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Advance Wars: Dual Strike
FAQ/Walkthrough by AW Revolution Website
Version: 0.2 | Updated: 03/13/06 | Search Guide | Bookmark Guide
Advance Wars: Dual Strike Guide - by the AW Revolution Team Firefox, FoGo, Raz Takasha, The Rose's Thorn, YoyoYoshi Version 0.2 =========================================================== =========================================================== =========================================================== (m0) --------------------------- ---- 0 > GUIDE SUMMARY ---- --------------------------- To go directly to a chapter, type the text between the brackets (), including the brackets, in the Search window. You can usually press CTRL+F to bring the Search window. 1 - Version History (m1) 2 - Copyright Notes (m2) 3 - About Us (m3) 4 - Introduction to Advance Wars (m4) 5 - Game Controls (m5) 6 - Advance Wars: Dual Strike Basics (m6) 7 - Normal Campaign (m7) 8 - Hard Campaign (m8) 9 - Survival Mode (m9) 10- Secrets (m10) 11- Credits (m11) =========================================================== =========================================================== =========================================================== (m1) ----------------------------- ---- 1 > VERSION HISTORY ---- ----------------------------- Version 0.2 - 03/13/2006 Finished: - Put up the rest of the guides from the Advance Wars Revolution website - 91KB Version 0.1 - 08/30/2005 Finished: - Most Campaign guides complete - Many Money Survival guides complete - Sections 1-6 complete - Secrets page nearly complete - 75KB =========================================================== =========================================================== =========================================================== (m2) ----------------------------- ---- 2 > COPYRIGHT NOTES ---- ----------------------------- ©2005-2006 Advance Wars Revolution. Copyrighted 2005-2006, Advance Wars Revolution. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of Advance Wars Revolution. Full credit must also be given. Should you do anything of the kind, you will be sued, and you will lose. Ignorance is not a legal way out. Good day. The only sites that can host this guide are: - Advance Wars Revolution (http://www.awrev.com) - GameFAQs (http://www.gamefaqs.com) Other websites that have been given permission may also use this guide, provided they also keep updating it when we do. =========================================================== =========================================================== =========================================================== (m3) ---------------------- ---- 3 > ABOUT US ---- ---------------------- As staffers of Advance Wars Revolution, an Advance Wars fansite, we encourage all of you to join our community forums and stay up-to-date on guides, because we will always have our latest guides up there first. »»»»»«««««« »»Firefox«« »»»»»«««««« Name: Firefox Age: 14 Location: Texas Staff Position: Former Staffer Email Address: email@example.com AIM: Pwnzerizer1324 MSN: email@example.com »»»»«««« »»FoGo«« »»»»«««« Name: FoGo Age: N/A Location: Maine, USA Staff Position: Guide Writer, Forum Moderator Email Address: N/A AIM: PUA FoGo MSN: N/A Yahoo: N/A »»»»»»»»««««««« »»Raz Takasha«« »»»»»»»»»»««««« Name: Raz Takasha Age: N/A Location: N/A Staff Position: N/A Email Address: N/A AIM: N/A MSN: N/A Yahoo: N/A »»»»»»»»»»«««««««««« »»The Rose's Thorn«« »»»»»»»»»»«««««««««« Name: The Rose's Thorn Age: 15 Location: Kansas, USA Staff Position: Guide Writer. VS. Help, Forum Moderator Email Address: firstname.lastname@example.com AIM: Strategy Rose MSN: firstname.lastname@example.com Yahoo: desert_mouse0 »»»»»»»«««««« »»YoyoYoshi«« »»»»»»»«««««« Name: YoyoYoshi Age: 17 Location: Santa Clara, California, USA Advance Wars Revolution Job: Webmaster, Admin, Campaign Guide Writer, CO Guide Writer, Other Guide Writer, Layout Maker, Primary Website Updater Email Address: firstname.lastname@example.com AIM: Neotist Yoyo MSN: firstname.lastname@example.com Yahoo: pua_yoyo =========================================================== =========================================================== =========================================================== (m4) ------------------------------------------ ---- 4 > INTRODUCTION TO ADVANCE WARS ---- ------------------------------------------ The Advance Wars series that Americans have known to love has a far longer history in Japan, where it originated. FAMICOM WARS (1988) by Intelligent Systems - The first game in the Wars series came on the Japanese version of the Nintendo Entertainment System (NES), the Famicom system. It utilized a similar play style to Advance Wars but featured just two armies, Red Star and Blue Moon, fewer maps, and obviously not as good graphics. It was a Japan-only release. GAME BOY WARS (1991) by Intelligent Systems - Game Boy Wars released as the second Wars game, and unlike Famicom Wars, it uses an unusual diagonal grid system rather than a straight up grid. It still has two armies and unlike Famicom Wars, plays in black and white since Game Boy Color would not be released for a good several years. It was a Japan-only release. GAME BOY WARS TURBO (1997) by Hudson Soft - Hudson Soft took over the reigns of the Game Boy Wars series, and added a few more maps to the original version. Like the first two games, it was a Japan-only release. GAME BOY WARS 2 (1998) by Hudson Soft - Hudson Soft creates the Game Boy Wars series in color for the first time, with the release of Game Boy Color. It was a Japan-only release. SUPER FAMICOM WARS (1998) by Intelligent Systems - The most well-known of the pre-Advance Wars games, it is the closest to the Advance Wars series and features four armies, though still no campaign mode, and was released on May 1st, 1998. There are a lot of units, including many that don't have a counterpart until the release of Advance Wars: Dual Strike (like four types of tanks), and many of its maps are shown on the Advance Wars game pack. It was a Japan-only release. 64 WARS by Hudson Soft - Hudson Soft originally wanted to make a N64 version of its Game Boy Wars series and make it compatible with Game Boy Wars 2 but the plan fell through and the game was cancelled. GAME BOY WARS 3 (2001) by Hudson Soft - Hudson Soft improves the graphics of the Game Boy Wars series even further on the Game Boy Color. It was a Japan-only release. ADVANCE WARS (2001) by Intelligent Systems - Advance Wars for the Game Boy Advance system went into stock in stores on September 9th, 2001 in the United States and was released to the public on September 11th, 2001, and was nearly pulled off the shelves because of the terrorist attack on America the same day. However, it did make it to the USA, and was the first of the series from Japan to reach America. It released in Europe four months later, on January 11th, 2002, and was pulled off the shelves in Japan. It is the first to include a campaign mode and follows the Orange Star Army as they fight across Wars World to defend their homeland. Japan would not get the game until Game Boy Wars Advance 1+2 was released in 2004. ADVANCE WARS 2: BLACK HOLE RISING (2003) by Intelligent Systems - The Advance Wars sequel continues on Advance Wars' storyline, as Black Hole returns to take revenge on the Allied Nations and conquer their territories. It was released on June 23rd, 2003 in the US and followed in Europe on October 3rd of the same year. It was never released in Japan because they did not get Advance Wars prior to this. GAME BOY WARS ADVANCE 1+2 (2004) by Intelligent Systems - Japan decided to pull off Advance Wars off their shelves on September 12th, 2001 after the terrorist attacks on the United States, and did not get Advance Wars or its sequel. Three years later, on November 25th, 2004, Intelligent Systems released a combination game of both Advance Wars and Advance Wars 2, with both campaign modes intact. Users may then switch between AW and AW2 modes. It was a Japan-only release. ADVANCE WARS: DUAL STRIKE (2005) by Intelligent Systems - Known as Famicom Wars DS in Japan, AWDS features yet another Black Hole invasion, with the Allied Nations trying to fight the invaders. It was released on June 23rd, 2005 in Japan, and will be released on August 22nd in the US, and September 30th in Europe. It will become the first game in the entire series to be released universally. The Advance Wars series is like chess played to a global scale. With a compelling story, various commanding officers and terrific music add to the reason why you'd want this game. As the advisor of a fighting force, you maneuver allied units into position, capture cities and bases, and attack the enemy units while avoiding threats like the Black Cannon and carrying your plan to eliminate the enemies. Every unit under your control have weaknesses and strengths with movement, hit points, attack restrictions, ammunition and fuel that you must monitor often in order to defeat your enemy. You can repair and supply battle units, deploy new units, and use the special powers of your commanding officer to gain the upper hand on the enemy. Every mission is an epic struggle that requires a firm grasp of the battle tactics to win. =========================================================== =========================================================== =========================================================== (m5) --------------------------- ---- 5 > GAME CONTROLS ---- --------------------------- A: Use A to confirm a selection, select a unit on the map, or activate the menu when it's not on a unit. B: Use B to cancel a selection. Holding B while the cursor is over a unit or a Black Hole structure (cannon, etc) will show its attack range, or will make all the units transparent (so you can see the battlefield) if the cursor is not over any of the above. L: This will move to the next that still can move. R: Use R to check information of your units and terrains. Start: Press Start after a mission briefing to enter a Campaign Mission. This shows a mini-map in battle and when designing maps, and also skips dialogue in Campaign Mode. Select: Activate the menu. =========================================================== =========================================================== =========================================================== (m6) ---------------------------------------------- ---- 6 > ADVANCE WARS: DUAL STRIKE BASICS ---- ---------------------------------------------- This section is composed of various mini-sections containing basic information about the game. It goes from explanation of the Mode Select Menu to info on the armies to the different is calculated to explanation of what each score (power/technique/speed) means. Reading it is a step closer to becoming an Advance Wars: Dual Strike expert! For advanced techniques, go to (m18). ----------- What's New? ----------- Since Advance Wars 2, the AI has gotten smarter and utilizes its CO Powers better. It will also stop attacking transport units indiscriminately, preferring to attack them only when necessary. Also, the AI is now affected by Fog of War just like the human player is. ---------------- Mode Select Menu ---------------- VS. Mode: The versus mode allows you to battle against your friends and/or the computer. You will take turns using the same DS, so you'll need to pass it around. Link Mode: The linking mode allows you to battle against your friends where you use a Link Cable to link up your 2-4 DS, and allows for quicker battles. If the other players do not have AWDS, then they can play a few limited maps, but if they have the full version game, anything can be played. Campaign Mode: You can't go without this mode. Campaign mode plays out the storyline of Advance Wars: Dual Strike, and you can save up to three slots. If you beat Normal Campaign mode, you will be able to access Hard Campaign mode. After each mission, you will get coins in which you can buy maps from Battle Maps. War Room Mode: Want a challenge? War Room's got it, and AWDS has brought brand new maps to the mix! From easy 1v1 to hard 1v3 maps, you will be tested, given a score, and given coins for your efforts. Combat Mode: Fight in real time, real time strategy style! Survival Mode: Enough strategy for today? Try some puzzle games! - Money Survival Mode: You are given a limited amount of funds and forced to defend yourself with the units you make. - Turn Limit Survival Mode: You're given a limit in the number of turns you can move units. Defeat the enemy as soon as you can. - Time Limit Survival Mode: Similarly, you have a time limit to destroy your enemies. Design Room: Contains Design Maps and Design CO modes. - Design Maps Mode: Design Maps mode lets you create your own map, and as usual, there's a limit of 60 properties. The maximum size the map can be is 20x30, like the old games. Have fun! You have three save slots that you can also name. Design Maps Controls: A - Use A to choose and place a unit or terrain on a certain square. B - Use B to cancel your selection of the unit or terrain. L - Use L to open the unit selection menu. R - Use R to open the terrain selection menu. Start - Display overhead map. Press again to close it. Select - Displays the Design Maps menu. - Design CO Mode: Like in Advance Wars 2, you can edit the colors of your favorite (or least favorite) COs. Design Maps Menu: - File: Use File to load, save, or name your design maps. - Help: Use Help to enter a Help screen for Design Maps, if you need it. - Intel: Use Intel to show how many properties and units are already on the map for each army. - Fill: Use Fill to fill up the entire design map with a specific terrain. - End : Use End to exit Design Maps mode. Battle Maps Mode: You might be asking...what do you do with those coins you get in Campaign and War Room modes? Enter Battle Maps mode to buy maps, COs, and edits with your coins! History Mode: Here you can view statistics of your gameplay status. Sound Room Mode: Unlocked near the end, this gives you full access to all the music AWDS has to offer. =========================================================== =========================================================== =========================================================== (m7) ----------------------------- ---- 7 > NORMAL CAMPAIGN ---- ----------------------------- Introduction (by YoyoYoshi) Advance Wars: Dual Strike is the latest installment of the Advance Wars series worldwide, and it is by no means easy. Graduated from Advance Wars 1 or Advance Wars 2: Black Hole Rising? It's time for Advance Wars: Dual Strike. You'll notice that the difficulty ramps up very quickly and often inconsistently throughout the game, and we're here as a team to help you beat the game that you love. With the largest Advance Wars: Dual Strike guide writing team on the internet, you can bet that we will find you the best strategies you can use. We'll take you on a ride through Campaign mode with the best Advance Wars experts of all time. We deliver you only mission guides that will give you the best of best ranks, the 300-point perfect S-rank. Every mission guide starts off with a turn-by-turn play through the mission, then a general strategy for the rest of the mission. Our guides have made it so that you will NOT even need to use force ranks to help beat the game. The AI has gotten terribly random in Advance Wars: Dual Strike, and we can provide you with the best guides on the internet. Now that has been said, good luck and have fun reading! ----- Mission 1: Jake's Trial (by Firefox) General Strategy- Take out the tank unit on the first day, and finish off the infantries within 2 days. Day 1: Move mech 2 east and fire at tank. Move tank 2 east and 1 north and finish off enemy tank. Move infantry 2 east and 1 up and capture. End Turn. Day 2: Finish capturing with infantry. Move tank 1 north and attack infantry. Move mech 1 north and finish off enemy infantry. End Turn. Day 3: Move tank 1 east and 1 north and fire at infantry. Move mech 1 east and 1 north an finish off infantry. Congratulations! Victory! 300 point S-Rank! ----- Mission 2: The New Black (by Firefox) General Strategy- Just keep pounding the Artileries from Day 1and you should have no problem. Day 1: East Artillery Fire at tank. West artillery move 1 west. End Turn. Day 2: Both Artilleries fire at northern tanks. End Turn. Day 3: Both artilleries fire at the tank 2 north and 1 west from each artillery. End Turn Day 4: Move west artillery 1 south and 4 west. Move APC 4 north and 1 east to block path to injured infantry. End Turn Day 5: Kill Last tank with artillery. Congratulations, Victory! 300 Point S-Rank! ----- Mission 3: Max Attacks (by Firefox) General Strategy: Spread out your units on Day 1 trying not get hit hard by the Black Bomb, and for land forces, stack up behind copters and do and HQ run with t copter and mech while hitting tanks hard. Day1: Bottom Copter 5 west and 1 north. Move next copter up 2 south and 3 west onto reef. Middle Copter 6 west. Move top copter 3 west and 3 north. Move last copter 3 west and 2 north. Artillery 1 west. T copter 2 south 1 west. East mech 2 west. APC on HQ. End turn Day 2: Move bottom b copter 6 north. Move bottom copter 4 north and 1 east and join. Move west copter 2 east 4 north. Move b copter below artillery 2 west and 1 north. Load East mech into t copter. T copter move 5 south 1 west. Last b copter 3 west and 3 north and attack infantry. Move mech 1 south and Artillery 1 west. End turn. Day 3: T copter 5 west and 1 south. All full HP B copters attack MD tanks along with artillery. End Turn Day 4: Continue attacking with all units and unload mech in t copter on HQ Day 5: Kill of last of enemy units. Congratulations! Victory! 300 point S-Rank! ----- Mission 4: Reclaiming The Skies (by Firefox) General Strategy: Take out the air units with your AA's and missiles, and get the tank with your rockets and tank. Day 1: Rocket attack tank. Tank go 2 east and 4 sotuh and kill enemy tank. AA's each attack a bomber or fighter, and missiles take out Copter. End Turn Day 2: Finish off rest of bombers and fighters. Congratulations, Victory! 300 point S-Rank! ----- Mission 5: Neverending War (by FoGo) Your CO: Rachel General Strategy: As Rachel points out, your going to want to lure your opponents MD Tank off of their HQ. Send a Tank to the Northeastern city with an Artillery as back-up. Use the Artillery to weaken the MD Tank and then finish it off the next turn. One you get rid of the MD Tank it should be a walk in the park to finish off your pre deployed opponent. Day 1: - Northern Mech 2N - Build Tank from Northern base. Day 2: - Hit the Recon sitting on your city with Northern Mech. - Move Tank 1N 4E - Build Artillery from Northern base - Build Infantry from Southern base Day 3: - Move Tank onto Northern City to attack Anti-Air - Move Northern Mech 1S - Move Artillery 1N 4E - Move Southern Infantry 3E - Build Tank from Northern base Day 4: - Hit MD Tank with Artillery. - Hit the weakened Anti-air with your Northern Mech - Move Tank from Northern base 1N 5E - Send Southern Infantry 2E onto your city. - Move Southern Mech 2S - Build Infantry from Southern base. Day 5: - Finish MD Tank with Artillery - Move full HP Tank 2E 1S and attack the Mech capturing the neutral city. - Move Northern Mech 2N - Move Infantry 2N to capture the neutral base. - Move Southern Mech 2E and hit the Tank. - Send Infantry from your base to capture the neutral city Northeast of it. - Build tank from Nothern Base. From here on out things will have gotten too random to follow the day by day guide. In the North your going to want to continue advancing tanks into Black Hole's territory. Make sure to hit the units that can hurt you the most first, even if it means waiting a turn to kill some of his weaker units. Save the Artillery for last. If your Super CO power charges, by all means use it. It'll speed matters up greatly. In the South, continue to capture the base with your injured Infantry. Use your Mech to finish off his Tank, and then move it North to capture the neutral city (you may not have a chance to finish capturing it before the end of the level). ----- Mission 6: The Ocean Blue (by The Roses Thorn) Your CO: Colin Be forewarned that the AI is improved and may not follow this day to day guide perfectly, but if you do the steps on day one, for the most part the level will be easy, and you can just go off the basic idea of the strategy, being to cream lash. The guide also ends prior to the end of the mission, but at that point you have only minor cleanup left to do. Day 1: Colin Rocket attack cruiser for 6. Battleship attacks rocket for 8. Sub moves 5E and dive. Load infantry on APC. Load APC and Tank on lander Move lander 2E 4S. Move Artillery 3E. Move B-copter 2N 4E and attack B-ship for 2. Day 1: Lash She moves Tank behind the rocket She moves the rocket 3S 1W Sub moves to 2 E of your battleship She moves the lander down to 1E of your b-copter. She moves her cruiser up to 1W of your b-copter and attacks it for 4, taking 1 in return. Day 2: Colin Move lander 4E Move cruiser3E 1S and attack sub for 9 Move sub 2N and attack b-ship for 6 Move b-copter 1S 1W and attack B-ship for 1 Move B-ship 1N 4E Move rocket 1E Move artillery 1E Day 2: Lash B-ship attacks b-ship for 0 Sub attacks b-ship for 1 Tank moves 2E 1S Rocket moves 3E 1N Infantry moves to attack b-copter for 1, taking 3 in return Cruiser is now in the second to last column in the 4th row The lander is now in the last column in the 2nd row. Day 3: Colin Rocket kills b-ship Sub moves 2N 3E Cruiser kills sub Lander moves 3S 2E and unloads APC S, tank E B-ship moves 1S 1E B-copter attacks infantry for 4 Day 3: Lash Rocket attacks b-ship, taking it down to 6 Infantry moves to 1E of b-ship Tank moves to 1S of b-ship and attacks tank for 5, takes 2 in return. Lander moves to 1W of the reef on the top row. Cruiser moves to 1E of sub Day 4: Colin B-ship does 3 to rocket. Rocket moves 2N 1E Sub attacks cruiser for 2 B-copter moves 1E 3S 1W and attacks tank for3, taking 1 in return Cruiser moves 5N 1E Tank attacks tank for 2, taking 2 in return. APC moves 3E 2N and unloads infantry N Day 4: Lash Uses SCOP Infantry attacks infantry, doing 1 damage then dieing Cruiser does 1 damage to sub and dies in the counter attack. Tank does 0 to B-ship Rocket does 2 to B-ship. Day 5: Colin Use SCOP Move sub 4N 1E and kill lander B-ship kills rocket B-copter kills tank 300pt. S rank ----- Mission 7: Fog Rolls In (by FoGo) Day 1: - Move your Infantry 2E to reveal Koal's Artillery. Proceed to attack it with your Recon and your Battle Copter. Move your indirect units as far forward along the road as possible, and then do the same with your non-infantry direct units. - Finally load your Mech into your APC and move it 3N 3E. Day 2: - Send your Battle Copter to attack the BH Tank from the Eastern side. You should reveal an APC just North of where you attack from. - Your Rocket should be able to move into two forests. Send it into the Northern one. - If you failed to kill his Artillery, it will have most likely moved into the forest south of where it started. Reveal it with your own Artillery and then crush it with your Anti-air. - Move your recon 1N. - Move your APC just North of your Rocket. - Move your Tank just above the BH recon and attack it. - Move your Infantry East to capture the neutral city. - If you didn't use your Artillery and your Anti-air to finish BH's Artillery, move your Anti-air to finish the enemy's Recon. Move you Artillery just behind it. Day 3: - Use your Rocket to finish the BH Tank. - Send your Artillery North so that it can fire on the Lander in the reef. - Use your Tank to hit the APC revealed by your Battle Copter. - Move your Battle Copter 2E 3N 1E and attack the Mech capturing your city. You should reveal an Artillery in the forest North of your Battle Copter. - Move Recon 3N 1E to reveal the Lander hidden in the reef. - Move your Anti-air just under your Recon. - Move your APC into the forest 5E. - Finish capturing the city with your Infantry. Day 4, and for the rest of the mission: Make sure you finish off BH's Tank, as it is their last direct unit capable of causing significant damage. You should also be able to kill off one of his Infantry and at least damage his Lander with your Rocket. That leaves him with an Artillery, two injured transportation units, and an Infantry. You should be able to finish his Artillery and Infantry on day 5. On Day 6, all you need to do is mop up a couple transports, and your done. ----- Mission 8: Tag Battle (by FoGo) Your CO: Max Day 1: - Build 2 Infantry Day 2: - Move Western Infantry NE to capture the neutral city. - Move Eastern Infantry 3E. - Build Tank from Western base. - Build Infantry from Eastern base. Day 3: - Move Eastern most Infantry SE to capture neutral base. - Move Infantry on Eastern Base 1W 1S. - Move Tank on Western Base 1E 1S. - Finish capturing city with Infantry. - Build APC from Western Base. Day 4: - Move your tank onto the forest just North of the Piperunner and attack it. - Move the only Infantry that can reach the APC into it, and then move the APC 1E 5S and drop the Infantry onto the neutral base. - Finish capturing base with Infantry. - Build APC from base just East of your HQ. Day 5: - Start capturing the base near the Piperunner. - Finish Piperunner with Tank. - Move the Infantry near your HQ 1S 1W to start capturing the neutral city. - Move newly built APC 6E, and then move the Infantry that just finished capturing the Eastern base into it. - Move your other APC 2N 3E. - Build an Infantry from the base 2E of your HQ. - Build an Infantry from the base farthest East. Day 6: - Finish capturing city 2S of your HQ. - Finish capturing base near the pipes. - Move Infantry built from the base just East of your HQ 3S into the APC, and move the APC onto the bridge, unloading the Infantry onto the neutral base. - Move Tank by the pipes 5E. - Move Infantry just built from the base farthest East 2E 1N to capture the neutral city. - Move APC 6S and unload infantry inside it onto the neutral airport. - Build an Infantry from your Easternmost base. - Build a Tank from your base just West of your HQ. Day 7: - Start capturing airport - Start capturing neutral base with injured Infantry. - Finish capturing City in the Northeast. - Move newly built Infantry on the Northeastern base Northwest to capture neutral city. - Send your Tank in the middle to attack the enemy Infantry. - Move APC in the middle 2S. - Move APC on the Eastern island 4N 2W. - Move Infantry from the city just South of your HQ 3E. - Move Infantry on the base near the pipes 1N. - Send Tank on Western base 5S and hit the enemy Tank. - Build a Tank from the base near the pipes. - Build Infantry from Northeastern base. Day 8 and beyond: From Day 8 on out things should be pretty easy going. Finish capturing the airport, and get Infantry in position to capture the other two cities sharing the island with the airport on the next day. Advance Tanks down the West side of the map while you advance B-Copters down the East side of the maps. Continue to capture the base in the middle. Try and get your Tanks in position so that you can use them to block off Black Hole's Western base by turn 10. On turn 11 you should be able to block off his Eastern Base as well. Black Hole will use their tag power on Day 11, but they will have so few units by then that it shouldn't make a difference. Finish off your opponents remaining troops on Day 12 for the win. ----- Mission 9: Victory or Death! (by The Roses Thorn) Suggested COs: Jake/Max Pick Jake first so he gets control of the bottom map. The AI follows a basically set pattern, but you really only need the first day or 2 to be the same. After that just follow the general strategy listed below (dont worry, its user-friendly). Day 1: Send all air units except for the fighter 2N of the HQ to the top screen. Move the bottom mech 2E Move the top mech 1W 1S and begin to capture the city Move both infantry 2E and begin to capture the properties at those locations. Move the tank 2E Day 2: Finish capturing everything, and move the bottom mech 1E and start to capture that. Move tank 2N 1E and attack recon for 6 Move fighter 2N 4E After that attack the AA with your tank, continue to capture, build an AA at your bottom base. Use your fighter to kill the north B-copter. Use the newly built AA gun to kill the southern b-copter that kills your mech. Send the fighter to the top screen. Build a bomber, and get it within 14 spaces of the black crystal, but be careful not to enter the fighter, AA gun, or black arks range. When the black ark has been destroyed, Max will come down and have almost all of his power meter filled. Swap to max and fill his meter the rest of the way. As soon as its full, swap to Jake. The next turn, use your Tag and move the bomber towards the black crystal with Jake. Swap to Max who uses his 190% attack power to obliterate the crystal. You should be able to finish in 9 days with perfect power and technique for the 300 point S rank. ----- Mission 10: Black Boats Ahoy! (by The Roses Thorn) Suggested COs: Max/Jake Select Max first so he gets the first turn. Day 1: Move recon 6E and attack artillery for 4 Move bottom mech 1S and load onto the APC. Move lander 1N. Load APC onto lander Move sub 5E and dive. Move northern tank 5E Move other tank 5E Move AA 5E Move artillery 5E Move mech 1E Move northern infantry 2E Move southern infantry 3E Basically what you want to do, is load the mech in an APC on the lander, and send them at the island with the HQ. You want to capture the first neutral city (nearest you) as it contains a lab map for black boats (which are ever so handy). Aside from that, use your sub to take out 1 black boat, then the b-ship, then the other black boat to obliterate Kindles navy. If shes about to use her COP get off of cities, if shes saving up for her SCOP you want to kill as much stuff as possible beforehand. Have Max go first by selecting him first, and attack the artillery with the recon, and then advance on her position. Your forces are larger and should be able to take over that island, just dont let her attack you from a city. That 140% offense hurts. When the lander gets to the island unload the APC, and then move the APC and drop the mech off right in front of the artillery, he cant attack the mech, only the APC, and the mech will proceed to kill the artillery. ----- Mission 11: The Long March (by The Roses Thorn) Suggested COs: Jake/Rachel Sasha/Colin You do want to select the COs in that order so they get the turns first, so select Jake and Sasha first for their respective teams. This map relies heavily on Sashas use of Market Crash. You need to delay or stop their tag for as long as possible. That means dont always do as much damage as you possibly can with Jake/Rachel. Day 1: OS Rocket attacks Neotank for 6 damage. Artillery attacks black boat for 6 damage Artillery kills black boat Rocket sinks sub Move recon on city 2S onto the forest Move recon 1N 3E onto forest Move infantry 1N onto mountain Move mech 1W and load onto APC Move APC 1N 4E Move tank 2N 4E Move Md. Tank 2S 3E Move Artillery 1S 2E Swap to Rachel Day 1: BM Western B-chip does 5 to full health Neotank Other B-ship does 5 to Md. Tank Infantry 1S 2E and capture Build infantry at eastern base Move sub 4N 1E and dive From here on out be very careful. You do not under any circumstances want to give them their tag break without charging Market crash at the same time. You might want to take out the tank at 2hp though, as you will be able to get Market Crash next turn after what is shown above, I didnt in my game though, so its fine, just stop attacking as OS a bit early. Send that APC with the tank escort and the recon spotter to the neutral cities and bases and capture a base. You will use this APC and mech to capture the lab. You will want to reveal as much of their army as possible for Sasha to hit with b-ships, and you will want to kill the black boat with your sub, which in turn will get killed letting you use market crash again later. If it dies while you arent gain9ing anything from your power being active, no worries, it doesnt hurt a thing. Also, do not concentrate your damage, spread it out amongst the big units, doing 5 to both neotanks or 5 to both Md.s. gets them to join them, effectively cutting down 1 neotank from their army, but also forcing them to not be able to move that neotank that turn. Try and get the OS tag break, as even if you just got hit by theirs after slipping as BM, if youve still got a good amount of your units left, Rachels SCOP can decimate their forces for Jake to clean up, and you can still win. There is artillery on the lab, and a tank nearby. Try and win around turn 8 for the 300pt. S rank. ----- Mission 12: Lightning Strikes (by The Rose's Thorn) Suggested COs: Rachel/Max TURN AUTO CO OFF. ITS UNDER THE INTEL OPTION. Day by Day: Day 1: Rachel Move AA 1S 1W and send it to the top screen. Move mech 2W Build APC at base by HQ Build infantry at other base Day 1: Max Move infantry 1S and load onto APC Move eastern recon 1SMove AA 1S 1E Move tank thats below artillery 1E Move artillery 1S 1W Move recon 1S 1E Day 2: Rachel Move mech 2W Move APC 4N Move infantry 1N 1E and capture city Build an artillery at the base that is NOT by your HQ Day 2: Max Do nothing Day 3: Rachel Kill infantry with artillery. Continue to capture Move mech 2N and load onto APC Move APC 5N and unload N Build an infantry at the base by your HQ Day 3: Max Do nothing Day 4: Rachel Finish capturing the city Move artillery 1E Move mech 1N and capture airport Move infantry 3N Move APC 3S Build AA gun at base by HQ Day 4: Max Do nothing Day 5: Rachel If he moved the infantry down and started to capture, dont touch the artillery and move the infantry 1W 2N, if he moved towards you, blow that sucka outta the water with the art followed by the infantry. Move the AA 1S 1E and send it to the top map Finish capturing with the mech Move the 10 hp infantry 3N and load onto the APC Build a tank at the base that is NOT next to your HQ Move APC 3E Day 5: Max Move 7hp recon 2S 1E and join Take out the top 2 b-copters with AA guns Join the 3 hp tank in the west with the one in the east (move the western one) Move artillery 1E From here on out the AI plays differently, in general, what you want to do is this: Use the artillery to hold off any mechs or infantry that try to come over the river (its probably been hit with a missile strike, and is at 7 hp. Deal with the mech, build an infantry at that base to help out, then get it on the base to heal. Capture the city with the mech first before using the missile. Build lots of tanks and b-copters. Also, you want them to be regular old tanks, not Md. Tanks, and not Neotanks. I cannot stress that enough. You will want a few more tanks than b-copters but you will need a lot of tanks and b-copters again build a lot of tanks, and 2-3 b-copters. The tanks will deal with AA and other ground units, and the b-copters will help with ground units a bit more. Dont build too many more tanks than b-copters though, or hell build b-copters of his own, which will be hard to impossible to destroy while winning on the turn Max comes down with the tag break. If he builds 1 or 2 b-copters you should be okay. If he starts to build b-copters, build your own, theyll be what can deal with them on the tag break. Do not build any more AA for the top front, your goal up there is to eliminate the copters, and keep the APC with the infantry in it alive. Move the APC down to his HQ after the b-copters are dead, and capture it. During that on the bottom front you should use your tanks and b-copters to take the center island. You should have the center island, and an infantry or mech on 2 of the missiles there a few turns before the time Max captures Senseis HQ. You do have a bunch of tanks and b-copters by now, right? Well here we go. Once Max comes down (you should have taken the center island from the tanks and b-copters a few turns ago and are within striking distance of his units) use your tag break. Following that, launch the missiles you can with infantry. Now he should have taken a ton of damage, Kill as much as you can and swap over to max who should be able to kill the last few easily. Try and finish around day 13 for the 300 point S rank (its not as hard as it seems, just have a good mix of tanks and b-copters thatll be able to mop up their super weakened forces the turn you get the tag break) ----- Mission 13: Frozen Fortress (by The Roses Thorn) Suggested COs: (OS) Sensei/Grimm (BM) Colin/Sasha No skills used NOTE: This map contains the lab map for black bombs. Its in the NE city thats blocked off by mountains, so it shouldnt be too hard to get it without harassment. The reasoning behind the teams are as such (will help you understand the general strategy if you read it). You should choose the COs in the order listed so that the proper COs get the first turn. Sensei/Grimm: When you capture the 3 communication towers in your area, Grimms rockets become 160/80 day to day, and can fire on Jugger/Kindles bases, crippling or OHKOing anything they touch. Sensei gives you stronger infantry at the very beginning, faster transports, and the 1 star tag affinity for 5% luck on Grimm. Colin/Sasha: The increased income/cheaper units allow you to build a decent force despite having few properties. Add in GR and MC you can out produce them and prevent them from tagging, leaving them with little to do (already cant build from the rockets of Grimm/Sensei). The 3 star tag affinity also gives them a nice 15% luck boost, which is quite noticeable. Day by Day: Day 1: OS Build 3 infantry Day 1: BM Build 2 infantry Day 2: OS Take your 2 further back infantry and start to capture the cities that are within their reach. Move the middle infantry 1S 2E and start to capture the base Build 3 infantry Day 2: BM Move northern infantry 1N and begin to capture. Move southern infantry 1N 2W and begin to capture. Build 2 infantry Swap to Sasha Day 3: OS Continue capturing with everything Move middle infantry out (no specifics as the infantry will hit you on varying sides) and attack the infantry taking it down to 2, and you to 9. Move top infantry 1S 2E Move remaining infantry 1S 2E Build infantry at top base Build APC at middle base. Day 3: BM Finish capturing both cities. Move northern infantry 3W Move southern infantry 3N Swap back to Colin. Day 4: OS Continue capturing neutral base Move northern most infantry 2S and load onto APC Move APC 2S 5E and unload E Basically continue to capture out that starting section Build an APC at the western base, and an infantry at the middle one. Day 4: BM Move southern infantry 2W 1N and begin to capture the airport Move easternmost infantry 3W and begin to capture the city Move your western of the 2 infantry left 1W Move the remaining infantry 2N Build a tank at the top base Day 5: OS Continue capturing everywhere, and move your infantry except for the newly built one so that they can capture next turn, or start capturing. Move your Eastern APC such that it can load an infantry next turn to carry over to the Eastern side of the map. Move your remaining infantry (newly built) 2W and load it onto the APC Move APC 5S Day 5: BM Continue capturing everywhere. Move your northern infantry 2N and begin to capture that base Move infantry on mountain 1W and join it into the capturing infantry. Move your tank 1N 5W and attack the capturing infantry Build an Md. Tank at the top base Swap to Sasha Ok, from here on out the AI starts to do other things. So general strategy time! You want to finish capturing up OSs starting position, and then place rockets at the tips that can fire on BHs 2 bases. Get your first rocket by taking the 6 hp infantry off the base, but within range of one of your further back ones and joining them for the small boost to cash you need. Then build the rocket at the newly captured base. Once you have the rockets swap to Grimm so he can use the dandy 160/80 units to shred anything they try and build. You also want to take the NE base and the SW base to build more units to support BM. Meanwhile, as Colin/Sasha you want to take that infantry thats going to capture the base to march up and take the city thats blocked off by mountains from BHs position. It contains the lab map for black bombs. You have their bases covered with rocket fire from Grimm, and you can deny them a tag with Market Crash. Just eliminate what remains of BH by making good use of Md. Tanks, and the support given by Grimm. If you manage to take the airport, a bomber can help, though often more Md. Tanks work just as well if not better. You should win around day 11 for the 300 point S rank (remember to use Md. Tanks, support BM with tanks from the NE and SW bases, and to eliminate anything they try to build with rocket fire and it will be a breeze). ----- Mission 14: Lashs Test (by The Roses Thorn) Suggested COs: Jake/Rachel Once again, select them in that order so Jake goes first. Day by Day: Day 1: Move B-copter 1W 5N Move Neotank 6W Move infantry 2E and load onto the APC Move APC with infantry 6W and drop W Move APC 6W Move bottom mech 1S 1W and load onto APC Move top mech 2W Move AA 4W 2N Move Western tank 4W 1N Move remaining tank 4W 1N Move top Md. Tank 4W Move remaining Md. Tank 3W 2N Move Western Artillery 5W Move top artillery 5W Move remaining artillery 5W Move rocket 1N 4W Day 2: Move B-copter 1W 2N and attack the pipe seam Move infantry 1S 2W and begin to capture the tower. Move APC with mech in it 1S 5W and unload W. Move Western tank 4W 2N Move remaining tank 6 W Move top Md. Tank 1N 4W Move rocket 4W 1N Move Neotank 2W 4N Move remaining Md. Tank 2W 3N Move AA 3W 2N and attack the pipe seam Move remaining APC 2E 4N Move mech 1N 1W Move Eastern artillery 2W 3N Move top artillery 1W 4N Move remaining artillery 3N Once again the AI starts to play differently here, so on to the general strategy! This map should actually be pretty easy. Keep busting at the eastern pipe seam with the b-copter, and youll eventually get the black bombs out, get an APC ready to refuel them. You want to blow the pipe seams in the west too to let those ones out and get a nifty 10 points for each one you destroy. Once you have both towers, your forces are about even, with them being slightly stronger, but you have 6 freaking black bombs. Just mass detonate on them and clean up the mess. Use your indirect both to deal with the first wave of attackers, and to quickly destroy the seams. Beat Down (Jakes COP) is your friend as it gives him both increased movement, but increased range, and extra damage on plains. After theyve been weakened with the black bomb, most to 1 health, just about anything kills them and cleaning up shouldnt be too much of an issue, just attack as much as you can. The key to the mission is getting all 6 black bombs before their fuel runs out, but the ones on the mainland shouldnt be a problem, and the ones on the island can be freed in time by the b-copter. Just be sure to have an APC ready for when you free the island ones. If you try and destroy all the pipe seams for extra points you should finish around day 8 for the 320 point S rank (5 extra per pipe seam). ----- Mission 15: Verdant Hills (by The Roses Thorn) Suggested COs: (OS) Colin/Rachel (BM) Grimm/Sensei Select the COs in that order so the right COs get the first turn. There are 2 ways to win with the 300 point S rank, both will be covered later, they have the same day to day start off. Day by day: Day 1: OS Build 2 infantry Move recon 3S Move tank 4S Day 1: BM Move NW mech 1N onto the mountain Move NE mech 1N 1W onto the mountain Move NE rocket 1W into the forest Move furthest east in the SE mech 2N onto the mountain Kill Javiers eastern artillery with fire from both of your artillery Move western most mech 1N onto the mountain Attack his AA gun for 5 with your artillery Move remaining mech in the SW corner 2W Move SW APC 2N 1W Attack Javiers western Md. Tank with your western rocket for 3 Attack Javiers eastern Md. Tank with your eastern rocket for 3 Move remaining SE mech 2E Move SE APC 4N Move SE recon 1N 4W Day 2: OS Move western infantry 2W and begin to capture Move eastern infantry 2E and begin to capture Move recon 1S Day 2: BM Day by day no longer works. Starting at Day 2 BM for general strategy: Attack as much as you can with your indirects. Focus on high defense units first as when they go back to Javier these will be a pain to deal with. Also, go after her own indirects as a high priority too, as only they can get at your indirects right now, and as Grimm your units arent too hardy. Move both extreme 1 side mechs (far east far west) 2N and into their respective APCs which will carry them up to the tower and drop them off 1 space below them. You want to capture these as they lower Javiers stats by 20/20 and give you +20/0, making for a nice power change. Go ahead and move the SW mech 2E and attack Jesss AA if she moved it to that space, as it will most likely turn out 8-2 in your favor. After that turn, the strategy becomes this. Build a Md. Tank with Colin, and swap to Rachel, who will be playing OS for the rest of the game. Her SCOP if charged will cut Jess/Javiers units down to nothing rapidly. Well before Rachels SCOP should be charged (probably the turn right after their first tag break), you should send a mech towards their HQ, most likely its the mech on the SE side. Also, using Grimms SCOP you can do a ton of damage to the GE army with those indirects when they are mostly in a position to attack their units. Try and constantly be building units as Rachel, maybe a tank and an infantry, or even 2 infantry, this will help your technique immensely (previously I tried using a Rachel/Sensei team for technique with his powers and that turned out nicely with another 300 point S rank, but the 5% luck addition to Grimm and fast Md. Tank with Colin is too much more of an advantage). Indirects also help for her when she can get her Md. Tank on the city. You should either destroy all units or capture their HQ around day 8, you may never get Rachels SCOP from all the damage inflicted by Grimms beefed up indirects, and in fact, it is likely you wont, but so long as you keep building with her and clog that city with her Md. Tank you should be good technique wise. Speed isnt really an issue for this mission, and neither is power, as you dont really need to destroy that many on one turn. 300 point S rank ----- Mission 16: Snow Hunters (by The Rose's Thorn) Suggested COs: Grimm/Sensei NOTE: This map contains the lab map for the piperunner. To get access to the piperunner mission you must capture the city on the SE island. Day by day: Day 1: Move missile 1N 2W Move lander 3W 1N Move mech 1S 1E and load it onto the lander Rocket on HQ attacks western pipe seam for 71% Move eastern tank 3W and attack pipe seam for 19% Remaining rocket attacks northern pipe seam for 71% Move remaining tank 5N and attack pipe seam for 19% Move western Md. Tank 2N 2W Move western AA 3W Move eastern AA 5W 1N and attack pipe seam for 13% Move remaining Md. Tank 3W 2N Move northern artillery 1W 4N Move remaining artillery 4N Move infantry 1N 1E and load onto the APC Move APC 4S 2W Day 2: Destroy the western and northern pipes with the tanks that are next to them Destroy the bomber with your missiles Move lander 4S 2E Move northern AA 3S 2W and kill the infantry Move APC 4W and drop S Move northern artillery 1E 1N Move both rockets 3N Move remaining artillery 1E 3N Move remaining AA 1S 2W Move eastern Md. Tank 1N 3W Move remaining Md. Tank 3N 1W and attack pipe seam for 71% Move mech 1N Day 3: Use missiles to kill the b-copter N of your AAs. Kill the remaining b-copter with the AA 1E of it Move southern Md. Tank 5W Launch missile silo centered on Hawkes western Neotank Blow up the infantry above the neutral base with a rocket. Move remaining AA 1N 5W and attack the mini cannon for 13% Move lander 4E (not 5 I do mean 4) Move western tank 2W 2N and blow up the pipe seam Move remaining Md. Tank 2S 1W Move remaining tank 1S 1E From here on out what you want to do is this: Pummel all of Hawkes units that try and get through the north pipe seam. Move the lander 1E and unload E, you want to take the city, not the tower, but the city over the next 2 days. Continue to destroy the mini cannons, but dont destroy the last one until youve captured that city and gotten the lab map, and you should go ahead and use your COP or SCOP on a turn that youll be able to destroy a lot of stuff for power, but be very careful you dont give Hawke another black wave or you wont be able to capture the lab map in time. I suggest taking out the tank with the artillery and a mech, then moving the tank in front of the mech or your indirects will take a beating, and you want to be dishing it out, not the other way around. You should win around day 6 with a 345 point S rank. ----- Mission 17: Spiral Garden (by The Rose's Thorn) Suggested COs: Sensei/Javier Senseis faster transports will help you to capture faster, and Javiers indirect defense bonus will help you with the piperunners. Select the COs in that order so Sensei goes first. Day by Day: Day 1: Move infantry 2W onto the APC Move APC 7W Use each artillery to attack the pipe in their range Move recon 1S 6W Move western tank 1E and attack the pipe seam Move remaining tank 1W 1N and attack the pipe seam Move mech 1S 1W and start to capture the city Build an infantry at the bottom base and an APC at the top base. Day 2: Finish capturing with the mech Blow up both pipe seams that you damaged last turn with the artilleries. Move infantry 1N and load it onto the APC Move newly built and loaded APC 2N 4W and drop west Move western tank 6W and attack the pipe seam Move remaining tank 3N 3W and attack the pipe seam Move remaining APC 1W and drop west Move recon 1W Swap to Javier. Day 3: Move northern infantry 3W and begin to capture the base. Move northern APC 1W Northern tank attacks pipe seam Move eastern artillery 4W 1N Move mech 1N and begin to capture city Build AA gun at top base. Move remaining tank 6E Move infantry 1E into APC Move recon 4E Move APC 3E Day 4: Finish capturing with the infantry and mech Move AA 4W and kill the b-copter Northern Artillery attacks the pipe seam 1N of the northern tank Move northern tank 2E Move remaining tank 1S 5W Move recon 4W 1N Move artillery 3W Move loaded APC 1W Build a tank at the top base Day 5: Artillery attacks tank for 6 AA gun attacks piperunner for 3 Tank kills tank Artillery destroys pipe seam Move northern tank 1E and attack recon for 8 Remaining tank Move mech 1W 1N and kill recon Move northern infantry 3E into the APC Move the northern APC 3E 3N and unload W Move remaining APC 1N Move remaining tank 1S 4W Move recon 3W Build 2 tanks at the bases by your HQ Day 6: Move AA 1E Move western most of the fully healed tanks 5W and do 6 to the piperunner Move northern tank 3W 3N and attack infantry for 6 Move infantry 1W 1N and capture airport Move northern most remaining tank 2E 3N and attack the AA for 5 (take 1 in return) Move remaining full health tank 1E 3N and kill the AA Move mech 1N 1E and attack piperunner for 5 Move northern APC 2S 3E Move loaded APC 1S 5W and unload W Move full health artillery 1S 4W Move 6 hp artillery 4W 1N Build an AA at the top base by your HQ For the most part day by day ends here. You want to finish off the piperunners. Load the mech onto the APC and carry it up toe the neutral city. Use AA and the tanks on the left to take out that side, and support it with another tank soon you do not want to lose that neutral city. Use artillery to deal with the Md. Tank on the right. Also build an artillery on the inside of the pipe base. Later just destroy random pipe seams with that artillery for extra points. Dont use megatanks on this mission; theyre too slow. Keep taking cities. If you take all the neutral cities except for the base up in the NE corner, and the BH ones that are on your side of the pipe you will only need to take 1 of her base ones, which will be rather easy when you use a tag break, not to mention all those mechs will help your technique if you got careless. Transports are very important for this map. Once you capture the airport, launch the missile next to it, and then create a t-copter so you can take the BH city quickly, and when you take the SW city move the APC so that its 3 spaces above it so you can load the infantry onto it, and carry it to the next BH city in one turn. She will often take out the infantry capturing the BH city on the east side with an artillery. To counter this build an infantry at the base you have just inside the pipes, and get a t-copter 3 spaces from it. Carry the infantry to within 3 spaces of the city. That way when you use your tag break to capture the one in her area you can also take the piped in city. Sometimes she will ignore it and move on, and sometimes shell stay and destroy the infantry. If she does the latter you are screwed. A bomber does a great job of breaking killing whatever unit is on the other side of the pipe when youre ready to tag capture one of her cities when used alongside an artillery, so you will want to buy a bomber too. On the tag break destroy as much as you can for power With blowing up random pipe seams you should win around day 14 for a 335 point S rank. ----- Mission 18: Omens and Signs Mission 19: Into The Woods (by YoyoYoshi) Allied Nation COs: Max/Rachel (Orange Star), Grimm/Jess (Blue Moon) Black Hole COs: Kindle/Lash Orange Star Units: 1 Infantry, 1 Mech, 1 APC, 2 Tanks, 2 A-Air, 2 Medium Tanks, 1 Neotank, 1 Megatank Blue Moon Units: 3 Mechs, 1 Recon, 2 APC, 2 Artillery, 1 Tank, 1 A-Air, 2 Rockets OS Day 1: - Move Neotank 1N 5E - Move bottom tank 3N 3E - Move top medium tank 1N 4E - Move bottom medium tank 2N 3E - Move bottom A-Air 2N 4E - Move top A-Air 1N 5E - Move Megatank 3E - Move top tank 1N 5E - Move artillery 2N 2E - Move mech 2E - Move infantry 2E - Move APC 1S 5E BM Day 1: - Move tank 6E - Move A-Air 6E - Move mechs 2E - Move artilleries 5E - Move recon 8E - Move top rocket 5E - Move bottom rocket 2N 3E - Move missile 1N 2E - Move top APC 2N 4E - Move bottom APC 6E BH Day 1: - Advance units into range, particularly the recon and the A-Air OS Day 2: - Move mech 1S into APC - Move APC 1S 5E - Drop mech to the right onto the mountain to spot an artillery, recon, and two mechs - Move bottom medium tank 4E to spot recon - Move top medium tank 4E to destroy recon - Move Megatank 1N 1E - Move Neotank 1S 3E - Move left tank 1N 2E - Move infantry 2E - Move left A-Air 1E - Move artillery 2E BM Day 2: - Move tank 2E to attack A-Air and spot two tanks and an A-Air - Move A-Air 1N - Move recon 3E to reveal two tanks, two A-Airs, and a recon - Move top artillery 4E - Move right rocket 1N 2E - Move left rocket 5E - Move bottom artillery 4E - Move top and bottom mechs into APCs - Move middle mech 1E to capture city - Move missile 4E - Move bottom APC 1N 3E - Drop mech south - Move top APC 1N 5E - Drop mech to the right BH Day 2: - Reveals Oozium 238 - Attack your OS mech with mech - Reveal two battle copters, rocket, and missile - Switch to Lash OS Day 3: - Move top medium tank 1N 3E to destroy rocket - Attack Oozium with Megatank, Neotank, and bottom tank (you may have to move one or two of these units to do so) - Move top medium tank 2E to destroy left artillery - Move top tank 3E to attack artillery - Move bottom A-Air to attack newly revealed recon - Move top A-Air 3E to destroy artillery - Move artillery 1N 4E - Attack mech with mech - Move infantry 1N 1E and capture city - Move APC 1N 1W BM Day 3: - Destroy battle copter with missile - Destroy top tank with top rocket - Destroy bottom tank with bottom rocket - Destroy A-Airs with both artilleries - Move injured A-Air 2S 2E to attack battle copter - Move injured tank 2N 2E to attack recon - Move recon 1S 1E - Move bottom mech 2E - Move top mech 1S 1E to capture city - Finish capturing city with remaining mech - Move bottom APC 1N 2E - Move top APC 2S BH Day 3: - Use Dual Strike (Tag Power) - Attack a whole lot of units, including destruction of OS mech General Strategy (Days 4-11) : By this point, things will have gotten random. Keep taking cities and destroying the units near you that you've already discovered. You'll find that facing BM about 5 squares to the left of the HQ are two medium tanks, a mech, an APC, and an Oozium, so watch out and stay at the tower or left of it and prepare your indirects before you attack those. You should also capture the tower while you're preparing, with the bottom mech. Place the BM recon on the forest square to the 1S 1E of the tower to spot the bottom medium tank's range, because if you're unaware it can also hit your OS units when you advance. You'll find little resistance to the south: just a mech and a recon, but be aware that the northern BH units can hit OS units at the bottom too. When you feel like you're ready, advance! You now have far more units, and far stronger units, than Kindle/Lash has. You can lure a medium tank or two with an extremely injured unit, since you'll need to lose a unit anyway. Advance those tanks and indirects, and finish off those last two mechs, APCs, and medium tanks. Lure the Oozium south so you can destroy it with a combined tank force from all sides. It'll be around where the mountain range ends, near the HQ. You'll also find a Neotank on the HQ and another Neotank nearby, so use your big tanks for those after you take out the Oozium. Don't forget that you can use the missiles and/or your CO powers if you feel that it's necessary, but I didn't need it. Take Black Hole out by 11 days with brute force at the end! Speed: 100 Pts Power: 100 Pts Technique: 100 Pts Ooziums: 80 Pts Total: 380 Pts S-Rank ----- Mission 20: Muck Amok! Coming soon! ----- Mission 21: Healing Touch (by YoyoYoshi) Allied Nation COs: Jake/Colin (Orange Star), Grimm/Rachel (Blue Moon) Black Hole COs: Kindle/Jugger Orange Star Units: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery, 1 Tank, 1 A-Air, 1 Rocket, 1 Medium Tank, 1 Neotank, 1 Megatank Blue Moon Units: 2 Mechs, 1 APC, 1 Transport Copter, 1 A-Air, 1 Battle Copter, 1 Missile, 1 Rocket, 1 Fighter, 1 Bomber, 1 Stealth Black Hole Units: 3 Infantry, 2 Mech, 5 Recon, 3 APC, 2 Artillery, 2 Transport Copter, 3 Tank, 6 A-Air, 4 Battle Copter, 2 Missile, 2 Rocket, 3 Medium Tank, 2 Neotank, 2 Fighter, 2 Piperunner, 2 Bomber OS Day 1: - Move recon 4S 1W to destroy tank (make sure this happens) - Destroy infantry with rocket - Move megatank 3N to destroy black crystal - Move A-Air 3E to destroy fighter - Move neotank 4N 1E to destroy mech - Move medium tank 2N 3E to destroy rocket - Move tank 4N 2E to destroy A-Air - Move artillery 4N 1E - Move mech 2S into APC - Move APC 3S - Drop mech right - Move infantry 3N to capture tower BM Day 1: - Move left mech 1N 1W to destroy APC - Move bomber 4N 2W to destroy black crystal - Move right mech 2N to capture tower - Move A-Air 3S to destroy A-Air - Move fighter 5N 1W to destroy bomber - Move stealth 4N, then hide - Move battle copter 3N to destroy battle copter - Destroy artillery with rocket - Move missile 2N - Move APC 2N 1W - Move transport copter 2N BH Day 1: - Attack a lot of units - Switch to Jugger General Strategy (Days 2-4): From now on, you'll want to keep destroying black crystals with your Megatank, your most powerful unit. Keep hitting their units with both OS and BM, and fire the two missiles nearby to keep their HPs low, and keep capturing the towers. Just keeping attack. HP is on your side, even if unit number isn't, so advance by taking out everything in your area, plus use your Megatank/bomber/Neotank/medium tank/stealth to attack the black crystals. Use Super CO Powers when you get them too; don't wait for your Tag powers. You should get them by Day 4. Don't worry about destroying every unit after you're down to your last two crystals. Just focus on taking out the crystals. Once you do so, you win! Speed: 100 Pts Power: 100 Pts Technique: 100 Pts Black Crystals: 120 Pts Total: 420 Pts S-Rank ----- Mission 22: Crystal Calamity ----- Mission 23: Dark Ambition ----- Mission 24: Pincer Strike Coming soon! ----- Mission 25: Ring of Fire (by YoyoYoshi) Allied Nation COs: Grimm (Bottom), Jake (Top) Black Hole COs: Koal (Bottom), Kanbei (Top) Top Front: Orange Star Units: 3 Mech, 1 APC, 2 A-Air, 1 Battle Copter, 1 Missile Black Hole Units: 2 Infantry, 2 Mech, 2 APC, 8 Battle Copter, 1 Rocket, 1 Neotank Bottom Front: Orange Star Units: 2 Infantry, 8 Mech, 2 APC, 3 Artillery, 3 A-Air, 2 Battle Copter, 1 Missile, 4 Rocket Black Hole Units: 2 Infantry, 2 Recon, 2 APC, 4 Artillery, 5 Tank, 4 Black Boat, 2 A-Air, 6 Medium Tank, 6 Neotank, 1 Oozium Bottom Front, Inner Ring: OS Day 1: - Bottom left rocket destroys artillery - Right rocket attacks Neotank - Top left rocket attacks Neotank - Move top left mech 2N - Move left artillery 2S 1E - Move mech below that 2E to attack tank - Move mech below that 2E to capture tower - Move mech below that into APC - Move APC 1S 5E - Move mech to the right of that 1E - Move bottom artillery 1N - Move right artillery 2S 1W - Move mech above that 2N BH Day 1: - Units move General Strategy beyond Day 1 (Days 2-11): Finish capturing the towers and help take the neutral airport with the inner ring APC. Continue attacking units inside the volcanic center with indirects. Move rockets up towards the volcanic middle on Day 2 so you can have better aim against the other units, and move right artillery 2S 1E this turn to aim for outer ring BH units. As long as you can aim at anything in the outer ring with a rocket or artillery from the inner ring, do so. Aim missiles at the megatank and surrounding units. Make sure to hit as many Neotanks/medium tanks along with it as you can. The point is to try to kill as many units from the outside as you can with indirects (inside is second priority, since there are less units). Tag Power from winning the top front should help sweep up the remaining units, since Black Hole can't build very fast. Bottom Front, Outer Ring: - Top mech 1N to capture city - Top infantry 1S to capture city - Bottom infantry 2E to capture city - Bottom mech 1N 1W to capture city - Move APC 4N 2W - Send all other units through the HQ to the top screen BH Day 1: - Units move General Strategy beyond Day 1 (Days 2-11): Finish capturing cities and prepare to take the neutral base. After you grab the airport, build as many bombers as you can to eliminate the eastern front and the center. Continue destroying units within the inner ring. Keep building bombers till you take out the entire front! Tag Power from winning the top front should help. Top Front: - Start capturing towers with the two mechs - Move all other units towards the volcano but not within the volcanic square area General Strategy Day 1 and beyond: Advance battle copters and A-Air, and the rocket to near the mountain range. Use the mechs to capture the towers, and do not advance to the volcanic center. Let the battle copters and Neotank get into your range. They'll arrive Day 2, so then you send in your A-Air and battle copters to wipe out most of the BH air force in one day. You might also want to surround the Neotank so it doesn't run from your rocket's range. After you rid the Neotank and battle copters, take out the mechs in the middle OUTSIDE of the plains in the middle (use shoal or cities so you won't get hit by the volcano), and then march towards the rocket. After you take it out (about Day 10), you've got a Tag Power down below! That was easy! Speed: 100 Pts Power: 100 Pts Technique: 100 Pts Oozium: 40 Pts Total: 340 Pts S-Rank ----- Mission 26: Surrounded! Coming soon! ----- Mission 27: For the Future! (by YoyoYoshi) Allied COs: Jess/Javier (Orange Star), Hawke/Lash (Blue Moon), Eagle/Sami (Green Earth) Enemy CO: Von Bolt Orange Star Units: 2 Infantry, 1 APC, 1 Artillery, 1 A-Air, 1 Missile, 1 Neotank, 1 Megatank Blue Moon Units: 1 Infantry, 2 Mech, 1 Cruiser, 1 Submarine, 1 Battleship, 1 Carrier Green Earth Units: 1 Infantry, 2 Mech, 1 Battle Copter, 1 Fighter, 1 Bomber, 1 Stealth Black Hole Units: 3 Infantry, 5 Mech, 2 Recon, 4 Artillery, 2 Black Boat, 2 Tank, 2 A-Air, 1 Battle Copter, 2 Medium Tanks, 1 Cruiser, 1 Fighter, 1 Submarine, 1 Bomber, 1 Neotank OS Day 1: - Move left infantry 2N 1W - Move right infantry 2N 1E - Move megatank 2N - Move Neotank 3N - Move medium tank 3N - Move rocket 2N - Move artillery 3N 1E - Move missile 2N - Move A-Air 4N - Move APC 2N - Build two infantry BM Day 1: - Move right mech 1S 1E to capture city - Move infantry 3N - Move left mech 1N 1E - Move battleship 3N 1W - Move cruiser 5N - Move sub 4N 1W - Move carrier 3N 2W - Build APC GE Day 1: - Move bomber 6N 1W - Move battle copter 6N to attack minicannon - Move fighter 6N 2E - Move stealth 6N - Move left mech 1S 1W to capture city - Move right mech 1N 1W - Move infantry 3N - Build a battle copter BH Day 1: - Move all units down OS Day 2: - Move both top infantry up 2N to capture towers - Move Neotank 1S 1W - Move megatank 1S - Move A-Air 1E - Move medium tank 1E - Move rocket 2N - Move artillery 1N - Move missile 1N - Move left infantry 3N - Move right infantry 3N into APC - Move APC 1N and drop left - Build two artillery BM Day 2: - Attack minicannon with battleship - Dive sub - Finish capturing city with mech - Move APC 4N - Move other mech 2N - Move infantry 1N 2E - Build artillery GE Day 2: - Finish capturing city with mech - Move infantry 2N 1W - Move other mech 2N - Move bottom battle copter 6N - Move top battle copter 5N 1E to attack minicannon - Move stealth 5N 1E - Move fighter 4N 2W - Move bomber 1N to destroy minicannon - Build a battle copter BH Day 2: - Move units down - Destroy battle copter with battle copter and fighter OS Day 3: - Attack medium tank with rocket - Attack Neotank with artillery - Finish capturing towers - Move APC 1S - Move up both artillery 4N - Build two infantry BM Day 3: - Destroy minicannon with battleship - Move sub 2S 1E - Move cruiser 1S 1E - Move carrier 1S - Move infantry 3N to capture city - Move bottom mech 2W - Move APC 2S 1W - Move top mech 2E - Move artillery 4N 1W - Build infantry GE Day 3: - Move fighter 1N to attack fighter - Move infantry 2N 1W to capture city - Move stealth 2N to destroy fighter - Move bomber 3N 1W to destroy black crystal - Move next top copter 6N - All other units irrelevant, but do build an infantry and a T-copter BH Day 4: - Move units - Attack a few units - Destroy left OS infantry OS Day 4: - Attack Neotank with left artillery - Destroy left medium tank with middle artillery - Attack right medium tank with right artillery - Destroy right medium tank with medium tank - Destroy bomber with missile - Attack right mech with rocket - Move megatank 2W to destroy Neotank - Move Neotank 2N 1W to destroy infantry - Move infantry on 2nd column within the pipes 1N onto the forest - Retreat the right injured infantry 3S - Move A-Air 1N to destroy infantry - Move two infantry off bases - Build a piperunner from the left base and an infantry from the right base BM Day 4: - Move sub 2N to attack black boat - Destroy black boat with cruiser - All other moves irrelevant GE Day 4: - Move bomber 5N 1E - Destroy battle copter with stealth and battle copter - All other moves irrelevant BH Day 4: - Ex Machina to freeze OS units for one turn - Destroy a few OS units - Attack cruiser with cruiser OS Day 5: - Attack with as much as you can without being in artillery range - Build two infantry BM Day 5: - Move sub 4N 1E - Attack cruiser with cruiser - Move battleship 1N 2W - Other actions irrelevant GE Day 5: - Destroy loaded T-Copter - Destroy minicannon nearby with stealth (make sure it's out of range) - Most importantly: Move bomber 2N 5W BH Day 5: - Destroy a lot of US units OS Day 6: - Use Tag Power and kill as many units as you can - Build 4 units (first two should be tanks of some sort) BM Day 6: - Kill as many units as you can - Build whatever GE Day 6: - Build as many units as you can - Move bomber 1N 1W to destroy obelisk You've won! ----- Mission 28: Means to an End Coming soon! =========================================================== =========================================================== =========================================================== (m8) --------------------------- ---- 8 > HARD CAMPAIGN ---- --------------------------- Note: No force ranks or skills are EVER used in our Hard Campaign guides. It takes more skill to win without them, so we did not use them. Mission 2: The New Black (by Raz Takasha) Vs. Jugger Your COs - Grit and any CO Day One- Fire on both Mid Tanks with the two eastern artillery, and move your available eastern artillery east one space. Move infantry SouthWest to the city, and leave your tank there. Move the western artillery east. Move neotank west to attack infantry. Day Two- Move the southwester artillery to the east of the city. Attack both Mid Tanks again, and use the remaining artillery to attack the southern neotank. Attack remaining infantry with neotank. Day Three- Destroy the mechs with your full artillery, and move the remaining artillery west. Move neotank west and attack. If infantry is still alive, destroy it with neotank. Day Four- Use COP. Attack the northern force with all four artillery. The Mid and neo tanks should be wiped out or close to it. Move neotank west and attack if in range. Move infantry NW. Day Five- Move infantry further NW. Attack anything in range with your tank and neotank. Move artillery west. Day Six - Attack neotank with artillery. Attack tank with neotank, and Aair with tank. Day Seven - Attack APC with neotank and tank, win on Day 7 300 Point S Rank --- Mission 3: Max Attacks (by Raz Takasha) Vs. Lash Your COs- Kanbei and any CO Day One- Move two SW Bcopters SW towards the black bomb, but stay out of range of minicannons. Use four of the remaining copters to attack the northern minicannon. Move your ground forces west. Day Two- Move two injured Bcopters north towards your main force, staying out of minicannon fire. Use a bcopter to attack the northern BH infantry, out of range of Mid Tank fire. Advance forces west, loading a mech into the Tcopter and taking it west. Unload the mech. Place your rocket in range to attack the western minicannon. Day Three- Attack the far Mid Tank with rockets. Attack the 1HP infantry with a mech. Attack the weakened Mid Tank with one full bcopter and one of your weakened copters. Attack the full HP Mid Tank with three Bcopters, staying out of range of the minicannon. Destory the BH infantry on the BH city. Day Four- Load a mech into the tcopter, and send it south with two full Bcopters. Attack the Mid Tank with one bcopter, and attack the two tanks with bcopters to kill them. Attack the western mini cannon with your rockets, and send any remaining forces back to the double bridge beside your HQ. Day Five- Move artillery and rockets onto OS cities beside the bridge, and surround with Bcopters on the west. Continue with tcopter and two bcopters towards BH HQ, out of range of minicannons. Day Six- Attack recon and APC with artillery, rockets, and one bcopter. Allow neotanks to attack bcopters. Day Seven- Use COP. Attack the tank on BH HQ with two bcopters, and unload the mech. Attack both neotanks with artillery and rockets, and finish with bcopters. Send remaining copters south to destroy minicannons. Day Eight- Move rockets to attack minicannon. Use bcopters to attack minicannons, and begin takeover of HQ. Day Nine- Destory remaining minicannons, and take over HQ. Win on Day 9. 340 Point S Rank (40 Pts. For 4 Minicannons.) Mission 4: Reclaim the Skies (by Raz Takasha) Vs. Jugger Your COs- Grimm and any CO Day One- Attack both tanks with both rockets. Use the northern missile to destroy the bomber, and the NW Aair to destroy the Bcopter. Destory the mech with the NE Aair, leaving it in range of the eastern bomber. Move tanks east, but outside of the east bombers range. Attack the remaining mech with the SW Aair, and use the other SW Aair to attack the bomber. Move SE missiles NW, and attack the Bcopter and bomber with remaining Aair. Day Two- Juggers SCOP is so haphazard, the results can very greatly. You should have lost two Aairs and the northern missile. Use your SCOP. Attack his Bomber and Bcopter with your two northern Aair. Use southern Aair to destory his bomber. Put tanks in copter and bomber attack ranges. Day Three- Destroy remaining planes with your Aair. Win on Day 3. 297 Point S Rank (Possibly 300 because of Juggers SCOP) --- Mission 5: Neverending War (by Raz Takasha) Vs. Koal Your COs- Colin and Kanbei Day One- Move north mech NW towards the city, and the middle mech SE out of the enemy mechs range. Send the artillery and APC north, load the mech into the APC, and your tank one space out of range of the enemy tank. Build an infantry on the southern city. Day Two- Begin capturing city with infantry, and move tank onto the OS city. Move artillery north, and the APC to block the bridge, unloading the mech onto the factory. Begin capturing the northern city. Move the remaining mech south. Build an Aair on the southern factory. Swap COs to end turn. Day Three- Finish capturing both properties, and begin capturing the factory. Move your artillery east beside the APC. Use the Aair and mech to attack the enemy mech capturing a city, and attack the enemy tank with your tank. Stay out of cannon fire range. Day Four- Capture the factory, and advance your NW mech east. Move the infantry east, and attack the Bcopter with your Aair. Attack the mech capturing the southern factory with your tank. Move your northern artillery east to block up the Bcopter. Change Cos Day Five- Move your artillery one space east onto the bridge, and your mechs to the forest and road on the west of your artillery. Attack the southern mech with your Aair, even though it will still capture the factory next turn. Move your mech and infantry east, in position to attack the weakened mech. Use COP, leaving you with 41000 Funds. Build an Aair north, and two tanks south, Swap COs to end turn. Day Six- Attack the north Bcopter with your Aair, and the Aair with your 5hp mech. Do not move your 2hp mech. Send your north tank north, and your other tank east, attacking the 1hp bcopter. Attack with your infantry, destroying the mech on the factory, and begin capturing with your mech. Day Seven- Attack the southern tank with your tank, and continue capturing the factory. Move your infantry west towards the neutral city. Move your Aair beside the enemy Aair to block it up, but do not attack. Build an artillery, and move your tank east. Change COs Day Eight- Attack the enemy tank with yours, and move your artillery to the west of the tank, blocking it in with your factory. Begin Capturing the neutral city in the south, and finish the tank with your tank. Capture the factory. Use COP for approx. 65000 funds. Build a tank on your southern factory, an artillery on your middle factory, and another artillery on your northern base. Swap Cos. Day Nine- Destroy the BH tank in the north. Move your weakened artillery onto the east OS city, and your full artillery right beside it. Move your southern artillery north, and your tank east. Advance your mech and tank east, beginning to attack the minicannon. Build an artillery in the north, and a tank in your SE factory. Day Ten- Attack the minicannon with your three tanks and mech, and move your infantry east. Build an APC on the SE factory. Continue moving your eastern artillery NE, and advance your 3hp artillery one space north. Attack the Aair with your artillery, and move your tank forward to attack the infantry where the Aair was. Build an Artillery in the north base. Build a tank on the northern base by your HQ. Day Eleven- Attack the 3 infantry with your artillery in the north, and advance the remaining right behind your artillery line. Attack with your tank to finish an infantry. Build a tank on the north base., and advance your SW tank north. Load your infantry into the APC. Attack the minicannon with a single tank on the east side, and attack the BH mech with two tanks. Send your mech east. Send the APC east, to unload the infantry beside the airport. Day Twelve- Use SCOP. Attack all three neotanks with three different full artillery, and use your 4th to attack the southern neo. Attack the east neotank with the tank, and advance your western tank right behind your artillery. Destory the minicannon, and begin attacking the BH artillery in the south. Build a tank in the north and SE factories. Day Thirteen- Attack the full joined neotank with your artillery, and bring one tank forward to attack it. Bring an artillery right below the OS city, and put a tank beside it to block. Keep a tank on the OS city as well. Put an artillery on the road beside the bridge. In the south, move the built tank NW through the forests to assist the north. Capture the airport and attack the artillery. Change COs Day Fourteen- Attack the neotank with all three artillery. Use your full tank to attack the rockets, and your other tank to attack the 8 HP tank. Bring your south reinforcement tank north. Attack the other minicannon with your tanks. Capture cities with your mech and infantry in the south, and use COP. Approx. 73000 funds. Build a bomber and 4 tanks, Swap COs to end turn. Day Fifteen- Attack minicannon with tanks, and the mech with your bomber. Finish capturing cities in the south. In the north, advance all units, destroying the infantry and tank. Build another bomber. Day Sixteen- Attack the Mid tank with your bomber, out of range of Aair, and the other minicannon with your bomber. Continue capturing cities in the south. Destory whats possible in the north. Change COs. Day Seventeen- Attack the neotank with artillery and a bomber, and the Aair with tanks. Use COP, for approx. 65000 funds. Attack the remaining Aair, and build another bomber. Build in every factory for technique. Swap COs. Day Eighteen- Use SCOP. Destory the neotank, and begin attacking the minicannon. Build in all factories, plus a bomber. Day Nineteen- Destory the minicannon, build on all factories, and then the two Aair. Win on Day Nineteen. 317 Point S Rank --- Mission 6: The Ocean Blue (by Raz Takasha) Vs. Lash Your COs- Grit and Kanbei Day One- Use rockets to attack both mechs, killing them. Load mech onto APC. Load artillery and Mid Tank onto the lander, and send it to the middle island. Unload. Advance sub NE, but do not dive. Advance Bship, cruiser, and both bcopters NE, outside of all attack ranges. Day Two- Advance sub NE and dive. Bring your lander back to the NW island and load the apc. Move the rocket south towards the lander. Advance your rocket on the middle island one space east, outside of Bship attack range. Move Mid Tank outside of Bship attack range, and move the artillery NE outside of attack range. Move the north bcopter between the shoal and reef right outside of cruiser attack range. Move your other bcopter anywhere directly outside of attack range. Place your bship in range to attack the enemy bship, so BHs is in danger. Day Three- Watch the placement of Lashs dived sub. Send your sub next to it, and then attack with your cruiser. Advance your bship NE right outside of enemy bship attack range, and move your copters to attack the lander.. Load your rockets onto the lander, and move it to the western shoal on top of the middle island. Unload the APC on the south and rockets on the east. Put your Mid Tank into attack range of Bships, on the OS city. Day Four- Use COP. Attack the cruiser with your artillery, the bship with your two rockets, and the second cruiser with your weakened bship. Destroy the remaining cruiser with your sub, and continue attacking the lander with your copters. Change COs. Day Five- Attack the Bship with your sub, and move your Bship south. Protect it with your copters to avoid sub fire, and load one rocket and the Mid Tank on your lander. Move the lander south around the island. Move your rockets onto the OS city. Day Six- Destory the Bship, and attack the neotank with your Bship. Move the lander east, but do not dock or unload. Day Seven- Move your sub south and rise. Move your APC east to the shoal to supply it next turn. Day Eight- Use COP. Attack neotank with Bship, copters, and Mid Tank. If the copters destroy the Neotank, send the Mid Tank north. Day Nine- Attack the Aair with your Mid Tank, then Aair. Attack the neotank with your Bship, or send it north if the neo was destoryed and bcopter north to attack the artillery. Destory the sub with your sub. Day Ten- Attack the Artillery with your Mid Tank, and the APC with your Bship and two copters. Win on Day 10. 300 Point S Rank =========================================================== =========================================================== =========================================================== (m9) --------------------------- ---- 9 > SURVIVAL MODE ---- --------------------------- Money Survival Mode Guide (by YoyoYoshi) Welcome to Money Survival Mode. Money Survival Mode only gives you a funding amount of 500,000G to spend on 11 maps, so you'll have to use your money wisely. Select a combo of COs Colin and Rachel, and let's begin! Mission 1: Silo Sweep Enemy CO: Jess Allied Units: 1 Medium Tank Enemy Units: 3 Neotanks Day 1: Build two infantry and move your medium tank 2W. Day 2: Move top infantry 2N 1E and bottom infantry 2S 1E. Day 3: Move both infantry 3E. Move medium tank 1E 2S. Day 4: Move both infantry 2E and use the missile silos to weaken all 3 Neotanks to 4HP. Then move the medium tank 2N 2E. Day 5: Since two Neotanks joined and moved east, use the last two missile silos by moving two infantry 2E to bring that down to 2HP. Move medium tank 3E to destroy the left Neotank. Day 6: Destroy the final Neotank with your medium tank. Speed: 50 Pts Power: 50 Pts Technique: 50 Pts Total: 150 Pts S-Rank Piece of cake! Mission 2: Bad Pangaea Enemy CO: Sami Enemy Units: 1 Infantry, 1 APC Day 1: Build an artillery in the NW base, a rocket in the SW base, and an infantry in the NE base. Switch to Rachel. Day 2: Use those two units to destroy the minicannon to the right of the infantry, then move the infantry 2E 1N. Day 3: Start capturing the HQ. Attack the infantry with your rocket. Day 4: Kill the infantry with your rocket, then finish capturing the HQ. Speed: 50 Pts Power: 50 Pts Technique: 50 Pts Total: 150 Pts S-Rank Piece of cake! Mission 3: Chokepoint Enemy COs: Sasha, Colin Allied Units: 1 Tank, 1 Neotank Enemy Units: Colin: 1 Infantry, 1 Artillery, 1 Medium Tank, 1 Megatank Sasha: 1 Infantry, 1 Rocket, 1 Neotank, 1 Megatank Day 1: Build two infantry. Switch to Colin. Day 2: Move both infantry 2N to capture towers. Build two more infantry. Build a battleship. Day 3: Finish capturing towers. Bottom left infantry should move 1W to capture that tower, while the other infantry should move 2S to capture that one. Build a Megatank from the SW base. Move battleship 1N 4W. Switch back to Rachel. Day 4: Finish capturing towers and have the other two infantry capture the remaining top towers. Move Megatank 2S. Attack BM Megatank with battleship. Day 5: Attack GE Neotank with battleship. Move Neotank 6W and the regular tank 1S 4W. Finish capturing towers. Of the remaining infantries that aren't capturing towers, move the left one 2E 1S and the right one 2W to capture that one. Day 6: Destroy the GE Neotank by moving your Neotank 1S 1W, and the BM Megatank with your Megatank. Keep capturing towers and advancing troops. Move the tank 5W and the battleship 1S 4W. Day 7: Attack the GE Megatank with your battleship, then move your Neotank 1N 4W to destroy the GE Megatank, and the tank 2W 1S to destroy the artillery. Advance infantry westward to take towers. Kill the BM infantry, too. Day 8: Advance Neotank through the GE rocket range. Destroy GE artillery with tank, and attack BM medium tank with battleship. Keep advancing units towards the remaining BM/GE units. Day 9: Destroy GE rocket with Neotank. Move battleship 2W 2S and keep moving the Megatank towards BM. Day 10: Destroy BM artillery with battleship. Advance Megatank westward. Day 11: Finish off the BM medium tank with your battleship. Speed: 50 Pts Power: 50 Pts Technique: 49 Pts Total: 149 Pts S-Rank Easy! Mission 4: Cold Shoulder Enemy CO: Nell Day 1: Build two Megatanks. Day 2: Move them 4E. Build two more Megatanks. Day 3-5: Finish off all units. Speed: 50 Pts Power: 50 Pts Technique: 50 Pts Total: 150 Pts S-Rank Easy enough. Mission 5: Crowded Plain Enemy CO: Rachel Allied CO Units: 1 APC, 2 Rockets Enemy CO Units: 1 Megatank Day 1: Move the Piperunner 1E 4S. Day 2: Tag Team Power! Finish off the Megatank with your Piperunner after Rachel's missiles have weakened the Megatank to 1HP. Speed: 50 Pts Power: 50 Pts Technique: 50 Pts Total: 150 Pts S-Rank Nice and simple! Mission 6: Narrow Road Enemy CO: Kindle Enemy Units: 7 Megatanks Day 1: Build an APC from the northern base and an infantry on the southern base. Switch to Colin. Day 2: Build an APC from the southern base and an infantry on the northern base. Move northern APC with loaded infantry 2N 4W. Day 3: Move top APC 5W 1N, bottom APC (with loaded infantry) 3S 3W. Build two infantry. Day 4: Move both APCS 5W. Move top infantry 3N and bottom infantry 3S. Day 5: Do not move top and bottom infantries. Move top APC 5W and unload the infantry to the left. Move bottom APC 6W. Day 6: Fire missiles with the top left, top right, and bottom infantries on the Megatanks to reduce every Megatank to 1HP. Move bottom APC 5W and unload infantry to the left. Build two Medium tanks, then change to Rachel. Day 7: Use top and bottom left infantries to weaken the 8 HP Megatank to 2HP, then send Medium tanks left to destroy the last two Megatanks! Speed: 50 Pts Power: 50 Pts Technique: 50 Pts Total: 150 Pts S-Rank (m10) ---------------------- ---- 10 > SECRETS ---- ---------------------- AW1/AW2 Info (by Firefox) If you stick a AW1 cartridge into the bottom slot of the DS, and then play AWDS, you can goto battlemaps, and 2 secret maps and a AW1 wallpaper will be available for purchase. If you stick a AW2 cartridge into the bottom slot of the DS, and then play AWDS, you can goto Battlemaps, and 2 secret maps and a AW2 wallpaper will be available for purchase. Battle Maps Pricing (by YoyoYoshi) Special Oozium 1000 Hard Campaign 1000 Sound Room 2000 Gallery 2000 Time Champion 1000 Turn Champion 1000 Money Champion 1000 Hard Combat 1500 Advance Warpaper 1 Advance Warpaper 2 1 Hachi's Land 1 Sturm's Land 1 Lash's Land 1 COs Sasha 600 Grimm 600 Javier 600 Nell 2000 Hachi 2000 Flak 1000 Lash 1000 Adder 1000 Hawke 1000 Jugger 3000 Koal 3500 Kindle 4000 Combat Mode COs Flak 1000 Lash 1500 Adder 2000 Hawke 2500 Color Edits Rachel 150 Andy 150 Max 150 Sami 150 Olaf 150 Grit 150 Colin 150 Sasha 150 Kanbei 150 Sonja 150 Sensei 150 Grimm 150 Eagle 150 Drake 150 Jess 150 Javier 150 Nell 200 Hachi 200 Flak 200 Lash 200 Adder 200 Hawke 200 Jugger 300 Koal 300 Kindle 300 Maps Little Lion 500 Megalopolis 500 Pipeline 500 Rabbit Island 500 Watery Downs 500 Fortress Isle 500 Treble Ridge 500 Four Acres 500 Final Battle 500 Silo Nation 1000 Risky Duo 1000 Helix Peninsula 1000 Trifecta Isles 500 Ocean Prison 500 Narrow Ridge 500 Deadlakes 500 No-Exit Isles 500 Arrow Point 500 Crater Reef 500 Lost Road 500 Capital Clash 500 Islands Agogo 500 Grand Battle 500 Pipes Aplenty 500 Frigid Finale 500 Fan Isle 500 Gridlock Glen Kidney Island 500 Marine Cross 500 Axle Roads 500 Worm Canal 500 Broken Land 500 Rough Terrain 500 Deep Forest 500 Scramble Isle 500 Danger Pool 500 Dark City 500 Clover Pond 500 Cross Cape 500 (m11) ---------------------- ---- 11 > CREDITS ---- ---------------------- Credits go to: - Gamefaqs and CJayC for hosting our Advance Wars: Dual Strike guide. - Readers for reading this guide. Copyrighted 2005, Advance Wars Revolution. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without prior written permission of Advance Wars Revolution. Full credit must also be given. Should you do anything of the kind, you will be sued, and you will lose. Ignorance is not a legal way out. Good day. ~END OF FILE~
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