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-= Advance War =FAQ/Walkthrough, written by Dennis CTP

The Game : Started by the Blue Moon invaded your country. You helped to
drive out the Blue Moon
Chase the Blue Moon Commanding Officer around and find out more about what
happen in the world.
-= Version =Version 1.4
-= Contents =1)Notes
2)Controls & Menu
3)Organisations
4)Character
5)Units
6)Terrain informations
7)Technical
8)Field Trainings
9)Campaign
---------------= 1. Notes =--------------In this FAQ, the enemy units information for those stage with Fog of War and
factory
might be wrong. Because i don't know what they had deployed.
Play through the Field Training, it's essential to fully understand the
game.
To Skip the training, do the last field training mission.
Good offense is the best defense.
There are many ways to finish your mission. Try to find the most efficient
way.
You will be graded after every mission. The best is S Rank. S Rank is not
available in training.
Remember to save, but don't save too often in a battle. Always have a turn
back point.
When you replay the game, your rating for each mission will be shown.
CO Power is charged when you kill unit or your unit get killed.
About unlocking CO in War Room and VS, finish the campaign and you can 'buy'
CO from Hachi.
It depends of what route you take in the campaign.
About Eagle, his air units use less fuel.
About Drake, it rains more often when he's around.
In fog of war, canceling move will still use the fuel.
To stop the enemy from deploying more units, stand on it's production base.

Surround a fighter with ground unit or surround a bomber with air unit can
prevent their
attack.
Same thing, surround your air unit with ground unit can prevent fighter
attack them and
surround your ground unit with air unit can prevent attack from bomber.
In advance campaign, the AI is more aggressive.
Because CO Power last for 1 Day, it's best if you use it in the begining of
the day.
Keep an eye on your enemy's CO Power bar. The bar charge up faster when you
kill his units.
But right after the turn he uses the CO Power, the bar won't charge. So make
sure that you
kill alot of his units when his bar is almost full, and kill more after he
uses the power.
About Final Battle CO. Andy will be in the middle, on the west, you will
either get Max, Grit
or Olaf. On the other side, you can get Sami, Drake, Eagle or Kanbei.
You will get Grit if you choose Max on mission 4
You will get Olaf if you kill all his unit in the mission - Olaf's Navy then play the next mission given.
You will get Max if you don't meet the requirment for Grit and Olaf
To get Kanbei, you must unlock Sonja's Missions which require you to beat
the three Kanbei's
mission within 8, 10, 12 days.
Use Sami in Captain Drake, Naval Clash, Wings of Victory, Battle Mystery to
get Eagle.
Use Andy in Captain Drake, Naval Clash, Wings of Vistory, Battle Mystery to
get Drake.
You will get Sami if you don't meet the requirment above.
------------------------= 2. Controls & Menu =------------------------ Controls A : confirm selection/select (cursor on unit)/menu (cursor on blank)
B : cancel selection/ holding b will show you the unit's attack range
A+B : menu (cursor on blank)
L : next unit
R : unit/terrain information
Start : press start after mission briefing to enter mission. Shows a mini
map in battle
Skip dialogues. (not recommended while playing first time)
Start+Select+A+B : Reset game
- Menu * = Available after finishing the Field Training

~ Mode Select Menu ~


VS Mode
- Let you battle your friends, take turn using one machine
Link Mode
- Let you battle your friends, link up two-four machine
Field Training - Train you for the game
*Campaign
- Start or continue the campaign
*War Room
- Battle against computer
*Stat
- Your current stat and records
Stat - Shows your current Rank
Record - Shows your record in each map
*Design Maps - Design personal map
Controls
A - Place the terrain or unit.
B - Select the terrain or unit.
L - Open the unit selfection menu.
R - Open the terrain selection menu.
Start - Display overhead map.
Select- Display meu.
Menu - File : Load/Save/Name the map
- Help : Display help
- Intel: Display total buildings and units
- Fill : Fill the map with selected terrain
- End : End Map editing
*Battle Maps - Buy map, CO for multiplayer and war room. Hachi also give
you some tips.
~ Combat Field Menu ~
Unit - View all units
*Intel
Terms - Shows terms of winning
Status - Shows units, bases, incoming and available funds
CO
- Shows CO information
Power - Use CO power
Save - Save Game
Options Music On/Off - Switch on/off music
Visual
- Switch on/off animation
Yield
- Surrender
Exit Map
- Exit map, quit current battle
End - End Turn
~ Unit Menu ~
Capture - Capture enemy or neautral city/HQ, only infantry and mech can do
this
Fire
- Fire on the enemy within attack range
Load/Drop - Load/Drop unit, only available on transport
Supply
- Supply adjacent units with fuels, rations and ammo.
Wait
- Wait for next turn
Dive/Rise - Submarines only, when submerged, only cruiser and other
submarines can attack it.
----------------------= 3. Organisations =---------------------Orange Star
The army where you belongs to.
It's at North of the map.
Blue Moon
A neighbour force that invades your organisation's territory
Green Earth

The CO of this army keep chasing you around, why ?


Yellow Comet
Country far south. Attack you when you pass by.
------------------= 4. Character =-----------------< Nell >
The Orange Star CO that will give you mission briefing and guide you through
the training.
< Hachi >
Retired soldier that sells battle map. He knows alot about every CO.
< Olaf >
Skill
: Strong in the snow, weak in the rain. A solid CO of above-average
ability.
CO Power : { BLIZZARD }
Causes it to snow creating favorable conditions for his units.
Info
: Plans often go awry, but he's deadly serious.
[Hit ] Warm boots
[Miss] Rain clouds
"I will teach you the meaning of power!"
< Andy >
Skill
: No real weaknesses. Ready to battle where-ever and whenever
CO Power : { HYPER REPAIR }
Restores 2 HP to all units.
Info
: A brash and energetic boy wonder.
[Hit ] Mechanics
[Miss] Waking up early
"If it needs fixing, I'm your man!"
< Max >
Skill
: Direct combat units have high firepower. Distance units are weak
and have small
attack ranges.
CO Power : { MAX FORCE }
Increase all abilities of direct combat units.
Info
: Dependable and brave. Over-protective of Sami and Andy.
[Hit ] Weight Training
[Miss] Studying
"Now it's my turn!"
< Sami >
Skill
: Infantry and mech units are superior. Movement range is high for
transport units.
CO Power : { DOUBLE TIME }
Increases movement range for infantry and mech units. Their
movement cost on all
terrain becomes 1.
Info
: A graduate of special forces training. Has a strong sense of duty
[Hit ] Chocolate
[Miss] Cowards
"Ready for duty!"
< Grit >
Skill
: Distance weapons have an extended attack range. However, direct
combat units

are weak.
CO Power : { SNIPE ATTACK }
Increases the range and firepower of distance weapons.
Info
: Laid-back style masks dependability. A peerless marksman.
[Hit ] Cats
[Miss] Rats
"What's the ruckus?"
Unlock : Choose Max on mission 4
< Eagle >
Skill
: Strongest firepower in the skies. But flounders at sea.
CO Power : { LIGHTNING STRIKE }
Non-infantry units ordered to wait can move again that turn.
However, their ratings
are lower than normal.
Info
: An ace pilot who's as tough as nails.
[Hit ] Lucky goggles
[Miss] Swimming
"Do you really want to challenge me ?"
Unlock :
< Drake >
Skill
: The sea is his domain. Naval units have top firepower and
movement.
Air units are weak.
CO Power : { TSUNAMI }
Strikes all enemy units for damage.
Info
: A relaxed and carefree swashbuckler.
[Hit ] The sea
[Miss] Height
"Slow down, matey. What's the rush?"
Unlock :
< Kanbei >
Skill
: Strong offensive and defensive abilities. Deployment costs are
very high.(120%)
CO Power : { MORALE BOOST }
Increases firepower and defensive ratings for all units.
Info
: Fashions himself a modern samurai.
[Hit ] Sonja
[Miss] Computer
"Show me your warrior spirits!"
Unlock : Beat Campaign
< Sonja >
Skill
: Units have great range of vision. Keeps unit HP hidden from
enemies. Is plagued
by constant bad luck.
CO Power : { ENHANCED VISION }
Extends vision range of all units. Shows enemy units hidden in
woods,
reefs and other areas.
Info
: Kanbei's daughter. An intel gathering genius.
[Hit ] Computers
[Miss] Bugs
"Brains are the key to victory, not brawn."
Unlock : Go through Sonja's missions, which require to beat Kanbei
missions in 8,10,12 days

< Sturm >


Skill
: ???
CO Power : { METEOR STRIKE }
????
Info
: A riddle within a shadow, revealing nothing.
[Hit ] ???
[Miss] ???
"...."
Unlock : Unlock other COs
------------* CO in War *
------------Olaf - His units don't have any bonus or penalty, but his blizzard could be
very annoying.
Especially when you line up your units to get to his long range units and he
uses blizzard.
He's average like Andy, just pray that it won't rain.
Andy - His units don't have any bonus or penalty, but he can heal 2 HP for
every unit with his
CO Power. His CO power also give all units a +10% to both attack and
defense. Using him against
other CO will require you to exploit their weakness.
Max - His direct combat units gain +50% bonus, but long range units suffers
-10% to its attack.
Long range units also suffers -1 to its weapon range. So he's good in open
area and could be
taken down easily in mountain area. His CO Power give a
--------------= 5. Units =-------------Move : This is the unit's movement range.
Vision : The unit's vision range.
Gas
: Unit can't move when it runs out of gas
Weapon : Some weapon need ammo and some don't.
- Infantry Move : 3 (Foot)
Vision : 2
Gas
: 99/99
Weapon 1 : None
Weapon 2 : M Gun
Report : Infantry units have the lowest deployment cost. They can capture
bases but have
low firepower.
Description : Use these to capture neutral or enemy city
- Mech Move : 2 (Foot)
Vision : 2
Gas
: 70/70
Weapon 1 : Bazooka 3/3
Weapon 2 : M Gun
Report : Mech units can capture bases, traverse most terrain types, and have
superior
firepower.

Description : Use these to finish off those low HP units.


- Recon Move : 8 (Tires)
Vision : 5
Gas
: 80/80
Weapon 1 : None
Weapon 2 : M Gun
Report : Recon units have high movement range and are strong against
infantry units.
Description : Don't attack full health tank with Recon. It's a waste of
efford.
- Tank Move : 6 (Treads)
Vision : 3
Gas
: 70/70
Weapon 1 : Cannon 9/9
Weapon 2 : M Gun
Report : Tank units have high movement ranges and are inexpensive, so
they're easy to deploy.
Description : Effective against foot soldiers
- APC Move : 6 (Treads)
Vision : 1
Gas
: 70/70
Weapon 1 : None
Weapon 2 : None
Report : APC units transport foot soldiers, ammo, gas, and rations.
Description : Very important unit, for resupply any of your units and can
transport foot soldier.
- Artillery Move : 5 (Treads)
Vision : 1
Gas
: 50/50
Weapon 1 : Canon 9/9
Weapon 2 : None
Report : Artillery units are an inexpensive way to gain indirect offensive
attack capabilities.
Description : Long range ground units, it's vulnerable in close range
- Md (Medium) Tank Move : 5 (Treads)
Vision : 1
Gas
: 50/50
Weapon 1 : Canon 8/8
Weapon 2 : M Gun
Report : Md (medium) tank units' defensive and offensive ratings are the
highest of the ground
units.
Description : Strongest among close range ground units.
- B (Battle) Copter Move : 6 (Air)
Vision : 3
Gas
: 99/99
Weapon 1 : Missiles 6/6

Weapon 2 : M Gun
Report : B (Battle) Copter units can fire on many unit types, so they're
invaluable.
Description : Powerful units, it can only recover at air ports. Use it
against tanks, but avoid
anti-air units and B Copter.
- T (Transport) Copter Move : 6 (Air)
Vision : 2
Gas
: 99/99
Weapon 1 : None
Weapon 2 : None
Report : T (Transport) Copter units have good movement range and can carry
foot soldiers.
Description : Can transfer your foot soldier across the sea.
- A-air Move : 6 (Treads)
Vision : 2
Gas
: 60/60
Weapon 1 : Vulcan 9/9
Weapon 2 : None
Report : Anti-air units work well against foor soldiers and air units.
They're weak against
tanks.
Description : Take out air units in one attack !
- Fighter Move : 9 (Air)
Vision : 2
Gas
: 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : None
Report : Fighter units can engage other air units. Their movement range is
the highest of all
units.
Description : Good against Air units. Can take out air unit easily, just
beware of Anti-air
and Rockets.
- Bombers Move : 7 (Air)
Vision : 2
Gas
: 99/99
Weapon 1 : Bombs
Weapon 2 : None
Report : Bomber units can fire on ground and naval units. Their movement
range is high.
Description : Very good against ground units. Even Md Tank could be wipe out
in one attack. Just
beware of Anti air units and Rockets.
- Rocket
Move :
Vision :
Gas
:
Weapon 1
Weapon 2
Report :

5 (Tyre)
1
50/50
: Rockets 6/6
: None
Rocket units are valuable because they can fire on both land and

naval units.
Description : Very good unit to take out air units. Works better when use in
conjunction with
the A-air.
- Missile Move : 4 (Tyre)
Vision : 5
Gas
: 50/50
Weapon 1 : Missiles 6/6
Weapon 2 : None
Report : Missile units are essential in defending against air units. Their
vision range is large.
Description : Very dangerous long range unit.
- Lander Move : 6 (Trans)
Vision : 1
Gas
: 99/99
Weapon 1 : None
Weapon 2 : None
Report : Landers can transport two ground units. If the lander sinks, the
units vanish.
Description : Convenient to transport units across the sea.
- Cruiser Move : 6 (Naval)
Vision : 3
Gas
: 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : A-Air Gun
Report : Cruisers are strong against subs and air units, and they can carry
two copter units.
Description : Keep this unit out of the B Ship's fire range
- Sub Move : 5
Vision : 5
Gas
: 60/60
Weapon 1 : Torps 6/6
Weapon 2 : None
Report : Submerged subs are difficult to find, and only cruisers and subs
can fire on them.
Description : It could submerged, though it uses more fuels, it's useful
against B Ships
- B (Battle) ships Move : 5
Vision : 2
Gas
: 99/99
Weapon 1 : Cannon 9/9
Weapon 2 : None
Report : B (Battle) ships have a larger attack range than even rocket units.
Description : Vulnerable to subs. Can take out Rocket easily.
----------------------------= 6. Terrain Information =---------------------------Always consider the terrain bonus before you attack.

Movement costs for air units for all terrain is 1.


When it snows, movement costs for air units is 2.
There are no penalty for ground units moving on road, bridge and city.
- HQ Def
: ****
New Funds: 1000
Repair : [Land]
Report : An army HQ. Battle ends if captured. Ground units get HP and
supplies here.
Movement Cost : Infantry 1
Mech
1
Tires
1
Tread
1
Air
1
- City Def
: ***
New Funds : 1000
Repair
: [Land]
Report
: A normal city. Ground units gain supplies and HP in allied
cities.
Movement Cost : Infantry 1
Mech
1
Tires
1
Tread
1
Air
1
- Plain Def
New Funds
Report
defensive

: *
: : A rich, green plain. Easy to traverse, but offers little
cover.
Weather Clear Rain Snow
Movement Cost : Infantry
1
1 2
Mech
1
1 1
Tires
2
3 3
Tread
1
2 2
Air
1
1 2
- Wood Def
New Funds
Report
units and

: **
: : In Fog of War, units hidden here can only be seen by adjacent
air units.
Weather Clear Rain Snow
Movement Cost : Infantry
1
1
2
Mech
1
1
1
Tires
3
4
4
Tread
2
3
3
Air
1
1
2
- Mountain Def
: ****
New Funds : Report
: A steep mountain. Infantry units add 3 to their vision range
from here.
Weather Clear Snow
Movement Cost : Infantry
2
4
Mech
1
2

Air

- Air Port Def


: ***
New Funds : 1000
Report
:
Movement Cost : Infantry
Mech
Tires
Tread
Air

1
1
1
1
1

- Road Def
: New Funds : Report
: A paved road. Easy to traverse, but offers little defensive
cover.
Movement Cost : Infantry 1
Mech
1
Tires
1
Tread
1
Air
1
- Bridge Def
: New Funds : Report
: A bridge allows units to traverse rivers, but offers no terrain
benefits.
Movement Cost : Infantry 1
Mech
1
Tires
1
Tread
1
Air
1
- River Def
: New Funds : Report
: A gentle, flowing river. Only infantry units can ford rivers.
Weather Clear Rain Snow
Movement Cost : Infantry
2 2
Mech
1 1
Air
1 2
- Sea Def
: New Funds : Report
: A body of
Movement Cost : Ships
Trans
Air

water. Only naval and air units can traverse seas.


1
1
1

- Shoal Def
: New Funds : Report
: A sandy shoal. Lander units load and unload units here.
Movement Cost : Infantry 1
Mech
1
Tires
1
Tread
1
Air
1
Trans
1

- Reef Def
: *
New Funds : Report
: In Fog of
units and air units.
Movement Cost : Ships
Trans
Air

War, units hidden here can only be seen by adjacent


2
2
1

- Port Def
: ***
New Funds : 1000
Report
:
Movement Cost : Infantry
Mech
Tires
Tread
Air

1
1
1
1
1

---------------= 7.Technical =--------------* Damage *


You can estimate the damage done by looking at the % before you confirm the
attack.
Since all units have only 10 HP, the single digit might be drop or rounded
up.
(eg : 55% might cause 5 damage or 6 damage)
You can also estimate the damage counter by the opponent.
Damage Done = (Current HP)/10 * (Basic Damage)
Example : When Infantry attack Infantry (no bonus involve)
Basic damage for Inf VS Inf is 55%
so the attacker inflict (10/10 * 55) damage, which is 6
then the defender counter with (4/10 * 55) damage, which is 2
Usually, the single digit will be ignore for the defender even it's 9
but sometimes, even 0% can kill a 1HP unit.
* Terrain Bonus *
Here is how you calculate the terrain bonuses.
[Basic damage] - {(Basic damage)/10 * (Defense Bonus)}
Basic damage is the damage without any bonuses (eg: Andy VS Andy on road)
Example : When a Tank attack a Mech (no CO bonus involve)
Basic damage for
so, when Mech is
70 - (70/10 * 1)
Tank VS Mech 63%
Tank VS Mech 56%
Tank VS Mech 49%
Tank VS Mech 42%

Tank VS Mech is 70%


on a Plain, with 1 defense bonus,
= 63
(plain, *) [70-7]
(wood, **) [70-14]
(city, ***) [70-21]
(mountain, ****) [70-28]

note : a .5 will be rounded to 1

Basic damage
Inf VS Inf
Inf VS Mech
Inf VS Recon
Inf VS Tank
Inf VS Md Tank
Inf VS APC
Inf VS Artillery
Inf VS Rocket
Inf VS A-Air
Inf VS Missile
Mech
Mech
Mech
Mech
Mech
Mech
Mech
Mech
Mech
Mech
Recon
Recon
Recon
Recon
Recon
Recon
Recon
Recon
Recon
Recon

VS
VS
VS
VS
VS
VS
VS
VS
VS
VS

Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank
Md
Md
Md
Md
Md
Md
Md
Md
Md
Md

Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank
Tank

5%

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile

VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS
VS

55%
45%
12%
5%
1%
14%
15%

65%
55%
85%
55%
15%
75%
70%

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile

65%
70%
65%
35%
6%

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile

45%
45%

VS
VS
VS
VS
VS
VS
VS
VS
VS
VS

Artillery
Artillery
Artillery
Artillery

75%
70%
85%
55%
15%
75%
70%

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile
VS
VS
VS
VS

Inf
Mech
Recon
Tank

105%
95%
105%
85%
55%
105%
105%
105%
105%
105%
90%
85%
80%
70%

Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
Rockets
Rockets
Rockets
Rockets
Rockets
Rockets
Rockets
Rockets
Rockets
Rockets
A-Air
A-Air
A-Air
A-Air
A-Air
A-Air
A-Air
A-Air
A-Air
A-Air

VS
VS
VS
VS
VS
VS

VS
VS
VS
VS
VS
VS
VS
VS
VS
VS

VS
VS
VS
VS
VS
VS
VS
VS
VS
VS

Md Tank
APC
Artillery
Rocket
A-Air
Missile

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile

Inf
Mech
Recon
Tank
Md Tank
APC
Artillery
Rocket
A-Air
Missile

45%
70%
75%
80%
75%

95%
90%
90%
80%
55%
80%
80%
85%
85%
90%

105%
105%
60%
25%
10%
50%
50%
55%
45%
55%

* CO Ability Bonus *
Andy - No bonus
Olaf - Movement cost in snow = movement cost in clear weather
- Movement cost in rain = movement cost in snow
Max - The damage done by Max's close combat unit = [(Basic damage) * 1.5]
any decimal place in this case will be drop.
Damage done by Max's long range unit = [(Basic damage) * 0.9]
All long range units' attack range are reduced by 1
Example
Max's Tank VS Andy's Tank
Damage done = 55 * 1.5 = 82.5% = 82% (drop decimal)
Sami - Sami's Unit capture building with a 1.5 bonus.
Sami's Transport unit gain +1 to movement
Damage done by Sami's close combat unit = [(Basic damage) * 0.9]
any decimal place will be drop
Sami's foot soldier's gain bonus on defense and attack.
Damage done by Sami's foot soldiers = [(Basic damage) * 1.2]
Damage received by Sami's foot soldiers = [(Basic damage) * 0.9]
Example
Sami's Md Tank VS Andy's Tank
Damage done = 85 * 0.9 = 76.5 = 76% (drop decimal)
Example
Sami's Mech VS Andy's Tank

Damage done = 55 * 1.2 = 66%


Damage received = (3/10) * 70 * 0.9 = 18.9%
outcome, Sami's Mech 9 HP (ignore the single digit %)or 8 HP, Andy's Tank 3
HP
Kanbei - Kanbei's unit cost 1.2 * (normal price)
Kanbei's unit also gain bonus on its attack and defense
Damage done by Kanbei's unit = [(Basic damage) * 1.2]
Damage received by Kanbei's unit = [(Basic damage) * 0.8]
Sonja - Sonja unit gain +1 to vision.
She's plague by bad luck, the single digit of the damage % are often
ignored.
She might also do no damage in certain situation.
Example
Sonja's Tank (4/10 HP) VS Andy's Tank (4/10 HP)
by right, Sonja should do 2 damage to Andy's Tank and receive 1 damage.
But the outcome is Sonja do no damage and receive 2 damage.
* CO Power Bonus *
Andy - Hyper Repair
Hyper Repair heals 2 HP for every unit.
All units receive attack and defense bonus.
Damage done is [(Basic Damage) * 1.1 ]
Damage receive is [(Basic Damage) * 0.9]

* Enemy Attack Priority *


The enemy will always attack transport unit first, follow by the unit it
could do most damage.
-----------------------= 8. Field Training =----------------------The field training is pretty easy, just follow what the CO, Nell tells you
to do and you
should be fine.
- Troop Orders Your Units
2 Infantry
Enemy units
2 Infantry
Move the infantry towards the enemy. While they move towards you, fire them
with both of
your unit. When the second enemy come near you, fire him with the full
health infantry then
the second one.
- Terrain Intel Your Units
4 Infantry
Enemy Units
2 Infantry
2 Mech

Kill those two infantry and then engage the mech infantry. Stand on a
mountain when you fire
at the mech infantry. For the upper mech infantry, engage it with a higher
HP infantry, then
end turn. You might loss a unit if you engage it with the injured unit. By
next turn, fire
with the higher HP infantry from the mountain, then use the weaker one to
finish it.
- Base Capture Your Units
4 Infantry
2 Mech
Enemy Units
2 Infantry
2 Mech
4 Tanks
You learn how to capture city in this mission. Capture the cities on the
west side. Then wait
for the enemy infantries and mechs to approach. After killing them, move
south then east. You
could capture the enemy HQ without bothering the tanks. Don't try to attack
the full health
tanks with your infantry, while they're on the plain, your infantry can't
hurt them and will
be badly injured even if you attack from a moutain. But mechs on the
mountain could fight the
tank well. The problem is the next turn it will be attack by two tanks which
is too powerful
for it to take.
- Unit Repair Your Units
4 Infantry
2 Mech
2 Tank
Enemy Units
2 Infantry
2 Mech
2 Tank
First, withdraw your tanks to your nearest city. You can move the tank on
another one to
combine them. block the bridge on a forest with a mech so that the enemy
tank won't take you
out too easy. Use another mech on the next turn to prevent the enemy from
crossing the bridge.
Move all other infantry south to defend enemy infantry that cross the river.
When you tank is
ready, use it to take out the enemy tanks by using terain defense bonus. You
can combine your
injured mech units or let them rest at your city.
- APC ABCs Your Units
4 Infantry

2
1
1
1

Mech
Tank
APC
Artillery

Enemy Units
3 Infantry
1 Mech
3 Tank
1 Artillery
Follow the instruction to load ammo to the artillery so that you could use
it. Move the tank
and a mech towards the east side to secure your city. Move other units south
to prevent your
enemy for capturing the neutral city or capture neutral city. Check the
enemy artillery's
attack range, it could wipe out your infantry with one hit. At the north
east, use your tank
to guard against enemy from the bridge. Move the artillery to the east so
that it could help
you to take out those tanks. After clearing all infantry and tanks, take out
that artillery.
Your tank can approach it in one turn, but other units needs two turns, so
move on mountains
or forest.
- Tank Ops Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
Enemy Units
2 Infantry
2 Mech
2 Tank
1 Artillery
1 Md (medium) Tank
Nell will just give you some advice for you and leave the whole mission to
you.
Move your tank to attack the enemy tank. Move one mech unit near the tank
with the APC. Move
the artillery towards the enemy. Don't get in the attack range of the
enemy's Artillery. Take
out the Artillery on the next turn as it moves towards you. Make the full
use of your Artillery
and clear the enemy here. Capture neutral city for your injured unit to
rest. Use the APC to
move the Infantries faster. The Medium Tank won't move until you are in it's
attack range.
It's very powerful, so don't get into it's range. To get rid of it, move
your Tank next to
the north bridge and the Artillery and APC behind it. Hit it with your
Artillery after it
attacks your Tank, move away the damaged Tank and use the APC as shield. The
next hit with

Artillery should finish it. You can also take over the enemy's HQ by using
the Tank and APC
as shield to buy time. Make sure it's on the bridge, not on a plain, as the
damage to it varies.
- Copter Tactics Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
Enemy Units
2 Infantry
2 Mech
2 Tank
4 Md (medium) Tank
1 Artillery
1 B(Battle) Copter
Do as Nell says and move the infantry to the enemy HQ. Then withdraw your
units from the front.
Capture the enemy HQ and you'll win. The enemy's copter and tank won't make
it there to hurt
you.
- Air Assault Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
Enemy Units
1 Bomber
1 Fighter
2 B Copter
2 Infantry
2 Mech
2 Tank
1 Md Tank
1 Artillery
You see how powerful the Fighter and the Bomber are. Then, you see what
anti-air units can do.
Move all your units north. Don't worry about the fighter and the bomber, as
they will run out
of fuel and crash. Take out any enemy that's on your way to the Md Tank and
the B Copter.
Use artillery and B Copter to finish the Md Tank, use B Copter and Tank to
take the Artillery

and use A-air to finish that B Copter. You got all the advantages.
- Air Defense Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Missile
1 Rocket
Enemy Units
2 Bomber
2 B Copter
2 Infantry
2 Mech
2 Tank
2 Md Tank
Bomb those Tanks on the east island with your Rocket. When it's clear, send
an Infantry or
Mech there with T Copter. For the bomber and the B Copter that visits you,
serve them with
Missile and A-air. You might need to sacrifice some Infantry to keep your
Rocket and Missile
at full health so that they could do maximum damage.
- Dogfights Your Units
3 Fighter
3 Bomber
2 B Copter
2 Infantry
1 T Copter
1 Missile
1 Rocket
Enemy Units
3 Bomber
2 Fighter
2 Md Tank
2 Infantry
2 B Copter
2 T Copter
1 Missile
1 Shoal Lander
First, take the enemy fighter with your missile, take the other one with
your fighters.
Then take out the missile with your bombers. Use the Rocket and B Chopter to
take out the
Lander. Take out the B Copter and keep the T Copter for last. Take Bombers
with Fighters and
ground units with Bomber. You can protect your Missiles or rocket by
surrounding them with

B Copters and T Copter.


This map could be finished within three days.
- Naval Forces Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Rocket
1 Subs
1 B Ship
1 Lander
1 Cruiser
Enemy Units
3 Md Tank
3 Lander
2 Rocket
2 Infantry
1 Cruiser
1 Sub
1 B Ship
Take out the enemy missiles with your B Copter and Md Tank. Sink the cruiser
with your battle
ship's cannon, then engage your enemy battle ship with the sub. Make use of
the B Ship long
range weapon and the three Md Tanks shouldn't be much problem.
- Climate Status Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Missile
1 Rocket
Enemy Units
4 B Copter
2 Infantry
2 Mech
2 Tank
2 Md Tank
1 Artillery
1 A-Air
1 Rocket
Don't move too far, just move a little so that you won't be attack when the

enemy move.
Prepare your Missile and A-air to encounter the B Copter. On the enemy's
turn, Olaf will use
his CO Power, Blizzard which causes a huge snow storm drops in. Snow lowers
the movement range
of all your units. Use the Missile and A-air to take out the B Copters. Use
Rocket, Artillery
and Md Tank to take out the A-air and approaching Tanks. The snow will stop
on day 4 enemy's
turn. After the snow stop, the Md Tank will start moving. It rains on day 6
and the rain weaken
Olaf's power. Approach the Rocket with your B Copter and take out the last
Copter with your
A-air or Rocket. You can also bring Mech next to the Rocket with T Copter.
- Fog of War Your Units
3 Infantry
2 Mech
2 Tank
1 APC
1 Artillery
1 Md (medium) Tank
1 Rocket
1 Recon
Enemy Units
1 Md Tank
1 Artillery
1 Lander
2 Tank
2 Rocket
2 Infantry
Take off the Md Tank with your Missile and Md Tank. Take the missile with
your Tanks. Move the
Recon around so that you could see more map. After the Md Tank and the
Missile, there will be
two Tanks coming. Take them with your Md Tank and Tanks. Finish the next two
infantry with your
tanks or recon, but don't go near the enemy HQ. There's one Rocket hidding
at the south wood and
one Artillery hidding at the north wood from the enemy HQ. There's also a
Lander hiding on the
reef.
Now, you had finished the Field Training and you are promoted from Candidate
to Advisor
and you are given a partner, Andy. You are also given a card with your name
and rank.
- Special Intel Your Units
1 Fighter
Enemy Units
1 Infantry
More Tips

-----------------= 9. Campaign =----------------- It's War! Your Units


2 Infantry
2 Mech
2 Tank
2 Artillery
1 APC
1 Md Tank
1 A-air
1 Recon
CO : Andy
Enemy Units
4 Infantry
3 A-air
2 Mech
2 Tank
2 Artillery
2 Rocket
1 Md Tank
CO : Olaf
Try group all your unit at the south west of the map. Guard the bridge with
the Md Tank, use
the other Tanks as wall to defend your Artillery and A-air. The enemy Tanks,
Artillery, A-air,
Mech and Infantry will move towards you. So let them come and take them out
one by one. Olaf
will use blizzard immediately when he gain enough power. So, if you seperate
your forces to
the east and to the north, they can't help each other. Try group all your
unit together.
Although A-air and Mechs are weak against Tanks, they could be use as
finisher when the Tank
is low on HP. After finish all those vehicles that move towards you, it's
time to proceed your
unit to take out the foot soldiers, Rockets and Tanks. Wait until the snow
stop so that you
don't have movement penalty and can approach the Rocket in one move with
your Tank. You could
use CO Power - Hyper Repair once your meter is full. It's useful when you
are approaching the
Md Tank and the Rocket. Because you can recover your unit's HP after taking
the enemy's attack.
It also make your units stronger on that turn. So, use it in the begining of
the turn to make
your attack more effective.
- Gunfighter ! Your Units
2 Infantry
1 Artillery
1 Tank
CO : Andy

Funds : 8000
Enemy Units
2 Infantry
2 Rocket
2 Artillery
3 Tank
2 Mech
1 Recon
1 Md Tank
CO : Grit
Grit is your opposing CO, all the long range unit he has can fire at a
longer distance.
Deploy some infantry and move those foot soldiers to the north. Fight off
the enemy there and
capture the neutral city there. When you have enough cities, you could
deploy two Tanks in a
turn, and that helps alot. Because the enemy has extra range, a Tank is
better than a Md Tank
for it's cheaper and it's larger movement points. The enemy on the south
part is slightly easier
for they are just Artillery, Tank, and Recon. The north east part is harder.
There are two
Rockets with a Md Tank and a Tank guarding them. Deploy a Md Tank whenever
you have sufficient
funds. Overwhelm the enemy with Tanks and Md Tanks. Just don't forget to
keep an eye on Grit's
CO Power meter.
- Air Ace ! Your Unit
2 Infantry
2 Mech
1 Tank
1 Md Tank
1 Artillery
2 A-air
1 B Copter
1 T Copter
1 Missile
CO : Andy
Funds : 6000
Enemy Unit
3 Infantry
3 Tank
3 B Copter
2 Fighter
1 Bomber
1 Missile
Funds : 8000
CO : Eagle
Proceed across the bridge and take out any units that's in your way. The
enemy fighter will
arrive soon, so be ready with your Missiles and A-airs. Once the opponent
CO, Eagle have his
power ready, his air units could attack twice in one turn. So take out as
much unit as you can

when they approach. When you continue to proceed, keep an eye on the enemy
bomber's attack
range, so that it won't blow your Md Tank in one attack. Let it destroy a
Tank or Infantry and
revenge with your Anti-airs. Once you take out the Air force, the remaining
troops are easy to
deal with. Keep your T Copter so that it could transport a unit to the enemy
HQ and capture it.
Keep the B Copter to defense the unit from the Tank at the area. By the way,
deploy any unit if
you think it's needed. I would suggest a Rocket here.
There's a new CO available, you can choose Max or Andy.
Now, Andy and Max will have different opinion, so choose either one of them.
Choosing different character will result in different missions.
Choosing Andy will give you either Max of Olaf in the last mission.
Choosing Max will give you Grit in the last mission
*--< Andy's Route >--*
- Max Strikes! Your Unit
2 Infantry
2 Mech
2 Tank
1 Md Tank
1 Rocket
1 Artillery
1 B Ship
1 Sub
1 Lander
Funds : 7000
Enemy Unit
2 Infantry
3 Tank
3 B Ship
2 Md Tank
2 Artillery
Funds : 9000
CO : Olaf
Take out the nearest B Ship with Sub and B Ship. Load your Tanks and
infantry into Lander
and send them to the enemy base after you finish those enemy B Ships. Move
the Rocket to the
shore south of the northern bridge, this way it could attack enemy further
to the east. With
the Md Tank guarding the bridge, and the Artillery and Rocket backing it up,
it shouldn't be
any problem to defense against the enemy up north. So just enjoy the ride to
the enemy HQ and
capture it. Use the tank and APC to block the bridge, so that you could
capture the HQ without
being attack.
- Max's Folly ? Your Units

3 Tanks
3 Md Tanks
2 Artillery
2 Rocket
2 Mech
1 APC
CO : Max
Enemy Units
6 Artillery
4 Rocket
3 Tank
2 Infantry
CO : Grit
This is mean, Max's long range unit has a -1 range penalty and Grit has a +1
bonus. When Grit
uses his CO Power, Snipe Attack, his units got even more advantage.
Don't let the enemy capture your HQ in 5 days and you will win. First,
manuever all your tanks
as fast as you can. use your artillery and place them at the blind spot of
the Rocket on the
other side of the mountain. Those two Artillery will take it out on the next
turn. Use your
Rocket against the enemy Artillery. Move as fast as you can, once you cross
over to the other
side, there will be some Rockets and Artillery there to take your strong
close range fire.
When you get Max Force, use it and it helps you move faster and take out
enemy faster.
Try not to get your Tanks destroyed as they are the fastest unit here and
they are useful
for reaching the HQ early and destroy any infantry there.
- Olaf's Navy! Your Units
3 Infantry
2 Mech
2 Tank
2 Recon
1 Md Tank
1 APC
1 Artillery
1 Rocket
1 Sub
1 Lander
1 B Ship
Enemy Units
3 B Ship
3 Cruiser
3 Sub
4 Tanks
2 Rocket
CO : Olaf
Move All your troops north, moving them east will lead them into the B Ships
fire range.
Dive your sub so that the B Ship won't hit you. You could also ignore your
naval units and

concentrate on taking over the enemy's HQ. If you want to save your naval
unit, hide the
B ship and Lander in the reef and dive the sub. The Rocket hide in the wood
after the northern
bridge, beware of that and those Tanks are easy.
Sami will join you after this
Goto - Sami's Debut ~~~~~~~~~~~~~~~~~~~~~
*--< Max's Route >--*
~~~~~~~~~~~~~~~~~~~~~
- Max Strikes ! Your Units
2 Infantry
2 Mech
2 Tank
2 Md Tank
2 Sub
1 B Ship
1 Artillery
1 Lander
1 Rocket
1 APC
Enemy Units
4 B Ship
4 Tank
2 Md Tank
2 Artillery
2 Infantry
1 Rocket
CO : Olaf
Beware, your long range unit had penalty. Your close range units are much
stronger.
First, look at the B Ship range, move your units away from it's attack
range. then manuever
your troops to the east. Your units are stronger in close range, take out
anything that's on
your way. Keep all your unit out of the enemy's long range unit fire range
and wipe those off
first when they come near you. Dive all your Subs and use them against the B
Ships. Unleash the
power of Max Force when the CO Power bar is full. Your close range attack
will be very strong.
- Sniper! Your Units
2 Infantry
2 Mech
2 Tank
2 Recon
2 B Copter
1 Rocket
1 Md Tank
1 Artillery
1 T Copter

1 APC
Enemy Units
1 Infantry
4 Artillery
1 Tank
1 Missile
1 Recon
2 Rocket
1 A-air
CO : Grit
There's an Infantry hiding in the wood where your Recon in the HQ could
reach, send the Recon
next to it so that it won't get trap. There's a missile in a city to the
east, so be careful
and don't let it get your Copters. There's a Rocket hiding in the woods
southwest. Approach it
with tanks by hiding them in woods. Another Rocket in the city surrounded by
mountain.
When you are going around the mountains, there will be an A-air and 2
Artillery ahead. When you
pass by the north east island, beware that there's a rocket and missile
hiding in the wood,city.
The last artillery hides next to the HQ.
- Blizzard Battle! Your Units
2 Infantry
2 Mech
1 Md Tank
1 Tank
1 APC
Funds : 3000
Enemy Units
3 Md Tank
4 Infantry
2 Tank
2 Rocket
2 Artilerry
CO : Olaf
Funds : 6000
Move Medium tank and infantry to the east. Secure the bridge, then move the
tank further east
to block tanks from coming and take over the enemy city there. At the same
time, deploy more
infantry and send them north. Deal the tank and artillery with Mech and
Tank. Capture all city
on your side of island and win.
- History Lesson! Your Units
3 Sub
2 Infantry
2 Mech
2 Lander
1 APC
1 B Ship

1 Cruiser
2 Md Tank
1 Recon
CO : Max
Enemy Units
3 Tank
2 Infantry
1 Lander
1 Sub
3 Artillery
1 Recon
1 B Ship
1 Cruiser
1 Rocket
CO : Grit
Move units through reefs and woods. Load all infantry to lander and move
those out to reefs.
Move ground units to woods towards north. the B Ship is located at north
east, sub and lander
at middle north, cruiser at middle east. clear the sea with your subs. Then
send infantry to
capture the enemy HQ. There's two artilleries on the north part of the
island you start. There's
a rocket and artillery hiding at the enemy island. Either take them out, or
capture the HQ.
Sami joins you after this.
----------------------* End of 1st division *
----------------------- Sami's Debut! Your Units
2 Infantry
2 Mech
2 B Copter
2 T Copter
2 A-air
1 Tank
1 APC
1 Missile
1 Md Tank
1 Artillery
1 Fighter
Enemy Units
4 B Copter
2 Bomber
3 Tank
2 Fighter
1 Infantry
CO : Eagle
In this mission, there will be bombers, fighters and B Copter coming out of no w
here.

It's worse when the CO use it's power that let the air units move again... First
, wipe off the two Copters infront of you with your A-air, then put your Copters
and Fighter infront of the A-air because there's a bomber that can reach them f
rom north east.
There's also another 2 B Copter that'll approach from the east. Take care of it
with your A-air.
For your vehicles, don't let them cross the bridge first, when they cross the no
rthern bridge, make sure you hide them in the woods.
The other bomber will be coming from south east. Each bomber will have a fighter
near them. Use bait or wait until the Bomber appear. When they appear, take the
m with your A-air, Fighter or Missile. After you take care of these bombers, it'
s safe
for your vehicles to come out of forest. The enemy's Tank is weaker than yours,
so it won't be much problem. Now, you need to sacrifice some Copter or Fighter s
o that the enemy fighter will come out. Use your Anti-air on the fighters and th
e remaining ground unit is easy to deal with.
Try to protect your T Copter if you want to capture the enemy HQ. The fighter ca
n't reach your T Copter if you surround them with ground units.
- Kanbei Arrives! Your Units
2 Infantry
2 Mech
2 Tank
2 Md Tank
2 Rocket
1 Artillery
1 APC
Enemy Units
5 Tank
2 Md Tank
2 Mech
2 Infantry
2 Rocket
1 Artillery
CO : Kanbei
The two Rockets infront are actually baits. The enemy's Tanks are strong,
but it's still wise to
wipe out those long range unit first. Max will be effective in this mission.
Send your Md Tank
and clear those two Rockets. Adjust your Rockets so that when the enemy
come, they will be in
it's range (check the enemy movement by clicking A). Move the north Tank to
the wood so that it
could prevent your enemy from blocking the Md Tank to go back. Preparation
for the Md Tank to
go back is essential because the enemy have 2 Md Tanks too. Retreat your Md
Tanks the next day.
Put it back at the city so it will heal, and your enemy can only attack you
one by one, where
you have your Rockets and Artillery backing them up.
-Mighty Kanbei! Your Units

2 Rockets
1 Tank
1 Md Tank
1 Mech
1 Infantry
Funds : 10000
Enemy Units
6 Tank
4 Md Tank
3 Artillery
2 Infantry
1 Rocket
CO : Kanbei
You got a very small troops and not much funds. So you must deploy units
carefully and according
to which CO you choose. You got two tanks to block the bridge at the
begining. Fire those rockets
on the nearest Tanks. When these Tanks attack you, don't wipe them off,
because they don't do
that much damage. Use your indirect fire to weaken those lining up behind.
Move the Infantry
towards the neutral city and deploy an Infantry to capture the city. Then,
deploy Tank to take
turn defending the bridge, deploy Artillery to help fighting. When you have
sufficient funds,
deploy more Rockets. Since the southern part is easier to clear, you could
deploy an APC with
infantry and get ready to capture the enemy base through the south bridge.
- Kanbei's Error? Your Units
2 Infantry
1 Fighter
1 Missile
1 A-air
1 B Copter
1 T Copter
Funds : 4000
Enemy Units
2 Infantry
2 Mech
3 A-air
1 Missile
2 T Copter
1 Fighter
1 Bomber
1 B Copter
2 Tank
CO : Kanbei
The winning terms is different here, you must be the first one to capture 15
properties.
Attack the bomber with your Fighter. You can block it's way by using other
air units. Produce
Infantry in your base, capture neutral city on the island. Get rid of the
Bomber, B Copter and

Fighter that go near you. After clearing those, you can load Infantry into
the T Copter and send
it north. Send your B Copter and Fighter some where in the middle of the map
and wait fo the
enemy T Copter. If they come, just shoot them down. Take the middle north
island since it don't
have anti air guards there. To prevent your enemy from winning, just wipe
out it's foot soldiers.
T Copter is essential in this mission.
If you finish Kanbei Arrives within 8 days, Mighty Kanbei within 10 days,
and Kanbei's Error
within 12 days, you will fight three Sonja missions.
------------------* Sonja's Mission *
------------------- Divide & Conquer! Your Unit
2 Infantry
2 Mech
3 Tank
1 Md Tank
1 APC
1 Artillery
1 Rocket
1 Recon
CO : Max
Enemy Unit
4 Tank
3 Infantry
2 Artillery
3 Rocket
CO : Sonja
There's one Rocket hiding in the wood just north of your Mech. Move a Mech
next to the wood and
destroy the Rocket. There's an Artillery hiding in the wood north of the
single city east side.
Gather your tanks in the woods where the Rocket hide. Put your long range
unit south of the
mountain. The enemy will be coming from both side of the road. After
defending those enemy,
proceed north. There's a Rocket hidding north west wood of the city in the
middle. One more
hiding in the middle north wood. There's also a tank near the enemy HQ. One
more Artillery
hiding in the wood south of enemy HQ, near the city.
- Sami Marches On! Your Units
2 Infantry
2 Mechs
1 Cruiser
1 B Ship
1 Sub

1 Tank
1 Md Tank
1 Rocket
1 Recon
1 APC
2 Lander
CO : Sami
Funds : 7000
Enemy Units (Not sure since she could deploy units)
1 B Ship
1 Cruiser
1 Sub
2 Tank
2 Artillery
1 Md Tank
1 Rocket
2 Infantry
2 Mech
CO : Sonja
The first one who capture 16 properties win.
You might be able to capture city faster with Sami, but the fact is, Sonja
have more city on her
area, she got around 14 properties there, and once she capture 3 more on the
other island she
will win. Becareful with your Lander, it cost you 12000 one. First,
becareful with your naval
units, there's an enemy sub and a cruiser on patrol. The enemy will send
heavy force to the
southern area. Send all your units there if you want to capture that part.
Deploy units as
needed. The northern island have a few enemy hidden in the woods. Proceed
with cautions.
There's an Artillery hidden on the west of the two woods. Secure the
southern island. Deploy
unit there to protect it. The enemy will storm this island with heavy fire
continuously. Send
a small troops to the northern island. Wipe off the Artillery there and
start capturing
buildings. Your unit might be attack by the enemy B Ship. so keep sending
infantry there or
try to take out that B Ship. Start sending tanks to defend the island as
lander will send APC
and infantry there. The key to victory is to prevent Sonja from capturing
any properties out of
her island.
- Sonja's Goal! Your Units
2 Infantry
2 Mech
1 Sub
1 Cruiser
1 B Ship
1 Lander
1 A-air
1 Recon
1 Rocket

1 Missile
1 B Copter
1 T Copter
1 Tank
1 Md Tank
1 APC
CO : Andy
Enemy Units
2 B Copter
1 Sub
2 Rocket
1 B Ship
1 Bomber
3 Tank
1 Artillery
1 Infantry
1 Cruiser
1 Fighter
CO :Sonja
On day 2, you will be
ask whether Sonja and Sami will get along. Move your cruiser to the
northern reef, you will find a sub there. Destroy it with your B Ship.
There's a Rocket hiding
in the wood near the sub. So don't move your unit up north. Let your B Ship
take it out first
There will be a B Copter approaching, so be ready with your A-air for an one
hit kill.
There's also a B Ship to the east, dive your sub and take out that one.
After the B Copter, a
Bomber and another B Copter will come, so be ready with the missile and
A-air. On the east,
there's a Tank and Artillery. Up north, there's a fighter and a Rocket
hiding. The rocket hides
in the wood that's next to the sea. There are two Tanks near the enemy HQ.
------* End *
------Three Routes to choose - Andy
- Max
- Sami
depending on the character you choose, the mission
Choosing Andy for the following four missions will
Choosing Sami for the following four missions will
Choosing Sami for the following four missions will
* >-- Andy --< *
- Captain Drake! Your Units
1 Tank
1 Md Tank
1 Artillery
1 Lander
2 Sub
1 APC

will be different.
unlock Drake.
unlock Eagle.
unlock another mission.

1 Rocket
CO : Andy
Funds : 3000
Enemy Units
3 Infantry
2 Tank
2 Md Tank
1 Artillery
2 Lander
1 B Ship
1 Sub
1 Rocket
CO : Drake
Capture 12 properties to win. You and your enemy got three properties to
start with and there's
12 neutral city. The enemy got advantage since they got three infantries and
one of them is on
the middle island at the begining.
* >-- Max --< *
Your Units
4 Sub
2 B Ship
2 Infantry
1 Lander
1 Rocket
2 Cruiser
CO : Max
Enemy
2 Sub
2 B Ship
2 Cruiser
CO : Drake
Destroy the Sub with cruiser,. Move another cruiser to the east of the east
island. Load all unit
into Lander and move all unit south and dive your subs. If you see any enemy
sub, remember where
they dive. Drake's CO Power Tsunami will damage all your units, be aware of
that. Just hide your
cruiser and B Ship in the reef, scout with your diving subs. It's easy, use
B Ship against
Cruiser, Cruiser against Sub, Sub against B Ship.
* >-- Sami --< *
Your Units
2 Infantry
2 Mech
2 Sub
1 Cruiser
2 Lander
1 B Ship
1 Rocket
1 Md Tank
1 Tank
1 APC

CO : Sami
Enemy Units
CO : Drake
Secure 15 bases to win.
Move ground units to the island in the middle. Dive your subs. Move your
tank to block the
middle part of the island from the enemy. Hide the B-Ship in the reef. For
the middle island,
try not to let the enemy pass the forest in the middle of the mountain. This
way, you could
easily secure 14 bases. Then, build more mechs and proceed south, one more
base and this map
is yours.
Three Choices again
depending on the character you choose, the mission will be different.
* >-- Andy --< *
- Naval Clash! Your Units
2 Lander
1 Missile
1 Rocket
2 Tank
1 Md Tank
2 Sub
1 B Ship
1 Recon
CO : Andy
Enemy Units
2 B Ship
1 Cruiser
1 Sub
???
CO : Drake
Protect the Missile for ten days to win this mission.
Wipe off that B Ship with Rocket, B Ship and Sub. Counter your enemy when
they come. Load the
Missile into the Lander when Drake use Tsunami

* >-- Max --< *


- Naval Clash! Your Units
2 Infantry
2 Mech
2 Sub
1 B Ship
1 Cruiser
1 Lander
1 Recon
1 Md Tank
2 Tank
1 Rocket
CO : Max

Enemy Units
3 B Ship
1 Infantry
1 Mech
1 Sub
4 Tank
1 Cruiser
1 Md Tank
1 Rocket
CO : Drake
You need to eliminate all enemy within 15 days.
Take the B Ship first. Send Recon to the nearest wood. Move out the Rocket
to maximize it's
range. Then there will be a cruiser, sub and B Ship approaching. Don't move
your B Ship on the
first turn, instead, return one Sub to prevent the enemy sub from hitting
the B Ship. Let the
enemy sub and the cruiser come, and take them all with B Ship, Cruiser,
Rocket and Sub. There's
one B Ship near the enemy HQ. Clear all these naval units and you are near
to victory, because
close range is Max's specialty.

* >-- Sami --< *


- Naval Clash! Your Units
2 Lander
1 Cruiser
1 B Ship
1 Sub
2 Infantry
2 Mech
2 Tank
2 Md Tank
1 Recon
1 APC
1 Rocket
CO : Sami
Enemy Units
???
CO : Drake
Protect your Landers, both of them must be protected for the whole mission.
Another three
depending on the character you choose, the mission will be different.
* >-- Andy --< *
- Wings of Victory! Your Units
2 Infantry
2 mech
1 Md Tank
1 Tank
1 Rocket
1 Missile
1 A-air

1 B Copter
1 T Copter
1 APC
1 Recon
1 Bomber
2 Fighter
CO : Andy
Enemy Unit
3 Bomber
2 Fighter
4 Tank
1 A-air
1 Md Tank
1 Artillery
1 Rocket
2 Mech
2 Infantry
CO : Eagle
Wait for the fighters to come. Eliminate the fighters and bomber that come.
Send your Fighter to
engage the remaining bombers. When the enemy air forces are wiped off, it's
easy to win.
Bomb those long range unit with your bomber. Just becareful of the A-air and
Eagle's CO Power.
Capturing the enemy HQ will finish this faster.
* >-- Max --< *
- Wings of Victory! Your Units
CO : Max
Enemy Units
CO : Eagle
* >-- Sami --< *
- Wings of Victory! Your Units
CO : Sami
Enemy Units
CO : Eagle
Three routes
depending on the character you choose, the mission will be different.
* >-- Andy --< *
- Battle Mystery! Your Units
2 Sub
1 B Ship
2 Lander
2 Cruiser
1 Md Tank
2 Tank
1 APC
2 Infantry
1 Recon
1 Rocket
CO : Andy

Enemy Units
1 Cruiser
1 Lander
2 Sub
1 B Ship
2 Tank
1 Infantry
1 Recon
CO : Drake
Destory enemy Lander with cargo.
The Lander is located at the south most reef.
Get your tanks loaded to the other side. Move them down towards the reef.
There's some enemy
ground units, but with the Md Tank, they should be not much problem. Bring
along the B Ship as
well. Once you reach there, place the tank next to the reef, and let the B
Ship fire at it.
* >-- Max --< *
- Battle Mystery Your Units
2 Infantry
2 Mech
2 Lander
1 B Ship
1 Sub
1 Cruiser
1 APC
1 Rocket
1 Tank
CO : Max
Enemy Units
2 Infantry
2 B ship
3 Tank
1 Md Tank
3 Artillery
1 Lander
1 Sub
1 Cruiser
1 A-Air
CO : Drake
* >-- Sami --< *
- Battle Mystery Your Units
2 Mech
2 Lander
1 Rocket
2 Cruiser
1 Sub
1 B Ship
1 Recon
1 Infantry
1 Tank
CO : Sami

Enemy Units
3 A-air
1 Missile
1 Md Tank
1 Sub
???
CO: Drake
You need to protect an Infantry for eight days to win.
- Andy Times Two! Your Units
2 Infantry
2 Mech
1 Rocket
1 Lander
1 T Copter
1 APC
1 Md Tank
1 B Ship
1 Sub
Allied Units
3 Bomber
5 Fighter
CO : Eagle
Enemy Units
6 Fighter
2 Bomber
2 B Ship
3 Md Tank
2 Infantry
1 Tank
1 Rocket
1 Sub
1 Lander
1 Cruiser
CO : Andy
You still need to avoid the fighters that might attack your T Copter. Load
your unit into
transport and get them near the enemy HQ. Becareful, don't let the B Ships
and Rocket hits you.
Eventually, Eagle's bomber will clear this map for you. With your Rocket, B
Ship and Md Tank,
you can clear this mission easily
- Enigma Your Units
2 Infantry
2 Mech
1 A-air
1 Missile
1 Rocket
1 APC
1 T Copter
1 Lander
1 Tank
1 Md Tank

1 Sub
Funds : 8000
Enemy Units
3 Fighter
1 Bomber
1 Tank
2 Md Tank
1 A-air
1 Artillery
2 Missile
1 Rocket
2 B Ship
2 Sub
2 Infantry
2 Mech
1 T Copter
1 Recon
CO : Sturm
They key here is to destroy all the enemy Fighters, capture the airport on
the north and build
your air force. Try not to let your enemy capture any base that could
produce unit. At the
begining, the fighter will try to destroy your T Copter. Use it to lure the
Fighters. The Bomber
will be the one that cause problem. Send your Anti air unit to it ASAP. The
enemy's naval forces
are hard to deal with at the begining. Secure the place with a base and a
port. Deploy Rocket
there to help against naval units. Also, if you could secure the base south
of yours, you could
prevent they enemy to launch quick attack against you. When you secured
these two area, try
building forces to take over the airport. With sufficient air forces, you
could capture enemy HQ. Secure the south and the east base is important.
If you find air force too costly, simply use two lander to do the job by
sending 4 loaded APC.
Obviously you need to clear the sea if you do this. Fight all your way there
by land will take
many turns.
- The Final Battle! Depends on which route you choose, the CO available will be vary.
Your Units
2 Infantry
2 A-air
2 B Copter
1 Missile
1 T Copter
1 APC
2 Md Tank
CO : Andy
Allied Units
4 A-air
3 Tank
2 Md Tank
2 Infantry

CO : Max, Grit, Olaf


Allied Units
4 A-air
1 Recon
2 Tank
4 Md Tank
CO : Kanbei, Drake, Eagle, Sami
Enemy Units
4 Fighter
4 Bomber
4 B Copter
3 Md Tank
3 Tank
6 A-air
CO : Sturm
CO : Andy, Max, Kanbei
All allied units are under your control, so notice the weakness and strong
point of each CO.
Andy is all rounded, Kanbei's unit cost 20% more, Max is weak at long range.
Especially Max, deploying indirect combat unit for him is wasting your money. Wa
tch out for the enemy CO Power.
Meteor strike hit one area of 5x5 and causes heavy damage. CO Power don't
work for allied units.
Move Max forces from south or north, and also Kanbei forces to help Andy.
Andy need to survive the attack until Max and Kanbei reach there, and the battle
is much easier.
Bring alot of infantry with you when you proceed north. Capture the enemy city o
r move a unit on the production base to prevent it from deplying more units. Whe
n you secure the south part of the map, deploying bombers and fighters will be g
ood choice, for they could reach the enemy real fast. Just becareful, don't put
all your units together for the meteor strike could take them out easily.
Enjoy the credits by now. It also shows your score in each mission.
You will also get overall grade on your campaign.
You think you are done ? Is this too easy for you ?
Now, go to Battle Map, you'll see CO's available to buy, and scroll down you
will see a
different thing, Advance Campaign.
Buy it, then start a new campaign. While starting a new campaign, press and
hold select button.
You will see the word Advance Campaign on the corner of the screen. Enjoy
yourself, since you
could finish it once, you can do it again. The enemy got more or stronger
units in this campaign.
--------------------Copyright Information
--------------------This document was created by Dennis CTP, it's author and it is property of
its author.

It's author bears the copyright and reserves all rights.


This document may not be sell for any profit or compensation.
It can only be use for personal use.
You may not change this document in anyway and claim it as yours.
mail to dennisctp@hotmail.com if you want to use this document on your
website.
All rights of the game, including the copyrights of Game, Scenario, Music
and Program,
reserved by Nintendo.
You can find latest version of this FAQ at the following sites :
www.gamefaqs.com
www.awhq.cjb.net (Advance War HQ)
www.cheatcc.com
www.cheatcodes.com
Copyright Dennis CTP
All rights reserved

Advance Wars 2 FAQ


Copyright Nintendo 2003
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 1.6
Dates Written: June 23rd to June 25th, 2003
I dedicate this to Steven Ng for being a good dude who hooks me up with some
games! I appreciate it and I appreciate you suggesting this gem for my next
FAQ!
Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living
it up in the afterlife as you did in this world. You will always be in my
memories, and you will never be forgotten.
----------Version 0.6
-----------Submitted FAQ on June 23, 2003
-Done Walkthrough to end of Yellow Comet with some Green Earth Missions done
-Units section complete
-Terrain section complete
-Started CO Section
-Started Black Hole Installations sections

----------Version 1.0
-----------Submitted FAQ June 25, 2003
-Done walkthrough
-Black hole Installations section added in Deathray
-CO Section added in Sturm info & added in Nell info
----------Version 1.5
-----------Submitted FAQ February 26th, 2007
-Altered format
-Added in other sites that are now allowed to use this FAQ
-Added in the stats for the offensive/defensive abilities of each unit
----------Version 1.6
-----------Submitted FAQ January 6th, 2010
-Fixed up some CO inaccuracies (thanks to Treven Phipps for the corrections)
--------------------------------------------------------------------------------------------------------Table Of Contents--------------------------------------------------------------------------------------------------------1)
2)
3)
4)
5)
6)
7)

Introduction
Units
Terrain
Walkthrough
Commanding Officers
Black Hole Installations
Final Word

----------------------------------------------------------------------------------------------------------Introduction-----------------------------------------------------------------------------------------------------------1) After initially pushing Sturm of the Black Hole back from Wars Land, he
returned to his origin of Macro Land where Black Hole ruled with an iron
fist. Sturm recruits Hawke, a fellow Black Hole CO to help him with the
invasion of Wars Land, as well as some lesser CO's named Flak, Lash, and
Adder. They will be coming in full force this time, fighting the Orange
Star, Blue Moon, Yellow Comet, and Green Earth with all of their special
weaponry and installations. Do you think you can assist the CO's of the
various nations of Wars Land to once again repel the dark intentions of
the Black Hole!?
-------------------------------------------------------------------------------------------------------------Units---------------------------------------------------------------------------------------------------------------2) This section will give information on each type of unit, what their
weaponry is and what units they can fight.
The stats will be based on both units being at full power (both have full

Hit Points), the Defensive Terrain being a value of 0, and this will not
take into account CO bonuses/penalties on the attacks. It should be
useful as a quick reference for offensive and defensive abilities of each
unit type. Also note that any attack listed as 0% means that the unit
type can not attack that unit type. Al so note that any defense listed
as 0% means that the unit type can not be attacked by the unit listed.
o------------------------o
| Short Range Land Units |
o------------------------o
~~~~~~~~~~~~~~
~~~~ Infantry ~~~~
~~~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

1000
3 (1 in mountains)
2
None
Machine Gun

These are the lighter foot soldiers in your army. They are only good for
fighting other Infantry and Mech units when it comes to battling, but they
are also useful for expanding your territory by capturing new cities.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

55%
45%
12%
14%
5%
5%
1%
1%
15%
25%
25%
0%
0%
0%
0%
30%
7%
0%
0%

===================
Defending Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air
Tank

:
:
:
:
:
:

55%
65%
70%
0%
105%
75%

Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

105%
125%
90%
95%
0%
0%
0%
0%
95%
0%
75%
0%
110%
~~~~~~~~~~
~~~~ Mech ~~~~
~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

3000
2 (2 in mountains)
2
Bazooka (3 Rounds)
Machine Gun

Mechs move slightly slower than other foot soldier counterparts, but this is
due to their Primary Weapon the Bazooka. They have 3 rounds of the tank
missile ammo before running dry, which means they will use their secondary
weapon (Machine Gun) for all battles. They are slightly more powerful than
Infantry with the Machine Gun in battle, and they can stand against Tanks
and Recon units fairly well.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

65%
55%
85%
75%
65%
55%
15%
15%
70%
85%
85%
0%
0%
0%
0%
35%
9%
0%
0%

(18%
(20%
( 6%
( 6%
( 1%
( 1%
(32%
(35%
(32%

===================
Defending Abilities
===================

without
without
without
without
without
without
without
without
without

Bazooka)
Bazooka)
Bazooka)
Bazooka)
Bazooka)
Bazooka)
Bazooka)
Bazooka)
Bazooka)

Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

45%
55%
65%
0%
105%
70%
95%
115%
85%
90%
0%
0%
0%
0%
90%
0%
75%
0%
110%
~~~~~~~~~~~
~~~~ Recon ~~~~
~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

4000
8 (3 per non-Road surface)
5
None
Machine Gun

These guys are essentially Infantry with wheels. They have high-powered
Machine guns for weapons, so they are ideal for taking on foot soldiers.
Add in the fact that their vision is so great (a real asset in Fog Of War
situations), and you have an unique and useful unit. However, these
fellows can not capture cities or traverse across non-Road areas quickly,
so be wary of this when moving out with them.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :

70%
65%
35%
45%
4%
6%
1%
1%
45%
55%
28%
0%
0%
0%
0%
35%
10%
0%

Bomber

0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

12%
85%
35%
0%
60%
85%
105%
125%
80%
90%
0%
0%
0%
0%
90%
0%
55%
0%
105%

(18% without Bazooka)

(40% without Cannon)


(45% without Cannon)
(65% wihtout Cannon)

~~~~~~~~~
~~~~ APC ~~~~
~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

5000
6
1
None
None

No weaponry for this baby as the APC (Armored Personnel Carrier) is intended
for primary use as a transport for foot soldiers.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%

B Copter :
Fighter :
Bomber
:

0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

14%
75%
45%
0%
50%
75%
105%
125%
70%
80%
0%
0%
0%
0%
80%
0%
60%
0%
105%

(20% without Bazooka)

(45% without Cannon)


(45% without Cannon)
(45% without Cannon)

(20% without Missile)

~~~~~~~~~~~~~~
~~~~ Anti-Air ~~~~
~~~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

8000
6
2
Vulcan (9 Rounds)
None

These treaded terrors are a fairly good investment as they can take down any
flying units Hit points super fast. They also have great success against foot
soldiers and moderate success against lighter armored vehicles. They are
susceptible to explosive rounds though, so be especially wary of the Tanks in
the game.
===================
Attacking Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air
Tank
Md Tank
Neotank
Artillery
Rocket
Missile

:
:
:
:
:
:
:
:
:
:
:

105%
105%
60%
50%
45%
25%
10%
5%
50%
55%
55%

Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
120%
120%
100%
100%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

5%
65%
4%
0%
45%
65%
105%
115%
75%
85%
0%
0%
0%
0%
85%
0%
25%
0%
95%

( 6% without Bazooka)

( 6% without Cannon)
( 7% without Cannon)
(17% without Cannon)

( 6% without Missile)

~~~~~~~~~~
~~~~ Tank ~~~~
~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

7000
6
3
Cannon (9 Rounds)
Machine Gun

These are the weakest of the Tank family, but they still deal decent damage
to other Tanks and lightly armored units (like Recon and Anti-Air units).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Recon's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly cheap hard hitter that
is fairly susceptible to explosive rounds.
===================
Attacking Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air

:
:
:
:
:

75%
70%
85% (40% without Cannon)
75% (45% without Cannon)
65% ( 6% without Cannon)

Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

55%
15%
15%
70%
80%
80%
10%
5%
1%
1%
40%
10%
0%
0%

( 6%
( 1%
( 1%
(45%
(55%
(30%
( 0%
( 0%
( 0%
( 0%

without
without
without
without
without
without
without
without
without
without

Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon) (only if Sub is on the surface)
Cannon)

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

5%
55%
6%
0%
25%
55%
85%
105%
70%
80%
0%
0%
0%
0%
80%
0%
55%
0%
105%

( 6% without Bazooka)

( 6% without Cannon)
( 8% without Cannon)
(10% without Cannon)

( 6% without Missile)

~~~~~~~~~~~~~
~~~~ Md Tank ~~~~
~~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

16000
5
1
Cannon (8 Rounds)
Machine Gun

These are the middle of the Tank family power wise, they pack harsh damage
to anything with metal coating 9exceptions being sea vessels and Neotanks).
The secondary weapon (Machine Gun) is fairly powerful (even better than a
Tank's), so turning it loose on foot soldiers and even lightly armored
vehicles if you have no more Cannon rounds. A fairly expensive hard hitter
that is only susceptible to long range attackers as well as Md Tanks or
Neotanks.
===================
Attacking Abilities

===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

105%
95%
105%
105%
105%
85%
55%
45%
105%
105%
105%
35%
45%
10%
10%
45%
12%
0%
0%

(45%
(45%
(10%
( 8%
( 1%
( 1%
(45%
(55%
(35%
( 0%
( 0%
( 0%
( 0%

without
without
without
without
without
without
without
without
without
without
without
without
without

Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon) (only if Sub is on the surface)
Cannon)

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

1%
15%
1%
0%
10%
1%
55%
75%
45%
55%
0%
0%
0%
0%
55%
0%
25%
0%
95%

( 1% without Cannon)

( 1% without Cannon)
( 1% without Cannon)

( 1% without Missile)

~~~~~~~~~~~~~
~~~~ Neotank ~~~~
~~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

22000
6
1
New Cannon (9 Rounds)
Machine gun

This unit is not available until the plans for it have been "liberated" from
Black Hole labs that are in each country. Neotanks are the top of the line
in power for land units, dealing incredible damage to almost everything they

fire on.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

125%
115%
125%
125%
115%
105%
75%
55%
115%
125%
125%
50%
50%
15%
15%
55%
22%
0%
0%

(65%
(45%
(17%
(10%
( 1%
( 1%
(65%
(75%
(55%
( 0%
( 0%
( 0%
( 0%

without
without
without
without
without
without
without
without
without
without
without
without
without

Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon)
Cannon) (only if Sub is on the surface)
Cannon)

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

1%
15%
1%
0%
5%
15%
45%
55%
40%
50%
0%
0%
0%
0%
50%
0%
20%
0%
90%

( 1% without Bazooka)

( 1% without Cannon)
( 1% without Cannon)
( 1% without Cannon)

o-----------------------o
| Long Range Land Units |
o-----------------------o
~~~~~~~~~~~~~~~
~~~~ Artillery ~~~~
~~~~~~~~~~~~~~~
Cost

: 6000

Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

5
1
Cannon (9 Rounds)
None

A rather inexpensive long range attacker, it can fire on any enemy (excluding
air units) within the range of 2-3 spaces. It deal fairly heavy damage, even
to armored vehicles.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

90%
85%
80%
70%
75%
70%
45%
40%
75%
80%
80%
55%
65%
60% (only if Sub is on the surface)
40%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

15%
70%
45%
0%
50%
70%
105%
125%
75%
80%
0%
0%
0%
0%
80%
0%
65%
0%
105%

(32% without Bazooka)

(45% without Cannon)


(45% without Cannon)
(65% without Cannon)

(25% without Missile)

~~~~~~~~~~~~
~~~~ Rocket ~~~~

~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

15000
5 (3 per non-Road surface)
1
Rockets (6 Rounds)
None

An expensive but deadly long range attacker, it can fire on any enemy
(excluding air units) within the range of 3-5 spaces. It deals spectacular
damage, even to the toughest of armored vehicles.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

95%
90%
90%
80%
85%
80%
55%
50%
80%
85%
90%
60%
85%
85% (only if Sub is on the surface)
55%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

25%
85%
55%
0%
55%
85%
105%
125%
80%
85%
0%
0%
0%
0%
85%
0%
65%
0%
105%

(35% without Bazooka)

(55% without Cannon)


(55% without Cannon)
(75% without Cannon)

(35% without Missile)

~~~~~~~~~~~~~
~~~~ Missile ~~~~
~~~~~~~~~~~~~
Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

12000
4 (3 per non-Road surface)
5
Missiles (6 Rounds)
None

An expensive but deadly long range attacker, it can fire on any air unit
within the range of 3-5 spaces. It deals spectacular damage, even
destroying B Copters and T Copters in one round with full Hit Points.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
120%
120%
100%
100%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :

25%
85%
28%
0%
55%
85%
105%
125%
80%
90%
0%
0%
0%
0%
90%
0%
65%

(35% without Bazooka)

(35% without Cannon)


(35% without Cannon)
(55% without Cannon)

(35% without Missile)

Fighter
Bomber

: 0%
: 105%
o-------------o
| Water Units |
o-------------o
~~~~~~~~~~~~
~~~~ Lander ~~~~
~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

12000
7
1
None
None

No weaponry here as the Lander is intended solely for transporting land


units from one shore to another. It can transport up to two units at a
time, but it can only land on a shore where there are Shallows or at a Port
(does not need to be under your control).
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air
Tank
Md Tank
Neotank
Artillery

:
:
:
:
:
:
:
:
:

0%
0%
0%
0%
0%
10% ( 0% without Cannon)
35% ( 0% without Cannon)
50% ( 0% without Cannon)
55%

Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

60%
0%
0%
0%
95%
95%
0%
25%
0%
85%
~~~~~~~~~~~~~
~~~~ Cruiser ~~~~
~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

18000
7
3
Missiles (9 Rounds)
Anti-Air Gun

A jack-of-all-trades on the sea, this vessel is very adept at bringing down


Submarines (using the Primary Weapon) and air force units (really effective
on both Helicopter types and fair against both Plane types). It can also
carry up to two Helicopters (both types) on it's deck at one time.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
90%
0%
115%
115%
55%
65%

===================
Defending Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air

:
:
:
:
:

0%
0%
0%
0%
0%

Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

10% ( 0% without Cannon)


35% ( 0% without Cannon)
50% ( 0% without Cannon)
65%
85%
0%
0%
0%
25%
95%
0%
55%
0%
85%
~~~~~~~~~~~~~~~
~~~~ Submarine ~~~~
~~~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

20000
6
5
Torpedoes (6 Rounds)
None

Subs can fire on naval units only, and they do very poorly against Cruisers
while great against other Subs and Battleships. They will burn either one
unit of fuel (on the surface) or five units of fuel (submerged) at the
beginning of each turn. However, submerged Subs can not be detected by
units unless they are right beside the unit.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
95%
25%
55%
55%
0%
0%
0%
0%

===================
Defending Abilities
===================

Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
1%
10%
15%
60%
85%
0%
0%
90%
55%
95%
0%
25%
0%
95%

( 0% without
( 0% without
( 0% without
(only if Sub
(only if Sub

Cannon) (only if Sub is on the surface)


Cannon) (only if Sub is on the surface)
Cannon) (only if Sub is on the surface)
is on the surface)
is on the surface)

(only if Sub is on the surface)

(only if Sub is on the surface)


~~~~~~~~~~~~~~~~
~~~~ Battleship ~~~~
~~~~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

28000
6
2
Cannon (9 Rounds)
None

A floating armada of pain, these Cannons can attack any unit (except air
units) within a range of 2-6 spaces. They deliver devastating damage to
even the largest of units and they have the potential to wipe out a lot of
units in a hurry.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

95%
90%
90%
80%
85%
80%
55%
50%
80%
85%
90%
95%
95%
95% (only if Sub is on the surface)
50%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
1% ( 0% without Cannon)
10% ( 0% without Cannon)
15% ( 0% without Cannon)
40%
55%
0%
0%
0%
55%
50%
0%
25%
0%
75%
o-----------o
| Air Units |
o-----------o
~~~~~~~~~~~~~~
~~~~ T Copter ~~~~
~~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

5000
6
2
None
None

The "T" is for Transport, and that is what this whirlybird does for your
forces. It can carry one foot soldier at a time and it can load/unload
only when it is over solid ground itself. Useful for sneaking by the
front lines to snake a property or even the Enemy Headquarters.
===================
Attacking Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air
Tank
Md Tank
Neotank
Artillery
Rocket
Missile
Lander

:
:
:
:
:
:
:
:
:
:
:
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%

Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

30%
35%
35%
0%
120%
40%
45%
55%
0%
0%
120%
0%
115%
0%
0%
0%
95%
100%
0%
~~~~~~~~~~~~~~
~~~~ B Copter ~~~~
~~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

9000
6
3
Missiles (6 Rounds)
Machine Gun

A real good addition to your armies, B Copters can use their Missiles to
fight armored foes and they can use their Machine Guns to take down other
units. They can really hurt Infantry, Mech, B Copters, and Tanks or lower
in the armored units. However, they are quite weak to any Anti-Air units
and they should be used as support attackers instead of being your front
line attackers. They do not do well vs. Navy (except Cruisers) and they
can attack Helicopters only in the air (both kinds, but very well).
===================
Attacking Abilities
===================
Infantry
Mech
Recon
APC
Anti-Air

:
:
:
:
:

75%
75%
55% (30% without Missile)
60% (20% without Missile)
25% ( 6% without Missile)

Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

55%
25%
20%
65%
65%
65%
25%
55%
25%
25%
95%
65%
0%
0%

( 6%
( 1%
( 1%
(25%
(35%
(35%
( 0%
( 0%
( 0%
( 0%

without
without
without
without
without
without
without
without
without
without

Missile)
Missile)
Missile)
Missile)
Missile)
Missile)
Missile)
Missile)
Missile) (only if Sub is on the surface)
Missile)

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

7%
9%
10%
0%
120%
10%
12%
22%
0%
0%
120%
0%
115%
0%
0%
0%
65%
100%
0%
~~~~~~~~~~~~~
~~~~ Fighter ~~~~
~~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

20000
9
2
Missiles (9 Rounds)
None

Purely an air unit fighter, these guys are made to stop charging Helicopters
in one volley of Missiles, as well as badly crippling other Fighters and
Bombers. Expensive to deploy, they can be taken down but Anti-Air units and
Missiles fairly easily, so keep an eye out for those units when moving.
Still a useful unit to have, especially when the enemy likes to bring the
air units after your forces repeatedly.
===================
Attacking Abilities
===================

Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
0%
100%
100%
55%
100%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
65%
0%
0%
0%
0%
0%
100%
0%
55%
0%
0%
0%
0%
55%
0%
~~~~~~~~~~~~
~~~~ Bomber ~~~~
~~~~~~~~~~~~

Cost
:
Movement Points :
Vision
:
Primary Weapon :
Secondary Weapon:

22000
7
2
Bombs (9 Rounds)
None

A devastating sight to any ground unit that hears their jet engine whine as
it approaches, these behemoths can only be fired on by a select few units as
they bring their hard hitting payload. Anti-Air and Missiles are the only
ground units that can fire on them Cruisers are on the only sea units to

fire on them, and Fighters are the only air unit to fire on them. However,
Bombers are an excellent way to remove heavily armored land units and they
are worth the price that they boast.
===================
Attacking Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

110%
110%
105%
105%
95%
105%
95%
90%
105%
105%
105%
95%
85%
95% (only if Sub is on the surface)
75%
0%
0%
0%
0%

===================
Defending Abilities
===================
Infantry :
Mech
:
Recon
:
APC
:
Anti-Air :
Tank
:
Md Tank :
Neotank :
Artillery :
Rocket
:
Missile :
Lander
:
Cruiser :
Submarine :
Battleship:
T Copter :
B Copter :
Fighter :
Bomber
:

0%
0%
0%
0%
75%
0%
0%
0%
0%
0%
100%
0%
65%
0%
0%
0%
0%
100%
0%

------------------------------------------------------------------------------------------------------------Terrain--------------------------------------------------------------------------------------------------------------3) This section will give you the heads up on how to use the terrain to your
advantage when battling the opposition.

o------------o
| Land Types |
o------------o
~~~~~~~~~~
~~~~ Road ~~~~
~~~~~~~~~~
Defense Rating: 0
Since there is no cover when using the road, your units are extremely
vulnerable to damage. However, it is the best movement place for wheeled
vehicles.
~~~~~~~~~~~~
~~~~ Plains ~~~~
~~~~~~~~~~~~
Defense Rating: 1
With minimal cover, your troops will still be rather open to being hit hard
by the opposition. Wheeled vehicles will use two movement points per Plain
crossed.
~~~~~~~~~~~~
~~~~ Forest ~~~~
~~~~~~~~~~~~
Defense Rating: 2
The trees afford the unit residing within some coverage from fire. Wheeled
vehicles use 3 movement points through these woods.
~~~~~~~~~~
~~~~ City ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a City and still take very
little damage. If the City is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged.
~~~~~~~~~
~~~~ Lab ~~~~
~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a City and still take very
little damage.
~~~~~~~~~~
~~~~ Base ~~~~

~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Base and still take very
little damage. If the Base is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a ground unit). Also,
if the Base is unoccupied by an unit, you can purchase a new ground unit to
appear there.
~~~~~~~~~~~~~
~~~~ Airport ~~~~
~~~~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding an Airport and still take very
little damage. If the Airport is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is an air unit. Also, if
the Airport is unoccupied by an unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Port ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Port and still take very
little damage. If the Port is controlled by that unit, at the start of
their next turn they will be re-supplied and have up to 2 Hit Points
recovered if they are damaged (provided the unit is a water unit). Also, if
the Airport is unoccupied by an unit, you can purchase a new air unit to
appear there.
~~~~~~~~~~
~~~~ Silo ~~~~
~~~~~~~~~~
Defense Rating: 3
An unit can take a good beating while holding a Silo and still take very
little damage. A great attacking building, it can be fired (only one time
though) by an Infantry or a Mech. They have unlimited range and a large
splash damage area, but both sides in the conflict can be hurt by it.
~~~~~~~~~~~~~~~~~~
~~~~ Headquarters ~~~~
~~~~~~~~~~~~~~~~~~
Defense Rating: 4
An unit can take a good beating while holding Headquarters and still take
very little damage. This building is the nerve centre of each army, and if

it is captured, the side that lost their Headquarters loses the battle.
~~~~~~~~~~~~~~
~~~~ Mountain ~~~~
~~~~~~~~~~~~~~
Defense Rating: 4
An unit can take a good beating while holding a Mountain and still take very
little damage. Only Infantry and Mech units may enter mountains, giving them
the upper hand in battles with stronger foes. They also experience increased
vision during Fog Of War maps from these locales.
o-------------o
| Water Types |
o-------------o
~~~~~~~~~~~
~~~~ Shoal ~~~~
~~~~~~~~~~~
Defense Rating: 0
An unique land type in that both land and water units can set foot on.
No cover to be found, so maximum damage will be taken when in a fight.
~~~~~~~~~
~~~~ Sea ~~~~
~~~~~~~~~
Defense Rating: 0
Sea going vessels only here, with no cover what so ever. Units here are
completely open to damage.
~~~~~~~~~~
~~~~ Reef ~~~~
~~~~~~~~~~
Defense Rating: 1
The lone place on the sea where an unit can have some protection from
attack, albeit a very small amount of protection.
----------------------------------------------------------------------------------------------------------Walkthrough------------------------------------------------------------------------------------------------------------4) This section will give maps, statistics, and strategies to get through
each map in the game. This includes the hidden lab areas as well, which
will be placed at the very end of a country's region of the walkthrough.
o----------------------o
| Orange Star Missions |
o----------------------o

~~~~~~~~~~~~~
~~~~ Cleanup ~~~~
~~~~~~~~~~~~~
Orange Star CO: Andy
Allied CO.....: None
Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------|WWWF
F R |
|WXWwwwwF FR |
|WWW wwF ER |
|MFF
www RF|
|F M F w R |
|RRR MF FwwwRw|
|M R
F R |
| R
R |
|RRHRRRRRRRFRR |
| F F F FFF F|
-------------A very simple map to start you off on, you will need to accomplish one to of
two things to be victorious: eradicate the troops Flak has OR capture his
Headquarters.
---------------No Quarter Given
---------------If you choose to slaughter his troops, stroll forward with your Infantry
following behind your APC. When the opponent is close enough that they
could walk into range of your APC, send your APC into their range to bait

them forward, and then charge in and shoot them after they have attacked
your APC first (the APC will survive easily). Then just repeat on the
second Infantry member for the victory!
---------------Headquarter Raid
---------------The second option has one Infantry loading into the APC, the other two
Infantry marching east to engage the charging Black Hole Infantry, and your
APC should head towards the Enemy Headquarters. Once the APC nears the
river, let the Infantry out to march across the river and then capture the
Enemy Headquarters!
~~~~~~~~~~~~~~~~~~~~~
~~~~ Border Skirmish ~~~~
~~~~~~~~~~~~~~~~~~~~~
Orange Star CO: Sami
Allied CO.....: None
Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|FFWWWWWWFMM F|
|FF wMF FFECRR|
|
wF FF
|
|
w
FM |
| F Fwwww CM |
|FRRRRRCR
M |
| R F wwwwFFFF|
|FW
c w MMF|
|RH
wFMMF|
|
FwFFMF|

--------------Start Day One by sending your Mech Unit up to attack the Tank, followed by
using your Tank to destroy the Tank completely. Then send your remaining
forces towards the bridge, making sure your Infantry starts capturing the
neutral city.
Day Two brings the re-organizing of your troops so your APC or Tank holds
the city short of the bridge while your Artillery sets up behind the tougher
unit for protection so it can deliver it's deadly payload. Finish capturing
the neutral city and start your Mech Unit to go there and recover.
Day Three will dawn with the enemy having drawn close enough for your
Artillery to blast a Tank (do so). You then have the option of sending your
Tank across the bridge to blow the hurt Tank up or damage the remaining
unhurt Tank. Your Infantry can start to go towards the river and your Mech
unit can stop in the captured town to recover it's Hit Points.
Day Four onwards has your Artillery, Tank, and Mech Unit mopping up the
remnants of the enemy Tanks, followed by the enemy Infantry to finish the
map. You can also use your APC after the Tanks are gone to carry an
Infantry to the Enemy Headquarters to capture it!
~~~~~~~~~~~~~~~~
~~~~ Orange Dawn ~~~~
~~~~~~~~~~~~~~~~
Orange Star CO: Max
Allied CO.....: None
Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------F F FWWWWW|

|CRERCRRRRFRRF W|
|
WWC W|
|M
WWWRWW|
|MF WWWWWWWWWRWW|
|WWWW
WFFCW|
|WWW
FFF W|
|WF
W|
|M
MW|
|MMF H
MMW|
--------------Max has some great units with him, including some direct combat units (his
specialty). You have two choices on how to win, both of which will be
covered below:
---------------No Quarter Given
---------------Day One has your Helicopters double-teaming there counterpart Helicopter as
an Infantry loads to the T Copter to fly northwards. Have your 2 Tanks and
Md Tank move up to the bridge along with your Artillery.
Day Two has the enemy coming for you, so move up to the next island to set
your defenses properly, and have your Helicopters harass the Infantry or
Tank (leave the Md Tanks alone though). Have your T Copter either drop the
Infantry off, or if you did so last turn, move and capture the city.
Day Three has your Tanks and Md Tank moving out to intercept the charging
enemies as your Helicopters put the finishing touches on the Infantry.
Day Four and onwards involves a simple mop-up up of the remaining forces
(use your Md Tank and Helicopters on their Md Tank). You will soon be
victorious!
---------------Headquarter Raid
---------------Day One has your Helicopters double-teaming there counterpart Helicopter as
an Infantry loads to the T Copter to fly westwards. Have your 2 Tanks and
Md Tank move up to the bridge along with your Artillery.
Day Two has the enemy coming for you, so make your defenses by the bridge,
and have your Helicopters harass the Infantry or Tank (leave the Md Tanks
alone though). Have your T Copter fly further into the bay, but stay away
from the shoreline yet.
Day Three has the enemy charging forward, so engage and destroy as your T
Copter drops the Infantry off.
Day Four and Day Five are a simple matter of holding the enemy back as you
capture the Headquarters.
~~~~~~~~~~~~~~~~~
~~~~ Flak Attack ~~~~
~~~~~~~~~~~~~~~~~
Orange Star CO: Max

Allied CO.....: None


Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------| RRRRRRRRC CFF|
| EWWWWWWWWWWWFF|
|WWWWWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WWWWWWWWW FFCF|
|WWWWWWWWWF FRF|
|WWW F F
R |
|WWF
R |
|WF
CHC|
--------------Flak has gained ahold of some serious firepower here, using 3 Helicopters,
2 Bombers, and a Fighter to go with his Infantry and his Tank! Max is no
slouch either with some great air defenses in Anti-Air units and a Missile
battery as well as a couple Helicopters. The best route to victory is to
fight for the complete annihilation of Flak (he comes at you full force
anyway).
Day One starts out with your Helicopter near the enemy attacking one of
their Helicopters since the Fighter will hunt your Helicopter down
regardless of what you do. Then you need to move the left-most Anti-Air
unit down one space and the top Anti-Air unit one space to the right so the
Bombers will be unable to reach them. Now use your Missile unit on the
Helicopter nearby to destroy it, send your Mech unit up to start capturing
the neutral city, and then position your Rockets behind that city. Then
check where the Fighter can attack your remaining flying units and position
your Helicopter just out of range of the Fighter.
Day Two has the enemy aircraft much closer to your troops, so use your

appropriate units to take them down quickly. Try to protect your Helicopter
so the Fighter can not hit it next turn, and try to do the same for your
Missiles and Rockets as well. Finishing capturing that neutral city to find
the map to a secret weapons lab (this will be covered at the next to last of
the Orange Star Missions sub-section, so go there after this map if you
choose to play it next [the title: Test Of Time])!
Day Three has max putting the finishing touches on as many of the enemy
units as possible. If you are a little lucky and highly effective in your
use of units, you will finish the battle by this point. Otherwise, mop-up
the remnants on Day Four for the victory!
~~~~~~~~~~~~~~
~~~~ Lash Out ~~~~
~~~~~~~~~~~~~~
Orange Star CO: Sami
Allied CO.....: None
Enemy CO......: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|WWWWWWWF FWW FW|
|W BFRRR E RRC W|
|W FWWWWF FWWWRW|
|WRWWWWWSSSW F C|
|WRWWWWWWWWW RRC|
|WR F WWWWWWRRSS|
|FR FWWWWWWWWWW|
|FRRRRRRRFFSWWWW|
|MMMRMMFMFFSWWWW|
|MMFRMFFM SWWWW|
| C RC C FFSWWWW|
| RRHRR FFSWWWW|

| RWSSSSSSWWWWWW|
| RWWWWWWWWWWWWW|
--------------Lash has set up here with the intent of holding Sami at bay for 7 days, at
which point Flak will appear to decimate Sami's forces. This means you have
till Day Seven to take Enemy Headquarters, so let's get to work!
Day One will start by moving your T Copter out of the enemies reach. Next
up, use your Battleship to blast the Rockets to the north, have your Cruiser
badly damage the Sub, and then move your own Sub to the space to the
southwest of your Battleship to preserve it from the enemy Cruiser. Next
are the land units, so move a Mech and a Tank onto the Lander, followed by
moving up beside the west side of the Battleship. Then start sending your
remaining forces north to start the assault on the Base on the next island.
Day Two has you finishing off the remaining aquatic forces of the enemy as
you move your main land force across the bridge to the small island. Your
T Copter AND Lander will now continue forward towards the Enemy
Headquarters.
Day Three requires nothing more than doing any moves you feel necessary
(like continuing to attack the northeast island) while waiting for the enemy
to finally clear out of the island with their headquarters.
Day Four is the invasion, so continue to decimate their forces where ever
you can and land the troops to take the Enemy Headquarters on Day Five and
Day Six!
~~~~~~~~~~~~~~~~~
~~~~ Andy's Time ~~~~
~~~~~~~~~~~~~~~~~
Orange Star CO: Andy
Allied CO.....: None
Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|

w - River
|
X - Reef
|
___________________________________|
-----------------|FC *** B
B FF|
|RRR***RRRRRRRRRRRF|
|MC *** F CRC CR |
|MM R
F
RF|
|MMMRR FWWWRWWW R |
| CFRFF WWWRWWWF RF|
|BRRRFFFWWF WWW CR |
| FF WWW BWWWF RF|
|F FF FWWWC WWW RF|
|WWRWWWWWWWWWWW RF|
|WWRWWWWWWWWWWW CR |
|WWFW WWFF FF RF|
|WW FW
CR |
|WWC RRRRRRRRRRRRF|
|WWWWWW C C BHBF|
-----------------You will see the large Cannon right off the start, but you already know it
fires every third turn thanks to this FAQ. Be sure to check it's impressive
range immediately and then set out to destroy it!
Day One has your lone Infantry loading into the T Copter to go to the city
in the north while buying two more Infantry.
Day Two has those Infantry moving out (one to start capturing a city, one
straight north), and then move the T Copter into the range of the
non-capturing Infantry for the next turn. Have the Infantry in the north
start capturing the City there. Buy an Anti-Air or Tank unit too.
Day Three has two Infantry finishing the capture of two Cities, the loading
of a T Copter to go to the centre island to drop the Infantry off, and the
moving of your killing unit northward. Make sure to buy anything you want,
but consider saving money from here on out to buy a heavy hitter like a Md
Tank.
Day Four brings the migration of your troops northward while starting to
capture the Base on the centre island. Continue this trend for Day Five as
you really bring your forces to bear on Flak's Infantry. Do not buy
anything on these days to save up for a Md Tank.
Day Six will dawn with enough money for the Md Tank (or even a Neotank if
you have done the lab map already), so buy it for your charge at the Cannon.
Continue to liberate and destroy the Flak's forces.
Day Seven onwards will be moving your Md Tank to bust the door on the Cannon
(it is on the south side of the Cannon complex) while your troops continue
to make Flak suffer for his lack of quantity and quality in his units. Once
you have destroyed the Cannon, the map will be finished!
~~~~~~~~~~~~~~~~~~
~~~~ Test Of Time ~~~~
~~~~~~~~~~~~~~~~~~
Orange Star CO: Andy

Allied CO.....: None


Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|MMMMMMFMF F MMM|
|MM RRRRRRRRMM|
|M
R C C R M|
| F R SSS R M|
|C
RRMSXS R M|
|MF
RMSSS R F|
|MM MMMRCRRRCDC |
|
RMWWW R F|
| F RMWWWCRC |
|HCRRRRRMWWW R F|
--------------It is Fog Of War here, so be ready to use your units effectively so you can
see into the darkness to avoid the traps set by the enemy while springing
your own onto the enemy! Remember you have 7 days to find those plans!
You can also attack and kill every unit on the map to achieve the same goal,
it just requires the additional hunting down of the Transport in the Reef
and the Artillery in the northern Forest to be successful if you prefer that
method.
Day One starts with an Artillery blast to their Artillery, followed by
sending your Recon unit to dust it. Now you will be able to see more
enemies, so send your Anti-Air unit up to hit the Infantry, your Md Tank to
take Flak's Anti-Air unit, and then load your Mech into the APC to go
towards the bridge. Now move your Rockets into the woods to the west and
your lone Infantry to the mountains in the north.
Day Two has your Infantry attacked by the enemy Recon, so use your Rockets
to soften it up before using your Infantry to dust it. Now wipe out the
remaining attackers on this side of the bridge as you charge across with a

Tank, a Recon, and your APC. Go as far right as possible and DO NOT unload
the APC.
Day Three will have brought a Rocket attack, so move a unit to stand beside
the middle of the three Forest areas stacked to the right of the City and
Enemy Headquarters area to see the Rockets, followed by blasting it with
your remaining troops. Now spend the next two days liberating the Enemy
Headquarters to gain the use of Neotanks for the orange Star CO's!
~~~~~~~~~~~~~~~~
~~~~ Liberation ~~~~
~~~~~~~~~~~~~~~~
Orange Star CO: Andy OR Sami OR Max
Allied CO.....: None
Enemy CO......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------|FFF FF F F F F F F F|
|CRR *******|*******|
| BR ***
|
|CRR ***
C C
|
| C C***C
FF|
| C***C FFwwRwwww|
| F
FwRwwwFF CFF|
|wRwwwwwwww A wwwwwww|
| R MFFw FFMMFF CF F|
|MR MFFFwRwwwwwwwwwww|
|FR
B F
FF |
|BR
FFF|
| RC
C B M|
|CRRRRRRRRRRRRRRRRC M|
| F F F F F F F BHBM|

-------------------Your choice in CO will effect how quickly the map ends for you, and you need
to be quick because of the Black Hole's factory (it produces a unit per
turn that is ready to attack THAT turn). The following can be applied for
any of the CO's, but the speed (days) it goes at will vary. Max is a good
choice since he gets additional power in direct combat situations (which is
required to win), but Sami's City capturing and extra transport movement is
great as well.
Day One is a simple matter of buying an APC with the left-most base and an
Infantry from the middle of the three bases.
Day Two is moving the APC northwest so it is positioned south of the neutral
Airport, where the APC should unload the Infantry into the river. Buy three
more Infantry.
Day Three is the first round of capturing the Airport, the two right-most
Infantry will march north, and the lone remaining Infantry should move
west to allow the positioning of the APC three steps away for the next turn.
Day Four is the finishing of the Airport capture and the continuation of the
Infantry moving out to get more territories (the APC should go for the base
southwest of the Airport).
Day Five onwards is just using your troops to continue capture and hold the
enemy back until a Bomber is constructed so it can be sent to destroy the
Pipe Seam to finish the map!
Please note that you may wish to make a Tank before the Bomber so you can
destroy a unit or two to give yourself the Power Rating necessary for the
"S Rank".
o--------------------o
| Blue Moon Missions |
o--------------------o
~~~~~~~~~~~~~~~~~
~~~~ Reclamation ~~~~
~~~~~~~~~~~~~~~~~
Blue Moon CO: Colin
Allied CO...: None
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|

H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
------------------|FFMMMwMMF CCFwFF R |
| FMMwMAF FwF BRH|
| AMwM MRRRRRRRR|
| FMMwF MMRCwwFBRB|
| FMMMwFC MMR Mw R |
| FFMwF MMRBMwF R |
| Fww MFR MwF R |
|B w
MRRMMwF R |
| BRRRRRRRRRMMMwMFRF|
|E B wF CCFMMMMwMMAM|
------------------Colin is a brand new CO to learn for everyone, so be sure to check out the
Commanding Officers section to learn more about him.
You will have a few objectives for this map, and they will gain Colin the
massive funding he needs to flood the enemy with his troops. Start off Day
One with three Infantry, followed by two Infantry and an APC on Day Two.
Day Three is the continuation of the Infantry marching out to capture every
installation they can, so make use of your APC to get an Infantry really far
out. Buy a Recon to go start softening up Lash's scouts.
Day Four onwards is just to continue capturing areas while sending Recons,
Tanks, and Anti-Air units to the south to clear the two Cities there so your
Infantry can claim them. Make use of Helicopters as well for relatively
cheap but effective units. You can either decimate lash's entire force or
hold them off long enough so an APC can get an Infantry to the Enemy
Headquarters to capture it.
~~~~~~~~~~~~~~
~~~~ Tanks!!! ~~~~
~~~~~~~~~~~~~~
Blue Moon CO: Grit
Allied CO...: None
Enemy CO....: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|

A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------| wFMMFMMFMMFMM|
| RFRRRRRRRRRFF|
| wFRMMMMMMMRFF|
| wFRRRMFMRRRFL|
| w RMCMRMMFF|
|RRRRRRRMRMRRRRF|
| wRFMMMRMMMFRF|
| wRMCRRHRRRRRL|
| wRMMMMRMMMFRF|
|RRRRRRFMRMRRRRF|
| w RMFMCMRMMMM|
| wFRMRMFMRRRRL|
| wFRMRMMFMMMRF|
| wFRRRRRRRRRRF|
| wFFFFFFFFFFLF|
--------------You will be greeted with the site of seven Md Tanks! In the Fog Of War that
covers the area, they also have some Recons, Mechs, and some more Md Tanks
to come after you with! You have your Rockets, Recons, Artillery, and
Infantry to use against this foe, so be ready for a knock them down slug it
out with Grit's long distance accuracy!
Day One has your left-most Rockets shooting at an Md Tank, followed by
moving the north and south Rockets into the cities. Next you need to move
your Infantry to the road below, and send your Mechs around the Artillery
forward while staying concealed in the woods.
Day Two has one Infantry stepping onto the mountains so your Rockets can see
the approaching Tanks and blast them. have your Artillery and Recons
continue to try and position themselves to blast the incoming enemy, and
send your remaining Infantry marching east towards the Missile Silos.
Day Three onwards is made up of your Rockets continuing to blast way (make
sure to kill the Mechs as they can come over the mountains), your Artillery
should continue to play hide in the woods and shoot with aid of your Recons
for sight, and your one Infantry should keep marching to Missile Silos to
blast groups of the enemy. If you are fast Day Seven is a good time for
this map (although going higher is acceptable for still getting the "S
Rank").

~~~~~~~~~~~~~
~~~~ Toy Box ~~~~
~~~~~~~~~~~~~
Blue Moon CO: Olaf
Allied CO...: None
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|B FRwC RR F B|
|RwwRwwM SSCRSww|
|
MwR RwwS |
|CFMFRF MW RRR M|
|wwRR MMB wwwFM|
|C WRRF wRF |
| MRRR W R RWM|
|B wwwRwWWR FBCw|
| SWCR FRWMF
|
|ESWRWMWWWCFMSSH|
--------------Lash has decimated this area with her "tests", so Olaf needs to put her in
her place. There is a map to a weapons lab here as well, so be sure to grab
all of the Cities as you move towards the Enemy Headquarters.
Day One Day Two are buying two Infantry and moving to claim the
properties in the middle of the map as well as the ones near the
headquarters.
Day Three is the beginning of Recon and Tanks for Olaf as he pushes towards
the west side of the map.
Day Four onwards is to either kill every enemy unit off (make use of Rockets

or Artillery behind your wall of steel you have been creating beforehand) OR
keep the northwest area of the map contained (a lot of Infantry and Mechs
units) while you push through the small mountain pass to take the Enemy
Headquarters. Either way, be sure to capture the City on the small island
just to the east of the Enemy Headquarters before finishing the mission as
it holds the map to the enemy's weapon lab in Blue Moon (this will be
covered at the next to last of the Blue Moon Missions sub-section, so go
there after this map if you choose to play it next [the title: Neotanks!?]).
~~~~~~~~~~~~~~~~~~~
~~~~ Two-Week Test ~~~~
~~~~~~~~~~~~~~~~~~~
Blue Moon CO: Colin
Allied CO...: None
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------|B B CFSWWWWWWWWWWWWW|
| HRR SWWWWWWXWWWWWW|
|B BRCMWWWWWWWWWXWWWW|
| B RFFWWWWWWWWWWWWWW|
|F FC WWWWWWWWWWWWWWX|
|SSW C C F FC C CWW|
|WWW MF C B C CWW|
|WWWC
RRRRR WW|
|XWWC M C BRBRARBWW|
|WWW F
RRRRRRWW|
|WWWFF
C CRARERCWW|
|WXWFF
RRRRRRWW|
|WWWW
C CRBRCRBWW|
|WWWWWWWWWWWWWWWWWWWW|
|WWWWWWWWWWWWWWWWWWWW|

-------------------Colin has been left behind to guard the area, but Lash has shown up with
superior troops and properties! Survive until Day 15 to become victorious
(just do not lose your Headquarters!).
Day One is simple with buying two Infantry. Day Two through Day Five has
your Infantry move to take some properties (one of which should be the
Cities near the bottleneck the landform has), and the purchasing of more
Infantry as well as APC's, Tanks, and Artillery.
Day Six is when the first Tanks will start to roll towards your roadblock
in the bottleneck, so make sure to have your Tanks and APC's forming the
first wall of defense with Artillery using their support fire to suppress the
enemies strength.
Day Seven onwards is just replacing the injured units while adding on more
Rockets and Artillery to weaken the incoming ground forces (these include
Neotanks!!) while putting an Anti-Air unit or two along with a Missile
unit to stop the attacks of Helicopters and Bombers when they come to put
the hurt on your units. Also note that if you leave an injured unit in the
front of their forces instead of finishing it off, that unit will either not
attack or just attack and get killed itself!
~~~~~~~~~~~~~~~~~
~~~~ Nature Walk ~~~~
~~~~~~~~~~~~~~~~~
Blue Moon CO: Grit
Allied CO...: None
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
---------------

|FFF RRRRR F FF|


|RRRRRRCCCRRRRRR|
| C C RCHCR C CF|
|FF RRRRR
|
|FF F FM M ***|
|
FFMMMFF ***|
| FFF FF FF ***|
|FFF RRFCFCRRRFF|
| F RFFF FFMFMM|
|*** FFFF FF MFF|
|***FRFCMM FFFF |
|*** C FCCFCFFFF|
|MRRRRFF F FFFF |
|MMMFRRRNRRF ***|
|MMMMFMFRFFF ***|
|FF FFFFR F ***|
|FFRRRRRRMMFRRFM|
|FRRFRFFRRFMFMMM|
| RF FFF R FRFMM|
|FRRRRRFRRRRR F|
| RF FFRFFRFFFFF|
|FRFFF RFFRF FF|
|MRRRRRRRRRF MMM|
|MMMFRF FRFMMMM|
|MFF FRFF FRF FM|
|FFF FRR FR F|
|
FRFFFR
|
|RRRRRRRRRRRRRRR|
|F F F F F F F F|
|RRRRRRRRRRRRRRR|
--------------Your goal is to get ONE unit to touch your own headquarters here. However,
you are racing the Infantry of the Black Hole there as the Infantry are
trying to capture it first. To further complicate thing, the Fog Of War
will impede your vision of where these Infantry are. To make matters worse,
THREE Cannons are set-up here, each of which can fire ONCE EVERY TURN! The
good news is that the Cannon can not fire on what it can not see, so stick
your troops in the Woods as you head north to be protected.
This is a very open-ended map as it goes for strategies, but the following
points will help you organize your attack.
Stick to the woods as much as possible. If you do this, the hard hitting
Cannons will not be able to get a shot off. However, be wary of staying in
the open or parking beside an enemy when in the Woods as the Cannons can
then pinpoint your position to fire!
Use your long range attackers to your advantage. Whether they are clearing
enemies form the paths ahead as they are spotted, or picking off Infantry,
they can knock a lot of units out in a hurry. Another good tactic is to get
these long range attackers close enough to the Cannons so they can bomb the
offending attackers until they meltdown (clearing a large area of the map
for travel in safer conditions).
If you wish to see far ahead and your Recons are gone, use an APC and
Infantry combo with the mountains to be able to see the plains/roads/etc.
ahead. This will only lead to your Infantry dying most likely, so only use
if you really need a sneak peak ahead.

Remember that you can send your Tanks north through the Woods around many of
the enemies to reach the Headquarters rather easily, so start to race for
the building if you are starting to take unacceptable casualties.
Just touch those Headquarters once to beat Lash and send her packing!
~~~~~~~~~~~~~~~~
~~~~ T Minus 15 ~~~~
~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf
Allied CO...: Andy
Enemy CO....: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
------------------------|MMF FF FMMMM R FF F|
|MFF
FMMM CRC
|
|FFF
FF CRRF
|
|
F FFMF CRRRRRRRRR|
|
******** C C
|
|F
*
*F
FF F|
|***|*|* CRRC **|*********|
|
C****C
|
|
R****R
|
|
R****R
|
|
C****C
|
|***|*|* CRRC **|*********|
|BFFF C*
*FF F
FF|
|FFFFF ********FF
MF |
|FFFFFFMFFMFFF
FMM C |
|FFFFFFMFFFFMRRRR FMMRRR|
| FFFFFFMMMFF RFF FMRFM|
| F FMMMMMMFF RRARRRRRMM|

------------------------That is one massive Missile Silo! As the title suggests, you have 15 days
to put that monstrosity out of commission, so your goal is to capture the
eight City properties around the Silo to take away it's power supply to win.
This is the first map you get to control two different CO's, so remember to
make moves with them while thinking ahead to the moves of your partner CO.
Day One for Olaf in the top section is marching your Infantry and APC riding
your Mechs to the Cities to start the capturing process. The vehicles you
have should also be sent towards that city with the intention of busting the
pipe seam below. The middle section should move the line forward while
staying clear of the enemy Rockets range. The bottom section has a Mech
marching to take the Airport, followed by the three Anti-Air units to park
nearby. Send the other Mech and Rocket towards the pipe so they can start
towards the pipe seam.
Day One for Andy is a simple matter of using his Helicopters and Bomber to
decimate the forces to the west while sending the Fighter to the east in
preparation for the pipe seam being busted open.
Day Two for Olaf is the continuation of capturing properties by his foot
soldiers and the continued unit movement to get ready to blast the pipe seam
wide open on the next day. Be sure to get that Airport on the bottom
section going and position your Anti-Air units just out of range of the
streaking Bombers and Helicopters from the enemy.
Day Two for Andy is the continuation of the pounding on the forces in the
top section while jockeying the Fighter into position to make a fly through
the opened pipe seam.
Day Three for Olaf is to take down the Bombers and Helicopters he can as he
captures the Airport in the bottom section. The middle section may want to
send some units to take the Rockets out as the reinforcements arrive. The
top section should knock the pipe seam out to start flooding the troops
through to the middle section.
Day Three for Andy is regrouping the Helicopters back to the east to get in
line for the pipe seam passing as well as sending your Fighter that was
waiting patiently for the pipe seam to disappear through to the bottom
section to assist with the air attackers there (just be sure to not get
yourself in the range of a Missile unit).
Day Four onwards for Olaf is to always buy a Helicopter/Bomber (depending on
your cash flow) to help stem the charging Neotanks, Md Tanks, Rockets, and
foot soldiers in the bottom section. The top section should continue to
stream through the pipe to join the battle there (keep the foot soldiers
healthy for the capturing of the eight Cities powering the Silo). The
middle section should pound the enemy and start to clear the way for the
foot soldiers from top and bottom sections.
Day Four onwards for Andy is to assist Olaf in the middle section until the
enemy are gone, and then move to the bottom section to help quell the enemy
forces that keep being produced here.
Capture those eight City properties before the Day 16 arrives and you will
be victorious!
~~~~~~~~~~~~~~~~

~~~~ Neotanks!? ~~~~


~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf OR Grit OR Colin
Allied CO...: None
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
----------------|MMMFFFFFw F F F|
|MBFB C CwF F CDC |
|MFRRRRRRRRRRRRRRR|
|FBRBRC Cw R F|
|F R R w R F|
|FCRCR w
FM|
|F R R Rw R FM|
|FCRCRF Fw RF MM|
|M RRR FMwF FMFMM|
|MFMF MMMwFM
FM|
|MFMMLMMFwF B
|
| AMMMLF ww CRC F|
|MFMF
FwwwRwwFF|
|MFFM
RFwww|
|F
R F|
|ML
FF R L|
| L
FF FR L|
|F
B
R F|
|FF RRR
R FF|
|RRRBRHRBRRRCRCFMM|
----------------You must choose your CO for this map, so you need to decide between Olaf's
balanced attack, Grit's long range specialty, and Colin's quantity of units.
Remember that you only have 15 Days to capture their headquarters (you will
NOT be able to wipe out all the forces here in that time).

Day One you will buy three Infantry. Day Two is the two on the left
marching north (one to go to the double Silo set, one to go to the Silo on
the enemies side of the mountains), and the remaining Infantry starts east.
You should also buy two more Infantry (one to join the double Silo set and
one to go east to help Capture Cities).
Day Three will bring some of the Infantry to the Silos (do not fire just
yet), and continue with their marching otherwise. Buy an APC. Day Four has
your Infantry cross the mountains to shoot the Silo there at the two Md
Tanks and Rocket units in the northwest. Continue with your capturing ways
elsewhere.
Day Five through Day Ten is the
two City and one Base area just
purchasing new units to send to
the woods to send a B Copter to

using the APC to get foot soldiers to the


south of the Enemy Laboratory while
that area. Make sure to take the Airport in
join your armada massing for their attack.

Day Eleven onwards is to send your main force up to take out most of the
enemy (after using your Missile Silos to knock them down to 1 Hit Point
each), followed by an APC carrying your Infantry/Mech unit to capture the
Enemy Laboratory before time runs out. If you fail, simply try again and
change your tactics slightly to put more troops on one side of the map
instead of the other to try and get the proper balance.
~~~~~~~~~~~~~~~~~~~
~~~~ Factory Blues ~~~~
~~~~~~~~~~~~~~~~~~~
Blue Moon CO: Olaf OR Grit OR Colin
Allied CO...: Andy OR Sami OR Max
Enemy CO....: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|

-----------------|MMF F F*F FF FF|


|MF F B - B F FFF|
|F
C *** C FFF|
| MMFFM***MMM M F|
|M FFFC***CMFF FFF|
|MM FF *** FFFFF |
| M FFFCFFFC FFFFFF|
|C MFFF FF FFFFF |
|RRC FFF F FFFFF A|
|ARRFFRFFRFFFRRFRRR|
| MFFF LF CF FF F C|
|MMFFF F FFFLFFFFFF|
|MFFF FFCFFF FFFF|
|MFF FF
F F M|
|F FF F
F MM|
|FCCFF
FRRRR|
|F
CR LF|
|
BRRBRRB RF |
|F F RC CR FR M|
|RRRRCRBRHRBRCRRFMM|
-----------------Another allied CO map to play, but this time you get to customize the two
CO's you use to your liking! This is a tough map, so you will need to pick
CO's that you can use effectively while still being able to pack enough
power to go after the seam on the pipe behind the factory. Sami is the only
CO not suited for this mission at all, so avoid using her. Otherwise, pick
your CO's and get ready to bash heads with Lash over the control of Blue
Moon!
You will have a general strategy for your troops as how you fight each step
is up to you. However, there are a few things that need to be remembered
for your troops to succeed in this endeavor.
The first week of combat for Orange Star should consist of getting one Base
at the start, the two Cities on the southwest side of the battlefield,
and to garrison the Missile Silos for your troops (they will be unable to
launch until the foot soldiers are done capturing property). They should
also hold the enemy back while the Blue Moon CO builds his forces for the
first week as well as capturing a pile of properties (they will be doing
more of the fighting).
The second week will have some fierce fighting in the centre, so get your
main bulk of Blue Moon forces there to contend with the enemies troops.
However, the map becomes much easier when you get your APC's carrying foot
soldiers to the west or the east side of the battlefield to take more
property (including an Airport for each country). Start to push towards the
Factory doors and park right in front of them if possible to block new units
from coming out.
The third week should be the time that you are able to break the enemy's
lines and make headway for the pipe. If you are using Grit, place a Rocket
right tight to the factory to lob your heavy ordinance into the seam as you
push up there with Md Tanks, Neotanks, B Copters, and Bombers. Remember
that support vehicles like T Copters and APC's can prove invaluable as well
as long range attackers like Artillery or Rockets.
o-----------------------o

| Yellow Comet Missions |


o-----------------------o
~~~~~~~~~~~~~~~~~~~
~~~~ Silo Scramble ~~~~
~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei
Allied CO......: None
Enemy CO.......: Flak
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------------|WWWWWWWWFF FF
|
|WWXXWWWWFFC
CHC|
|WXXWWWWWPRRRRRRRRRRRR|
|WWWWWWWWWRWWWW CRCR|
|WWWWWXWWWRWWWWP RRR|
| WWWWXWRWWWWW
C |
|F WWWWXWRWWWWWW F |
| CFFWWXWSL SWWWW FMF |
| FFFWWWWCLLBWWXW MF |
| C WWWWBLLCWWXWL FM |
|
L WWS LSWWWWFFFM |
|FC LWWWWRWWXWWFF |
| RFMF WWWWRWXXWWWW F|
|FRFMMF WWRWXWWWWW FF|
|FR FMM PWWRWWWWWWWLFF|
| R
R R WWWWWWWWW|
| C C F R RFWWWXWWWWW|
|ERBRBRRRRRRFWWXXXWWXW|
--------------------The winner of this map will receive a huge boost by gaining control of the
centre island where the majority of the Missile Silos are located.

Day One through Day Three will be Infantry and an APC moving out to take
Cities, Ports, and Bases under control. Day Four should bring a Recon to
your side as the capturing continues.
Day Five onwards is the buying of Tanks and Artillery while taking over the
centre island. When you have the number of Tanks you want, use your Missile
Silos to weaken their troops and then charge into them to wipe them out with
extreme prejudice. You may also want to decimate their forces as an APC
moves to capture their Headquarters (with the Infantry inside).
~~~~~~~~~~~~~~~~~~~~~
~~~~ Sensei's Return ~~~~
~~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sensei
Allied CO......: None
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|M BBF F F F FF|
| ERRRRRRRRRRCFW|
| F WWWWWW WW|
|BF WWWWWW FWWW|
| WWWWWW CFWWWW|
|C WWWWW CFWWWWW|
|CWWWWW FWWWWWW|
|CWWWW A WWWWWXW|
| WXWWB FWWWWWW|
|FWWWWWWW FWWWWW|
|FWWWWWWWW FWWWW|
|FFWWWXWWWW CWWW|
| FFWWWWWWWWWWWW|

|FCRFFRRRHRRRRC |
| F
A B C |
--------------Sensei will make his debut here, so check the Commanding Officers section
for all of his details. He is an Infantry and Helicopter specialist, so
make good use of these traits to win!
On Day One buy two Infantry, followed by buying a T Copter on Day Two as
well as an Infantry. Day Three has your T Copter and newest Infantry going
to the peninsula above, and your Infantry finishing their capturing.
Day Four through Day Six continues your expansion to the peninsula north of
your Headquarters as well as the City in the west. Start to invest in some
B Copters for your forces as your Recons and Tanks hold the front lines for
the rest of the coming Days. An excellent idea is to send a T Copter with
an Infantry to take the Enemy Headquarters while the Black Hole Forces are
occupied with your B Copter attacks.
~~~~~~~~~~~~~~~~~~
~~~~ Show Stopper ~~~~
~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sonja
Allied CO......: None
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-----------------------------| FMMMF FSWWWWWWWWWWWWWWWWWWW|
| EC MMF FSSSSSSSWWWWWWWWWWWW|
| CRRFM
FF CC
FPSSWWWW|
|F B FFR*RR*R
R SSSS|
|MF RM FF ****** M
RF
|

|MMFR
R****R MF
R F MM|
|F RFF R****R MM F B
F|
| RFF ****** MF
R
|
| RRRCC R*RR*R F CRCRRRRRMMM|
|
FF R MM|
| SSSSS
CC M
CC CF|
|WWWWWWWWS F FMMF
CCRRR|
|WWWWWWWWWWWWWWWWMF
RB B|
|WWWWWWWWWWWWWWWWWBRRRRRRRRR RR|
|WWWWWWWWWWWWWWWWWWWWWP CRBRH|
-----------------------------You will have to either capture the Enemy Headquarters OR take out all 8
Mini-Cannons. The Mini-Cannons will remove 3 Hit Points per shot landed and
they can shoot once per turn.
This is a Fog Of War map, so sticking to the Woods as you travel will
greatly help you get by the small but deadly range of the Mini-Cannons.
In the first week you need to get a couple Infantry out, followed by a
some Tanks and some Anti-Air units. This will allow your forces to handle
the charging B Copters, Anti-Airs, Recons, Infantry, Mechs, and a Bomber that
will flood into your area. Keep your containment area to your main group of
Cities as you move north to take the Base the enemy is producing units from.
The second week will be mopping up the enemy with your replacement units as
you start to build a force of Md Tanks and Anti-Air units to go after the
Mini-Cannons. Just note that each group of Cities around the Fortress
contain a Rocket battery. Also note that once you move around to the west
side of the fortress, a group of Helicopters will come screaming at you, so
have those Anti-Air units handy to send them packing.
The third week will be more Mini-Cannon killing (you may wish to leave the
southern set for a Battleship you can buy from the Port to take out the
Mini-Cannons from the safety of the water. If the battle spills over into a
fourth week, this is not a big deal as it is a tough fight (you will miss
your "S Rank" though).
Just remember to capture the City on the left of the two that are located
just to the southwest of the Fortress and Mini-Cannon combo. The map to
locating the secret Weapon Lab of Black Hole in Yellow Comet is attained
here.
~~~~~~~~~~~~~~~~~~
~~~~ Duty & Honor ~~~~
~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei
Allied CO......: None
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|

A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------------------------|Map Not Available At Current Time|
--------------------------------Kanbei has to get his forces to wipe out Adder's boys BEFORE Adder can
capture the ten Cities grouped in the northeast segment of the level. To
complicate matters, Black Hole has deployed two prototype Lasers that fire
every second Day (starting on Day Three).
Start off by sending a Rocket set up north to get close enough to fire on
the northern Laser over the mountains and send a Mech or two that way as
well to assist. Day Two will require your troops to clear off the pathways
from the lasers (they shoot in four straight directions) as they continue to
fight the enemy. To handle the Laser in the east, send an Md Tank with some
Mechs to start after it.
Day Three onwards is just your troops smacking the Lasers as they progress,
keeping the Md Tanks and Artillery safe as they cruise up the highway to
crush the Tanks and Md Tanks that come after them.
Once you are over the bridge, send your troops after the foot soldiers
capturing the Cities to remove them form play (making it impossible for
Adder's troops to win the day) and then head south to mop up the remnants of
the opposition for the victory!
~~~~~~~~~~~~~~~~~~~~~
~~~~ A Mirror Darkly ~~~~
~~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Sonya
Allied CO......: None
Enemy CO.......: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|

A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-----------------|MMFwMM MMFR RFMFF|
|MF wMM MM RHR MFF|
|MFwwM FMM R R M F|
|F wFM FMF R R M |
|RRwFM FFM RCR M |
|CRwMF FFM CRRRFM |
| RwM FMFRRRM MM |
| RwF MF RC MF C|
| RR FM R FM RR|
|CRw MM RRMM MM R |
|wRw FM RCM MFMR |
|
MM CMMM MM MR |
| FM RM MM FRF|
| MM MCRM M FR |
| M MM RRR MM RF|
| MMMF R
MF RM|
|FMMF
M RRF|
|MMF R MM CRFM|
|MMF
MM RRMM|
|MMF
MM RFMM|
-----------------Sonja has trapped Lash here, but Lash has superior forces. Your job is to
completely dismember her troops before they can even TOUCH Sonja's
Headquarters. The following edicts will make the battle swing in your
favour.
Move your Headquarter Rocket battery to the woods in the southeast (just
east of the City south of your Headquarters). This will not only conceal
your Rockets, but they will be able to shoot at the incoming enemy sooner.
Your Tanks should also be placed in the Woods where they can remain
undetected until needed for finishing the enemy off.
Place your Mech units in the mountains to be lookouts. However, try to put
them on Mountain tops that can not be reached by direct vehicle attacks.
This will keep your sitting units in good health while keeping the vehicle
enemies useless.
Be sure to keep your Artillery and Rockets well supplied. You have an APC
on both sides of the enemy funnel for doing just this, so keep that unit
moving to restock the ammo of the heavy hitting long range units.

An excellent way to slow the enemy is to partially damage each unit as


opposed to wiping out each one right away. As their Hit Points drop, the
similar units will join together to combine their strength, so force them
to waste their turn doing so before blasting the new incarnation.
Be sure to blast ANY Mechs you see coming towards the Mountains as THEY CAN
cross over to attack your forces. Take them out quickly to keep your troops
at full strength.
These strategies will save you lots of aggravation and get you the "S Rank".
~~~~~~~~~~~~~~~
~~~~ Foul Play ~~~~
~~~~~~~~~~~~~~~
Yellow Comet CO: Sensei
Allied CO......: None
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------|FFF BFF FF *
R |
|FF FFFF FF * CRC|
| FFF
*
R |
|FF
FF
* CRC|
|FF
FF
*
F |
| F*F*F*F
- B C C|
| M M F * FF |
|
** *F FF |
|F FFMM F** *F L L |
|MF MMMMMF ** ** RRR|
| MMF FFM ** * CRCF|
|FCRRRRRRRC*** * RRR|

|
R
F*** * ARCF|
|
R
*** * RRR|
|RRBRHRB FF*** * CRCF|
|
FFF*** *F RRR|
|*****|*|***** *FFL F|
|F A B F F** *FF |
|*****|*|***** *F F|
|*****|*|***** * MM|
|
*
M|
|*****|*|******* FF|
|FF FCCF
MMM|
|FF
FM|
|F
FF
F|
|MF FF
FMM|
|MMM
F M MMMMM|
|MM
FMMF FF|
|M
FAF|
|RRRRRRRCRCRBRRRRRRRR|
-------------------Your crew will be in a tight spot here with minimal forces remaining at your
Headquarters. Use what you have to hold the enemy off until reinforcements
arrive to alleviate the pressure.
Day One begins with your Md Tank and the Artillery hitting the seam on the
pipe for some nice damage. Buy an Artillery and APC before turning to your
units in the south. Here you find an Infantry that should hop a T Copter to
go north to the dual cities. Now move your Bombers and B Copters to the
east to ready them to engage the enemy.
Day Two has the Artillery blow the pipe apart, have your Md Tank go attack
the next seam (have your new Artillery move down into range of the seam for
next turn). Now move your APC up to occupy the city on the right of the
mountain range while your Tank remains your defender on the left side. Buy
an APC and an Artillery before turning attention to the south. Have your
Infantry continue to capture as you get one Bomber to attack the seam (the
left one). Have a Bomber lead the attack on the Anti-Air unit and then have
a B Copter finish it off before bringing the rest of your air force east to
prepare to attack the enemy (set a staggered wall so the enemy can not slip
through.
Day Three has you attack their Tank with yours, have your two Artillery move
(one just above the Base it spawned from, the other up beside the APC on the
right side). Have your southern Artillery hit the pipe before having your
Md Tank pop the seam. Have your first Bomber pop the seam it started, have
another Bomber pass through to bomb the next seam, and then have another
Bomber join them. Now continue your capturing and then use the same attack
methods on the Anti-Air unit and Md Tank (does not matter which order). Buy
a Tank and a Mech before ending your turn.
Day Four sees your southern Artillery pop the final seam, so bring your Md
Tank and Bombers north to help out at the Headquarters area. Hit the
Anti-Air unit with an Artillery blast (this will weaken it enough that it
can never kill your APC, thus blocking that entrance to your Headquarters
area). Now continue to capture and destroy the enemy in the southern area
as you have so far for this map.
Day Five brings the beginning of the end for the enemy when you use your
Super CO Power (the meter should definitely be full by now). This will
cause Mech units to appear in each City you possess that is not occupied

(move any occupants out of the way first to get extra troops). Now you have
a force in the northeast section of the map, which should concentrate on
using these Mechs to hit the Rocket, Tank, and Missile units up north to
clear the way for your allies. Now go to the south and finish off the
remaining troops before sending the air force to just outside the Missile
battery's range (check the Missile battery for specific locations). Now go
to the Headquarters area to attack the enemy while being wary of Rockets and
Missiles (check their ranges and do not put your units into harms way
because losing good units is counter productive). Also be sure to bring up
new or out of the way units to help
Day Six, Day Seven, and Day Eight have your
north (take out the Missile), your northern
there as they move to use the Missile Silos
Headquarter troops will continue to exploit
start to destroy the enemy.

southern air force advancing


forces finishing off the troops
on the enemy, and the
the enemy when possible and even

Day Nine onwards will concentrate on the seam being destroyed and having
your Bombers and Helicopters spill through while your Bombers come from
below at Headquarters to destroy the three Mini-Cannons for the victory!
~~~~~~~~~~~~~~~~~
~~~~ Sea Of Hope ~~~~
~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei OR Sensei OR Sonja
Allied CO......: Sami
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
--------------|XXWWWWWWWWWWWXW|
|XWXWWWC C WWWWW|
|WWWWWP D
CWW|

|WXWWWWC C WRWW|
|WXXWWWWWWWWWRWW|
|WWXXXWWWWWWWRWX|
|WWWWWXWWXWWWRWX|
|WWWWWWWWWXXWRWW|
|XXWF SWWWWWW FF|
|WXW C RRR C |
|WWWF A SWWWWWW|
|WWWSF C SWWWWWW|
|XWWWWS SWWWXWWW|
|XWXWWWRWWWWWWWW|
|WXWWWS CWWWWWWW|
|WWWWWSC RRR CW|
|WXWXWWWWWWWWWRW|
|WWWWWWWWWWWWWRW|
|WXWWWWWWP WWWRW|
|WWXXWWWW AWWWRW|
|XXWWWWXWWRWWWRW|
|WWWWWWWWWRWWWRW|
|WWWWWWWWWRWWWRW|
|WWWWWWWWWRWWSRW|
|WWSSSSSSSRSSFBF|
|SSFF FF FFFC C|
| A C B A FF A |
| H B C C C |
--------------Choose your Yellow Comet CO wisely here. Sonja will not be of any help here
due to a lack of Fog Of War to take advantage of. So you will need to
choose between Kanbei or Sensei to have a reasonable chance of succeeding.
Strategies for both will be outlined in the following walkthrough.
-----Kanbei
-----Kanbei's Strategy revolves around using Sami's Battleships to clear the
islands between him and Adder so he can get his T Copters and Infantry to
take these properties. Kanbei will need to have one or two Tanks and
possibly an Artillery for his land attacks, which will be drawing the enemy
away from his main attack with B Copters and Bombers. Although his units
are expensive to deploy, they pack a powerful punch, making for the need for
few units.
When you assault Adder's Lab island (the latest you can start the actual
attack is with 5 Days left), you need to draw his units out. Start your
Tanks and Artillery towards the bridge to his island, which will bring his
Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn,
position a T Copter within the range if the remaining Cruiser (to sacrifice
it), and then position your B Copters and Bombers JUST out of the range of
the Missile battery.
Start the attack by removing all threats of Air units (this includes
Missiles, Cruisers, Anti-Air), followed by anything else that threatens
ground units. Also bring your T Copter with the Infantry inside once it is
safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
attacked). The next turn is finishing off the enemy forces on the island,
which then allows the capturing of the Enemy Lab!
However, Kanbei has so much power to his attacks, you can also go on an

extermination mission with his troops and just wipe the area clean of
Adder's Black Hole forces instead.
-----Sensei
-----Sensei's Strategy revolves around using Sami's Battleships to clear the
islands between him and Adder so he can get his T Copters and Infantry to
take these properties (especially the Airport located there for quicker
engagement of the enemy, which means more units in the fight). Sensei will
need to have one Tank and possibly an Artillery for his land attacks, which
will be drawing the enemy away from his main attack with B Copters and
Bombers. Sensei rules with B Copters, so he needs to use them to rid of
himself of near everything he sees.
When you assault Adder's Lab island (the latest you can start the actual
attack is with 5 Days left), you need to draw his units out. Start your
Tanks and Artillery towards the bridge to his island, which will bring his
Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn,
position a T Copter within the range if the remaining Cruiser (to sacrifice
it), and then position your B Copters and Bombers JUST out of the range of
the Missile battery.
Start the attack by removing all threats of Air units (this includes
Missiles, Cruisers, Anti-Air), followed by anything else that threatens
ground units. Also bring your T Copter with the Infantry inside once it is
safe (DO NOT drop the Infantry yet unless you can guarantee it will not be
attacked). The next turn is finishing off the enemy forces on the island,
which then allows the capturing of the Enemy Lab!
Totaling annihilating the enemy requires some good use of the Bombers on
Cruisers and careful clearing of the Enemy Lab island. However, he too can
achieve this feat.
Either way you go, Neotanks now belong to the Yellow Comet!
~~~~~~~~~~~~~~~~~~~~
~~~~ The Hunt's End ~~~~
~~~~~~~~~~~~~~~~~~~~
Yellow Comet CO: Kanbei OR Sensei OR Sonja
Allied CO......: Andy OR Sami OR Max OR Olaf OR Grit OR Colin
Enemy CO.......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|

H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-----------------------------|FF RRRRRRR M*F FF
B |
|A CSWWWWWWW M*F**|******** C|
| CSWWXWWXWWF ***F*WWWWW *** B |
|WWWWXWWWWWW PF BRRRRR *** C|
|WWXXWWWWWWWWWWWWSSWWWWW *** |
|SWWWWP WWWWWWWWWWWXWXWB*** F|
| PWW M CWWXW**WWWWWWWWWWW F|
|C WW MMM SWWW**WWSSSSWXWWWSCCF|
|HCWWSSSFC SWWWWWWCMM WWWXXWRRW|
|B WWWWS SWWWWWW MMAWWWWWWRRW|
| BWWWWWWC SWWWWWWSSSSWWW FF W|
|SWWWWWWWF SWWXWWWWWWWWXW
W|
|WWWWWWWWWWWWWWXWWWXWWWWWC CW|
|WWWWWWWWWWWWWWWWWXWWWXWWRRWWRW|
|WWWWWWWWWWWWWWWWWWWWWWWWRRWWRW|
|WWWWWWWWWWWWWWWWWWWWWW FF
F|
| WWWWWWWFF FP FFB FFMFF |
|CB B FFFF
R
MM MFFF M|
|RRRRRR RF R RRRRR RMMMFFF FM|
|H CB C CFFC B C F FFFFRRCCRM|
-----------------------------You will have to choose one Yellow Comet CO for this mission (again, Sonja
is not recommended and Sensei is not a very good choice either) as well as
one of the Orange Star OR Blue Moon CO's to assist your cause to send Black
Hole packing from Yellow Comet. Choose wisely as their assistance is rather
vital to your cause.
Your goal here is to bust the seam on the factory pipe here to gain the
victory for your side. However, you will need to battle past the impressive
weaponry of your foe to do so. It will require some fancy work to win this
one.
------------Kanbei & Grit
------------This combo allows for Kanbei to muscle the strong units streaming down to
attack him and Grit to pick off the enemy from a distance along the northern
route.
Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
and Anti-Air. However, his first few turns will be spent saving money for a
Submarine so he can send it to scuttle the Battleship is coming southward.
Following that send out your Anti-Air units and Tanks to deal with the
oncoming B Copters and Tanks. Continue your push east as best you can, and
once you get the Base in the far east, you will be able to start pushing

northwards and you can even produce a Battleship from your port to assist
Grit on the northern route.
Grit's main job is to take the properties on his small island, make a
Lander, and then send his Infantry across to the northern shore. Follow
this up with a Rocket and a Tank to port across to face the incoming troops
across the northern bridge. Continue to push east with the Tank and Rockets
while making a Rocket or two to send to the island east of Grit's
Headquarters. Use these Rockets to blast away at the Mini-Cannons so the
one shooting north will be knocked off-line, and continue to throw Tanks and
Rockets to the northern route. Once you have cleared enough room, get a
Rocket situated in the Woods just to the northwest of the Port by the pipe,
allowing your Rocket to blast the pipe seam for the next two rounds for the
victory!
------------Kanbei & Andy
------------This combo allows for Kanbei to muscle the strong units streaming down to
attack him and Andy will be able to plow the northern route while getting
either a strong Navy or Air Force.
Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
and Anti-Air. However, his first few turns will be spent saving money for a
Submarine so he can send it to scuttle the Battleship is coming southward.
Following that send out your Anti-Air units and Tanks to deal with the
oncoming B Copters and Tanks. Continue your push east as best you can, and
once you get the Base in the far east, you will be able to start pushing
northwards and you can even produce a Battleship from your port to assist
Grit on the northern route.
Andy should claim the properties on his island, the northern route, and then
the island to the east of his headquarters. He should push across the
bridge while building up an Air Force (Bombers and B Copters) and/or a Navy
(Battleships and Submarines). Take down the Mini-Cannon aiming northward as
the land forces move through the newly weapon-cleared area to destroy the
Mini-Cannon blocking the seam so Andy can get at it with ground forces. You
may also wish to use Rockets and Battleship attacks to bust the seam WIHTOUT
removing the Mini-Cannon in front of the seam.
Please note that it is possible to do this map with ANY CO combination
(Colin's cheaper units are a great way to overwhelm the enemy), but some
CO's do not lend themselves very well to this map (Sami is so-so and Sonja
is just not useful unless Fog Of War is in play).
o----------------------o
| Green Earth Missions |
o----------------------o
~~~~~~~~~~~~~~~~~~~~~
~~~~ Drake's Dilemma ~~~~
~~~~~~~~~~~~~~~~~~~~~
Green Earth CO: Drake
Allied CO.....: Kanbei
Enemy CO......: Hawke
___________________________________

Key

|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------|FRRRRRRRRRRRRRRRRRRF|
|RRC
B C
LCRR|
|RF F F FF
F AR|
|CRR WWWWWWWWWS F RC|
|FFR WWWWWWWWWWWS R |
|FFRFWWWWWWWWWXWWSFRM|
| R WWWXWWXWWWWWS RF|
|F RWWWXWWWWWWWWWSRRM|
| RWWWWWWWWLFSWWSF M|
| RWWWWWWWPLASWWSRMM|
| FRFWXWWXW LSWWWSRMM|
| FRFWWWWWWSSWWWWSF M|
| MR WWXWWWWWWWXWSR F|
|FMRRWWWWWWWWWWWWSR M|
| MFRWWWWXWWWWWWSFRF |
| FMRMWWWWWXWSSSFCR C|
|FRRRMMF WWWSRRRRRFF |
| RFMMMC WW RFF BFFC|
|CRC FMRRRWWWRMM F |
|RRRRRRR WWXWP MMM L|
|F
WWWWFF MM B|
| C C WSRFF MF R|
| ***C*** WSR C FM R|
| *** ***SWSRRCRRRRRR|
| ***C***FWS
CR F|
| CMMMCMFWWSS R L|
| FFFFFFFWXWWS CRC F|
| FSSSSSSSWWXWS R |
|FPWWWWWWWWXXWS BRB |
|SWWWWXXWWWWWWWW R F|
|WWWWXWWWS BRR H M|
|WWWXWWWS HBC WWC CFM|
--------------------

Drake is in a tough spot, but Kanbei will provide some relief for him on
land. Your job is to destroy the Black Cannons that are pointed northward
towards the lake that Drake is based in while dealing with the Fog Of War.
-------------Drake's Duties
-------------He has a rather impressive force already assembled, but he has no real city
basis for funds, so losing his troops are not really a good idea. Take note
of the firing range on the Cannons as you move two Battleships south into
the Reefs (parking just out of Cannon range to wait for a Reef to open the
next turn) along with a submerged Submarine to scout enemy locations. Shoot
the enemy forces as you see them. Reorganize your remaining Battleships
into the Reefs spread around the lake, and use your Submarines dived under
water to scout the enemy. Just remember to send your Submarines back to
port to refuel before they become too low on fuel and explode.
Once you have wrecked the southern end of the lake of the long range
weaponry, go down the narrow water corridor, blow out the first Cannon, and
then go west to get south of the second Cannon to blow it up.
Give him an Infantry on the first day, and capture the base nearby. Then
save money for a Md Tank, which you should follow with Artillery to support
Kanbei in his ground fight.
--------------Kanbei's Duties
--------------He has the simple duty of having a few Infantry for capturing properties,
some Recons and Tanks for direct attacking, and an APC for keeping the
troops well supplied. Kanbei is there to push north through the Tanks,
Mechs, and Anti-Air units to find a Neotank and some Rockets (any that Drake
misses). Your Power total at the end of the map requires Kanbei and Drake
to pound all the troops they can, so be aggressive as you go, but use the
Woods for cover too.
~~~~~~~~~~~~~~~~~~
~~~~ Sea Fortress ~~~~
~~~~~~~~~~~~~~~~~~
Green Earth CO: Eagle
Allied CO.....: None
Enemy CO......: Hawke
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|

F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------------------|WWWWWWWWWWWWWXWXWWWWWWWWWWWWWWWW|
|WWWWWWWXWWWWXXWWWWWW*WWWSSSSWW*W|
|WWWWWWWWWWWWXWWWWWWWWWWSC CSWWW|
|WWWWWWWWWWWWWWWWWWWWWWS******SWW|
|WWWWWWWWWWWWWWWWWWWWWWC **** CWW|
|WWWWWWWWWWXWWWWWWWWWWWC **** CWW|
|WWWWWWWWWXWWWWWWWWWWWWS******SWW|
|WWWWWWWWWWWWWWWWWWWWWWWSC CSWWW|
|WWWWWWWWWXWWWWWWXWWW*WWWSSSSWW*W|
|WWWWWWWWWWXWWWWWWWWWWWWWWWWWWWWW|
-------------------------------A tough map for Eagle, even though he has a very strong air force, he faces
strong anti-air units. You will need to fight aggressively but
intelligently to get through this one.
Day One has your two B Copters out front to move 5 spaces east, followed by
the rest of the B Copters going as far east as possible. Move your Bombers
east until they rest behind the B Copter line, and then put the very top and
very bottom Fighters just in front of the B Copter directly east of them.
This leaves the final two Fighters which should move east as well, but they
should cut down (for the bottom one) and up (for the top one) when they
reach B Copter line.
Day Two will have brought you some Fighters and B Copters to attack, so move
your top Fighter and bottom Fighter go dismantle the farthest east B Copter
in the group in front of them. Next up are your remaining two Fighters
attacking one Fighter each, followed by the back two B Copters in the line on
both top and bottom to go take out the B Copters remaining. Now you need to
contain the Fighters so they can not go after your Bombers by surrounding
them with your remaining B Copters. Now advance your Bombers before ending
your turn.
Day Three will allow your top and bottom Bombers to go after the
Mini-Cannons AND destroy them because they are undamaged (so do it). Next
you will need to have your damaged Fighters finish off Hawke's damaged
Fighters, followed by tag teaming the closer Fighter with your two healthy
Fighters. Move your Bombers east until they are just outside the range of
the lone Fighter, and then bring your B Copters up.
Day Four will dawn with a Dark Storm having hit and the loss of your front
two Bombers to attacks. Attack the Fighter with your strongest Fighter
(stay out of Mini-Cannon range), and then bring your other Fighters up to
stand nearby (combine if they are rather weak). Use a Bomber on the
northern Cruiser, and use two B Copters to rid yourself of one of Hawke's
B Copters. Now finish off the Fighter with a Fighter of your own, and dust

the northern Cruiser before setting the rest of your units up just out of the
southern Cruisers range.
Day Five will begin by flying your southern units straight towards the enemy
island (ignoring the Cruiser) and attack the Mini-Cannons if you can draw
near enough to do so. Now use your Super CO Power to get another round of
attacks and destroy/damage the Missiles first, then the Anti-Air units
(Bombers preferred), and then the Mini-Cannons.
Day Six onwards will be the removal of the Mini-Cannons on the island, then
the remaining two Anti-Air units, and then the two Mini-Cannons in the sea.
Just remember to combine injured units to get a powerful enough unit to do
some damage, especially since the crippled unit is only good for taking hits.
Also remember Fighters make good patsies to hem in the Anti-Air units to
protect your ground attacking air units.
~~~~~~~~~~~~~~~~~~~~~
~~~~ Sinking Feeling ~~~~
~~~~~~~~~~~~~~~~~~~~~
Green Earth CO: Jess
Allied CO.....: None
Enemy CO......: Lash
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------|WWWWWWWWWWS RRRRRRRR|
|XWWWWWWWWWSCRC AF |
|WWWWWWXWWWSCRRRCRRRR|
|WWWWXWWWWWWWSSSSW F|
|WWWWWWWWWWWWWWWWWSSS|
|WWWWWWWWWWWWWWWWWWWW|
| SWWWWWWWWWWWWWWSCRC|
|C WWWWWWWWWWWWWS R |

| PWWWWWWWCRRRCR*RRRR|
|C WWWWWWWR***RW MR|
| SWWWWWWWR***EW FR|
|WWWWWWWWWR***RW MFR|
|XWWWWWWWWCRRRCR* FR|
|WWWWWWWWWWWWWWWR FFR|
|WWWWWWWWWWWWWWWR MMR|
|WWWWWWWWWWWXWWWRFMRB|
|WWWWWWWXXWWWWWSRMMR |
|WWWXXWWWWXWWWW RFFR |
|WWWWWWWWWWWWSS R RM|
|SSSWWWWWWWWS RRRRM|
|F F WWWWWW
RMM|
| C C C P C C wwwRww|
|RRRRRRRRRRRRRRwC B C|
|R C C FFwwRw F F|
|H F F FFwF C C C|
-------------------You have 17 Days to destroy the 9 Battleships sitting in drydock (marked on
map as the 3X3 grid of Black Hole Installation). However, the enemy will be
bringing some air units once they take that Airport in the north, so you
will need to be able to fight those units off while getting some Artillery
and Rockets to scuttle the Battleships. Throw in a hidden map to the secret
weapons lab of the enemy in Green Earth, and you have an exceptionally
difficult task!
Your first task is to claim the Port with a foot soldier as the rest of your
troops move east to engage the enemy. Once the Port is captured, move the
foot soldier off, buy a Lander, and then board your foot soldier to send him
to the small island to the northwest. Capture the southern City for the
map to the enemy's hidden lab.
Continue to fight the enemy as you move north up the road on the right.
Have your foot soldiers continue to capture and have your Rockets take care
of the first Mini-Cannon. In this time you should get a couple Cruisers in
the water, followed by a Battleship. Move the Cruisers to the north of the
shipyard to take care of the air units coming from the Airport, and continue
to smash the other Mini-Cannon, and then position your Artillery and Rockets
around the shipyard (Battleships too) to start scuttling some Battleships.
Continue to hold the Airport producers off as you buy more Rockets and
Artillery to assist with the sinking, and you will easily score the "S Rank"!
~~~~~~~~~~~~~~~~~~
~~~~ Navy Vs. Air ~~~~
~~~~~~~~~~~~~~~~~~
Green Earth CO: Drake
Allied CO.....: None
Enemy CO......: Hawke
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|

- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
----------------------------|MMF F FWWWWWWFAFWWWWWWF FFMM|
|MFF
WWWWWWF FWWWWWW ARRRFM|
|FF R P WWXWWWFCFWWWWWWF FRRM|
| R WWWWWWXWW WWWXWWWWWWFRF|
|BRB WWWWWWWXWW WWWWWWWWWWW A |
| R WWWWWWWWWWPWWWWWWWWWWWCRC|
|BRB WXWWWWWWWWWWWWWWWWWWWW R |
| R WWWW P WWWWWWWFA SWWWSBRB|
| H WWW R WWWWWWW R WXWF R |
|C C WWWFCRCWWWWWWWCRC WWWFFE |
| P WWWF R MFMM F R FRRRFFFM|
|WWWWWWW CRC B CRC WWWWWWW|
|WWWWWWWF RRRRRRRRRRR WWWWXWW|
|WXWWWXW C C F B C CFWWXWWXW|
|WWWXWWWF M FF MFMFF FWWWWWWW|
----------------------------Drake will have to battle the air force of Hawke with his Naval units! This
is a surprisingly easy map to win, so shall we get started?
Spend your first three days getting your Cruisers out into the sea to
intercept the three northern B Copters while your Lander drops off an
Infantry and an Anti-Air unit on the main island. Continue to capture the
bases by your Headquarters before moving to take the Port. Your Lander
should be joined by a second Lander as soon as possible, this one taking an
APC with an Infantry inside and another Anti-Air to join the first one in
defending the land to the east.
Continue expanding while getting at least two or three Cruisers in the water
to handle any air threats. Take the Bases on the land to start producing
Md Tanks/Neotanks and Rocket along with some Anti-Air units to push the
enemy back as your Infantry continue to capture properties. Take the Port
to the north of that land mass to have a Port closer to the enemy and
produce a Battleship or two for helping the assault on Hawke's Headquarters.
When you have amasses your troops, push across the bridge to clear a a space
for an APC to drop off an Infantry and then capture the Headquarters while
holding the remaining troops at bay.

~~~~~~~~~~~~~~~~~~~
~~~~ To The Rescue ~~~~
~~~~~~~~~~~~~~~~~~~
Green Earth CO: Eagle
Allied CO.....: Sami
Enemy CO......: Adder
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
---------------------------|F F w FMMMMMMMMFRFMMw FFF|
| ERB wFF C FMMF RRRMMMw FFF|
|FRRRRRFFRRRRRRRRRR
RBFF |
| ARwwwF R
R M FFwRRRF|
|F Rw F C
CFM
FFwC RF|
| RwF*FMM MMMMMMFMM wwwwwR |
| Rw FMMMFMMMMMF*F R FFwR |
| Rw MMMMFMMMMMMF Fw FFwRC|
|FFRw MMF
MM Fw wR |
|FFRRCMM MRRRRC MM wwC CwRC|
|wwRw MM R MMR MM C wRRA wR |
|FFR FMM R MM R MMF wRF wRF|
|FFRCMMM RMM R MMM FWRMF wR |
|RRRMMMM CRRRRC MMM wwRMM RRF|
|RCRMFFFF
FMMM wFRMM wRF|
|RARC MMMMMMMMMMMMF RRBMM wRF|
|RRR FMMMMMMMMMMMF*Fw FMM wRF|
| F*FMFMMFMMMF FF w FMM wRF|
|FM F
ARRRRRRRRR MMF RR |
|MMF
w MF wRF|
|MMF
w F wRF|
|MFF
WW
FF w F wR |
|FRRRRRRRWWM
FFF w
wR |
| RACFFBRWFMF
w C wRw|
|RRRRRRRR MMM CRRRRCRRRRRRRRR|

| RCCFFCR FMMF
w C RBB A|
|RRRRRRRR FMMM M w FFR RRR|
| F F F F MMMM MFMMFw FFRARH |
---------------------------Sami is in a tough spot, so Eagle will have to bail her out by either
destroying all four Laser weapons (recommended) OR capture the enemy
Headquarters (much more difficult). Please note that the Laser weapons fire
EVERY turn here and they still deal up to 5 Hit Points of damage.
Our goal is to pound the enemy's laser weapons in as few turns as possible,
thus not allowing them to hit Sami's Orange Star troops too badly.
Day One for Eagle has his southern Bomber flying straight north, his
northern Bomber flying north 5 spaces and turning west for two spaces. Now
move his southern Fighter straight west, and his northern Fighter north to
stop beside the Bomber on the right. Move your B Copters west (stopping by
the City across the bridge or on the river), move the eastern Anti-Air north
to stop beside the bridge, and then send your western Anti-Air to park on
the bridge. Send the Recon west to park behind the Anti-Air, move the
Infantry towards the closest City (the northern one of the two), and move
your T Copter and APC back towards the Headquarters to end your turn.
Day One for Sami is to just end her turn.
Day Two for Eagle in the south is moving your Fighter south to down a
Bomber, have two B Copters attack the northern B Copter of the two (have the
first attack come from the eastern side of the B Copter), and then use your
Anti-Air unit to hurt the remaining Bomber. Attack the Tank to the north of
your remaining B Copter, and then park your Recon to the south of the Tank.
The northern area has your Fighter hurt the enemy's Bomber, have your
Anti-Air hurt his Fighter, and then have your southwest Bomber destroy the
Laser weapon as your northeast Bomber flies north.
Day Two for Sami is to move her Missiles to the southwest City, and then
move her Anti-Air unit to park north of the Rockets. Also move her two
east-most Mechs one step west.
Day Three for Eagle has the southern area Fighter demolish the B Copter,
your northern B Copter goers after the Missiles, and then have your other
B Copter take out the Tank. Move your Recon back towards the Headquarters
(if it lived), and then have your Anti-Air attack their Anti-Air as your
Infantry capture more property. Buy an Anti-Air unit before turning the
attention to the northern front to send your Fighter west towards Sami, your
north Bomber goes northwest towards the Laser weapon, and your Southern
Bomber goes west towards the laser weapon there. if your Super CO Power is
not ready yet, send your Anti-Air to attack the Tank to fill it. Now
activate the Lightning Strike, and then send both Bombers to destroy the
Laser Weapons nearby (park them where no damage will come to them).
Continue your attack elsewhere and buy some Infantry before ending your
turn.
Day Three for Sami is to use her Missiles and her Anti-Air to wipe out the
two B Copters.
Day Four for Eagle consists of fighting the enemy that is nearby and having
one of your Bombers (the undamaged one if one has damage) to move towards
the Laser weapon in the northwest.
Day Four for Eagle is to make any attacks he wishes to do on the enemy

(increase the Power score) and buy a couple more Infantry (increase the
Technique score) before sending a Bomber to bust the Laser weapon to finish
Adder off!
~~~~~~~~~~~~~~~~~~
~~~~ Rain Of Fire ~~~~
~~~~~~~~~~~~~~~~~~
Green Earth CO: Jess
Allied CO.....: None
Enemy CO......: Hawke
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
------------------------| C wB C FF F C FFw B |
|CRRRRRRRRRRRRRRRRRRRRRRRE|
| RFw
F MMMMC C w BRB|
|wRww F MMMMMMMFF wF R |
|wRB FMMMMMMMMMMMM wwwBRC|
|wR MMMMMMVVVVMMMMF w R |
|wRF MMMMMMVVVVMMMMMM w RC|
|wRF FMMMMMVVVVMMMMM w R |
|wR MMMMMVVVVMMMMMM w R |
|wRF MMMMMMMMMMMMMMM w RF|
|wRFF FMMMMMMMFMFMF w R |
|wRwwwww FMMMMM
ww RF|
|BRB CCw
C CC
w CR |
| RRRRRRRRRRRRRRRRRRRRRRRF|
|H B C w FF F FF FF BwC CF|
------------------------The way to win is simple; beat all of Hawke's troops or capture his
Headquarters!

Day One will have an APC and an Infantry purchased. Day Two will see those
two move north (Infantry on board APC), and then the purchase of another APC
and Infantry. Day three will have the construction of an Infantry and a
Recon while your APC from the north returns as the Infantry there starts
capturing the Base there.
Day Four onwards is just the construction of Infantry to be ferried by your
APC's as Recons clear out the Infantry in the southwest corner. Once you
have Hawke's capturing squads under control, start constructing Tanks and
Anti-Air units to back the enemy up while continuing to grab properties.
Push forward with your troops and keep constructing new ones (changing to Md
Tanks, Anti-Airs, and Rockets as your bank roll increases from your
properties to smash into Hawke).
Just remember that the Volcano can be predicted, so watch where the rocks
fall to figure the pattern out (I never did, but I got a 300 in 16 Days
here). The Volcano removes up to 5 Hit Points per unit hit.
~~~~~~~~~~~~~~~~
~~~~ Danger X 9 ~~~~
~~~~~~~~~~~~~~~~
Green Earth CO: Eagle OR Drake OR Jess
Allied CO.....: None
Enemy CO......: Hawke
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
----------------|WWWWWWWWWWW* *CMM|
|WWWWWWWWWWW* * LM|
|WWWWWWWWWWW* *C |
|WXWWWWWWWWW* *** |
|WWXWXWSSSSS*
|
|WWWWWSFF M**C |

|WWWWFF
F-FF |
|WWWW *** *FF* |
| P
F*F** **** |
|FRA B ** *
|
| RRC MFF* *|* C M|
|FFR MF* * F|
|FFR C -B *F FF|
| RR
**A * C |
| RC C C * *F FM|
|FRRRRR M* *F MM|
|FRCRHRC M*CC*MBMM|
----------------Fog Of War is your treat here as you have nine days to either wipe the enemy
out OR capture the Enemy Lab. Choose between Jess, Eagle, or Drake for this
mission, but Jess will have the easiest time due to the ground fightng
involved in the scenario.
Day one brings the Purchasing of an Infantry for the two east-most bases
(one in the pipes and the other on far side of pipes) as well as a Tank in
your remaining Base. Now move your land units north as far as you can and
shift your sea units northeast.
Day Two has your Infantry in the pipes to start capturing the Airport, the
Infantry in the far east to move east into the mountains, and then purchase
a Md Tank at that base. Now go to the western group of units to move a
Recon to park between two Woods patches beside the pipe to reveal a hiding
Mech, so attack it with your Anti-Air unit. Now use your Cruiser to attack
the visible B Copter (attack from the visible square), and then use your
Battleship on the Tank. Use your Md Tank to finish the Tank, have your
Recon move north, and then have your Tank cripple the enemy Recon.
Day Three will dawn with your Cruiser attacking a B Copter, your Battleship
moving east, and then move your Recons forward and have your Md Tank finish
the Recon unit. Capture the Airport, attack the Md Tank you see, and then
purchase a Tank at that Base as well as a Tank at the western base.
Day Four has your hurt Md Tank finish the enemy Md Tank, move your other Tank
up to the Woods on the right, and then buy another Tank. Now attack with
your Battleship to hit an enemy and use the Md tank to hit another unit.
Buy a Tank at the western Base.
Day Five will follow a Super CO Power hit, so use your stronger Md Tank to
attack the Md Tank, combine your weaker Md Tank into that one, and then take
down the last B Copter with your Anti-Air. Bring your Tank to attack their
Tank, Battleship will hit the Anti-Air, and then have a Recon attack the
same Anti-Air unit. Buy a Rocket for the centre base.
Day Six onwards will concentrate on your Battleship busting the pipe seam
along with a Md Tank, your Tanks moving down to engage the enemy, and your
southern Md Tanks and Tanks pouring north to attack the cornered enemy and
destroying them.
Capturing the enemy base is a much more difficult task that requires the
killing of the enemy through Day Three and then busting the Pipe Seam to
allow the APC with the Infantry through to capture the Lab on Day Nine.
Just be sure to stick to the Woods as you travel as much as possible or risk
losing your APC.

~~~~~~~~~~~~~~~~~~~~~~
~~~~ Great Sea Battle ~~~~
~~~~~~~~~~~~~~~~~~~~~~
Green Earth CO: Eagle OR Drake OR Jess
Allied CO.....: Andy OR Sami OR Max AND Kanbei OR Sensei OR Sonja
Enemy CO......: Hawke
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-------------------------------------|RRRRRR FLWWSB LSWWWWWWMF
CAC |
|RBCBWWCCRRRRR*** RRRRRRRRRCRRR **** |
|RCWWWWWWWWWSR***FRRRRRRRM B**R *** * |
|RHWWW CRRRRRR*** SWWWWWWWM **R *** * |
|RWWWFMFWWWWSC F CSWWFF WWMP**B ***C*|*|
|RWWFLFWWXWWWWWWWWWWWFF WWWW**R ***R * |
|RWWC WWWWWWWWWXWSSWWC C SWW**RRRRRR CC|
|FSWWRWWWWMM SWWS**SWW SWW***********|
|C WWRWWWWM ASWWS**SWW CFSWW***********|
|CCSS FFSWWP MWWWWSSWWWW FSWWWWWWW ACB|
|CCSSFAFSWW MMWWWWWXWWWWWWWWWWWWWWF F|
|C WWSFFSWWWWWWWWWWWWWWWWWWWXWWWWWWWRWW|
|FSWWWWRWWWWWWWWWWWWWXWS WCSWXWSFF WX|
|WWWWWWRWWWWWWWWWWWWWXWAWWW WWWS LCB WX|
|WXWWSCFSWWWWWWWWWWSSWW WWWAWXWWRWWRWWW|
|WWWWWWRWXWWWWWWWWS**SWSCW SWWSF***FSWW|
|FFFWWWRWWWWWWWWWWS**SXWWWWWWWSF***FSWW|
|CRCRCRRRPWWWWWXWWWSSWWWWWWXWWSF***FSWX|
| RRRRRF FWWWWWWWWWWWWWWXXWWWWS*FFF*SWW|
|FRB B FWWWWWWWWWWWWWWWWWWWWWSSSSSWWW|
| R
LSWWWWWWWWWWWWWWWWWWWWWWWWWWSS|
|FR A F FFSWWWWWWWWWXWWWWWWWWWWWWWWWSFC|
|CRSSSSSSSWWWWWWWWWWWWWWWWWWWWWWWWWF CL|
| HSWWWWWWWWXWWWSCCCCSWWWWWWWWWWWWF www|
|CRSWWWXWWWWWWWSRRRRRFWWWWWWWWWWWW BRC |

|FRSWWWWXWWXWWWSRBFHRPWWWWWWWWWWWWPLwFM|
-------------------------------------Well you get to face one heck of a map here when you finally liberate Green
Earth, and your decisions weigh heavy early on with having to pick a CO from
Green Earth, Orange Star, and Yellow Comet to form your assault teams. The
following paragraphs will discuss the pros and cons of each country's CO's
for this map.
Orange Star has Andy, Sami, and Max available to assist here. Andy has no
weaknesses OR strengths, so that allows him to fight in any manner. Sami is
a capturing specialist who has strong Mechs, Recons, and extra transporter
range. Max has the incredible muscle with his indirect units, giving him
some extra muscle to attack the enemy with. Orange Star will be placed in
the northeast corner of the map, where they are on a direct land route for
Hawke to bring his troops at, so some extra muscle in the form of Max or the
well-rounded abilities of Andy are recommended.
Yellow Comet has Kanbei, Sensei, and Sonja available to assist you here.
Kanbei has an increased attack and defense stats, but it comes at the 20%
mark-up in price of his units. Sensei is strong in Infantry, B Copters, and
an extra T Copter movement range. Sonja can not use her extended Fog Of War
vision here, and she has the chance of delivering less damage than predicted
due to her lack in battle situations. Although Kanbei has some powerful
attacks, his overly expensive units make him too unattractive to use for
this map. Sonja's average abilities make her attractive to use (even with
her potential firepower penalty) or Sensei's effective B Copter abilities
make them both excellent choices.
Green Earth has Drake, Eagle, and Jess available to assist you here. Drake
is a naval specialist (attack and defense boost for sea units), but he has
rather weak air units. Eagle is an air specialist (attack and defense boost
for air units), but he has rather weak sea units. Jess is a vehicle expert
for land warfare (attack and defense boost for vehicle units), but her air,
sea, and foot soldiers skills are sub par. For this map, Drake's sea skills
are a solid choice due to the large sea, Eagle is an excellent choice due to
his range and ability to fight anywhere, while Jess's abilities are not
needed because land attacks are not the best idea for the positioning of the
Green Earth forces.
The following sections of this maps walkthrough will be divided into the
required jobs that each country must play.
----------Orange Star
----------Orange Star will want to get two Infantry moving south to capture the six
Cities down there for funding. Also note that the first opportunity that
can be had to buy an Artillery should be taken so it can go east to park
beside the Cannon to destroy it in the following rounds before the enemy
arrives (removes one threat from your worries). Following that, the
purchasing of Anti-Air, Tank, Md Tanks, and eventually Neotanks should be
done as your orange Star CO expands their property capture around and past
the Cannon that is along the northern route.
Orange Star
majority of
essentially
Green Earth

has the easiest job routine to follow, BUT they also face the
the troops as well. Keep them healthy and well supplied to
stalemate Hawke's forces until they can be saved by the charging
forces.

----------Green Earth
----------The furthest from Hawke's troops, they also begin with the largest supply of
properties. Quickly expand up the island's via APC's or T Copters to gain
even more funding for more expensive sea/air units (depending on which CO
you chose). As the funding comes in, send your forces north to assist the
besieged Orange Star forces that will be bogged down by the Cannon in the
north. Use your Bombers to destroy the Mini-Cannon batteries, followed by
sending your Bombers and B Copters after the land forces (taking out
Anti-Airs and Missiles first) while your Fighters down the Bombers and B
Copters that will attack.
Remember that as you near the enemy factory, watch for an opening in their
defenses that will allow your Bomber to pass by the enemy to slip through
the narrow opening above the pipe to get to the seam. This is really easily
done if the opening is there and Eagle has his Super CO Power (Lightning
Strike) primed to go as he can skip dealing with their forces to bust the
pipe seam in the next couple of turns to win the map. This is the
recommended way to win the fight as it is the easiest way to get the perfect
"S Rank" score.
-----------Yellow Comet
-----------They are located in the south across the sea from Mini-Cannons, along with
a southeastern Cannon to deal with. Start by capturing the Cities on their
island before sending your Infantry east to the southeast corner to take the
properties there. Remember to get a Cruiser or two into the water to fight
any air units that wander down to fight them (they see minimal action).
Once that island in the southeast is captured, send a Lander to kill the
Mini-Cannons and Cannon on the one island before continuing north with some
Rockets, Missiles, Anti-Airs, and Infantry to get to the position south of
the pipe by some properties. Here is where your Rocket can shoot the
Mini-Cannon from just below the Airport before parking on the Airport to
shoot the Pipe Seam for the victory. For this to work well, either Sonja's
average abilities or Sensei's regularly priced troops will make it possible
(Kanbei can not get the troops he needs out there fast enough).
o---------------------o
| Black Hole Missions |
o---------------------o
~~~~~~~~~~~~~~~~~
~~~~ Hot Pursuit ~~~~
~~~~~~~~~~~~~~~~~
Enemy CO......: Sturm
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|

| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|
-----------------------------|WWWS * * *** *** *** * * WWWWW|
|WXWS * * *** *** *** * * WWXWW|
|XWXS * * *** *** *** * * WXWWX|
|WXWWW* **
** * WWXXW|
|XXXWW* *|**|**|**|** * WXXWX|
|WXWXW***
** SWWXW|
|XWWWWS*
** SWXWX|
|XWWWWS****|**|**|**|*** SWWWX|
|WSSWWS F * * * * F SWSSW|
|WC SWW
WWS CW|
|W WW FRRRRRRRRRRR
WW PW|
|WSPBRRRRFRF
F RFFRRRRB W|
|WWWWWW R R CCC CCCFR R WWSSSW|
|XWWWWWBRCBRRRRRRRRRBC RBWWWWWW|
|WWWWWW RRCC
CCRRR WWXWWW|
| P WW R
C A C
R WXWW A|
| WWCCCCCCRRRRRRRCCCCCCWWWBB |
|HRBRBRRRRRRRB H BRRRRRRRRRRRRH|
-----------------------------For this map, you will face supremely well guarded Cannons (three of them)
that you must destroy to win. You will have your choice of three CO's from
three of the Wars Land countries you have used thus far. The easiest trio
to use (and in the following order of being picked) are: Grit of Blue Moon,
Drake of Green Earth, and Sensei of Yellow Comet.
------------Grit's Duties
------------He will have the largest Cash flow of the three nations, which is fine
because his long capabilities require a large bank roll. After making two
Infantry to take the two Bases in his own colour area, he will produce
Rockets to use on the Mini-Cannons first to get rid of them. Have his
Infantry take the Cities that were under the Mini-Cannon fire, and then bust
the Pipe Seams open (remember to keep making Rockets the whole time). Now
move north through the opening to bust the Laser weapons, followed by the
enemies this will unleash. Then use the Rockets superior range to break the
Cannons and NOT the Md Tanks and Neotanks that are contained within (also do

NOT break the pipe seams or the enemy will pour out).
-------------Drake's Duties
-------------Drake will want to get a Sub or two in the water right away (after buying
an infantry to go claim a loose Base). After sinking the enemy fleet (Grit
may add a Rocket to help out), he will produce a Battleship so it can float
up the side of the map (out of range of the Cannons) to shoot the Laser
weapons. After making the one battleship, start producing Md Tanks to join
Grit's charge into the Cannon range to take the damage (the Cannon's aim for
the more expensive units and the one's with full life).
--------------Sensei's Duties
--------------Produce B Copter after B Copter to clear the water on his side, followed by
making Md Tanks or Fighters to send into the Cannon range with Grit's forces
(the Cannon's aim for the more expensive units and the one's with full
life).
A rather easy map if played correctly, remember to scatter your troops if
you have killed enough of Sturm's troops to fill his CO Meter for him to use
the devastating Meteor Strike. He should only get the Meteor Strike off but
once in this battle.
~~~~~~~~~~~~~~~~~
~~~~ Final Front ~~~~
~~~~~~~~~~~~~~~~~
Enemy CO......: Sturm
___________________________________
Key
|
|
- Plains
|
# - City With A Map
|
* - Black Hole Installation
|
| - Pipe Seam
|
- - Pipe Seam
|
A - Airport
|
B - Base
|
C - City
|
D - Laboratory
|
E - Enemy Headquarters
|
F - Forest
|
H - Headquarters
|
L - Missile Silo
|
M - Mountains
|
P - Port
|
R - Road
|
S - Shoal
|
V - Volcano
|
W - Water
|
w - River
|
X - Reef
|
___________________________________|

--------------------------------| L ** F* L*R*C*****R*L * ** L |
| ** L *LR*R*C*****R*RL* L ** |
| L F* **R*R*C*****R*R** * L |
|
*R*R*C*****R*R* F
|
| *
R*R*R***R*R*R
* |
| ** ****R*R***R*R**** ** |
| **FF ******R***R****** ** |
| **FF **RRRRRRRRRRRRR** ** |
|***** **ARBRBRRRBRBRA**F *****|
| ** **RRRRRRRRRRRRR**F ** |
| ** --ARBRCRCRCRBRA-- ** |
| --F **RRRRRRRRRRRRR** -- |
| ** F **|**** ****|** F ** |
|BRA**** **|**** ****|** ****ARB|
| R **** F***F F***F **** R |
|FRRRR*
F***F F***F
*RRRR |
|FF R * F***F F***F * R F|
|*|**R **
C
C
** R**|*|
|C C*R ***|*|*** ***|*|*** R*C C|
| *R ***|*|*** ***|*|*** R* |
| *RRRR
RRRR* FF|
|FF *FFBR FF
F FF
RBF * FF|
| F ***CR FMFWWRWWF MF RC*** |
| F FFFF FWWWWWRWWWWWMFF FFF F |
|F F FFF WWWWC C WWWW F FF F|
| FF
WWWW B BWWWWF F
|
|
F F FBFWWWRWRWWWWWFBFF
C |
|A C F FF FWRWRWWWFF
FFFF A|
| B F B
FF FFFFFF BF CRRB |
|HRRRRFFFR FFF FF FFFF RFFFFMFRH|
| B CFFF R
C C
RF FFMFB |
|A FF FFRRFFFCFRRFRCRFRFF FF FF A|
|MM F FF MF BHB FF
MF|
|FRRCRR MFM
R FF
FRRCRRM|
|FR FR FMMF ARRRA MFM R FR |
|FC A C FFMMMF R
FFMM FC A CF|
| R RRRRRRR RRCRCRRRRRRRRRR FRF|
| RRLRRF FF C R C F FFFRRRRR |
--------------------------------Sturm has set up an impressive defense here with two Cannons, six
Mini-Cannons, and one Death Ray! The Death Ray will fire every seven days,
inflicting damage to all of your units in it's line for all but one of their
Hit Points! You will get to choose your CO's here, so choose wisely before
going into the final battle (three CO's from the four different countries).
Your goal is to hold back Sturm as you sneak some units into the main area
to destroy the Deathray!
Sturm will concentrate his attack down the middle area as well as the
western area of the map. Therefore, your ultimate battle plan is to have an
ally on the west side who can make far reaching units relatively cheaply to
lead the way through the pipes (blowing pipe seams out) so a Bomber can
follow behind to get into the central area to hit the Death Ray with it's
payload to end the fighting!
I suggest Eagle as your first pick (his Bomber will be attacking the
Deathray), Max on the western front (his power will help stop the flow of
big and nasty vehicles), and then Sensei OR Colin on the eastern front

(Sensei has good B Copters and Colin can produce units cheaply, allowing him
to send better units and more of them).
Have the three start off by capturing property, and after the first four
Infantry, have Eagle save for a Bomber, Max for a Md Tank (even a Neotank if
you are really patient), and then B Copters galore for Sensei/Colin. Have
the eastern B Copter go north to bust the pipe seam as Eagle carefully
maneuvers his Bomber northeast to pass through that seam.
Keep the B Copters coming, but you should also invest in a Fighter at some
point to counteract the Fighter Strum will make as your Bomber passes
through. If ANY type of danger to the Bomber appears, kill/block it off
with your units, allowing your Bomber to keep going. Now Bomb through the
two pipe seams to gain access to the central Black Hole staging area, and
then send your bomber to hit the Death Ray to finish the game!
Just remember that during these maneuvers for the Bomber/B Copter combo, you
will have to fight the onslaught of the Black Hole army with Max and Eagle.
The enemy tends to try and take the western front first, so have Eagle ship
some units to aid Max as he fights the onslaught.
Congratulations on defeating the game! Take a load off and enjoy the ending
and credits! You deserve it!
------------------------------------------------------------------------------------------------------Commanding Officers--------------------------------------------------------------------------------------------------------5) This section will examine the special abilities that the CO's (Commanding
Officers) of the game possess as well as examining their CO Power and
CO Super Power.
o------------------o
| Orange Star CO's |
o------------------o
====
Andy
====
With no Strengths OR Weaknesses to him, he gets a middle of the road effort
from his troops. Although this means he does not have some weak units to
hold him back, he also misses out on some powered-up units to help him make
a big push against the enemy.
CO Power......: Hyper Repair
Effect........: Restores 2 Hit Points to any of his damaged units.
Super CO Power: Hyper Upgrade
Effect........: Increases the attack power of his troops, restores a
whopping 5 Hit points to damaged units, AND adds an extra
movement space to all of his units.
====
Sami
====

Sami is an Infantry specialist, causing her Infantry and Mech Units to fight
with more effectiveness. She also gets the added bonus of transport units
gaining an extra movement point. However, her direct combat units (such as
Tanks) are less effective under her leadership.
CO Power......: Double Time
Effect........: Infantry and Mechs gain 10% attack power AND 1 additional
movement space.
Super CO Power: Victory March
Effect........: Increases the movement spaces of Mechs and Infantry by two
additional spaces and allows a foot soldier to capture a
City in one turn REGARDLESS of their Hit Point status.
===
Max
===
A direct combat specialist, he gains a 50% bonus on direct combat units.
However, his long range weaponry (such as Artillery, Rockets, and Missiles)
are less effective in damage and their range is reduced by one.
CO Power......: Max Power
Effect........: His direct combat units gain 10% attack power AND gain one
movement space.
Super CO Power: Max Blast
Effect........: His direct combat units gain 20% attack power as well as two
additional movement points.
====
Nell
====
The "Lady Luck" in the Orange Star army, she can unexpectedly damage an
enemy unit for far more damage than should be possible. She is unlocked by
winning the Campaign and getting the "A Rank".
CO Power......: Lucky Star
Effect........: Increases the odds of her striking the enemy with extra
force as well as allowing for multiple targets. LUCKY!
Super CO Power: Lady Luck
Effect........: Further increases the odds (more so than Lucky Star) of her
striking the enemy with extra force as well as allowing for
multiple Targets. LUCKY! LUCKY!
o----------------o
| Blue Moon CO's |
o----------------o
====
Olaf
====
He is the leader of Blue moon's forces who has no Strengths OR Weaknesses to
him, he gets a middle of the road effort from his troops. Although this

means he does not have some weak units to hold him back, he also misses out
on some powered-up units to help him make a big push against the enemy.
Also note that his units will fight better in snow and fight worse in rain.
CO Power......: Blizzard
Effect........: While increasing his units attack power slightly, this will
also cause the conditions to become snow (giving his troops
an additional movement point).
Super CO Power: Winter Fury
Effect........: All enemy units will be hurt for 2 Hit Points as it cause
the weather conditions to change to snow.
====
Grit
====
Grit is a laid back fellow, so it stand to reason his strength is long range
attacks. Therefore, his Rockets, Artillery, and Missiles all have increased
power and range while his direct combat units are less powerful.
CO Power......: Snipe Attack
Effect........: Adds an extra range space to each of his long range units in
play as well as adding some extra power (10 %) to the shots.
Super CO Power: Super Snipe
Effect........: Adds two extra range spaces to each of his long range units
in play as well as adding some extra power (20 %) to the
shots.
=====
Colin
=====
A green CO that has just been promoted, his units lack the experience to be
completely effective, meaning their attack power is 10% lower than the
normal power. However, his cost for units is 20% less than the normal cost,
making him able to get a large quantity of units out in a hurry.
CO Power......: Gold Rush
Effect........: When used, your current bank roll will be multipled by 1.5,
increasing his purchasing potential or strength of his Super
CO Power. EXAMPLE -> has 14000 when used, becomes 21000.
Super CO Power: Power Of Money
Effect........: Weaponry in all active units will be increased by the war
coffers Colin possesses. The more money he holds in
reserve, the more powered-up the weapons will be.
o-------------------o
| Yellow Comet CO's |
o-------------------o
======
Kanbei
======

The leader of Yellow Comet, he has the best trained troops around, which
means they ALL gain 10% effectiveness in battle. However, to train his
troops so well, it costs Kanbei an extra 10% to do so.
CO Power......: Morale Boost
Effect........: His units gain an additional 10% attack power.
Super CO Power: Samurai Spirit
Effect........: His units gain an additional 10% attack power and 10%
defensive power, Counter attacks by his units deal X 1.5
the normal amount.
======
Sensei
======
An old master of the game of war, he trained Kanbei on how to wage war. He
is an old paratrooper who has especially effective Infantry and Helicopter
units, but he is weak versus naval and vehicle units.
CO Power......: Copter Command
Effect........: B Copter attack power is raised by 10% and all of his empty
Cities will gain an Infantry each with 9 Hit Points.
Super CO Power: Airbourne Assault
Effect........: B Copter attack power is raised by 20% and all of his empty
Cities will gain an Mech each with 9 Hit Points.
=====
Sonja
=====
Daughter to Kanbei, she is a master of intel. Her units fight best in Fog
Of War situations as they see an extra space over opponents, but her units
will be unlucky in scoring extra damage in attacks most of the time, even
losing a damage point they should deal. However, enemies can not tell how
many Hit Points remain on her units, and her counter attacks are slightly
above average.
CO Power......: Enhanced Vision
Effect........: Her units gain an extra vision space in Fog Of War
situations and allows her units to see into the Woods and
Reefs without being right beside them.
Super CO Power: Counter Break
Effect........: Her units gain an extra vision space in Fog Of War
situations and allows her units to see into the Woods and
Reefs without being right beside them. Her counter attacks
will be increased in power.
o------------------o
| Green Earth CO's |
o------------------o
=====
Eagle
=====

The wild man in the skies, Eagle gains an extra 10% battle ability with his
airbourne units as well as less fuel consumption. However, enemy naval
units hurt his units badly.
CO Power......: Lightning Drive
Effect........: All air units gain a 10% attack boost and a 10% defense
boost.
Super CO Power: Lightning Strike
Effect........: All air units gain a 10% attack boost and a 10% defense
boost, and all non-Infantry units can move once more. This
means his CO Power should be used after a round of attacks
have already occurred.
=====
Drake
=====
Master of the seas, Drake has the ability to have an extra 10% battle
ability with his seafaring vessels. However, his Air units are of a very
poor quality. He also gains an extra Defense point and an extra movement
space for his Sea units through his proficiency on the sea. Rain does
not affect his unit's movements at all.
CO Power......: Tsunami
Effect........: This will remove 1 Hit Point from every enemy unit, and
remove half of their total fuel.
Super CO Power: Typhoon
Effect........: This will remove 2 Hit Points from every enemy unit, and
remove half of their total fuel. This will also remove
some of the enemy's movement spaces.
====
Jess
====
A vehicle specialist, she is the ground power of the Green Earth army.
However, her Infantry, air, and naval forces are slightly weaker due to
her better vehicle knowledge.
CO Power......: Turbo Charge
Effect........: Vehicles gain one movement space, a 10% increase in
firepower, and ammo and fuel are replenished completely.
Super CO Power: Overdrive
Effect........: Vehicles gain two movement spaces, a 10% increase in
firepower, and ammo and fuel are replenished completely.
o-----------------o
| Black Hole CO's |
o-----------------o
====
Flak
====

A rather impatient and headstrong CO, he likes to attack, attack, attack.


His attack power is stronger than the normal amounts, but his poor
leadership causes his units to cause less damage than they could.
CO Power......: Brute Force
Effect........: This allows his units a chance of inflicting a severe blow
to the enemy, but it also carries the risk of causing less
damage than normal.
Super CO Power: Barbaric Blow
Effect........: An increase in attack power of 20%, it still carries the
risk of being less effective due to larger dispersion rate.
====
Lash
====
The brilliant mind behind many of the Black Hole installations, she is an
average CO with no strengths or no weaknesses. Although this means she does
have some weak units to hold her back, she also misses out on some
powered-up units to help her make a big push against the enemy.
CO Power......: Terrain Tactics
Effect........: By using the terrain defenses, lash will increase her
offensive capabilities. Additionally, all of her units will
be able to pass over any terrain tile at the cost of one
movement space each, though only Infantry can cross
mountains.
Super CO Power: Prime Tactics
Effect........: Doubles the defensive features of the terrain her units
occupy for one full turn. Additionally, all of her units
will be able to pass over any terrain tile at the cost of
one movement space each, though only Infantry can cross
mountains.
=====
Adder
=====
Very self-absorbed, Adder thinks himself truly great. He tends to make good
decisions, and he has no strength or weaknesses. He also stores up his CO
Power faster than any other CO.
CO Power......: Sideslip
Effect........: His units gain a slight attack boost as well as an extra
movement space for each of his units.
Super CO Power: Sidewinder
Effect........: His units gain a slightly higher attack boost as well as two
extra movement space for each of his units.
=====
Hawke
=====

The top CO that Sturm has, he is also in charge of the three CO's below him.
His units have an extra 10% attack boost, but his CO Powers take the longest
of any CO to build up.
CO Power......: Black Wave
Effect........: All of his damaged units gain one Hit Point while enemy
units lose one Hit Point (will not kill a one Hit Point
unit).
Super CO Power: Black Storm
Effect........: All of his damaged units gain two Hit Points while enemy
units lose two Hit Points (will not kill a two Hit Points
unit or a one hit point unit).
=====
Sturm
=====
The Lord of the Black Hole CO's, he was behind the original invasion of
Macro Land that took place during the original Advance Wars. His units have
extra firepower in their attacks, their movement points cost one regardless
of terrain, but he is rather weak in snowy conditions. He is unlocked by
winning the Campaign and getting the "A Rank".
CO Power......: None
Effect........: He focuses so much on Super CO Power, he does not have one.
Super CO Power: Meteor Strike
Effect........: A massive meteor strikes a certain area of your troops for
as much as 8 Hit Points damage to the units within the
radius. His impressive troops gain a 10% attack bonus as
well.
-----------------------------------------------------------------------------------------------------Black Hole Installations----------------------------------------------------------------------------------------------------6) This section will look at how each special installation of the Black Hole
Army works, and how to deal with them.
o--------o
| Cannon |
o--------o
Description: A Giant Cannon that covers a massive area with it's destruction
(one direction only).
Power......: Removes up to 5 Hit Points, but it can not finish off an unit.
Also, the number of turns it takes to power a shot is
determined per area.
Weakness...: The doors on the front of these installations can be attacked.
After a total of at least 100% damage has been dealt, the
Cannon will meltdown.
o----------o
| Deathray |

o----------o
Description: An GIGANTIC satelite dish on top is how the beam is gathered to
fire every 7 days. it fires straight down the screen and is
three squares wide.
Power......: Any of your units in it's path will be smashed for all but ONE
of their Hit Points.
Weakness...: The doors on the front of these installations can be attacked.
After a total of at least 100% damage has been dealt, the
Deathray will meltdown.
o---------o
| Factory |
o---------o
Description: A massive structure that has numerous doors on front and piping
feeding into it from behind.
Power......: One unit to be produced per Day, with that unit being able to
move immediately instead of waiting.
Weakness...: The actual Factory can not be attacked, as it is invincible.
However, the pipes that supply the materials and resources for
the units can be blown apart where ever a seam can be found. At
least 100% damage will bust that seam open and render the
Factory useless.
o----------o
| Fortress |
o----------o
Description: A large building that helps the Black Hole maintain their hold
on an area.
Power......: Does not attack, but it can not be directly damaged either.
Weakness...: None since it can not be destroyed.
o-------o
| Laser |
o-------o
Description: A four-sided weapon that fires in four straight lines (north,
south, east, west) from it's position.
Power......: Removes up to 5 Hit Points, but it can not finish off an unit.
Also, the number of turns it takes to power a shot is
determined per area.
Weakness...: After a total of at least 100% damage has been dealt, the Laser
will meltdown.
o-------------o
| Mini-Cannon |

o-------------o
Description: A smaller version of the Cannon, it's range is considerably
less, but it still packs a nasty punch (one direction only).
Power......: Removes up to 3 Hit Points, but it can not finish off an unit.
Also, the number of turns it takes to power a shot is
determined per area.
Weakness...: After a total of at least 100% damage has been dealt, the
Mini-Cannon will meltdown.
o----------o
| Pipeline |
o----------o
Description: These will snake through a map, often channeling troops through
certain areas. Some sections can be destroyed.
Power......: They work as walls, not even allowing air units to pass over
them.
Weakness...: Anywhere a pipe seam can be attacked, at least 100% damage is
required to break through.
------------------------------------------------------------------------------------------------------------Final Word-----------------------------------------------------------------------------------------------------------7) As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2003. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
briansulpher@hotmail.com. You can also contact me through MSN messenger
through the same E-mail address.
Great game! Simply no other way to put it, and I hope this FAQ helped
some people out with their troubles! Do keep in mind that these
strategies are rather general in the whole, and even the specific
strategies can be struck void by an enemy CO acting outside their regular
behaviours.

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