Advance Wars 2 FAQ
Copyright Nintendo 2003
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 1.5
Dates Written: June 23rd to June 25th, 2003
I dedicate this to Steven Ng for being a good dude who hooks me up with some
games! I appreciate it and I appreciate you suggesting this gem for my next
FAQ!
Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
it up in the afterlife as you did in this world. You will always be in my
memories, and you will never be forgotten.
-----------
Version 0.6
-----------
-Submitted FAQ on June 23, 2003
-Done Walkthrough to end of Yellow Comet with some Green Earth Missions done
-Units section complete
-Terrain section complete
-Started CO Section
-Started Black Hole Installations sections
-----------
Version 1.0
-----------
-Submitted FAQ June 25, 2003
-Done walkthrough
-Black hole Installations section added in Deathray
-CO Section added in Sturm info & added in Nell info
-----------
Version 1.5
-----------
-Submitted FAQ February 26th, 2007
-Altered format
-Added in other sites that are now allowed to use this FAQ
-Added in the stats for the offensive/defensive abilities of each unit
----------------------------------------------------------------------------
-----------------------------Table Of Contents------------------------------
----------------------------------------------------------------------------
1) Introduction
2) Units
3) Terrain
4) Walkthrough
5) Commanding Officers
6) Black Hole Installations
7) Final Word
----------------------------------------------------------------------------
-------------------------------Introduction---------------------------------
----------------------------------------------------------------------------
1) After initially pushing Sturm of the Black Hole back from Wars Land, he
returned to his origin of Macro Land where Black Hole ruled with an iron
fist. Sturm recruits Hawke, a fellow Black Hole CO to help him with the
invasion of Wars Land, as well as some lesser CO's named Flak, Lash, and
Adder. They will be coming in full force this time, fighting the Orange
Star, Blue Moon, Yellow Comet, and Green Earth with all of their special
weaponry and installations. Do you think you can assist the CO's of the
various nations of Wars Land to once again repel the dark intentions of
the Black Hole!?
----------------------------------------------------------------------------
----------------------------------Units-------------------------------------
----------------------------------------------------------------------------
2) This section will give information on each type of unit, what their
weaponry is and what units they can fight.
The stats will be based on both units being at full power (both have full
Hit Points), the Defensive Terrain being a value of 0, and this will not
take into account CO bonuses/penalties on the attacks. It should be
useful as a quick reference for offensive and defensive abilities of each
unit type. Also note that any attack listed as 0% means that the unit
type can not attack that unit type. Al so note that any defense listed
as 0% means that the unit type can not be attacked by the unit listed.
o------------------------o
| Short Range Land Units |
o------------------------o
~~~~~~~~~~~~~~
~~~~ Infantry ~~~~
~~~~~~~~~~~~~~
Cost : 1000
Movement Points : 3 (1 in mountains)
Vision : 2
Primary Weapon : None
Secondary Weapon: Machine Gun
These are the lighter foot soldiers in your army. They are only good for
fighting other Infantry and Mech units when it comes to battling, but they
are also useful for expanding your territory by capturing new cities.
===================
Attacking Abilities
===================
Infantry : 55%
Mech : 45%
Recon : 12%
APC : 14%
Anti-Air : 5%
Tank : 5%
Md Tank : 1%
Neotank : 1%
Artillery : 15%
Rocket : 25%
Missile : 25%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 30%
B Copter : 7%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 55%
Mech : 65%
Recon : 70%
APC : 0%
Anti-Air : 105%
Tank : 75%
Md Tank : 105%
Neotank : 125%
Artillery : 90%
Rocket : 95%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 95%
T Copter : 0%
B Copter : 75%
Fighter : 0%
Bomber : 110%
~~~~~~~~~~
~~~~ Mech ~~~~
~~~~~~~~~~
Cost : 3000
Movement Points : 2 (2 in mountains)
Vision : 2
Primary Weapon : Bazooka (3 Rounds)
Secondary Weapon: Machine Gun
Mechs move slightly slower than other foot soldier counterparts, but this is
due to their Primary Weapon the Bazooka. They have 3 rounds of the tank
missile ammo before running dry, which means they will use their secondary
weapon (Machine Gun) for all battles. They are slightly more powerful than
Infantry with the Machine Gun in battle, and they can stand against Tanks
and Recon units fairly well.
===================
Attacking Abilities
===================
Infantry : 65%
Mech : 55%
Recon : 85% (18% without Bazooka)
APC : 75% (20% without Bazooka)
Anti-Air : 65% ( 6% without Bazooka)
Tank : 55% ( 6% without Bazooka)
Md Tank : 15% ( 1% without Bazooka)
Neotank : 15% ( 1% without Bazooka)
Artillery : 70% (32% without Bazooka)
Rocket : 85% (35% without Bazooka)
Missile : 85% (32% without Bazooka)
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 35%
B Copter : 9%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 45%
Mech : 55%
Recon : 65%
APC : 0%
Anti-Air : 105%
Tank : 70%
Md Tank : 95%
Neotank : 115%
Artillery : 85%
Rocket : 90%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 90%
T Copter : 0%
B Copter : 75%
Fighter : 0%
Bomber : 110%
~~~~~~~~~~~
~~~~ Recon ~~~~
~~~~~~~~~~~
Cost : 4000
Movement Points : 8 (3 per non-Road surface)
Vision : 5
Primary Weapon : None
Secondary Weapon: Machine Gun
These guys are essentially Infantry with wheels. They have high-powered
Machine guns for weapons, so they are ideal for taking on foot soldiers.
Add in the fact that their vision is so great (a real asset in Fog Of War
situations), and you have an unique and useful unit. However, these
fellows can not capture cities or traverse across non-Road areas quickly,
so be wary of this when moving out with them.
===================
Attacking Abilities
===================
Infantry : 70%
Mech : 65%
Recon : 35%
APC : 45%
Anti-Air : 4%
Tank : 6%
Md Tank : 1%
Neotank : 1%
Artillery : 45%
Rocket : 55%
Missile : 28%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 35%
B Copter : 10%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 12%
Mech : 85% (18% without Bazooka)
Recon : 35%
APC : 0%
Anti-Air : 60%
Tank : 85% (40% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (65% wihtout Cannon)
Artillery : 80%
Rocket : 90%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 90%
T Copter : 0%
B Copter : 55%
Fighter : 0%
Bomber : 105%
~~~~~~~~~
~~~~ APC ~~~~
~~~~~~~~~
Cost : 5000
Movement Points : 6
Vision : 1
Primary Weapon : None
Secondary Weapon: None
No weaponry for this baby as the APC (Armored Personnel Carrier) is intended
for primary use as a transport for foot soldiers.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 14%
Mech : 75% (20% without Bazooka)
Recon : 45%
APC : 0%
Anti-Air : 50%
Tank : 75% (45% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (45% without Cannon)
Artillery : 70%
Rocket : 80%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 80%
T Copter : 0%
B Copter : 60% (20% without Missile)
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~~
~~~~ Anti-Air ~~~~
~~~~~~~~~~~~~~
Cost : 8000
Movement Points : 6
Vision : 2
Primary Weapon : Vulcan (9 Rounds)
Secondary Weapon: None
These treaded terrors are a fairly good investment as they can take down any
flying units Hit points super fast. They also have great success against foot
soldiers and moderate success against lighter armored vehicles. They are
susceptible to explosive rounds though, so be especially wary of the Tanks in
the game.
===================
Attacking Abilities
===================
Infantry : 105%
Mech : 105%
Recon : 60%
APC : 50%
Anti-Air : 45%
Tank : 25%
Md Tank : 10%
Neotank : 5%
Artillery : 50%
Rocket : 55%
Missile : 55%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 120%
B Copter : 120%
Fighter : 100%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 5%
Mech : 65% ( 6% without Bazooka)
Recon : 4%
APC : 0%
Anti-Air : 45%
Tank : 65% ( 6% without Cannon)
Md Tank : 105% ( 7% without Cannon)
Neotank : 115% (17% without Cannon)
Artillery : 75%
Rocket : 85%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 85%
T Copter : 0%
B Copter : 25% ( 6% without Missile)
Fighter : 0%
Bomber : 95%
~~~~~~~~~~
~~~~ Tank ~~~~
~~~~~~~~~~
Cost : 7000
Movement Points : 6
Vision : 3
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: Machine Gun
These are the weakest of the Tank family, but they still deal decent damage
to other Tanks and lightly armored units (like Recon and Anti-Air units).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Recon's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly cheap hard hitter that
is fairly susceptible to explosive rounds.
===================
Attacking Abilities
===================
Infantry : 75%
Mech : 70%
Recon : 85% (40% without Cannon)
APC : 75% (45% without Cannon)
Anti-Air : 65% ( 6% without Cannon)
Tank : 55% ( 6% without Cannon)
Md Tank : 15% ( 1% without Cannon)
Neotank : 15% ( 1% without Cannon)
Artillery : 70% (45% without Cannon)
Rocket : 80% (55% without Cannon)
Missile : 80% (30% without Cannon)
Lander : 10% ( 0% without Cannon)
Cruiser : 5% ( 0% without Cannon)
Submarine : 1% ( 0% without Cannon) (only if Sub is on the surface)
Battleship: 1% ( 0% without Cannon)
T Copter : 40%
B Copter : 10%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 5%
Mech : 55% ( 6% without Bazooka)
Recon : 6%
APC : 0%
Anti-Air : 25%
Tank : 55% ( 6% without Cannon)
Md Tank : 85% ( 8% without Cannon)
Neotank : 105% (10% without Cannon)
Artillery : 70%
Rocket : 80%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 80%
T Copter : 0%
B Copter : 55% ( 6% without Missile)
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~
~~~~ Md Tank ~~~~
~~~~~~~~~~~~~
Cost : 16000
Movement Points : 5
Vision : 1
Primary Weapon : Cannon (8 Rounds)
Secondary Weapon: Machine Gun
These are the middle of the Tank family power wise, they pack harsh damage
to anything with metal coating 9exceptions being sea vessels and Neotanks).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Tank's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly expensive hard hitter
that is only susceptible to long range attackers as well as Md Tanks or
Neotanks.
===================
Attacking Abilities
===================
Infantry : 105%
Mech : 95%
Recon : 105% (45% without Cannon)
APC : 105% (45% without Cannon)
Anti-Air : 105% (10% without Cannon)
Tank : 85% ( 8% without Cannon)
Md Tank : 55% ( 1% without Cannon)
Neotank : 45% ( 1% without Cannon)
Artillery : 105% (45% without Cannon)
Rocket : 105% (55% without Cannon)
Missile : 105% (35% without Cannon)
Lander : 35% ( 0% without Cannon)
Cruiser : 45% ( 0% without Cannon)
Submarine : 10% ( 0% without Cannon) (only if Sub is on the surface)
Battleship: 10% ( 0% without Cannon)
T Copter : 45%
B Copter : 12%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 1%
Mech : 15% ( 1% without Cannon)
Recon : 1%
APC : 0%
Anti-Air : 10%
Tank : 1%
Md Tank : 55% ( 1% without Cannon)
Neotank : 75% ( 1% without Cannon)
Artillery : 45%
Rocket : 55%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 55%
T Copter : 0%
B Copter : 25% ( 1% without Missile)
Fighter : 0%
Bomber : 95%
~~~~~~~~~~~~~
~~~~ Neotank ~~~~
~~~~~~~~~~~~~
Cost : 22000
Movement Points : 6
Vision : 1
Primary Weapon : New Cannon (9 Rounds)
Secondary Weapon: Machine gun
This unit is not available until the plans for it have been "liberated" from
Black Hole labs that are in each country. Neotanks are the top of the line
in power for land units, dealing incredible damage to almost everything they
fire on.
===================
Attacking Abilities
===================
Infantry : 125%
Mech : 115%
Recon : 125% (65% without Cannon)
APC : 125% (45% without Cannon)
Anti-Air : 115% (17% without Cannon)
Tank : 105% (10% without Cannon)
Md Tank : 75% ( 1% without Cannon)
Neotank : 55% ( 1% without Cannon)
Artillery : 115% (65% without Cannon)
Rocket : 125% (75% without Cannon)
Missile : 125% (55% without Cannon)
Lander : 50% ( 0% without Cannon)
Cruiser : 50% ( 0% without Cannon)
Submarine : 15% ( 0% without Cannon) (only if Sub is on the surface)
Battleship: 15% ( 0% without Cannon)
T Copter : 55%
B Copter : 22%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 1%
Mech : 15% ( 1% without Bazooka)
Recon : 1%
APC : 0%
Anti-Air : 5%
Tank : 15% ( 1% without Cannon)
Md Tank : 45% ( 1% without Cannon)
Neotank : 55% ( 1% without Cannon)
Artillery : 40%
Rocket : 50%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 50%
T Copter : 0%
B Copter : 20%
Fighter : 0%
Bomber : 90%
o-----------------------o
| Long Range Land Units |
o-----------------------o
~~~~~~~~~~~~~~~
~~~~ Artillery ~~~~
~~~~~~~~~~~~~~~
Cost : 6000
Movement Points : 5
Vision : 1
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: None
A rather inexpensive long range attacker, it can fire on any enemy (excluding
air units) within the range of 2-3 spaces. It deal fairly heavy damage, even
to armored vehicles.
===================
Attacking Abilities
===================
Infantry : 90%
Mech : 85%
Recon : 80%
APC : 70%
Anti-Air : 75%
Tank : 70%
Md Tank : 45%
Neotank : 40%
Artillery : 75%
Rocket : 80%
Missile : 80%
Lander : 55%
Cruiser : 65%
Submarine : 60% (only if Sub is on the surface)
Battleship: 40%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 15%
Mech : 70% (32% without Bazooka)
Recon : 45%
APC : 0%
Anti-Air : 50%
Tank : 70% (45% without Cannon)
Md Tank : 105% (45% without Cannon)
Neotank : 125% (65% without Cannon)
Artillery : 75%
Rocket : 80%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 80%
T Copter : 0%
B Copter : 65% (25% without Missile)
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~
~~~~ Rocket ~~~~
~~~~~~~~~~~~
Cost : 15000
Movement Points : 5 (3 per non-Road surface)
Vision : 1
Primary Weapon : Rockets (6 Rounds)
Secondary Weapon: None
An expensive but deadly long range attacker, it can fire on any enemy
(excluding air units) within the range of 3-5 spaces. It deals spectacular
damage, even to the toughest of armored vehicles.
===================
Attacking Abilities
===================
Infantry : 95%
Mech : 90%
Recon : 90%
APC : 80%
Anti-Air : 85%
Tank : 80%
Md Tank : 55%
Neotank : 50%
Artillery : 80%
Rocket : 85%
Missile : 90%
Lander : 60%
Cruiser : 85%
Submarine : 85% (only if Sub is on the surface)
Battleship: 55%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 25%
Mech : 85% (35% without Bazooka)
Recon : 55%
APC : 0%
Anti-Air : 55%
Tank : 85% (55% without Cannon)
Md Tank : 105% (55% without Cannon)
Neotank : 125% (75% without Cannon)
Artillery : 80%
Rocket : 85%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 85%
T Copter : 0%
B Copter : 65% (35% without Missile)
Fighter : 0%
Bomber : 105%
~~~~~~~~~~~~~
~~~~ Missile ~~~~
~~~~~~~~~~~~~
Cost : 12000
Movement Points : 4 (3 per non-Road surface)
Vision : 5
Primary Weapon : Missiles (6 Rounds)
Secondary Weapon: None
An expensive but deadly long range attacker, it can fire on any air unit
within the range of 3-5 spaces. It deals spectacular damage, even
destroying B Copters and T Copters in one round with full Hit Points.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 120%
B Copter : 120%
Fighter : 100%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 25%
Mech : 85% (35% without Bazooka)
Recon : 28%
APC : 0%
Anti-Air : 55%
Tank : 85% (35% without Cannon)
Md Tank : 105% (35% without Cannon)
Neotank : 125% (55% without Cannon)
Artillery : 80%
Rocket : 90%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 90%
T Copter : 0%
B Copter : 65% (35% without Missile)
Fighter : 0%
Bomber : 105%
o-------------o
| Water Units |
o-------------o
~~~~~~~~~~~~
~~~~ Lander ~~~~
~~~~~~~~~~~~
Cost : 12000
Movement Points : 7
Vision : 1
Primary Weapon : None
Secondary Weapon: None
No weaponry here as the Lander is intended solely for transporting land
units from one shore to another. It can transport up to two units at a
time, but it can only land on a shore where there are Shallows or at a Port
(does not need to be under your control).
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 10% ( 0% without Cannon)
Md Tank : 35% ( 0% without Cannon)
Neotank : 50% ( 0% without Cannon)
Artillery : 55%
Rocket : 60%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 95%
Battleship: 95%
T Copter : 0%
B Copter : 25%
Fighter : 0%
Bomber : 85%
~~~~~~~~~~~~~
~~~~ Cruiser ~~~~
~~~~~~~~~~~~~
Cost : 18000
Movement Points : 7
Vision : 3
Primary Weapon : Missiles (9 Rounds)
Secondary Weapon: Anti-Air Gun
A jack-of-all-trades on the sea, this vessel is very adept at bringing down
Submarines (using the Primary Weapon) and air force units (really effective
on both Helicopter types and fair against both Plane types). It can also
carry up to two Helicopters (both types) on it's deck at one time.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 90%
Battleship: 0%
T Copter : 115%
B Copter : 115%
Fighter : 55%
Bomber : 65%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 10% ( 0% without Cannon)
Md Tank : 35% ( 0% without Cannon)
Neotank : 50% ( 0% without Cannon)
Artillery : 65%
Rocket : 85%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 25%
Battleship: 95%
T Copter : 0%
B Copter : 55%
Fighter : 0%
Bomber : 85%
~~~~~~~~~~~~~~~
~~~~ Submarine ~~~~
~~~~~~~~~~~~~~~
Cost : 20000
Movement Points : 6
Vision : 5
Primary Weapon : Torpedoes (6 Rounds)
Secondary Weapon: None
Subs can fire on naval units only, and they do very poorly against Cruisers
while great against other Subs and Battleships. They will burn either one
unit of fuel (on the surface) or five units of fuel (submerged) at the
beginning of each turn. However, submerged Subs can not be detected by
units unless they are right beside the unit.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 95%
Cruiser : 25%
Submarine : 55%
Battleship: 55%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 1% ( 0% without Cannon) (only if Sub is on the surface)
Md Tank : 10% ( 0% without Cannon) (only if Sub is on the surface)
Neotank : 15% ( 0% without Cannon) (only if Sub is on the surface)
Artillery : 60% (only if Sub is on the surface)
Rocket : 85% (only if Sub is on the surface)
Missile : 0%
Lander : 0%
Cruiser : 90%
Submarine : 55%
Battleship: 95% (only if Sub is on the surface)
T Copter : 0%
B Copter : 25%
Fighter : 0%
Bomber : 95% (only if Sub is on the surface)
~~~~~~~~~~~~~~~~
~~~~ Battleship ~~~~
~~~~~~~~~~~~~~~~
Cost : 28000
Movement Points : 6
Vision : 2
Primary Weapon : Cannon (9 Rounds)
Secondary Weapon: None
A floating armada of pain, these Cannons can attack any unit (except air
units) within a range of 2-6 spaces. They deliver devastating damage to
even the largest of units and they have the potential to wipe out a lot of
units in a hurry.
===================
Attacking Abilities
===================
Infantry : 95%
Mech : 90%
Recon : 90%
APC : 80%
Anti-Air : 85%
Tank : 80%
Md Tank : 55%
Neotank : 50%
Artillery : 80%
Rocket : 85%
Missile : 90%
Lander : 95%
Cruiser : 95%
Submarine : 95% (only if Sub is on the surface)
Battleship: 50%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 1% ( 0% without Cannon)
Md Tank : 10% ( 0% without Cannon)
Neotank : 15% ( 0% without Cannon)
Artillery : 40%
Rocket : 55%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 55%
Battleship: 50%
T Copter : 0%
B Copter : 25%
Fighter : 0%
Bomber : 75%
o-----------o
| Air Units |
o-----------o
~~~~~~~~~~~~~~
~~~~ T Copter ~~~~
~~~~~~~~~~~~~~
Cost : 5000
Movement Points : 6
Vision : 2
Primary Weapon : None
Secondary Weapon: None
The "T" is for Transport, and that is what this whirlybird does for your
forces. It can carry one foot soldier at a time and it can load/unload
only when it is over solid ground itself. Useful for sneaking by the
front lines to snake a property or even the Enemy Headquarters.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 30%
Mech : 35%
Recon : 35%
APC : 0%
Anti-Air : 120%
Tank : 40%
Md Tank : 45%
Neotank : 55%
Artillery : 0%
Rocket : 0%
Missile : 120%
Lander : 0%
Cruiser : 115%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 95%
Fighter : 100%
Bomber : 0%
~~~~~~~~~~~~~~
~~~~ B Copter ~~~~
~~~~~~~~~~~~~~
Cost : 9000
Movement Points : 6
Vision : 3
Primary Weapon : Missiles (6 Rounds)
Secondary Weapon: Machine Gun
A real good addition to your armies, B Copters can use their Missiles to
fight armored foes and they can use their Machine Guns to take down other
units. They can really hurt Infantry, Mech, B Copters, and Tanks or lower
in the armored units. However, they are quite weak to any Anti-Air units
and they should be used as support attackers instead of being your front
line attackers. They do not do well vs. Navy (except Cruisers) and they
can attack Helicopters only in the air (both kinds, but very well).
===================
Attacking Abilities
===================
Infantry : 75%
Mech : 75%
Recon : 55% (30% without Missile)
APC : 60% (20% without Missile)
Anti-Air : 25% ( 6% without Missile)
Tank : 55% ( 6% without Missile)
Md Tank : 25% ( 1% without Missile)
Neotank : 20% ( 1% without Missile)
Artillery : 65% (25% without Missile)
Rocket : 65% (35% without Missile)
Missile : 65% (35% without Missile)
Lander : 25% ( 0% without Missile)
Cruiser : 55% ( 0% without Missile)
Submarine : 25% ( 0% without Missile) (only if Sub is on the surface)
Battleship: 25% ( 0% without Missile)
T Copter : 95%
B Copter : 65%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 7%
Mech : 9%
Recon : 10%
APC : 0%
Anti-Air : 120%
Tank : 10%
Md Tank : 12%
Neotank : 22%
Artillery : 0%
Rocket : 0%
Missile : 120%
Lander : 0%
Cruiser : 115%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 65%
Fighter : 100%
Bomber : 0%
~~~~~~~~~~~~~
~~~~ Fighter ~~~~
~~~~~~~~~~~~~
Cost : 20000
Movement Points : 9
Vision : 2
Primary Weapon : Missiles (9 Rounds)
Secondary Weapon: None
Purely an air unit fighter, these guys are made to stop charging Helicopters
in one volley of Missiles, as well as badly crippling other Fighters and
Bombers. Expensive to deploy, they can be taken down but Anti-Air units and
Missiles fairly easily, so keep an eye out for those units when moving.
Still a useful unit to have, especially when the enemy likes to bring the
air units after your forces repeatedly.
===================
Attacking Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 0%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 0%
Lander : 0%
Cruiser : 0%
Submarine : 0%
Battleship: 0%
T Copter : 100%
B Copter : 100%
Fighter : 55%
Bomber : 100%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 65%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 100%
Lander : 0%
Cruiser : 55%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Fighter : 55%
Bomber : 0%
~~~~~~~~~~~~
~~~~ Bomber ~~~~
~~~~~~~~~~~~
Cost : 22000
Movement Points : 7
Vision : 2
Primary Weapon : Bombs (9 Rounds)
Secondary Weapon: None
A devastating sight to any ground unit that hears their jet engine whine as
it approaches, these behemoths can only be fired on by a select few units as
they bring their hard hitting payload. Anti-Air and Missiles are the only
ground units that can fire on them Cruisers are on the only sea units to
fire on them, and Fighters are the only air unit to fire on them. However,
Bombers are an excellent way to remove heavily armored land units and they
are worth the price that they boast.
===================
Attacking Abilities
===================
Infantry : 110%
Mech : 110%
Recon : 105%
APC : 105%
Anti-Air : 95%
Tank : 105%
Md Tank : 95%
Neotank : 90%
Artillery : 105%
Rocket : 105%
Missile : 105%
Lander : 95%
Cruiser : 85%
Submarine : 95% (only if Sub is on the surface)
Battleship: 75%
T Copter : 0%
B Copter : 0%
Fighter : 0%
Bomber : 0%
===================
Defending Abilities
===================
Infantry : 0%
Mech : 0%
Recon : 0%
APC : 0%
Anti-Air : 75%
Tank : 0%
Md Tank : 0%
Neotank : 0%
Artillery : 0%
Rocket : 0%
Missile : 100%
Lander : 0%
Cruiser : 65%
Submarine : 0%
Battleship: 0%
T Copter : 0%
B Copter : 0%
Fighter : 100%
Bomber : 0%
----------------------------------------------------------------------------
---------------------------------Terrain------------------------------------
----------------------------------------------------------------------------
3) This section will give you the heads up on how to use the terrain to your
advantage when battling the opposition.
o------------o
| Land Types |
o------------o
~~~~~~~~~~
~~~~ Road ~~~~
~~~~~~~~~~
Defense Rating: 0
Since there is no cover when using the road, your units are extremely
vulnerable to damage. However, it is the best movement place for wheeled
vehicles.
~~~~~~~~~~~~
~~~~ Plains ~~~~
~~~~~~~~~~~~
Defense Rating: 1
With minimal cover, your troops will still be rather open to being hit hard
by the opposition. Wheeled vehicles will use two movement points per Plain
crossed.
~~~~~~~~~~~~
~~~~ Forest ~~~~
~~~~~~~~~~~~
Defense Rating: 2
The trees afford the unit residing within some coverage from fire. Wheeled
vehicles use 3 movement points through these woods.
~~~~~~~~~~
~~~~ City ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a City and still take very
little damage. If the City is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged.
~~~~~~~~~
~~~~ Lab ~~~~
~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a City and still take very
little damage.
~~~~~~~~~~
~~~~ Base ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Base and still take very
little damage. If the Base is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a ground unit). Also,
if the Base is unoccupied by an unit, you can purchase a new ground unit to
appear there.
~~~~~~~~~~~~~
~~~~ Airport ~~~~
~~~~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding an Airport and still take very
little damage. If the Airport is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is an air unit. Also, if
the Airport is unoccupied by an unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Port ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Port and still take very
little damage. If the Port is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a water unit). Also, if
the Airport is unoccupied by an unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Silo ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Silo and still take very
little damage. A great attacking building, it can be fired (only one time
though) by an Infantry or a Mech. They have unlimited range and a large
splash damage area, but both sides in the conflict can be hurt by it.
~~~~~~~~~~~~~~~~~~
~~~~ Headquarters ~~~~
~~~~~~~~~~~~~~~~~~
Defense Rating: 4
An unit can take a good beating while holding Headquarters and still take
very little damage. This building is the nerve centre of each army, and if
it is captured, the side that lost their Headquarters loses the battle.
~~~~~~~~~~~~~~
~~~~ Mountain ~~~~
~~~~~~~~~~~~~~
Defense Rating: 4
An unit can take a good beating while holding a Mountain and still take very
little damage. Only Infantry and Mech units may enter mountains, giving them
the upper hand in battles with stronger foes. They also experience increased
vision during Fog Of War maps from these locales.
o-------------o
| Water Types |
o-------------o
~~~~~~~~~~~
~~~~ Shoal ~~~~
~~~~~~~~~~~
Defense Rating: 0
An unique land type in that both land and water units can set foot on.
No cover to be found, so maximum damage will be taken when in a fight.
~~~~~~~~~
~~~~ Sea ~~~~
~~~~~~~~~
Defense Rating: 0
Sea going vessels only here, with no cover what so ever. Units here are
completely open to damage.
~~~~~~~~~~
~~~~ Reef ~~~~
~~~~~~~~~~
Defense Rating: 1
The lone place on the sea where an unit can have some protection from
attack, albeit a very small amount of protection.
----------------------------------------------------------------------------
-------------------------------Walkthrough----------------------------------
----------------------------------------------------------------------------
4) This section will give maps, statistics, and strategies to get through
each map in the game. This includes the hidden lab areas as well, which
will be placed at the very end of a country's region of the walkthrough.
o----------------------o
| Orange Star Missions |
o----------------------o
~~~~~~~~~~~~~
~~~~ Cleanup ~~~~
~~~~~~~~~~~~~
Orange Star CO: Andy
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
--------------
|WWWF F R |
|WXWwwwwF FR |
|WWW wwF ER |
|MFF www RF|
|F M F w R |
|RRR MF FwwwRw|
|M R F R |
| R R |
|RRHRRRRRRRFRR |
| F F F FFF F|
--------------
A very simple map to start you off on, you will need to accomplish one to of
two things to be victorious: eradicate the troops Flak has OR capture his
Headquarters.
----------------
No Quarter Given
----------------
If you choose to slaughter his troops, stroll forward with your Infantry
following behind your APC. When the opponent is close enough that they
could walk into range of your APC, send your APC into their range to bait
them forward, and then charge in and shoot them after they have attacked
your APC first (the APC will survive easily). Then just repeat on the
second Infantry member for the victory!
----------------
Headquarter Raid
----------------
The second option has one Infantry loading into the APC, the other two
Infantry marching east to engage the charging Black Hole Infantry, and your
APC should head towards the Enemy Headquarters. Once the APC nears the
river, let the Infantry out to march across the river and then capture the
Enemy Headquarters!
~~~~~~~~~~~~~~~~~~~~~
~~~~ Border Skirmish ~~~~
~~~~~~~~~~~~~~~~~~~~~
Orange Star CO: Sami
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|FFWWWWWWFMM F|
|FF wMF FFECRR|
| wF FF |
| w FM |
| F Fwwww CM |
|FRRRRRCR M |
| R F wwwwFFFF|
|FW c w MMF|
|RH wFMMF|
| FwFFMF|
---------------
Start Day One by sending your Mech Unit up to attack the Tank, followed by
using your Tank to destroy the Tank completely. Then send your remaining
forces towards the bridge, making sure your Infantry starts capturing the
neutral city.
Day Two brings the re-organizing of your troops so your APC or Tank holds
the city short of the bridge while your Artillery sets up behind the tougher
unit for protection so it can deliver it's deadly payload. Finish capturing
the neutral city and start your Mech Unit to go there and recover.
Day Three will dawn with the enemy having drawn close enough for your
Artillery to blast a Tank (do so). You then have the option of sending your
Tank across the bridge to blow the hurt Tank up or damage the remaining
unhurt Tank. Your Infantry can start to go towards the river and your Mech
unit can stop in the captured town to recover it's Hit Points.
Day Four onwards has your Artillery, Tank, and Mech Unit mopping up the
remnants of the enemy Tanks, followed by the enemy Infantry to finish the
map. You can also use your APC after the Tanks are gone to carry an
Infantry to the Enemy Headquarters to capture it!
~~~~~~~~~~~~~~~~
~~~~ Orange Dawn ~~~~
~~~~~~~~~~~~~~~~
Orange Star CO: Max
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
| F F FWWWWW|
|CRERCRRRRFRRF W|
| WWC W|
|M WWWRWW|
|MF WWWWWWWWWRWW|
|WWWW WFFCW|
|WWW FFF W|
|WF W|
|M MW|
|MMF H MMW|
---------------
Max has some great units with him, including some direct combat units (his
specialty). You have two choices on how to win, both of which will be
covered below:
----------------
No Quarter Given
----------------
Day One has your Helicopters double-teaming there counterpart Helicopter as
an Infantry loads to the T Copter to fly northwards. Have your 2 Tanks and
Md Tank move up to the bridge along with your Artillery.
Day Two has the enemy coming for you, so move up to the next island to set
your defenses properly, and have your Helicopters harass the Infantry or
Tank (leave the Md Tanks alone though). Have your T Copter either drop the
Infantry off, or if you did so last turn, move and capture the city.
Day Three has your Tanks and Md Tank moving out to intercept the charging
enemies as your Helicopters put the finishing touches on the Infantry.
Day Four and onwards involves a simple mop-up up of the remaining forces
(use your Md Tank and Helicopters on their Md Tank). You will soon be
victorious!
----------------
Headquarter Raid
----------------
Day One has your Helicopters double-teaming there counterpart Helicopter as
an Infantry loads to the T Copter to fly westwards. Have your 2 Tanks and
Md Tank move up to the bridge along with your Artillery.
Day Two has the enemy coming for you, so make your defenses by the bridge,
and have your Helicopters harass the Infantry or Tank (leave the Md Tanks
alone though). Have your T Copter fly further into the bay, but stay away
from the shoreline yet.
Day Three has the enemy charging forward, so engage and destroy as your T
Copter drops the Infantry off.
Day Four and Day Five are a simple matter of holding the enemy back as you
capture the Headquarters.
~~~~~~~~~~~~~~~~~
~~~~ Flak Attack ~~~~
~~~~~~~~~~~~~~~~~
Orange Star CO: Max
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
| RRRRRRRRC CFF|
| EWWWWWWWWWWWFF|
|WWWWWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WWWWWWWWW FFCF|
|WWWWWWWWWF FRF|
|WWW F F R |
|WWF R |
|WF CHC|
---------------
Flak has gained ahold of some serious firepower here, using 3 Helicopters,
2 Bombers, and a Fighter to go with his Infantry and his Tank! Max is no
slouch either with some great air defenses in Anti-Air units and a Missile
battery as well as a couple Helicopters. The best route to victory is to
fight for the complete annihilation of Flak (he comes at you full force
anyway).
Day One starts out with your Helicopter near the enemy attacking one of
their Helicopters since the Fighter will hunt your Helicopter down
regardless of what you do. Then you need to move the left-most Anti-Air
unit down one space and the top Anti-Air unit one space to the right so the
Bombers will be unable to reach them. Now use your Missile unit on the
Helicopter nearby to destroy it, send your Mech unit up to start capturing
the neutral city, and then position your Rockets behind that city. Then
check where the Fighter can attack your remaining flying units and position
your Helicopter just out of range of the Fighter.
Day Two has the enemy aircraft much closer to your troops, so use your
appropriate units to take them down quickly. Try to protect your Helicopter
so the Fighter can not hit it next turn, and try to do the same for your
Missiles and Rockets as well. Finishing capturing that neutral city to find
the map to a secret weapons lab (this will be covered at the next to last of
the Orange Star Missions sub-section, so go there after this map if you
choose to play it next [the title: Test Of Time])!
Day Three has max putting the finishing touches on as many of the enemy
units as possible. If you are a little lucky and highly effective in your
use of units, you will finish the battle by this point. Otherwise, mop-up
the remnants on Day Four for the victory!
~~~~~~~~~~~~~~
~~~~ Lash Out ~~~~
~~~~~~~~~~~~~~
Orange Star CO: Sami
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|WWWWWWWF FWW FW|
|W BFRRR E RRC W|
|W FWWWWF FWWWRW|
|WRWWWWWSSSW F C|
|WRWWWWWWWWW RRC|
|WR F WWWWWWRRSS|
|FR FWWWWWWWWWW|
|FRRRRRRRFFSWWWW|
|MMMRMMFMFFSWWWW|
|MMFRMFFM SWWWW|
| C RC C FFSWWWW|
| RRHRR FFSWWWW|
| RWSSSSSSWWWWWW|
| RWWWWWWWWWWWWW|
---------------
Lash has set up here with the intent of holding Sami at bay for 7 days, at
which point Flak will appear to decimate Sami's forces. This means you have
till Day Seven to take Enemy Headquarters, so let's get to work!
Day One will start by moving your T Copter out of the enemies reach. Next
up, use your Battleship to blast the Rockets to the north, have your Cruiser
badly damage the Sub, and then move your own Sub to the space to the
southwest of your Battleship to preserve it from the enemy Cruiser. Next
are the land units, so move a Mech and a Tank onto the Lander, followed by
moving up beside the west side of the Battleship. Then start sending your
remaining forces north to start the assault on the Base on the next island.
Day Two has you finishing off the remaining aquatic forces of the enemy as
you move your main land force across the bridge to the small island. Your
T Copter AND Lander will now continue forward towards the Enemy
Headquarters.
Day Three requires nothing more than doing any moves you feel necessary
(like continuing to attack the northeast island) while waiting for the enemy
to finally clear out of the island with their headquarters.
Day Four is the invasion, so continue to decimate their forces where ever
you can and land the troops to take the Enemy Headquarters on Day Five and
Day Six!
~~~~~~~~~~~~~~~~~
~~~~ Andy's Time ~~~~
~~~~~~~~~~~~~~~~~
Orange Star CO: Andy
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
------------------
|FC *** B B FF|
|RRR***RRRRRRRRRRRF|
|MC *** F CRC CR |
|MM R F RF|
|MMMRR FWWWRWWW R |
| CFRFF WWWRWWWF RF|
|BRRRFFFWWF WWW CR |
| FF WWW BWWWF RF|
|F FF FWWWC WWW RF|
|WWRWWWWWWWWWWW RF|
|WWRWWWWWWWWWWW CR |
|WWFW WWFF FF RF|
|WW FW CR |
|WWC RRRRRRRRRRRRF|
|WWWWWW C C BHBF|
------------------
You will see the large Cannon right off the start, but you already know it
fires every third turn thanks to this FAQ. Be sure to check it's impressive
range immediately and then set out to destroy it!
Day One has your lone Infantry loading into the T Copter to go to the city
in the north while buying two more Infantry.
Day Two has those Infantry moving out (one to start capturing a city, one
straight north), and then move the T Copter into the range of the
non-capturing Infantry for the next turn. Have the Infantry in the north
start capturing the City there. Buy an Anti-Air or Tank unit too.
Day Three has two Infantry finishing the capture of two Cities, the loading
of a T Copter to go to the centre island to drop the Infantry off, and the
moving of your killing unit northward. Make sure to buy anything you want,
but consider saving money from here on out to buy a heavy hitter like a Md
Tank.
Day Four brings the migration of your troops northward while starting to
capture the Base on the centre island. Continue this trend for Day Five as
you really bring your forces to bear on Flak's Infantry. Do not buy
anything on these days to save up for a Md Tank.
Day Six will dawn with enough money for the Md Tank (or even a Neotank if
you have done the lab map already), so buy it for your charge at the Cannon.
Continue to liberate and destroy the Flak's forces.
Day Seven onwards will be moving your Md Tank to bust the door on the Cannon
(it is on the south side of the Cannon complex) while your troops continue
to make Flak suffer for his lack of quantity and quality in his units. Once
you have destroyed the Cannon, the map will be finished!
~~~~~~~~~~~~~~~~~~
~~~~ Test Of Time ~~~~
~~~~~~~~~~~~~~~~~~
Orange Star CO: Andy
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|MMMMMMFMF F MMM|
|MM RRRRRRRRMM|
|M R C C R M|
| F R SSS R M|
|C RRMSXS R M|
|MF RMSSS R F|
|MM MMMRCRRRCDC |
| RMWWW R F|
| F RMWWWCRC |
|HCRRRRRMWWW R F|
---------------
It is Fog Of War here, so be ready to use your units effectively so you can
see into the darkness to avoid the traps set by the enemy while springing
your own onto the enemy! Remember you have 7 days to find those plans!
You can also attack and kill every unit on the map to achieve the same goal,
it just requires the additional hunting down of the Transport in the Reef
and the Artillery in the northern Forest to be successful if you prefer that
method.
Day One starts with an Artillery blast to their Artillery, followed by
sending your Recon unit to dust it. Now you will be able to see more
enemies, so send your Anti-Air unit up to hit the Infantry, your Md Tank to
take Flak's Anti-Air unit, and then load your Mech into the APC to go
towards the bridge. Now move your Rockets into the woods to the west and
your lone Infantry to the mountains in the north.
Day Two has your Infantry attacked by the enemy Recon, so use your Rockets
to soften it up before using your Infantry to dust it. Now wipe out the
remaining attackers on this side of the bridge as you charge across with a
Tank, a Recon, and your APC. Go as far right as possible and DO NOT unload
the APC.
Day Three will have brought a Rocket attack, so move a unit to stand beside
the middle of the three Forest areas stacked to the right of the City and
Enemy Headquarters area to see the Rockets, followed by blasting it with
your remaining troops. Now spend the next two days liberating the Enemy
Headquarters to gain the use of Neotanks for the orange Star CO's!
~~~~~~~~~~~~~~~~
~~~~ Liberation ~~~~
~~~~~~~~~~~~~~~~
Orange Star CO: Andy OR Sami OR Max
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
--------------------
|FFF FF F F F F F F F|
|CRR *******|*******|
| BR *** |
|CRR *** C C |
| C C***C FF|
| C***C FFwwRwwww|
| F FwRwwwFF CFF|
|wRwwwwwwww A wwwwwww|
| R MFFw FFMMFF CF F|
|MR MFFFwRwwwwwwwwwww|
|FR B F FF |
|BR FFF|
| RC C B M|
|CRRRRRRRRRRRRRRRRC M|
| F F F F F F F BHBM|
--------------------
Your choice in CO will effect how quickly the map ends for you, and you need
to be quick because of the Black Hole's factory (it produces a unit per
turn that is ready to attack THAT turn). The following can be applied for
any of the CO's, but the speed (days) it goes at will vary. Max is a good
choice since he gets additional power in direct combat situations (which is
required to win), but Sami's City capturing and extra transport movement is
great as well.
Day One is a simple matter of buying an APC with the left-most base and an
Infantry from the middle of the three bases.
Day Two is moving the APC northwest so it is positioned south of the neutral
Airport, where the APC should unload the Infantry into the river. Buy three
more Infantry.
Day Three is the first round of capturing the Airport, the two right-most
Infantry will march north, and the lone remaining Infantry should move
west to allow the positioning of the APC three steps away for the next turn.
Day Four is the finishing of the Airport capture and the continuation of the
Infantry moving out to get more territories (the APC should go for the base
southwest of the Airport).
Day Five onwards is just using your troops to continue capture and hold the
enemy back until a Bomber is constructed so it can be sent to destroy the
Pipe Seam to finish the map!
Please note that you may wish to make a Tank before the Bomber so you can
destroy a unit or two to give yourself the Power Rating necessary for the
"S Rank".
o--------------------o
| Blue Moon Missions |
o--------------------o
~~~~~~~~~~~~~~~~~
~~~~ Reclamation ~~~~
~~~~~~~~~~~~~~~~~
Blue Moon CO: Colin
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
-------------------
|FFMMMwMMF CCFwFF R |
| FMMwMAF FwF BRH|
| AMwM MRRRRRRRR|
| FMMwF MMRCwwFBRB|
| FMMMwFC MMR Mw R |
| FFMwF MMRBMwF R |
| Fww MFR MwF R |
|B w MRRMMwF R |
| BRRRRRRRRRMMMwMFRF|
|E B wF CCFMMMMwMMAM|
-------------------
Colin is a brand new CO to learn for everyone, so be sure to check out the
Commanding Officers section to learn more about him.
You will have a few objectives for this map, and they will gain Colin the
massive funding he needs to flood the enemy with his troops. Start off Day
One with three Infantry, followed by two Infantry and an APC on Day Two.
Day Three is the continuation of the Infantry marching out to capture every
installation they can, so make use of your APC to get an Infantry really far
out. Buy a Recon to go start softening up Lash's scouts.
Day Four onwards is just to continue capturing areas while sending Recons,
Tanks, and Anti-Air units to the south to clear the two Cities there so your
Infantry can claim them. Make use of Helicopters as well for relatively
cheap but effective units. You can either decimate lash's entire force or
hold them off long enough so an APC can get an Infantry to the Enemy
Headquarters to capture it.
~~~~~~~~~~~~~~
~~~~ Tanks!!! ~~~~
~~~~~~~~~~~~~~
Blue Moon CO: Grit
Allied CO : None
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
| wFMMFMMFMMFMM|
| RFRRRRRRRRRFF|
| wFRMMMMMMMRFF|
| wFRRRMFMRRRFL|
| w RMCMRMMFF|
|RRRRRRRMRMRRRRF|
| wRFMMMRMMMFRF|
| wRMCRRHRRRRRL|
| wRMMMMRMMMFRF|
|RRRRRRFMRMRRRRF|
| w RMFMCMRMMMM|
| wFRMRMFMRRRRL|
| wFRMRMMFMMMRF|
| wFRRRRRRRRRRF|
| wFFFFFFFFFFLF|
---------------
You will be greeted with the site of seven Md Tanks! In the Fog Of War that
covers the area, they also have some Recons, Mechs, and some more Md Tanks
to come after you with! You have your Rockets, Recons, Artillery, and
Infantry to use against this foe, so be ready for a knock them down slug it
out with Grit's long distance accuracy!
Day One has your left-most Rockets shooting at an Md Tank, followed by
moving the north and south Rockets into the cities. Next you need to move
your Infantry to the road below, and send your Mechs around the Artillery
forward while staying concealed in the woods.
Day Two has one Infantry stepping onto the mountains so your Rockets can see
the approaching Tanks and blast them. have your Artillery and Recons
continue to try and position themselves to blast the incoming enemy, and
send your remaining Infantry marching east towards the Missile Silos.
Day Three onwards is made up of your Rockets continuing to blast way (make
sure to kill the Mechs as they can come over the mountains), your Artillery
should continue to play hide in the woods and shoot with aid of your Recons
for sight, and your one Infantry should keep marching to Missile Silos to
blast groups of the enemy. If you are fast Day Seven is a good time for
this map (although going higher is acceptable for still getting the "S
Rank").
~~~~~~~~~~~~~
~~~~ Toy Box ~~~~
~~~~~~~~~~~~~
Blue Moon CO: Olaf
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|B FRwC RR F B|
|RwwRwwM SSCRSww|
| MwR RwwS |
|CFMFRF MW RRR M|
|wwRR MMB wwwFM|
|C WRRF wRF |
| MRRR W R RWM|
|B wwwRwWWR FBCw|
| SWCR FRWMF |
|ESWRWMWWWCFMSSH|
---------------
Lash has decimated this area with her "tests", so Olaf needs to put her in
her place. There is a map to a weapons lab here as well, so be sure to grab
all of the Cities as you move towards the Enemy Headquarters.
Day One Day Two are buying two Infantry and moving to claim the
properties in the middle of the map as well as the ones near the
headquarters.
Day Three is the beginning of Recon and Tanks for Olaf as he pushes towards
the west side of the map.
Day Four onwards is to either kill every enemy unit off (make use of Rockets
or Artillery behind your wall of steel you have been creating beforehand) OR
keep the northwest area of the map contained (a lot of Infantry and Mechs
units) while you push through the small mountain pass to take the Enemy
Headquarters. Either way, be sure to capture the City on the small island
just to the east of the Enemy Headquarters before finishing the mission as
it holds the map to the enemy's weapon lab in Blue Moon (this will be
covered at the next to last of the Blue Moon Missions sub-section, so go
there after this map if you choose to play it next [the title: Neotanks!?]).
~~~~~~~~~~~~~~~~~~~
~~~~ Two-Week Test ~~~~
~~~~~~~~~~~~~~~~~~~
Blue Moon CO: Colin
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
--------------------
|B B CFSWWWWWWWWWWWWW|
| HRR SWWWWWWXWWWWWW|
|B BRCMWWWWWWWWWXWWWW|
| B RFFWWWWWWWWWWWWWW|
|F FC WWWWWWWWWWWWWWX|
|SSW C C F FC C CWW|
|WWW MF C B C CWW|
|WWWC RRRRR WW|
|XWWC M C BRBRARBWW|
|WWW F RRRRRRWW|
|WWWFF C CRARERCWW|
|WXWFF RRRRRRWW|
|WWWW C CRBRCRBWW|
|WWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWW|
--------------------
Colin has been left behind to guard the area, but Lash has shown up with
superior troops and properties! Survive until Day 15 to become victorious
(just do not lose your Headquarters!).
Day One is simple with buying two Infantry. Day Two through Day Five has
your Infantry move to take some properties (one of which should be the
Cities near the bottleneck the landform has), and the purchasing of more
Infantry as well as APC's, Tanks, and Artillery.
Day Six is when the first Tanks will start to roll towards your roadblock
in the bottleneck, so make sure to have your Tanks and APC's forming the
first wall of defense with Artillery using their support fire to suppress the
enemies strength.
Day Seven onwards is just replacing the injured units while adding on more
Rockets and Artillery to weaken the incoming ground forces (these include
Neotanks!!) while putting an Anti-Air unit or two along with a Missile
unit to stop the attacks of Helicopters and Bombers when they come to put
the hurt on your units. Also note that if you leave an injured unit in the
front of their forces instead of finishing it off, that unit will either not
attack or just attack and get killed itself!
~~~~~~~~~~~~~~~~~
~~~~ Nature Walk ~~~~
~~~~~~~~~~~~~~~~~
Blue Moon CO: Grit
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|FFF RRRRR F FF|
|RRRRRRCCCRRRRRR|
| C C RCHCR C CF|
|FF RRRRR |
|FF F FM M ***|
| FFMMMFF ***|
| FFF FF FF ***|
|FFF RRFCFCRRRFF|
| F RFFF FFMFMM|
|*** FFFF FF MFF|
|***FRFCMM FFFF |
|*** C FCCFCFFFF|
|MRRRRFF F FFFF |
|MMMFRRRNRRF ***|
|MMMMFMFRFFF ***|
|FF FFFFR F ***|
|FFRRRRRRMMFRRFM|
|FRRFRFFRRFMFMMM|
| RF FFF R FRFMM|
|FRRRRRFRRRRR F|
| RF FFRFFRFFFFF|
|FRFFF RFFRF FF|
|MRRRRRRRRRF MMM|
|MMMFRF FRFMMMM|
|MFF FRFF FRF FM|
|FFF FRR FR F|
| FRFFFR |
|RRRRRRRRRRRRRRR|
|F F F F F F F F|
|RRRRRRRRRRRRRRR|
---------------
Your goal is to get ONE unit to touch your own headquarters here. However,
you are racing the Infantry of the Black Hole there as the Infantry are
trying to capture it first. To further complicate thing, the Fog Of War
will impede your vision of where these Infantry are. To make matters worse,
THREE Cannons are set-up here, each of which can fire ONCE EVERY TURN! The
good news is that the Cannon can not fire on what it can not see, so stick
your troops in the Woods as you head north to be protected.
This is a very open-ended map as it goes for strategies, but the following
points will help you organize your attack.
Stick to the woods as much as possible. If you do this, the hard hitting
Cannons will not be able to get a shot off. However, be wary of staying in
the open or parking beside an enemy when in the Woods as the Cannons can
then pinpoint your position to fire!
Use your long range attackers to your advantage. Whether they are clearing
enemies form the paths ahead as they are spotted, or picking off Infantry,
they can knock a lot of units out in a hurry. Another good tactic is to get
these long range attackers close enough to the Cannons so they can bomb the
offending attackers until they meltdown (clearing a large area of the map
for travel in safer conditions).
If you wish to see far ahead and your Recons are gone, use an APC and
Infantry combo with the mountains to be able to see the plains/roads/etc.
ahead. This will only lead to your Infantry dying most likely, so only use
if you really need a sneak peak ahead.
Remember that you can send your Tanks north through the Woods around many of
the enemies to reach the Headquarters rather easily, so start to race for
the building if you are starting to take unacceptable casualties.
Just touch those Headquarters once to beat Lash and send her packing!
~~~~~~~~~~~~~~~~
~~~~ T Minus 15 ~~~~
~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf
Allied CO : Andy
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
-------------------------
|MMF FF FMMMM R FF F|
|MFF FMMM CRC |
|FFF FF CRRF |
| F FFMF CRRRRRRRRR|
| ******** C C |
|F * *F FF F|
|***|*|* CRRC **|*********|
| C****C |
| R****R |
| R****R |
| C****C |
|***|*|* CRRC **|*********|
|BFFF C* *FF F FF|
|FFFFF ********FF MF |
|FFFFFFMFFMFFF FMM C |
|FFFFFFMFFFFMRRRR FMMRRR|
| FFFFFFMMMFF RFF FMRFM|
| F FMMMMMMFF RRARRRRRMM|
-------------------------
That is one massive Missile Silo! As the title suggests, you have 15 days
to put that monstrosity out of commission, so your goal is to capture the
eight City properties around the Silo to take away it's power supply to win.
This is the first map you get to control two different CO's, so remember to
make moves with them while thinking ahead to the moves of your partner CO.
Day One for Olaf in the top section is marching your Infantry and APC riding
your Mechs to the Cities to start the capturing process. The vehicles you
have should also be sent towards that city with the intention of busting the
pipe seam below. The middle section should move the line forward while
staying clear of the enemy Rockets range. The bottom section has a Mech
marching to take the Airport, followed by the three Anti-Air units to park
nearby. Send the other Mech and Rocket towards the pipe so they can start
towards the pipe seam.
Day One for Andy is a simple matter of using his Helicopters and Bomber to
decimate the forces to the west while sending the Fighter to the east in
preparation for the pipe seam being busted open.
Day Two for Olaf is the continuation of capturing properties by his foot
soldiers and the continued unit movement to get ready to blast the pipe seam
wide open on the next day. Be sure to get that Airport on the bottom
section going and position your Anti-Air units just out of range of the
streaking Bombers and Helicopters from the enemy.
Day Two for Andy is the continuation of the pounding on the forces in the
top section while jockeying the Fighter into position to make a fly through
the opened pipe seam.
Day Three for Olaf is to take down the Bombers and Helicopters he can as he
captures the Airport in the bottom section. The middle section may want to
send some units to take the Rockets out as the reinforcements arrive. The
top section should knock the pipe seam out to start flooding the troops
through to the middle section.
Day Three for Andy is regrouping the Helicopters back to the east to get in
line for the pipe seam passing as well as sending your Fighter that was
waiting patiently for the pipe seam to disappear through to the bottom
section to assist with the air attackers there (just be sure to not get
yourself in the range of a Missile unit).
Day Four onwards for Olaf is to always buy a Helicopter/Bomber (depending on
your cash flow) to help stem the charging Neotanks, Md Tanks, Rockets, and
foot soldiers in the bottom section. The top section should continue to
stream through the pipe to join the battle there (keep the foot soldiers
healthy for the capturing of the eight Cities powering the Silo). The
middle section should pound the enemy and start to clear the way for the
foot soldiers from top and bottom sections.
Day Four onwards for Andy is to assist Olaf in the middle section until the
enemy are gone, and then move to the bottom section to help quell the enemy
forces that keep being produced here.
Capture those eight City properties before the Day 16 arrives and you will
be victorious!
~~~~~~~~~~~~~~~~
~~~~ Neotanks!? ~~~~
~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf OR Grit OR Colin
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
-----------------
|MMMFFFFFw F F F|
|MBFB C CwF F CDC |
|MFRRRRRRRRRRRRRRR|
|FBRBRC Cw R F|
|F R R w R F|
|FCRCR w FM|
|F R R Rw R FM|
|FCRCRF Fw RF MM|
|M RRR FMwF FMFMM|
|MFMF MMMwFM FM|
|MFMMLMMFwF B |
| AMMMLF ww CRC F|
|MFMF FwwwRwwFF|
|MFFM RFwww|
|F R F|
|ML FF R L|
| L FF FR L|
|F B R F|
|FF RRR R FF|
|RRRBRHRBRRRCRCFMM|
-----------------
You must choose your CO for this map, so you need to decide between Olaf's
balanced attack, Grit's long range specialty, and Colin's quantity of units.
Remember that you only have 15 Days to capture their headquarters (you will
NOT be able to wipe out all the forces here in that time).
Day One you will buy three Infantry. Day Two is the two on the left
marching north (one to go to the double Silo set, one to go to the Silo on
the enemies side of the mountains), and the remaining Infantry starts east.
You should also buy two more Infantry (one to join the double Silo set and
one to go east to help Capture Cities).
Day Three will bring some of the Infantry to the Silos (do not fire just
yet), and continue with their marching otherwise. Buy an APC. Day Four has
your Infantry cross the mountains to shoot the Silo there at the two Md
Tanks and Rocket units in the northwest. Continue with your capturing ways
elsewhere.
Day Five through Day Ten is the using the APC to get foot soldiers to the
two City and one Base area just south of the Enemy Laboratory while
purchasing new units to send to that area. Make sure to take the Airport in
the woods to send a B Copter to join your armada massing for their attack.
Day Eleven onwards is to send your main force up to take out most of the
enemy (after using your Missile Silos to knock them down to 1 Hit Point
each), followed by an APC carrying your Infantry/Mech unit to capture the
Enemy Laboratory before time runs out. If you fail, simply try again and
change your tactics slightly to put more troops on one side of the map
instead of the other to try and get the proper balance.
~~~~~~~~~~~~~~~~~~~
~~~~ Factory Blues ~~~~
~~~~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf OR Grit OR Colin
Allied CO : Andy OR Sami OR Max
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
------------------
|MMF F F*F FF FF|
|MF F B - B F FFF|
|F C *** C FFF|
| MMFFM***MMM M F|
|M FFFC***CMFF FFF|
|MM FF *** FFFFF |
| M FFFCFFFC FFFFFF|
|C MFFF FF FFFFF |
|RRC FFF F FFFFF A|
|ARRFFRFFRFFFRRFRRR|
| MFFF LF CF FF F C|
|MMFFF F FFFLFFFFFF|
|MFFF FFCFFF FFFF|
|MFF FF F F M|
|F FF F F MM|
|FCCFF FRRRR|
|F CR LF|
| BRRBRRB RF |
|F F RC CR FR M|
|RRRRCRBRHRBRCRRFMM|
------------------
Another allied CO map to play, but this time you get to customize the two
CO's you use to your liking! This is a tough map, so you will need to pick
CO's that you can use effectively while still being able to pack enough
power to go after the seam on the pipe behind the factory. Sami is the only
CO not suited for this mission at all, so avoid using her. Otherwise, pick
your CO's and get ready to bash heads with Lash over the control of Blue
Moon!
You will have a general strategy for your troops as how you fight each step
is up to you. However, there are a few things that need to be remembered
for your troops to succeed in this endeavor.
The first week of combat for Orange Star should consist of getting one Base
at the start, the two Cities on the southwest side of the battlefield,
and to garrison the Missile Silos for your troops (they will be unable to
launch until the foot soldiers are done capturing property). They should
also hold the enemy back while the Blue Moon CO builds his forces for the
first week as well as capturing a pile of properties (they will be doing
more of the fighting).
The second week will have some fierce fighting in the centre, so get your
main bulk of Blue Moon forces there to contend with the enemies troops.
However, the map becomes much easier when you get your APC's carrying foot
soldiers to the west or the east side of the battlefield to take more
property (including an Airport for each country). Start to push towards the
Factory doors and park right in front of them if possible to block new units
from coming out.
The third week should be the time that you are able to break the enemy's
lines and make headway for the pipe. If you are using Grit, place a Rocket
right tight to the factory to lob your heavy ordinance into the seam as you
push up there with Md Tanks, Neotanks, B Copters, and Bombers. Remember
that support vehicles like T Copters and APC's can prove invaluable as well
as long range attackers like Artillery or Rockets.
o-----------------------o
| Yellow Comet Missions |
o-----------------------o
~~~~~~~~~~~~~~~~~~~
~~~~ Silo Scramble ~~~~
~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei
Allied CO : None
Enemy CO : Flak
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------------
|WWWWWWWWFF FF |
|WWXXWWWWFFC CHC|
|WXXWWWWWPRRRRRRRRRRRR|
|WWWWWWWWWRWWWW CRCR|
|WWWWWXWWWRWWWWP RRR|
| WWWWXWRWWWWW C |
|F WWWWXWRWWWWWW F |
| CFFWWXWSL SWWWW FMF |
| FFFWWWWCLLBWWXW MF |
| C WWWWBLLCWWXWL FM |
| L WWS LSWWWWFFFM |
|FC LWWWWRWWXWWFF |
| RFMF WWWWRWXXWWWW F|
|FRFMMF WWRWXWWWWW FF|
|FR FMM PWWRWWWWWWWLFF|
| R R R WWWWWWWWW|
| C C F R RFWWWXWWWWW|
|ERBRBRRRRRRFWWXXXWWXW|
---------------------
The winner of this map will receive a huge boost by gaining control of the
centre island where the majority of the Missile Silos are located.
Day One through Day Three will be Infantry and an APC moving out to take
Cities, Ports, and Bases under control. Day Four should bring a Recon to
your side as the capturing continues.
Day Five onwards is the buying of Tanks and Artillery while taking over the
centre island. When you have the number of Tanks you want, use your Missile
Silos to weaken their troops and then charge into them to wipe them out with
extreme prejudice. You may also want to decimate their forces as an APC
moves to capture their Headquarters (with the Infantry inside).
~~~~~~~~~~~~~~~~~~~~~
~~~~ Sensei's Return ~~~~
~~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sensei
Allied CO : None
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|M BBF F F F FF|
| ERRRRRRRRRRCFW|
| F WWWWWW WW|
|BF WWWWWW FWWW|
| WWWWWW CFWWWW|
|C WWWWW CFWWWWW|
|CWWWWW FWWWWWW|
|CWWWW A WWWWWXW|
| WXWWB FWWWWWW|
|FWWWWWWW FWWWWW|
|FWWWWWWWW FWWWW|
|FFWWWXWWWW CWWW|
| FFWWWWWWWWWWWW|
|FCRFFRRRHRRRRC |
| F A B C |
---------------
Sensei will make his debut here, so check the Commanding Officers section
for all of his details. He is an Infantry and Helicopter specialist, so
make good use of these traits to win!
On Day One buy two Infantry, followed by buying a T Copter on Day Two as
well as an Infantry. Day Three has your T Copter and newest Infantry going
to the peninsula above, and your Infantry finishing their capturing.
Day Four through Day Six continues your expansion to the peninsula north of
your Headquarters as well as the City in the west. Start to invest in some
B Copters for your forces as your Recons and Tanks hold the front lines for
the rest of the coming Days. An excellent idea is to send a T Copter with
an Infantry to take the Enemy Headquarters while the Black Hole Forces are
occupied with your B Copter attacks.
~~~~~~~~~~~~~~~~~~
~~~~ Show Stopper ~~~~
~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sonja
Allied CO : None
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
------------------------------
| FMMMF FSWWWWWWWWWWWWWWWWWWW|
| EC MMF FSSSSSSSWWWWWWWWWWWW|
| CRRFM FF CC FPSSWWWW|
|F B FFR*RR*R R SSSS|
|MF RM FF ****** M RF |
|MMFR R****R MF R F MM|
|F RFF R****R MM F B F|
| RFF ****** MF R |
| RRRCC R*RR*R F CRCRRRRRMMM|
| FF R MM|
| SSSSS CC M CC CF|
|WWWWWWWWS F FMMF CCRRR|
|WWWWWWWWWWWWWWWWMF RB B|
|WWWWWWWWWWWWWWWWWBRRRRRRRRR RR|
|WWWWWWWWWWWWWWWWWWWWWP CRBRH|
------------------------------
You will have to either capture the Enemy Headquarters OR take out all 8
Mini-Cannons. The Mini-Cannons will remove 3 Hit Points per shot landed and
they can shoot once per turn.
This is a Fog Of War map, so sticking to the Woods as you travel will
greatly help you get by the small but deadly range of the Mini-Cannons.
In the first week you need to get a couple Infantry out, followed by a
some Tanks and some Anti-Air units. This will allow your forces to handle
the charging B Copters, Anti-Airs, Recons, Infantry, Mechs, and a Bomber that
will flood into your area. Keep your containment area to your main group of
Cities as you move north to take the Base the enemy is producing units from.
The second week will be mopping up the enemy with your replacement units as
you start to build a force of Md Tanks and Anti-Air units to go after the
Mini-Cannons. Just note that each group of Cities around the Fortress
contain a Rocket battery. Also note that once you move around to the west
side of the fortress, a group of Helicopters will come screaming at you, so
have those Anti-Air units handy to send them packing.
The third week will be more Mini-Cannon killing (you may wish to leave the
southern set for a Battleship you can buy from the Port to take out the
Mini-Cannons from the safety of the water. If the battle spills over into a
fourth week, this is not a big deal as it is a tough fight (you will miss
your "S Rank" though).
Just remember to capture the City on the left of the two that are located
just to the southwest of the Fortress and Mini-Cannon combo. The map to
locating the secret Weapon Lab of Black Hole in Yellow Comet is attained
here.
~~~~~~~~~~~~~~~~~~
~~~~ Duty & Honor ~~~~
~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei
Allied CO : None
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------------------------
|Map Not Available At Current Time|
---------------------------------
Kanbei has to get his forces to wipe out Adder's boys BEFORE Adder can
capture the ten Cities grouped in the northeast segment of the level. To
complicate matters, Black Hole has deployed two prototype Lasers that fire
every second Day (starting on Day Three).
Start off by sending a Rocket set up north to get close enough to fire on
the northern Laser over the mountains and send a Mech or two that way as
well to assist. Day Two will require your troops to clear off the pathways
from the lasers (they shoot in four straight directions) as they continue to
fight the enemy. To handle the Laser in the east, send an Md Tank with some
Mechs to start after it.
Day Three onwards is just your troops smacking the Lasers as they progress,
keeping the Md Tanks and Artillery safe as they cruise up the highway to
crush the Tanks and Md Tanks that come after them.
Once you are over the bridge, send your troops after the foot soldiers
capturing the Cities to remove them form play (making it impossible for
Adder's troops to win the day) and then head south to mop up the remnants of
the opposition for the victory!
~~~~~~~~~~~~~~~~~~~~~
~~~~ A Mirror Darkly ~~~~
~~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sonya
Allied CO : None
Enemy CO : Lash
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
------------------
|MMFwMM MMFR RFMFF|
|MF wMM MM RHR MFF|
|MFwwM FMM R R M F|
|F wFM FMF R R M |
|RRwFM FFM RCR M |
|CRwMF FFM CRRRFM |
| RwM FMFRRRM MM |
| RwF MF RC MF C|
| RR FM R FM RR|
|CRw MM RRMM MM R |
|wRw FM RCM MFMR |
| MM CMMM MM MR |
| FM RM MM FRF|
| MM MCRM M FR |
| M MM RRR MM RF|
| MMMF R MF RM|
|FMMF M RRF|
|MMF R MM CRFM|
|MMF MM RRMM|
|MMF MM RFMM|
------------------
Sonja has trapped Lash here, but Lash has superior forces. Your job is to
completely dismember her troops before they can even TOUCH Sonja's
Headquarters. The following edicts will make the battle swing in your
favour.
Move your Headquarter Rocket battery to the woods in the southeast (just
east of the City south of your Headquarters). This will not only conceal
your Rockets, but they will be able to shoot at the incoming enemy sooner.
Your Tanks should also be placed in the Woods where they can remain
undetected until needed for finishing the enemy off.
Place your Mech units in the mountains to be lookouts. However, try to put
them on Mountain tops that can not be reached by direct vehicle attacks.
This will keep your sitting units in good health while keeping the vehicle
enemies useless.
Be sure to keep your Artillery and Rockets well supplied. You have an APC
on both sides of the enemy funnel for doing just this, so keep that unit
moving to restock the ammo of the heavy hitting long range units.
An excellent way to slow the enemy is to partially damage each unit as
opposed to wiping out each one right away. As their Hit Points drop, the
similar units will join together to combine their strength, so force them
to waste their turn doing so before blasting the new incarnation.
Be sure to blast ANY Mechs you see coming towards the Mountains as THEY CAN
cross over to attack your forces. Take them out quickly to keep your troops
at full strength.
These strategies will save you lots of aggravation and get you the "S Rank".
~~~~~~~~~~~~~~~
~~~~ Foul Play ~~~~
~~~~~~~~~~~~~~~
Yellow Comet CO: Sensei
Allied CO : None
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
--------------------
|FFF BFF FF * R |
|FF FFFF FF * CRC|
| FFF * R |
|FF FF * CRC|
|FF FF * F |
| F*F*F*F - B C C|
| M M F * FF |
| ** *F FF |
|F FFMM F** *F L L |
|MF MMMMMF ** ** RRR|
| MMF FFM ** * CRCF|
|FCRRRRRRRC*** * RRR|
| R F*** * ARCF|
| R *** * RRR|
|RRBRHRB FF*** * CRCF|
| FFF*** *F RRR|
|*****|*|***** *FFL F|
|F A B F F** *FF |
|*****|*|***** *F F|
|*****|*|***** * MM|
| * M|
|*****|*|******* FF|
|FF FCCF MMM|
|FF FM|
|F FF F|
|MF FF FMM|
|MMM F M MMMMM|
|MM FMMF FF|
|M FAF|
|RRRRRRRCRCRBRRRRRRRR|
--------------------
Your crew will be in a tight spot here with minimal forces remaining at your
Headquarters. Use what you have to hold the enemy off until reinforcements
arrive to alleviate the pressure.
Day One begins with your Md Tank and the Artillery hitting the seam on the
pipe for some nice damage. Buy an Artillery and APC before turning to your
units in the south. Here you find an Infantry that should hop a T Copter to
go north to the dual cities. Now move your Bombers and B Copters to the
east to ready them to engage the enemy.
Day Two has the Artillery blow the pipe apart, have your Md Tank go attack
the next seam (have your new Artillery move down into range of the seam for
next turn). Now move your APC up to occupy the city on the right of the
mountain range while your Tank remains your defender on the left side. Buy
an APC and an Artillery before turning attention to the south. Have your
Infantry continue to capture as you get one Bomber to attack the seam (the
left one). Have a Bomber lead the attack on the Anti-Air unit and then have
a B Copter finish it off before bringing the rest of your air force east to
prepare to attack the enemy (set a staggered wall so the enemy can not slip
through.
Day Three has you attack their Tank with yours, have your two Artillery move
(one just above the Base it spawned from, the other up beside the APC on the
right side). Have your southern Artillery hit the pipe before having your
Md Tank pop the seam. Have your first Bomber pop the seam it started, have
another Bomber pass through to bomb the next seam, and then have another
Bomber join them. Now continue your capturing and then use the same attack
methods on the Anti-Air unit and Md Tank (does not matter which order). Buy
a Tank and a Mech before ending your turn.
Day Four sees your southern Artillery pop the final seam, so bring your Md
Tank and Bombers north to help out at the Headquarters area. Hit the
Anti-Air unit with an Artillery blast (this will weaken it enough that it
can never kill your APC, thus blocking that entrance to your Headquarters
area). Now continue to capture and destroy the enemy in the southern area
as you have so far for this map.
Day Five brings the beginning of the end for the enemy when you use your
Super CO Power (the meter should definitely be full by now). This will
cause Mech units to appear in each City you possess that is not occupied
(move any occupants out of the way first to get extra troops). Now you have
a force in the northeast section of the map, which should concentrate on
using these Mechs to hit the Rocket, Tank, and Missile units up north to
clear the way for your allies. Now go to the south and finish off the
remaining troops before sending the air force to just outside the Missile
battery's range (check the Missile battery for specific locations). Now go
to the Headquarters area to attack the enemy while being wary of Rockets and
Missiles (check their ranges and do not put your units into harms way
because losing good units is counter productive). Also be sure to bring up
new or out of the way units to help
Day Six, Day Seven, and Day Eight have your southern air force advancing
north (take out the Missile), your northern forces finishing off the troops
there as they move to use the Missile Silos on the enemy, and the
Headquarter troops will continue to exploit the enemy when possible and even
start to destroy the enemy.
Day Nine onwards will concentrate on the seam being destroyed and having
your Bombers and Helicopters spill through while your Bombers come from
below at Headquarters to destroy the three Mini-Cannons for the victory!
~~~~~~~~~~~~~~~~~
~~~~ Sea Of Hope ~~~~
~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei OR Sensei OR Sonja
Allied CO : Sami
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
---------------
|XXWWWWWWWWWWWXW|
|XWXWWWC C WWWWW|
|WWWWWP D CWW|
|WXWWWWC C WRWW|
|WXXWWWWWWWWWRWW|
|WWXXXWWWWWWWRWX|
|WWWWWXWWXWWWRWX|
|WWWWWWWWWXXWRWW|
|XXWF SWWWWWW FF|
|WXW C RRR C |
|WWWF A SWWWWWW|
|WWWSF C SWWWWWW|
|XWWWWS SWWWXWWW|
|XWXWWWRWWWWWWWW|
|WXWWWS CWWWWWWW|
|WWWWWSC RRR CW|
|WXWXWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WXWWWWWWP WWWRW|
|WWXXWWWW AWWWRW|
|XXWWWWXWWRWWWRW|
|WWWWWWWWWRWWWRW|
|WWWWWWWWWRWWWRW|
|WWWWWWWWWRWWSRW|
|WWSSSSSSSRSSFBF|
|SSFF FF FFFC C|
| A C B A FF A |
| H B C C C |
---------------
Choose your Yellow Comet CO wisely here. Sonja will not be of any help here
due to a lack of Fog Of War to take advantage of. So you will need to
choose between Kanbei or Sensei to have a reasonable chance of succeeding.
Strategies for both will be outlined in the following walkthrough.
------
Kanbei
------
Kanbei's Strategy revolves around using Sami's Battleships to clear the
islands between him and Adder so he can get his T Copters and Infantry to
take these properties. Kanbei will need to have one or two Tanks and
possibly an Artillery for his land attacks, which will be drawing the enemy
away from his main attack with B Copters and Bombers. Although his units
are expensive to deploy, they pack a powerful punch, making for the need for
few units.
When you assault Adder's Lab island (the latest you can start the actual
attack is with 5 Days left), you need to draw his units out. Start your
Tanks and Artillery towards the bridge to his island, which will bring his
Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn,
position a T Copter within the range if the remaining Cruiser (to sacrifice
it), and then position your B Copters and Bombers JUST out of the range of
the Missile battery.
Start the attack by removing all threats of Air units (this includes
Missiles, Cruisers, Anti-Air), followed by anything else that threatens
ground units. Also bring your T Copter with the Infantry inside once it is
safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
attacked). The next turn is finishing off the enemy forces on the island,
which then allows the capturing of the Enemy Lab!
However, Kanbei has so much power to his attacks, you can also go on an
extermination mission with his troops and just wipe the area clean of
Adder's Black Hole forces instead.
------
Sensei
------
Sensei's Strategy revolves around using Sami's Battleships to clear the
islands between him and Adder so he can get his T Copters and Infantry to
take these properties (especially the Airport located there for quicker
engagement of the enemy, which means more units in the fight). Sensei will
need to have one Tank and possibly an Artillery for his land attacks, which
will be drawing the enemy away from his main attack with B Copters and
Bombers. Sensei rules with B Copters, so he needs to use them to rid of
himself of near everything he sees.
When you assault Adder's Lab island (the latest you can start the actual
attack is with 5 Days left), you need to draw his units out. Start your
Tanks and Artillery towards the bridge to his island, which will bring his
Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn,
position a T Copter within the range if the remaining Cruiser (to sacrifice
it), and then position your B Copters and Bombers JUST out of the range of
the Missile battery.
Start the attack by removing all threats of Air units (this includes
Missiles, Cruisers, Anti-Air), followed by anything else that threatens
ground units. Also bring your T Copter with the Infantry inside once it is
safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
attacked). The next turn is finishing off the enemy forces on the island,
which then allows the capturing of the Enemy Lab!
Totaling annihilating the enemy requires some good use of the Bombers on
Cruisers and careful clearing of the Enemy Lab island. However, he too can
achieve this feat.
Either way you go, Neotanks now belong to the Yellow Comet!
~~~~~~~~~~~~~~~~~~~~
~~~~ The Hunt's End ~~~~
~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei OR Sensei OR Sonja
Allied CO : Andy OR Sami OR Max OR Olaf OR Grit OR Colin
Enemy CO : Adder
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
------------------------------
|FF RRRRRRR M*F FF B |
|A CSWWWWWWW M*F**|******** C|
| CSWWXWWXWWF ***F*WWWWW *** B |
|WWWWXWWWWWW PF BRRRRR *** C|
|WWXXWWWWWWWWWWWWSSWWWWW *** |
|SWWWWP WWWWWWWWWWWXWXWB*** F|
| PWW M CWWXW**WWWWWWWWWWW F|
|C WW MMM SWWW**WWSSSSWXWWWSCCF|
|HCWWSSSFC SWWWWWWCMM WWWXXWRRW|
|B WWWWS SWWWWWW MMAWWWWWWRRW|
| BWWWWWWC SWWWWWWSSSSWWW FF W|
|SWWWWWWWF SWWXWWWWWWWWXW W|
|WWWWWWWWWWWWWWXWWWXWWWWWC CW|
|WWWWWWWWWWWWWWWWWXWWWXWWRRWWRW|
|WWWWWWWWWWWWWWWWWWWWWWWWRRWWRW|
|WWWWWWWWWWWWWWWWWWWWWW FF F|
| WWWWWWWFF FP FFB FFMFF |
|CB B FFFF R MM MFFF M|
|RRRRRR RF R RRRRR RMMMFFF FM|
|H CB C CFFC B C F FFFFRRCCRM|
------------------------------
You will have to choose one Yellow Comet CO for this mission (again, Sonja
is not recommended and Sensei is not a very good choice either) as well as
one of the Orange Star OR Blue Moon CO's to assist your cause to send Black
Hole packing from Yellow Comet. Choose wisely as their assistance is rather
vital to your cause.
Your goal here is to bust the seam on the factory pipe here to gain the
victory for your side. However, you will need to battle past the impressive
weaponry of your foe to do so. It will require some fancy work to win this
one.
-------------
Kanbei & Grit
-------------
This combo allows for Kanbei to muscle the strong units streaming down to
attack him and Grit to pick off the enemy from a distance along the northern
route.
Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
and Anti-Air. However, his first few turns will be spent saving money for a
Submarine so he can send it to scuttle the Battleship is coming southward.
Following that send out your Anti-Air units and Tanks to deal with the
oncoming B Copters and Tanks. Continue your push east as best you can, and
once you get the Base in the far east, you will be able to start pushing
northwards and you can even produce a Battleship from your port to assist
Grit on the northern route.
Grit's main job is to take the properties on his small island, make a
Lander, and then send his Infantry across to the northern shore. Follow
this up with a Rocket and a Tank to port across to face the incoming troops
across the northern bridge. Continue to push east with the Tank and Rockets
while making a Rocket or two to send to the island east of Grit's
Headquarters. Use these Rockets to blast away at the Mini-Cannons so the
one shooting north will be knocked off-line, and continue to throw Tanks and
Rockets to the northern route. Once you have cleared enough room, get a
Rocket situated in the Woods just to the northwest of the Port by the pipe,
allowing your Rocket to blast the pipe seam for the next two rounds for the
victory!
-------------
Kanbei & Andy
-------------
This combo allows for Kanbei to muscle the strong units streaming down to
attack him and Andy will be able to plow the northern route while getting
either a strong Navy or Air Force.
Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
and Anti-Air. However, his first few turns will be spent saving money for a
Submarine so he can send it to scuttle the Battleship is coming southward.
Following that send out your Anti-Air units and Tanks to deal with the
oncoming B Copters and Tanks. Continue your push east as best you can, and
once you get the Base in the far east, you will be able to start pushing
northwards and you can even produce a Battleship from your port to assist
Grit on the northern route.
Andy should claim the properties on his island, the northern route, and then
the island to the east of his headquarters. He should push across the
bridge while building up an Air Force (Bombers and B Copters) and/or a Navy
(Battleships and Submarines). Take down the Mini-Cannon aiming northward as
the land forces move through the newly weapon-cleared area to destroy the
Mini-Cannon blocking the seam so Andy can get at it with ground forces. You
may also wish to use Rockets and Battleship attacks to bust the seam WIHTOUT
removing the Mini-Cannon in front of the seam.
Please note that it is possible to do this map with ANY CO combination
(Colin's cheaper units are a great way to overwhelm the enemy), but some
CO's do not lend themselves very well to this map (Sami is so-so and Sonja
is just not useful unless Fog Of War is in play).
o----------------------o
| Green Earth Missions |
o----------------------o
~~~~~~~~~~~~~~~~~~~~~
~~~~ Drake's Dilemma ~~~~
~~~~~~~~~~~~~~~~~~~~~
Green Earth CO: Drake
Allied CO : Kanbei
Enemy CO : Hawke
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
___________________________________|
--------------------
|FRRRRRRRRRRRRRRRRRRF|
|RRC B C LCRR|
|RF F F FF F AR|
|CRR WWWWWWWWWS F RC|
|FFR WWWWWWWWWWWS R |
|FFRFWWWWWWWWWXWWSFRM|
| R WWWXWWXWWWWWS RF|
|F RWWWXWWWWWWWWWSRRM|
| RWWWWWWWWLFSWWSF M|
| RWWWWWWWPLASWWSRMM|
| FRFWXWWXW LSWWWSRMM|
| FRFWWWWWWSSWWWWSF M|
| MR WWXWWWWWWWXWSR F|
|FMRRWWWWWWWWWWWWSR M|
| MFRWWWWXWWWWWWSFRF |
| FMRMWWWWWXWSSSFCR C|
|FRRRMMF WWWSRRRRRFF |
| RFMMMC WW RFF BFFC|
|CRC FMRRRWWWRMM F |
|RRRRRRR WWXWP MMM L|
|F WWWWFF MM B|
| C C WSRFF MF R|
| ***C*** WSR C FM R|
| *** ***SWSRRCRRRRRR|
| ***C***FWS CR F|
| CMMMCMFWWSS R L|
| FFFFFFFWXWWS CRC F|
| FSSSSSSSWWXWS R |
|FPWWWWWWWWXXWS BRB |
|SWWWWXXWWWWWWWW R F|
|WWWWXWWWS BRR H M|
|WWWXWWWS HBC WWC CFM|
--------------------
Drake is in a tough spot, but Kanbei will provide some relief for him on
land. Your job is to destroy the Black Cannons that are pointed northward
towards the lake that Drake is based in while dealing with the Fog Of War.
--------------
Drake's Duties
--------------
He has a rather impressive force already assembled, but he has no real city
basis for funds, so losing his troops are not really a good idea. Take note
of the firing range on the Cannons as you move two Battleships south into
the Reefs (parking just out of Cannon range to wait for a Reef to open the
next turn) along with a submerged Submarine to scout enemy locations. Shoot
the enemy forces as you see them. Reorganize your remaining Battleships
into the Reefs spread around the lake, and use your Submarines dived under
water to scout the enemy. Just remember to send your Submarines back to
port to refuel before they become too low on fuel and explode.
Once you have wrecked the southern end of the lake of the long range
weaponry, go down the narrow water corridor, blow out the first Cannon, and
then go west to get south of the second Cannon to blow it up.
Give him an Infantry on the first day, and capture the base nearby. Then
save money for a Md Tank, which you should follow with Artillery to support
Kanbei in his ground fight.
---------------
Kanbei's Duties
---------------
He has the simple duty of having a few Infantry for capturing properties,
some Recons and Tanks for direct attacking, and an APC for keeping the
troops well supplied. Kanbei is there to push north through the Tanks,
Mechs, and Anti-Air units to find a Neotank and some Rockets (any that Drake
misses). Your Power total at the end of the map requires Kanbei and Drake
to pound all the troops they can, so be aggressive as you go, but use the
Woods for cover too.
~~~~~~~~~~~~~~~~~~
~~~~ Sea Fortress ~~~~
~~~~~~~~~~~~~~~~~~
Green Earth CO: Eagle
Allied CO : None
Enemy CO : Hawke
___________________________________
Key |
|
- Plains |
# - City With A Map |
* - Black Hole Installation |
| - Pipe Seam |
- - Pipe Seam |
A - Airport |
B - Base |
C - City |
D - Laboratory |
E - Enemy Headquarters |
F - Forest |
H - Headquarters |
L - Missile Silo |
M - Mountains |
P - Port |
R - Road |
S - Shoal |
V - Volcano |
W - Water |
w - River |
X - Reef |
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|WWWWWWWWWWWWXWWWWWWWWWWSC CSWWW|
|WWWWWWWWWWWWWWWWWWWWWWS******SWW|
|WWWWWWWWWWWWWWWWWWWWWWC **** CWW|
|WWWWWWWWWWXWWWWWWWWWWWC **** CWW|
|WWWWWWWWWXWWWWWWWWWWWWS******SWW|
|WWWWWWWWWWWWWWWWWWWWWWWSC CSWWW|
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A tough map for Eagle, even though he has a very strong air force, he faces
strong anti-air units. You will need to fight aggressively but
intelligently to get through this one.
Day One has your two B Copters out front to move 5 spaces east, followed by
the rest of the B Copters going as far east as possible. Move your Bombers
east until they rest behind the B Copter line, and then put the very top and
very bottom Fighters just in front of the B Copter directly east of them.
This leaves the final two Fighters which should move east as well, but they
should cut down (for the bottom one) and up (for the top one) when they
reach B Copter line.
Day Two will have brought you some Fighters and B Copters to attack, so move
your top Fighter and bottom Fighter go dismantle the farthest east B Copter
in the group in front of them. Next up are your remaining two Fighters
attacking one Fighter each, followed by the back two B Copters in the line on
both top and bottom to go take out the B Copters remaining. Now you need to
contain the Fighters so they can not go after your Bombers by surrounding
them with your remaining B Copters. Now advance your Bombers before ending
your turn.
Day Three will allow your top and bottom Bombers to go after the
Mini-Cannons AND destroy them because they are undamaged (so do it). Next
you will need to have your damaged Fighters finish off Hawke's damaged
Fighters, followed by tag teaming the closer Fighter with your two healthy
Fighters. Move your Bombers east until they are just outside the range of
the lone Fighter, and then bring your B Copters up.
Day Four will dawn with a Dark Storm having hit and the loss of your front
two Bombers to attacks. Attack the Fighter with your strongest Fighter
(stay out of Mini-Cannon range), and then bring your other Fighters up to
stand nearby (combine if they are rather weak). Use a Bomber on the
northern Cruiser, and use two B Copters to rid yourself of one of Hawke's
B Copters. Now finish off the Fighter with a Fighter of your own, and dust
the northern Cruiser before setting the rest of your units up just out of the
southern Cruisers range.
Day Five will begin by flying your southern units straight towards the enemy
island (ignoring the Cruiser) and