+++++++++++++++++++++++++++++++++++++++++ Advance Wars DS Hard Campaign Walkthrough +++++++++++++++++++++++++++++++++++++++++ By Jags1880 ------------ Introduction ------------ Welcome to my Advance Wars DS guide for the Hard Campaign. Hard Campaign is, as it sounds, a harder version of Campaign mode. It has a greater challenge and lets you choose ANY CO that you have unlocked, even Black Hole COs. To start, I will assume that you know all controls to the game, much of its mechanics, have unlocked most COs, and that you have general strategy. If you were able to breeze through normal campaign with little to some help, then you should be ok. ---------------------------------- Directions when reading this guide ---------------------------------- When reading this guide, you need to know a few things that I will now list. If I say "move Artillery east" then move it east as far as possible. If I say "attack the Tank with your Md Tank from the east" then your Md Tank should be 1 space east of the Tank that you attack. When writing this guide, I used NO Force Skills/Force Ranking Skills/whatever you want to call them. If you want to use them, go ahead. If a totally different strategy revolves around using these skills, then I may make a separate guide for the mission. HOWEVER, keep in mind that the day to day guides that I have will most likely not be the same as in my guide if you use Skills. The AI will make different movements based upon everything, including Skills. When following this guide, keep in mind that if you choose different COs than the ones I used, the movement of the opponent can and most likely will vary slightly. To those following the Day to Day strategies that I have given, this is your learning session. This guide was not made so that a person with little to no skill/strategy could breeze through Hard Campaign attaining an S-Rank every time. The Day to Day guides are meant so that you can learn and see the strategies I use so that you can become a better player. Also, keep in mind that the day to day strategies will not always work. Many times will the AI change depending on the slightest difference. Luck and the fact that the AI tends to move units randomly at times results in a not always 100% reliable guide. However, using the day to day guides still gets you in the right direction; improvise if you must. This is also why there is an overview and commonly more additional information for each mission. Besides, do you really want to be baby fed the entire way through this game? I hope not... ----------------- 300 Point S-Ranks ----------------- This guide is written so that you attain a perfect 300 point S-Rank on every mission. A perfect score is attained by beating a mission while destroying many units, losing few units, and beating the mission quiclky. To be more specific.... Technique is graded based on the units that you have lost. You can only lose 20% of the total units you had/produced in order to attain 100 points in Technique. (Thanks to Andrei for this info) A good strategy to get a good Technique score is to produce many units near the end of the mission to increase the total units produced. Power is destroying a certain amount of units in one day. (clarification?) Speed is based on how fast you complete the mission in days. (turns) I have listed the Turn Limit for each mission, though some are still unkown to me. Also, when using multiple armies, only the army that completes the mission will have their Power score totalled, so finish it with the army that destroyed the most. Technique is a little different and adds up the losses from all armies. ----- Terms ----- When reading this guide, you may come accross some terms that you have not heard of. Here's a small list of some that I use: Advance-Same thing as move, just less specific and it indicates that you are advancing toward your Foe or destination, Mech Flood-When you or the AI mass produces Mechs Rushing-Moving one or more units as quickly as possible to their destination, commonly ignoring enemy units on the way. Choke points-Closed areas where only one unit can fit. (i.e. bridges) Placing units here to prevent the foe from advancing is like creating a wall; they won't get past. OHKO-One Hit Knock Out, or in other words, the unit is destroyed in one hit. Rout-To destroy all units. Mass Produce-Make many of a certain unit I may add more in the future. ---- Tips ---- Here are a few tips to remember while reading this guide. Try to attack enemy units while still staying out of range of other units. I cannot stress this enough as this is the most important thing to do. Constantly check the attack range of what is around you. In chess, do you ever want to put your Queen, Rooks, etc. into range of other pieces? No, you try to take out as many of their pieces as you can while staying out of range. Advance Wars is the same, and in many more ways than you may think. Kanbei is ALWAYS a recommended CO in pre- deployed maps. Team up with Sonja for 15% more luck, or in other words, the chance to do 15% more damage. A strategy that always works is Sami+Tag Power is an instant win in almost all missions for a quick HQ capture. Pair her with Eagle so that you can trasport those Infantry to the enemy HQ from across the map. If you want to search for a mission that you are on, say, Pincer Strike, hold control, push f, and type in "Pincer Strike." Spread the word of this while you're at it, too many people don't know this. --------------- The Walkthrough --------------- Mission 1: Jake's Trial Opponent: Rachel Recommended COs: Jess; Colin Time requirement: 15 Days The first mission is moderately difficult. The general strategy is to destroy all 3 Md Tanks quickly while still holding out elsewhere. Do this by leaving mechs on the city and blasting the Md Tanks with an Artillery. Continue to join mechs to prevent score deduction/gain more funds. Once the Md tanks are gone just start making tanks. You can try to rush with a tank, but she rarely lets her tank in range of yours unless you are Sami. In that case, it really isn't a rush since you won't be able to destroy the tank very quickly. I recommend waiting it out just out of range of her tanks (she will do the same) then strike after you have enough tanks. I also recommend doing this soon after she uses her Super CO power. It gets bad if she begins to Mech Flood (produce massive amounts of Mechs) then, well, try not to stay in range. I will be using Jess and Sami. Day 1-Jess Attack Rachel's tank with your own (from the woods of course) Finish it off with the nearby Mech Move your south most mech NW onto the woods Capture Cities with your remaining mechs, but do not move the middle one. Move your APC onto the City 2 spaces East of it Advance your Recon Build an Infantry End turn switching to Sami Rachel will attack your West most Mech with a Recon Day 2 Finish capturing Capture the city next to the Md tanks with the western Mech Attack recon from the south with your Tank Move the damaged Mech north 2 Finish it with your recon Move your APC South of your Recon and West of your Tank, drop off to the left Build an Artillery End turn switching to Jess. I wouldn't really use Sami again....Jess is very suitable for this mission. Rachel will attack your capturing Mech with a Md tank Day 3 Finish Capturing Join North Mech with the damaged one Move Artillery east Move western damaged mech east 2 spaces Move western Mech south 2 spaces Move eastern Mech west 1 spaces Begin capturing the Base with your Infantry From here on, the rest may vary. I will still a couple more days while still listing my strategy. Move Recon 2 east Build a Tank End turn Rachel will attack your Mech again and hide her Tank behind infantry Day 4 Finish Capturing Attack Md Tank with your Artillery Finish it off with your Mech on the City Join both damaged Mechs onto the city Move damaged Tank north 1 in order to.... Move APC east 1 (where the tank was to set as bait) Move Recon 2 west (behind the tank safe from the anti-air) Advance your new Tank Move Western Mech 1 east Move remaining Mech SW Build a Tank End turn Rachel will continue to stay out of range of your tanks Day 5...kinda Same deal, Artillery shoots the Md tank and the Mech finishes it, then join Mechs. You will do this one more time. Capture SW city with your Infantry Basically, you should probably copy Rachel. She's playing the waiting game, but since you receive more funds, you have the advantage. Get a small force of tanks, 3-5, and strike when you think the time is right. (you do good damage and lose no units, perhaps when you have a power as well, breaking her waiting game) Also, You might want to consider bunching up a few of your units (Mechs and Tank(s)) around your Artillery to attract her missiles from her Super CO Power. Be sure to spread your other units out though. You might want to build an Anti-Air as well because she tends to mech flood sometimes. She will make less mechs if you have an Anti-Air. That's basically Day 5 and 6. I recommend attacking on either day 6 or 7, depending on where her Super CO Power hits (or is going to hit) If you survive these turns during her Super CO Power with little casualties (1 or 2) then you're doing good. The rest is just a clean up. Just destroy everything in sight without having damaged units in range of something that could destroy it. Join units often if you need to. Near the end, place units incapabable of decent destruction on top of her Bases. When/if she gets her Super Power again, make another group of units to draw it's fire. Oh, and don't let her hide an Artillery in the very corner. That's about 3-4 days wasted right there. Personal record is 11 days 300 S-Rank. Mission 2: The New Black Opponent: Jugger Recommended COs: Grit; Kanbei Time Requirement:More than 11 Overview: This mission is very simple. Use your Artillery to destroy the Neotanks and Md Tanks and use your Neotank to destroy the small force in the middle of the map. This mission is incredibly easy so I won't give a day by day guide. Just fire upon the west most units Jugger has and fire at his Mechs if they are near your Artillery. Keep destroying stuff with your Neotank. If one makes it to your tank, you can use Artillery to gun it down from there or bring your Neotank up. Mission 3: Max Attacks Opponent: Lash Recommended COs: Sensei and Kanbei Turn Requirement: Not a problem. More than 8. Overview: Yet another easy mission. Send decoys to take the hit from the Black bomb, destroy some units with B-Copters and transport a Mech to capture her HQ. Don't forget to send a B-Copter or two with your T-Copter. Day 1 Move 3 south western B-Copters south west. The Black Bomb should hit them and some of Lash's units Destroy the north Minicannon with 3 B-Copters Destroy the two Mechs with 2 B-Copters Advance remaining units besides a Mech and T-Copter Day 2 Move all but 2 Full HP B-Copters north west Advance remaining units besides the Mech and T-Copter Move 2 full HP B-Copters East Advance remaining troops on the ground west, but behind the copters Day 3 Load a Mech into the T-Copter Move T-Copters south Move two eastern B-Copters south For the rest of the units, just try to destroy as much as you can. Make a wall of B-Copters so that your indirects can take down Md and Neotanks. Next turn, destroy the Tank on/near the HQ. It may take two turns if you didn't pick Sensei. In any case, when it is down, drop off the mech and capture the HQ. Easy. Mission 4: Reclaim the Skies Opponent: Jugger Recommended COs: Kanbei and...anyone else Turn Requirement: Not a problem. Overview: One of the easiest, but definitely the shortest mission. Some people just repeat this mission to level up their COs because it is so fast and easy. Basically, destroy over half of his units on the first turn. Use your Anti-Air to attack anything and everything. Rockets will take down his tanks. Day 1 Attack Tanks with your Rockets Attack stuff with your Anti-Air. Don't let two in range of both eastern Bombers Destroy a bomber with your Missile. Advance your Tanks, keeping them safe from bombers. Day 2 and beyond Clean up the rest. The only way that you might not get a perfect S-Rank is if Jugger gets very lucky when he uses his Super CO Power. Mission 5: Neverending War Opponent: Koal Recommended COs: Sami and Eagle; Jess Recommended Force Ranks: Overview: This one can be quite hard. The basic strategy is rush to the Airport, make a T-Copter and capture his HQ with Sami. Without Sami, this mission becomes worlds tougher. I highly recommend her. Koal isn't too consistant in this map so you will have to wing it near the end or perhaps even in the middle. Eventually he starts to mass produce Neotanks, but if you go by my guide or are fast enough, then they aren't much of a problem. Just use Artillery and bait to take them down if they get too close. If you move one of your Mechs up north, it will buy you a day or two since it will distract a few units, keeping them up north. For this guide I will be using Eagle and Sami. Day 1, Sami Move tank onto eastern City Move Artillery behind the Tank Move north Mech north Move south Mech east Move East Mech south east Move APC 1 space east Build 2 Infantry End turn, switching to Eagle Day 2 Load western Infantry into APC Begin Capturing with other Infantry Destroy enemy Tank with Artillery Move northern Mech east Move eastern Mech south Move remaining Mech south east Move APC behind the Tank and in front of your Artillery Build an Anti-Air End turn, switching to Sami Koal attacks your Mech with his Day 3 Finish capturing Attack Mech with your Tank from on top of the Base Advance Anti-Air to just north of your eastern City Move Artillery on that City Move Northern Mech down two. This Mech just rescued you by stalling him. Destroy his Mech with your full HP Mech from the south Move damaged Mech south Move APC east and drop the Infantry north End turn He attacks your northern Mech and your Artillery with B-Copters Day 4 Destroy his B-Copter from the north using your Anti-Air Move northern Mech south Move southern (damaged) Mech north Destroy his Mech above the Base with your Tank from the eastern woods Begin capturing the Base Begin Capturing the City just east of and with your Mech Move southern damaged Mech north 1 Advance Infantry towards the bridge Move your APC 1 space east of your city that your Artillery is on Move Artillery two spaces east Build a Tank at your eastern Base End turn switching to Eagle He should use is power and attack your Mech that is capturing, though I think he might kill your most damaged Mech instead. If he does kill your Mech, not a big problem. Just lure the B-Copter in next turn so that you can destroy it with your Anti-Air. Day 5 Continue/finish capturing both properties Attack his Tank with your newly built one from the east Destroy his B-Copter from the south with your Anti-Air Move your Artiller north east. It should end up diagonal from the Minicannon Join a Mech with the one that was shot by the B-Copter on the City Move damaged northern Mech south east Load infantry into APC Move APC west 1 space Build a Tank in your eastern Base End turn Day 6 Finish Capturing Attack his Anti-Air from the south. It should be on the first city you captured. Destroy his Anti-Air with your Anti-Air Move heavily damaged Tank onto east most city Fire at the Minicannon with your Artillery Move your Infantry that is on your new Base north east Move your APC south east so that it is diagonal from the Minicannon Move your remaining damaged Mech east Build a Tank on your new eastern Base End turn switching to Sami Day 7 Destroy his tank with your Anti-Air from the east Move your western Tank east. It should be just out of range of the Minicannon Move your damaged tank that is on your south eastern city 2 east and 1 north, right above the Tank you just moved Fire upon the Minicannon with your Artillery again Move your APC to 1 space south of the Minicannon Move your newly built Tank one space above the Minicannon and attack it Move your damaged Mech south east Join your Mech that just captured the city with the Mech east of it Move Infantry south Move remaining damaged Tank two east Build an Artillery End turn He should attack your APC with his Tank Day 8 Move your APC north east and drop off the Infantry onto Black Hole's north west city Destroy the Minicannon with your Artillery Attack his Tank with your western Tank Attack his Tank again with your Tank 1 space above the Minicannon. Attack it from the road Attack and destroy his tank with your remaining Tank Advance remaining tank 5 spaces east and 1 space north Move newly built Artillery west two and north two spaces Advance Anti-Air north east Move Mech east Build another Artillery. Those Neotanks will start coming End turn The rest of this map is very easy. Capture that airport and make a bomber. Destroy a neotank or something to get your Tag Power if you don't have it already. Basically, use it to capture his HQ. Have Sami be the second CO, use your Tag power and drop off the infantry next to the HQ, switch to Sami and capture it. During this tag power, feel free to destroy some more with Bombers or whatever else you have. You should win by day 13 or 14. You can afford to lose a few units as well, so don't be too worried. If Neotanks start coming your way, just back up units with a few Artillery. Mission 6: The Ocean Blue Opponent:Lash Recommended COs: Grit; Kanbei; Drake Turn Requirement: 11 Days Overview: This one is a little tougher than it looks if you don't us Grit. Your navy is easily outnumbered and his two Battleships prevent you from advancing...well anywhere. If you picked Grit, he can take down the sea with his Rockets and B-Ship, especially when he uses his CO Power. The AI usually stays one space out of range allowing you to take them down with your CO Power. For this reason, I'm going to do this guide assuming that you are using Grit. If you don't have him, buy him. He's incredibly useful for some maps. Anyways, for this guide, I will be using Grit alone. This mission is just basic strategy, not much I can really say besides what I have already said. Day 1 Fire upon a Mech on plains with your Rocket in the center. It may or may not kill it. I will go considering that you did not kill it. Load Artillery into your Lander Advance remaining Rockets towards Lander Advance remaining air and naval units east End turn Day 2 Fire upon the Mech in the woods with your island Rocket Load Rockets into Lander Drop off Rockets north of the other Rockets and drop off Artillery west of those Rockets Move Battleship east 1 space Move both B-Copters so that they are directly below your Rockets and Artillery End Turn Day 3 Destroy her Lander with your Battleship Attack the Infantry she dropped off with western B-Copter from the north Destroy that Infantry with your Artillery Destroy remaining Mechs (if any) with Rockets Move Cruiser east 1 Move Sub east 1, north 1, and dive. This will protect your B-Ship from her Sub Move Lander back to your Island and load up the Mech and Md Tank End turn Lash attacks your cruiser with hers Day 4 Destroy her Cruiser with your B-Ship Move southern B-Copter south 2. You can now see her Sub. Attack her Sub with your Cruiser from the north Attack her Sub again with your Sub from the south. If it didn't die, you can clean it up next turn with your Cruiser. I'll assume that it did. Move remaining B-Copter north 1 space Move northern Rocket east 1 space Move Artillery just north of the orange city on the island Advance Lander south End turn I believe Lash's movements may vary by day 5. Basically, use Grit's Power to destroy as much as you can. Destroy his cruiser to advance your Sub to destroy his B-Ship(s). Use your B-Ship to fire at the Neotank and destroy it the turn after. This will allow you to drop off your Medium Tank to take down her ground units. Use Copters to help damage Sea and ground units, but keep them out of range of her Anti-Air at all times. The rest is just a very simple clean up. Mission 7: Fog Rolls In Opponent: Koal Recommended COs: Sonja and Kanbei/Lash/Jess/Colin/etc. Turn Requirement: 10 Overview: This is one of my favorite missions. It's quite simple because you have the advantage of having a Base in the middle, yet quite hard because the speed requirement is merely 10 days. Koal does have two Battleships; just ingore them since they have no ammo. This is just another normal map but with Fog of War. The trick is to capture the middle Base in 3 turns then skillfully procede to to his HQ and capture it. I would repeatedly make tanks since that's about the only unit that will help you. After you capture the middle Base, use your copters and tanks effectively so that they defend one another. Koal will make multiple Anti-Air, so mass produce tanks and keep your B-Copters out of range. I will be using Sonja alone, but I'll have Sami behind her to cancel out some of her bad luck so that her damage is more consistant. If you didn't know, the stars (Tag affinity) represent both how much luck they have every day and their extra damage during a Tag Power. Day 1 Load Infantry into APC Move Recon 1 east and 4 north Move Tank 2 east and 4 north Move APC 2 east and 3 north, drop off infantry north Advance B-Copters north east Build 2 Infantry End turn Koal's Recon attacks yours Day 2 Begin capturing the middle Base Attack Recon with your Northern B-Copter from the North Finish off the Recon with your Recon from the west Move Tank into the woods just above the neutral Base Move B-Copter to 1 space east of neutral Base Move APC to 1 space south of neutral Base. You have now surrounded it ensuring a successful capture next turn Move both newly built Infantry north Build a Tank from your eastern Base End Turn Koal attacks your APC with his Recon Day 3 Finish capturing Begin capturing a city with west most Infantry Attack his Recon with your newly built Tank from the south Attack his Ant-Air with your Tank from the south Attack His B-Copter with your eastern B-Copter from the south Attack his Tank with your B-Copter from the east Destroy his Recon with your Recon from the north Move APC east 2 spaces onto the neutral city Move remaining infantry east End turn Koal attacks your Tank, Recon, and B-Copter, not for much though Day 4 I believe this day may, and most likely will vary. I'm going to break away from the day to day guide because of this. Though, for starters, just destroy as much as you can on Day 4. If you are going for a 300 point S-Rank, save right here. If not, to beat this mission, just keep producing Tanks to take down the Anti-Air that he keeps making. Sneak an APC carrying an Infantry through the woods so that you can drop it off next to the HQ. If you are going for a 300 point S-Rank, remember than an Infantry at full HP must be in range of his HQ on day 8. When writing this guide, I finished it in 8 days, but it was incredibly risky and Koal did not always do the same things. Once again, just keep your near full HP B-Copter out of range of his Anti-Air (and the Cruiser in the water). Enough Tanks should overwhelm him. Join them if they are severely damaged to prevent score deduction. If it's day 8 and he still has a decent amount of attacking units left, try dropping an infantry near the HQ and surround it with units so that nothing can attack it. Protect it like this for 2 days and you win. Good luck. If you are attempting the perfect S-Rank then you should be able to finish it at the very least in 3 tries from where I said to save, otherwise, you need more practice. Mission 8: Tag Battle Opponents: Jugger and Lash Recommended Cos: Colin with Sasha; Max; anyone else really Turn Requirement: 20 Days Overview: Another normal route or capture production map. You are outnumbered in pre-deployed units, but not in properties. The good news is that they only advance their 2 B-Copters and one Tank. Stay out of the Piprerunner's range at all times unless it is damaged. Only attack the Piperunner if it is on the east side of the pipe or if you absolutely have to; the Artillery can't reach you there. Once the intitial moving units are destroyed, lure in the rest and blast them with superior numbers. Build multiple Tanks and join them if damaged as usual. Don't let them capture any Base or the Airport. You should capture the Airport quickly to start producing Bombers. They won't be able to do a thing once you have those. I will be using Max with anyone else, it doesn't matter. Day 1 Begin capturing the south eastern city with your eastern Mech Move remaining Mech south east Move Tank south 2 spaces Move Anti-Air south 1 space and west 2 spaces Build 2 Infantry End Turn Day 2 Continue capturing Destroy their recon that attacked your Mech with your remaining Mech Begin capturing the city north west of your HQ Move remaining Infantry east Build an Anti-Air from the eastern base and an Infantry from the western one Day 3 Finish capturing Attack their Tank with your Tank from the east Attack their Tank again with your Anti-Air from the south Move newly built Infantry east 1 and south 1 space Join Mechs Move Anti-Air south 1 and east 3 spaces Build a Tank from your eastern Base End turn They will attack your Mech and Tank with B-Copters and their damaged Tank will attempt to hurt your Anti-Air but will be destroyed from a counter-attack. Day 4 Destroy both B-Copters with your Anti-Airs from their current locations Advance new Tank east Begin capturing the city in the north east of the map with your Infantry Move southern Infantry west 1 and south 1 space Move damaged Tank east 1 Move your remaining Infantry west 1 and south 2 spaces Build a Tank at your western Base End Turn Day 5 Finish/begin capturing what you can (city south of HQ with your northern Infantry) Advance eastern Tank south Move remaining Infantry south 1 and west 1 space Move newly built Tank south 2 Advance eastern Anti-Air south You can build either an APC to get to the Airport 1 turn quicker or a Tank, your choice. I'm going to break off from here, even if it is quite early in the map. The western Infantry was to bait the Tank in. Your remaining Anti-Airs should be used to eliminate Infantry capturing Bases even if they are in range of the Piperunner since after attacking the Infantry, they are quite useless. Eventually, around day 7-8 you will want to attack the Piperunner if it is in range of the Base in the middle of the map. They only thing that you need to watch out for is their Tag Power, though you can lose a decent amount of units and still attain 100 Technique. If you have your Tag Power, either use it right away or save it for when you have 2-3 Bombers. If you use it with Bombers, they will destroy nearly everything, possibly saving you a turn or two. The rest is general strategy. Capture what you can, build Tanks, save a little money for Bombers. After you make a couple Bombers, they will make Anti-Airs. Either use your Tag Power to destroy them or just keep advancing your Bombers while staying out of range of them. Eventually they will be cornered and you can bomb them easily. Mission 9: Victory or Death! Opponents: Koal (bottom screen) and Lash (top screen) Recommended COs: Max, Kanbei or Eagle for either screen. They all do well on both screens. Turn Requirement: Not a problem Overview: Though it might look fairly hard, this map is very simple. Once the second front is won you can use a Tag Power to destroy the Crystal or you can destroy the crystal before that if you choose Eagle. When your partner comes back, I believe that you get an automatic 6 stars added to your CO bar. Just destroy the first and only wave of enemies on the bottom screen and you basically win. Keep at least 1 Bomber at full HP in order to take the Crystal down in 1 hit with Eagle. I will be using Eagle on the bottom screen and Max on the top screen. Make sure that the AI is set on defense for the beginning of the mission. You don't have to send any fighters to the top screen if you don't want to, though it's your choice. Make sure to at least send them after Koal's air units are downed. This guide will complete the mission before the top screen CO finishes, so I will be using Eagle. Day 1 Capture what you can and advance all units east without going into range of enemy fire. Set AI to Defense Day 2 Finish capturing what you started capturing Advance units further, but still out of range of danger. I would put a Bomber just out of range of his Anti-Air. Move your B-Copter in range of his Fighter. He should take the bait Other than what was said, attack anything you want as long as they will be safe the next turn. Day 3 Destroy his Fighter with your Fighters Attack his Anti-Air with your Bomber Use your CO power if you want. The rest is simple. Keep ground units out of range of his bombers unless you want to bait them in. On day 3 he will have his Super CO Power so adjust units accordingly, mostly those that would be in range of his Bombers. Once most or all of his air units are down send your Fighters up to the top screen. Basically, once Eagle gets his Super CO Power or when the second CO joins up, you win. Just make a dash to the crystal with a Bomber. Mission 10: Black Boats Ahoy! Opponent: Kindle Recommended COs: Drake and Kanbei Turn Requirement: Not a Problem Overview: Another easy mission. You have superior ground and naval forces. I'm really not sure how you can lose this one. Just don't forget that lab map from the neutral city in the middle of the northern island. Because this one is so simple, I won't do a day to day guide. Just an overview per day of what to do. Day 1 Advance all units east with the exception of a Tank and an Infantry/Mech. You will load them in the Lander next turn. Day 2 Advance....again. Seriously, this should not be a Hard Campaign mission. If you cannot beat this mission, go to the War Room and get some pratice. Advance units east and start getting your lander to the southern island. Don't forget to start capturing the neutral city as soon as possible, unless of course you don't want to move onto the Black Boat mission. You might want to leave 1 cruiser behind to defend your units from her B-Copter, which is really the only threat on this mission. Mission 11: The Long March (Optional Mission, you receive the Black Boat blueprints) Opponent: Recommended COs: Orange Star-Kanbei and Jess/Kanbei and Sonja; Blue Moon-Sasha and Grit Turn Requirement: Not a problem. Somewhere after day 9, so take your time. Overview: Easy to win, hard to receive a perfect score. If you are going for a perfect score, then your delima is that you need to get both enough Power and Technique. The way to perfect this mission is to leave behind everything except the following: A Tank, a Recon, an APC (with an Infantry), and your Missiles. You can only loose 2-3 units depending on when they were destroyed and how long it took you to complete the mission. North of Orange Star, they have two B-Copters,one Infantry, one Tank, and one Artillery (on the Lab). Make a dash to there with the units I told you to bring. If you are not going for an S-Rank or a perfect, bring the Md Tank as well; you shouldn't loose if you take that. As for the remaining units, park your Md Tank on the City and back it up with ALL of your indirect units. The AI will still attack it with their own Md Tanks (perhaps they are set on the AI "Strike"?) If the Md Tank becomes damaged and is in range of being destroyed, retreat it and let the Recon do the job for a turn or so. Now, for Blue Moon, just fire at anything that threatens Orange Star (preferably Md Tanks and Tanks, the closer to Orange the more important to take down) while also using Sasha to prevent their Tag Power for 1-2 turns. Also, I would recommend not to let them use their power by turn 3, so in other words, stop attacking stuff once they are very close to their Tag Power. I will be using Kanbei and Sonja for Orange Star and Sasha and Grit for Blue Moon. Day 1-Orange Star beginning with Kanbei Advance northern Recon into far east woods Move remaining Recon south 1 and west 4 spaces Advance Md Tank onto south east city Retreat eastern Artillery to the bridge, one space above the Recon Destroy their Recon with your Rockets Advance Remaining Artillery east so that they make a backwards L Advance Missiles east Advance Anti-Air north east Load Infantry into APC Advance APC north east Advance Tank north east Advance Mech north east End Turn Day 1-Blue Moon beginning with Grit Advance eastern Sub North East (more so east) Destroy their Rockets with your B-Ship Destroy (or, if unlucky, heavily damage) their eastern Tank with your Rockets Move remaining Sub north 3 and east 1 space and dive it Destroy their Infantry with your Artillery Use your remaining B-Ship to damage their Fire upon their Artillery with your remaining B-Ship Advance Cruiser north west, but not adjacent to the shoal Build 1 Infantry from the eastern Base End Turn Jugger will attack your Md Tank with his Artillery, though you will heal it back provided that you are Kanbei (free CO power energy!). I believe it not consistant if they switch COs or not, but chances are they will switch. Day 2-Orange Star Move Recon north 2 Move Md Tank 1 east (takes the choke point) Move your north western Artillery south east onto the city Advance your Rockets east Move your Missiles 1 space east Advance your Anti-Air east Move your APC one space east Move your Tank 3 spaces east Advance your Mech east Fire upon their Recon with your Artillery Fire upon their APC with your Artillery End turn Day 2-Blue Moon Begin capturing Move your eastern Sub north 1 space, east 3 spaces, and north 1 space. This will help stall enemy forces by attracting them Move your Rockets north Fire upon their cruiser with your western B-Ship. They now almost have their Tag Power Move your Cruiser north 4 and east 2 spaces, blocking the choke point from the enemy Sub End turn switching to --Sasha-- without attacking anything else, preventing them from receiving their Tag power Koal attacks your Artillery with his own; He also attacks your Recon using two B-Copters (one to spot it and one to attack, the bait was taken, though he might not always take it...) Day 3-Orange Star Destroy their southern B-Copter with your Missiles Destroy their remaining B-Copter with your Anti-Air from the east Attack their Md Tank with your Md Tank from the west Move southern Recon south two spaces Fire upon the Artillery with both your Artillery and Rockets Move remaining Recon east 3 and north 2 spaces. Time to lure that Tank out. Advance Tank, APC (with Infantry still in it), and Mech east/north eastish Move western Artillery west 1 space to spot the underwater Sub End turn switching to Sonja Day 3-Blue Moon Finish capturing Basically, shoot the most expensive units. Anti-Air, Neotanks, etc. Attack their Sub with your Cruiser too. Leave your Sub where it is to stall them for another turn. After you have attacked everything, use Sasha's CO Power. Jugger will attack and destroy your Recon. It was worth it, trust me. He will also attack your Md Tank with some weak unit like a Recon, and suprisingly it will probably do about 3 damage (happened to me 3 times when making this FAQ, so perhaps it's consistant luck? More like my consistant bad luck...) Anyways, the rest of the map is quite easy. Advance your northern ground force by destroying the Tank, but still keep that Infantry in the APC for one more day. They have an Artillery right on the Lab, so stay out of range until it's time to attack (you will probably have your Tag Power by then, making it a quick and easy capture) As for the rest of your units, just keep the general formation that they are in and use your Recon, Mech, or damaged Md Tank to stay in front of your indirects. When they are too damaged, switch out and let another unit take the choke point. You can take 2 unit losses and still get a 300 point S-Rank. Also, let Sonja initiate the Tag to get Kanbei's defense and counterattack during the opponents turn. As for Blue moon, use Sasha again to get another CO Power and use it. Switch to Grit right after that; you won't be able to stall their Tag Power 3 times, just 2. After you use her Power twice, switch to Grit and use his Power. You should win by capture on day 6 or 7. Mission 12: Lightning Strikes Opponents: Grimm (bottom screen) and Sensei (top screen) Recommended COs: Colin for the bottom screen; Kanbei for the top screen Turn Limit: Unknown, but shouldn't be a problem I hope Overview: Another mission with two fronts, except this time, you can control the second front yourself. This should be self explanatory: don't let the AI control it... In any case, because of the second front, there are a few ways to go about this mission. Either support the second front quickly, or don't. If you don't support it, Sensei's Powers will definitely make the second front last much longer. I'll start with the main front. First of all, you are again outnumbered by pre-deployed units but not by funds. Grimm also moves all of his pre-deployed units besides his Tank near the Missile Silos. This means that your Artillery will need to fire upon his Md Tank. Since speed is incredibly important in this mission, I will be using Colin on the main front and Kanbei on the second front. If you are following it day by day, choose these COs. I will be sending units to the second front early in order to get a Tag Power on the main front quickly. Day 1-Main Front Turn off Auto CO Send your western Anti-Air to the second front Advance Anti-Air east Move your Recon west 1 and north 4 spaces Move Infantry west 1 and north 2 spaces Move Mech 1 space east Build two Infantry End turn Grimm should move his Recon in range of both your Mech and Recon Day 1-Second Front Issue commands to your Mechs first. I will list them from the north most Mech to the southern Mech. SW, SW, W, SW, NW Advance Anti-Air north east one space below the shoal Move Missiles north Move Recon north 1 space Advance western Tank onto the eastern shoal Advance remaining Tank to just above that shoal Advance Recon north east Move Infantry north 1 and east 2 spaces End Turn Sensei will attack your Recon, the bait was taken Day 2-Main Front Destroy his Mech with your Anti-Air Begin capturing the city near your eastern Base Attack his Recon with your Mech from the east Destroy his Recon with your Recon from the north Move northern Infantry north Move Artillery north 3 and west 2 spaces. He will surely take the Recon as bait. Move remaining Infantry east Build an Anti-Air from the western Base and an Infantry from the eastern Grimm destroys your Recon and attacks your 2 eastern Infantry. Why he doesn't want to destroy the capturing one is beyond me, perhaps attacking something with 1000g is more important than something 400g that will take 3 more turns to finish capturing. Strange, but good if you are going for a good score... Day 2-Second Front Destroy Sensei's two western B-Copters with an Anti-Air and Missles Now, you want to retreat your units so force his B-Copters into range of your Missiles. I will command the Mechs from west to east this time. SW, SW, W, W, SW Move one Tank onto the woods diagonal to the southern bridge and one Tank onto that bridge End Turn Sensei uses his Power and attacks a couple units Day 3-Main Front Attack his Tank with your Artillery Finish it with your Mech from the east Launch the Missile Silo and damage his Md Tank and Artillery Continue capturing Join both damaged Infantry on that city Destroy his B-Copter from the north, your eastern Base Advance remaining Infantry south east Send your newly built Anti-Air to the second front End Turn Grimm attacks your Anti-Air and capturing Infantry Day 3-Second Front Destroy the west most B-Copter with your Missiles Destroy the nearby B-Copter with your southern Anti-Air from the south Destroy his most north western B-Copter with your Anti-Air from the west Move north west Mech west 1 space Move northern Mech south west. This defends your Missiles Move damaged Mech west 1 space. This should be in the river 2 spaces east of your HQ Move east most Mech west Move western Tank north 1 space End Turn Sensei will attack with all of his B-Copters Day 4-Main Front Start capturing the Airport Move northern Mech south onto the city Move Artillery one space south of that exact city. Time to bait in that Md Tank Send your last Anti-Air to the second front Retreat your capturing Infantry west Attack his highests HP Mech in the River from the neutral city with your Infantry Build an Infantry on your eastern Base End Turn Grimm takes the bait with his Md Tank and attacks your Infantry again. Day 4-Second Front Time to destroy some B-Copters! I'm not longer going to give a day to day guide on the second front. You SHOULD be able to destroy 4 B-Copters. Also during this turn advance your Tanks and Recon towards his Infantry/Mechs. Use your Super Power if you want, or save it for when you need to OHKO a Mech on a city. Your choice on this one. I'd save it since you destroy the B-Copters in one hit anyways. Use it before you win the second front because otherwise it will be wasted. Day 5-Main Front Finish capturing the Airport Attack his Md Tank with your Artillery Move your Mech back if it is in range of his Artillery Attack his southern Infantry with your own from the south Use your CO Power Attack his southern Infantry with your Infantry from the south Join both remaining damaged Infantry onto the mountains, safe from harm (or at least moderate harm) Build yet another Infantry on your eastern Base End Turn and get ready to start pumping out Bombers while using COlins CO Power twice for tons of cash to make them. Grimm usees his SUper CO Power, but destroys nothing of yours. Day 5-Second Front Just make sure he gets his Super CO Power this turn or else you will have to deal with more Mechs, thus taking more time. Day 6-Main Front Start off with your CO Power. Begin capturing north most city Retreat Mech south to be safe from his Recon Finish off whatever is left near your eastern Base Build a Bomber Leave your Artillery where it is I'm going to break away from the day to day guide here. Basically, just build Bombers and, well, bomb his units away. You might also want to make a Rocket this turn as well from your eastern Base to fire at anything he builds from his western Base. Once you're done on the second front, you can use your Tag Power to win on that turn or the next turn with Bombers. You shouldn't have a problem finishing this mission if you followed it up to Day 6. Mission 13: Frozen Fortress Opponents: Kindle and Jugger Recommended COs: Orange Star-Grit, Jess, Kanbei, Olaf, it doesn't really matter. Blue Moon-Your choice on this one. Colin/Sasha, Jess, Max, Sami, Olaf, and Kanbei are good choices. Turn Limit: Not a problem Overview: Is it just me, or is this map easier than its Normal Campaign counterpart? In any case, the Md Tanks don't move; let sleeping dogs lie. (AKA, do not go in range of them) The only difficult part about this one is to see if you can capture the lab map (north east neutral city) before you finish the mission. The objective is simple, destroy their Mechs before they capture a single Base. If you accomplish this, which is incredibly easy, you win. I will be using Kanbei for Orange Star and Olaf for Blue Moon. Day 1-Orange Star Move western Infantry east 2 spaces and south 1 space; this will bait the B-Copter Begin capturing the Base with your Mech Begin capturing their western city with your Infantry Advance Anti-Air south east Advance Tank east Build 3 Infantry End Turn Day 1-Blue Moon Move Anti-Air south 1 and west 4 spaces Begin capturing western city with Mech Begin capturing the rest of the cities Build an Infantry on your northern Base End Turn Kindle attacks your Infantry with her B-Copter Day 2-Orange Star Destroy their B-Copter with your Anti-Air from the east Attack their Infantry with your Mech from the west Destroy that Infantry with your own from the east; bait once again Move Tank east 3 spaces; this keeps you out of range of that B-Copter Begin capturing with the rest of your Infantry, it really doesn't matter what with th exception of, you need to start capturing the west most city. End Turn Day 2-Blue Moon Finish capturing Attack their Infantry capturing a Base from the south with your Anti-Air Advance remaining Infantry west Build a Tank from your northern Base End Turn They attack two of your Infantry It starts to snow Day 3-Orange Star Destroy his B-Copter with your Anti-Air Destroy his Recon with your Mech Advance your Tank east Build an APC from your eastern Base The rest is a piece of cake. If you want to go onto the next secret mission, Lash's Test, keep advancing your Tank east and drive the Anti-Air away. Send an Infantry in an APC to capture that neutral city containing the map. Whatever you do, do not attack anything else besides the Anti-Air. Destroying their Artillery will net them a Tag Power later on. Day 3-Blue Moon Attack their southern Mech with your Anti-Air from the north Advance southern Infantry west Begin capturing the Airport with your other Infantry Move your Mech 1 space west Advance remaining Infantry west Advance Tank to just south of the Airport Build another Tank from your northern Base They attack your Infantry capturing the Airport with their Tank Day 4-Blue moon Destroy their remaining Infantry from the south with your Anti-Air Attack their Tank with your southern Tank from the west. The rest is simple. Finish off the Tank, destroy the remaining Mech with Tanks/Anti-Air, capture their HQ. Don't forget to wait on capturing the HQ until Orange Star gets the Lab Map, if you want it of course. Mission 14: Lash's Test (Optional mission, you receive the Black Bomb blueprints) Opponent: Lash Recommended COs: Kanbei, Grit, Grimm, Kanbei+Sonja Turn Limit: 13 days Overview: Yet another easy mission. Use your western Black Bombs first turn; the Piperunner can destroy even Kanbei's Black Bomb in one hit. The only difficult part about this mission would be releasing your other Black Bombs before they run out of fuel. Grit has the ability to do this very early (two turns quicker) using his Rockets, but he isn't required. If you don't use him then you will need to advance your Rockets very quickly, making the mission harder, but still just an easy mission. Because this is a guide and is meant to make it easy for you, I'll use Kanbei and Grit. Day 1-Start as Grit Explode your west most Black Bomb Explode your other western Black Bomb exactly where the first detonated Move now western Black Bombs west 1 space and move the remaining Black Bombs west 2 spaces Advance Infantry west Load western Mech into APC, move APC west and drop off the Mech west Move B-Copter north 5 and west 1 space. Advance remaining units. (except for the Rockets, I will explain next step) Let Neotanks and Md Tanks take priority in advancing. Move Rockets north 1 and west 3 spaces End Turn Day 2 Begin capturing the eastern Tower Advance Infantry west in order to capture the other Tower If it is in range, destroy her Piperunner. It should be in range of your Anti-Air Explode your north eastern Black Bomb, damaging both the cruiser and Battleship Move your B-Copter west 1 and north 1 space, just out of range of the Cruiser. Move your Rockets north 2 spaces; they are now able to fire upon the pipe seam Advance remaining units as you see fit. As always, keep indirects out of range, only move Tanks onto cities for defense and healing, use an APC as bait if you wish. I believe Lash may or may not retreat her Cruiser. It shouldn't matter too much, though you will have to use your B-Copter to destroy it and the Batttleship, or using Grit's Power will do. I'm going to break off from here with just some general advice. After attacking the pipe seam once with Grit, you might want to consider attacking it again with your B-Copter which then allows you to use Kanbei next turn. If the Cruiser did not retreat but advanced instead, you might want to attack it with your B-Copter, though Grit will do minimal damage to it. You could always retreat your B-Copter and fire at the Pipe Seam next turn with Grit. As for the rest of the battle, advance your big tanks first. Once the Pipe Seam is down, damage as much as you can with your Black Bombs. The rest is just a clean up of mostly 1 HP units. Mission 15: Verdant Hills Opponents: Javier and Jess Recommended COs: Orange Star-Anyone Blue Moon-Grit (obviously) Turn Limit: Not a problem Overview: Another easy map if you have the correct strategy. Here's the strategy I use: Orange Star does nothing while Green Earth Advances towards them. Capture their HQ with Blue Moon since they leave it unguarded. Destroy as much as you can while you are Blue Moon as well. Remember, only the army that wins the match by either rout or HQ capture is tallied for points, so Orange Star can take as many casualties as you want. I really can't think of anything beneficial Orange Star can do. The only thing that may help is to build something from the western Base in order to make them split their units up when advancing towards Orange Star. In any case, I will be using only Grit for Blue Moon. Stick Max behind him if you want some extra damage. Use COs that need exp for Orange Star. As for a day to day guide on this mission, I really don't feel a need to give you one. Just destroy their units that are inexpensive, have good movement, and indirect units. After a few turns, capture their HQ with a Mech. Just make sure they don't use their Tag Power to go all the way back to your HQ while you are capturing it. If you are going for a perfect score, just make sure that they don't destroy more than 3 of your units, such as your Mechs. Mission 16: Snow Hunters Opponent: Hawke Recommended COs: Andy, Hawke, Kanbei Turn Limit: Shouldn't be a problem Overview: We finally reach another moderately difficult level. The good news is that it's really short if done properly. The basic strategy is to rush the Minicannons as fast as possible by blasting everything in your path. This mission can be completed in 5 days, (I got lucky ) but aim for 6 days, the day where the his Neo and Md Tanks start showing up. Precise movements of all units is required. It's all basic strategy, but it needs to be done to perfection if you want to complete it very very quickly. For this guide I will be using Andy and Hawke, the ultimate healing team. This mission is very nice to you on the technique score, so don't worry too much about that. Getting your Tag Power is a must on this mission. There's also a Lab map here. Get it if you want Piperunners or a full completion game. Otherwise, I would skip it; the next mission is very difficult, at least to perfect S-Rank. Day 1-Begin as Hawke Move Battleship east 2 spaces Advance cruiser and Sub west Move Lander east 1 space Load northern Infantry into APC Move APC south 4 and east 1 space, drop off east Advance western Rockets onto eastern City Advance remaining Rockets west Advance Infantry south west into the woods Advance southern Mech west Advance eastern Md Tank north west Advance remaining Md Tank north 4 spaces and west 1 space Attack both western Pipe Seams with your B-Copters Advance eastern Anti-Air west 5 and north 1 space Advance Tank north 2 and west 1 space Advance southern Artillery onto HQ Advance northern Artillery west Advance remaining Tank west 2 and north 2 spaces Advance remaining Anti-Air south west End turn Hawke attacks your Lander with his Artillery Day 2 Load Infantry into the Lander Drop off Infantry onto the south east island east Move Battleship east 4 spaces Advance Cruiser west. your Cruiser will be used to gain some CO energy Attack his Cruiser with your Cruiser Advance your Sub to right behind your Cruiser Move Infantry south west into the woods Move southern Mech south west into woods Attack the southern Pipe Seam with your southern Md Tank Move remaining Md Tank west 2 spaces Attack middle Pipe Seam with your Rockets on the City Move southern B-Copter south 1 and west 1 space Move northern B-Copter south 1 space Move east most Anti-Air west 1 space Move southern Artillery north 1 space Move northern Tank east 1 space Move Artillery on HQ north 2 spaces and west 2 spaces Move APC west Advance Mech above HQ west 1 space End turn. The party starts next turn Hawke damages or destroys your Mech with his Bomber. I will assume that it is destroyed. Day 3-this might vary, email's confirming that this risky strategy works might be nice. Hawke is quite random, so you may want to save. Begin capturing the city on the south east island, it contains the Lab Map. Advance Battleship west Attack his Cruiser with your Cruiser Fire the Missile Silo at his 2 Artillery and 2 Md Tanks Destroy both Pipe Seams with Artillery Destroy middle B-Copter near the bottom broken Pipe Seam with your northern Anti-Air from the east Attack his Bomber with your Southern Anti-Air from the woods Destroy his now northern B-Copter with your Anti-Air from the south Destroy his missile damaged Artillery with your northern Tank Attack his northern Md Tank with your southern Md Tank Advance Md Tank west 2 spaces (go around the Pipe) Advance western Rockets north 1 and west 1 space Advance remaining Rockets west Advance remaining Tank north west Advance southern B-Copter south 1 space, west 3 spaces, and south 2 spaces. Do not attack Advance remaining Mech west Advance APC south west If you haven't already saved the game, save now. Depending upon your damage against Hawke so far (because of luck) Hawke may or may not use his Super CO Power at the beginning or in the middle of his next turn. That is why I said to save here. If he uses his Super CO Power at the end of his turn, you're ok. If he didn't, restart and do NOT do the following step. You also saved because Hawke is very very random next turn in what he attacks. Attack his remaining B-Copter with your northern B-Copter from the east End turn Hawke severely damages your units, destroys a couple anti-Airs, etc. etc. Hawke uses his Super CO Power at the END of his turn. Day 4 First of all, do NOT continue capturing until after you initiate your Tag Power. Ok, I can't really give a day to day guide on this part since Hawke is quite random in what he attacks. Your Objective is to attack the most expensive units so that you can get your Tag Power. If you do not get your Tag Power, restart and try again. Once you get your Tag Power, just destroy as much as you can. While doing this, advance your Artillery to behind or adjacent to the side of the Minicannons. Advance Rockets to the road next to the Pipe so that you can fire upon the Minicannons next turn. Use your APC to uncover the dived Sub. I would attack the Battleship with a B-Copter at least once to minimize damage towards your Artillery. After you have used your Tag Power, finish capturing the city that has the Lab map. When you switch to Andy, load the Infantry up in the Lander and retreat from the Piperunners. Advance your Battleship west if you want. If you have the skill, you can easily pull this off. Mission 17: Spiral Garden (Optional Mission; you receive the Piperunner blueprints) Opponent: Kindle Recommended COs: Jess, Colin Turn Limit:23? Technique: lost 6 and still a 100 Overview: I consider this one of the hardest missions in the campaign. I'm sure there are multiple ways to finish this mission, so if you have a different method than me, send it in. I really don't feel satisfied with my guide either, though I don't know if a definite one could be made. Anyways, for my guide, the goal is to either capture 15 properties or rout the enemy, whichever comes first. Your first objective will be to place your units effectively so that they prevent the enemy Piperunners from advancing. Note that Kindle's Piperunners will advance in the line of fire of an Anti-Air. Use this to your advantage with the north western area at the beginning of the game. Also, during the beginning of the misson, I recommend splitting your forces...kind of, one for the north west and one for the south east. Your next goal is to produce Rockets ASAP. Rockets seem to be the key unit to use in this game since you can just fire over those pipes. Rockets will destroy the oncomming Md Tank and Neotank as well. Later on, send one or two rockets north of the Airport. Back to the beginning of the mission, use your remaining Tanks to destroy the Piperunners once those Md Tanks are down. Once the Kindle's initial wave of forces is nearly gone, start producing Neotanks and perhaps one Megatank with Colin. I'd make a Megatank first because of it's low movement. It's a great unit since it only costs around the same as a Neotank and Jess can resupply it. During this time, grab that Airport as well. However, do NOT mass produce Bombers. Keep a nice ratio of Bombers to ground units and you should be ok. Always, always use Colins CO power, most of the time at the end of his turn. This is so he gains some CO energy during that turn, though you could go for the 10% increase of attack if you desperately need it. For some reason, Kindle will make tons of Infantry and Mechs. The are no threat if you advance fast enough. Otherwise, they will act as walls preventing your units from advancing. I highly recommend not advancing to the Lab through the pipes. I tried this and Kindle mass produced units near the Lab. Only go for it if you have Sami. Basically, using Neotanks, Md Tanks, Megatanks, and Bombers, just blast through her forces on the western side of the map. As far as technique goes, I believe you can lose 5 units. Use decoys and bait wisely. I will be using Colin and Jess for this mission. Day 1, starting with Jess Advance northern Anti-Air north Advance northern Tank west Attack the Pipe Seam with your Artillery Advance Recon south west (this unit is really pointless, so let it be bait) Attack the same Pipe Seam with your eastern Tank Begin capturing with your Mech Load Infantry into APC Advance remaining Tank west and attack the Seam Advance remaining Anti-Air west End Turn Wow, Kindle already takes two very different moves. Sometimes she hides her eastern Piperunner behind the capturing Infantry and sometimes she does not. This pretty much changes everything up there. I will assume it is NOT behind the Infantry since that seems to be the most common placement. Day 2 Finish Capturing Attack her western Piperunner with your Anti-Air Advance your northern Tank west and attack the Seam Attack the Seam again with your other Tank Move your Anti-Air east 1 and north 3 spaces, just out of reach of her Tank Advance you Recon to just 2 spaces above the neutral south west city Destroy the eastern Pipe Seam with your Artillery and Tank Move your APC north 3 and west 2 spaces, drop off east Build a Rocket from your northern Base End Turn switching to Jess Kindle takes the Recon bait Day 3 Retreat your northern Anti-Air south west, just out of reach of the Piperunner Advance your south eastern Tank north 3 and east 1 space, just out of reach again Advance your Rockets north east Advance your Artillery 1 west, 3 north, and 1 space west, ready to blow those seams Begin capturing with your Mech Advance Infantry west Attack the Seam again with your northern Tank. It's halting that Piperunner. Destroy her B-Copter with your Anti-Air from the east (where it is now) Advance remaining Tank to just south of that Anti-Air. Move your APC to just above your Rockets Build an Infantry from your northern Base End turn, switching to Colin Kindle attacks your Anti-Air with her Tank Day 4 Finish capturing Retreat your Anti-Air south 2 and west 1 space Move your Rockets north 2 and west 2 spaces Attack the western Seam with your Artillery Move your middle west Tank north 1 space and attack the Seam Begin capturing that base Retreat your western Anti-Air south 2 spaces Attack the western Tank with your Tank from the south (I did 6 damage...somehow.....oh well) Load the APC with your Infantry Build a Rocket from your northern base and an Infantry from your southern Base End Turn, switching to Jess Kindle attacks, but doesn't destroy anything. She places her units incredibly well, including a now invincible Piperunner in the south west corner. Then she uses her power... Day 5 Continue capturing the Base Finish off the western Tank with your own Tank from the east, out of range of the Piperunner Retreat your damaged south west Recon and Anti-air south east, out of range of the Piperunner Attack the Recon that attacked your Artillery with your southern Rockets Attack the damaged Pipe Seam with your eastern Tank\ Move your APC west 2 spaces and drop off west Move your Rockets west 2 spaces Move your Artillery west 1 space Destroy the Recon with your Anti-Air from the west Move your APC west 2 spaces and drop off west Move your south Infantry west 2 spaces End Turn Kindle destroys your Anti-Air with her Neotank and advances her south west Piperunner east Day 6 Finish capturing the Base Retreat your western Tank south west and attack the Seam on your way Attack her Neotank with both your Rockets and Artillery, Rockets first. Finish it off with your Tank if you can. I will assume that you can Attack that southern Piperunner near your HQ with your Anti-Air Retreat your Recon all the way east, this should remain there to prevent score loss Advance your southern Infantry west Move your Rockets on to your HQ Advance Mech west 1 space Move APC east 2 spaces End turn switching to Colin Her Piprerunner attacks your Rockets on your HQ Day 7 Attack her Piperunner with your Rockets Move your Anti-Air 5 east and 1 north Destroy the southern Piperunner with your Tank Attack the Infantry capturing the Airport with your Rockets Attack the Pipe seam leading to the Airport with your Artillery and Tank I'm going to stop here. The rest isn't nearly as hard as the part that you just did. Eventually, you can either use Colins CO power and do a DGR (Double Gold Rush, using one after the other without spending any after the first power) or save up for a Tag Power to take down those Piperunners. This is your choice, though I would save here. You can also deal with the western troops 1 of 2 ways, with Rockets from your new base or a Neo/Megatank. Any will do very nicely, though I'd build them after DGR or during your Tag Power. Personally, I recommend DGR since you can take down those Piperunners with Jess's Tanks during her Super CO Power. In any case, once you break through the seam leading to the Airport, send a Rocket or two up there. You can snipe them all you want from there. Once you get the Airport, you can make Bombers or even a Black Bomb with Colin (use it through the Pipe maybe?) Basically, just dominate with Jess's Neotanks and a Bomber or two. Build units with Colin of course. If you can't win this one, after you followed everything I said, then you need some practice. If you can't get a perfect rank, then I can understand, it's difficult. Mission 18: Omens and Signs Opponents: Jugger (bottom screen) and Koal (top screen) Recommended COs: Javier, Kanbei, and Grimm (bottom screen) Kanbei, Eagle, and Max (Top Screen) Turn Limit: Unkown Overview: Back to the easy missions. As long as you remember to set the AI to defensive and then to Strike, you should have no real problems. It's all basic strategy. Destroy their units. For this reason, no day to day guide for you. Once again, if you are unable to beat this mission, I'm very surprised that you are able to get this far in Hard Campaign and you need practice. Also, the Technique limit is nice to you. I lost 4 units and still received 100 for Technique, Here's what you do. Land units: Free those Carriers. Not much else to do Sea and Air units: The only trick to this mission is sending those fighters up at the right time. You can send a few at the beginning if you wish, but save at least 2 for the fighter. Use a B-Copter or something to bait the Fighter in. After Jugger's air units are down, send up more fighters. If the AI is still having trouble, send up a few Stealths. You can free the South Eastern Stealths by deleting a Carrier there. Use Carriers to resupply Stealths if you need to, though remember that it takes 1 day to resupply. As for sea units, make a black boat or two. Watch where his Sub is, spot it with a B-Copter when it dives, and proceed with general strategy. Don't forget to attack first day with a Carrier. I will include the hardest part in the day to day guide. Day 1 Set the AI to Defense. It's easy to forget this. I even forgot when writing this....twice. Day 2 Set the AI to Strike accordingly, you might not have to. Mission 19: Into the Woods Opponents: Kindle and Lash Recommended COs: Orange Star-Kanbei, Sonja Blue Moon-Kanbei, Sonja, Grit, Sasha Turn Limit: Overview: A hard mission the first time, but easy the second time since you know where everything is. Lucky for you, I'll tell you the majority of what they have and where it is. There are two Ooziums in the large concentration of forests, they send all of their Md and Neotanks at Blue Moon, there is a Rocket hidden in the forest beyond the southern bridge, and they have two more Ooziums a few (5-8) spaces away from their HQ by the time you reach it. Like always, Kanbei rules pre-deployed maps and Sonja dominates Fog of War; put them together since they have a great Tag Affinity. As for the mission, it's easy to win, but the Technique limit is quite hard to reach. Remember, since there are two armies, only the one that completes the mission has its score tallied. Blue Moon faces the most enemy units, so we'll go for an HQ capture with Orange Star. I will be using Sonja and Kanbei for Orange Star and Grit and Sasha for Blue Moon. A strategy I will use is to just let Blue get pummeled allowing Sasha to repeatedly prevent them from getting their Tag Power. Day 1, Orange Star, Sonja In order: Advance east: Megatank, Recon, both Md Tanks, both Mechs, the southern Tank, and the Infantry Advance on the road: the northern Tank, northern Anti-Air, Neotank, Rockets Advance remaining Anti-Air 5 east and 1 north Advance Artillery 2 north and 2 east Advance APC south east End Turn, switching to Kanbei Day 1, Blue Moon In order: Advance east: the eastern Anti-Air, Tank, northern Rockets, both Artillery, Recon, all Mechs, southern APC,and the Md Tank (east as much as you can, on the plains) Advance on the road: Rockets, Missiles, remaining Anti-Air Advance remaining APC east and load the Infantry in it End Turn Day 2, Orange Star With good luck, there is a short-cut. However, I won't take it. There is an Oozium 2 and 3 spaces east of your Megatank and you can kill it with luck, but I'm not going to. Instead, because I have restarting this one so many times, I will move units just out of range of indirects that you cannot see, etc. etc. Advance Megatank along the road Move Recon onto the neutral city by the woods Destroy that Recon with your northern Md Tank from the road Move Neotank to just above that Md Tank that you just moved Move northern Anti-Air 4 east and 1 north Move nothern Tank east 2 and north 1 Advance Md Tank onto the road Advance Rockets on the road Move remaining Anti-Air east 1 and north 3 Advance southern Mech east Advance Infantry east Advance Artillery along the road Advance APC into north east woods Load Mech into APC End turn Day 2, Blue Moon Move Tank north 2, onto the City Advance both Artillery east Advance Md Tank east Advance Rockets east onto the City Move Recon into south east woods Advance Missiles east Move western Anti-Air 1 south and 1 east Advance western Rockets east Advance remaining units (besides the eastern Anti-Air) eastish. Place a Mech on the mountain for vision..kinda End turn, switching to Sasha They already do a few things random, but I don't think the important ones. (important to you at least) Day 3, Orange Star Attack the APC with your Md Tank from the west Move your eastern Tank into the north eastern woods, diagonal to the bridge Destroy the Artillery with your Megatank Destroy the Rockets with your Neotank The rest is kind of random. There are two Oozium east of your Recon and Mech, so do not go adjacent to those squares. With the exception of that, destroy what you can. They do have an Artillery 3 spaces west of the southern bridge, but it won't destroy anything in one hit. Just be sure to save your Anti-Air, B-Copters are the only threat remaining. Stay as Kanbei. Day 3, Blue Moon Not much to say here besides blow up what you can with what you have. Use your Recon and Infantry/Mechs on the mountains to see the enemy. I recommend taking down that Megatank and parking your Md Tank on top of that City near where the Megatank was. Stick an APC where your Md Tank was to take that choke point. If they have their Tag Power, use Sasha's Power. If they don't save it and use it next turn. Day 4, Orange Star Your objective is to load an Infantry/Mech into the APC and run it down the road. Also, destroy all B-Copters you can and stay out of range of the Oozium. Day 4, Blue Moon Blow stuff up and use Sasha's Power again if you can. However, it might be wise to let them get their power this turn and just retreat. This will draw their units away from their HQ allowing you to capture it. Your choice on this one, save if you want. Day 5 and beyond Orange Star should have their Tag Power by now. Use this, the rest is a piece of cake. Destroy what is left and rush the APC to the HQ for a quick capture. The only things that block your way are one mech and two Oozium. (which are usually on the mountains) Using this strategy, I actually routed them in 7 days, so you should have no problem if you followed the day to day part of it. Mission 20: Muck Amok! Opponent: Koal Recommended COs: COs that need experience Turn Limit: Unkown, though you shouldn't worry about it Overview: This mission is very easy, and for that reason, I won't give a day to day guide. It's just the same thing over and over: destroy the Oozium. The general rule is to only attack Oozium if you are sure that it will be destroyed and if you are not in range of any other Ooziums. Koal also has a Tank and an Anti-Air. These can easily be destroyed with your Neotank and Stealth. If you want, go ahead and try to capture those Towers on the east side of the map. If you do, put units such as APCs around them so that Koal can't attack the Infantry/Mech capturing the Tower; he will most likely use his Super CO Power on the turn he tries to attack. Also, this mission is the best mission to gain experience for your COs, roughly 2200 for 4 COs. If you want, you can keep restarting the mission if you save on another slot before you begin the actual mission. Mission 21: Healing Touch Opponents: Kindle and Jugger Recommended COs: Orange Star-Kanbei Blue Moon-Eagle, Sasha, Kanbei Turn Limit: Not a problem Overview: Simply said, this mission is easy to beat. The strategy is to destroy everything as fast as possible. Getting a perfect score is hard because the Technique limit is hard to reach and it applies to BOTH armies. It doesn't matter which one finishes the map. Try to not lose any of Orange's but rush it with Blue Moon. In any case, Sasha will help out on this mission because she will completely prevent all Powers. I will be using Kanbei and Sonja (just for additional luck) for Orange Star, Eagle and Sasha for Blue. Day 1, Orange Star-Kanbei Begin capturing the Tower with your Infantry Destroy the Infantry with your Rockets Destroy the northern Crystal with your Megatank Destroy the Mech with your Neotank Destroy the Rockets with your Recon Destroy the Artillery with your Md Tank Destroy the Anti-Air with your Tank from the west Destroy the northern Recon with your Anti-Air from the south Destroy the Recon with your B-Copter from the west Advance Mech north Place your Artillery 1 space north of the Rockets to protect them Move APC north 2 spaces to protect your Artillery End Turn Day 1, Blue Moon-Eagle Begin capturing the Tower Destroy the APC with your Mech from the south Destroy the Crystal with your Bomber Destroy the Recon with your Rockets Destroy western Fighter with your western Fighter from the east Destroy the Bomber with your Stealth from the east Destroy the remaining northern Fighter with your Fighter Destroy the B-Copter with your Anti-Air Destroy the Artillery with your B-Copter from the west Move Missles south Move APC south, the Anti-Air is now trapped Move T-Copter north west End Turn, switching to Sasha I think the first day is fairly random; Kindle will either attack your Megatank with her Md Tank or she will destroy your Tank, which is very bad. At least, I think she might. In any case, she usually targets the Megatank. Day 2, Orange Star Finish capturing Destroy the middle Crystal with your Megatank Advance APC towards the Megatank, north east Destroy the southern Tank with your Mech Destroy the recon with your Artillery The rest is easy. With Orange Star, retreat your severely damaged units and destroy nearby units with your Md and Neotank. (from the north so that you are closer to the crystals) Just make sure no unit is in range of certain death. For Blue Moon, make your way to the north east Crystal and make a path allowing your Bomber to get there. Near the end of your turn, use Sasha's Power THEN attack the crystal with your Bomber for a OHKO. Remain as Sasha. On day 3, destroy the remaining Cyrstals with your Neotank and Md Tank plus whatever else you have left with a CO Power. If you cannot destroy them all by day 3, make sure to keep Orange from certain death and use Sasha's Power again at the end of her turn. Remeber to just as many units from dying as you possibly can if you are going for a good score. Mission 22: Crystal Calamity Opponents: Kindle and Coal Recommended COs: Orange Star-Grit; Blue Moon-Kindle; Green Earth-Sasha and Colin Turn Limit: Unkown, sometime after day 13 Overview: This mission is dubbed the hardest of all in the entire game by most players. However, the only hard part about it is preventing their Infantry from taking a Silo. First of all, don't go in range of the Neotanks, ever. The basic strategy to this mission is to repeatedly use Sasha's CO Power so that Black Hole NEVER get's their Tag Power. The other objective, which applies to Orange Star and Green Earth, is to launch those Silos as soon as possible. With Sasha using her CO Power almost every turn, you shouldn't have a problem defending the Silos. Next, after you capture the Silos, you can use Grit with his CO Power to fire upon the Obelisk and destroy it. In order to get 100 Power, you might want to save up for a Super CO Power and build tons of Rockets/Missiles so that you destroy tons of enemies in one turn. That is the general strategy, but here is a more specific strategy per army. Orange Star can lure the first Tank out with the Anti-Air and blast it away with Artillery. Lure the Megatank in the exact same way though you can use an Infantry; Megatanks can't destroy them in one hit when they are on woods. The first Infantry that you build should go straight for the west most Silo. Build a Rocket on day 3. (so make 2 Infantry day 1 and ONLY 1 Infantry on day 2) Move Rockets and/or Artillery in range of the Obelisk after you destroy the Megatank. If you want, you can shoot what they make at their south eastern base too. Be careful of their Artillery near the Obelisk that likes to shoot over the Pipe. Start mass producing Rockets and maybe make a Missile. You can use these to attain 100 Power. Blue Moon can lure the Tank in with their own Tank on the neutral city. Finish it with your Md Tank. Next, lure the Neotank in the exact same way. Get a Mech or Infantry on that island Silo pronto. After you launch it, bring the Mech/Infantry back and load Rockets into it. Scare away the sea units with your Rockets (so you can fire 1 space east of your port) on the turn that the lander comes back to your port, though make sure your Rockets can move into the lander next turn as well. Drop the Rockets off on the Silo island and destroy the Black Cannon from there. Of course, advance Infantry and Mechs to the Silos using APC(s). Green Earth has it the hardest. Here's a tip for the first turn. Do not advance your Anti-Air much. Check the Stealth's maximum movement. Move your Anti-Air south only slightly, making sure that they are UNABLE to attack the square that the Stealth will most likely move onto. This will prevent the Stealth from becomming invisible, very very handy. On day two, destroy the Oozium but without using two Anti-Air. Once destroyed, send the remaining Anti-Air to where the Oozium was to protect it. Park your Missiles on top of your south most city. Proceed to destroy those air units. After you're done, use Sasha's Power. Only use her Power if they have enough stars to use their Tag Power. The rest is basic strategy. Destroy any nearby Mechs WITHOUT going into the Neotanks' range. Of course, save your money as much as possible. Buying Infantry and perhaps an Anti-Air/Tank would probably still be worth it. Once you have routed most/all of the initial wave, make some air units such as a Bomber or whatever you want. Maybe you could just lure units into Grit's range so he can fire upon them during his Power. For Orange Star, I will be using Grit. For Blue Moon, I will be using Kindle. For Green Earth, Colin and Sasha. Put COs with Tag Affinities behind those single COs if you want extra luck. This may, however, change up the initial movement of the Tank that is to be lured by (your) Kindle. Use if you wish. I will not cover Orange Star and Blue Moon. You shouldn't have a problem if you read the army specific directions part of the overview. Day 1, Green Earth-Colin Begin capturing the Base with your eastern Infantry Move western Anti-Air south 1 space Move remaining Infantry south Move Recon south Advance Tank to just north of your Recon Advance Missiles south Move remaining Anti-Air south 2 spaces Build and Infantry End turn, switching to Sasha Day 2, Green Earth Finish capturing Move your Missiles onto your south most City Attack the Oozium with your Infantry and Recon from where they currently are Attack the Oozium with your Tank from the south Destroy the OOzium with you western Anti-Air Move your remaining Anti-Air to where the Oozium used to be Advance remaining Infantry south Build another Infantry End Turn Random on what they attack of Sasha's. They may destroy the Tank or attack the Recon as well. Either way, you still get to destroy much of their air units. Day 3 Destroy the Bomber with your Missiles Attack the Stealth with your full HP Anti-Air Retreat your damaged Anti-Air OR join with the other Anti-Air if possible Attack the Mech with two Infantry, both from on top of the cities Advance remaining units, but keep them out of range of their Recon. Use your CO Power Build Infantry and an APC? A B-Copter? A Tank? Nothing? Your choice, but don't spend very much. The rest is up to you. As I said before, with Orange Star and Blue Moon, lure their units into range of your indirect units. Stay on better terrain (cities for example) for better defense when luring. And make sure that Green stays out of range of that Neotank. Save often and reset if you make a big error. Use Sasha's Power on day 4 as well since they have their Tag Power again. If you think you won't be able to use it, do not destroy more units. Make sure that they NEVER EVER get their Tag Power. If the Stealth retreats, remember to make a fighter to counter it. Mission 23: Dark Ambition Opponents: Kindle and Olaf Recommended COs: Orange Star- Kanbei; Grit Blue Moon-Grit; Kanbei Green Earth-Jess; Kanbei Turn Limit: Unkown Overview: This mission is very easy to win, but takes some strategy to get 100 points in Technique. I believe you can lose around 5 units total. The only part you could mess up on is when they use their Tag Power. Place units one space west of the broken seam, such as APCs, then place more units all around those. They will destroy quite a few units, but you should still have more than enough to finish them off. Grab the Silos ASAP with Orange Star. To be more specific: Orange Star's purpose is to launch those Silos use indirects effectively. With Grit, you can stall them by NOT destroying their units adjacent to the seams AND making sure their Artillery are unable to fire at the seams. In other words, scare those Artillery away with your Indirects. Use those APCs to block the seams after you drop off Infantry. Blue Moon will support Orange Star. The stealth is excellent to place at a pipe seam when cloaked since nothing they have can attack it. Green Earth's units will act as the main wall near the pipe seams. Not much else to say. Destroy what you can. This mision is all general strategy and is again, very easy to beat. Attaining a perfect S-Rank, however, is much, much more difficult. For this reason, I'll give the movements for the first day. I used Grit for Orange Star, Kanbei for Blue Moon, and Jess+Javier for Green Earth. Sasha might be helpful as Green Earth too. Day 1, Orange Star Load Infantry into western APC Load Mech into eastern APC Move and drop off both APCs west Move Rockets east 1 space. Move Artillery east 3 and north 1 space Move your Anti-Air adjacent to the northern seam. Leave it there and let it get hit by the Rockets on day 2; this will buy you time. Day 1, Blue Moon Move Carrier and Bomber east Move Stealth 5 east and 1 south, hide Supply that Stealth Move Rockets south east, this will lure the Md Tank in closer Advance remaining units, but stay out of range of the Md Tank Day 1, Green Earth Advance all units, give priority to your hard hitting Tanks Make sure you advance your B-Ship east Orange Star should now just fire upon units except those adjacent to the pipes, they will buy you an extra turn of time. I would save the Silos for Day 3. Be sure to position your Infantry right so that you can fire 3 Silos in two days. Blue Moon should destroy the Md Tank using the Bomber. Advance the Carrier east again; the Black Bomb will either target that or Green's B-Ship. Next, for Blue Moon, I would destroy the Infantry. Attack with the stealth from the south so that next turn you can use it to block the seam exit. Green Earth should just blast everything in its path. Switch Sasha if you think you can pull off a CO Power before they get their Tag Power. Otherwise, use Javier during their Tag Power to defend against those Rockets. However, if you scare those rockets away and use decoys well, you can prevent them from really doing anything with their Tag Power. Just don't destroy those uints adjacent to the Pipes and use that Stealth to block the northern seam. Mission 24: Pincer Strike Opponents: Jugger and Drake Recommended COs: Orange Star-Hawke; Sonja; Colin?; Blue Moon-Sasha; Kanbei Turn Limit: 19 Overview: This mission is also considered one of the hardest in the entire campaign. The rain and Drake's powers are the reason. Using Sasha on Blue Moon, you can prevent them from getting a Tag Power for the entire mission. This mission really doesn't any other unique strategy; the rest is a basic Fog of War mission, though you do have one less vision than normal. Now, onto the specific movements and strategies. Orange Star should begin advancing while of course staying out of range of those big tanks. I would move that Battleship north east and leave it there the rest of the mission. This will ensure that the Neo and Md Tank don't try to advance, at least not at the beginning of the mission. I would surround your Battleship with Cruisers so that those B-Copters can't get more than 2 hits on it. Blast the B-Copters away with your Cruisers when they attack. I'll start with the sea. Move that Battleship north east and attack the Missiles. Those things have too good vision to leave alive. You should be able to win it by using your Tag Power. Eventually, their Cruiser will attack your B-Ship. That means their B-Ship and Sub are nearby. Using your Tag Power, you can find the Sub and destroy it with a Cruiser, destroy the Cruiser by moving then firing the B-Ship, AND destroying their B-Ship with your Sub. Oh, and you should make a Black Boat on day 2 if you can. Orange Star should grab that Base ASAP. Your units can stay around there. Rushing blindly into the fog is hardly EVER a smart choice, unless you saved right before doing it. (awesome technique here if you are patient enough) I would just sit tight until Blue takes down most of those units north of that area. Blue Moon should, first of all, be played exclusively as Sasha for the first 8 or so days. On day 1-2, position your units so that your Rockets are on your south east base, your Artillery is in eastern Woods, and your big tanks are as close as the Rockets as they can get. Of course, keep all units out of range of the Rockets at all times. When the rain falls, destroy anything you see, but go for the Rockets mainly. You can use the Artillery to fire at the B-Ship too. From then on, the mission is quite easy. Just advance up the road with both armies and destroy all in your path. Also, Sasha's Power is your main weapon this mission. Here is when to use it: When both of their COs have full bars; When Drake is the current CO and one/both CO(s) are incredibly close to using their Tag Power. Remember that Drake will initiate the Tag Power both at the beginning and end of his turn if he can; don't let him build enough energy during HIS turn. Only attack the Ooziums when you know for a fact they will get both bars full; those things just act as CO energy for Drake. For Orange Star, I used Hawke and Sonja. For Blue Moon, I used Sasha and Kanbei for last part of the mission. Colin could contribute some luck to Sasha if you want. Day 1, Orange Star-Hawke Move Battleship east 3 and north 2 spaces Advance both Cruisers east Advance Neotank onto the neutral Base Move Infantry north 1 and east 2 spaces Move Tank east 1 space and north 3 spaces Advance both B-Copters east Move Lander north 1 and east 1 space Advance Anti-Air and Recon north eastish Move APC north 2 spaces Build 2 Infantry End turn Day 1, Blue Moon-Sasha Move west Tank west and north tank north Ditto for those Md Tanks Move southern Recon south and eastern Recon east Move southern Mech north and eastern Mech west Move Artillery north 1 space and east 2 spaces Move Anti-Air west Move Rockets south Move Neotank south east End turn Day 2, Orange Star Surround the Battleship with Cruisers on the north and south Move your Sub 3 north and 1 space east Move western B-Copter east 2 and north 2 spaces Move remaining B-Copter north 1 space Attack the Missiles with your Battleship Advance Neotank onto north east Orange City, provided it isn't in range of the other Neotank/Md Tank Move Tank north 1 space Begin capturing the Base Begin capturing the north City Load Infantry into APC Move APC east 1 and north 1 space, drop off north Advance remaining units as you see fit, just not in range of course Build an Infantry from your east Base and a Black Boat Day 2, Blue Moon Move Recons onto vacant cities Move southern Tank south and eastern Tank east 1 space each Advance Mechs End turn. The formation is set. Jugger attacks your Sub and Battleship. Stupid Jugger is almost always lucky on me....rain comes too. Day 3, Orange Star Destroy the B-Copters, finish capturing, advance an Infantry north near that Silo. Move Neotank and Anti-Air onto the Woods adjacent to your new Base. They wouldn't dare break through there. Orange Star's strategy isn't very complicated, just stand your ground until Blue helps out. I won't give much more details for them. They have tons of Anti-Air, so keep your B-Copters safely behind your troops. You can move your B-Copters north to destroy the missiles if you want. The other B-Copter will probably attack them though. Use your Sub for extra vision. Day 3, Blue Moon Advance all units, but keep them in the Woods. Give Priority to the hardest hitting units. Nothing else really to say besides advance the Artillery east so that you can later fire at the Battleship. Day 4, Orange Star Destroy anything you can while staying safely out of range. Sasha will use her Power this turn, so no worries. I would still keep your ground for the most part; if you do, the Megatank will go for Blue Moon, through the Woods, very very slowly. This is good. Launch the Silo if you want, or save it for when you have a better view of the map. Maybe make an Artillery to back up those units near your new Base? Day 5, Blue Moon Destroy stuff. Think out a plan of what to attack and in what order to do maximum damage. Hit with your larger tanks and clean it up with Recons, Tanks, Rockets, etc. Move your Artillery in range (but still in the Woods) of the north west corner of that tiny lake on the east, the Battleship is there. You should be able to take down at least half of the Rockets, damage the rest, and damage some other units like Artillery or Anti-Air. Use your Power at the END of your turn. I'll stop here. If you are in this far in the campaign, you should not have any real trouble unless you are just absolutely horrible at Fog of War. If so, here's your chance to get better. Save up for a Tag Power between Hawke and Sonja, unleash it for an easily won sea battle and some Oozium busting. For Blue Moon, just make sure that they NEVER get their Tag Power. Destroy everything in sight to gain CO energy. Heck, place expensive units to where you KNOW they will get hit if you really want CO energy. Trust me, one unit is worth sacraficing to negate a Tag Power with Drake. Once you capture the Airport and Base, make a Stealth or two, then pump out Bombers. The only threat after the days I went over is the Megatank. Remember, an Infantry is the best thing to place in front of it. It's inexpensive and the Megatank commonly can't OHKO it. Blast it with Rockets, a missile from the Silo, and then big tanks. As long as they don't get a Tag Power out, this mission is incredibly easy. You were given tons of units with Blue Moon, use them effectively. Mission 25: Ring of Fire Opponents: Koal and Kanbei Recommended COs: Bottom screen-Grit Top screen-Kanbei or Hatchi Turn Limit: Shouldn't be a problem Overview: This mission is a piece of cake with Grit. It's FAR easier than the Normal Campaign version. The second front, however, is probably the hardest single map in all of AWDS provided you don't send in units that you build. Not much purpose to doing that since you will have almost won the main front or lost the second front by the time those units get there. There is, however, something you can do. Destroy Kanbei's B-Copters at all costs. Then, once they are destroyed, send a B-Copter or two over the sea. You can just wait here until you win the main front. If you picked Hatchi, just wait there a few turns until you get enough funds to build some great units from those Cities. The bottom screen should fire at everything it can. The fast units on the outside take priority. Destroying those Infantry will help as well. Use the APC to run around supplying those Rockets. Bring an Infantry to the Airport on the east of the map by means of an APC. If you can't shoot at something on the outside of the map, shoot stuff near the volcano. The top screen is once again, incredibly difficult. I will only give a day to day guide for the top screen. The general strategy is keep those B-Copters alive at all costs and destroy theirs at all costs. If you do this, the match becomes a stalemate. (which is much better than losing) In order to do this, use Kanbei, hide your Anti-Air and Missiles from the Bombers and Tanks. Place Rockets, Mechs, and B-Copters in front of them to hide them. However, only place B-Copters in front if they are not in range of other B-Copters. I will be using Grit and Kanbei for this mission. Day 1, Bottom screen Set AI control to off send both Anti-Air, the Rockets, and the Missile to the second front in that order The rest is up to you. Feel free to send Infantry/Mechs to the second front when you finish capturing the properties near your HQ. Day 1, Top screen Begin capturing both Towers. Move the Missiles that are on your HQ to the north eastern City For simplicity, end the turn here. Day 2, Top screen Finish capturing Move Rockets north 1 and east 1 space Move western B-Copter east 3 spaces Move remaining B-Copter east 2 and north 2 spaces Move north east Anti-Air west two spaces Move western Anti-Air east 1 space End turn Day 3, Top screen You may have sent an Infantry/Mech by now. I won't give it specific orders, so just use it to attack other Infantry/act as a wall Destroy the Bomber with your southern Missiles Attack the other Bomber (which is just west of where the other Bomber used to be) with your southern Anti-Air from the east Attack/destroy the Bomber with your damaged Anti-Air from the north Move/destroy the Bomber with your southern Anti-Air 2 spaces north Move Missiles south 2 spaces Move remaining Anti-Air east 1 space Make sure when moving the B-Copters that they are actually out of range of the other B-Copters Move both B-Copters west 2 spaces Move Mech west 1 space End turn He uses his Power and destroys a few units and damages both Missiles Day 4, Top screen Attack the eastern B-Copter with your southern Missiles Use your Super CO Power Destroy two full HP B-Copters with your Anti-Air. Attack the ones where your Anti-Air have the best terrain defense. It will probably be the eastern B-Copters; attack from the Woods and Plains Fire at a B-Copter with your severely damaged Missiles Attack the B-Copter you just fired at with your damaged B-Copter Attack a full HP B-Copter with your remaining B-Copter He will only attack your Missiles and damaged B-Copter thanks to your Super CO Power. Next turn, finish off the B-Copters. You're done with that front now. Just keep a B-Copter alive. Don't let his Infantry capture your HQ though. If you really want, you could send units to that front, such as air units that Grit makes from the Airport. It isn't necessary though, a 300 point S-Rank is simple on this mission. Just fire at stuff with Grit. Remember that the outside units ALWAYS take Priority, though you should move away from the Oozium that get over the mountains. Oh, and if you are having trouble with the main front....use Grit. I can't think of how someone using Grit could have trouble with this mission. Oh, and don't forget, Grits CO Power gives the same attack boost as his Super CO Power, so I recommend only using his normal CO Power. Mission 26: Surrounded! Opponnents: Kindle and Andy Recommened COs: Orange Star-Kanbei; Jess; Sami Blue Moon-Kanbei; Jess; Sami; Sasha Turn Limit:18? Overview: The last difficult mission of the campaign. The trick to winning is to not get overthrown by their Tag Power. To start, you should split your forces. Orange Star's Neotank should be place on your western Base and their Md Tank should be places on your northern City. This will prevent them from advancing during their Tag Power. Stick about 3 indirects behind them. Because they use their Tag Power, they will advance, so you can use that to your advantage. Also, something VERY important. If the north west Infantry begins capturing the southern City (which is closer to those Silos) on day 1 you pretty much lose. Now, for more specific instructions: The east side should rush the Anti-Air with your Tank. Use your B-Copter to damage the Rockets. Then, rush for the Tower before the forces north of you come. (probably an Anti-Air) The south side should go for the Piperunner on day 1 with your B-Copter. It's worth it. One key note is to stay out of range of that Neotank. Take Andy's Super CO Power into consideration; it boosts his movement by 1 if you didn't know. The north side should probably Mech Flood. If you want a good score, you can keep joining them up. Using Sami, you can get that Airport to help out. Once you get the Airport, a B-Copter will do. Don't make anything except for Infantry and Mechs to start, this is vital to the strategy. This will make Andy attack the Md Tank you put on your northern City. Once their Tag Power is over, make a B-Copter or something to clean up the rest, then go for the Tower. The west side has the most forces. As I said before, park your Neotank onto your western Base and your Md Tank onto your northern City. Keep them there until after they use their Tag Power. Right after, you could use your Tag Power (depending on the COs you chose) and break through. Try to get to the Silos before that Infantry does. For this mission, I found that Sami/Eagle on Blue Moon and Kanbei/Sonja on Orange Star worked very well. The extra luck really, really helps against Andy. Just make sure that you DESTROY his units as often as possible. Day 1, Orange Star-Kanbei Attack the Anti-Air with your Tank. If destroy it, improvise. I will assume that it lives. I believe they will move their Tank east if it is destroyed. Destroy the Piperunner with your Rockets. It's highly unlikely that it will not be destroyed. You can use the Recon to finish it if isn't destroyed. I will assume that it is destroyed. Begin capturing the eastern City with your eastern Infantry Advance Md Tank west Begin capturing the City by your middle Cities with your Infantry Load Mech into APC Move and drop off east Destroy/Attack the Mech with your B-Copter. It is actually better if you don't destroy it. If you do, then improvise. The Anti-Air will move on top of the Tower if you do destroy the Mech. I will assume that the Mech lives. Advance Neotank towards your Cities Move Artillery east 1 and south 2 spaces Move Recon south 2 spaces Move Mech south End turn Day 1, Blue Moon-Sami Attack the Piperunner with your B-Copter. I once did 4 damage... Move western Anti-Air north 1 and west 1 space Move Rockets west Load Infantry into APC Move APC 3 east and 1 south, drop off south Move Artillery west Move Tank south 2 Move Recon south 1 and east 1 Move Mech south 1 Begin capturing the northern Airport Move Recon east Build a Mech Save here End turn switching to Eagle. As much as I hate to do it, I must. It turns out that if you stay as Sami, they will attack your B-Copter with their Neotank. That is bad, since it is now closer to your troops. If you switch to Eagle, the AI attacks with just two B-Copters. ALSO, watch their north western Infantry. If it begins to capture the city west of it, restart from where you saved. Otherwise, it will launch those Silos at you and, well, you lose. Day 2, Orange Star Finish capturing only the western City Move your Neotank onto your western Base Move your Md Tank onto your northern City Move rockets west Attack the Rockets with your B-Copter from the west. Very rarely do they leave an Anti-Air right there, but I've seen it once. If so, improvise. Attack the Rockets with your Infantry from the north Move Recon east 1 and south 3 spaces. Road block. Move Artillery east 2 and south 2 spaces Move your southern Mech east. Begin capturing the southern City with your remaining Mech Move APC east 1 space Build an Artillery End turn Day 2, Blue Moon Destroy the Piperunner with your Rockets. Don't target the seam. Move Anti-Air so that one is just west and one is just south of your Rockets Attack their Tank with your Tank from the Woods...IF.....read the following. Ok. they should be very, very close to their Tag Power. If so, don't attack anything else. (when less than 1 star away)Just make sure they do NOT get their Tag Power this turn. Move southern Mech west 1, protect that Rockets. Move southern Recon west 1 space Continue the top area by continuing capturing, joining mechs, and moving your Recon east towards the Infantry. Also, build a Mech. End turn switching to Sami. This is a must. If you stay as Eagle, their Neotank will attack your own. I'm not sure why the AI changes here. It just goes to show how precise the AI is, weighing every possibilty on a scale... Day 3, Orange Star Finish capturing Destroy the Rockets with your Artillery As before, the southeast varies. Attack what you want that seems to be the best. In any case, start capturing that south east Tower Move Rockets west Move APC onto HQ Move Artillery onto middle City Build another Artillery Move Infantry west 1 space End turn Day 3, Blue Moon Finish capturing the Airport. Join Mechs Continue/start attacking the Infantry up north with your Recon Move southern Recon east..it just needs to be out of the way Move damaged Mech east Destroy the northern B-Copter with your Anti-Air from the east Destroy the remaining B-Copter with your Anti-Air from the east Move Rockets north west or destroy stuff in range that you can't destroy otherwise. Don't let Andy heal those units. Do stuff in the south east Stay out of range of the Neotank, remember it can move 7 spaces next turn. Build another Mech End turn, switching to Eagle They use their Tag Power. Tons of things are completely random, so I'll just break off here. The rest is a cakewalk. To start, Orange Star can try to blast as much as possible. If you think you can attain a Tag Power, go for it, then use it to break through all of the western forces. Otherwise, just sit on your Cities until you get it to break through. Just keep an eye out for your HQ; they sometimes sneak an Infantry/Mech over there. Blue Moon can easily take the northern Tower when you get a Tag Power. Just capturing during Sami's Super CO Power. The south west Tower can be taken by either luring the Neotank out into your indirects' range or by making air units. Basically just use general strategy and destroy the units they build. They receive little money and if you make an air unit they will just make Anti-Air, very easy to destroy with ground units. Since this was a mad dashing mission, you might want to build multiple units near the end to increase your Technique score. Mission 27: For the Future! Opponent: Von Bolt Recommended COs: Orange Star-Anyone really.. Blue Moon-Grit; Drake; Kanbei Green Earth-Eagle; Kanbei Turn Limit: 18 (thanks to Sean Abrahams) Overview: This mission is rediculously easy if you aren't going for an S-Rank. The strategy is to advance Blue Moon's Battleship north and simply destroy the Obelisk with it. Simple, no? That's about all I have to say for beating it. If you are this far in the game, you should be able to win a simple sea battle. You can even build more Battleships if you must. Use Drake/Kanbei if you want. Now, getting a perfect S-Rank is different story. Power is the hardest to get. You can do this one of two ways. First, you can just advance through their units with Orange Star. It's easily possible, but I don't recommend it. I recommend using Grit and possibly Jake on Blue Moon. Mass produce Artillery and just destroy a massive number of units with your Tag Power. Also, I recommend making units such as Infantry all the time to increase your Technique score. Orange Star and Green Earth will most likely take a beating. Mission 28: Means to an End Opponents: Von Bolt-Bottom screen; Kindle-Top screen Recommended COs: Bottom screen-Max; Colin; anyone really Top screen-Javier; Rachel; Hawke; Colin; your choice on this one too. The AI controls it. Turn Limit: Overview: Sadly, the last mission of the Hard Campaign is yet another easy mission. For this reason, I won't give any day to day guide here. Here's the strategy. First, set the AI to defensive for the first 2 or so turns. Next, I would immediately send a B-Copter south to elminate those Infantry. Then, make a T-Copter to go capture those Cities. While doing this, mass produce Infantry to take out those Mechs/capture stuff. Once those are gone, just make tanks, B-Copters, Anti-Airs, Mechs, Infantry, etc. to take down the Oozium and few units that he produces. Again, only use direct attacks on Oozium if you know that they will be destroyed on that turn. Congrats! You've now finished the Hard Campaign. Now get to the War Room and VS mode for even harder challenges. --------------- Version History --------------- September 18, 2005: 0.7 The first version and my very first FAQ. Roughly 70% of the missions have guides to them, up to Mission 19. September 20, 2005: 0.8 Completed Missions 20-22. The introduction is now split into more categories. Added a couple terms. September 25, 2005: 1.0 All missions have a complete walkthrough. Info on the scoring of Technique submitted by Andrei. Changes some text from some missions and some of the introduction. November 13, 2005: 1.01 Minor typo fixed thanks to "Mr_Kanbei." Added some more to a few guides and to the intro. ------- Credits ------- Nintendo and Intelligent Systems for making such an awesome game. CJayC for hosting one of the best sites out there. Andrei for some information on the scoring of Technique. Sean Abraham for correcting a turn limit. Mr_Kanbei for fixing a typo on a mission number. ------------------- Contact Information ------------------- If you feel the need to contact me, provided they aren't insults, spam, questions already answered in my guide, or the like, my email address is Jags1880@hotmail.com. This email address is used soley for this and perhaps other future FAQs, so anything else sent without a topic in relation to video games or Advance Wars will be deleted without being opened. I will of course give credit to those who submit information. If I have typos (especially in directions, such as where I mixed up east and west) you can email me about that. If have comments, suggestions, contributions, questions not already answered, or the like, feel free to email me. ----------------- Legal Information ----------------- This guide is Copyright 2005 by Jags1880. The only site that has permission to host my guide is: www.gamefaqs.com This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
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