Advance Wars 2 FAQ Copyright Nintendo 2003 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.7 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. If you enjoy this FAQ and want to give back, you can click the Donate button by my author name above, and send some money my way (via Paypal). I have no set amount or minimum, so feel free to donate as little as you like (this is simply a from the bottom of your heart deal). Thanks for your consideration, now on with the FAQ! ----------- 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) ----------- Version 1.7 ----------- -Submitted FAQ January 18th, 2013 -Sinking Feeling Map fixed up (thanks to Caleb Hitchcock) -Added a map of where the rocks fall on Rain Of Fire (thanks to Nathan Klippenstein) ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Units 3) Terrain 4) Walkthrough 5) Commanding Officers 6) Black Hole Installations 7) Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) After initially pushing Sturm of the Black Hole back from Wars Land, he returned to his origin of Macro Land where Black Hole ruled with an iron fist. Sturm recruits Hawke, a fellow Black Hole CO to help him with the invasion of Wars Land, as well as some lesser CO's named Flak, Lash, and Adder. They will be coming in full force this time, fighting the Orange Star, Blue Moon, Yellow Comet, and Green Earth with all of their special weaponry and installations. Do you think you can assist the CO's of the various nations of Wars Land to once again repel the dark intentions of the Black Hole!? ---------------------------------------------------------------------------- ----------------------------------Units------------------------------------- ---------------------------------------------------------------------------- 2) This section will give information on each type of unit, what their weaponry is and what units they can fight. The stats will be based on both units being at full power (both have full Hit Points), the Defensive Terrain being a value of 0, and this will not take into account CO bonuses/penalties on the attacks. It should be useful as a quick reference for offensive and defensive abilities of each unit type. Also note that any attack listed as 0% means that the unit type can not attack that unit type. Al so note that any defense listed as 0% means that the unit type can not be attacked by the unit listed. o------------------------o | Short Range Land Units | o------------------------o ~~~~~~~~~~~~~~ ~~~~ Infantry ~~~~ ~~~~~~~~~~~~~~ Cost : 1000 Movement Points : 3 (1 in mountains) Vision : 2 Primary Weapon : None Secondary Weapon: Machine Gun These are the lighter foot soldiers in your army. They are only good for fighting other Infantry and Mech units when it comes to battling, but they are also useful for expanding your territory by capturing new cities. =================== Attacking Abilities =================== Infantry : 55% Mech : 45% Recon : 12% APC : 14% Anti-Air : 5% Tank : 5% Md Tank : 1% Neotank : 1% Artillery : 15% Rocket : 25% Missile : 25% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 30% B Copter : 7% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 55% Mech : 65% Recon : 70% APC : 0% Anti-Air : 105% Tank : 75% Md Tank : 105% Neotank : 125% Artillery : 90% Rocket : 95% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 95% T Copter : 0% B Copter : 75% Fighter : 0% Bomber : 110% ~~~~~~~~~~ ~~~~ Mech ~~~~ ~~~~~~~~~~ Cost : 3000 Movement Points : 2 (2 in mountains) Vision : 2 Primary Weapon : Bazooka (3 Rounds) Secondary Weapon: Machine Gun Mechs move slightly slower than other foot soldier counterparts, but this is due to their Primary Weapon the Bazooka. They have 3 rounds of the tank missile ammo before running dry, which means they will use their secondary weapon (Machine Gun) for all battles. They are slightly more powerful than Infantry with the Machine Gun in battle, and they can stand against Tanks and Recon units fairly well. =================== Attacking Abilities =================== Infantry : 65% Mech : 55% Recon : 85% (18% without Bazooka) APC : 75% (20% without Bazooka) Anti-Air : 65% ( 6% without Bazooka) Tank : 55% ( 6% without Bazooka) Md Tank : 15% ( 1% without Bazooka) Neotank : 15% ( 1% without Bazooka) Artillery : 70% (32% without Bazooka) Rocket : 85% (35% without Bazooka) Missile : 85% (32% without Bazooka) Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 35% B Copter : 9% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 45% Mech : 55% Recon : 65% APC : 0% Anti-Air : 105% Tank : 70% Md Tank : 95% Neotank : 115% Artillery : 85% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 75% Fighter : 0% Bomber : 110% ~~~~~~~~~~~ ~~~~ Recon ~~~~ ~~~~~~~~~~~ Cost : 4000 Movement Points : 8 (3 per non-Road surface) Vision : 5 Primary Weapon : None Secondary Weapon: Machine Gun These guys are essentially Infantry with wheels. They have high-powered Machine guns for weapons, so they are ideal for taking on foot soldiers. Add in the fact that their vision is so great (a real asset in Fog Of War situations), and you have an unique and useful unit. However, these fellows can not capture cities or traverse across non-Road areas quickly, so be wary of this when moving out with them. =================== Attacking Abilities =================== Infantry : 70% Mech : 65% Recon : 35% APC : 45% Anti-Air : 4% Tank : 6% Md Tank : 1% Neotank : 1% Artillery : 45% Rocket : 55% Missile : 28% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 35% B Copter : 10% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 12% Mech : 85% (18% without Bazooka) Recon : 35% APC : 0% Anti-Air : 60% Tank : 85% (40% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (65% wihtout Cannon) Artillery : 80% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 55% Fighter : 0% Bomber : 105% ~~~~~~~~~ ~~~~ APC ~~~~ ~~~~~~~~~ Cost : 5000 Movement Points : 6 Vision : 1 Primary Weapon : None Secondary Weapon: None No weaponry for this baby as the APC (Armored Personnel Carrier) is intended for primary use as a transport for foot soldiers. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 14% Mech : 75% (20% without Bazooka) Recon : 45% APC : 0% Anti-Air : 50% Tank : 75% (45% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (45% without Cannon) Artillery : 70% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 60% (20% without Missile) Fighter : 0% Bomber : 105% ~~~~~~~~~~~~~~ ~~~~ Anti-Air ~~~~ ~~~~~~~~~~~~~~ Cost : 8000 Movement Points : 6 Vision : 2 Primary Weapon : Vulcan (9 Rounds) Secondary Weapon: None These treaded terrors are a fairly good investment as they can take down any flying units Hit points super fast. They also have great success against foot soldiers and moderate success against lighter armored vehicles. They are susceptible to explosive rounds though, so be especially wary of the Tanks in the game. =================== Attacking Abilities =================== Infantry : 105% Mech : 105% Recon : 60% APC : 50% Anti-Air : 45% Tank : 25% Md Tank : 10% Neotank : 5% Artillery : 50% Rocket : 55% Missile : 55% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 120% B Copter : 120% Fighter : 100% Bomber : 100% =================== Defending Abilities =================== Infantry : 5% Mech : 65% ( 6% without Bazooka) Recon : 4% APC : 0% Anti-Air : 45% Tank : 65% ( 6% without Cannon) Md Tank : 105% ( 7% without Cannon) Neotank : 115% (17% without Cannon) Artillery : 75% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 85% T Copter : 0% B Copter : 25% ( 6% without Missile) Fighter : 0% Bomber : 95% ~~~~~~~~~~ ~~~~ Tank ~~~~ ~~~~~~~~~~ Cost : 7000 Movement Points : 6 Vision : 3 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: Machine Gun These are the weakest of the Tank family, but they still deal decent damage to other Tanks and lightly armored units (like Recon and Anti-Air units). The secondary weapon (Machine Gun) is fairly powerful (even better than a Recon's), so turning it loose on foot soldiers and even lightly armored vehicles if you have no more Cannon rounds. A fairly cheap hard hitter that is fairly susceptible to explosive rounds. =================== Attacking Abilities =================== Infantry : 75% Mech : 70% Recon : 85% (40% without Cannon) APC : 75% (45% without Cannon) Anti-Air : 65% ( 6% without Cannon) Tank : 55% ( 6% without Cannon) Md Tank : 15% ( 1% without Cannon) Neotank : 15% ( 1% without Cannon) Artillery : 70% (45% without Cannon) Rocket : 80% (55% without Cannon) Missile : 80% (30% without Cannon) Lander : 10% ( 0% without Cannon) Cruiser : 5% ( 0% without Cannon) Submarine : 1% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 1% ( 0% without Cannon) T Copter : 40% B Copter : 10% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 5% Mech : 55% ( 6% without Bazooka) Recon : 6% APC : 0% Anti-Air : 25% Tank : 55% ( 6% without Cannon) Md Tank : 85% ( 8% without Cannon) Neotank : 105% (10% without Cannon) Artillery : 70% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 55% ( 6% without Missile) Fighter : 0% Bomber : 105% ~~~~~~~~~~~~~ ~~~~ Md Tank ~~~~ ~~~~~~~~~~~~~ Cost : 16000 Movement Points : 5 Vision : 1 Primary Weapon : Cannon (8 Rounds) Secondary Weapon: Machine Gun These are the middle of the Tank family power wise, they pack harsh damage to anything with metal coating 9exceptions being sea vessels and Neotanks). The secondary weapon (Machine Gun) is fairly powerful (even better than a Tank's), so turning it loose on foot soldiers and even lightly armored vehicles if you have no more Cannon rounds. A fairly expensive hard hitter that is only susceptible to long range attackers as well as Md Tanks or Neotanks. =================== Attacking Abilities =================== Infantry : 105% Mech : 95% Recon : 105% (45% without Cannon) APC : 105% (45% without Cannon) Anti-Air : 105% (10% without Cannon) Tank : 85% ( 8% without Cannon) Md Tank : 55% ( 1% without Cannon) Neotank : 45% ( 1% without Cannon) Artillery : 105% (45% without Cannon) Rocket : 105% (55% without Cannon) Missile : 105% (35% without Cannon) Lander : 35% ( 0% without Cannon) Cruiser : 45% ( 0% without Cannon) Submarine : 10% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 10% ( 0% without Cannon) T Copter : 45% B Copter : 12% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 1% Mech : 15% ( 1% without Cannon) Recon : 1% APC : 0% Anti-Air : 10% Tank : 1% Md Tank : 55% ( 1% without Cannon) Neotank : 75% ( 1% without Cannon) Artillery : 45% Rocket : 55% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 55% T Copter : 0% B Copter : 25% ( 1% without Missile) Fighter : 0% Bomber : 95% ~~~~~~~~~~~~~ ~~~~ Neotank ~~~~ ~~~~~~~~~~~~~ Cost : 22000 Movement Points : 6 Vision : 1 Primary Weapon : New Cannon (9 Rounds) Secondary Weapon: Machine gun This unit is not available until the plans for it have been "liberated" from Black Hole labs that are in each country. Neotanks are the top of the line in power for land units, dealing incredible damage to almost everything they fire on. =================== Attacking Abilities =================== Infantry : 125% Mech : 115% Recon : 125% (65% without Cannon) APC : 125% (45% without Cannon) Anti-Air : 115% (17% without Cannon) Tank : 105% (10% without Cannon) Md Tank : 75% ( 1% without Cannon) Neotank : 55% ( 1% without Cannon) Artillery : 115% (65% without Cannon) Rocket : 125% (75% without Cannon) Missile : 125% (55% without Cannon) Lander : 50% ( 0% without Cannon) Cruiser : 50% ( 0% without Cannon) Submarine : 15% ( 0% without Cannon) (only if Sub is on the surface) Battleship: 15% ( 0% without Cannon) T Copter : 55% B Copter : 22% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 1% Mech : 15% ( 1% without Bazooka) Recon : 1% APC : 0% Anti-Air : 5% Tank : 15% ( 1% without Cannon) Md Tank : 45% ( 1% without Cannon) Neotank : 55% ( 1% without Cannon) Artillery : 40% Rocket : 50% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 50% T Copter : 0% B Copter : 20% Fighter : 0% Bomber : 90% o-----------------------o | Long Range Land Units | o-----------------------o ~~~~~~~~~~~~~~~ ~~~~ Artillery ~~~~ ~~~~~~~~~~~~~~~ Cost : 6000 Movement Points : 5 Vision : 1 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: None A rather inexpensive long range attacker, it can fire on any enemy (excluding air units) within the range of 2-3 spaces. It deal fairly heavy damage, even to armored vehicles. =================== Attacking Abilities =================== Infantry : 90% Mech : 85% Recon : 80% APC : 70% Anti-Air : 75% Tank : 70% Md Tank : 45% Neotank : 40% Artillery : 75% Rocket : 80% Missile : 80% Lander : 55% Cruiser : 65% Submarine : 60% (only if Sub is on the surface) Battleship: 40% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 15% Mech : 70% (32% without Bazooka) Recon : 45% APC : 0% Anti-Air : 50% Tank : 70% (45% without Cannon) Md Tank : 105% (45% without Cannon) Neotank : 125% (65% without Cannon) Artillery : 75% Rocket : 80% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 80% T Copter : 0% B Copter : 65% (25% without Missile) Fighter : 0% Bomber : 105% ~~~~~~~~~~~~ ~~~~ Rocket ~~~~ ~~~~~~~~~~~~ Cost : 15000 Movement Points : 5 (3 per non-Road surface) Vision : 1 Primary Weapon : Rockets (6 Rounds) Secondary Weapon: None An expensive but deadly long range attacker, it can fire on any enemy (excluding air units) within the range of 3-5 spaces. It deals spectacular damage, even to the toughest of armored vehicles. =================== Attacking Abilities =================== Infantry : 95% Mech : 90% Recon : 90% APC : 80% Anti-Air : 85% Tank : 80% Md Tank : 55% Neotank : 50% Artillery : 80% Rocket : 85% Missile : 90% Lander : 60% Cruiser : 85% Submarine : 85% (only if Sub is on the surface) Battleship: 55% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 25% Mech : 85% (35% without Bazooka) Recon : 55% APC : 0% Anti-Air : 55% Tank : 85% (55% without Cannon) Md Tank : 105% (55% without Cannon) Neotank : 125% (75% without Cannon) Artillery : 80% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 85% T Copter : 0% B Copter : 65% (35% without Missile) Fighter : 0% Bomber : 105% ~~~~~~~~~~~~~ ~~~~ Missile ~~~~ ~~~~~~~~~~~~~ Cost : 12000 Movement Points : 4 (3 per non-Road surface) Vision : 5 Primary Weapon : Missiles (6 Rounds) Secondary Weapon: None An expensive but deadly long range attacker, it can fire on any air unit within the range of 3-5 spaces. It deals spectacular damage, even destroying B Copters and T Copters in one round with full Hit Points. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 120% B Copter : 120% Fighter : 100% Bomber : 100% =================== Defending Abilities =================== Infantry : 25% Mech : 85% (35% without Bazooka) Recon : 28% APC : 0% Anti-Air : 55% Tank : 85% (35% without Cannon) Md Tank : 105% (35% without Cannon) Neotank : 125% (55% without Cannon) Artillery : 80% Rocket : 90% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 90% T Copter : 0% B Copter : 65% (35% without Missile) Fighter : 0% Bomber : 105% o-------------o | Water Units | o-------------o ~~~~~~~~~~~~ ~~~~ Lander ~~~~ ~~~~~~~~~~~~ Cost : 12000 Movement Points : 7 Vision : 1 Primary Weapon : None Secondary Weapon: None No weaponry here as the Lander is intended solely for transporting land units from one shore to another. It can transport up to two units at a time, but it can only land on a shore where there are Shallows or at a Port (does not need to be under your control). =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 10% ( 0% without Cannon) Md Tank : 35% ( 0% without Cannon) Neotank : 50% ( 0% without Cannon) Artillery : 55% Rocket : 60% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 95% Battleship: 95% T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 85% ~~~~~~~~~~~~~ ~~~~ Cruiser ~~~~ ~~~~~~~~~~~~~ Cost : 18000 Movement Points : 7 Vision : 3 Primary Weapon : Missiles (9 Rounds) Secondary Weapon: Anti-Air Gun A jack-of-all-trades on the sea, this vessel is very adept at bringing down Submarines (using the Primary Weapon) and air force units (really effective on both Helicopter types and fair against both Plane types). It can also carry up to two Helicopters (both types) on it's deck at one time. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 90% Battleship: 0% T Copter : 115% B Copter : 115% Fighter : 55% Bomber : 65% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 10% ( 0% without Cannon) Md Tank : 35% ( 0% without Cannon) Neotank : 50% ( 0% without Cannon) Artillery : 65% Rocket : 85% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 25% Battleship: 95% T Copter : 0% B Copter : 55% Fighter : 0% Bomber : 85% ~~~~~~~~~~~~~~~ ~~~~ Submarine ~~~~ ~~~~~~~~~~~~~~~ Cost : 20000 Movement Points : 6 Vision : 5 Primary Weapon : Torpedoes (6 Rounds) Secondary Weapon: None Subs can fire on naval units only, and they do very poorly against Cruisers while great against other Subs and Battleships. They will burn either one unit of fuel (on the surface) or five units of fuel (submerged) at the beginning of each turn. However, submerged Subs can not be detected by units unless they are right beside the unit. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 95% Cruiser : 25% Submarine : 55% Battleship: 55% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 1% ( 0% without Cannon) (only if Sub is on the surface) Md Tank : 10% ( 0% without Cannon) (only if Sub is on the surface) Neotank : 15% ( 0% without Cannon) (only if Sub is on the surface) Artillery : 60% (only if Sub is on the surface) Rocket : 85% (only if Sub is on the surface) Missile : 0% Lander : 0% Cruiser : 90% Submarine : 55% Battleship: 95% (only if Sub is on the surface) T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 95% (only if Sub is on the surface) ~~~~~~~~~~~~~~~~ ~~~~ Battleship ~~~~ ~~~~~~~~~~~~~~~~ Cost : 28000 Movement Points : 6 Vision : 2 Primary Weapon : Cannon (9 Rounds) Secondary Weapon: None A floating armada of pain, these Cannons can attack any unit (except air units) within a range of 2-6 spaces. They deliver devastating damage to even the largest of units and they have the potential to wipe out a lot of units in a hurry. =================== Attacking Abilities =================== Infantry : 95% Mech : 90% Recon : 90% APC : 80% Anti-Air : 85% Tank : 80% Md Tank : 55% Neotank : 50% Artillery : 80% Rocket : 85% Missile : 90% Lander : 95% Cruiser : 95% Submarine : 95% (only if Sub is on the surface) Battleship: 50% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 1% ( 0% without Cannon) Md Tank : 10% ( 0% without Cannon) Neotank : 15% ( 0% without Cannon) Artillery : 40% Rocket : 55% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 55% Battleship: 50% T Copter : 0% B Copter : 25% Fighter : 0% Bomber : 75% o-----------o | Air Units | o-----------o ~~~~~~~~~~~~~~ ~~~~ T Copter ~~~~ ~~~~~~~~~~~~~~ Cost : 5000 Movement Points : 6 Vision : 2 Primary Weapon : None Secondary Weapon: None The "T" is for Transport, and that is what this whirlybird does for your forces. It can carry one foot soldier at a time and it can load/unload only when it is over solid ground itself. Useful for sneaking by the front lines to snake a property or even the Enemy Headquarters. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 30% Mech : 35% Recon : 35% APC : 0% Anti-Air : 120% Tank : 40% Md Tank : 45% Neotank : 55% Artillery : 0% Rocket : 0% Missile : 120% Lander : 0% Cruiser : 115% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 95% Fighter : 100% Bomber : 0% ~~~~~~~~~~~~~~ ~~~~ B Copter ~~~~ ~~~~~~~~~~~~~~ Cost : 9000 Movement Points : 6 Vision : 3 Primary Weapon : Missiles (6 Rounds) Secondary Weapon: Machine Gun A real good addition to your armies, B Copters can use their Missiles to fight armored foes and they can use their Machine Guns to take down other units. They can really hurt Infantry, Mech, B Copters, and Tanks or lower in the armored units. However, they are quite weak to any Anti-Air units and they should be used as support attackers instead of being your front line attackers. They do not do well vs. Navy (except Cruisers) and they can attack Helicopters only in the air (both kinds, but very well). =================== Attacking Abilities =================== Infantry : 75% Mech : 75% Recon : 55% (30% without Missile) APC : 60% (20% without Missile) Anti-Air : 25% ( 6% without Missile) Tank : 55% ( 6% without Missile) Md Tank : 25% ( 1% without Missile) Neotank : 20% ( 1% without Missile) Artillery : 65% (25% without Missile) Rocket : 65% (35% without Missile) Missile : 65% (35% without Missile) Lander : 25% ( 0% without Missile) Cruiser : 55% ( 0% without Missile) Submarine : 25% ( 0% without Missile) (only if Sub is on the surface) Battleship: 25% ( 0% without Missile) T Copter : 95% B Copter : 65% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 7% Mech : 9% Recon : 10% APC : 0% Anti-Air : 120% Tank : 10% Md Tank : 12% Neotank : 22% Artillery : 0% Rocket : 0% Missile : 120% Lander : 0% Cruiser : 115% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 65% Fighter : 100% Bomber : 0% ~~~~~~~~~~~~~ ~~~~ Fighter ~~~~ ~~~~~~~~~~~~~ Cost : 20000 Movement Points : 9 Vision : 2 Primary Weapon : Missiles (9 Rounds) Secondary Weapon: None Purely an air unit fighter, these guys are made to stop charging Helicopters in one volley of Missiles, as well as badly crippling other Fighters and Bombers. Expensive to deploy, they can be taken down but Anti-Air units and Missiles fairly easily, so keep an eye out for those units when moving. Still a useful unit to have, especially when the enemy likes to bring the air units after your forces repeatedly. =================== Attacking Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 0% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 0% Lander : 0% Cruiser : 0% Submarine : 0% Battleship: 0% T Copter : 100% B Copter : 100% Fighter : 55% Bomber : 100% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 65% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 100% Lander : 0% Cruiser : 55% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 55% Bomber : 0% ~~~~~~~~~~~~ ~~~~ Bomber ~~~~ ~~~~~~~~~~~~ Cost : 22000 Movement Points : 7 Vision : 2 Primary Weapon : Bombs (9 Rounds) Secondary Weapon: None A devastating sight to any ground unit that hears their jet engine whine as it approaches, these behemoths can only be fired on by a select few units as they bring their hard hitting payload. Anti-Air and Missiles are the only ground units that can fire on them Cruisers are on the only sea units to fire on them, and Fighters are the only air unit to fire on them. However, Bombers are an excellent way to remove heavily armored land units and they are worth the price that they boast. =================== Attacking Abilities =================== Infantry : 110% Mech : 110% Recon : 105% APC : 105% Anti-Air : 95% Tank : 105% Md Tank : 95% Neotank : 90% Artillery : 105% Rocket : 105% Missile : 105% Lander : 95% Cruiser : 85% Submarine : 95% (only if Sub is on the surface) Battleship: 75% T Copter : 0% B Copter : 0% Fighter : 0% Bomber : 0% =================== Defending Abilities =================== Infantry : 0% Mech : 0% Recon : 0% APC : 0% Anti-Air : 75% Tank : 0% Md Tank : 0% Neotank : 0% Artillery : 0% Rocket : 0% Missile : 100% Lander : 0% Cruiser : 65% Submarine : 0% Battleship: 0% T Copter : 0% B Copter : 0% Fighter : 100% Bomber : 0% ---------------------------------------------------------------------------- ---------------------------------Terrain------------------------------------ ---------------------------------------------------------------------------- 3) This section will give you the heads up on how to use the terrain to your advantage when battling the opposition. o------------o | Land Types | o------------o ~~~~~~~~~~ ~~~~ Road ~~~~ ~~~~~~~~~~ Defense Rating: 0 Since there is no cover when using the road, your units are extremely vulnerable to damage. However, it is the best movement place for wheeled vehicles. ~~~~~~~~~~~~ ~~~~ Plains ~~~~ ~~~~~~~~~~~~ Defense Rating: 1 With minimal cover, your troops will still be rather open to being hit hard by the opposition. Wheeled vehicles will use two movement points per Plain crossed. ~~~~~~~~~~~~ ~~~~ Forest ~~~~ ~~~~~~~~~~~~ Defense Rating: 2 The trees afford the unit residing within some coverage from fire. Wheeled vehicles use 3 movement points through these woods. ~~~~~~~~~~ ~~~~ City ~~~~ ~~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding a City and still take very little damage. If the City is controlled by that unit, at the start of their next turn they will be re-supplied and have up to 2 Hit Points recovered if they are damaged. ~~~~~~~~~ ~~~~ Lab ~~~~ ~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding a City and still take very little damage. ~~~~~~~~~~ ~~~~ Base ~~~~ ~~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding a Base and still take very little damage. If the Base is controlled by that unit, at the start of their next turn they will be re-supplied and have up to 2 Hit Points recovered if they are damaged (provided the unit is a ground unit). Also, if the Base is unoccupied by an unit, you can purchase a new ground unit to appear there. ~~~~~~~~~~~~~ ~~~~ Airport ~~~~ ~~~~~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding an Airport and still take very little damage. If the Airport is controlled by that unit, at the start of their next turn they will be re-supplied and have up to 2 Hit Points recovered if they are damaged (provided the unit is an air unit. Also, if the Airport is unoccupied by an unit, you can purchase a new air unit to appear there. ~~~~~~~~~~ ~~~~ Port ~~~~ ~~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding a Port and still take very little damage. If the Port is controlled by that unit, at the start of their next turn they will be re-supplied and have up to 2 Hit Points recovered if they are damaged (provided the unit is a water unit). Also, if the Airport is unoccupied by an unit, you can purchase a new air unit to appear there. ~~~~~~~~~~ ~~~~ Silo ~~~~ ~~~~~~~~~~ Defense Rating: 3 An unit can take a good beating while holding a Silo and still take very little damage. A great attacking building, it can be fired (only one time though) by an Infantry or a Mech. They have unlimited range and a large splash damage area, but both sides in the conflict can be hurt by it. ~~~~~~~~~~~~~~~~~~ ~~~~ Headquarters ~~~~ ~~~~~~~~~~~~~~~~~~ Defense Rating: 4 An unit can take a good beating while holding Headquarters and still take very little damage. This building is the nerve centre of each army, and if it is captured, the side that lost their Headquarters loses the battle. ~~~~~~~~~~~~~~ ~~~~ Mountain ~~~~ ~~~~~~~~~~~~~~ Defense Rating: 4 An unit can take a good beating while holding a Mountain and still take very little damage. Only Infantry and Mech units may enter mountains, giving them the upper hand in battles with stronger foes. They also experience increased vision during Fog Of War maps from these locales. o-------------o | Water Types | o-------------o ~~~~~~~~~~~ ~~~~ Shoal ~~~~ ~~~~~~~~~~~ Defense Rating: 0 An unique land type in that both land and water units can set foot on. No cover to be found, so maximum damage will be taken when in a fight. ~~~~~~~~~ ~~~~ Sea ~~~~ ~~~~~~~~~ Defense Rating: 0 Sea going vessels only here, with no cover what so ever. Units here are completely open to damage. ~~~~~~~~~~ ~~~~ Reef ~~~~ ~~~~~~~~~~ Defense Rating: 1 The lone place on the sea where an unit can have some protection from attack, albeit a very small amount of protection. ---------------------------------------------------------------------------- -------------------------------Walkthrough---------------------------------- ---------------------------------------------------------------------------- 4) This section will give maps, statistics, and strategies to get through each map in the game. This includes the hidden lab areas as well, which will be placed at the very end of a country's region of the walkthrough. o----------------------o | Orange Star Missions | o----------------------o ~~~~~~~~~~~~~ ~~~~ Cleanup ~~~~ ~~~~~~~~~~~~~ Orange Star CO: Andy Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------- |WWWF F R | |WXWwwwwF FR | |WWW wwF ER | |MFF www RF| |F M F w R | |RRR MF FwwwRw| |M R F R | | R R | |RRHRRRRRRRFRR | | F F F FFF F| -------------- A very simple map to start you off on, you will need to accomplish one to of two things to be victorious: eradicate the troops Flak has OR capture his Headquarters. ---------------- No Quarter Given ---------------- If you choose to slaughter his troops, stroll forward with your Infantry following behind your APC. When the opponent is close enough that they could walk into range of your APC, send your APC into their range to bait them forward, and then charge in and shoot them after they have attacked your APC first (the APC will survive easily). Then just repeat on the second Infantry member for the victory! ---------------- Headquarter Raid ---------------- The second option has one Infantry loading into the APC, the other two Infantry marching east to engage the charging Black Hole Infantry, and your APC should head towards the Enemy Headquarters. Once the APC nears the river, let the Infantry out to march across the river and then capture the Enemy Headquarters! ~~~~~~~~~~~~~~~~~~~~~ ~~~~ Border Skirmish ~~~~ ~~~~~~~~~~~~~~~~~~~~~ Orange Star CO: Sami Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |FFWWWWWWFMM F| |FF wMF FFECRR| | wF FF | | w FM | | F Fwwww CM | |FRRRRRCR M | | R F wwwwFFFF| |FW c w MMF| |RH wFMMF| | FwFFMF| --------------- Start Day One by sending your Mech Unit up to attack the Tank, followed by using your Tank to destroy the Tank completely. Then send your remaining forces towards the bridge, making sure your Infantry starts capturing the neutral city. Day Two brings the re-organizing of your troops so your APC or Tank holds the city short of the bridge while your Artillery sets up behind the tougher unit for protection so it can deliver it's deadly payload. Finish capturing the neutral city and start your Mech Unit to go there and recover. Day Three will dawn with the enemy having drawn close enough for your Artillery to blast a Tank (do so). You then have the option of sending your Tank across the bridge to blow the hurt Tank up or damage the remaining unhurt Tank. Your Infantry can start to go towards the river and your Mech unit can stop in the captured town to recover it's Hit Points. Day Four onwards has your Artillery, Tank, and Mech Unit mopping up the remnants of the enemy Tanks, followed by the enemy Infantry to finish the map. You can also use your APC after the Tanks are gone to carry an Infantry to the Enemy Headquarters to capture it! ~~~~~~~~~~~~~~~~ ~~~~ Orange Dawn ~~~~ ~~~~~~~~~~~~~~~~ Orange Star CO: Max Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- | F F FWWWWW| |CRERCRRRRFRRF W| | WWC W| |M WWWRWW| |MF WWWWWWWWWRWW| |WWWW WFFCW| |WWW FFF W| |WF W| |M MW| |MMF H MMW| --------------- Max has some great units with him, including some direct combat units (his specialty). You have two choices on how to win, both of which will be covered below: ---------------- No Quarter Given ---------------- Day One has your Helicopters double-teaming there counterpart Helicopter as an Infantry loads to the T Copter to fly northwards. Have your 2 Tanks and Md Tank move up to the bridge along with your Artillery. Day Two has the enemy coming for you, so move up to the next island to set your defenses properly, and have your Helicopters harass the Infantry or Tank (leave the Md Tanks alone though). Have your T Copter either drop the Infantry off, or if you did so last turn, move and capture the city. Day Three has your Tanks and Md Tank moving out to intercept the charging enemies as your Helicopters put the finishing touches on the Infantry. Day Four and onwards involves a simple mop-up up of the remaining forces (use your Md Tank and Helicopters on their Md Tank). You will soon be victorious! ---------------- Headquarter Raid ---------------- Day One has your Helicopters double-teaming there counterpart Helicopter as an Infantry loads to the T Copter to fly westwards. Have your 2 Tanks and Md Tank move up to the bridge along with your Artillery. Day Two has the enemy coming for you, so make your defenses by the bridge, and have your Helicopters harass the Infantry or Tank (leave the Md Tanks alone though). Have your T Copter fly further into the bay, but stay away from the shoreline yet. Day Three has the enemy charging forward, so engage and destroy as your T Copter drops the Infantry off. Day Four and Day Five are a simple matter of holding the enemy back as you capture the Headquarters. ~~~~~~~~~~~~~~~~~ ~~~~ Flak Attack ~~~~ ~~~~~~~~~~~~~~~~~ Orange Star CO: Max Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- | RRRRRRRRC CFF| | EWWWWWWWWWWWFF| |WWWWWWWWWWWWWRW| |WWWWWWWWWWWWWRW| |WWWWWWWWWWWWWRW| |WWWWWWWWW FFCF| |WWWWWWWWWF FRF| |WWW F F R | |WWF R | |WF CHC| --------------- Flak has gained ahold of some serious firepower here, using 3 Helicopters, 2 Bombers, and a Fighter to go with his Infantry and his Tank! Max is no slouch either with some great air defenses in Anti-Air units and a Missile battery as well as a couple Helicopters. The best route to victory is to fight for the complete annihilation of Flak (he comes at you full force anyway). Day One starts out with your Helicopter near the enemy attacking one of their Helicopters since the Fighter will hunt your Helicopter down regardless of what you do. Then you need to move the left-most Anti-Air unit down one space and the top Anti-Air unit one space to the right so the Bombers will be unable to reach them. Now use your Missile unit on the Helicopter nearby to destroy it, send your Mech unit up to start capturing the neutral city, and then position your Rockets behind that city. Then check where the Fighter can attack your remaining flying units and position your Helicopter just out of range of the Fighter. Day Two has the enemy aircraft much closer to your troops, so use your appropriate units to take them down quickly. Try to protect your Helicopter so the Fighter can not hit it next turn, and try to do the same for your Missiles and Rockets as well. Finishing capturing that neutral city to find the map to a secret weapons lab (this will be covered at the next to last of the Orange Star Missions sub-section, so go there after this map if you choose to play it next [the title: Test Of Time])! Day Three has max putting the finishing touches on as many of the enemy units as possible. If you are a little lucky and highly effective in your use of units, you will finish the battle by this point. Otherwise, mop-up the remnants on Day Four for the victory! ~~~~~~~~~~~~~~ ~~~~ Lash Out ~~~~ ~~~~~~~~~~~~~~ Orange Star CO: Sami Allied CO.....: None Enemy CO......: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |WWWWWWWF FWW FW| |W BFRRR E RRC W| |W FWWWWF FWWWRW| |WRWWWWWSSSW F C| |WRWWWWWWWWW RRC| |WR F WWWWWWRRSS| |FR FWWWWWWWWWW| |FRRRRRRRFFSWWWW| |MMMRMMFMFFSWWWW| |MMFRMFFM SWWWW| | C RC C FFSWWWW| | RRHRR FFSWWWW| | RWSSSSSSWWWWWW| | RWWWWWWWWWWWWW| --------------- Lash has set up here with the intent of holding Sami at bay for 7 days, at which point Flak will appear to decimate Sami's forces. This means you have till Day Seven to take Enemy Headquarters, so let's get to work! Day One will start by moving your T Copter out of the enemies reach. Next up, use your Battleship to blast the Rockets to the north, have your Cruiser badly damage the Sub, and then move your own Sub to the space to the southwest of your Battleship to preserve it from the enemy Cruiser. Next are the land units, so move a Mech and a Tank onto the Lander, followed by moving up beside the west side of the Battleship. Then start sending your remaining forces north to start the assault on the Base on the next island. Day Two has you finishing off the remaining aquatic forces of the enemy as you move your main land force across the bridge to the small island. Your T Copter AND Lander will now continue forward towards the Enemy Headquarters. Day Three requires nothing more than doing any moves you feel necessary (like continuing to attack the northeast island) while waiting for the enemy to finally clear out of the island with their headquarters. Day Four is the invasion, so continue to decimate their forces where ever you can and land the troops to take the Enemy Headquarters on Day Five and Day Six! ~~~~~~~~~~~~~~~~~ ~~~~ Andy's Time ~~~~ ~~~~~~~~~~~~~~~~~ Orange Star CO: Andy Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------ |FC *** B B FF| |RRR***RRRRRRRRRRRF| |MC *** F CRC CR | |MM R F RF| |MMMRR FWWWRWWW R | | CFRFF WWWRWWWF RF| |BRRRFFFWWF WWW CR | | FF WWW BWWWF RF| |F FF FWWWC WWW RF| |WWRWWWWWWWWWWW RF| |WWRWWWWWWWWWWW CR | |WWFW WWFF FF RF| |WW FW CR | |WWC RRRRRRRRRRRRF| |WWWWWW C C BHBF| ------------------ You will see the large Cannon right off the start, but you already know it fires every third turn thanks to this FAQ. Be sure to check it's impressive range immediately and then set out to destroy it! Day One has your lone Infantry loading into the T Copter to go to the city in the north while buying two more Infantry. Day Two has those Infantry moving out (one to start capturing a city, one straight north), and then move the T Copter into the range of the non-capturing Infantry for the next turn. Have the Infantry in the north start capturing the City there. Buy an Anti-Air or Tank unit too. Day Three has two Infantry finishing the capture of two Cities, the loading of a T Copter to go to the centre island to drop the Infantry off, and the moving of your killing unit northward. Make sure to buy anything you want, but consider saving money from here on out to buy a heavy hitter like a Md Tank. Day Four brings the migration of your troops northward while starting to capture the Base on the centre island. Continue this trend for Day Five as you really bring your forces to bear on Flak's Infantry. Do not buy anything on these days to save up for a Md Tank. Day Six will dawn with enough money for the Md Tank (or even a Neotank if you have done the lab map already), so buy it for your charge at the Cannon. Continue to liberate and destroy the Flak's forces. Day Seven onwards will be moving your Md Tank to bust the door on the Cannon (it is on the south side of the Cannon complex) while your troops continue to make Flak suffer for his lack of quantity and quality in his units. Once you have destroyed the Cannon, the map will be finished! ~~~~~~~~~~~~~~~~~~ ~~~~ Test Of Time ~~~~ ~~~~~~~~~~~~~~~~~~ Orange Star CO: Andy Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |MMMMMMFMF F MMM| |MM RRRRRRRRMM| |M R C C R M| | F R SSS R M| |C RRMSXS R M| |MF RMSSS R F| |MM MMMRCRRRCDC | | RMWWW R F| | F RMWWWCRC | |HCRRRRRMWWW R F| --------------- It is Fog Of War here, so be ready to use your units effectively so you can see into the darkness to avoid the traps set by the enemy while springing your own onto the enemy! Remember you have 7 days to find those plans! You can also attack and kill every unit on the map to achieve the same goal, it just requires the additional hunting down of the Transport in the Reef and the Artillery in the northern Forest to be successful if you prefer that method. Day One starts with an Artillery blast to their Artillery, followed by sending your Recon unit to dust it. Now you will be able to see more enemies, so send your Anti-Air unit up to hit the Infantry, your Md Tank to take Flak's Anti-Air unit, and then load your Mech into the APC to go towards the bridge. Now move your Rockets into the woods to the west and your lone Infantry to the mountains in the north. Day Two has your Infantry attacked by the enemy Recon, so use your Rockets to soften it up before using your Infantry to dust it. Now wipe out the remaining attackers on this side of the bridge as you charge across with a Tank, a Recon, and your APC. Go as far right as possible and DO NOT unload the APC. Day Three will have brought a Rocket attack, so move a unit to stand beside the middle of the three Forest areas stacked to the right of the City and Enemy Headquarters area to see the Rockets, followed by blasting it with your remaining troops. Now spend the next two days liberating the Enemy Headquarters to gain the use of Neotanks for the orange Star CO's! ~~~~~~~~~~~~~~~~ ~~~~ Liberation ~~~~ ~~~~~~~~~~~~~~~~ Orange Star CO: Andy OR Sami OR Max Allied CO.....: None Enemy CO......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------------- |FFF FF F F F F F F F| |CRR *******|*******| | BR *** | |CRR *** C C | | C C***C FF| | C***C FFwwRwwww| | F FwRwwwFF CFF| |wRwwwwwwww A wwwwwww| | R MFFw FFMMFF CF F| |MR MFFFwRwwwwwwwwwww| |FR B F FF | |BR FFF| | RC C B M| |CRRRRRRRRRRRRRRRRC M| | F F F F F F F BHBM| -------------------- Your choice in CO will effect how quickly the map ends for you, and you need to be quick because of the Black Hole's factory (it produces a unit per turn that is ready to attack THAT turn). The following can be applied for any of the CO's, but the speed (days) it goes at will vary. Max is a good choice since he gets additional power in direct combat situations (which is required to win), but Sami's City capturing and extra transport movement is great as well. Day One is a simple matter of buying an APC with the left-most base and an Infantry from the middle of the three bases. Day Two is moving the APC northwest so it is positioned south of the neutral Airport, where the APC should unload the Infantry into the river. Buy three more Infantry. Day Three is the first round of capturing the Airport, the two right-most Infantry will march north, and the lone remaining Infantry should move west to allow the positioning of the APC three steps away for the next turn. Day Four is the finishing of the Airport capture and the continuation of the Infantry moving out to get more territories (the APC should go for the base southwest of the Airport). Day Five onwards is just using your troops to continue capture and hold the enemy back until a Bomber is constructed so it can be sent to destroy the Pipe Seam to finish the map! Please note that you may wish to make a Tank before the Bomber so you can destroy a unit or two to give yourself the Power Rating necessary for the "S Rank". o--------------------o | Blue Moon Missions | o--------------------o ~~~~~~~~~~~~~~~~~ ~~~~ Reclamation ~~~~ ~~~~~~~~~~~~~~~~~ Blue Moon CO: Colin Allied CO...: None Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------- |FFMMMwMMF CCFwFF R | | FMMwMAF FwF BRH| | AMwM MRRRRRRRR| | FMMwF MMRCwwFBRB| | FMMMwFC MMR Mw R | | FFMwF MMRBMwF R | | Fww MFR MwF R | |B w MRRMMwF R | | BRRRRRRRRRMMMwMFRF| |E B wF CCFMMMMwMMAM| ------------------- Colin is a brand new CO to learn for everyone, so be sure to check out the Commanding Officers section to learn more about him. You will have a few objectives for this map, and they will gain Colin the massive funding he needs to flood the enemy with his troops. Start off Day One with three Infantry, followed by two Infantry and an APC on Day Two. Day Three is the continuation of the Infantry marching out to capture every installation they can, so make use of your APC to get an Infantry really far out. Buy a Recon to go start softening up Lash's scouts. Day Four onwards is just to continue capturing areas while sending Recons, Tanks, and Anti-Air units to the south to clear the two Cities there so your Infantry can claim them. Make use of Helicopters as well for relatively cheap but effective units. You can either decimate lash's entire force or hold them off long enough so an APC can get an Infantry to the Enemy Headquarters to capture it. ~~~~~~~~~~~~~~ ~~~~ Tanks!!! ~~~~ ~~~~~~~~~~~~~~ Blue Moon CO: Grit Allied CO...: None Enemy CO....: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- | wFMMFMMFMMFMM| | RFRRRRRRRRRFF| | wFRMMMMMMMRFF| | wFRRRMFMRRRFL| | w RMCMRMMFF| |RRRRRRRMRMRRRRF| | wRFMMMRMMMFRF| | wRMCRRHRRRRRL| | wRMMMMRMMMFRF| |RRRRRRFMRMRRRRF| | w RMFMCMRMMMM| | wFRMRMFMRRRRL| | wFRMRMMFMMMRF| | wFRRRRRRRRRRF| | wFFFFFFFFFFLF| --------------- You will be greeted with the site of seven Md Tanks! In the Fog Of War that covers the area, they also have some Recons, Mechs, and some more Md Tanks to come after you with! You have your Rockets, Recons, Artillery, and Infantry to use against this foe, so be ready for a knock them down slug it out with Grit's long distance accuracy! Day One has your left-most Rockets shooting at an Md Tank, followed by moving the north and south Rockets into the cities. Next you need to move your Infantry to the road below, and send your Mechs around the Artillery forward while staying concealed in the woods. Day Two has one Infantry stepping onto the mountains so your Rockets can see the approaching Tanks and blast them. have your Artillery and Recons continue to try and position themselves to blast the incoming enemy, and send your remaining Infantry marching east towards the Missile Silos. Day Three onwards is made up of your Rockets continuing to blast way (make sure to kill the Mechs as they can come over the mountains), your Artillery should continue to play hide in the woods and shoot with aid of your Recons for sight, and your one Infantry should keep marching to Missile Silos to blast groups of the enemy. If you are fast Day Seven is a good time for this map (although going higher is acceptable for still getting the "S Rank"). ~~~~~~~~~~~~~ ~~~~ Toy Box ~~~~ ~~~~~~~~~~~~~ Blue Moon CO: Olaf Allied CO...: None Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |B FRwC RR F B| |RwwRwwM SSCRSww| | MwR RwwS | |CFMFRF MW RRR M| |wwRR MMB wwwFM| |C WRRF wRF | | MRRR W R RWM| |B wwwRwWWR FBCw| | SWCR FRWMF | |ESWRWMWWWCFMSSH| --------------- Lash has decimated this area with her "tests", so Olaf needs to put her in her place. There is a map to a weapons lab here as well, so be sure to grab all of the Cities as you move towards the Enemy Headquarters. Day One Day Two are buying two Infantry and moving to claim the properties in the middle of the map as well as the ones near the headquarters. Day Three is the beginning of Recon and Tanks for Olaf as he pushes towards the west side of the map. Day Four onwards is to either kill every enemy unit off (make use of Rockets or Artillery behind your wall of steel you have been creating beforehand) OR keep the northwest area of the map contained (a lot of Infantry and Mechs units) while you push through the small mountain pass to take the Enemy Headquarters. Either way, be sure to capture the City on the small island just to the east of the Enemy Headquarters before finishing the mission as it holds the map to the enemy's weapon lab in Blue Moon (this will be covered at the next to last of the Blue Moon Missions sub-section, so go there after this map if you choose to play it next [the title: Neotanks!?]). ~~~~~~~~~~~~~~~~~~~ ~~~~ Two-Week Test ~~~~ ~~~~~~~~~~~~~~~~~~~ Blue Moon CO: Colin Allied CO...: None Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------------- |B B CFSWWWWWWWWWWWWW| | HRR SWWWWWWXWWWWWW| |B BRCMWWWWWWWWWXWWWW| | B RFFWWWWWWWWWWWWWW| |F FC WWWWWWWWWWWWWWX| |SSW C C F FC C CWW| |WWW MF C B C CWW| |WWWC RRRRR WW| |XWWC M C BRBRARBWW| |WWW F RRRRRRWW| |WWWFF C CRARERCWW| |WXWFF RRRRRRWW| |WWWW C CRBRCRBWW| |WWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWWWWWWWW| -------------------- Colin has been left behind to guard the area, but Lash has shown up with superior troops and properties! Survive until Day 15 to become victorious (just do not lose your Headquarters!). Day One is simple with buying two Infantry. Day Two through Day Five has your Infantry move to take some properties (one of which should be the Cities near the bottleneck the landform has), and the purchasing of more Infantry as well as APC's, Tanks, and Artillery. Day Six is when the first Tanks will start to roll towards your roadblock in the bottleneck, so make sure to have your Tanks and APC's forming the first wall of defense with Artillery using their support fire to suppress the enemies strength. Day Seven onwards is just replacing the injured units while adding on more Rockets and Artillery to weaken the incoming ground forces (these include Neotanks!!) while putting an Anti-Air unit or two along with a Missile unit to stop the attacks of Helicopters and Bombers when they come to put the hurt on your units. Also note that if you leave an injured unit in the front of their forces instead of finishing it off, that unit will either not attack or just attack and get killed itself! ~~~~~~~~~~~~~~~~~ ~~~~ Nature Walk ~~~~ ~~~~~~~~~~~~~~~~~ Blue Moon CO: Grit Allied CO...: None Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |FFF RRRRR F FF| |RRRRRRCCCRRRRRR| | C C RCHCR C CF| |FF RRRRR | |FF F FM M ***| | FFMMMFF ***| | FFF FF FF ***| |FFF RRFCFCRRRFF| | F RFFF FFMFMM| |*** FFFF FF MFF| |***FRFCMM FFFF | |*** C FCCFCFFFF| |MRRRRFF F FFFF | |MMMFRRRNRRF ***| |MMMMFMFRFFF ***| |FF FFFFR F ***| |FFRRRRRRMMFRRFM| |FRRFRFFRRFMFMMM| | RF FFF R FRFMM| |FRRRRRFRRRRR F| | RF FFRFFRFFFFF| |FRFFF RFFRF FF| |MRRRRRRRRRF MMM| |MMMFRF FRFMMMM| |MFF FRFF FRF FM| |FFF FRR FR F| | FRFFFR | |RRRRRRRRRRRRRRR| |F F F F F F F F| |RRRRRRRRRRRRRRR| --------------- Your goal is to get ONE unit to touch your own headquarters here. However, you are racing the Infantry of the Black Hole there as the Infantry are trying to capture it first. To further complicate thing, the Fog Of War will impede your vision of where these Infantry are. To make matters worse, THREE Cannons are set-up here, each of which can fire ONCE EVERY TURN! The good news is that the Cannon can not fire on what it can not see, so stick your troops in the Woods as you head north to be protected. This is a very open-ended map as it goes for strategies, but the following points will help you organize your attack. Stick to the woods as much as possible. If you do this, the hard hitting Cannons will not be able to get a shot off. However, be wary of staying in the open or parking beside an enemy when in the Woods as the Cannons can then pinpoint your position to fire! Use your long range attackers to your advantage. Whether they are clearing enemies form the paths ahead as they are spotted, or picking off Infantry, they can knock a lot of units out in a hurry. Another good tactic is to get these long range attackers close enough to the Cannons so they can bomb the offending attackers until they meltdown (clearing a large area of the map for travel in safer conditions). If you wish to see far ahead and your Recons are gone, use an APC and Infantry combo with the mountains to be able to see the plains/roads/etc. ahead. This will only lead to your Infantry dying most likely, so only use if you really need a sneak peak ahead. Remember that you can send your Tanks north through the Woods around many of the enemies to reach the Headquarters rather easily, so start to race for the building if you are starting to take unacceptable casualties. Just touch those Headquarters once to beat Lash and send her packing! ~~~~~~~~~~~~~~~~ ~~~~ T Minus 15 ~~~~ ~~~~~~~~~~~~~~~~ Blue Moon CO: Olaf Allied CO...: Andy Enemy CO....: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------------- |MMF FF FMMMM R FF F| |MFF FMMM CRC | |FFF FF CRRF | | F FFMF CRRRRRRRRR| | ******** C C | |F * *F FF F| |***|*|* CRRC **|*********| | C****C | | R****R | | R****R | | C****C | |***|*|* CRRC **|*********| |BFFF C* *FF F FF| |FFFFF ********FF MF | |FFFFFFMFFMFFF FMM C | |FFFFFFMFFFFMRRRR FMMRRR| | FFFFFFMMMFF RFF FMRFM| | F FMMMMMMFF RRARRRRRMM| ------------------------- That is one massive Missile Silo! As the title suggests, you have 15 days to put that monstrosity out of commission, so your goal is to capture the eight City properties around the Silo to take away it's power supply to win. This is the first map you get to control two different CO's, so remember to make moves with them while thinking ahead to the moves of your partner CO. Day One for Olaf in the top section is marching your Infantry and APC riding your Mechs to the Cities to start the capturing process. The vehicles you have should also be sent towards that city with the intention of busting the pipe seam below. The middle section should move the line forward while staying clear of the enemy Rockets range. The bottom section has a Mech marching to take the Airport, followed by the three Anti-Air units to park nearby. Send the other Mech and Rocket towards the pipe so they can start towards the pipe seam. Day One for Andy is a simple matter of using his Helicopters and Bomber to decimate the forces to the west while sending the Fighter to the east in preparation for the pipe seam being busted open. Day Two for Olaf is the continuation of capturing properties by his foot soldiers and the continued unit movement to get ready to blast the pipe seam wide open on the next day. Be sure to get that Airport on the bottom section going and position your Anti-Air units just out of range of the streaking Bombers and Helicopters from the enemy. Day Two for Andy is the continuation of the pounding on the forces in the top section while jockeying the Fighter into position to make a fly through the opened pipe seam. Day Three for Olaf is to take down the Bombers and Helicopters he can as he captures the Airport in the bottom section. The middle section may want to send some units to take the Rockets out as the reinforcements arrive. The top section should knock the pipe seam out to start flooding the troops through to the middle section. Day Three for Andy is regrouping the Helicopters back to the east to get in line for the pipe seam passing as well as sending your Fighter that was waiting patiently for the pipe seam to disappear through to the bottom section to assist with the air attackers there (just be sure to not get yourself in the range of a Missile unit). Day Four onwards for Olaf is to always buy a Helicopter/Bomber (depending on your cash flow) to help stem the charging Neotanks, Md Tanks, Rockets, and foot soldiers in the bottom section. The top section should continue to stream through the pipe to join the battle there (keep the foot soldiers healthy for the capturing of the eight Cities powering the Silo). The middle section should pound the enemy and start to clear the way for the foot soldiers from top and bottom sections. Day Four onwards for Andy is to assist Olaf in the middle section until the enemy are gone, and then move to the bottom section to help quell the enemy forces that keep being produced here. Capture those eight City properties before the Day 16 arrives and you will be victorious! ~~~~~~~~~~~~~~~~ ~~~~ Neotanks!? ~~~~ ~~~~~~~~~~~~~~~~ Blue Moon CO: Olaf OR Grit OR Colin Allied CO...: None Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ----------------- |MMMFFFFFw F F F| |MBFB C CwF F CDC | |MFRRRRRRRRRRRRRRR| |FBRBRC Cw R F| |F R R w R F| |FCRCR w FM| |F R R Rw R FM| |FCRCRF Fw RF MM| |M RRR FMwF FMFMM| |MFMF MMMwFM FM| |MFMMLMMFwF B | | AMMMLF ww CRC F| |MFMF FwwwRwwFF| |MFFM RFwww| |F R F| |ML FF R L| | L FF FR L| |F B R F| |FF RRR R FF| |RRRBRHRBRRRCRCFMM| ----------------- You must choose your CO for this map, so you need to decide between Olaf's balanced attack, Grit's long range specialty, and Colin's quantity of units. Remember that you only have 15 Days to capture their headquarters (you will NOT be able to wipe out all the forces here in that time). Day One you will buy three Infantry. Day Two is the two on the left marching north (one to go to the double Silo set, one to go to the Silo on the enemies side of the mountains), and the remaining Infantry starts east. You should also buy two more Infantry (one to join the double Silo set and one to go east to help Capture Cities). Day Three will bring some of the Infantry to the Silos (do not fire just yet), and continue with their marching otherwise. Buy an APC. Day Four has your Infantry cross the mountains to shoot the Silo there at the two Md Tanks and Rocket units in the northwest. Continue with your capturing ways elsewhere. Day Five through Day Ten is the using the APC to get foot soldiers to the two City and one Base area just south of the Enemy Laboratory while purchasing new units to send to that area. Make sure to take the Airport in the woods to send a B Copter to join your armada massing for their attack. Day Eleven onwards is to send your main force up to take out most of the enemy (after using your Missile Silos to knock them down to 1 Hit Point each), followed by an APC carrying your Infantry/Mech unit to capture the Enemy Laboratory before time runs out. If you fail, simply try again and change your tactics slightly to put more troops on one side of the map instead of the other to try and get the proper balance. ~~~~~~~~~~~~~~~~~~~ ~~~~ Factory Blues ~~~~ ~~~~~~~~~~~~~~~~~~~ Blue Moon CO: Olaf OR Grit OR Colin Allied CO...: Andy OR Sami OR Max Enemy CO....: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------ |MMF F F*F FF FF| |MF F B - B F FFF| |F C *** C FFF| | MMFFM***MMM M F| |M FFFC***CMFF FFF| |MM FF *** FFFFF | | M FFFCFFFC FFFFFF| |C MFFF FF FFFFF | |RRC FFF F FFFFF A| |ARRFFRFFRFFFRRFRRR| | MFFF LF CF FF F C| |MMFFF F FFFLFFFFFF| |MFFF FFCFFF FFFF| |MFF FF F F M| |F FF F F MM| |FCCFF FRRRR| |F CR LF| | BRRBRRB RF | |F F RC CR FR M| |RRRRCRBRHRBRCRRFMM| ------------------ Another allied CO map to play, but this time you get to customize the two CO's you use to your liking! This is a tough map, so you will need to pick CO's that you can use effectively while still being able to pack enough power to go after the seam on the pipe behind the factory. Sami is the only CO not suited for this mission at all, so avoid using her. Otherwise, pick your CO's and get ready to bash heads with Lash over the control of Blue Moon! You will have a general strategy for your troops as how you fight each step is up to you. However, there are a few things that need to be remembered for your troops to succeed in this endeavor. The first week of combat for Orange Star should consist of getting one Base at the start, the two Cities on the southwest side of the battlefield, and to garrison the Missile Silos for your troops (they will be unable to launch until the foot soldiers are done capturing property). They should also hold the enemy back while the Blue Moon CO builds his forces for the first week as well as capturing a pile of properties (they will be doing more of the fighting). The second week will have some fierce fighting in the centre, so get your main bulk of Blue Moon forces there to contend with the enemies troops. However, the map becomes much easier when you get your APC's carrying foot soldiers to the west or the east side of the battlefield to take more property (including an Airport for each country). Start to push towards the Factory doors and park right in front of them if possible to block new units from coming out. The third week should be the time that you are able to break the enemy's lines and make headway for the pipe. If you are using Grit, place a Rocket right tight to the factory to lob your heavy ordinance into the seam as you push up there with Md Tanks, Neotanks, B Copters, and Bombers. Remember that support vehicles like T Copters and APC's can prove invaluable as well as long range attackers like Artillery or Rockets. o-----------------------o | Yellow Comet Missions | o-----------------------o ~~~~~~~~~~~~~~~~~~~ ~~~~ Silo Scramble ~~~~ ~~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Kanbei Allied CO......: None Enemy CO.......: Flak ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------------- |WWWWWWWWFF FF | |WWXXWWWWFFC CHC| |WXXWWWWWPRRRRRRRRRRRR| |WWWWWWWWWRWWWW CRCR| |WWWWWXWWWRWWWWP RRR| | WWWWXWRWWWWW C | |F WWWWXWRWWWWWW F | | CFFWWXWSL SWWWW FMF | | FFFWWWWCLLBWWXW MF | | C WWWWBLLCWWXWL FM | | L WWS LSWWWWFFFM | |FC LWWWWRWWXWWFF | | RFMF WWWWRWXXWWWW F| |FRFMMF WWRWXWWWWW FF| |FR FMM PWWRWWWWWWWLFF| | R R R WWWWWWWWW| | C C F R RFWWWXWWWWW| |ERBRBRRRRRRFWWXXXWWXW| --------------------- The winner of this map will receive a huge boost by gaining control of the centre island where the majority of the Missile Silos are located. Day One through Day Three will be Infantry and an APC moving out to take Cities, Ports, and Bases under control. Day Four should bring a Recon to your side as the capturing continues. Day Five onwards is the buying of Tanks and Artillery while taking over the centre island. When you have the number of Tanks you want, use your Missile Silos to weaken their troops and then charge into them to wipe them out with extreme prejudice. You may also want to decimate their forces as an APC moves to capture their Headquarters (with the Infantry inside). ~~~~~~~~~~~~~~~~~~~~~ ~~~~ Sensei's Return ~~~~ ~~~~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Sensei Allied CO......: None Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |M BBF F F F FF| | ERRRRRRRRRRCFW| | F WWWWWW WW| |BF WWWWWW FWWW| | WWWWWW CFWWWW| |C WWWWW CFWWWWW| |CWWWWW FWWWWWW| |CWWWW A WWWWWXW| | WXWWB FWWWWWW| |FWWWWWWW FWWWWW| |FWWWWWWWW FWWWW| |FFWWWXWWWW CWWW| | FFWWWWWWWWWWWW| |FCRFFRRRHRRRRC | | F A B C | --------------- Sensei will make his debut here, so check the Commanding Officers section for all of his details. He is an Infantry and Helicopter specialist, so make good use of these traits to win! On Day One buy two Infantry, followed by buying a T Copter on Day Two as well as an Infantry. Day Three has your T Copter and newest Infantry going to the peninsula above, and your Infantry finishing their capturing. Day Four through Day Six continues your expansion to the peninsula north of your Headquarters as well as the City in the west. Start to invest in some B Copters for your forces as your Recons and Tanks hold the front lines for the rest of the coming Days. An excellent idea is to send a T Copter with an Infantry to take the Enemy Headquarters while the Black Hole Forces are occupied with your B Copter attacks. ~~~~~~~~~~~~~~~~~~ ~~~~ Show Stopper ~~~~ ~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Sonja Allied CO......: None Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------------------ | FMMMF FSWWWWWWWWWWWWWWWWWWW| | EC MMF FSSSSSSSWWWWWWWWWWWW| | CRRFM FF CC FPSSWWWW| |F B FFR*RR*R R SSSS| |MF RM FF ****** M RF | |MMFR R****R MF R F MM| |F RFF R****R MM F B F| | RFF ****** MF R | | RRRCC R*RR*R F CRCRRRRRMMM| | FF R MM| | SSSSS CC M CC CF| |WWWWWWWWS F FMMF CCRRR| |WWWWWWWWWWWWWWWWMF RB B| |WWWWWWWWWWWWWWWWWBRRRRRRRRR RR| |WWWWWWWWWWWWWWWWWWWWWP CRBRH| ------------------------------ You will have to either capture the Enemy Headquarters OR take out all 8 Mini-Cannons. The Mini-Cannons will remove 3 Hit Points per shot landed and they can shoot once per turn. This is a Fog Of War map, so sticking to the Woods as you travel will greatly help you get by the small but deadly range of the Mini-Cannons. In the first week you need to get a couple Infantry out, followed by a some Tanks and some Anti-Air units. This will allow your forces to handle the charging B Copters, Anti-Airs, Recons, Infantry, Mechs, and a Bomber that will flood into your area. Keep your containment area to your main group of Cities as you move north to take the Base the enemy is producing units from. The second week will be mopping up the enemy with your replacement units as you start to build a force of Md Tanks and Anti-Air units to go after the Mini-Cannons. Just note that each group of Cities around the Fortress contain a Rocket battery. Also note that once you move around to the west side of the fortress, a group of Helicopters will come screaming at you, so have those Anti-Air units handy to send them packing. The third week will be more Mini-Cannon killing (you may wish to leave the southern set for a Battleship you can buy from the Port to take out the Mini-Cannons from the safety of the water. If the battle spills over into a fourth week, this is not a big deal as it is a tough fight (you will miss your "S Rank" though). Just remember to capture the City on the left of the two that are located just to the southwest of the Fortress and Mini-Cannon combo. The map to locating the secret Weapon Lab of Black Hole in Yellow Comet is attained here. ~~~~~~~~~~~~~~~~~~ ~~~~ Duty & Honor ~~~~ ~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Kanbei Allied CO......: None Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------------------------- |Map Not Available At Current Time| --------------------------------- Kanbei has to get his forces to wipe out Adder's boys BEFORE Adder can capture the ten Cities grouped in the northeast segment of the level. To complicate matters, Black Hole has deployed two prototype Lasers that fire every second Day (starting on Day Three). Start off by sending a Rocket set up north to get close enough to fire on the northern Laser over the mountains and send a Mech or two that way as well to assist. Day Two will require your troops to clear off the pathways from the lasers (they shoot in four straight directions) as they continue to fight the enemy. To handle the Laser in the east, send an Md Tank with some Mechs to start after it. Day Three onwards is just your troops smacking the Lasers as they progress, keeping the Md Tanks and Artillery safe as they cruise up the highway to crush the Tanks and Md Tanks that come after them. Once you are over the bridge, send your troops after the foot soldiers capturing the Cities to remove them form play (making it impossible for Adder's troops to win the day) and then head south to mop up the remnants of the opposition for the victory! ~~~~~~~~~~~~~~~~~~~~~ ~~~~ A Mirror Darkly ~~~~ ~~~~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Sonya Allied CO......: None Enemy CO.......: Lash ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------ |MMFwMM MMFR RFMFF| |MF wMM MM RHR MFF| |MFwwM FMM R R M F| |F wFM FMF R R M | |RRwFM FFM RCR M | |CRwMF FFM CRRRFM | | RwM FMFRRRM MM | | RwF MF RC MF C| | RR FM R FM RR| |CRw MM RRMM MM R | |wRw FM RCM MFMR | | MM CMMM MM MR | | FM RM MM FRF| | MM MCRM M FR | | M MM RRR MM RF| | MMMF R MF RM| |FMMF M RRF| |MMF R MM CRFM| |MMF MM RRMM| |MMF MM RFMM| ------------------ Sonja has trapped Lash here, but Lash has superior forces. Your job is to completely dismember her troops before they can even TOUCH Sonja's Headquarters. The following edicts will make the battle swing in your favour. Move your Headquarter Rocket battery to the woods in the southeast (just east of the City south of your Headquarters). This will not only conceal your Rockets, but they will be able to shoot at the incoming enemy sooner. Your Tanks should also be placed in the Woods where they can remain undetected until needed for finishing the enemy off. Place your Mech units in the mountains to be lookouts. However, try to put them on Mountain tops that can not be reached by direct vehicle attacks. This will keep your sitting units in good health while keeping the vehicle enemies useless. Be sure to keep your Artillery and Rockets well supplied. You have an APC on both sides of the enemy funnel for doing just this, so keep that unit moving to restock the ammo of the heavy hitting long range units. An excellent way to slow the enemy is to partially damage each unit as opposed to wiping out each one right away. As their Hit Points drop, the similar units will join together to combine their strength, so force them to waste their turn doing so before blasting the new incarnation. Be sure to blast ANY Mechs you see coming towards the Mountains as THEY CAN cross over to attack your forces. Take them out quickly to keep your troops at full strength. These strategies will save you lots of aggravation and get you the "S Rank". ~~~~~~~~~~~~~~~ ~~~~ Foul Play ~~~~ ~~~~~~~~~~~~~~~ Yellow Comet CO: Sensei Allied CO......: None Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------------- |FFF BFF FF * R | |FF FFFF FF * CRC| | FFF * R | |FF FF * CRC| |FF FF * F | | F*F*F*F - B C C| | M M F * FF | | ** *F FF | |F FFMM F** *F L L | |MF MMMMMF ** ** RRR| | MMF FFM ** * CRCF| |FCRRRRRRRC*** * RRR| | R F*** * ARCF| | R *** * RRR| |RRBRHRB FF*** * CRCF| | FFF*** *F RRR| |*****|*|***** *FFL F| |F A B F F** *FF | |*****|*|***** *F F| |*****|*|***** * MM| | * M| |*****|*|******* FF| |FF FCCF MMM| |FF FM| |F FF F| |MF FF FMM| |MMM F M MMMMM| |MM FMMF FF| |M FAF| |RRRRRRRCRCRBRRRRRRRR| -------------------- Your crew will be in a tight spot here with minimal forces remaining at your Headquarters. Use what you have to hold the enemy off until reinforcements arrive to alleviate the pressure. Day One begins with your Md Tank and the Artillery hitting the seam on the pipe for some nice damage. Buy an Artillery and APC before turning to your units in the south. Here you find an Infantry that should hop a T Copter to go north to the dual cities. Now move your Bombers and B Copters to the east to ready them to engage the enemy. Day Two has the Artillery blow the pipe apart, have your Md Tank go attack the next seam (have your new Artillery move down into range of the seam for next turn). Now move your APC up to occupy the city on the right of the mountain range while your Tank remains your defender on the left side. Buy an APC and an Artillery before turning attention to the south. Have your Infantry continue to capture as you get one Bomber to attack the seam (the left one). Have a Bomber lead the attack on the Anti-Air unit and then have a B Copter finish it off before bringing the rest of your air force east to prepare to attack the enemy (set a staggered wall so the enemy can not slip through. Day Three has you attack their Tank with yours, have your two Artillery move (one just above the Base it spawned from, the other up beside the APC on the right side). Have your southern Artillery hit the pipe before having your Md Tank pop the seam. Have your first Bomber pop the seam it started, have another Bomber pass through to bomb the next seam, and then have another Bomber join them. Now continue your capturing and then use the same attack methods on the Anti-Air unit and Md Tank (does not matter which order). Buy a Tank and a Mech before ending your turn. Day Four sees your southern Artillery pop the final seam, so bring your Md Tank and Bombers north to help out at the Headquarters area. Hit the Anti-Air unit with an Artillery blast (this will weaken it enough that it can never kill your APC, thus blocking that entrance to your Headquarters area). Now continue to capture and destroy the enemy in the southern area as you have so far for this map. Day Five brings the beginning of the end for the enemy when you use your Super CO Power (the meter should definitely be full by now). This will cause Mech units to appear in each City you possess that is not occupied (move any occupants out of the way first to get extra troops). Now you have a force in the northeast section of the map, which should concentrate on using these Mechs to hit the Rocket, Tank, and Missile units up north to clear the way for your allies. Now go to the south and finish off the remaining troops before sending the air force to just outside the Missile battery's range (check the Missile battery for specific locations). Now go to the Headquarters area to attack the enemy while being wary of Rockets and Missiles (check their ranges and do not put your units into harms way because losing good units is counter productive). Also be sure to bring up new or out of the way units to help Day Six, Day Seven, and Day Eight have your southern air force advancing north (take out the Missile), your northern forces finishing off the troops there as they move to use the Missile Silos on the enemy, and the Headquarter troops will continue to exploit the enemy when possible and even start to destroy the enemy. Day Nine onwards will concentrate on the seam being destroyed and having your Bombers and Helicopters spill through while your Bombers come from below at Headquarters to destroy the three Mini-Cannons for the victory! ~~~~~~~~~~~~~~~~~ ~~~~ Sea Of Hope ~~~~ ~~~~~~~~~~~~~~~~~ Yellow Comet CO: Kanbei OR Sensei OR Sonja Allied CO......: Sami Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| --------------- |XXWWWWWWWWWWWXW| |XWXWWWC C WWWWW| |WWWWWP D CWW| |WXWWWWC C WRWW| |WXXWWWWWWWWWRWW| |WWXXXWWWWWWWRWX| |WWWWWXWWXWWWRWX| |WWWWWWWWWXXWRWW| |XXWF SWWWWWW FF| |WXW C RRR C | |WWWF A SWWWWWW| |WWWSF C SWWWWWW| |XWWWWS SWWWXWWW| |XWXWWWRWWWWWWWW| |WXWWWS CWWWWWWW| |WWWWWSC RRR CW| |WXWXWWWWWWWWWRW| |WWWWWWWWWWWWWRW| |WXWWWWWWP WWWRW| |WWXXWWWW AWWWRW| |XXWWWWXWWRWWWRW| |WWWWWWWWWRWWWRW| |WWWWWWWWWRWWWRW| |WWWWWWWWWRWWSRW| |WWSSSSSSSRSSFBF| |SSFF FF FFFC C| | A C B A FF A | | H B C C C | --------------- Choose your Yellow Comet CO wisely here. Sonja will not be of any help here due to a lack of Fog Of War to take advantage of. So you will need to choose between Kanbei or Sensei to have a reasonable chance of succeeding. Strategies for both will be outlined in the following walkthrough. ------ Kanbei ------ Kanbei's Strategy revolves around using Sami's Battleships to clear the islands between him and Adder so he can get his T Copters and Infantry to take these properties. Kanbei will need to have one or two Tanks and possibly an Artillery for his land attacks, which will be drawing the enemy away from his main attack with B Copters and Bombers. Although his units are expensive to deploy, they pack a powerful punch, making for the need for few units. When you assault Adder's Lab island (the latest you can start the actual attack is with 5 Days left), you need to draw his units out. Start your Tanks and Artillery towards the bridge to his island, which will bring his Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn, position a T Copter within the range if the remaining Cruiser (to sacrifice it), and then position your B Copters and Bombers JUST out of the range of the Missile battery. Start the attack by removing all threats of Air units (this includes Missiles, Cruisers, Anti-Air), followed by anything else that threatens ground units. Also bring your T Copter with the Infantry inside once it is safe (DO NOT drop the Infantry yet unless you can guarantee it will not be attacked). The next turn is finishing off the enemy forces on the island, which then allows the capturing of the Enemy Lab! However, Kanbei has so much power to his attacks, you can also go on an extermination mission with his troops and just wipe the area clean of Adder's Black Hole forces instead. ------ Sensei ------ Sensei's Strategy revolves around using Sami's Battleships to clear the islands between him and Adder so he can get his T Copters and Infantry to take these properties (especially the Airport located there for quicker engagement of the enemy, which means more units in the fight). Sensei will need to have one Tank and possibly an Artillery for his land attacks, which will be drawing the enemy away from his main attack with B Copters and Bombers. Sensei rules with B Copters, so he needs to use them to rid of himself of near everything he sees. When you assault Adder's Lab island (the latest you can start the actual attack is with 5 Days left), you need to draw his units out. Start your Tanks and Artillery towards the bridge to his island, which will bring his Anti-Air, Tank, Md Tank, and Artillery to meet you. On the same turn, position a T Copter within the range if the remaining Cruiser (to sacrifice it), and then position your B Copters and Bombers JUST out of the range of the Missile battery. Start the attack by removing all threats of Air units (this includes Missiles, Cruisers, Anti-Air), followed by anything else that threatens ground units. Also bring your T Copter with the Infantry inside once it is safe (DO NOT drop the Infantry yet unless you can guarantee it will not be attacked). The next turn is finishing off the enemy forces on the island, which then allows the capturing of the Enemy Lab! Totaling annihilating the enemy requires some good use of the Bombers on Cruisers and careful clearing of the Enemy Lab island. However, he too can achieve this feat. Either way you go, Neotanks now belong to the Yellow Comet! ~~~~~~~~~~~~~~~~~~~~ ~~~~ The Hunt's End ~~~~ ~~~~~~~~~~~~~~~~~~~~ Yellow Comet CO: Kanbei OR Sensei OR Sonja Allied CO......: Andy OR Sami OR Max OR Olaf OR Grit OR Colin Enemy CO.......: Adder ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| ------------------------------ |FF RRRRRRR M*F FF B | |A CSWWWWWWW M*F**|******** C| | CSWWXWWXWWF ***F*WWWWW *** B | |WWWWXWWWWWW PF BRRRRR *** C| |WWXXWWWWWWWWWWWWSSWWWWW *** | |SWWWWP WWWWWWWWWWWXWXWB*** F| | PWW M CWWXW**WWWWWWWWWWW F| |C WW MMM SWWW**WWSSSSWXWWWSCCF| |HCWWSSSFC SWWWWWWCMM WWWXXWRRW| |B WWWWS SWWWWWW MMAWWWWWWRRW| | BWWWWWWC SWWWWWWSSSSWWW FF W| |SWWWWWWWF SWWXWWWWWWWWXW W| |WWWWWWWWWWWWWWXWWWXWWWWWC CW| |WWWWWWWWWWWWWWWWWXWWWXWWRRWWRW| |WWWWWWWWWWWWWWWWWWWWWWWWRRWWRW| |WWWWWWWWWWWWWWWWWWWWWW FF F| | WWWWWWWFF FP FFB FFMFF | |CB B FFFF R MM MFFF M| |RRRRRR RF R RRRRR RMMMFFF FM| |H CB C CFFC B C F FFFFRRCCRM| ------------------------------ You will have to choose one Yellow Comet CO for this mission (again, Sonja is not recommended and Sensei is not a very good choice either) as well as one of the Orange Star OR Blue Moon CO's to assist your cause to send Black Hole packing from Yellow Comet. Choose wisely as their assistance is rather vital to your cause. Your goal here is to bust the seam on the factory pipe here to gain the victory for your side. However, you will need to battle past the impressive weaponry of your foe to do so. It will require some fancy work to win this one. ------------- Kanbei & Grit ------------- This combo allows for Kanbei to muscle the strong units streaming down to attack him and Grit to pick off the enemy from a distance along the northern route. Kanbei will extend his reach east by using his Infantry, Artillery, Tanks, and Anti-Air. However, his first few turns will be spent saving money for a Submarine so he can send it to scuttle the Battleship is coming southward. Following that send out your Anti-Air units and Tanks to deal with the oncoming B Copters and Tanks. Continue your push east as best you can, and once you get the Base in the far east, you will be able to start pushing northwards and you can even produce a Battleship from your port to assist Grit on the northern route. Grit's main job is to take the properties on his small island, make a Lander, and then send his Infantry across to the northern shore. Follow this up with a Rocket and a Tank to port across to face the incoming troops across the northern bridge. Continue to push east with the Tank and Rockets while making a Rocket or two to send to the island east of Grit's Headquarters. Use these Rockets to blast away at the Mini-Cannons so the one shooting north will be knocked off-line, and continue to throw Tanks and Rockets to the northern route. Once you have cleared enough room, get a Rocket situated in the Woods just to the northwest of the Port by the pipe, allowing your Rocket to blast the pipe seam for the next two rounds for the victory! ------------- Kanbei & Andy ------------- This combo allows for Kanbei to muscle the strong units streaming down to attack him and Andy will be able to plow the northern route while getting either a strong Navy or Air Force. Kanbei will extend his reach east by using his Infantry, Artillery, Tanks, and Anti-Air. However, his first few turns will be spent saving money for a Submarine so he can send it to scuttle the Battleship is coming southward. Following that send out your Anti-Air units and Tanks to deal with the oncoming B Copters and Tanks. Continue your push east as best you can, and once you get the Base in the far east, you will be able to start pushing northwards and you can even produce a Battleship from your port to assist Grit on the northern route. Andy should claim the properties on his island, the northern route, and then the island to the east of his headquarters. He should push across the bridge while building up an Air Force (Bombers and B Copters) and/or a Navy (Battleships and Submarines). Take down the Mini-Cannon aiming northward as the land forces move through the newly weapon-cleared area to destroy the Mini-Cannon blocking the seam so Andy can get at it with ground forces. You may also wish to use Rockets and Battleship attacks to bust the seam WIHTOUT removing the Mini-Cannon in front of the seam. Please note that it is possible to do this map with ANY CO combination (Colin's cheaper units are a great way to overwhelm the enemy), but some CO's do not lend themselves very well to this map (Sami is so-so and Sonja is just not useful unless Fog Of War is in play). o----------------------o | Green Earth Missions | o----------------------o ~~~~~~~~~~~~~~~~~~~~~ ~~~~ Drake's Dilemma ~~~~ ~~~~~~~~~~~~~~~~~~~~~ Green Earth CO: Drake Allied CO.....: Kanbei Enemy CO......: Hawke ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------------- |FRRRRRRRRRRRRRRRRRRF| |RRC B C LCRR| |RF F F FF F AR| |CRR WWWWWWWWWS F RC| |FFR WWWWWWWWWWWS R | |FFRFWWWWWWWWWXWWSFRM| | R WWWXWWXWWWWWS RF| |F RWWWXWWWWWWWWWSRRM| | RWWWWWWWWLFSWWSF M| | RWWWWWWWPLASWWSRMM| | FRFWXWWXW LSWWWSRMM| | FRFWWWWWWSSWWWWSF M| | MR WWXWWWWWWWXWSR F| |FMRRWWWWWWWWWWWWSR M| | MFRWWWWXWWWWWWSFRF | | FMRMWWWWWXWSSSFCR C| |FRRRMMF WWWSRRRRRFF | | RFMMMC WW RFF BFFC| |CRC FMRRRWWWRMM F | |RRRRRRR WWXWP MMM L| |F WWWWFF MM B| | C C WSRFF MF R| | ***C*** WSR C FM R| | *** ***SWSRRCRRRRRR| | ***C***FWS CR F| | CMMMCMFWWSS R L| | FFFFFFFWXWWS CRC F| | FSSSSSSSWWXWS R | |FPWWWWWWWWXXWS BRB | |SWWWWXXWWWWWWWW R F| |WWWWXWWWS BRR H M| |WWWXWWWS HBC WWC CFM| -------------------- Drake is in a tough spot, but Kanbei will provide some relief for him on land. Your job is to destroy the Black Cannons that are pointed northward towards the lake that Drake is based in while dealing with the Fog Of War. -------------- Drake's Duties -------------- He has a rather impressive force already assembled, but he has no real city basis for funds, so losing his troops are not really a good idea. Take note of the firing range on the Cannons as you move two Battleships south into the Reefs (parking just out of Cannon range to wait for a Reef to open the next turn) along with a submerged Submarine to scout enemy locations. Shoot the enemy forces as you see them. Reorganize your remaining Battleships into the Reefs spread around the lake, and use your Submarines dived under water to scout the enemy. Just remember to send your Submarines back to port to refuel before they become too low on fuel and explode. Once you have wrecked the southern end of the lake of the long range weaponry, go down the narrow water corridor, blow out the first Cannon, and then go west to get south of the second Cannon to blow it up. Give him an Infantry on the first day, and capture the base nearby. Then save money for a Md Tank, which you should follow with Artillery to support Kanbei in his ground fight. --------------- Kanbei's Duties --------------- He has the simple duty of having a few Infantry for capturing properties, some Recons and Tanks for direct attacking, and an APC for keeping the troops well supplied. Kanbei is there to push north through the Tanks, Mechs, and Anti-Air units to find a Neotank and some Rockets (any that Drake misses). Your Power total at the end of the map requires Kanbei and Drake to pound all the troops they can, so be aggressive as you go, but use the Woods for cover too. ~~~~~~~~~~~~~~~~~~ ~~~~ Sea Fortress ~~~~ ~~~~~~~~~~~~~~~~~~ Green Earth CO: Eagle Allied CO.....: None Enemy CO......: Hawke ___________________________________ Key | | - Plains | # - City With A Map | * - Black Hole Installation | | - Pipe Seam | - - Pipe Seam | A - Airport | B - Base | C - City | D - Laboratory | E - Enemy Headquarters | F - Forest | H - Headquarters | L - Missile Silo | M - Mountains | P - Port | R - Road | S - Shoal | V - Volcano | W - Water | w - River | X - Reef | ___________________________________| -------------------------------- |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| |# 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| ------------------------- Here is the map with the locations of falling rocks marked (odd days are marked with a "1", even days are marked with a "2"): ------------------------- | C wB1C FF F2 C FFw B2 | |C2RRRRRRRRRRRRRRRR1R2RRRE| | RFw 2 F MMMMC C w BRB| |wR1w F MMMMMMMFF wF R | |wRB FMMMMMMMMMMMM 2wwBRC| |wR MMMMMMVVVVMMMMF w R | |wRF 2MMMMMVVVVMMMMMM w RC| |wRF FMMMMMVVVVMMMMM w R | |wR 2 MMMMMVVVVMMMMMM w2R | |w2F MMMMMMMMMMMMMMM w RF| |wRFF 1FMMMMMMMFMFMF w R | |wRwwwww FMMMMM 2 ww RF| |BRB CCw C C2 1w CR | | RR1RRRRR2RRRRRRRRRRRRRRF| |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 has the easiest job routine to follow, BUT they also face the majority of the troops as well. Keep them healthy and well supplied to essentially stalemate Hawke's forces until they can be saved by the charging Green Earth 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.