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    Lin by Tronn_Bonne

    Version: 1.0 | Updated: 03/28/10 | Search Guide | Bookmark Guide

    Advance Wars Days of Ruin
    By: Tronn Bonne
    Guide - CO Lin
    Copyright 2010 Tronn Bonne
    Version 1.0
    Table of Contents
    1. Version History
    2. Copyright and Disclaimer
    3. Purpose of this Guide
    4. Important Terms
    5. Introduction to Lin
    6. CO Effect Statistics
    7. COP Statistics
    8. Days of Ruin Metagame
    9. Lin’s War Room
    10. Countering Lin
    11. Lin vs Other COs
    12. Opinions on Lin
    13. People I want to thank
    1. Version History
    Version 1.0 [3/27/10] Guide Completed
    2. Copyright and Disclaimer
    This document is (c)2010 Tronn Bonne. This may be
    not be reproduced under any circumstances except 
    for personal and 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.
    The only sites authorized to use this guide are 
    gamefaqs.com and warsworldnews.com.  If you want 
    to use this guide, please e-mail me at the 
    following address:
    Lin, Advance Wars: Days of Ruin, and all related 
    characters are copyright of Nintendo.
    3. Purpose of this Guide
    This guide is not designed for beginners to 
    Advance Wars Days of Ruin. If you are unfamiliar 
    with the basics of the game then I suggest you 
    read the  opening section of one of the 
    walkthrough guides for Advance Wars Days of Ruin 
    posted on GameFAQs. I will only discuss aspects 
    of the game mechanics which I feel are not well 
    known or are especially important. 
    In this guide I will be utilizing the North 
    American translation of the game which is titled 
    Advance Wars Days of Ruin. Please note that the 
    game is also known as Dark Conflict in the 
    European version but Lin and the translation of 
    her CO Power are the same in both versions of 
    the game. I will also not provide any spoilers 
    about the campaign story and will only make general 
    references to it when they pertain to Lin.
    I will be the first to admit that it might appear 
    strange for me to be finishing this guide now when 
    the game came out over two years ago. I originally 
    started it when wi-fi activity for DoR was at its 
    peak in the six months after the game was released. 
    Although the online activity of DoR has decreased I 
    feel that a CO FAQ dedicated to Lin will be 
    beneficial since I still encounter players who 
    regard her as a weak or overly specialized CO and do 
    not recognize the extent of her strengths nor how to 
    use her effectively. Therefore, this FAQ is not only 
    about providing tips for utilizing Lin but also 
    showing why she is one of the stronger COs in DoR. 
    Furthermore, Lin is effectively the DoR version of 
    Sonja, the CO I wrote FAQs on in the previous AWs, 
    which was an added element of attachment to 
    her and only fueled my desire to finally finish this 
    The way I am structuring this FAQ is a little different 
    than my previous guides, mostly because the CO mechanics 
    in DoR are quite a bit different from previous AWs. The 
    two biggest changes is that I have a section discussing 
    the metagame and I tried to condense all of the strategy 
    into one section. There are numerous other differences 
    as well but some things, like the versus section, are 
    largely the same.
    Feel free to e-mail me at the address in the Copyright 
    and Disclaimer Section if you notice any mistakes or 
    have any comments with this guide. Please contact me 
    if you wish to use any of the information in this 
    guide or its format for a guide/FAQ of your own. Also, 
    feel free to e-mail me if you wish to submit a strategy 
    that works well with Lin or if you would like to share 
    your opinion of her. I reserve the right to select 
    what material I will and will not include in this 
    guide. I will give full credit to the authors of any 
    outside material that I do decide to include.
    4. Important Terms
    The following is a list of terminology which I will 
    regularly use throughout this FAQ:
    -DoR=Days of Ruin
    -AWDS=Advance Wars Dual Strike
    -AW=The Advance Wars series
    -IS=Intelligent Systems, the developers of Advance Wars
    -OHKO=One Hit Kill
    -FOW=Fog of War
    -Ambush=When a unit runs into an enemy hidden unit during 
    FoW, causing it to lose the rest of its action
    -Capture Phase=Also called Expansion Phase. This is the 
    early portion of the game when players are trying to 
    capture as many properties as possible
    -CO=Commanding Officer
    -COP=CO Power
    -CO Unit=The unit that the CO is deployed in
    -CO Effect=The benefit that a deployed CO provides to their 
    -CO Zone=The range of the CO Effect around a deployed CO
    -CO Meter=The meter which can be charged by attacking
    with units inside the CO Zone
    -Indirects=Units that can attack from long range but 
    normally are unable to counterattack or move and attack
    -Directs= Units that can only attack units adjacent to 
    -Ground Units=Units like Infantry, Tanks, and Artillery
    -Infantry Units=Units that can capture properties. This
    includes Infantry, Mechs, and Bikes
    -100/100=The basic unit stats. The first number refers to 
    offense while the second refers to defense. Therefore, a 
    unit with 20% offense and 10% defense boost will be 
    5. Introduction to Lin
    Lin is the stern second-in-command of the 12th Battalion. 
    As a specialist in intelligence gathering, she proves to 
    be more far more calculating in her strategies than the 
    idealistic Captain Brenner or the  inexperienced Will. 
    This often brings her into disagreement with Brenner 
    or Will when they are deciding the next move for the 
    12th Battalion. She is also the one who usually provides 
    advice, especially early in the campaign, during a 
    tactics session in battle. 
    Name: Lin
    Faction: 12th Battalion
    The 12th Battalion’s unflappable second in command. She 
    has tremendous respect for Captain Brenner, although 
    they disagree often.
    “Keep a cool head.”
    CO Zone: 1
    Boosts: Ground Units
    Effect: Attack up **
    	Defense up **
    CO Power: Scout
    Adds 2 to ground-unit vision, including hiding places.
    How to Unlock: Initially available for use.
    Lin was seen as a very weak CO when DoR was first 
    released and, at first glance, she does appear 
    that way. Her CO Zone only has a radius of 1 while 
    the unique effect of her CO Power only applies if 
    she is fighting in FOW. For quite some time she was 
    neglected and would regularly be listed as an 
    underpowered CO in the many tier lists posted online. 
    However, this completely changed as more active, 
    competitive DoR players gained a much better 
    grasp of the DoR game mechanics. The following are 
    the main reasons for this imrpoved opinion of Lin's
    1. With the exception of the deliberately broken 
    Caulder and the CO Zone of 0 Tabitha, Lin provides 
    the greatest stat boost to ground units in the game. 
    This is considerable since it allows her to both 
    achieve and deny more OHKOs with ground units than 
    almost all of the other COs. 
    2. A CO Zone of 1 is just large enough to be able 
    to reliably charge a COP meter. Just as important, 
    a CO Zone of 3 is the optimal size for a CO effect 
    to greatly impact a part of the battle. Naturally, 
    a larger CO Zone never hurts and it does require 
    more effort to charge Lin’s CO Meter than other COs 
    but the reward to her ground units is considerable. 
    3. Lin’s COP is not useless out of FOW because 
    activating a COP causes the stat boost from the 
    CO Effect in addition to the COP effect to apply 
    to all units that CO controls. This means that 
    when Lin activates her COP all of her ground 
    units become among the best in the game. 
    6. CO Effect Statistics
    Outside of Lin’s CO Effect all of her units, 
    like all of the other DoR COs, are normal 
    strength at 100/100. Lin’s CO Effect contributes a 
    stat boost to all ground units, including Infantry 
    Units like Mechs, direct combat units like Tanks, 
    indirect combat units like Rockets, and even Rigs. 
    Each star listed under a CO Effect equals a 10% 
    boost to that respective stat. Since Lin’s CO Effect 
    lists ** for offense and ** for defense her ground 
    units gain a 20% boost to both stats. However, this 
    is a little deceptive since all CO Zones generate an 
    additional 10% offense and 10% defense boost to all 
    of the CO’s units which are within range. Therefore, 
    all of Lin’s ground units actually gain a 30% offense 
    and 30% defense boost while her air and naval units 
    receive a 10% offense and 10% defense boost.
    The following is fairly basic knowledge but I will go 
    over it here anyway. Lin’s starting CO Zone is 1 which 
    means the four squares Immediately adjacent to the 
    unit she is deployed in will benefit from her CO Effect. 
    Equally important, only the units which attack while 
    within her CO Zone will increase her CO Meter. When her 
    CO Meter is half full her CO Zone increases to 2. When 
    her CO Meter becomes full the zone increases to 3 and 
    she can also use her COP if she so chooses. Furthermore, 
    if the unit that Lin is deployed in becomes destroyed 
    then her CO Meter is reduced to 0 and she must be 
    deployed once more. 
    Deploying a CO in a unit can only be done at an owned 
    production property, such as a factory, or the faction 
    HQ and costs 50% of the funds required to deploy that 
    unit. Therefore, it will cost 3,500 fund to place Lin 
    in a Tank which costs 7,000. This means that you have 
    spent 10,500 on one unit. Furthermore, you can not 
    deploy a CO in a unit that has been recorded as moving 
    that turn. This means you must wait a turn before 
    deploying Lin in a unit that you built that turn or 
    moved onto a production property or her HQ. Also, 
    placing a CO in a unit will automatically upgrade it 
    to Veteran status which gives it a 20% offense and 
    20% defense boost in addition to other modifies. This 
    means that if Lin is deployed in a ground unit then it
    will have 150/150 stats from her 20% CO Effect, 
    universal 10% CO Zone boost, and 20% Veteran status. 
    As a result, in a 55% unit matchup, such as a Tank vs. 
    Tank, Lin’s CO Tank will do 82% (8-9 HP) of damage 
    while sustaining almost no counterattack damage in 
    Below are some statistics showing the difference Lin's
    CO Effect has on certain unit matchups. Of particular
    importance are the new or potential OHKOs that Lin's
    boost generates. The first unit listed is Lin's 
    while the second is the unit being targeted. Lin's
    units only include the boost from her CO Effect and
    Zone for 130/130 stats. The targeted units all have 
    100/100 stats which means they do not have a level, 
    lack defensive cover, and are not under the effect 
    of a CO Zone.
    Lin's Ground Unit Offense
    Infantry vs Mech		58%
    Mech vs Anti-Tank		71%
    Recon vs Infantry   		97% 
    Recon vs Mech			84%
    Recon vs Flare			39%
    Tank vs Infantry 		97%
    Tank vs Tank			71%
    Tank vs Medium Tank		45%
    Medium Tank vs Mech		104%
    Medium Tank vs Tank		91%
    Medium Tank vs War Tank		45%
    War Tank vs Tank		110%
    War Tank vs Medium Tank		97%
    War Tank vs Anti-Tank		52%
    Artillery vs Mech		110%
    Artillery vs Tank 		78%
    Artillery vs Artillery		97%
    Rockets vs Tank			91%
    Rockets vs Medium Tank		71%
    ROckets vs Anti-Tank		84%
    Anti-Air vs Mech		136%
    Anti-Air vs Duster		97%
    Anti-Air vs Bomber		91%
    The following list uses the same parameters as the
    first with Lin's units at 130/130 and the enemy's
    at 100/100. However, this list shows the impact 
    her CO Effect has when her units are being 
    attacked. Therefore, the first unit listed is the 
    enemy's while the second is Lin's. This list 
    demonstrates that it still pays to be the attacker
    in DoR although Lin does deny certain critical 
    OHKOs and greatly reduces the impact of any attack 
    boost the enemy units might have. Furthermore, her
    increased defense combined with her increased
    offense also means her ground units sustain 
    considerably less counterattack damage from the 
    Lin's Ground Unit Defense
    Infantry vs Mech		34%
    Anti-Air vs Mech		80%
    Tank vs Tank			42%
    Tank vs Medium Tank		26%
    Medium Tank vs Mech		61%
    War Tank vs Tank		65%
    Artillery vs Artillery		57%
    Bomber vs Anti-Air		65%
    7. COP Statistics
    When Lin activates her COP, called Scout, it applies 
    all of her CO Effects to all of her units in addition 
    to the effects of the COP itself. This means that all 
    of Lin’s ground units get 130/130 stats while her air 
    and naval units get 110/110. The COP lasts for a turn 
    and at the start of Lin’s next turn her CO Meter will 
    be empty and her CO Zone will return to 1. Activating 
    a COP also uses the action of the CO’s deployed unit.
    The unique effects of Lin’s Scout COP is +2 vision to 
    ground units and revealing hiding places. The first 
    effect is very straightforward and all it means is 
    that Lin’s ground units get +2 to their vision for 
    that turn. However, the latter means that all of Lin’s 
    ground units will be able to see into hidden terrain 
    during FOW. In other words, Lin will be able to see any 
    units that are residing in woods, reefs, mist, ruins, 
    or properties without having to move a unit past/into/
    beside them or using a shot from a Flare unit. Just 
    remember that both the vision boost and the ability to 
    see into hiding places only applies to Lin’s ground
    units and not air or naval units.
    Below is the attack strength, defense strength, and 
    vision ranges of Lin's ground units while under the 
    effect of her COP. I have only included her ground 
    units in this list since they are the most affected by 
    Lin’s COP and to illustrate how large their vision 
    ranges become. Of particular interest is that the 
    vision range of all of Lin’s ground Indirects either 
    matches or exceeds their attack range. This means they 
    do not need the assistance of another unit to locate 
    a target within range.
    Effects from Scout COP
    Infantry   	130/130 vision 4 (7 on a mountain)
    Mech       	130/130 vision 4 (7 on a mountain)
    Bike 	  	130/130 vision 4
    Recon      	130/130 vision 7
    Flare	  	130/130 vision 4
    Anti-Air   	130/130 vision 5
    Tank       	130/130 vision 5
    Medium Tank    	130/130 vision 4
    War Tank	130/130 vision 4
    Artillery	130/130 vision 5
    Anti-Tank	130/130 vision 4
    Rockets		130/130 vision 5
    Missiles	130/130	vision 7
    Rig          	  0/130 vision 3
    It is also worth noting the game mechanics of Rain in 
    this section. Rain in DoR reduces the vision range of 
    all unit to 1 (not by 1 as in the past AWs). Therefore, 
    a Recon will have the same vision range as a War Tank. 
    Even Infantry and Mechs on mountains will have a 
    vision range of 1. The exception to this rule, aside 
    from the CO Penny who is immune to weather effects, is 
    Lin’s Scout COP. If she activates it during Rain then 
    all of her ground units will still have their vision 
    range extended by 2. This means all of her ground units 
    will have a vision range of 3 during her COP and will 
    still be able to see into hidden terrain.
    8. Days of Ruin Metagame
    The term metagame often has a negative connotation to 
    it when used in conjunction with video games. Sometimes
    it merely refers to a dominant form of playing the 
    game while at others times it represents a strategy 
    that exploit’s the game mechanics in a way the game 
    developers did not intend. However, that is really 
    only part of the story since how a metagame forms is 
    highly dependant upon the group of players which 
    formed it. Their choice of maps, character 
    preferences, and unit choices all contribute heavily 
    to their version of the “ultimate” strategy for 
    playing a particular game. 
    The Advance Wars series is no exception and several 
    online communities dedicated to the series were formed 
    over the past decade. Among the activities of these 
    communities and their members were discussions on 
    game mechanics, CO balance, theorizing about strategies, 
    and engaging in completive play with one another. The 
    last activity was the most critical to creating a 
    concept of the AW metagame and this process was only 
    made easier with sites that allowed online AW play 
    (chiefly Advance Wars by the Web), AWDS link mode, and 
    DoR’s wi-fi. However, the metagames that formed did 
    undergo changes over time as players became more 
    experienced and faced a wider range of opponents.
    I am not going to invest too much space detailing all 
    of the particulars of the latest online consensus on 
    the DoR metagame. My primary reasons for this decision 
    is that, as I stated above, metagames are heavily 
    influenced by the playing preferences of the groups 
    which formed them. Map selection in particular has 
    had a powerful impact upon AW competitive play and 
    what COs/strategies excel. Therefore, the metagame 
    of a community that favors small, land based maps 
    will differ greatly from a community whose metagame 
    favors large, air based maps. As I result, I intend 
    to only provide a brief overview of the general
    consensus AW sites developed for the past AW 
    metagame, the current DoR metagame, and how Lin 
    fits into it. My basis for the following 
    descriptions of the AW metagames has been my own 
    experience in online competitive play coupled with 
    discussions and statements generated over the years by 
    other competitive AW players online. 
    In the three AW games leading up to DoR the metagame 
    revolved around what was called Meat Shielding. You 
    mostly produced Infantry units and supported them 
    with artillery. CO choices were particularly important 
    since their effects on the battle were more pronounced 
    than the DoR COs and they could easily change the tide 
    of the battle with their abilities. In fact, part of 
    the Meat Shielding strategy was letting your Infantry 
    get destroyed so you could charge up the CO’s CO Power 
    and use it to force a breakthrough. This meant that 
    one type of CO could almost always defeat another CO 
    that was ill suited to that style of play either 
    because they lacked a good enough CO Power, a good 
    enough day-to-day boost or both.
    DoR plays differently. The game developers recognized 
    the stalemate nature of the past AW games and made 
    numerous major changes with the system. The most major 
    was the complete restructuring of the units in the game. 
    This ranged from price changes to unit matchups. A 
    stronger unit rock-paper-scissor style of play was 
    implemented along with a leveling system that rewarded 
    units for staying alive. COs were also toned down by 
    requiring them to be deployed in units, having only 
    one COP, and having a CO Zone which concentrates their 
    influence on the battle. However, COs are still very 
    important elements to the game, especially since even 
    the default CO Zone boost opens up numerous OHKO 
    matchups, but they do require considerably more skill 
    to utilize well than the CO abilities in previous AWs. 
    Furthermore, forcing COs to be deployed in a unit 
    also promoted a more aggressive play style since a 
    player could no longer sacrifice swarms of Infantry 
    in order to charge their CO Power. Instead, they need 
    to take the iniative with their units and strike
    Infantry’s effectiveness was greatly reduced in DoR 
    although the usefulness of Mech units was noticeably 
    increased. The speed of the game, especially the 
    Capture Phase, was also increased with the 
    introduction of Bike capturing units. However, all of 
    the infantry type units are easier to OHKO with the 
    aid of a CO and the right kind of ground unit. This 
    means that while Mechs and, to a lesser extent, Bikes 
    are very dominate features in the game it is harder 
    to form a Meat Shield with them. Therefore, Indirects 
    are not as important as they once were since it is 
    harder to shield them although they are still 
    extremely important to the game and devastating when 
    employed in large numbers. The end result is more 
    diverse army compositions when compared to the previous 
    AW games, although Mechs are certainly a prominant unit, 
    and more aggressive gameplay. 
    The reason why Mechs are so effective is that they have 
    a low cost but are relatively good on the offense 
    against most ground units. They are also able to capture 
    properties too and traverse certain terrain easily. 
    However, their low speed, the decreased price of 
    Medium Tanks/War Tanks compared to their older AW 
    counterparts, and the level system does a lot to prevent 
    DoR from being simply a Mech Spam.
    As I mentioned earlier, COs play an important role in 
    this metagame since they can swing the ground war into 
    their favor by opening up several OHKOs with even a 
    default CO Zone stat boost. Furthermore, the COP of 
    certain COs are still capably of turning the tide of the 
    battle when utilized well. A CO Zone is also critical 
    for not only spreading the benefits of the CO Effect but 
    for being able to continue providing its benefits once 
    the CO's unit becomes damaged. However, a massive CO 
    Zone is not necessary either. In fact, extending the CO 
    Effect to a few key units is often all that is needed to 
    have a critical impact in combat and the CO with a small 
    CO Zone can be maneuvered to extend their effect to 
    many units in a single turn. 
    The thing that you will notice with this metagame is that 
    it is focused on ground units and small to mid-sized land 
    or land/air maps which is where Lin excels. Her small CO 
    Zone requires the player to be precise with her 
    placement until she can charge her CO Meter and increase 
    her CO Zone but the benefit from her CO Effect is 
    immense. As I stated earlier, only Caulder and Tabitha 
    provide a higher boost to their ground units. However, 
    Caulder is intentionally broken so he does not figure into 
    the metagame and Tabitha lacks a CO Zone which forces the 
    unit she is deployed in to directly charge up the first 
    half of her CO Meter. Thus, Lin’s ground units within her 
    CO Zone will outclass almost all other ground units. To 
    put it into perspective, her ground units have both the 
    attack boost of Will and the defense boost of Brenner.
    The end result of this developed metagame is that Lin is 
    considered a solid CO choice for a DoR game because she 
    provides such a large boost to her ground units. This 
    boost is so great that she is an excellent choice for 
    matches outside of FOW and she becomes only better in 
    a FOW match. Her stat boosts opens up more OHKO matchups 
    for herself while denying more of them to her opponent. 
    She is also, thanks to having a CO Radius of 1, is 
    able to keep the tempo of her attacks once her CO Unit 
    becomes damaged since she can sit just behind her front 
    lines in order to boost her units. 
    9. Lin’s War Room
    Now that I have presented the DoR metagame and the 
    basic of Lin's CO Effect and SCOP I can focus 
    entirely on her strategies, what factors affect 
    her strategies, and a general analysis of her 
    abilities as a CO. When discussing most DoR COs you 
    need to consider five major things: What unit to deploy 
    the CO in, how to charge their CO Meter, how to make 
    the most out of their CO Effect, when to use their 
    COP, and what type of map they are effective on.  I’ll 
    first look at Lin as a whole before discussing the 
    other facets of how to use her.
    Overview of Lin
    Lin is, simply, both a ground unit specialist and a 
    FOW specialist. Since she favors land battles it is 
    best to cater your force to accommodate that fact. 
    This does not mean to never use air or naval units 
    but you should have them compliment Lin’s ground 
    forces rather than be the hammer of her army. With 
    that said, the exact composition of Lin’s ground 
    forces is very open since she boosts all of them. 
    Thus, it does not matter if you wish to rain death 
    with Indirects, swarm the enemy with Mechs, or use 
    Tanks to blitzkrieg your opponent. Lin is able to 
    perform all of them very effectively.
    As a ground unit specialist, Lin really prefers maps 
    that enable her to have a direct route for her ground 
    units to take to the enemy. She naturally suffers on 
    a map where this is not the case, such as her being 
    on a seperate island from the enemy. In such a 
    circumstance it is best to force aland war on the 
    enemy by transporting ground units to their 
    territory. However, this is often unfeasible until 
    you establish some aerial or naval supremacy 
    beforehand. Still, her CO Boost can be very effective 
    when it comes to fighting the enemy’s ground forces 
    on a small, contested island in the middle of an 
    Lin is a FOW specialist largely thanks to the effects 
    of her COP which allows her to easily locate even a 
    hidden enemy force. However, she should not rely 
    exclusively on it to get her through FOW matches 
    since the boost that her CO Effect provides is just 
    too good. Therefore, you should not neglect having 
    Flares or Recons in your force. Both units, Flares 
    in particular, are invaluable in a FOW game for 
    locating the enemy and getting your bearings in the 
    FOW games tend to be slower as both players are more 
    cautious in their movements. Furthermore, early combat 
    in FOW is usually in the form of a few small, brutal 
    skirmishes as units become ambushed by moving into 
    a terrain space occupied by an enemy unit that was 
    hidden. Typically a unit that is ambushed is 
    destroyed in the following turn since the 
    unit that ambushed it is rarely alone. These small 
    yet brutal combats only favor Lin because it is 
    easier to get adjacent units to benefit from her 
    small CO Zone and increase her CO Meter. 
    Of course, Lin is not helpless outside of FOW either. 
    As I showed in the previous sections, Lin’s boost to 
    her ground units is very, very good. Furthermore, if 
    you are playing a non-FOW map but have random weather 
    then there is always a chance that it will Rain which 
    provides one opportunity to use Scout if you need to. 
    The same can be said if Penny’s Stormfront COP causes 
    it to Rain for three days. 
    Still, at the end of the day Lin was designed to be a 
    FOW CO by IS, the game’s developers. The unique effects 
    of her COP are only useful in FOW and it is easier to 
    charge her CO Meter during a FOW match. Yet it is the 
    emphasis that the game places on ground units and the 
    great boost Lin provides them which enables her to be 
    excellent outside of FOW.
    Deploying Lin
    What unit you deploy Lin in is important because, 
    ideally, you want her to remain in that unit for the 
    remainder of the battle so you do not have to recharge 
    her CO Meter. Deploying her into a ground unit is 
    obvious since the unit will benefit from her CO Effect 
    and be harder to destroy because of the defense boost 
    she provides. Yet since her CO Zone is small you also
    want to start charging it earlier rather than later in 
    the battle. Furthermore, cost is also a factor since 
    it consumes more funds to place a CO in a more
    expensive unit. On the other hand, a more expensive 
    unit will be more durable and is noticeably 
    stronger by having Lin deployed in it.
    There are essentially two routes that a player can 
    take when it comes to deploying Lin. The first is to 
    place her in a cheaper ground unit relatively early in 
    the battle and use her to augment other units with her 
    CO Effect rather than directly engaging the enemy with
    Lin. The second is to save funds for a stronger unit 
    and apply pressure on the enemy early on with Lin in
    this unit. The size of a map and the amount of 
    available funds on it is an important factor since
    it is harder to deploy Lin in a more expensive unit
    on a small or low resource map. 
    Thanks to the strength of her CO Effect, virtually 
    all of the game’s ground units are lethal in Lin's 
    hands. Therefore, below are the pros and cons of 
    the major choices available in ground units:
    1. Bike: The advantage of the Bike is that it is 
    an inexpensive unit in addition to being fast over 
    open ground. You can easily place Lin in a Bike on 
    turn 2 and use her to help combat opposing 
    infantry units during the early portions of the 
    game. The Bike’s speed also makes it easier to 
    position her on the battlefield and retreat if 
    she becomes too damaged. Placing her in a Bike 
    is also more useful on very small maps since there
    will be fewer vehicles to worry about. However, the 
    biggest draw back to Bikes is that they are very 
    soft targets.  Therefore, you will have to be
    extra careful to protect Lin. A Mech or even an 
    Infantry is a decent alternative to a Bike 
    although I find that I only prefer them on extremely
    small maps or those dominated by rugged terrain.
    2. Flare: This might seem like an odd choice, 
    especially outside of FOW,but the Flare has two 
    major advantages. The first is that it is fairly 
    well armored and can easily shrug off the machine 
    gun fire from other low cost ground units. The 
    second is that it is a relatively inexpensive choice 
    for a CO Unit considering its protection from 
    machine guns. Placing Lin in a Flare only costs 
    2,500 which makes the total cost only 500 more 
    than building a Tank. The Flare is also fairly
    fast with its treads and can engage Infantry, Bikes, 
    Recons, and even Mechs (if it gets first strike) 
    quite well. It is even more useful during FOW since 
    you can keep Lin behind the lines but still have her 
    unit directly contribute to the battle by launching 
    flares when they are needed. However, a Flare unit is
    very vulnerable to Mech, Tank, and Artillery attacks
    in addition to being unable to cause most other 
    vehicles much damage.
    3. Artillery: An Artillery unit is still rather 
    inexpensive since it only costs 9000 total to 
    place Lin into one. Furthermore, Artillery has 
    the tremendous advantage of enabling her to 
    damage the enemy without exposing herself to 
    direct attack. If it is a FOW game or the terrain 
    favors Indirects then it can prove very beneficial 
    to invest in deploying Lin in Artillery or even a 
    Rocket if it is a large map with plenty of funds. 
    The disadvantages are that Indirects can be 
    surprisingly vulnerable targets and most of them
    are unable to counterattack.
    4. Tank: A Tank is a safe choice for Lin since it 
    is fast, well armored, and capable of effectively
    fightning most ground units. It costs a total of 
    10,500 to deploy Lin in a Tank which, while not 
    cheap, is not terribly expensive. Lin’s Tank will 
    perform well against other ground units and her 
    CO Zone of 1 will enable her to continue 
    boosting the units immediately around her once 
    her Tank becomes damaged. An Anti-Air is a decent 
    alternative to a Tank since it costs the same and 
    is very effective against infantry units and air 
    5. Medium Tank: This is the unit of choice for 
    players who prefer to save Funds and place Lin 
    inside of something with serious firepower
    and staying power. Furthermore, it also has 
    respectable movement which is important for 
    getting her into the fight and out of it if she
    becomes too damaged. However, it is expensive 
    since you will need to Spend 12,000 on the Medium 
    Tank and another 6,000 to place Lin inside of it. 
    Yet once she is on the field her Medium Tank will 
    outclass most other CO’s Medium Tanks which 
    forces her opponent to resort to War Tanks, 
    Indirects, air units, or sheer numbers in order 
    to counter it.vSome players like to go even
    further and deploy Lin in a War Tank but my
    experience has shown that this is too expensive
    on most maps and the extra movement from a
    Medium Tank really helps Lin get to where she
    needs to be. 
    Charging the CO Meter
    Once the capture phase is over, you and your 
    opponent will be, most likely, competing for 
    properties toward the center of the map. This is 
    the point when you really want to increase Lin’s 
    CO zone. Ideally, you should use her unit to 
    destroy an enemy unit and then have another unit 
    move in front of her to attack. This tactic will 
    not only help increase her CO Meter but will 
    also limit the amount of opportunities your 
    opponent has to attack Lin directly. If her unit 
    becomes damaged then you should keep her just 
    behind your other units, augmenting them with her 
    CO Effect, until you have an opportunity to 
    repair her or merge her with another unit of the 
    same type. Thus, her small CO Zone of 1 is just 
    large enough for her to adequately maintain the 
    tempo of your attacks during the early battles 
    against the enemy. However, you really do not 
    want her unit to be destroyed and for the CO 
    Meter to reset. Therefore, if it is either 
    fall back with her or risk being destroyed 
    then you should always fall back.
    Terrain and the set up of the map can help 
    with charging Lin’s CO Meter. For example, 
    trying to hold the enemy off at a chokepoint 
    like a bridge or a mountain pass is great for 
    Lin since she needs to be positioned behind 
    only one unit. This is made even easier if you 
    deployed an Indirect and positioned it 
    next to her (or placed herself inside an 
    Indirect).  Heavily forested terrain or 
    clusters of properties in a FOW game also help 
    since Lin and several units can hide in them and 
    ambush the enemy as they arrive. The most 
    important thing to remember is that only units 
    attacking within Lin’s CO zone will increase 
    her meter. Therefore, do everything you can to 
    position Lin next to units which will cause the
    most damage to the enemy. 
    Finally, it is important to understand how the 
    CO Meter charges in DoR. Every 5HP of damage 
    inflicted will increase the CO Meter by 1 mark. 
    Since the CO Meter consists of 12 marks it will 
    take 30HP of damage to reach the halfway point 
    and 60HP of damage to charge it fully. Because 
    your goal with Lin is to charge her CO Meter 
    as quickly as possible you should try to
    maximize the amount of damage done rather than 
    maximize the number of units you destroy. For 
    example, if you have two units that can do 65%
    damage to two enemy units while under Lin’s CO 
    Effect then you should attack them both in order 
    to maximize the amount of HP damage done rather 
    than concentrate fire on one unit. Once you get 
    her CO Zone up to 2 it becomes much easier to 
    fill up the remaining half of her CO Meter.
    Maximizing the CO Effect
    When Lin’s CO Zone maxes out at 3 you are really 
    able to start pushing the offensive with her. A 
    radius of 3 is just the right size to enable 
    her to benefit most, if not all, of the units 
    you will have attacking at one section of the
    map. As a result, you need to be sure that it is 
    the most important part of the battlefield and 
    that you are devoting enough units to fight in 
    it. As I stated earlier, Lin favors ground units 
    so the more of those surrounding her the better 
    results her CO Effect will have. Also, avoid 
    any reckless activity with her CO unit at this 
    point in the game since you really do not want 
    her to be destroyed and have to start charging 
    her CO Meter all over again.
    Using the Scout COP
    As a general rule of thumb, especially when not 
    in FOW, you should avoid using Lin’s COP. The 
    reason for this is that her CO Effect is just 
    too good when her CO Zone is maxed out at 3. You 
    really do not want to activate the COP and reset 
    the CO Zone back to 1 unless if that one turn 
    will really make a big difference or you are 
    simply trying to finish off a dying opponent. 
    Still, that does not mean that you should never 
    utilize it either. In fact, the following are 
    just a few examples of when using her COP is
    entirely justified:
    1. You are playing on a map with numerous ground 
    battles located everywhere. If Lin is located at 
    one part of the battle but you desperately need 
    her stat boost for ground units at another part 
    of the battle then using Scout COP can be worth
    it. This scenario naturally becomes more 
    prevalent on larger maps.
    2. It suddenly started Raining in a non-FOW game 
    and you were getting ready to attack the enemy. 
    Since it was a non-FOW game you probably don’t
    have any Flares so this would be an ideal time 
    to use Lin’s COP and continue with the attack. 
    Penny’s COP causing it to Rain in a non-FOW 
    game is another situation similar to this one.
    3. You are playing in a FOW map and the enemy 
    has many units hidden within terrain all over 
    the battlefield. Since you probably do not have 
    enough Flares to locate them all it could be 
    worth using the COP so you can maximize the 
    number you can attack. This is especially 
    useful if you are getting ready to attack the
    enemy’s properties.
    4. You are trying to capture enemy properties 
    during a FOW game by sneaking some 
    infantry units into their territory. In this 
    situation using Lin’s COP to ensure that there 
    are no defending units on the properties they
    are getting ready to capture is worth it, 
    especially if you are trying to capture
    a factory or their HQ.
    5. It is a FOW game and the enemy positioned 
    themselves, with Indirect units, right in front 
    of you but hidden in terrain. If you don’t have 
    a Flare available then using Lin’s COP is 
    worth it so you can neutralize those Indirects 
    before they become a problem. 
    6. You are playing a game with the Rain effect 
    turned on for the entire battle. Considering the 
    crippling effects of Rain on your vision, 
    utilizing Scout can really provide you with the 
    initiative over your opponent.
    7. You are winning the game and getting ready for 
    the final attack on the opponent’s HQ and 
    surrounding properties. Using Scout will ensure 
    all ground units benefit from Lin's Co Effect 
    as they converge on the enemy. Using Scout in 
    this situation is even more useful during FOW 
    since you will instantly see any units the 
    enemy recently produced or placed on their 
    There are certainly others but just remember 
    that Lin's greatest strength is in her CO Effect. 
    While her COP can give her an advantage for a day 
    her CO Effect provides a constant benefit.
    Map and Rule Preferences
    Lin naturally favors maps where ground combat is 
    a dominate feature. She is weak in any map which 
    requires extensive use of naval or air units. 
    Furthermore, she also favors FOW although she is
    perfectly good in games without FOW. However, if 
    she is playing a FOW game then she is especially 
    good in a map with plenty of forests and other 
    terrain that can hide units. This is because she 
    can use her Scout COP to win the hide-and-seek
    nature of those kind of maps when FOW is present. 
    The size of the map does not directly impact her 
    performance although any map with clusters of 
    rugged terrain or chokepoints make it easier for 
    her to charge her CO Meter.
    General Tips
    Below are just some general tips for playing DoR 
    and all of them certainly apply to using Lin. Of 
    course, some of them I have emphasized previously 
    since they are particularly important to Lin’s 
    1. Prioritize destroying enemy CO unit since 
    that resets their CO Meter and removes their CO 
    Effect. Inversely,do your best to keep your CO’s
    own unit alive. As I discussed earlier, this is 
    especially important for Lin since her CO Effect 
    is not only very beneficial but her starting CO 
    Zone is small. 
    2. Mechs are very efficient but they are also 
    very slow. Bikes and, to a lesser extent, 
    Infantry are best for the initial scramble for 
    properties during the capture phase of the game 
    but Mechs are very useful infantry units for
    the later portions of the game. Even if it means 
    creating a steady stream of Mechs from one factory 
    you should try to keep an abundant number of them 
    on the field as the game progresses. However,
    Bikes will be a better investment for capturing
    properties even late in the game on a large map 
    due to the low speed of Mechs.
    3. Bigger is not necessarily better. A War Tank 
    can be easily destroyed by several cheaper units 
    working in unison. Therefore, be very mindful of 
    where you focus your resources and only invest 
    in more expensive units if they are necessary. 
    For example, you might want to strengthen your 
    defense by producing a Rocket or you need a 
    Bomber or War Tank to break through a 
    4. Anti-Air units are not only a great counter to 
    air units but they are absolutely lethal against 
    infantry units, including Mechs. Even if a map 
    has no airports they can be a good investment 
    for stemming a tide of Mechs. Just make sure 
    to protect them from Tanks or from Mechs
    getting the first strike on them. 
    5. Anti-Tanks are very unusual Indirects. Not 
    only can they attack and counterattack units 
    adjacent to them but they are also able to fire 
    on copter units. Furthermore, they have 
    naturally high defense against tanks which means
    the best counters to them are Mechs or other 
    6. Never underestimate the defense boost from 
    terrain. Try attacking the enemy from high 
    defense terrain whenever possible.
    7. Pay attention to the layout of a map and 
    gauge where the majority of the fighting will 
    take place and plan accordingly. In particular, 
    if there are any strategic chokepoints on the
    map then you will want to get units and 
    Indirects to defend them before the enemy does.
    8. Don’t’ underestimate the offense and 
    defense benefit that levels provide to your 
    units. Level I is 5%, Level II is 10%, and
    Veteran is 20%. Therefore, always think twice
    before sacrificing an experienced unit. 
    9. Outside of FOW you will want to pay 
    attention to the type of units your opponent 
    is making. Always make sure that you have a
    counter to any unit they build, especially
    if they start focusing on one type 
    of unit.
    10. Prioritize neutralizing the enemy’s 
    production properties. This can be 
    accomplished by either outright capturing it 
    or simply placing another unit it on top of 
    it so the opponent can not build with it 
    during their turn.
    Tips for FOW
    I’m sure that unless you absolutely hate FOW 
    you will fight some games with it on. Since Lin 
    is the FOW specialist it is only fitting that I 
    provide some tips and less known facts about 
    FOW in DoR.
    1. Flares only have three shots before they run 
    out of ammo but their range is quite large and 
    their ability to reveal hidden terrain is 
    invaluable. Ideally, you should place them 
    on a controlled property near your front lines. 
    Doing so causes them to be supplied every turn 
    which which means you can constantly fire 
    flares with them. Alternatively, you can 
    produce a Rig and keep it near the Flare.
    2. Enemy units within hidden properties can be 
    revealed by not only moving one of your units 
    into them, which causes your unit to be ambushed 
    and forfeit the rest of its action, or beside them
    but also by units moving past them. Furthermore, 
    once a hidden terrain is revealed you will keep 
    sight of it for the remainder of your turn. Thus, 
    pay very close attention to the movement path your 
    units take since changing the path so they move 
    past several woods or properties will reveal if 
    any units are hiding in them.
    3. Infantry and Mech units increase their vision 
    by 3 when they are placed on top of a mountain. 
    This gives them the same vision radius as a 
    Recon and is an effective way to quickly 
    increase your vision of an area if you lack a
    Recon or Flare.
    4. Getting a Flare within range of the enemy’s 
    production properties can give you a tremendous 
    intel advantage since you will be able to see 
    what they are producing every turn and 
    adjust your own production accordingly.
    5. Never neglect the value of hidden terrain and 
    always take advantage of it whenever you can. 
    Indirects hidden in woods is an old AW tactic 
    and it still works great in DoR. Just be aware 
    that the enemy will produce Flare units too
    so be sure to guard your units. 
    6. While woods and, now in DoR, properties can 
    hide units they are not the only terrain features 
    which do so. Remember that you can hide ground 
    units in ruins and ships in reefs and mist.
    7. If you are capturing an enemy property then 
    the enemy will be able to see the unit that is 
    capturing it. Be aware of that and try to shield 
    that capturing unit from retaliation.
    8. Don’t leave your HQ undefended in a FOW game. 
    Even a simple Infantry on your HQ is infinitely 
    better than no unit defending it. Both human and 
    CPU opponents will try to capture your HQ if they
    get an opportunity.
    10. Countering Lin
    From reading this FAQ it should be apparent that 
    Lin is at her most dangerous when her CO Meter 
    is full. You must also bear in mind that Lin 
    will have the advantage over most CO's units in 
    the ground war so don’t recklessly attack her 
    head on. Instead, you should make it your priority 
    to destroy the unit Lin is deployed in if her meter 
    is getting close to being half full. You should do 
    so even if this means having your Indirects fire 
    on Lin’s Bike unit rather than the Medium Tank. If
    attacking her unit is not possible then try
    attacking units outside of her CO Zone since
    they will not have Lin's defense boost.
    Things become more difficult during a FOW match 
    since Lin’s CO unit will probably be hidden and 
    must be located first. Furthermore, if she manages 
    to get her CO Meter full then you will need to take 
    into account the possibility that she will 
    actually use her COP. Therefore, you should not 
    rely on your units being hidden to protect them 
    from attack. Once again, finding and terminating 
    her CO unit is your best option and the sooner 
    you are able to do it the better. Also, trying 
    to draw a Lin player into a naval or air better 
    where she can not provide support with her 
    ground units will greatly reduce her 
    11. Lin vs Other COs 
    With a boost to all of her ground units, Lin is 
    fully capable of adjusting her strategy to 
    compete with the other COs so long as the map 
    type permits it. Below I have listed the other 
    COs in the game and provided brief notes on 
    things you should be aware of when facing them. 
    Although I mentioned this earlier, destroying 
    the CO’s unit is the best way to limit their
    impact on the game. Therefore, I refrained from 
    reiterating that unless I felt it was absolutely 
    critical for defeating that particular CO.
    Don’t be fooled by his generic hero looks. Will 
    is a very good CO. His attack boost is as high 
    as Lin’s and his CO Meter is easier to charge due
    to having a higher starting zone. Furthermore, 
    his COP is not only deadly for getting units 
    within range but it doubles the movement of Mechs, 
    making him very dangerous if he decides to focus 
    on producing them. You need to be especially wary 
    of his potential movement range when his COP is 
    charged and of any undefended properties his 
    infantry units might try to take with the aid of 
    the extra movement. Just remember that his lack 
    of a defense boost means Lin’s ground units hit 
    harder than this. Also, his attack boost does not
    extend to Indirects which gives Lin an advantage 
    in an artillery duel.
    Andy has never looked this good er… sorry, wrong 
    AW. Anyway, Brenner is a great CO who can 
    utilize his COP frequently. Unfortunately for 
    him, his COP does not mean much if his units are 
    dead or at/close to full HP. Therefore, make a 
    point to focus fire and kill units when facing a 
    Brenner player with a nearly or fully charged CO 
    Meter rather than trying to weaken all of his units. 
    Furthermore, Brenner lacks an attack boost beyond 
    the default CO Zone boost. Thus, he will have a 
    harder time dealing with the defense boost of 
    Lin’s ground units. 
    Just follow my advice in the Countering Lin 
    section for a Lin versus Lin match.
    Isabella is largely considered to be an overpowered 
    CO but, unlike Caulder, not intentionally broken. 
    Her CO effects are pretty standard but her COP is 
    very dangerous. Therefore, you really need to do 
    everything you can to destroy the unit she is 
    deployed in before she can utilize it. If she does 
    manage to charge it then you will have to be wary 
    of her direct combat units having
    increased movement and her Indirects having 
    increased range.
    Her air units hit hard and you should not 
    underestimate that. A B-Copter with her inside 
    will hit as hard as a Bomber. However, her CO Zone
    is the same size as Lin’s so it takes Tasha some 
    effort to charge her CO Meter. If she does 
    charge her COP then you will need to be wary of 
    her air units flying around your front line and 
    attacking more sensitive targets. However, most
    Tasha players tend to not use her COP unless it
    provides a major advantage that turn. Regardless, 
    since she is focused on air units you just need 
    to adjust your army composition accordingly and 
    include more Anti-Airs and Missiles. It is 
    better to try to deny her aerial advantage 
    with the appropriate ground units rather than 
    fight her with your own air units.
    As an Indirect combat specialist you need to 
    pay attention to his Indirect units at all 
    times. Lin’s Indirects are slightly better in 
    an artillery exchange but only slightly.
    However, what makes Gage very lethal is his COP 
    which, if used well, can shatter your forces. 
    You need to be aware of the potential range of 
    his Indirects when his CO Meter gets close to 
    being full. Also, it is generally a good idea 
    to prioritize destroying his Indirects 
    throughout the game. Don’t let yourself get 
    dragged into a naval battle with him since he 
    also augments his naval units.
    Forsythe has a large CO boost but that is all 
    he has. You don’t have to worry about him 
    trying to use a COP to break the ice but don’t 
    disregard the stat boost he gives to his units. 
    His large CO Zone can also make it difficult
    to destroy his CO unit if the player decides 
    to keep him behind the front line. 
    However, once Lin’s CO Zone is increased to 3 
    her ground units will have a noticeable edge 
    over Forsythe’s.
    Do not underestimate Waylon. The effects of 
    his COP reduces the damage to his air units by
    about 80% for a turn. Plus, his CO Zone is a 
    decent 2 so it is not terribly difficult for 
    him to charge his CO Meter. Like Tasha, you 
    should adjust your army composition to 
    include more ground units that are good 
    against air units. You should also focus on 
    eliminating as many of his air units as possible 
    so fewer will benefit from his COP if he manages 
    to activate it.
    There really is not much to say about Greyfield. 
    His COP is useful in FOW, for replenishing Flares 
    and Rockets, and for naval maps, for replenishing 
    Subs, Gunboats, and seaplanes. His Copters are a 
    little harder to bring down but still easy prey 
    for Lin’s Anti-Airs. Thus, while he is formidable 
    on a naval map, especially against Lin, he does 
    not have too many advantages elsewhere. 
    Penny’s Stormfront COP presents one of the 
    situations where, outside of FOW, you might 
    really need to use Lin’s COP. If Stormfront 
    causes it to Rain for three days and you don’t 
    have a Flare available then using Scout
    is not a bad alternative if the result is a lot 
    of damage to Penny's units. However, Stormfront 
    is very random so the effect it generates might 
    be Rain but it could also be Snow or Sandstorms. 
    The end result is that it is hard to plan 
    accordingly when facing Penny. Her COP aside, 
    Penny’s day-to-day is rather weak so Lin’s
    ground units will dominate Penny’s unless a 
    Sandstorm is in effect.
    Tabitha is both an unusual and dangerous CO. 
    She starts with no CO Zone and it is absolutely 
    essential that you prevent her from gaining one 
    because the boost from her CO Effect is immense 
    and her COP is devastating. However, with a CO 
    Zone of 0 it means that Tabitha must charge the 
    first half of her CO Meter using the unit she 
    is deployed in. It also means a Tabitha player 
    is more likely to deploy her in an expensive 
    unit rather than a cheaper one. However, 
    destroying Tabitha’s unit is easier said than 
    done and requires ample firepower and perhaps 
    even sacrificing some units to do so. Air 
    units are a good counter to a Tabitha Tank if 
    the map contains airports. Otherwise, 
    Indirects and Mechs is the next best counter. 
    Don’t be afraid to suicide units against 
    her since her counterattacks will not increase 
    her CO Meter so long as her CO Zone is 0. 
    Thankfully, the rest of her force is 
    comparatively weak and will be easily 
    dominated by Lin's ground units. 
    Caulder is completely broken so the only advice 
    I can provide is to really go out of your way 
    to destroy the unit he is deployed in, especially 
    since he regenerates HP for units in his CO Zone.
    12. Opinions on Lin
    This section of my guide will include opinions on 
    Lin in addition to my own. Please contact me if 
    you want to share your opinion on her.
    My Opinion on Lin
    Lin is really an unexpected force within the line 
    up of DoR COs. Pretty much everyone, including 
    myself, regarded her as low tier when the game 
    came out but as time passed she steadily rose in 
    the ranks of the tier lists. In fact, the latest 
    tier list I saw posted placed her toward the top 
    of the Fair category and as  the 3rd strongest CO 
    over all (Caulder was excluded from that list).  
    I personal enjoy having a FOW CO in an AW game 
    that is almost equally effective inside and out 
    of FOW. One of the problems with Sonja in the 
    older AWs was that she was either too strong in 
    FOW (AW2 and AWDS) or too weak outside of 
    it (AW1). While Lin is still better suited for
    FOW games she does not have an overpowering 
    advantage during one nor is she crippled in a
    regular match. Lin is also interesting to use 
    on a regular basis since she requires a good 
    amount of finesse because of her short CO Zone. 
    She has become my favorite DoR CO for her play 
    style, effectiveness on most maps, and even 
    for her personality in the campaign and theme
    13. People I want to Thank
    Wars World News for being a great AW community.
    AdvanceWarsNet for their structured AW ladder.
    Advance Wars by the Web for all of the great games 
    it provides to AW Players.
    GipFace for all of the excellent and detailed work 
    he has done over the years for DoR's metagame and
    tier list.
    DTK and all of the other contributors to their 
    great DoR FAQ.
    IS for making this superb addition to the AW 
    Finally, this CO guide is dedicated to Sturm’s 
    Meteor Strike for creating the world in Days 
    of Ruin.
    End of Guide

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