter, and move it 3NW.
Move your two infantry 3N and tank 6N. Build an APC on the left base
and an infantry on the right base.
Flak Day 4: He begins capturing a neutral city, backed by two other
infantry. He makes a mech.
General Strategy Day 5: Seize control of the left base to surround
the remaining BH forces.
Andy Day 5: Move your transport copter 1W 5N and drop the infantry to
the left. Move your northern tank 3W to kill the infantry. Move your
other tank 6N. Finish capturing the neutral city on the right side with
your infantry. Move the infantry on the central island 3N. Move your
left infantry (that is left) 3N and the one east of it 2N 1W. Move your
infantry on the right base 2W into the APC. Move the APC 1E 5N, and
drop your infantry north. Build nothing.
Flak Day 5: BH units capture ONE city, and another infantry unit is
built.
General Strategy Day 6: Close in on the last base and build a rocket.
Andy Day 6: OK, you've at a clear advantage now. Move your infantry
west of the T-Copter 2W to begin capturing the base. Move your left
tank 1N to attack the infantry on the city, and move your infantry
on the middle island 2N to finish that one off. Move your other tank
3W 2N to deal damage to the mech to the left. Build a rocket on the
middle island base. Move all infantry except the one just above the APC
3N. Move that last infantry into the APC 5N and drop east. End turn.
Flak Day 6: BH infantry moves 3S to attack your infantry. Another one
moves onto a city and attacks another one. A mech moves west and fails
to kill your T-Copter.
General Strategy Day 7: Move rocket up, surround BH base with anything
you can muster.
Andy Day 7: Move your rocket 3N. Move the infantry above the rocket
1NE to finish off the mech. Finish capturing the top base. Move your
bottom 9HP tank 1SE and deal that infantry 6 damage. Finish it with
your 4HP infantry without moving from below. Move the infantry below it
3N to attack the infantry on the city. Move the infantry east of the
APC 2N to finish it. Attack the infantry on the base with your tank.
Move your APC 4N, and your T-Copter 4E 1S. Move your other infantry
3W. Create an artillery on the middle island base.
Flak Day 7: He's doomed. His infantry on the base attacks your T-Copter
and does three damage.
General Strategy Day 8: Effectively take the surrounded BH base and
build a rocket.
Andy Day 8: Move your rocket 2N 1W. Move your artillery 4N. Your tank
west of that enemy infantry should attack it and bring it to 2HP. Move
your T-Copter 6W. Move your full health infantry 2W 1N and finish that
infantry off. Move your 9HP infantry 2N and capture that enemy base.
From your northwest base, move that infantry 1W 2S and build a rocket
from there. Move your APC 6W, your 4HP infantry 2N 1W, your other 9HP
tank 5W, your 5HP infantry 3W, and your full health infantry 1S to
capture the BH city.
Flak Day 8: He has no base or units. Do nothing.
General Strategy Day 9: With your two rockets, destroy the 99HP cannon.
Andy Day 9: With your rocket on the base, attack the cannon down to
44HP. Finish it off with your other rocket. You win!
End:
Andy and Flak have a clash of words and then Andy spots Max's tank
force. Maybe it'll be helpful?
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now have 1,800 points.
With most of Orange Star now secure, you have to hop to the last
island. Andy will provide you assistance in marching into the
mountains to take out that final Black Hole lab.
Mission 7: Test of Time
-----------------------
Andy vs. Flak
Difficulty: ***
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Mission Briefing: This is the first FOW map, but the last Training-type
mission. Andy will come here and wipe out Flak's remaining units and
lab. You have 7 days to complete this mission. Run like the wind, Andy!
Mission Terms: Now that you've found Black Hole's lab inside Orange Star,
you have one week to penetrate it and seize the plans for the new Black
Hole unit, the Neotank. This is your first FOW mission.
Starting Properties:
OS BH Neutral
Cities 3 4 3
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon, 1 A-Air, 1 Tank, 1 Medium Tank,
1 Artillery, 1 Rocket
BH: 2 Infantry, 1 Recon, 1 APC, 1 A-Air, 1 Artillery, 1 Rocket, 1 Lander
General Strategic Checklist:
1. Remember Black Hole has a lander, artillery, and rocket that hides
in forest on the eastern half of the map.
They can snipe you if you don't take them out (exception: lander), and
they're just plain annoying...
2. Infantry on mountains give you +3 vision.
Your recon can't do all vision...your infantry and mech can give you
extra vision.
3. Move in groups.
One unit can't take out any unit or army, even your medium tank, as
you may be sniped. Move units up together.
4. Capture the secret lab or destroy all units.
Instead of taking out all units, you may want to capture the secret
lab instead, since you have a time limit...but destroying all units
can be easier.
Black Hole Strats: Flak has forces in the north that will attack you,
but he'll leave his artillery, rocket, and lander hidden from view and
snipe you when he has the chance. Find them and kill them. One is in
the north, one is next to the HQ.
To S-Rank: Fog of War makes the mission somewhat more difficult, but
you should be able to take out the northern forces with ease and move
on.
General Strategy Day 1: Use FOW tactics to uncover the area, then
take out an infantry, an APC, and an artillery.
Andy Day 1: Nell rambles on about FOW tactics, and you find yourself
spotting only ONE artillery of BH. Select your infantry and move it
2N onto the mountain. Move your A-Air 1E 5N and take out the infantry
to the north. In the east, move your mech 1NE. Move your medium tank
3N 2W to weaken that APC 9 damage. Move your tank 1W 4N and attack
the artillery from the east. Kill the artillery with your artillery.
Move your recon 3NE. Move your APC 2N. Move your rocket 1E 3N. End.
Flak Day 1: His recon attacks your infantry on the mountain, and moves
his A-Air to the east of your recon to attack it. His APC moves south.
General Strategy Day 2: Take out remaining unhidden units except a
recon.
Andy Day 2: You are informed by Sami that an indirect unit hides in
the forest. Nell also points out the reef that you can hide in FOW in.
Move your 6HP infantry 1S to kill the 1HP APC. Move your A-Air 1S to
attack the recon. Move your recon 2W 1N and move your medium tank 3E
2S to destroy the A-Air. Move your artillery 3E 2N. Move your tank 1S
4E with 5 damage. Finish off that infantry with your rocket. Move your
mech into the APC and move your APC 1W of the HQ, and drop your mech
on the HQ.
Flak Day 2: Your mech will be attacked by a rocket.
General Strategy Day 3-4: Uncover hidden units, then kill them.
Andy Day 3: Move your mech 2E to reveal the rocket. Move your tank
1S 3E to deal 6 damage to the rocket. Move your A-Air 3S to finish
off that recon. Move the damaged infantry 1E 2N. Move your recon 1E 5N
into the forest. Move your APC 6N. Move your medium tank 2E 3N. Destroy
the lander with your artillery and rockets.
Flak Day 3: He can't do anything.
Andy Day 4: Finish off the rocket with your damaged mech. If it isn't
finished, use your tank. Move your mech 2E. Move your medium tank 1E
2N and recon 3E to destroy the last artillery to win!
End:
Flak urges everyone into the factory. With the shutting of the final
lab and you learning about the new Black Hole unit, the Neotank,
Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
now have 2,100 points.
Mission 8: Liberation
-----------------------
Andy, Max, or Sami vs. Flak
Difficulty: ****
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Mission Briefing: Flak is surprised by the sight of Adder, who was
supposed to invade Yellow Comet. With his wordplay, he angers Flak.
Here is a factory and base that is the center of the BH war on OS. If
you can take this out, victory on BH will be a reality, at least in
OS, for now. You have the base advantage here.
Mission Terms: Entering the final mission of the Orange Star Campaign,
you hold a disadvantage due to Black Hole's factory, which is given
units through a pipeline. You'll want to seize the neutral airport early
and smash the pipeline seem.
Starting Properties:
OS BH Neutral
Cities 2 2 11
Factories 3 1 2
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
General Strategic Checklist:
1. Destroy the pipeline seem for a quicker and easier victory.
See the weak spot, the pipeline seem, in the pipeline? That's where
you should hit it to break the pipeline connection and stop the
factory from building more, as well as win the mission.
2. Take the neutral airport away from BH hands.
The lone airport is vital if you want to take out the seem fast.
Capture the base below it, too, if you don't plan on taking Flak
down within first 10 days.
3. Take lone eastern cities if you have the time.
The eastern cities will supply that extra 2000 a day you could use.
4. Block factory from producing units.
The BH factory can be blocked from cranking any more units out, by
blocking the three doors.
5. Produce an APC and infantry early.
Use both units to speed to the airport/base.
6. Seize the west as a diversion.
This won't really help speed or technique, but if this mission is a
bit rough, marching units west and taking that SW neutral base will
be useful.
Black Hole Strats: Flak's forces have stepped up a notch, and now
uses more indirect units to throw mushrooms on your head. Block
the bridges with anything you can, and you'll want to seize the skies
even with A-Air and missiles threatening you.
To S-Rank: You'll want to rush and crush the pipeline seem while keeping
some strong attacks on units at and near the factory for power.
Sami Strategy:
Sami Day 1: Build an infantry from the SW base and an APC from NW base.
Flak Day 1: Build an infantry from base and mech from factory, which
shifts west.
Sami Day 2: Move infantry 2N 1W into APC, then move APC 2N 5W and drop
infantry north onto the river. Build a mech from NW base.
Flak Day 2: Start capturing cities with infantry and mech, and build an
infantry.
Sami Day 3: Move infantry 2N to start capturing the airport, move mech
2W, and move APC 1SE.
Flak Day 3: Finish taking both cities with infantry and mech, move
units, build an infantry. Factory produces recon.
Sami Day 4: Move mech 1NW into APC, then move APC 4W 3N. Finish
capturing airport.
Flak Day 4: Finish taking city, and surround base with his units.
Build infantry, factory produce an artillery.
Sami Day 5: Move infantry 2N off airport. Move APC 2NE and drop
north. Create a bomber from new airport.
Flak Day 5: Finish taking city, attack infantry with artillery,
create APC from base, make missile and mech from weird-looking
factory.
Sami Day 6: Move bomber 4W 1N to attack mech, move infantry 1SW
into APC, attack artillery with mech, and move APC 2NW. Drop
infantry to the east.
Flak Day 6: Attack APC with artillery, and build a tank. All
other units move south except for a few that move east.
Sami Day 7: Move infantry 1SW and attack the artillery to your
right. Move mech 1NW. Move bomber 3E 1N. Move APC 2SW. Build
a battle copter.
Flak Day 7: Build a rocket. Move most units south to neutral
zone.
Sami Day 8: Move battle copter 4W 1N to attack mech, then move
bomber 2E 3N to attack pipeline seem. Build a battle copter. Move
APC 1E 2N.
Flak Day 8: Continue seizing neutral base and cities nearing your HQ.
Sami Day 9: Move newly built southern battle copter 5W to attack missile.
Move APC 1E. Move mech 2W to kill mech. Kill artillery with infantry.
Using other battle copter, finish off missile. Use bomber to finish off
pipeline seem.
End:
Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
You have beaten the Orange Star Campaign!
BLUE MOON
Olaf informs Grit that Black Hole forces have attacked Blue Moon. Grit
argues that they're only losing the countryside wastelands, which makes
Olaf furious. Colin arrives to tell Olaf that he is the new BM CO.
Colin seems to call everyone "sir", so Grit tells him not to get worked
up. Olaf is furious.
Choose the top mission first with Colin.
Mission 9: Reclamation
-----------------------
Colin vs. Lash
Difficulty: **
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Mission Briefing: Olaf hears about the Black Hole invasion on the
northern frontier, the border with Orange Star. Colin volunteers to
go, while Grit doesn't seem to care as much, just like in the past
war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf
lets him. Grit gives him a little advice. Lash is informed that
Colin leads the Blue Moon army, though she wanted "the bearded
geezer, or at least the scarecrow", pointing to Olaf and Grit. She
orders a retreat because Colin will be boring, but decides to
attack anyway.
Mission Terms: With your first Blue Moon mission comes a new CO,
Colin. His units are weaker than everyone's, but they're
cheaper. You'll want numbers early on, especially with infantry.
Starting Properties:
BM BH Neutral
Cities 0 0 6
Factories 3 3 1
Airports 0 0 3
Seaports 0 0 0
Missile Silos 0 0 0
General Strategic Checklist:
1. Seize the middle airport.
The middle airport gives you a place to build cheap battle copters
to aid your cause. They will be helpful for when you are unable to
kill a certain unit in one hit.
2. Take the neutral factory.
It's highly unlikely you will want to build units from your HQ bases,
so you'd better take one closer to the enemy.
3. Produce infantry early game.
As Lash will have lots of infantry as well, beat her with numbers
before you move on to tanks and copters.
Black Hole Strats: Lash will build APC and infantry early on. She'll
also rush for both airports and eventually build tanks. You should have
the upper hand.
To S-Rank: You may want to build a medium tank or two to destroy those
pesky A-Airs and tanks, but add battle copters as well. This should be
quite easy.
Colin Day 1: Build three infantry.
Lash Day 1: Build three infantry.
Colin Day 2: Move the right one 1W 2S, and the left two 1N 2W. Build
three more infantry.
Lash Day 2: She builds two more, and moves two east towards you, one
towards the airport.
Colin Day 3: Move your southern infantry 3S, your uppermost infantry
2W, the one just below it 2W 1S to capture that city, and move the
infantry on the right base 3W. Move the other two 1N 2W. Build an APC
from the northern base.
Lash Day 3: BH begins capturing a city and builds an APC.
Colin Day 4: Move your southern infantry 1S to start capturing the
airport. The infantry capturing the city should move 2S to start
capturing the base. Your NW infantry near the cities should move 2W
to take that one. The infantry on the road should move 2W 1S to capture
the city. The one on the forest should move 2W, and the last one should
move 1E 2N into the APC. Move the APC 1S 5W and drop to the left. Build
an A-Air from the northern base.
Lash Day 4: She finishes capturing one city, starts another, and begins
capturing the airport. He moves east and builds an artillery.
Colin Day 5: Finish capturing the airport and three cities. Move the
infantry on the mountain 3W. Move the infantry not doing anything 1W
to capture that city. Move the APC 2W, and the A-Air 1S 5W. End turn.
Lash Day 5: She finishes capturing a city and an airport and moves east
without building anything.
Colin Day 6: Your westernmost infantry should move 1N and grab that
airport. Finish capturing the other city. The one on the other airport
should move 3N. Now that you have a western base, build a Medium Tank
from it after moving the infantry 2W from it. Move your other two
infantry 2W as well. Move your A-Air 4W. End.
Lash Day 6: BH starts capturing a city and attacks your infantry on
the bottom mountain. He moves his artillery east and builds a tank.
Colin Day 7: Finish capturing the airport with your infantry. East of
the river, move that infantry 3N. Move your A-Air 3S and attack north.
Move your 5HP infantry 2N 1E. Move the top one on the city 2S. Move
down your medium tank 2S 1W. Move the infantry near the airport 1S.
Make nothing.
Lash Day 7: Her forces move north. She builds another tank.
Colin Day 8: Move your medium tank 1S 3W to severely damage that tank.
Your infantry right of the airport should move 2S 1W to kill the 4HP
infantry and relieve your A-Air. Move your A-Air 3N 1E to damage the
artillery. Move the infantry on the airport 3S and attack east. Move
the one 2E of the artillery 1W and deal it 1 damage. Move the 5HP one
1W, and the last one west of the river 2W into the APC. Move the APC
2W 3S and drop east. Move that infantry east of the river 1N 2W. Build
a tank from the western base and a battle copter from the airport.
Lash Day 8: Her 5HP artillery deals damage to your damaged infantry on
the city. Her tank moves up, and her combined infantry assault yours
and take out your infantry on the neutral city. She builds a mech.
Colin Day 9: Move your medium tank 2W to deal that tank 7 damage. Move
your A-Air 1W 2S and attack left on the infantry. Move your battle
copter 1SE to finish off the artillery. Move your infantry besides the
APC 2W to finish off the 3HP infantry. Move your full health infantry
1W to kill the weakened one. Move 5HP infantry 1W. Move your 4HP
infantry 2S into the APC. Move your tank 3SW. Build another fighter
and another tank. Move the infantry east of the river 3W.
Lash Day 9: She joins her two tanks to 7HP and kills your 5HP infantry.
Your APC gets attacked as well. She builds two mechs.
Colin Day 10: Attack east with your medium tank to eliminate the tank.
Move the tank 1N 4W to attack the APC. Move your A-Air 1NW to attack
the infantry. Move your other battle copter 4W 1S to attack the
transport copter. Move your 5HP infantry on the mountain 1S 2W to
finish off that one, and then move your battle copter 3SW and deal the
other infantry damage. Move your APC 4S 1W and drop the infantry east.
Move your infantry west of the mountains 1W 2S and finish that
infantry. Move your tank 3SW and your eastern infantry 1W 2S. Build a
medium tank.
Lash Day 10: He moves his mechs, transport copter, and builds a mech,
an infantry, and an artillery.
Colin Day 11: Move your A-Air 4S. Move your top battle copter 3S to
take out that transport copter. Move your other battle copter 1S 4W to
attack the mech. Move your back tank 1S 4W. Move your medium tank 2W.
Move your 4HP infantry 1W into the APC. Move your other tank 1S. Move
your 5HP infantry 2W and full health infantry 1N to capture that city.
Move that last infantry 3S. Move your medium tank 2W 3S. Build a
transport copter.
Lash Day 11: Move up units, build two more mechs.
Colin Day 12: Move transport copter 4W 1S. Finish the mech below with
your battle copter, then use your other one to attack the mech at
the bridge. Finish it with your medium tank. Take out the artillery
with two tanks, capture the city, and stay out of range of the two
mechs. The first is fine.
Lash Day 12: She attacks a tank with a mech, and builds a mech
and infantry.
Colin Day 13: Hit mechs with battle copters, then finish the mechs
but the top one with your A-Air and tanks. Build a bomber. Block
two bases and let only an infantry and mech alive.
Lash Day 13: Use Prime Tactics and nearby destroy your A-Air with
his mech. He builds an infantry.
Colin Day 14: Sweep down the last mech with two battle copters and
a medium tank. Attack the infantry on the base with all you've got.
Lash Day 14: Move infantry to attack transport copter, build a mech.
Colin Day 15: Use Gold Rush and kill the mech with two medium tanks.
Use your bomber to bomb the final infantry, you win!
Later on I was able to beat this in 13 days...just move for
elimination with battle copters and tanks.
End:
Lash retreats and Colin has won his first battle!
Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
At this point, select Mission 10 to be the bottom Grit one.
Mission 10: Tanks!!!
-----------------------
Grit vs. Adder
Difficulty: **
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Mission Briefing: Grit wakes up to find an angry Olaf asking him to
seize a victory over the Black Hole forces in the south because it
was his duty to defend the mountains. Grit seems to take it lightly
as always but still goes before Olaf can say more. Grit spots the
vast number of medium tanks even in Fog of War and decides not to
fight them head on. Adder says that he went to offer a proposition
to Grit, that they want Grit to join the Black Hole Army. Adder
seems to say Grit's feelings about protecting Blue Moon, which
wasn't much, but Grit doesn't respond. Grit agrees that Adder is
correct, but that Adder has no call to treat the civilians and
people in Blue Moon as they pleased. Adder had destroyed whole
cities, and Grit finds Adder his #1 enemy.
Mission Terms: With Grit's first mission an indirect combat one, it
shows his power with rockets. Use recon and Super Snipe to your
advantage.
Starting Properties:
BM BH Neutral
Cities 0 3 0
Factories 0 0 0
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 4
Predeployed Units:
BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets
BH: 4 Mech, 4 Recon, 12 Medium Tanks
General Strategic Checklist:
1. Missile silos are your friend.
The missile silos are on your side, so they will be you that fires
them as long as the infantry survive going east. Use them to hone
down on enemy medium tanks. They have the impact of Sturm's Meteor
Strike, except they only do 3 damage. Aim carefully, they'll even
injure your units. No unit will have lower than 1HP, however.
2. The mountains are your friend, too.
The mountains will keep your rockets safe from all but mechs, and
your recon will be as well.
3. Weaken advancing units.
By Day 2, let your rockets fly some damage onto the medium tanks that
advance. When mechs arrive, take them out first, as they can kill your
rockets easier.
Black Hole Strats: Adder's medium tanks are hindered by mountains and
are forced to go all the way around to hit anything of yours that they
see, so the only thing that will do big damage is mechs and the few
medium tanks that may make it to the end.
To S-Rank: Have your recon as far as you can without being hit, so they
can be spotters for your rockets and artillery. Missiles will aid the
attack on clustered medium tanks as well.
General Strategy: You have rockets. Grit is awesome with rockets. They
fall in a single turn to medium tanks, though. Luckily, the mountains
will protect you for a while, so take out ALL you can so he doesn't
advance too far and take them out. Also note that in the east you have
missile silos, the new property. They don't do much damage but they can
be useful on medium tanks that really need to be weakened.
Grit Day 1: With your left rocket, attack the middle medium tank. Move
your rocket on your HQ 2W. Move your top and bottom rockets to the 1E
and 2E of those two that are already used. Move both infantry 1E. End.
Adder Day 1: His 2 recon moves in to attack your 2 infantry. His medium
tanks all move east.
Grit Day 2: Here, you're taught from Olaf that you can use missile silos
to hone missiles on Adder's forces. Use the back rocket to take out the
northern recon. With your second to back rocket, injure his bottom
recon. With the one left of that, attack the middle of the three top
medium tanks you see. With your front recon attack to the 4S 1W, the
medium tank closest to your southern forces. End.
Adder Day 2: His second recon attacks your infantry on the top. His
bottom one moves up and his 1HP one flees. More medium tanks move up
in the south, and your infantry is taken out in the south.
Grit Day 3: OK, so you're overwhelmed. Don't worry just yet. In the
south, use your artillery to take out the medium tank. In the north,
attack the medium tank with your artillery. Move your 1HP infantry 2E.
Use your CO Power Snipe Attack. Move your middle two recons 4W (the
top one 4W 1N). Kill the recon with your HQ rocket, the 5HP medium tank
with your next one, going left, weaken the bottom medium tank that you
spot with your next one, and with the front one, weaken the full health
medium tank in the north. End turn.
Adder Day 3: Adder uses Super CO Power Superwinder to move units
even faster. His mech moves 4 squares to capture your city. His recon
and medium tanks move in on both fronts. Your rocket is destroyed by
mechs (the front one).
Grit Day 4: Move your 1HP infantry 1S 2E. With your northern artillery,
attack the medium tank furthest right. Continue hitting medium tanks
with your rockets, the ones with most HP. With the front rocket though,
use it to kill the mech on the road. Move a recon in the middle to
leftmost city without attacking, right one back to the eastern forest,
but take the NE one. In the south, move artillery 2W.
Adder Day 4: BH takes one of your cities, northern artillery injured
by weakened medium tank, two mechs completely rid your next two rockets
ineffective.
Grit Day 5: Use Snipe Attack. Injure the mech with your southern
artillery, take out the front 5HP medium tank with your northern
artillery, and weaken the mountain mech with your non-injured rocket.
With your 2-HP rockets, take out a recon. With your last recon, take
out an infantry as well. Move 1HP infantry 3E. End.
Adder Day 5: Sideslip. He captures your buildings but this time doesn't
attack with those crazy mechs. Your northern artillery is injured.
Grit Day 6: With northern artillery, weaken a medium tank. Move 1HP
infantry 3E and target just east of the artillery and mech, taking
down the 3-10-2 HP medium tanks to 1-7-1 HP. With your full HP rocket,
attack the mech taking your city. With your other two, take out the
2HP mech and injure the southern recon. In the east, move your lone
recon in forest 3S 1W to attack the enemy recon and to protect your
last infantry. In the south, move your artillery 1N 4E and your recon
3E 1N. End.
Adder Day 6: He continues to capture the city and in the east, the
recon wars continues. In the north, he combines his 1+7+1 medium tanks
to form 9HP and also moves up his 6HP and 5HP medium tank.
Grit Day 7: Move your full HP rocket 3N. Move your 1HP infantry 2S.
Take out the recon with your two recon. Move your front 2HP rocket 2E
onto the HQ. Move your other 2HP rocket 2E. Move your middle recon 2NW
to finish off the final mech. With your northern artillery, attack the
6HP medium tank. Move southern artillery 1E 2N.
Adder Day 7: His medium tanks move in and hide in forest except the
9HP one.
Grit Day 8: With your full health rocket, deal 6 damage to the rocket.
Move your 1HP infantry 1S to launch a missile. Center it on the 3HP
medium tank. Move everything else to take out the last medium tank!
End:
With Adder's medium tank brigade routed, he retreats! Grit doesn't seem
to care what Olaf says, but who cares?
Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
Three new missions open up here. Take the middle Olaf mission.
Mission 11: Toy Box
-----------------------
Olaf vs. Lash
Difficulty: ***
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Mission Briefing: Olaf prepares his forces to enter his hometown and
liberate his hometown from Black Hole forces. Olaf and Lash have some
talk about what happened to his hometown due to Lash. Olaf is furious
and demands to take Lash 1 on 1 for his hometown back and to find
what Lash has hidden, a lab map.
Mission Terms: As Olaf has turned Olaf's hometown into near-rubble,
Olaf is prepared to send his forces to liberate it and hopefully, find
it not as damaged as he thinks it is...
Starting Properties:
BM BH Neutral
Cities 0 0 7
Factories 2 2 1
Airports 0 0 0
Seaports 0 0 0
Missile Silos 0 0 0
General Strategic Checklist:
1. Guard the mountain passes.
If you guard the mountain passes, then Lash is unable to get past.
This includes the northwest neutral city with that river pass.
2. The secret lab map must be taken.
The secret lab map is found on that small SW island area, the neutral
city there in the southwest and closest to enemy HQ other than the one
directly above it. Take it to get the hidden Blue Moon mission.
3. Take the east fast.
Your side of the map should be taken ASAP so that you have enough cities
to solidify your advance towards the neutral middle base.
4. Smash Lash's units with power.
When you have more money and props than her, and with the neutral base,
start building some stronger units like massed tanks.
Black Hole Strats: Lash will be crossing rivers and mountains to sneak
up on your unguarded cities. She'll also build mechs, artillery, and
tanks.
To S-Rank: Take the middle factory early and win in 20 or less days
to seize a S-Rank, or at least in speed. Don't lose too many units.
General Strategy (300-Pt.):
You'll want to beat it in just 16 days. Build infantry only from the right
two bases to take cities. Combine when necessary, you don't want to lose more
than two units for full technique. Advance with an A-Air and LOTS of tanks.
This is very effective because Lash builds slow, and you can outnumber them.
Just remember to take that southwest city on the island-ish area for the lab
map.
Turn-by-turn, 285 Pt. S-Rank:
Olaf Day 1: Build two infantry.
Lash Day 1: Build two infantry.
Olaf Day 2: Send both infantry 3W and build two more.
Lash Day 2: BH starts capturing two cities and builds two more infantry.
Olaf Day 3: Move both northern infantry 3W. In the south, move the
front one 3N and the back one 3W. Build two more infantry.
Lash Day 3: Lash takes two cities and builds two more infantry after
moving the other two east.
Olaf Day 4: ANY infantry in range should capture a city, and the one
close to the base should capture the base. The remaining infantry
should move 3W. Make a recon on the northern base and an infantry on
the southern base.
Lash Day 4: Her infantry move west. Your northern infantry is fired
upon but the city's defensive power leads you well. She builds a recon
and an APC.
Olaf Day 5: Capture three cities and the base. Continue capturing the
northwest city. Move other two infantry 3W. Move recon 3W. Build
nothing.
Lash Day 5: His forces move eastward. The infantry in the north
resumes attacking your infantry. She builds nothing either.
Olaf Day 6: Finish capturing northern city. Move infantry on central
base 1SW to attack that infantry. Move infantry on northeast city
2S 1W as well as the one west of it. Move recon 5W. Make tank in
central base. Move infantry (in terms of closest to middle base) in
this order: 2N 1W, 2N, and 3W. End turn.
Lash Day 6: Recon moves up, two infantry combined kill yours on the
southern front. In the north, the city/river fighting continues.
Olaf Day 7: Retreat your 4HP infantry from the northern city 3E and
move your recon 1W to finish off that infantry. Move tank 1SW and
finish off 6HP infantry. In the south, move the northernmost
infantry 1W to east of tank, and the other two 2N 1W. The other two
northern infantry should move 1SW. Build an artillery.
Lash Day 7: Her recon attacks your infantry. She doesn't dare attack
anything else but does move in.
Olaf Day 8: Move your tank 3W 1N to attack the enemy tank. Use your
artillery to attack the enemy recon. On the northern front, keep your
recon's guns firing at the infantry left of you. Move your 3HP
infantry next to the recon 1N 2E and move the 4HP infantry 1W 2S.
Move BM infantry in to surround the BH infantry and kill it. Move
other infantry west.
Lash Day 8: Recon attacks 4HP infantry to 2HP. Builds mech and
artillery. Moves units east.
Olaf Day 9: Continue dealing damage with recon on northern front. Kill
enemy tank with yours. Move everything from southern front west,
including artillery. Attack the recon from the south with a full
health infantry. Build a medium tank. Move 3HP infantry southeast.
Lash Day 9: An infantry comes in to down your 2HP infantry.
Olaf Day 10: Destroy enemy APC with tank and artillery. Capture
southwest neutral city. Attack anything in sight but stay away from
enemy artillery range except for that tank. Use the 3HP infantry to
take out the 1HP recon. Move medium tank 1S 2W. Create an artillery.
Lash Day 10: Destroys tank with artillery, infantry with infantry.
Olaf Day 11: Finish capturing the southwest neutral city. It is a map
that pinpoints to the hidden enemy lab. You will now unlock the hidden
Blue Moon lab mission. Continue taking out units with northern recon,
and use that near-full health northern infantry to chase hers. Move
medium tank to take out infantry in the way to the northwest and
southwest. Move front infantry north of the medium tank, and use an
infantry to attack her mech and block your artillery. Build a rocket.
Lash Day 11: Her recon and infantry attack your artillery, and the
mech kills your infantry.
Olaf Day 12: Use Blizzard. Send infantry from SW city northeast.
Weaken recon with medium tank. Move up rocket. Kill wandering Lash
infantry in the east. Build a tank. Injure APC. End.
Lash Day 12: Advance troops east.
Olaf Day 13: Move Rocket 1S 2W. Take out APC with southern artillery.
Take out mech next to northern recon with artillery and recon. Finish
infantry with medium tank. Move the rest up and build a tank.
Lash Day 13: Advance and build an infantry and mech.
Olaf Day 14: With your southern artillery, attack the mech. With your
rocket, attack the infantry on the base. Kill another infantry with
medium tank. Finish the southern mech with your tanks. Advance toward
SOUTHWEST base. Build a tank.
Lash Day 14: Mech attacks northern recon. Move infantry up in the
south. Build two mechs.
Olaf Day 15: Continue sweeping units with indirect units first, aiming
for mechs first. With your tanks, you should be able to take out the
mech and infantry defending SW base...as the artillery is out of the
way. Use your infantry as well to help. By end this should be cleared
all but 3HP artillery. Finish off mech in the north with medium tank.
Build a rocket.
Lash Day 15: Build an infantry and mech.
Olaf Day 16: Take out the final artillery and infantry in the southwest
with two tanks and a rocket. Use your infantry to capture the SW base.
Take out the 5HP recon with your artillery, and injure a mech in the
NW. Move up units to NW and end.
Lash Day 16: She uses Prime Tactics. Unit movement cost goes to 1, but
she only has 3 full mechs even after building one. She doesn't attack.
Olaf Day 17: Start capturing HQ. Attack mechs with medium tank and
a tank. Finish the 2HP mech with your 5HP infantry, and with an
artillery and infantry, take out the mech in front of your tank. Move
tank to cover SW base, and move all other units towards NW base.
Lash Day 17: Take out an infantry with a mech, advance mech, and use
mech.
Olaf Day 18: In the northwest, kill front two mechs with rockets and
artillery. Use the medium tank and a tank to finish that final mech.
End:
Lash leaves and you've won. Olaf's memories come back to him as he
looks at his shattered hometown. He promises to avenge Black Hole's
actions.
Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
This victory opens up a mission on the island. Anyhow, move to the
northwest flag to Mission 12.
Mission 12: T Minus 15
-----------------------
Olaf and Andy vs. Flak
Difficulty: ***
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Mission Briefing: The Blue Moon COs spot a giant missile silo being
operated by the Black Hole Army. Surprisingly, Andy comes with a
small air force to aid you in Olaf's fight to take out the giant
missile silo. In 15 days, your forces will be blown up along with
the missile silo.
Mission Terms: Andy joins Olaf in this 15-day mission to neutralize
the giant missile silo by taking over 8 cities surrounding it to
take it. Destroying the pipelines will help for the central and
southern fronts.
Starting Properties:
BM OS BH Neutral
Cities 2 0 8 5
Factories 0 0 1 0
Airports 0 0 0 1
Seaports 0 0 0 0
Missile Silos 0 0 0 0
Predeployed Units:
Northern Front:
OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber
BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket
BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery
Central Front:
BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile
BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles
Southern Front:
BM: 2 Mech, 3 A-Air, 1 Rocket
BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers
General Strategic Checklist:
1. Destroy both pipeline seems in the east to provide some aid to the
south with Andy's aerial forces.
2. Save your Blue Moon infantry and mechs and leave them unhurt before
you start taking the eight cities.
3. Use your northern forces to boost the central front forces.
Black Hole Strats: Flak has powerful units, but doesn't seem to know
how to use them. He will move it east, but since he only has three
rockets even near the silo, he doesn't really have that much of
a chance.
General Strategy: An even quicker way to do it in Day 11 is to advance
in the middle while staying out of rocket range. Use the medium tanks
and tanks' major powers to strike through the middle, while using
most of Andy's forces in the SOUTHERN front to go for total elimination
in just 10 days (dominating the middle in seven). Taking over 8 cities
should be done in 11 days. Easy 300 points.
To S-Rank: In the south, you'll want to block those Neotanks and medium
tanks from getting through with Andy's fighter or bomber. Sweep the
middle with your northern two fronts' forces of Olaf's. For power rating,
eliminate most of the southern front, if not all.
Olaf Day 1: Send all your forces as far west as possible.
Andy Day 1: Move the bomber SE as far as possible. Move your back
battle copters all the way west to attack the APC and mech. Send the
fighter to the bomber. Send other two battle copters northwest,
avoiding the missile range. Send APC 2SE.
Flak Day 1: He attacks Andy's APC. His forces move east. He builds
an infantry.
Olaf Day 2: Grit informs Olaf that Olaf needs to capture the 8
cities in the middle to deactivate the tower. Andy reminds Olaf to
destroy the pipes. Capture cities in northwest, as much as you can.
Advance toward pipes on the Northern Front but do not attack it.
In the Central Front, attack as far west as you can, injuring both
rockets. Move everything as far west as well except for one medium tank
which should attack the southern pipeline and deal it 55 damage. In the
south, start capturing the airport with one mech and keep A-Air out of
bomber range.
Andy Day 2: In the west, stay out of missile range and take out an APC,
recon, and mech. Use the bomber to bomb the northern pipeline and deal
it a massive 95 damage. Move APC 2E, end turn.
Flak Day 2: Brute Force. Advance units east. Rockets attack your
attacking tanks in the middle. All units move east. Infantry built.
Olaf Day 3: Use your 5HP tank to blow up the northern pipeline and
send units over. Finish capturing cities. In the south, capture the
airport and attack two bombers with two A-Air. Destroy a battle copter
with the other one. Try to keep your rocket protected, as he has
Neotanks coming at you. Destroy two rockets with your small tank and
medium tanks in the center, then use big bad medium tanks to take damage
next turn while dealing heavy on those pesky BH A-Air. Send all units
possible from northern front down to central except for one APC. End.
Andy Day 3: Move Andy's bomber 5S to destroy that pipeline. The missile
will destroy it, but you have to blow it up anyway...move your fighter
3S. Move your battle copters all east except one which should start
blowing up the northwest scorched pipeline to deal 25 damage. Move APC
down.
Flak Day 3: Your medium tank is bombarded by his remaining rocket and
medium tank in the north, and his missile downs your only bomber. In
the south, you lose an A-Air to a bomber while your mechs and rocket
get random hits as well.
Olaf Day 4: Winter Fury! That Super CO Power unleashes slow AND deals
2 damage to all enemy units AND boosts your power. Weaken the near
full-health bomber in the south, and take out a battle copter. In the
north, use your rocket to knock hit points off of the medium tank.
Use your artillery to take that out. Bring up a full health medium tank
to take out a small tank in the north of the Central Front. Use a tank
to clear the tank in the southern half, then finish off the A-Air with
your medium tank. Bring in your last one to form a solid medium tank
line and injure the tank. Send all units west (or southwest from
Northern Front). Remember to capture that last city up there...
Andy Day 4: Continue givi