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FAQ/Walkthrough by Deathborn 668
Version: Final | Updated: 03/03/08
***** **** * * ***** * * ***** ***** * * ***** ***** ***** * * * * * * * * ** * * * * * * * * * * . * * * * * * * * * * * * * * * * * * * * ***** * * * * ***** * * * * ***** * * ***** ***** ***** * * * * * * * * * ** * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * . * * **** * * * * * ***** ***** ** ** * * * * ***** **** ***** * * ***** ***** ***** ***** * * ***** * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * * * * * * * ***** * * ***** * * ***** ***** * * * * * * * * * * * * * * * * * * * * * ** * * * * * * * * * * * * * * * ** **** * * * ***** ***** * * * ***** ***** * * ========================================== ~Line Test~ ========================================== If the following line is readable without scrolling over, you can easily read this walkthrough. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW ========================================== ~Introduction~ ========================================== Welcome readers! I'm Deathborn 668 on the message boards and this is a walkthrough for Advance Wars:Days of Ruin, the intense turn based strategy game for the Nintendo DS. Hopefully you'll enjoy this walthrough as much as I enjoyed playing this game. Some Do's and Don'ts to keep in mind: DO: -Use this walkthrough as a refrence tool -Tell people about it -Print it for personal use -Give to other people for no profit DON'T: -Plagerize this walkthrough without any credit -Call this walkthrough "yours" -Sell this walkthrough for profit ONLY the following sites have permission to use this walkthrough without the need to contact me: -www.gamefaqs.com -www.gamespot.com -www.ign.com Anybody else wishing to use this walkthrough will need to e-mail me at someguy668 (at) yahoo (dot) com Those wishing to leave me comments and corrections should also e-mail me. I generally won't respond to e-mails, and probably won't update if you send me a corrections unless it extremely important. Don't feel offended if I don't respond or update with a change. Thanks for your concern. Crtl+F to search for the specific map/mission you need help with. ========================================== | ~Table of Contents~ | ========================================== |1.Basics of Advance Wars | ========================================== |2.Unit and Terrain Guide | | 2A.Ground Units | | 2B.Naval Units | | 2C.Aerial Units | | 2D.Movement Costs | | 2E.Terrain Effects | | 2F.Damage Guide | | 2G.Weather Effects | | 2H.Promotion | | 2I.Campaign Scoring | ========================================== |3.CO Center | | 3A.Commanding Officer Descriptions | | 3B.CO Zones | | 3C.CO Meter and Powers | ========================================== |4.Campaign Mode | | 4A.Campaign Maps | | 4B.Trial Maps | ========================================== |5.Free Battle Maps | | 5A.Classic Maps | | 5B.2 Player Maps | | 5C.3 Player Maps | ========================================== |6.The War Room--Tactical Advice | ========================================== |7.Design Maps | ========================================== |8.History and Medals | ========================================== |9.Credits | ========================================== =========================================================================== ~1.Basics of Advance Wars~ =========================================================================== Advance Wars has been a series that has been ongoing for several years, dating back to the GBA. The general gist of the game is that several players control different armies, and attack eachother on their respective turns until one army falls, or the HQ of an army is captured. Of course, it isn't all this simple. Because the game is structured turn- based style, it will take a decent amount of strategy to outwit your opponent and overpower them. You'll need to manage your funds as you purchase new units and repair weakened ones, and there are many other variables on the battlefield you will need to take into account. To veterans of the series, although Days of Ruins takes on a different look than the cartoony look of old, the basic gameplay (with the exception of several unit changes and additional units) remains the same. For someone new to the series, the first few campaign missions will act as a tutorial, so you won't feel lost when you begin the game. =========================================================================== ~2.Unit Guide~ =========================================================================== There's a whole mess of units in Days of Ruins. A decent amount of units, ones that are staples of the series, remain the same or mostly unchanged. Some of them look the same, but with different names. Others have been completely changed, deleted, or added altogether. For those who haven't played an Advance Wars game before, all units have a cost to buy at a factory, port, or airport. They also have movement types (which effect how they move across terrain), movement amounts (how many spaces they can move in a single turn), fuel (if a ground unit runs out of fuel, it can't move. If a naval or air unit runs out if fuel, it sinks/ crashes and is destroyed), ammunition and weapon types, visibility (how many spaces become visible during Fog of War), and attack range. Range is slightly different than what you may expect. If the range is only 1, then that unit is a direct combat unit. They need to move next to their enemy and can attack on the same turn. Indirect units generally don't have ranges of 1 (except for a certain unit), and cannot move and attack in the same turn. If an enemy unit is in their range of fire, they can shoot to hit them. Otherwise, all you can do is have them sit there or move them elsewhere. Also included here are their weaknesses and heavy weakenesses (as shown ingame, these are the units that are capable or ripping through the specified unit). ----------------- ~2A.Ground Units~ ----------------- ~~Infantry~~ Cost--1500G Fuel--99 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--3 Vision--2 Range--1 Movement Type--Inftry Weaknesses--Flare, Recon, Tank, B Copter, Battleship, Anti-Tank Heavy Weaknesses--Bomber, War Tank, Anti-Air, Rockets, Md Tank, Artillery, Seaplane Effective Against--Infantry, Mech, Bike, Anti-Tank Infantries are the backbone of any army. These cheap units aren't very powerful, nor do they have the mobility advantage most vehicles have. However, you will be needing these to capture properties. Infantries are one of only three units that can capture. They also make good meatshields to protect your indirect units from direct fire. Since they are so cheap, they are expendable in that regard. It may seem weird that these are good against Anti-Tanks (which is listed as a weakeness). However, Anti-Tanks are easily destroyed by Infantry-type units, as well as air units, and since the Infantry is so cheap, it makes and effective counter for the Anti-Tank (which also has low mobility). Don't expect them to do much, if any, damage to vehicles. Most direct land units have machine guns of their own that can tear through Infantry, so be careful. ~~Mech~~ Cost--2500G Fuel--70 Main Weapon--Bazooka Sub-Weapon--Machine Gun Ammunition--3 Mobility--2 Vision--2 Range--1 Movement Type--Mech Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Tank, Anti-Air, Recon, Artillery, Recon, Flare, Anti-Tank The Mech has been dropped in price (it was 3000G in the past), however its power has been slightly nerfed in return (about 10% less damage dealt to all units). However, that can be ignored as the Mech still remains a powerful unit. As with the other Infantry units, it is capable of capturing properties. However, due having the lowest movement range in the game, it probably isn't wise to use these to capture them with, unless the properties are across mountain ranges (which Mechs can cross quicker than Infantry). It also may seem odd that they are effective against many of their weaknesses, but the Mech can tear through all lightly armored land units. The only problem with it is that it has very low ammo--only 3 uses and the Mech will become as effective as an Infantry. Keep Rigs on hand to resupply them. A swarm of Mechs, as has been the case in the previous games, remains somewhat useful. A tactical player can't be defeated with a Mech rush, but the computer occasionally can. It also works as a last ditch effort when you are surrounded by Tanks. ~~Bike~~ Cost--2500G Fuel--70 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type--Tire B Weaknesses--Artillery, Seaplane, Md Tank, Tank, Flare, Battleship Heavy Weaknesses--Bomber, Anti-Air, War Tank, Rockets Effective Against--Infantry, Mech, Bike, Anti-Tank The Bike has roughly the same power (and weaknesses) as the basic Infantry. So, for the cost of a Mech, what are you getting out of it? Well, for one this unit can move five spaces, allowing you to capture further away properties very quickly and without the need of a Rig. Outside of that, however, there isn't much else Bikes are good for. They can bash up Anti-Tanks well since they can sit outside of their range, then attack on the turn after. You can also use Bikes to disrupt the capturing of your enemies, allowing an early monetary advantage if you know what you are doing. Other then early capturing, you're better off sticking with the cheaper Infantry to attack whatever you intend on having a Bike attack. ~~Recon~~ Cost--4000G Fuel--80 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--8 Vision--5 Range--1 Movement Type--Tire A Weaknesses--Mech, Tank, Artillery, Seaplane, B Copter, Anti-Tank, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank, Rockets Effective Against--Infantry, Mech, Bike, Recon The Recon is a cheap unit, but don't get giddy over that 8 movement. Tire A type vehicles lose many movement points over anything that isn't a road, so don't expect the Recon to reach its destination quickly. Their big selling point is their 5 range, which is amazingly useful in Fog of War. Station several Recons across the map to keep tabs on enemy movement. Attack wise, the Recon can be bit useful. Provided there's mainly roads to the properties the enemy is capturing early on, several Recons can easily disrupt them and bring their economy briefly to a halt. The Recon isn't good at taking out anything stronger than Infantry, so once a non-Fog of War battle gets settled in, you aren't likely to be using these anymore. ~~Flare~~ Cost--5000G Fuel--60 Main Weapon--None Sub-Weapon--Machine Gun Ammunition--Infinite Mobility--5 Vision--2 Range--1 Movement Type-Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare This new unit has an interesting twist to it. Although it can attack Infantry units (doing slightly more damage than a Recon), it is also capable of firing flares as the name implies. Firing flares works as if the Flare is an indirect unit. You can only fire them if you don't move on your turn, and only if there is Fog of War. When you fire a flare, you need to choose a spot within a five space radius of the Flare unit. The flare itself will be launched when you choose the spot, and every space in the flare's three-square radius will be lit up for the turn, including hidden areas such as ruins and forests. Outside of Fog of War, the Flare isn't too useful. It's just an overpriced Recon for the most part, so only use it when Fog of War is active (especially rainy weather). ~~Anti-Air~~ Cost--7000G Fuel--60 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--Bomber, Rockets, Tank, Anti-Tank Heavy Weaknesses--War Tank, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Artillery, Rockets, Anti-Air, B Copter, T Copter, Bomber, Duster, Seaplane, Fighter The Anti-Air is a unit you'll come to love when the enemy is trying to bash you with aerial units. It's 1000G cheaper than what it used to be, but its power hasn't really changes at all. The Anti-Air will completely annihilate any air unit the is within its range. The Bomber is the only unit that can attack (and severely injure as well) then Anti-Air, reducing the damage the Bomber takes in return. The Anti-Air isn't useful against just air units, however. This weapon will OHKO all Infantry type units (save promoted ones standing on high defense terrain). If Infantry units are rushing towards you, pump out several Anti- Airs. Just be careful of Mechs which are capable of severely crippling the Anti-Air. ~~Tank~~ Cost--7000G Fuel--70 Main Weapon--Tank Gun Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--3 Range--1 Movement Type--Tank Weaknesses--War Tank, Seaplane, Anti-Tank, Md Tank, B Copter, Rockets Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Artillery, Rockets, Missiles, Rig The Tank is the most basic direct assault unit, and the cheapest. You'll be seeing plenty of these--both from your production and of the enemy. The Tank is very effective against most ground units, but don't expect it to dent Medium and War Tanks very easily. Several Tanks together can bring them down, but don't expect a lone Tank to do it. Tanks also make good bait for enemy units, and due to their high mobility, can also break stalemates by inciting your foe to attack. Regarding how cheap they are, you should be able to produce them constantly and replace any that are lost in a fight. ~~Medium Tank~~ Cost--12000G Fuel--50 Main Weapon--Heavy Tk Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--5 Vision--2 Range--1 Movement Type--Tank Weaknesses--War Tank Heavy Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig For a little extra cash, you can purchase a stronger version of the normal Tank. Medium Tanks trade mobility and ammunition for higher power and defense. Although it has been determined by other than regular Tanks are more cost effective, Medium Tanks are still useful. They can easily kill or severely wound any unit they are capable of attacking, except for War Tanks. Because of their high defense, you can put them in chokepoints and hold it for a decent amount of time. Just be careful of indirect units--they can injure Medium Tanks with ease. ~~War Tank~~ Cost--16000G Fuel--50 Main Weapon--Mega Gun Sub-Weapon--Machine Gun Ammunition--5 Mobility--4 Vision--2 Range--1 Movement Type--Tank Weaknesses--Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig The War Tank is the strongest land unit, and decimates anything that gets in its way. Be sure to have a Rig on hand if you build one of these monsters--it can run out of ammunition rather quickly. If you're on the receiving end of a War Tank barreling slowly down the road, don't worry--it's pretty simple to kill one of these things. Rockets are effective since War Tanks can't stand outside of their range and attack the Rocket in the same turn. Anti-Tanks also rip through War Tanks, and War Tanks themselves are also counters. War Tanks aren't very cost effective, mainly due to their low movement. Don't build these too often-- in all honesty, regular Tanks are still better than them. ~~Artillery~~ Cost--6000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--2-3 Movement Type--Tank Weaknesses--Md Tank, Rockets, Artillery, Tank, Mech, Seaplane, Battleship Heavy Weaknesses--War Tank, Bomber Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, Artillery, Rockets, Missiles, Rig Artilleries are basic indirect units. As with most indirect units, the Artillery cannot move and attack in the same turn, and cannot counterattack (let alone attack directly). If an enemy is in their range on your turn, you can fire at them. Otherwise, all you can do is keep moving them. Artilleries are great units to have around, mainly because they pack a punch while hopefully staying safe from enemy fire. If you can keep them shielded, and lure enemy units into their line of fire, then the Artillery becomes an invaluable asset to an army (not to mention they are quite cheap for the damage they inflict). ~~Anti-Tank~~ Cost--11000G Fuel--50 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--4 Vision--2 Range--1-3 Movement Type--Tire B Weaknesses--Bomber Effective Against--Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Anti-Tank, Rig, T Copter, B Copter The Anti-Tank is regarded as one of the most overpowered units in the game. This thing rips through all land units, and is the only indirect unit that has a range of 1 AND can counterattack. Not only that, but it can also attack B Copters! What can't this thing do? Well, its biggest weakness is Infantry type units. Infantry, Mechs, and Bikes are cheap units, and several of them can kill an Anti-Tank. Whatever you do, don't attack this thing with an land vehicle. The attacker will deal minimal damage, while the Anti-Tank will dish out usually around 5 HP worth of damage on the counterattack. Artilleries and Rockets are also good counters, but moreso with Rockets since Anti-Tanks can't counterattack them. Just beware of their insanely low movement. Tire B gets movement penalties on most terrain. ~~Rockets~~ Cost--15000G Fuel--50 Main Weapon--Rocket Sub-Weapon--None Ammunition--5 Mobility--5 Vision--3 Range--2-5 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Seaplane, B Copter, Battleship Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig Rockets are one of the most expensive land units, and for good reason. One Rockets can easily break a stalemate. Bring one of these near some enemy units stalling for time and watch them scatter. Also, Rockets can severaly damage any land unit in their massive 3-5 range. Just be careful, though--even the weak land units, like Anti-Airs, can severely damage Rockets. Be sure to keep them well protected at all time. 15000G isn't the kind of money you can just throw away on a unit that will get killed quickly. Be careful when using Rockets. On huge maps they generally aren't worth it because of their horrible movement. 5 movement is fine, but Tire A gets penalized on anything that isn't a road. They can take a long time to reach their destination. ~~Missiles~~ Cost--12000G Fuel--50 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--5 Mobility--5 Vision--5 Range--3-6 Movement Type--Tire A Weaknesses--Mech, Tank, Rockets, Artillery, Battleship, Seaplane, Anti-Tank Heavy Weaknesses--War Tank, Bomber, Md Tank Effective Against--Seaplane, B Copter, T Copter, Fighter, Duster, Bomber Missiles are expensive, but if an enemy plane is stupid enough to enter its range, it's as good as dead. Missiles are quite expensive, and obviously worthless on maps with no airports, but if you manage to put a Missiles near an enemy airport, then you have essentially made that airport useless for the foe. Since you'll kill whatever they build there, you can take your time and capture it for yourself. Quite a nice tactic. Did you also notice that their range has increased to 3-6? For the same price, you get a bit more out of Missiles this time around. ~~Rig~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Material--1 Mobility--6 Vision--1 Range--None Movement Type--Tank Weaknesses--Rockets, Tank, Mech, Seaplane, Artillery, B Copter Heavy Weaknesses--War Tank, Bomber, Md Tank The Rig, despite its name, functions just like the APC of old. It can carry one Infantry/Mech and transport them quickly across the field, and it can still resupply units next to it (which is essential in larger and longer maps). But the name truly comes from an additional feature. It can create Temporary Airports/Ports. On any plains you can choose to construct a Temporary Airport, and on any beach you can construct a Temporary Port. A Rig can only build one temporary structure, and it works as if you're capturing it (takes 20 points to finish, based off of Rig's HP). Temporary Ports/Airports CANNOT construct new units. Instead, they can repair and resupply their specific units. This is extremely handy if you can't have a bunch of Rigs running about the course. Be careful, though. Temporary structures can be captured by the enemy. Likewise, you can recapture them and capture any temporary structures the enemy makes. Make good use of them. If you want to build more temporary structures, you'll need to make another Rig (or use Greyfield's CO Power to replenish the material in the Rig). ---------------- ~2B.Naval Units~ ---------------- **Note--All naval units burn one fuel every day, whether they move or not. If they run out of fuel, they will sink and be destroyed.** ~~Battleship~~ Cost--25000G Fuel--99 Main Weapon--Cannon Sub-Weapon--None Ammunition--6 Mobility--5 Vision--3 Range--3-5 Movement Type--Ship Weaknesses--Bomber, Submarine Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Rockets, Missiles, Rig, Cruiser, Unsubmerged Submarines, Carrier, Battleship, Gunboat, Lander The Battleship remains the king of the seas, and is even moreso now then ever. Despite its range getting cut by one, the Battleship is now the only indirect unit that can move AND attack in the same turn. Battleships can attack and severely injure all land and naval units (except for submerged Submarines). They are quite expensive, and a single Submarine strike can turn a Battleship into scrap metal, but as long as you have Cruiser support, then a Battleship is well worth the 25000G investment you will need to put into it. ~~Carrier~~ Cost--28000G Fuel--99 Main Weapon--None Sub-Weapon--AA Gun Material--4 Mobility--5 Vision--4 Range--1 Movement Type--Ship Weaknesses--Bomber Heavy Weaknesses--Submarine Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber The Carrier, despite remaining almost the same price as it was in Dual Strike, appears to be useless. 28000G for a weak anti-air gun when the Cruiser excels so much more? Pah! The Carrier's main reason of existance is because of its material. Provided that the Carrier doesn't move, it is capable of creating a Seaplane for 15000G. A total of 43000G for a small, low fuel and ammo plane? What's the use? Seaplanes can attack EVERY unit in the game. Keep them well fueled and the damage they can cause will far outpay their original cost. Because each Seaplane built uses 1 material, you can only build a maximum of four Seaplanes from one Carrier. When you produce a Seaplane, you can launch it on the next day. You can choose where to move it, and you can attack with the Seaplane when you launch it. This doesn't take up the Carrier's turn, so you can move/attack/produce again that turn. Carrier's can only hold 2 planes at once. Boarded planes will be refueled at the beginning of the day, and have 2 HP repaired every day as well, so that also makes up for the Carrier's lack of weaponry. Keep them well away from actual battle--they are fragile ships. ~~Submarine~~ Cost--20000G Fuel--70 Main Weapon--Torpedo Sub-Weapon--None Ammunition--6 Mobility--6 Vision--5 Range--1 Movement Type--Ship Heavy Weaknesses--Bomber, Cruiser Effective Against--Gunboat, Battleship, Submarine, Carrier, Lander Submarines are essential in any navy. When your foe is packing Carriers and Battleships, you will be needing to employ Submarines to take them out quickly. Submarines are very powerful, and have huge vision, making them quite useful for ocean scouting. Submarines are also capable of diving underwater on their turn (whether they move or not). Dived Submarines cannot be seen by enemies underless one of them moves next to the Submarine on their turn, or they move a unit that passes where the Submarine is located. Dived Submarines burn five units of fuel at the start of every day, as opposed to one unit when unsubmerged (and like every other naval unit). Submerged Submarines can only be hit by other Submarines and Cruisers. Keep those away, and Submarines can kill any other oppositions. Dived Submarines can rise at any time, so be sure to raise them when you need to conserve fuel. ~~Cruiser~~ Cost--16000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--AA Gun Ammunition--9 Mobility--6 Vision--5 Range--1 Movement Type--Ship Effective Against--B Copter, T Copter, Duster, Fighter, Seaplane, Bomber, Submarine The Cruiser is an important naval unit that you will need to constantly be producing. These units have large vision, much like Submarines, making them useful in Fog of War. They are also anti-Submarine, so if your enemy starts to build Submarines, a single Cruiser can easily counter them. They are also insanely powerful against air units. If the enemy is sending air units across the ocean, block them off with Cruisers. They are moderately expensive, but are super effective against anything they can hit, except for other ships. Cruisers can also hold two copter units. ~~Lander~~ Cost--10000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--0 Movement Type--Trpt Weaknesses--Seaplane, Submarine, Battleship, Rockets Heavy Weaknesses--Bomber Landers are capable of transporting a maximum of two land units. Landers need to be on a beach or Port in order to load/drop units. Landers are your only way of transporting land units (other than Infantry) across the ocean, so make good use of them. If they are destroyed, their cargo is destroyed as well. ~~Gunboat~~ Cost--6000G Fuel--99 Main Weapon--Anti-Ship Msl Sub-Weapon--None Ammunition--1 Mobility--7 Vision--2 Range--1 Movement Type--Trpt Weaknesses--B Copter, Cruiser, Gunboat Heavy Weaknesses--Bomber, Submarine, Seaplane, Rockets, Artillery, Battleship Effective Against--Battleship, Unsubmerged Submarine, Gunboat, Cruiser, Lander, Carrier The Gunboat is a cheap unit, but don't be swayed by the fact it only has one ammo. It packs quite a punch, and easily cripples most enemy naval units. Gunboats are also capable of carrying a single Infantry/Mech, and with their high movement, they can reach small islands with properties fairly quickly. Keep Temporary Ports, or Rig's, on beaches nearby so you can resupply the Gunboat with more ammunition as the need arises. Gunboats are cheap and expendable, and generally deal an amount of damage roughly equal to their price. ----------------- ~2C.Aerial Units~ ----------------- **Note--All air units burn fuel each day, whether they move or not. If they run out of fuel, the will crash and be destroyed. Fuel burned each day is different for each type of aircraft.** ~~Fighter~~ Cost--20000G Fuel--99 Main Weapon--Anti-Air Msl Sub-Weapon--None Ammunition--6 Mobility--9 Vision--5 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--B Copter, T Copter, Bomber, Fighter, Duster Fighters are second to none in what they are best at--annihilating all aerial units. They are nowhere near as expensive as they really seem, mainly because one Fighter should be able to destroy at least 40000G in enemy air units before taking too much damage to continue. There's not much else to say about Fighters. Besides boasting the largest movement range in the game, you should only use them if you need to counter enemy air units when simple Anti-Airs aren't able to easily reach their targets. ~~Bomber~~ Cost--20000G Fuel--99 Main Weapon--Bomb Sub-Weapon--None Ammunition--6 Mobility--7 Vision--3 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, Recon, Flare, Anti-Air, Tank, Md Tank, War Tank, Artillery, Rockets, Missiles, Rig, Battleship, Unsubmerged Submarine, Gunboat, Carrier, Lander Bombers are one of the most useful aerial units, capable of devistating large armies, causing them to scatter and retreat for repairs. Anti-Airs and Missiles are the only things they need to worry about, but if Bombers get the first strike on these units, then they will be made virtually worthless. ~~Duster~~ Cost--13000G Fuel--99 Main Weapon--Machine Gun Sub-Weapon--None Ammunition--9 Mobility--8 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Fighter, Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Bomber, Duster Dusters are only slightly weaker than Fighters, and they come at a cheaper price. That, and they can attack ground units. Infantry type units are the only ground units they will do decent damage against, though, but they are at least very effective against air units. Dusters also make good scout units in Fog of War, thanks to high vision and range. ~~B Copter~~ Cost--9000G Fuel--99 Main Weapon--Air-Gnd Msl Sub-Weapon--Machine Gun Ammunition--6 Mobility--6 Vision--2 Range--1 Movement Type--Air Fuel burned per day--2 Weaknesses--Seaplane, Duster Heavy Weaknesses--Missiles, Fighter, Cruiser, Anti-Air Effective Against--Infantry, Mech, Bike, B Copter, T Copter, Tank, Artillery, Rockets, Missiles, Rig B Copters are cheap helicopters that can attack all land units. Just be careful--most land units can attack B Copters, although they won't do too much damage to them. B Copters are cheap and effective, and if you keep them away from Anti-Airs, then you'll be just fine. ~~T Copter~~ Cost--5000G Fuel--99 Main Weapon--None Sub-Weapon--None Ammunition--None Mobility--6 Vision--1 Range--None Movement Type--Air Fuel burned per day--2 Weaknesses--B Copter Heavy Weaknesses--Anti-Air, Missiles, Seaplane, Cruiser, Fighter, Duster T Copters are cheap units that are capable of holding one Infantry/Mech. These are useful at transporting them quickly across the battlefield when a Rig or Gunboat isn't as efficient (or possible to use). Make good use of them early in the battle to have them reach distance properties. ~~Seaplane~~ Cost--15000G (+ 28000G) Fuel--40 Main Weapon--Missiles Sub-Weapon--None Ammunition--3 Mobility--7 Vision--4 Range--1 Movement Type--Air Fuel burned per day--5 Weaknesses--Anti-Air Heavy Weaknesses--Cruiser, Missiles Effective Against--ALL Units Seaplanes are technically only 15000G, but it requires a 28000G Carrier to actually produce these things. The Seaplane has very low fuel and ammo, so you will need to keep a Rig, Carrier, or Temporary Airport nearby or these things will be going down pretty quickly. The plus side is that they can attack every single unit in the game, and they will do heavy damage to them as well (Anti-Airs and Cruisers included!). If you have several of these flying around, with Fighter support, you can have complete aerial domination. ------------------- ~2D.Movement Costs~ ------------------- All units have a movement type, whether it's being in the air, the sea, or a certain type of tire for a vehicle. Most terrain will allow you to pass unhindered, while others will take up more movement points on certain terrain types. Here's a chart compiling all the types of terrain and the movement costs for them: Note-Temporary Ports and Airports have same movement costs as their non- temporary versions. F A C W a i B P M s c r R T r l B R n W t C t p P a o S i R a e i t o l i o o o d w i d o i a v a o a H t r r r a e l g a n c e i d n Q y y t t r r o e d s h r n s d ======================================================================== Inftry | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | Mech | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Tire A | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | - | - | 3 | 3 | Tire B | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | - | - | 3 | 3 | Tank | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | - | 2 | 2 | Air | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | Ship | - | - | - | - | 1 | - | - | - | 1 | - | - | - | 1 | - | - | - | Trpt | - | - | - | - | 1 | - | - | - | 1 | - | - | - | - | - | - | - | ======================================================================== R g P R h l u R M F a i S e S i S i s n e e e s k r m s a f a t y e a ======================================== Inftry | 1 | - | - | - | - | - | - | - | Mech | 1 | - | - | - | - | - | - | - | Tire A | 2 | - | - | - | - | - | - | - | Tire B | 1 | - | - | - | - | - | - | - | Tank | 1 | - | - | - | - | - | - | - | Air | 1 | 1 | 1 | 1 | 1 | 1 | - | - | Ship | - | 1 | 2 | 2 | 1 | - | - | - | Trpt | - | 1 | 2 | 2 | 1 | - | - | - | ======================================== -------------------- ~2E.Terrain Effects~ -------------------- Now that you know how the terrain effects movement, there's then the matter of how it effects units directly--defense wise and other overall effects it can cause. Each Star used in the description of the terrain adds 5% to the units' defense while they are parked on such terrain. Aerial units cannot benefit from defense boosts on terrain. If a unit is parked on a structure owned by the player, and that property benefits that unit, then that unit will be supplied and repaired for 2 HP at the beginning of the turn. Each HP or repair costs 1/10th of the unit's price, and is NOT optional. If a unit is on a owned building, funds will be spent repairing it. Factories, Cities, and the HQ repair/resupply ground units, Ports and Temporary Ports for naval units, and Airport and Temporary Airports for aerial units. ~~HQ~~ Defense--**** A structure that gives units high defensive boosts, if it is captured then that team will lose the battle instantly. ~~City~~ Defense--** Cities provide moderate defense while repairing ground troops. ~~Factory~~ Defense--*** Factories can produce new units, and repair ground troops that are parked on them. ~~Port~~ Defense--*** Ports can produce new units, and repair naval troops that are parked on them. ~~Airport~~ Defense--*** Airports can produce new units, and repair aerial units that are parked on them. ~~Com Tower~~ Defense--*** Com Towers raise the defense and attack power all your units by 5% for each Com Tower in your possession. These also now give you funds each day. ~~Radar~~ Defense--*** Radar stations, once captured, reveal all spaces in Fog of War within a five space radius of the station. Covered places like Woods and Reefs are not revealed unless they are adjacent to the tower. These provide you with funds as well. ~~Silo~~ Defense--** If an Infantry, Mech, or Bike moves to an unused silo, they can fire a single missiles at any space in the map. All units in the three space radius blast will lose 3 HP. ~~Roads~~ Defense--None Roads allow quick movement of all ground troops, but offer no defense. ~~Plains~~ Defense--* Plains are common, offer a small defense boost, and hardly affect any unit movement. ~~Mountains~~ Defense--**** Mountains hinder Infantry movement, but offer high defense while atop them. During Fog of War, they add three vision to the Infantry or Mech while ontop of them. ~~Woods~~ Defense--*** Woods hinder movement for most land units. They offer good defense, and during Fog of War, enemy units cannot see units sitting in woods unless they pass them/wait next to the woods on their turn, or a Flare reveals the location of the unit. ~~Bridges~~ Defense--None Bridges can be traveled under by sea units, and can be chokepoint blocked by them as well. They offer no defensive boosts. ~~Rivers~~ Defense--None The only ground units that can cross rivers are Mechs and Infantry. They slow the movement of Infantry. ~~Beaches~~ Defense--None Beaches are found near the sea's edges, and are used as locations where Landers and Gunboats can load up units. They offer no other defense. ~~Ruins~~ Defense--* Acts like Woods in Fog of War, but doesn't hinder movement of most units. ~~Wasteland~~ Defense--None Impairs movement of most ground units. ~~Sea~~ Defense--None Easy passage for all naval units. ~~Rough Sea~~ Defense--** Slows passage of most naval units. ~~Reef~~ Defense--** Acts like water-based Woods during Fog of War. Impedes movement of naval units. ~~Mist~~ Defense--* Acts like Woods in Fog of War. Doesn't affect movement. ~~Sky~~ Defense--None Only air units can travel over this terrain. ~~Fire~~ Defense--None Lights up a five square radius in Fog of War. No unit can pass over it. ~~Meteors~~ Defense--None (Have 99 HP, one point lost for each % point of attack) Meteors cannot be passed by any unit, but can be destroyed in two or three attacks by most units. Once destroyed, the Plains it was on can be traversed, and any plasma that was touching it will disappear. ~~Plasma~~ Defense--None Cannot be moved over by any unit. Can only disappear if a meteor the plasma is touching is destroyed. ----------------- ~2F.Damage Guide~ ----------------- And finally, there is the damage units will give to other units. The numbers here are percentages when the left side unit attacks the unit listed on the top row. These percentages are based on both units being on a Road (which has no defense), and neither are affected by CO Zones/Powers/ other abilities that would raise defense. During each attack, anywhere from 0% to 10% extra damage might be added to the damage dealt out. It's a random factor and cannot be controlled. As you could probably guess, if you would do 60% damage to an enemy when you have full HP, you will basically be dealing 6 HP of damage. Your attack power goes down 10% for each HP lost. So if you had 7 HP (using the same 60% damage from before), you would be down to dealing 42% damage (10% of 60 is 6, so you're losing 6% of attack power with each HP lost in this scenario). T Copters and Landers aren't listed as attackers here, naturally, because they are incapable of attacking. I A M W A A R M B n n d a r n o i a f R F t r t t c s t n M B e l i T T T l i k s l t e i c a A a a a e T e l R s r c k o r i n n n r n t e i h y h e n e r k k k y k s s g p ======================================================================== Infantry |55%|45%|45%|12%|10%|03%|05%|05%|01%|10%|30%|20%|20%|14%| - | Mech |65%|55%|55%|85%|80%|55%|55%|25%|15%|70%|55%|85%|85%|75%| - | Bike |65%|55%|55%|18%|15%|05%|08%|05%|01%|15%|35%|35%|35%|20%| - | Recon |75%|65%|65%|35%|30%|08%|08%|05%|01%|45%|25%|55%|55%|45%| - | Flare |80%|70%|70%|60%|50%|45%|10%|05%|01%|45%|25%|55%|55%|45%| - | Anti-Air |105|105|105|60%|50%|45%|15%|10%|05%|50%|25%|55%|55%|50%| - | Tank |75%|70%|70%|85%|80%|75%|55%|35%|20%|70%|30%|85%|85%|75%|08%| Md Tank |90%|80%|80%|95%|90%|90%|70%|55%|35%|85%|35%|90%|90%|90%|10%| War Tank |105|95%|95%|105|105|105|85%|75%|55%|105|40%|105|105|105|12%| Artillery |90%|85%|85%|80%|75%|65%|60%|65%|35%|75%|55%|80%|80%|70%|45%| Anti-Tank |75%|65%|65%|75%|75%|75%|75%|45%|55%|65%|55%|70%|70%|65%| - | Rockets |95%|90%|90%|90%|85%|75%|70%|55%|45%|80%|65%|85%|85%|80%|55%| Missiles | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Battleship |75%|70%|70%|70%|70%|65%|65%|50%|40%|70%|55%|75%|75%|65%|45%| Carrier | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Submarine | - | - | - | - | - | - | - | - | - | - | - | - | - | - |80%| Cruiser | - | - | - | - | - | - | - | - | - | - | - | - | - | - |38%| Gunboat | - | - | - | - | - | - | - | - | - | - | - | - | - | - |40%| Fighter | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Bomber |115|110|110|105|105|85%|105|95%|75%|105|80%|105|95%|105|85%| Duster |55%|55%|45%|18%|15%|05%|08%|05%|01%|15%|05%|20%|20%|15%| - | B Copter |75%|65%|65%|75%|75%|10%|70%|45%|35%|65%|20%|75%|55%|70%|25%| Seaplane |90%|85%|85%|80%|75%|45%|75%|65%|55%|70%|50%|80%|70%|75%|65%| C S C G F B T S a u r u L i B D C C e M r b u n a g o u o o a e r m i b n h m s p p p t i r s o d t b t t t l e e n e a e e e e e e n o r e r t r r r r r r e r ============================================================ Infantry | - | - | - | - | - | - | - | - |08%|30%| - |01%| Mech | - | - | - | - | - | - | - | - |12%|35%| - |15%| Bike | - | - | - | - | - | - | - | - |12%|35%| - |01%| Recon | - | - | - | - | - | - | - | - |18%|35%| - |01%| Flare | - | - | - | - | - | - | - | - |18%|35%| - |05%| Anti-Air | - | - | - | - | - |70%|70%|75%|105|120|75%|10%| Tank |08%|09%|09%|55%|18%| - | - | - |18%|35%| - |20%| Md Tank |10%|12%|12%|55%|22%| - | - | - |24%|40%| - |35%| War Tank |12%|14%|14%|65%|28%| - | - | - |35%|45%| - |55%| Artillery |45%|55%|55%|105|65%| - | - | - | - | - | - |45%| Anti-Tank | - | - | - | - | - | - | - | - |45%|55%| - |55%| Rockets |55%|65%|65%|105|75%| - | - | - | - | - | - |55%| Missiles | - | - | - | - | - |100|100|100|120|120|100| - | Battleship |50%|65%|65%|95%|75%| - | - | - | - | - | - |55%| Carrier | - | - | - | - | - |35%|35%|40%|45%|55%|40%| - | Submarine |110|55%|20%|120|85%| - | - | - | - | - | - | - | Cruiser |38%|95%|28%|85%|40%|105|105|105|120|120|105| - | Gunboat |40%|40%|40%|75%|55%| - | - | - | - | - | - | - | Fighter | - | - | - | - | - |55%|65%|80%|120|120|65%| - | Bomber |85%|95%|50%|120|95%| - | - | - | - | - | - |90%| Duster | - | - | - | - | - |40%|45%|55%|75%|90%|45%|01%| B Copter |25%|25%|05%|85%|25%| - | - | - |65%|85%| - |20%| Seaplane |65%|55%|40%|105|85%|45%|55%|65%|85%|95%|55%|55%| -------------------- ~2G.Weather Effects~ -------------------- As you might expect, there are several different types of weather effects that can happen across the battlefield. The first technically isn't a weather effect. Fog of War blankets the battlefield in blacked dust. You can't see any enemy units in the blackness unless that square is in at least one of your units' vision range. Ruins, Forests, Reefs, and Mist hide units during Fog of War. Enemy units can't see units hiding in these terrains unless one of their units passes the tile their hiding in on their turn, tries moving onto/through that tile (and fails because there's a unit hiding there), or uses a Flare to light up the tile. Rainy weather turns the battlefield into Fog of War if it isn't already, but all units have their vision lowered to one. Snowy weather will reduce the movement of all units by one. Sandstorms will reduce the attack power of all units by 30%. If Penny is your CO, then regardless if she is boarded on a unit or not, ALL of her units aren't affected by the weather. She is still subject to Fog of War (technically it isn't a weathe effect), but snow, sandstorms, and rain won't affect her units at all. -------------- ~2H.Promotion~ -------------- New to Advance Wars is promoting units. Whenever a unit gets a kill, they will increase in level. There are three levels--I, II, and Veteran. Level I grants the unit a 5% attack power boost. Level II gets a 10% attack boost. Veteran units get a 20% attack and defensive boost. If two units join eachother, the rank of the unit will be the highest rank of the units that joined. So, if a Veteran and level I Tank join, the new Tank will be a Veteran. When a CO boards a unit, that unit is instantly made a Veteran. Units cannot demote in level. --------------------- ~2I.Campaign Scoring~ --------------------- Now that you know how to use units effectively, you can figure out what you need to do to get the best scores possible in campaign mode. You are scored in the same three catagories as usual--Speed, Power, and Technique. However, the last two have had their requirements changed a bit. Also, each score can recieve a maximum of 150 points, so your total can reach 450. Yet, this is impossible to reach on most maps. Speed remains the same--it's how fast you complete the map. There is a certain time limit to earn 150 points, and a certain one for 100 points. After you pass the 100 point time limit, the Speed score slowly drops down to zero (finishing between these two time limits will result in a score between 150 and 100). Power has changed. Normally it was destroying 10% of the enemy army on one turn, but now it's based on a certain ratio. It involves the total percentage of damage dealt (as seen ingame), the amount of times you launched an attack (including counterattacks), and the amount of kills you earned. More damage and kills, while having few attacks, is key to earning as many points as possible in Power. Technique has also changed. Normally it was losing less than 20% or your units, but now it's drastically different. It is also a ratio of how many units you used in comparison to how many units the enemy used. It has been roughly determined that in order to get 150 points, you need to have used about 65% as many units as your enemy. So if they used 10 units, using 6 (all formulas in the game round down) or less would result in 150 points. Units lost also effect technique, so play agressive, but also careful. You also get various ranks for how many total points you get: S Rank--300+ A Rank--250-299 B Rank--200-249 C Rank--199- =========================================================================== ~3.CO Center~ =========================================================================== As usual, there are a variety of CO's (Commanding Officers) you can choose from. Each of them have their own innate abilities which affect the battlefield, and most of them have CO Powers which can help change the tide of war. CO Powers work differently now, however, and most of the CO's aren't broken as was the case in previous games. ------------------------------------ ~3A.Commanding Officer Descriptions~ ------------------------------------ There's a variety of CO's, and most of them have their own individual CO Power. They all have a CO Zone, and the effects of their zone is also noted here. Any special abilities they have will be mentioned. ======== ~~Will~~ ======== Will is a cadet in the former Rubinelle Army, joining with Brenner after the meteors strike. Hespecialies in powering up his direct attack ground troops. He has a decent CO Power, and a decent CO Zone size as well. "Never give up!" CO Zone Size--2 CO Zone Boosts--20% attack boost for direct attack ground troops CO Power--Rally Cry:Mobility of all ground based units is raised by two for the turn =========== ~~Brenner~~ =========== Brenner is captain of the 12th Batallion. He's a fair, all around CO, and has great battle skills. "The survivors need our help." CO Zone Size--3 CO Zone Boosts--20% defense boosts for all units CO Power--Reinforce:All units regain 3 HP ======= ~~Lin~~ ======= Lin is often seen as Brenner's tactical advisor. She excels in Fog of War, the best place to use her CO Power. "Keep a cool head." CO Zone Size--1 CO Zone Boosts--20% defense and 20% attack boosts for all ground units CO Power--Scout:Adds 2 to ground unit vision, and can see into hiding places ============ ~~Isabella~~ ============ Isabella is a girl that Will found early after the meteor storm. She has no recollection of who she is. That doesn't stop her from being one of the better CO's, with a CO Power and Zone that are highly beneficial. "I can't remember anything..." CO Zone--2 CO Zone Boosts--10% defense and 10% attack boosts for all units CO Power--Deep Strike:All units can move two spaces farther, and all indirect units get two extra range ========= ~~Tasha~~ ========= -->Unlocked by clearing C12 Tasha is a Lazurian soldier who intends on avenging her dead brother. She is a master of the skies, and can be unstoppable with several Bombers. "I will have my revenge!" CO Zone--1 CO Zone Boosts--20% defense and 40% attack boosts for aerial units CO Power--Sonic Boom:Movement of all aerial units increases by 2 ======== ~~Gage~~ ======== -->Unlocked by clearing C13 A Lazurian soldier with little to say. He specializes in indirect attacks and range. "They don't pay me to talk." CO Zone--2 CO Zone Boosts--10% defense and 20% attack boosts for all naval and ground indirect attack units CO Power--Longshot:Increases the range of all indirect units by 2 ============ ~~Forsythe~~ ============ -->Unlocked by clearing C14 Forsythe is a top notch Lazurian commander, and has no special powers, trading those for a boost for all units. "I am a soldier, not a killer." CO Zone--5 CO Zone Boosts--10% defense and 10% attack power boosts for all units CO Power--Has no CO Power or CO Meter ========== ~~Waylon~~ ========== -->Unlocked by clearing C20 Waylon, who acts like a smug jerk constantly, is somewhat similar to Tasha in that he has aerial domination. "It's time for Waylon to do some wailin'!" CO Zone--2 CO Zone Boosts--30% defense and 20% attack boots for aerial units CO Power--Wingman:Boosts defense for all air units ============= ~~Greyfield~~ ============= -->Unlocked by clearing C21 A power hungry and crazed dictator, Greyfield has a dominant navy in comparison to other CO's. "I'll see you hanged for this!" CO Zone--3 CO Zone Boosts--40% defense and 10% attack boosts for naval units, Seaplanes, and copters CO Power--Supply Chain:Ammo, fuel, and material is refilled for all units ========= ~~Penny~~ ========= -->Unlocked by clearing C24 The youngest daughter of Caulder, her mind has been shattered by his vile experiments. Penny is best used on maps where weather can be a serious hazard. "Tee hee! Let's go, Mr. Bear!" CO Zone--3 CO Zone Boosts--All units are uneffected by weather (this occurs for all units, and they don't need to be in the CO Zone for this effect to take place). Units in the CO Zone recieve the base 10% defense and 10% attack power that every other CO Zone gives, but no additional boosts are given CO Power--Stormfront:Changes the weather to a random effect for three days =========== ~~Tabitha~~ =========== -->Unlocked by clearing C25 The oldest daughter of Caulder, she is as strict and vindictive as he is. Tabitha is one of the most powerful CO's in the game, and may remind you of a former, dead CO from a previous game. "Stupid weak people!" CO Zone--0 CO Zone Boosts--50% defense and 50% attack boosts for all units CO Power--Firestorm:Drops a missile that inflicts 8 HP of damage on all units in a 3 space radius. It targets the spot where it can inflict the most HP worth of damage, making Tabitha's units' HP worth negative HP in the calculation =========== ~~Caulder~~ =========== -->Unlocked by clearing C26 Caulder is a man who prides himself in his insane experiments. Despite having no CO Power, his CO Zone has crazy abilities. "Fascinating..." CO Zone--3 CO Zone Boosts--50% defense and 50% attack bonus for all units, all units within zone are healed 5 HP (this still costs funds) CO Power-Has no CO Power or Meter ------------- ~3B.CO Zones~ ------------- Units will not get their CO's effect unless the CO is on the battlefield, and even then, the only units that will get the boost are those in their CO Zones (unless a CO Power is activated, in which case all units that are specified in their profile get the boost as well). Firstly, you need to have your CO board a unit. In order for this to happen, you must put any unit you want them to board onto your HQ or an owned property that produces that unit (Tanks on a Factory, Bombers on an Airport, and so on). On your next turn, instead of moving the unit, act as if you are going to choose to Wait. Below that option will be "CO", provided you meet a second requirement. To have a CO board a unit, you need to pay half of that units' cost. So boarding a Tank would cost 3500G. Once a CO is on a unit, that unit will have a medal icon and be promoted to Veteran status. Part of the battlefield will turn black around the CO unit. That is the CO Zone. Any unit in that zone, including the CO themself, will benefit from the CO's attack and defense boost (provided that the unit fits with the criteria in their profile. If your using Will, for instance, then aerial and naval units aren't getting a boost). All units in the CO Zone, including the CO unit, get a base 10% attack and defense bonus (even if they don't match the unit types the regular bonuses apply for), and then additional bonuses the CO gives them if they match the types in their profile. For instance, say Isabella is in a Tank. She puts a Recon in her CO Zone. Isabella's Tank is now 140/140 (That's attack/defense). She gets 20% attack and defense bonus for being a veteran, 10% attack and defense base bonus just for being in the CO Zone, and another 10% attack and defense because that's the bonus Isabella's CO Zone gives to any unit in her CO Zone. The Recon is at 120/120, 10% attack and defense for the base bonus in the CO Zone, and 10% attack and defense because Isabella's CO Zone naturally gives that. Use CO Zone's to your advantage. Keep your CO unit well protected--just because they naturally have high defense doesn't make them invincible. Even Tabitha, who is in a 180/180 unit thanks to how her CO Zone works, can be taken down by several units. ------------------------ ~3C.CO Meter and Powers~ ------------------------ With the exception of Forsythe and Caulder, all CO's have a two bar meter under their picture on the top screen. This is their CO Meter, but unlike in previous Advance Wars games, this meter will not fill up based roughly on monetary damage dealt and recieved. To fill the meter now, you need to first have your CO board a unit. Once you've done that, you can start filling the CO Meter. Any unit inside the CO Zone, including the CO unit itself, can fill the meter by attacking other units. For every 5 HP of damage you deal when inside the CO Zone (regardless of the unit you're attacking), one yellow bar will fill up. When the first half of the meter is filled, the CO Zone will increase in radius by one space. If you keep attacking units, you can fill up the second half of the meter. When this happens, the CO Zone will increase in radius another space, but you are also capable of using your CO Power. To use your CO Power, select your CO unit (this is only possible if you haven't given it a command yet), and instead of choosing Wait, choose CO Power. This will take up the CO units' turn, but all other units that haven't moved yet can feel the power of the CO Power. There is a downside, however. This completely drains the CO Meter, so you will be back to the basic sized CO Zone. Also of note is that if the CO unit is ever destroyed, the CO Meter completely empties. Be careful of your CO unit--they are essentially huge targets for the enemy to try and kill. =========================================================================== ~4.Campaign Mode~ =========================================================================== One of the main modes of the game is Campaign Mode. You will take command of an army after a disastrous meteor strike on the planet, killing anyone who tries disrupting the peace. Unlike other Advance Wars, you can go back and do missions you have already finished. Also, along the way you will unlock Trial Maps, which are somewhat similar to maps and situations that could be found in the War Room of the previous games. ------------------ ~4A.Campaign Maps~ ------------------ Once you start Campaign Mode you will go through a short cutscene before being brought to the map screen. The only mission you can choose at the start is C1, so let's get rolling. Noted here is a time limit. If you finish on or before the time limit, you will earn 150 Speed points. Any longer and the Speed score will steadily drop. =================== ~~C1-Days of Ruin~~ =================== Time Limit--2 Days CO--Will/Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--Bike Enemy Units--Recon, Bike, Infantry In this introductory mission you will learn basic units and how to move and attack with them. Obviously, if you're a veteran then this mission will be laughable easy. If you're new, then you'll still find it just as easily. Select the Bike and move it where Will directs it--two spaces west. On the second day, Brenner and Lin will appear, bringing along a Tank and Recon. Will's Bike will retreat, and Brenner will be the CO for the rest of the battle. Get used to actual combat now. First have your Recon attack the enemy Recon, then have your Tank finish it off. Repeat this process for the rest of The Beast's units. Have your Recon weaken them, then let your Tank get the kill. Once you finish off all of his units, the missions ends. The Beast's units rarely attack you, instead preferring to go around your units. The Bike will generally try to attack your Recon or Tank, but it'll do piddle damage. S Rank Notes--It's fairly easy to obtain an S Rank here. Just weaken everything with your Recon and finish them with your Tank. Finishing fairly fast, an S Rank is almost assured here. ==================== ~~C2-A Single Life~~ ==================== Time Limit--2 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--Tank, Artillery, Infantry Enemy Units--Infantry, Bike, 2 Recons, Tank The Beast's main units are somewhat damaged, so that should make things a bit easier for your Tank. The problem is that your Tank is out of ammunition. If a unit is out of ammo, then it will have to attack units with its secondary weapon (in this case, the machine gun). If it has no other weapon, then that unit flat out can't attack, Luckily, your given an Artillery unit. Time to get used to indirect combat units if you've never used them before. Indirect units, like Artillery, can only attack units within its range. In this case, it's a 2-3 space range. Also, with the exception of the Battleship, all indirect units can only fire if they don't move on their turn. As Lin suggests, move your Tank to the chokepoint and attack the enemy Infantry. Move your Artillery behind the Tank. Don't kill the Infantry with your Infantry--the enemy Recons can still hurt it even on the mountains. Move it up onto the forest north. The enemy Infantry will likely attack it and do minimal damage, and the enemy Infantry should die or be left with little HP on the counterattack. On the second day, you'll be alerted of the presence of someone in the ruins surrounded by mountains to the east. You don't have to move your Infantry to that spot, but you should do it to understand the story. In any case, have your Artillery bash any unit entering its range (focus on destroying the Tank more than the Recons), then have your Tank mop up anything the Artillery can't kill in one shot. S Rank Notes--Another fairly easy S Rank. To keep your Technique score up, don't let any of your Infantry get killed. Thusly, don't try to get the cutscene where you rescue Isabella. Have your Artillery work with your Tank to finish as quickly as possible. ================ ~~C3-Freehaven~~ ================ Time Limit--2 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy Starting Units--2 Mechs, Artillery, 2 Tanks Enemy Units--2 Infantry, 2 Bikes, 3 Recons, Artillery, Tank This mission will test your basic skills that you have learned over the previous two missions. First have your Tank move north and have each one attack one of the Infantry. Then have each of your Mechs finish off the Infantries. Move your Artillery north and into a small hole in the mountain range that'll keep it safe. The enemy Recon should be in the Artillery's range next turn, so attack it and finish it off with a Tank. Have the remaining Tank block the chokepoint north so that your Artillery can hit whoever attacks your Tank (and usually it will be The Beast's Tank). From this point, hold the chokepoint, and have your Mechs attack anything they can. Remember that they can move across the mountains, giving them decent versatility in reaching The Beast's blocked off army. His Recons will rarely attack your Tanks, no matter how weakened they may be. Once his Tank is destroyed, focus on getting rid of the Artillery. If The Beast places it in a good position, the chokepoint strategy will work against you as he can start to bash your units back. Once you destroy the Recons and Tank, you can easily break through and finish off his Bikes and Artillery if you were unable to get your Mechs over to it and kill it. S Rank Notes--It's impossible to finish this in two days, but that won't stop you from finishing this rather quickly. Rush for the quickpoint, hold it with your Tank, and have your Mechs move over the mountains and assist in destroying all of the units. Retreat your Mechs when damaged so you don't harm your Technique score. ================ ~~C4-Moving On~~ ================ Time Limit--1 Day CO--Lin Enemy CO--The Beast Terms--Rout enemy Starting Units--2 Infantry, 2 Mechs, Flare, Artillery, Recon, Tank Enemy Units--Infantry, 2 Bikes, 2 Recons This mission has Fog of War, so this will be some training for that. All units have a certain vision range, which you can view on the top screen. This is how radius of spaces of fog will be cleared around that unit in Fog of War. Spaces that are hiding places (Ruins, Woods, Reefs, and Mist) can't be seen unless you move next to them or pass them when moving. If you try moving to a space and you unknowingly try passing through a space where an enemy is, that unit will be stopped instantly and cannot perform any other actions that turn. You are given possession of a new unit--Flares. They are effective against Infantry type units and lightly armored vehicles, but they truly shine in Fog of War. If they don't move on their turn, they can fire a flare. The flare will light up a three space radius of the space you choose to fire it at, and all hiding places are also lit up. They are only lit up for the turn you fire it, though. Try it out now. Launch a flare up north to reveal several units hiding in the forests. No matter where you move the Infantry up north, it's quite likely to be killed next turn. Also of note is that Recons have high vision, making them useful for Fog of War. Mechs and Infantry can stand on mountains to get an additional three space radius added to their vision. use these tips on the following turns to scout out the enemy troops. All you need to do is move all of your troops up north rather quickly. Be sure to kill the bike in the woods near where your units start. Try to keep your units hidden in woods as often as possible--if the original Advance Wars is the one you've played, you'll be happy to know the AI follows the rules of Fog of War as well. Use that to your advantage and try to make it so they fall into your traps. This mission is impossible to finish in one day, so don't bother trying to do so. S Rank Notes--This mission can be a little annoying to S Rank. You really need to rush it to get a high Speed score to counterbalance the lower Power score that is likely to result. Keeping the Infantry to north alive isn't too hard if you rush the north with all of your units on the first day. Kill every unit in two shots to keep your Power score up high. ================= ~~C5-New Allies~~ ================= Time Limit--6 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Bike, Recon, Artillery, Tank Enemy Units--Infantry, Mech, 2 Bikes, Recon, 3 Tanks, 2 Artillery In this mission you will learn how to capture cities, factories, and how to produce new units. Simple stuff. Have your Mech begin capturing the factory, and the Bike and Infantry should start capturing the nearby cities. All properties have 20 capture points, and you capture part of that depending on the HP of the unit doing the capturing. Capturing takes a minimum of two turns (Only 10 HP units can finish capturing in two days). A 5 HP unit, for instance, would take four days to finish a capture. The Beast will not move his two Artilleries, and the Tank sitting on his HQ won't move until you come near it. The other two Tanks and Recon will move towards you, while all his Infantry type units will try to capture any building you don't capture. Finish capturing on the second turn. In case you didn't know, all properties give you 1000G in funds at the start of each day. Your Mech should finish capturing the factory. Once you move the Mech off of it next turn, you can start producing units there. On The Beast's turn, he should start attacking your troops with his Recon, Tank close behind. You should have moved your Tank and Recon east, keeping your Artillery safe from enemy fire. Use the Artillery to hurt the Recon and finish it off with your Recon. On the third day you can move the Mech off the factory. This will allow you to produce new units. Producing units costs funds, and at the moment your choices are rather limited. The strongest weapons you can make are Tanks and Artilleries. From here on, build two or three more Tanks. Move your Tank army up north and destroy all the enemy Tanks, then kill the Infantry. Move them all outside of The Beast's Artillery range, then rush in and kill/injure both of them. Once you destroy all of his units, the mission ends. Alternatively, you can capture his HQ to end the battle instantly. S Rank Notes--This is another easy S Rank. The Speed requirement is a bit lenient, and you should only need to build two or three Tanks in order to overwhelm his remaining forces. Rush for his Artillery with two strong Tanks, and you'll be able to win handily in 7 or 8 days. ====================== ~~C6-Fear Experiment~~ ====================== Time Limit--7 Days CO--Will Enemy CO--Penny Terms--Rout enemy Starting Units--2 Infantry, 2 Mechs, Bike, Recon, 2 Tanks, Artillery Enemy Units--2 Infantry, 2 Mechs, Bike, 2 Recons, 2 Tanks (Reinforcements of 2 Md Tanks and War Tank) First off you want to begin capturing properties. You want to capture the facotry up north as quickly as possible, then go for any other cities nearby. Send your Recon and Tanks down south--it's where Penny will send the majority of her units. Don't worry much about her capturing some cities--she has no factories with which to produce more units. Once the factory is under control, start getting some Tanks. You should only need one or two to finish off the remaining units. Try to keep your Artillery alive as long as possible, and retreat it to an owned city to get it repaired if necessary. Try to conserve money for later if possible. If you don't need additional Tanks, Mechs will suffice. Try to rout the enemy as quickly as possible. Once you rout Penny's units, she will send in several reinforcements. They are two Md Tanks and a War Tank. These tower over your puny Tanks, and have such high attack and defense that you don't even have a chance. Fortunately, the day after the reinforcements arrive you will be alerted you can now build Anti-Tanks for 11000G. These units have insane defense, and rip through any land vehicle. Not even War Tanks can stand against them. Retreat all of your units back to your factory and start building Anti-Tanks. You'll probably only get to build two of them before the Md Tanks reach you. Anti-Tanks have a range of 1-3, and can counterattack. It's unlikely to be destroyed in several attacks. Use your regular Tanks and Mechs to damage the enemy tanks further after the Anti-Tanks injure them. It shouldn't be too hard to finish the three mammoths off. S Rank Notes--An S Rank here can be moderately hard because of how low your Power score is likely to dip. You won't be able to OHKO most of Penny's units, so the score will suffer. Finishing in 7 days isn't likely, but getting at least 100 points in Speed is fairly simple (you have about 13 days to do so). Making only 2 Anti-Tanks and no other units before that is best to keeping Technique as high as possible. ===================== ~~C7-A Kind of Home~~ ===================== Time Limit--4 Days CO--Brenner Partner CO--Waylon Enemy CO--Tasha Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Bike, Recon, 2 Anti-Airs, Tank, Artillery, B Copter, 2 Missiles Enemy Units--Infantry, Mech, Recon, Tank, Rockets, 3 Dusters, 3 Bombers, 2 Fighters Tasha has a bunch of aerial units, which is to be expected since it's her area of expertise. Waylon's Fighter will never move, which is for the better because you fail the mission if it gets killed. First off, use your Missiles to destroy the Bomber and have the Anti-Air attack the Duster. Your primary concern is to destroy Tasha's aerial forces. Without those, her ground troops can easily be cleaned up. The only threatening ground forces she has is a lone Tank and a slow moving Rocket. Lure the Tank out with your Recon, then have your B Copter and Tank kill it. Try to lure Tasha's Bombers out into Missile range with some weak units (Infantry, Tanks, and even Anti-Airs themselves will be fine). With the Bombers out of the way, the mission should be smooth sailing. You'll want to build three or four additional Anti-Airs to aid you. Try to trap the Fighter in a corner of the map because they will keep trying to run away from you. With their high movement, they can often succeed in doing so. If you can keep either of the Missiles alive, you can help them aid you in destroying the pesky Fighters. The Dusters are easier because, since they can attack land units, they often will come into your line of fire. If you can finish this mission relatively fast (8 or 9 days), then an S Rank can be achieved with little trouble. S Rank Notes--Another fairly simple mission given that the enemy has easy to kill units. Build several Anti-Airs (2 or 3 will do), then rush Tasha's aerial units. You may lose an Anti-Air to her Bombers, but if you move some Missiles behind them, you can destroy the Bombers when they attack. Have a Tank kill the Rockets so your Anti-Airs aren't injured further. =================== ~~C8-A New Threat~~ =================== Time Limit--5 Days CO--Lin Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, 2 Bikes, Tank, Recon, B Copter, 2 T Copters Enemy Units--3 Infantry, Mech, 2 Recons, Tank, Artillery, Missiles This is yet another Fog of War map, but this time, The Beast is able to capture a factory, so you'll have to contend with him producing units as well. Luckily, he has few available cities if you're smart about where you attack on the first turn, so he's unable to produce much more than a Mech each turn. Have your Infantry board the T Copters and drop them off north near the two factories. Have the B Copter attack the Infantry near the southern factory. There's a second Infantry hiding in the woods closest to the fire. Focus on capturing the factories before getting the cities. As for the Mech and Bikes on the mainland, have them capture cities. You need funds, quickly. Once you've got an income, make an Artillery and a Tank on the southern bases. You'll need to push yourself across the bridge. Use the Recon to scout ahead, blockade with your Tank and have the Artillery do all the heavy firing. Build additional Tanks as you see necessary. When you get across the bridge, destroy any of The Beast's Infantry so you can sever his economy. Take Infantry in the T Copters in the north and capture the northeastern cities. The Beast will try getting these, and stopping him is vital to succeeding in the mission. In the south, destroy is Artillery as quickly as possible, and his Missiles so you can have your copters fly around without much hazard. Once you invade his base with several Tanks from the north and south, the battle will pretty much be over. Destroy vehicles first, park a unit over his factory so he can't build anything, and mop up the remains of his army. S Rank Notes--Beating this while not creating too many unit is important. Thusly, you will need to finish this rather fast so The Beast can't build too many units, prolonging the mission even further. Also, you won't need as many Tanks to finish him off. Get a T Copter onto his factory, then use Tanks and an Artillery to finish everything else off. Just beware of his Missiles. ================ ~~C9-The Beast~~ ================ Time Limit--3 Days CO--Brenner Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Rig, Anti-Air, T Copter, 2 Bombers, 2 Fighters, 3 Dusters Enemy Units--Infantry, Mech, Tank, Rig, 2 Md Tanks, 2 War Tanks, Anti-Air, 2 Rockets, 2 Anti-Tanks, Missile, 8 B Copters, Duster The Beast starts with a ton of units, but he is unable to put them to good use on that tiny island of his. All of those B Copters are the only difficult to deal with units. Once you dispose of them, his Anti-Air, and Missiles, this mission will be a breeze. You'll be introduced to the concept of temporary structures. Order your Rig to contruct one on a Plains tile. Have your air units bombard The Beasts' ones. Aim for his B Copters first with your Fighters, and avoid the range of the Missiles and Anti-Air with your Bombers. Start capturing cities as well--with that airport, you can build additional Bombers. On the second day, attack the Missiles and Anti-Air with your Bombers. If you can't, then keep destroying units until you have a clear path. It may take an additional day or two, but you should be able to do it fairly easily. Your Dusters are effective against Infantry type units and all aerial units, so have them harm B Copters as well. When all of them have fallen, you can easily invade his base with your Bombers and Dusters with no opposition. If you don't want to wait a while to destroy all of his units because your Bombers will run out of ammo (forcing you to retreat to your Rig/Temp Airport), just block off enemy units and airdrop an Infantry onto his HQ. It's a quick and efficient way of finishing the mission. Just destroy the War Tank parked on his HQ and you're good to finish. S Rank Notes--This is pretty easy to finish, and moderately so to S Rank. As like most predeployed missions, rush The Beast's island, and put an Infantry in the T Copter and go for his HQ. As you rush the southern area with Dusters and Bombers (destroy the Anti-Air and Missiles quickly). This will make most of this units flee north, so block the passage with your Dusters, destroy the War Tank on the HQ, then capture it for a high Speed score. =================== ~~C10-Almost Home~~ =================== Time Limit--7 Days CO--Will Enemy CO--The Beast Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, Mech, Bike, Recon, Rig, Anti-Air, Tank, Missiles, T Copter, 2 Dusters, B Copter, Fighter Enemy Units--Infantry, Mech, Recon, Artillery, Tank, Anti-Air, War Tank, 2 B Copters, Duster, Fighter This is easily the hardest mission you've faced yet, and is harder than several of the upcoming missions as well. The Beast is going to have a decent economy after several days, and he has two factories and an airport. The Beast also starts with several aerial units, and you will need to take them all out so you can begin an offensive. Two of your units that start close to The Beast's base will likely die. The western Infantry so head for the cities farther west. You need that factory and airport as soon as possible. Load your Infantry and Mech into the Rig and T Copter and get them over there quickly. You need to have a larger economy than The Beast so you can outproduce him. Don't forget about your air units in the top-right corner! If you don't use them, getting rid of The Beast's air force will be significantly harder. What you want to do is sacrifice your B Copter to lure the Fighter near you, then kill it with a Duster then your Fighter. You want your Fighter to remain at full health so it can destroy is B Copters rather quickly. Continue the capture of the center area and all of the cities nearby. It will eventually be 14 buildings versus his 10. Continue making Tanks from both bases. Make a B Copter every now and then. Don't waste your time sitting around until you have funds for Bombers. It only takes one 7000G Anti-Air to make a 20000G Bomber almost worthless, and it's not worth the funds. B Copters are cheap, and force The Beast to waste his funds on Anti-Airs, which your Tanks can dispose of easily. Once you're ready to make the push into his base, get some Infantry to capture his cities, worsening his production value so he can't counter your forces as easily. You'll be wanting a bunch of Tanks, several B Copters so that he'll focus on building Anti-Airs which won't be able, again, to harm your Tank force. Once you overrun his forces, park some units over his factories and airport, then wipe out whatever he has left. His War Tank can be hard to destroy, so use an Anti-Tank to scare it into retreating (or attacking, bascially its suicide). Another key is to keep your Missiles alive is you invade his base. Position it near his airport, rendering it useless as Missiles can OHKO all air units. Have your Tanks and a Bomber gun for his HQ. Target any Anti-Airs first--you want your Bomber (and hopefully Dusters you kept) alive. If you rush early you can easily overrun him. The longer you wait, the harder it will be to break the eventual stalemate. You can easily finish by day 9 if you hurry. The Beast will attack your air units primarily, then goes for your Tanks. Use that to your advantage. S Rank Notes--To S Rank this mission, you will need to wrap it up rather quickly. Don't give The Beast time to build an army. If you do, the stalemate will take a long time to break, causing your Speed score and Technique (as you'll be making a ton of units to break it) to drop rather quickly. By finishing it fast, all of your scores will remain high, resulting in a simple S Rank. ===================== ~~C11-A Storm Brews~~ ===================== Time Limit--4 Days CO--Lin Partner CO--Davis Enemy CO--Tasha Terms--Rout enemy or capture enemy HQ Starting Units--Infantry, Mech, Tank, Md Tank, Rig, Rockets, 3 Gunboats, 2 Landers Enemy Units--Infantry, Mech, Recon, Artillery, Rig, Md Tank, 3 Gunboats, Cruiser This is a fairly easy mission, and also isn't one difficult to S Rank. Gunboats only have one ammo, so use them to take out the nearby Gunboat. Have the Rig on shore resupply the Gunboats. As for your landers, bring both types of Tanks, the Rockets, and an Infantry to the southern island. Once there, form a defensive wall so your Tanks can hit hard, and your Rockets is not only safe from fire, but can hit them back. Attack the enemy ships if they get into your range--your Gunboats can become quite irritating to resupply with each fight they get into. Davis won't be doing anything, so leave him alone. Get a Mech over there to destroy the Mech Tasha sends to Davis' island. With a Tank wall, and Rockets right behind them, destroying all of Tasha's land units should be quite simple. Defeating her Gunboats are rather hard, so just go for a HQ capture. Bring the Rig to the mainland so you can quickly get an Infantry to the HQ. S Rank Notes--You'll want to work fast on this mission. With a low time limit, simply run for the HQ. Try and distract the Gunboats with your own Gunboats, use your Rockets to bombard them so your Lander to get an Infantry to her HQ quickly. Use your Tanks to distract her main land forces, and you can hopefully end the mission very quickly. ======================= ~~C12-History of Hate~~ ======================= Time Limit--4 Days CO--Will Partner CO--Waylon Enemy CO--Tasha Terms--Rout enemy Starting Units--2 Rigs, B Copter, Duster, 2 Submarines, 2 Gunboats, 2 Cruisers, Battleship Enemy Units--B Copter, Bomber, Fighter, 3 Gunboats, Submarine, 2 Cruisers, 3 Battleships This mission may not look difficult, but if you get careless with your units this will quickly turn impossible. Try and lure Tasha's units out and towards you, so that way you can damage them severely, rendering them worthless. You have access to a Battleship in this mission. Get used to the fact that they can move and shoot on the same turn. Tasha has three Battleships, so you'll need to use your Submarines effectively in order to destroy them quickly. Be sure to dive them so the enemy Cruisers can't destroy them. Destroy the ships in the south before you engage the ships and aerial untis up north. Waylon can handle himself for the most part up north. Once the south is taken care of, there should only be a few units and planes remaining in the north. It's key to keep your Battleship and Cruiser alive so this mission can be ended quickly and easily. S Rank Notes--As you can see from the time limit, you will need to work quickly to earn a decent score. The enemy Submarine is a huge threat to your Battleship, so have your Cruiser destroy it after having another unit find it after it submerges. Once the enemy Battleships and Submarines are gone, quickly finish off the weaker units that are wondering around. ========================= ~~C13-Greyfield Strikes~~ ========================= Time Limit--6 Days CO--Brenner Partner CO--Greyfield Enemy CO--Gage Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Rig, 2 Gunboats, Lander, Cruiser, Submarine, Battleship, Carrier Enemy Units--Infantry, Mech, Tank, Artillery, Anti-Air, Md Tank, 2 Missiles, Cruiser, 2 Gunboats, Lander, Battleship, Carrier You've got access to Carriers now, as well as ports so you can produce additional naval units. Carriers, if they don't move on their turn, can produce a Seaplane for 15000G. It also takes one of their material points, and they have four when built, so basically they can build only four Seaplanes. Seaplanes are insanely powerful, but be careful of their low 40 fuel. As for the mission, send Infantry to the center and southern islands and capture the port and factory. The catch to this mission is that every few days Greyfield will halt all of a particular unit. He'll announce what type of unit it is the day before, so don't send those units into a spot where you won't be able to get them back safely. I can't determine what units Greyfield chooses to halt. I'm guessing it's which ones have done the most monetary damage prior to the last time he halted units. Although, he has halted my Landers on more than one occasion, so it probably is completely random. In any case, what you want to do is get several Landers to ferry over Tanks and Md Tanks to the enemy island. You will also want several Submarines to take down Gage's naval units. You may be needing Cruisers--Gage tends to build several Seaplanes himself over the course of the battle. Just makes sure you can make the best out of whatever units get stopped. Be sure to use a variety of them--using just Seaplanes, while powerful, is disasterous if they all get stopped in one turn. Flood the enemy island and finish Gage by rout, or just use a Rig to get an Infantry over to the HQ. S Rank Notes--It can be hard. This mission is insanely annoying with that fat jerk constantly halting your units. Just rush the mainland and try to take his HQ. I'd advise against using many Seaplanes because Gage is more than capable of destroying them quickly. Work fast and try not to produce too many unnecessary units. ========================= ~~C14-A Hero's Farewell~~ ========================= Time Limit--10 Days CO--Brenner Enemy CO--Forsythe Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, Bike, 2 Tanks, Artillery, Md Tank, Rig, Missiles, Rockets, Cruiser, Submarine, 2 B Copters Enemy Units--3 Mechs, 2 Tanks, 2 Md Tanks, Artillery, Rockets, Cruiser, Battleship, Carrier, B Copter This level looks insanely hard, but it is actually fairly simple. The main threat in the entire level is the lone Rockets up north behind the plasma wall, and Forsythe's navy. If you can take command of the seas by destroying his Battleship, as well as build an army to take down the plasma wall and rush the factory that has a Rocket sitting nearby, then you can win this mission. Doing so is fairly harder. Take your time with your navy. You will need a second Submarine, and maybe a Gunboat to attack the Cruiser that can kill your Submarines. Target the Battleship first. The Carrier may sound like a better target, but Forsythe only has around 17 buildings once the battle gets settled in. Wasting all those funds on a Seaplane is actually advised. Just have a Cruiser or two close to the Carrier so the Seaplanes can meet a swift destruction shortly after coming out (and even then, your Missiles can also take them out, provided you have meatshields for them). You can rush the Rockets at the start, even. Just rush a B Copter up there and you can destroy it rather handily. Problem is, Forsythe will often build another Rockets in the factory nearby. Luckily, he's rather stupid with it, and doesn't park it back on the nearby city. Once you capture the airport to the east, Bombers will run rampant on this map. If you want, before destroying a meteor letting the plasma wall exist, you can capture some of Forsythe's cities. Just have a B Copter guard an Infantry capturing, and only when an Anti-Air is nowhere nearby. Crippling his economy is quite recommended. Before destroying the meteor, as mentioned, you need an army. Several Bombers, Tanks, 2 Rockets, and a few Md Tanks will be sufficient. Your aim is to park a unit, any unit, on his factory. Once you do that, destroy anything else nearby. Then, stall until you can capture his factory. The battle is pretty much over once you do this. If you still have a strong going army when you overrun his factory, go for his HQ. Push your entire army up the bridge and park something on the factories and airport up there. If you can't destroy his remaining naval units, capture his HQ. If it's faster to rout him, obviously do so. The turning point is the rush for the middle factory. Save before doing so, and if you fail, reload to strength your troops. Have some Anti-Airs or Missiles to kill Seaplanes and any other air units Forsythe may create. S Rank Notes--This mission isn't as bad as people make it out to be, and neither is the S Rank. If you can finish by day 20 you will still get 100 points in speed. Rushing the plasma wall, as usual, is the turning point. Try not to make unnecessary units to keep your Technique high. Rushing for rout is the faster option more likely than not. Two Battleships is all you should need to keep the seas in your possession, a single Bomber, couple of Anti-Airs, and a bunch of Tanks will easily win the mission quickly, and well enough for an S Rank. =================== ~~C15-Icy Retreat~~ =================== Time Limit--9 Days CO--Brenner Enemy CO--Waylon Terms--Clear a path for either blue unit to reach the blue city; failure if both blue units are killed Starting Units--Infantry, Mech, Tank, Md Tank, Artillery, 2 Anti-Airs, Rig Enemy Units--Infantry, Mech, Bike, 2 Recons, Artillery, 2 Tanks, Rockets, 3 War Tanks, 2 B Copters You have no factories of your own, but that isn't the concern. Your objective is to clear a path to the blue city to the west and let one of the blue units get onto the city. Once that happens, you win the mission. Too bad Waylon isn't going to let that be easy. The mentally challenged blue computer often suicides itself into the enemy units as it tries to keep moving left, so you will need to clear the path with no hesitation. New to this mission are CO Zones and Meters. When a CO is boarded in a unit, such as Brenner being in the Md Tank, for every 5 HP of damage dealt by a unit inside the CO Zone, part of the CO Meter fills. Units in the CO Zone get an attack and defensive boost. To make matters worse, there is a snowy weather condition. This means that all of your units lose one space of movement. Start by moving your troops left, having an Anti-Air destroy the nearby B Copter. Have your Tank attack the Rockets. They will rip through Gage's units, and if both die, you fail the mission. Position your Artillery near the southern meteor, and have it and your Tank attack the meteor. It will be destroyed on the second or third day of attacking. Once it's destroyed, rush to destroy Waylon's Artillery that probably destroyed Gage's Recon. After doing this, you need to escort the blue Infantry to the city. Doesn't sound hard? It will be. Once the plasma wall is gone, keep moving west. Block off the enemy Recons with your Tank, Anti-Airs, and Rig. You'll be needing to destroy them, so hurry and do that. Retreat an Anti-Air to destroy the B Copter Waylon is sending your way, and destroy the Recon up north to allow the Infantry or Recon (if it lived) passage to the city. You don't need to destroy the second plasma wall. S Rank Notes--Not really much to say here. If you finish the mission, more likely then not you'll get an S Rank. I find it impossible to NOT get an S Rank if you finish this mission, but that's just me. You have a huge time limit to work with, and even with a loss of many units you will still end with a high Technique. Overall, not much of a problem. =================== ~~C16-Hope Rising~~ =================== Time Limit--8 Days CO--None (Will becomes CO on day 3) Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, 2 Mechs, Tank, War Tank, Artillery, Anti-Air, B Copter, T Copter Enemy Units--3 Tanks, 2 Md Tanks, War Tank This is another Fog of War mission, and you won't have a CO in command for the first few days. The thing to notice is that you should put your War Tank in the forest that's right next to it. That way, Greyfield will NEVER try attacking you once he realized there's a mammoth tank blocking the way. Also, you can prevent him from getting any other properties on the map. Get the Infantry on the mountains to capture the factory, and move your T Copter to the other Infantry so it can board it. When you can, move it to the airport and capture that, as well as the cities near it. When that T Copter is freed, have it send an Infantry to the northwest corner and capture the factory up there. Once you have that factory, you can capture the other nearby cities. It won't take long before you have a ton of cities compared to Greyfield's measely seven. Start forming an army of Tanks and Bombers (you've got the funds to mass produce them). Once you think you have a decent sized army, invade Greyfield's base. Now, in this mission and from here on you can have your CO board a unit. Put a unit over a factory (or an air unit over an airport), and on the next turn instead of choosing Wait, provided you have half the cost of the unit, you can choose to have the CO board the unit. The rest of the functions of doing so were shown last mission. However, when the CO Meter is full, which is possible if you don't let your CO unit die, you can use your CO Power by selecting your CO unit and choosing it. Use your CO Zone to your advantage when invading Greyfield's base. To be honest, considering he can't build more than a Tank or Anti-Air each turn, he isn't much of a threat. S Rank Notes--Four Bombers and several Tanks/Md Tanks will easily be enough to wipe out Greyfield. Use a Flare so you can see his hidden units when you invade, and target Anti-Airs first. Have Will board a Md Tank and try to charge the CO Meter. It's not necessary you use the CO Power because having a wide CO Zone will help ground troops in the zone get a power boost, helpful for demolishing Greyfield. =================== ~~C17-Icy Retreat~~ =================== Time Limit--6 Days CO--Tasha Enemy CO--Tabitha Terms--Destroy Talon Gun or rout enemy Starting Units--3 Infantry, Mech, Tank, Anti-Air, Rockets, Rig, T Copter Enemy Units--2 Mechs, Tank, War Tank, 2 Anti-Tanks, Rockets, Missiles The Talon Gun looks to be a formidable weapon, and you have the option of just routing the enemy, but if you're doing that you will constantly be having the chance to destroy the Talon Gun. In that case, why aren't you ending it faster? Unless you like a challenge! But for those that want the easy road, here's a DBD guide Yoshi on the Wars World News forums made that works flawlessly each time, and is quick and easy: Day 1- Move Tank 2S 3W Move Anti-air 3S 3W Move Rocket 2S 3W Day 2- Move Rocket 3S 2W Move Tank 2S Move Anti-air 1W 2S Build a Bomber Day 3- Move Rocket 1S 3W Move Tank 2W 1N Move Anti-Air 4W Move Bomber 4W 3S Build a Bomber Day 4- Move those 3 vehicles 1N 1W Load Tasha into the Bomber and move it 2S 4W Move the other Bomber 1W Day 5- Attack the Anti-Tank with the Rocket Day 6- Destroy the Anti-Tank with the Rocket Destroy the Missile with Tasha Finish Talon Gun with the other Bomber I've never seen this fail, and is useful in getting the Talon Guns Destroyed medals. But, do you want a challenge? Going for rout? That's significantly harder. You start with more properties, but there are so many close to Tabitha that she will easily catch up to you. Use Rigs and T Copters to have Infantry reach far away properties as quickly as possible. Note that Tabitha has insane boosts when she boards a unit. It will take a lot of effort to kill that unit, and you damn well want to kill it. If she gets a larger CO Zone, then that means more units can bask in her powerhouse glory. The Talon Gun itself is a massive problem. It'd be nice if you could destroy it without ending the mission. You've got little chance of capturing the properties in its firing zone. You also need to make sure you stay out of the firing range. 5 damage to every unit in it is highly annoying, so you'll need to lure units out. Problem is, the units resting infront of the Talon Gun originally will NEVER move. Try using Rockets lying outside of the Talon Gun's range to destroy those units. Past that, it's just outproducing her and owning more properties. You will find yourself at a bit of a stalemate, and once broken you can start capturing her properties. Go for her factories first, then any other cities nearby. If you capture one of her factories, then rout is almost imminent. S Rank Notes--Follow the DBD guide. Guarenteed S Rank. If you want to do it by rout, then it's highly unlikely you'll succeed. You'll never finish quickly enough to get a high enough Speed score, and the sheer amount of units you'll have to create will diminish your Technique. At least your Power will be high! ========================== ~~C18-Panic in the Ranks~~ ========================== Time Limit--2 Days CO--Will Partner CO--None Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ Starting Units--2 Infantry, Mech, Tank, Md Tank, War Tank, 2 Anti-Tanks, Anti-Air Partner Units--Infantry, 2 Mechs, 2 Anti-Airs, 2 Missiles, Bomber, Fighter Enemy Units--Infantry, 2 Mechs, 2 Bikes, 2 Recons, 3 Tanks, Md Tank, War Tank, Artillery, 3 B Copters, Duster, Fighter, Bomber It seems that you are overpowered, but your units are quite the match for Greyfield. You just need to rely on your partners, the blue team. The problem is that they aren't following orders at the moment. To get them to begin attacking, you need to move the War Tank Will is inside ontop of the blue Com Tower south of your starting position. Once you do that, it's time to go crazy killing Greyfield's units. Your units are effective at wiping out the ground troops, while the blue team will be effective at Greyfield's aerial units (and has a Bomber for ground support). Don't worry about your partner units. They can handle themselves quite fine on their own, so just worry about demoilishing Greyfield's troops as quickly as you can. Try not to lose too many units. If you do, you'll find it difficult to even finish the mission. S Rank Notes--You have to finish this mission in a few days in order to have a somewhat decent Speed score. Power and Technique shouldn't be too much of a problem to get around 100, but you'll need a decent Speed score. If you don't, it may drag you below 300. It can be quite annoying since they don't give you much time to get enough points. ================= ~~C19-Salvation~~ ================= Time Limit--2 Days CO--Gage Enemy CO--None Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 2 Mechs, 3 Bikes, Recon, Tank Enemy Units--10 Infantry, 10 Mechs, 2 Tanks, War Tank You're given no factories, so how is this possible? Well, you're given several silos. Move any Infantry type unit onto a silo and you can launch a missile anywhere on the map that does 3 HP of damage to all units in its 3 space radius. Also, all of these units are weakened to begin with, except the War Tank. It's out of ammo, and is very low on fuel. Thusly, it isn't even much of a threat. All you need to do at the start is spread your units out. The enemy gets two silos to use, and they can get two more if you don't race for those on the outer edge of the map. Use two silos to injure the War Tank and the units around it, then use the rest the damage further other units around the map. Be aware that they have two Com Towers, so their defense and attack will be boosted. Routing will take awhile, so clear out any units near their HQ, then sneak a Bike onto it and end the mission quickly. If you work fast, you can win on day 4 or 5, which gets a decent Speed score. S Rank Notes--You need to rush this mission, avoiding getting too injured by the War Tank, and capture the HQ for a high Speed score. Be sure to have your Recon and Tank destroy several units to boost the Power score, and you'll be set for an S Rank. It may take several tries because of how sparadic the computer can be in how it joins units. ========================== ~~C20-Waylon Flies Again~~ ========================== Time Limit--12 Days CO--Will Partner CO--Tasha Enemy CO--Waylon Terms--Rout enemy or capture enemy HQ; failure if all blue units die Starting Units--2 Infantry, 2 Mechs, Bike, Anti-Air Partner Units--2 Tanks, 2 Anti-Airs, 2 Missiles Enemy Units--2 B Copters, 2 Dusters, Bomber, 3 Fighters This is one of the hardest missions in the game, as most people will admit. Personally, a simple rushing strategy is all that's needed to win and achieve an S Rank. First off, things will look bad from the start. You have to capture all of your own unit making properties, and then you have to cope with the fact there's a mountain range preventing quick land access to the center area. Waylon has access to the center area quickly, and he will abuse it and try to steal the cities under your control in the area. Your primary objective is to stop him as quickly as possible, then launch an offensive in the center. Begin capturing the airport and factory on the first day, have the Bike and Mech go south for more properties, and send the lone Infantry north. You will need to capture a ton of properties in a short amount of time. Waylon isn't going to wait around. Once the factory and airport is in control, you can stop Waylon's massive air force. A single Missile and Fighter is all you need. Waylon will never be stupid enough to attack your units if one of these air-raping machines is around. He occasionally will, but it's very rare, and it's only if he has multiple air units that can strike near the Fighter/Missiles in one turn. Build a Rockets, too, and keep it near the factory. Position it so the Rockets can fire on any Infantry trying to capture the northern two cities. A second Rocket can protect one of the lower cities, which makes it so that Waylon realistically can only capture one of your cities easily. After you have some serious income, take back the center with several Tanks and Bombers, with Missile and Anti-Air support to scare Waylon's aerial units away from you. Kill all of his Infantry and whatever else he's brought into the center, then play the waiting game. When you have control of the center, Waylon mainly only tries Infantry suicide missions to take your cities, and those should fail miserably. What you want is to mass several Bombers, three or four Fighters, several Anti-Airs, couple of Tanks, and tons of Mechs. Yes, Mech rushing here is advised. Oh, and put Will into a unit and get his CO Meter charged. Four movement for Mechs in a single turn is damn scary. By the 20th day you should have all of the cities in the center and west side of the map in your possession, and the center should be overcrowding with units. This has given Waylon time to form a defense, so let's make it crumble. Initiate your CO Power if you were able to charge it, then flood Waylon's area, weakening everything in your path. Personally, I find a ton of weakened units better than killing several and leaving a bunch of full health ones. Since it's pretty hard to destroy his air force (especially if Waylon put himself in a Fighter or Duster) due to the fact his CO Zone grants aerial units insane defense, going for an HQ capture is advised. You've got tons of Mechs. Get one on a Rig and drop it over. Park units on his factories and airports for safety, then form a wall around his HQ. This ensures the Mech can safely capture while the walling units take the heat from whatever units survived the initial rush. If the tactic worked, this will result in a slow but simple victory. You can finish faster, but it's far simpler to fail because you don't have enough ground support. Several of Waylon's Fighters and Anti-Airs will annihilate an air force with no ground cover. Keep that in mind. S Rank Notes--Nothing new to say here. If you follow all the tips above and work as quickly as possible, you can finish with a decent time score and the rest should be rather high. Good luck--this'll be a long battle. ==================== ~~C21-Lin's Gambit~~ ==================== Time Limit--12 Days CO--Lin Enemy CO--Greyfield Terms--Rout enemy or capture enemy HQ; failure if 40 days pass Starting Units--3 Infantry, Mech, Bike, Flare, Tank, War Tank, 2 Rockets, 2 Rigs, Anti-Tank, 2 Submarines, Lander, Gunboat, 3 Cruisers, Battleship Enemy Units--3 Mechs, Tank, Md Tank, War Tank, Anti-Tank, 4 Rockets, 4 Battleships, 2 Carriers, 2 Gunboats, 2 Landers You have a 40 day time limit for this mission, but it shouldn't take much more than 20 to finish the mission. As Lin says, you need to take control over the seas. Not only that, but you shouldn't focus very much on your land assault. Have your Rockets bombard anything that cross the bridges, and use Flares to seek out additional targets. What you want are naval units, and lots of them. Begin capturing buildings, and have an Infantry get in a Rig and send it towards the western island. Don't try capturing anything there--Greyfield's Battleships will kill the Infantry in a flash. You're given several Submarines, and you may want to rush them to his Battleships, but note that he has two Carriers. If he gets ANY Seaplanes flying around, you will be in serious trouble. Rush your Subs over to his Carriers and sink them as quickly as possible, before he has the chance to build several Cruisers. After that, destroy his Battleships, and use your Battleship to attack any Cruisers that get built. While doing this, have a Mech get put on a Lander and sent to the center island and capture the factory. Greyfield will shuttle units here too, and if you have the factory, you can defend it from assault. If you worked quickly and effectively, and didn't let a Submarine get killed, then Greyfield's navy should have crumbled quickly. Begin capturing the port on the western island, as well as the center island. Your goal is to create an unimposed navy, and several land units to assist. You want five or six Battleships, and two Carriers to get somewhere between four to eight Seaplanes flying around. As for land units, a Rig or two to keep the Seaplanes fueled during the assualt. Take a few Bikes during the assault as well so you can start capturing his cities. Have one of the Battleships guard Greyfield's ports so anything he builds is rendered useless. Have two Cruisers there as well incase he makes a Submarine. During the land assualt, lead with Seaplanes. Greyfield is hiding four Rockets in various places, so be careful where you put your Battleships and land units. Go for the factory and park a Seaplane on it, having everything else decimate everything around them. Two Rockets are resting near his HQ, one in the mountains near the center factory, and another either near the bridges hiding in a forest, or hiding at the northeast corner of the map. Be sure your Battleships aren't hit by them, as that can render them useless. S Rank Notes--You'll need to rush this for a good Speed score. To preserve your Technique, try not to produce too many units. Turn down the amount of Battleships and Seaplanes you use to keep the score high, and retreat any weakened units. Remember that Carriers repair planes, so use that to keep expensive Seaplanes alive longer. Rush Greyfield with a decent army and he will still crumble. ===================== ~~C22-The Great Owl~~ ===================== Time Limit--7 Days CO--Lin Enemy CO--Penny Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 2 Mechs, Bike, 2 Anti-Airs, 2 War Tanks, B Copter, 3 Fighters Enemy Units--Anti-Air, 3 Tanks, 3 War Tanks, 4 Anti-Tanks, Artillery, 2 Rockets, 2 Missiles, 3 Bombers, 2 Fighters This certainly looks to be a hard mission, but it is easily doable if you follow the instructions in the War Room. Of course, figuring out how to do them is harder. What you're aiming to do is capture the southeast factory that Penny already has under control. To do so, you'll need to make a light army and then rush it, having your Bike capture it. Also of note is the Great Owl itself. See the ruins in the middle of the map? Each turn the giant bomber drops a load there, injuring any unit in its three space radius by 5 HP. You should be smart enough not to go through there, but Penny sure as hell isn't. Her units will get attacked as she tries the go for your army, and her forces will get reduced to nothing. Basically, her starting units that actually move aren't too effective. Begin capturing properties immidiately. The airport to the north will never be seeing use because of the Missiles hanging out in its range, so you'll be producing Bombers from the southern airport instead. Begin forming your army around the southernmost border of the Great Owl's attack radius. Penny has several air units, but no airports to fuel and heal them. Lure the Fighters toward you with your B Copter, then kill the Fighters with Anti-Airs and your very own Fighters from the start. Lure the Bombers with sacrifical ground units (Recons will do fine). Have the Fighters and Anti-Airs repeat the process with them. While doing this, have a Rockets behind your main force, but always walled in by your units so it's safe from any attack. You will want two Rockets as you move toward the southeast factory. Keep pushing your way down there. At around turn 10, with several additional Bombers on your side and a weakened army, you should be close to or already have captured the factory. Once you have, the battle is basically won. Capture all of Penny's nearby cities for even more funds. At this point, Penny is likely rushing your HQ with Infantry. Make an Anti- Air or Recon back at your HQ for protection, because we all know several 1 HP Infantry are scary. Back in your army, mass Tanks and Bombers and get ready for an assault. Line a group of 5 or so Bombers outside of Missiles range, and your Tanks outside of Rockets range. When ready, assault their main weaknesses. Take down Missiles and Rockets, then gun for Anti-Tanks and Anti-Airs. You will lose several units, but the devastation to Penny's army is worth it. Park something on her factory, then have the Bomber squad clean up whatever is left over. Putting Lin inside a unit, preferably a Bomber, will make things go a lot smoother. S Rank Notes--Don't wait too long. I took 28 days and still got an S Rank, but my Speed score suffered. You don't need as big of an army as you may think to take down Penny's forces once the factory is yours. Several Tanks and Bombers will do. Keeping units to a minimum will save your Technique, and Speed as you won't be wasting several days amassing an army. ======================== ~~C23-Sacrificial Lamb~~ ======================== Time Limit--8 Days CO--Will Enemy CO--Tabitha Terms--Rout enemy or capture enemy HQ Starting Units--3 Infantry, 3 Mechs, Tank, 4 War Tanks, 2 Anti-Tanks, 3 Cruisers, 2 Battleships, 4 Landers Enemy Units--3 Mechs, 2 Tanks, Artillery, Anti-Air, Anti-Tnak, 5 Rockets, 2 Cruisers, 2 Gunboats, Lander This may be a bit of a long mission because you need to ferry units to the main island with Landers. Your main goal is to get Mechs (use those already in Landers from the start) to reach the silos on the northwest and southeast corners of the map. Use a Battleship to blast away a meteor up north so you can access those silos, and have the other Battleship begin attacking the Rockets. Once you make your land assault, you want none of those Rockets hanging around. On days 2, 3, and 4, the Great Owl will attack you. It drops a bomb where it can cause the most monetary damage. Obviously, your War Tanks and Battleships are at risk. Try to spread them out by the end of the second day so you don't risk both getting injured. In fact, if you group all four Landers together, you can direct the Great Owl towards them. Just make sure none of the weakened Landers get sunk after that--Tabitha will build Submarines every now and then, and Gunboats are quite effective against Landers. For the silos, launch them at the Rockets to weaken them. Once weakened, attack the Tanks. On the fifth day, drop all of your units on the main island in a position where few units can attack them. Your goal is to first prevent Tabitha from capturing the factory. Then, destroy any units around the factory, including those Rockets, and capture it yourself. Then, capture all of Tabitha's buildings on the southern part of the island. Once you do all this, form an army. Several Seaplanes, backed up with Tanks, some Rockets and Artillery, and an Anti-Tank will be sufficient. Destroy the meteor that isn't on the corner of the river. The destroyed meteor leaves a plains tile, so you can cross to her HQ. Target the Rockets hiding behind the destroyed meteor first, then rush for her factories. If you can destroy what few units she has guarding her HQ, you can capture it. If she neglected her navy, you can probably rout her faster instead of capturing the HQ. Either way, a quick rush from day 5 onwards is the key to winning this mission. S Rank Notes--This mission is a pain to S Rank. The time limit is unforgiving, and you have to really limit the number of units you build while at the same time destroying a ton of enemy units. It's highly annoying. Don't take your time on this. Rush the island on day 5 and kill without any remorse. Don't capture every building--just Tabitha's and the Com Towers for extra power. ===================== ~~C24-Crash Landing~~ ===================== Time Limit--7 Days CO--Lin Enemy CO--Penny Terms--Rout enemy or capture enemy HQ Starting Units--Mech, Recon, 2 Anti-Airs, 2 Tanks, 2 Md Tanks, 2 War Tanks, Artillery, Anti-Tank, 2 Rockets, Rig Enemy Units--Infantry, Mech, Bike, 2 Recons, 3 Tanks, Md Tank, 2 War Tanks, Artillery, Rockets, Anti-Air, Anti-Tank This is a fun mission. There's no buildings, so it's a straight up predeploy battle. Basically, there's no real need for advice here. All you need to do is destroy all of Penny's units while losing as few units as possible. This is highly important. And this mission just spells first turn advantage. Bombard as many strong units as you can on the first turn. Ignore the Infantry type units for the most part (maybe have your Recon attack, but nothing else) and focus on damaging all the types of Tanks, the Anti-Tank, the Rockets, especially their War Tank, and anything you are capable of injuring. Destroying everything should prove easy. Sadly, that's not all there is to the battle. Once all of her initial units are killed, six reinforcements will arrive. There will be three Tanks on the left, and three Rockets on the right. They appear the instant all of Penny's original forces are destroyed. Get your units into position so you can attack them when they appear. Focus on the Tanks and let the Rockets come to you. Once the reinforcements are destroyed, more will come in. The second wave has three Tanks on the right, and three Rockets on the left. Same process again here, so it should be easy provided you kept enough strong units alive. The final wave has just six Rockets, so it should be extremely easy to destroy. Getting the first strike is crucial so not too many units are lost once Penny gets her turn. S Rank Notes--An easy S Rank if you were able to finish this mission without getting the majority of your units killed. Keep most of them alive for a high technique, and obviously you'll finish faster with a larger army. ================ ~~C25-Lab Rats~~ ================ Time Limit--13 Days CO--None (Will becomes CO on day 3) Enemy CO--Tabitha Terms--Rout enemy or capture enemy HQ Starting Units--Mech, Anti-Air, Tank, 2 Md Tanks, Duster Enemy Units--Recon, 2 Tanks, 6 War Tanks, Rockets, 3 Missiles, 3 Bombers, Fighter This is the final difficult mission in the game. You are significantly outnumbered at the start, and Tabitha has an insane economy compared to your pathetic single building. On the first two days, you need to begin capturing the airport with your Mech and MUST destroy the three Missiles. Save on the first turn and have the Duster attack the Missiles just inside of its range. If it doesn't do 2 HP of damage, reload the save and try again. Destroy the Missiles with the Md Tank. The other two Missiles are easily destroyed with the Anti-Air/other Tanks, so don't worry. Also, leave the meteors alone. They will aid in slowing down Tabitha. On day 3, Will will arrive and becomes the CO for the battle, and he brings along a crapton of units, making this more of a fair fight. What you need to do is have your Bombers destroy the meteors so your ground troops can reach the factory in the center of the map. Have an Infantry or Mech get in a T Copter and bring it over there. Capture it immediately! Have the remaining Infantry and Mechs capture properties near your HQ. There's a second factory across a plasma wall that Tabitha will be gunning for once you get going. If you're lucky, you can prevent her from getting it. If you can bring your Rockets to the factory, or can build one from the factory once captured, before Tabitha begins capturing the other factory, then the battle is won. Just kill the Infantry/Mech/Bike with your Rockets. More likely then not, she will capture that factory. If this happens, you will need to capture it yourself before she puts it to good use. As mentioned, position a Rockets or two so you can bombard whatever she produces out of the factory. Tabitha has six War Tanks coming your way, several Bombers, and two Fighters. Make a Fighter of your own, two Anti- Tanks, and a couple of Md Tanks, and keep your Rockets protected. You need to push forward to the factory, and that means destroying those War Tanks. Destroying them all isn't necessary--four severely weakened War Tanks is a lot less threatening than two destroyed ones and two at full health! Once the War Tanks and aerial units are cleared out, capture the factory for yourself. At this point, keep massing an army and capture Tabitha's cities as you push yourself eastward. Bombers and Tanks, with a Fighters to keep her aerial units at bay, are the way to go. As you enter her main base, Tabitha will likely put herself into a unit if she hasn't already. Destroy that unit on sight. Do NOT let her get her CO Meter charged, or you will be in serious trouble. Once you get into her base, block her factories and airports if you can. Capture her HQ if you think it would be faster, or continue going for rout. Overall, as soon as you get both factories, you essentially have the mission won. S Rank Notes--Working fast is necessary. Don't waste time making an offensive--as soon as the first factory is yours, push to the second one. Maybe give yourself time to make an Anti-Tank, but you need to capture the second factory as quickly as possible to end this mission sooner. Don't build an insane amount of units either. That should be obvious by now. And yes, I got 299 points on my first try. Very saddening. Hopefully you can S Rank this with well over 300 points if you play well. =============== ~~C26-Sunrise~~ =============== Time Limit--4 Days CO--Will Enemy CO--Caulder Terms--Destroy all five laser cannons or rout enemy Starting Units--6 Infantry, Md Tank, 2 War Tanks, Anti-Air, Rockets, Missiles, Anti-Tank, Fighter, Bomber Enemy Units--2 Tanks, 2 Md Tanks, 4 War Tanks, Artillery, B Copter I have two strategies. A day by day guide that is nearly flawless that will achieve an S Rank in swift time, and a method for routing for those who want a challenge. And I'll admit, routing is quite difficult. Here's the day by day guide if you want to get this damn mission over and done with (or if you want a brainless method for doing it nine more times to get all the Nests Destroyed medals). This method was created by SkyN3t: Note: The Western Base refers to the units and buildings in the middle and left side of the map. The Southern Base refers to the units and buildings on the southern portion of the map and the eastern part. Also, incase you aren't good with cardinal directions, North is up, South is down, West is left, and East is right. Midway through I combine them into Western Base and Southern Base. It shouldn't make it any harder to follow. Day 1- ~Western Base~ Have left Infantry move 3E and start capturing the Factory Have right Infantry move 2E 1S and start capturing the Com Tower Move War Tank with Will 4N Move Rockets 4N Build War Tank at northernmost Factory Move Anti-Air 2S 2W ~Southern Base~ West Forces: Move left Infantry 2E 1S and start capturing the Airport Move right Infantry 1E 1N and start capturing the Com Tower Move Md Tank 3N 1W Move Missiles 2W 2N Move Fighter 9E East Forces: Move southern Infantry 2E 1N and start capturing the Com Tower Move northern Infantry 1N 2E and start capturing the Airport Move War Tank 3N 1E Move Anti-Tank 1W 1N Move Bomber 7N Day 2- Finish capturing all properties! ~Western Base~ Have Rockets shoot at the far west laser Have Will (I will refer to the War Tank he's in as "Will") destroy the western laser Move the 7 HP War Tank 1N 3E Move Anti-Air 6E Move Md Tank 4E Move Missiles 1S 3E Build nothing (Note that the Missiles and Md Tank were part of the Southern Base, West Forces from the previous day. There's no other actions for the South Base- West Forces for this day) ~Southern Base~ East Forces: Save here Move Anti-Tank 4N Move War Tank 3N and attack enemy War Tank Move Fighter 9N and attack enemy Fighter Move Bomber 2N and attack enemy War Tank Day 3- ~Western Base~ Southern Forces: Move the Infantry on the Airport 1N 1E and start capturing the Factory Move the Infantry on the Com Tower 1N 1E and start capturing the City Northern Forces: Move Missiles 3E Move Md Tank 2E Move Will 1S and annihilate the enemy Md Tank Move the Anti-Air 3E Move War Tank 3E 1S Move Rockets 2E 2S Move Infantry on the Factory 2E 1S and start capturing the Airport Move Infantry on the Com Tower 2S 1W and start capturing the City Build a Bomber at the southern Airport ~Southern Base~ Eastern Forces: Move Bomber up north 4E 2N and attack the far east laser Move War Tank 1N Move Anti-Tank 4N Move Fighter 2S 1E and kill enemy B Copter Move Infantry on the Airport 2W and start capturing the Factory Move Infantry on the Com Tower 1S 1W and start capturing the City At the nearby Airport, build a Fighter Day 4- Finish/Continue capturing! ~Western Base~ Move Will 3E and kill enemy Missiles Move Rockets 3E Move the Bomber you built last turn 7N Move War Tank 4N and attack enemy Tank Move Md Tank 5N Move Anti-Air 3N Build a Bomber at southern Airport ~Southern Base~ Have Bomber destroy far east laser Move War Tank 2W 1N Move wounded Fighter 6W 3S (Fighter is now part of Western Base) Move Anti-Tank 1W Move newly created Fighter 2W 7N and destroy enemy B Copter Day 5- Finish capturing! Have ALL remaining Infantries capture any neutral property available. It doesn't matter what it is at this point. ~Western Base~ Move Will 1S 2E 1N and kill the enemy Rockets Save here. Using the 7 HP War Tank, move it 1E 2N and kill the enemy Artillery. If you don't, reload and try again. If the War Tank has less than 7 HP, attack the Artillery and use the Anti-Air to finish it off Have 7 HP Bomber move 3N 2E Have newly built Bomber move 7N Make Md Tank destroy enemy Tank (ignore this if the Md Tank has been killed for some reason) Have Rockets attack enemy War Tank Move Missiles 1N Build a Bomber in Airport closest to center lasers ~Southern Base~ Have your War Tank destroy the enemy War Tank (or severely weaken if it can't kill it) Move Anti-Tank 2N Move full HP Fighter 1W 1N and kill enemy Duster (this should make the CO Meter full) Move 2 HP Bomber that destroyed a laser earlier 3W 2S 1W Build Anti-Air in far east Factory (move Infantry off of it if you haven't done so already) Day 6- Finish/Continue capturing! ~Western Base~ Use your CO Power Rockets attack enemy War Tank Bomber at Airport moves 6N and kills enemy War Tank Move 7 HP Bomber 1E 3N and attack left laser Move 7 HP War Tank 1E 1N and attack center laser Move 1 HP War Tank 4N and join with 7 HP War Tank Move full HP Bomber 3N 2E Build another Bomber at Airport close to lasers ~Southern Base~ Make the Fighter attack enemy Seaplane Have the wounded Bomber that's 1S of Seaplane join with any other wounded Bomber Move wounded Fighter 4E 4N and kill enemy Seaplane Have Anti-Tank attack right laser Day 7- ~Western Base~ Move Will 2N 2E and destroy right laser Have War Tank destroy center laser Have Bomber (or retreat it if it's too weak and substitute a stronger unit) destroy the final laser There you go! An easy S-Rank for you! Just so you know, the main factor here is when Caulder joins his wounded War Tanks together. Their positions can slightly alter the results of Days 5 and 6. Just improvise a bit--at that point, you should be insanely close to winning anyways. Also, day 3 can be skewed if the enemy Fighter attacks your Fighter and not your Bomber, making it impossible to kill the B Copter. Other then these, just improvise a little if something goes differently. Going for rout? You're insane, but it's somewhat doable. As it is obvious, you're going to want to capture almost every building in your area as quickly as possible, and you want to prevent Caulder from getting any more properties. Yes, keeping it around 35 buildings to his 12 is the best way to finish this mission. Remember that The Nest creates two units each day unless one of Caulder's units is on the spawning spot. Another problem are the mortars, which will drive you crazy during rout. They fire alternately each turn, going for the spot where it can cause the most monetary damage. The lasers fire somewhat randomly. I think it's predetermined which lasers fire on which turns, but I'm not sure. In any case, try to stay out of their line of fire as much as possible. With an insane income, you can easily overwhelm Caulder's forces and go for his factories if you stay out of mortar range before invasion bursts. Keep several units near The Nest's spawn points to injure/destroy anything that appears. Rockets, Tanks, and Missiles are needed to destroy the variety of units that are made. Be careful of the unit Caulder puts himself in (usually a Fighter if you are Bomber spamming). Keep Anti-Airs handy to scare Caulder into a corner of the map, and keep him there as you demolish and capture his main base. Do so quickly! The longer the battle goes on, the stronger Caulder is able to become, and eventually he will be far too hard to rout. S Rank Notes--Follow the day by day guide and you should easily turn up an S Rank. I don't think an S Rank is possible by rout. The best I can do is a B Rank through rout, so I doubt it being possible. --------------- ~4B.Trial Maps~ --------------- You will unlock several Trial Maps as you progress through the campaign. Trial Maps are a way of testing your skill, and are completely optional. Maps you don't unlock from the campaign are unlocked by beating other Trial Maps. For instance, you won't unlock T20 from the campaign. To unlock most Trial Maps, like that one, you will need to beat a Trial Map adjacent to it. In the T20 example, you'll need to beat T13, T19, T21, or T27 to unlock it. There are 38 Trial Maps, filling all of the empty spaces on the campaign map. Trial Maps are like War Room maps of old. All you have to do is rout the enemy or capture their HQ. There's no tricks in any map, but some can be insanely hard to finish. =================== ~~T1-Extreme Edge~~ =================== Time Limit--5 Days CO--Lin Enemy CO--Waylon Beating this mission is rather simple. First, get some T Copters, an Infantry, and a Mech for later over to the center island. Waylon will be shuttling several Infantry over there himself. You don't need to capture buildings, but you do want to block the path so no T Copters can arrive. Get a B Copter over there as well, then take everything further north. Your goal is to quickly end this with an HQ capture. You may want to save before rushing north. If nothing is on his airport, then you can easily finish the map by putting an extra T Copter on his airport, and letting the other drop the Infantry on the HQ. If something is on the airport, then wait until you can build a Duster to destroy it. Use it in conjunction with yor B Copter to take it down. With nothing in your way, you may be surprised to see Waylon spams Infantry and Mechs at his base, but does nothing with them. While capturing the HQ, build a Rockets to destroy an Infantry trying to capture your HQ. Waylon may succeed if he reaches your base, so injure that Infantry when you get the chance. ================== ~~T2-Shade Coast~~ ================== Time Limit--12 Days CO--Lin Enemy CO--Gage Aerial units are going to be dominant in this battle. It's Fog of War, so you'll need to work quite fast. There are a ton of cities all around the map, and both of you have several temporary airports set up. The huge group of cities to the east should be one of your first stops, and then getting everything else in the center, as well as your half of the map, quickly is important. Use T Copters to have your Infantry reach their destination quickly. B Copters should follow suit and destroy any of Gage's Infantry if you spot them. About 7 or 8 days in you should have a sufficient economy going, and one that is stronger than Gage's. Start making Tanks and B Copters like crazy, focusing more on Tanks. Get several Anti-Airs going to push back any of Gage's air units, and have a Flare sit at the back and fire flares to reveal the road ahead. By turn 12 you should be pushing into Gage's base with an army of Tanks. Don't stop to push, and keep making additional Tanks to kill any units that leaked through around the center and towards your base. With two airports and two factories, blocking all of them quickly can be difficult, but I advise going for the airports. Several Tanks can take care of almost anything he builds the following turns. Go for an HQ capture if you can't find his remaining units. If the only ones he has left are the ones by his HQ, then rout will end this quickly. Finishing on day 15 can be possible if you really rush an HQ capture, having several units wall around the capturing Infantry, as well as stalling newly created units. =================== ~~T3-Feline Basin~~ =================== Time Limit--5 Days CO--Will Enemy CO--Lin This map is easily completed in the five day time limit. As you can see, there's an open path to the enemy HQ. With a little walling, and shoving Will into a Bike, this is insanely simple. On the first day, construct two Bikes. Move them towards the HQ on the next day, then build two more Bikes, making sure one is from the center factory. On the third day, begin capturing the HQ, put Will into the Bike in the center factory, and move everything to the HQ, trying to wall around the Bike capturing it. On the fourth day, keep capturing, merge one of the oncoming Bikes with the one on the HQ, and attack any of the Infantry trying to attack you. On the fifth day you will be able to capture the HQ, wrapping up this mission fairly easily. =================== ~~T4-Metro Island~~ =================== Time Limit--10 Days CO--Will Enemy CO--Isabella This map is quite challenging. You'll want to conserve caption funds as you try to capture the properties as quickly as possible. Make Artilleries and Tanks every now and then to try and disrupt the oncoming army that Isabella will be sending towards you, as well as trying to capture anything that she captures. You'll be needing Anti-Tanks because Isabella loves saving up funds for War Tanks and Md Tanks constantly. Obviously, a single Anti-Tank can easily weaken those beats down quickly, leaving them open to assault from your normal Tanks. Put Will in a Tank as well to boost the effectiveness of your direct attack forces. It may be a long battle, or a short one if you move quickly. If you can capture almost everything in the center, you've basically got the battle won. Make a Rockets every now and then to scare off Isabella's forces, as well as to attack any Infantry that somehow manages to attempt recapturing your buildings. Make the final push into her base with all your Tanks, Anti-Tanks and Artillery not far behind, with Rockets support if possible. You need to bash anything built from one of her four factories quickly, and if you made Rockets, that won't be too hard. Alternatively, you can try Mech rushing this map. I can't guarentee that will work well, if at all. ================= ~~T5-Eerie Lake~~ ================= Time Limit--12 Days CO--None Enemy CO--None This is a simple looking map, but if you aren't careful you will end up in a long stalemate with the computer. Both players have five properties easily accessible to them--four cities and a factory. The computer will always gun for the properties up north. You have two options. First, you can try and secure the north area. If you do so, you've won the mission because you can also easily secure the southern properties because of how close they are to your base. The problem is how difficult this is. Bring a Bike and a Recon. An enemy Bike will try capturing the factory, but you can destroy it by attacking with the Recon and then your Bike. After that, begin capturing the factory on your next turn, destroy any nearby Infantry with the Recon, then block the chokepoint with it to delay the enemy. Doing this, you can capture it and begin defending it. Have a Md Tank and Anti-Tank built from the factories down south and send them up north to help defend. Also have another Bike head east and capture the factory and properties there. In a short amount of time you can amass a small army to overrun the main base. The computer will send most of their units north to try and take those properties which you should obviously be making well defended, and that makes some southern forces easily block their properties. In about 15 days you can finish the map if you rush for an HQ capture, blocking the factories and port, and get the computer to focus more on the northern front (which takes a little luck), and several Battleships for assistance is useful. =================== ~~T6-Clear Island~~ =================== Time Limit--10 Days CO--Gage Enemy CO--Greyfield Greyfield starts with a slight advantage in this map, with an additional property. Going for the southern properties seems like the logical answer to quickly winning, but you can try for faster. It's risky, and likely to not work, but if you get a Gunboat and load it with an Infantry, having a Cruiser and Battleship assist it, you can try capturing Greyfield's HQ if you get lucky and he builds bad units. You'll want him to build a Submarine in his southern port because if built in the north your Cruiser can destroy it, and thusly can drop off the Infantry at his port and take the HQ. This doesn't work all that often, so you can fight it out normally. You have a naval front and a ground front that needs to be split up. Capturing those properties is essential to give yourself the advantage, but you need to defend them as well as your main base. Don't worry much about that at first; just grab properties and defend them instead of your base. After a short time you should have a stable econmoy greater than Greyfield's, so focus on the ground units. Build a Submarine every now and then to counter the Battleships he occasionally saves up for. Keep at it--Greyfield will crumble under enough pressure. Don't neglect your navy, as I stated. If Greyfield gets a powerful navy going, you could face losing the map pretty quickly. Also, put your CO in a unit at some point. Tank, Anti-Tank, or an Artillery are good choices. Get a couple indirect units on the field and use Gage's CO Power to really inflict pain on Greyfield. =================== ~~T7-Tatter River~~ =================== Time Limit--25 Days CO--Waylon Enemy CO's--Tasha, Gage, Lin Yeah, this is one of the few maps that everyone hates just for the insane amount of pointlessness it contains. Look at the damn thing. Ground units are esentially useless here because you can't invade another team's base with them, so a bunch of dogfights will be going on here. Taking command of the center area is FAR more important than the properties on your small island area. Get some T Copters running and go for a factory and an airport in that order. The computer, when they capture factories, love producing Anti-Airs like crazy. Only focus on Gage for now--Tasha and Lin will be fighting for their own territory, so try not to get involved. Taking command of the skies is important, obviously. Anything Gage captures you will need to capture right back as soon as possible. The center airport will be fought for by all sides, and you need it. Whoever gets it will have a clear advantage, but everyone else will try going for it at the same time. When the computer leaves it alone briefly, kill whatever Infantry is on the airport and take it yourself. Keep it defended with some Anti-Airs and Tanks. You'll want it later. This will be an extremely long battle, and finishing on day 50 still gives you 100 speed points. For most people, including myself, this will take around 70 days. Honestly, what were they smoking when this map is made? Rush an HQ, preferably Gage's since he's closest. By taking an HQ you take possession of all properties that team had, so your production value basically doubles. Once one group falls, and half the map is pretty much yours, you can easily wipe the floor with the rest of the enemy CO's. The only problem is that despite being pretty easy at that point, it will still take a long time. Build up your forces, use your CO Power every now and then, and have at thee. Remember, using Waylon's CO Power when you invade an HQ is highly suggested. His air units, which you HAVE to use to invade, become almost indestructable for the turn, so screw those mountains of Anti-Airs in the way! Take their HQ's! =============== ~~T8-D Island~~ =============== Time Limit--10 Days CO--Isabella Enemy CO--Tasha A plasma wall blocks your base and Tasha's base. Ever the optimist, you can obtain a quick HQ capture using an Artillery, Anti-Air, Bike, and Rig if you rush the plasma wall and her base. A Tank or two for assistance if you can't capture the HQ effectively would be advised. It's tricky to pull off, and it takes a little experimenting in positioning, but can be done. Going for rout the regular way is tougher, as you'd expect. Begin rushing for the nearby neutral factory and cities, and try heading for the center of the map. This will eventually result in a ground clash against Tasha, who will begin focusing most of her efforts into taking the middle area. It'll be a stalemate even if you capture the cities, and packing several Artillery is advised. At this time you can continue going for rout, or just capture the HQ. Every few days, Tasha leaves her HQ wide open. Get an Artillery to destroy a meteor, then rush in with a loaded Rig and several Tanks or other weak units to act is shields as an Infantry attempts to capture the HQ. If you do this method, make sure Tasha is continually building units from her eastern factory. It'll make taking her HQ easier. If you don't want to do this, then try breaking the stalemate. As advised, Rockets will force Tasha to retreat her stronger units, allowing you to push further into her territory. ================ ~~T9-Hourglass~~ ================ Time Limit--5 Days CO--Gage Enemy CO--Lin Starting Units--3 Infantry, 2 Mechs, 2 Tanks, Artillery Enemy Units--5 Infantry, 2 Mechs, 2 Bikes, 3 Tanks, Md Tank, Artillery A simple looking predeploy mission. You'll want to capture that nearby factory, but you can ignore the radar tower. It's an easy way to get some of your units killed, and is advised against. Put a Tank on the HQ and put Gage inside when you can so you can boost the strength of your troops. Move an Infantry over to the silo so you can fire it when a bunch of enemy troops come your way. Keep the Artillery on the southern already owned city, and hide your units in forests. Target the Tanks and Md Tank first, then go for Mechs and the Artillery if you can find it. Rush the HQ and kill any units that Lin retreats to heal. You want to keep that Speed score high, so don't let a single unit delay you several days. =================== ~~T10-Blade Isles~~ =================== Time Limit--10 Days CO--None Enemy CO--None You and your opponent are on identical looking islands, but you need to put your first turn advantage to good use to succeed here. Obvious enough, begin rushing for properties. You need a serious amount of funds to produce and counter all the different types of units. A Battleship and a Bomber will provide land assitance early on if you save up funds. You can seriously disrupt enemy capturing by using them. The computer rarely builds naval units, but will build aerial units now and again. It focuses more on expensive grounds troops. By exploiting how the computer acts that way, you can create more Anti-Tanks and Bombers to neutralize those units. If your using Bombers, have some Fighters handy, and keep Cruisers nearby when using Battleships. You have to always be able to counter their weaknesses, and it's best to make the computer waste funds on strong counters for those units, only for you to hopefully destroy them just as quick as they were made. The problem with the map is that there are no factories in the middle-- just cities. You pretty much have to have air support with your ground troops in order to clear this map. As you rush the enemy base, you're far from your own base, making it difficult to provide additional support. Be sure that you are able to overwhelm the enemy before doing so. If you're not ready, blockade the upper island with some meatshields with Rockets behind them, then get additional support. And no, Bomber spamming is not going to get you an easy victory. ==================== ~~T11-Star Islands~~ ==================== Time Limit--5 Days CO--Penny Enemy CO--Greyfield This mission is insanely easy. As you can tell just by looking at the map, both HQ's are on tiny islands with nothing guarding them. The quick and easy answer to this mission is to capture Greyfield's HQ. Luckily, he won't start defending it actively until around day 15, so you have some time to work with. There's Fog of War, so don't get thrown off. Build an Infantry on the first day and capture an airport. Once you have the airport, create a T Copter, and afterwards begin moving towards Greyfield's HQ so you can capture it. Build a B Copter or a Duster at the airport after the T Copter leaves. On the following day, make Penny board the unit. You'll be needing the extra power shortly. Move that unit towards your HQ. Greyfield has the same idea as you--capture the HQ and end this quickly. A powered up B Copter or Duster can easily kill the Infantry attempting the capture around day 8. To boost your Power score, kill the T Copter first (you'll have time to kill the Infantry on the next turn, don't worry). By day 9 or 10 you can easily have captured Greyfield's HQ. If you don't want to capture the HQ for whatever reason, expect a long battle. Secure the southern island for more funds than Greyfield, then bring out some Cruisers to deal with the Submarines and mass aerial units he will be producing. Make a Fighter or two as well to counter those units, and make Bombers when you're ready for an assault on his base. You'll need a Battleship or two as well to destroy any Anti-Airs and Missiles he creates. Luckily, Penny negates the rainy weather, but Greyfield still suffers. Use it to your advantahe. ===================== ~~T12-Intricate Map~~ ===================== Time Limit--10 Days CO--Tasha Enemy CO--Greyfield There's two ways to win this map, as with most trial maps--an easy HQ capture if you get lucky, or a long and drawn out brawl. For the easy HQ capture, just build several Mechs and send them over the mountain range east towards Greyfield's HQ. Keep joining Mechs because they will be getting damaged. It will take several days of continued capture before you finally finish. Of course, this is assuming Greyfield doesn't attack you with too many strong units, so a little luck is needed. Using three Mechs, and luck that ONLY Infantry attack your capturing Mech, it's a quick and painfully obvious victory. The regular way is a bit harder. Greyfield will conserve funds to build a Battleship, and then usually puts himself into that Battleship if he has leftover funding on the next turn. Obviously, use some cheap Bikes to capture like crazy, then make a Submarine when possible. You want to halt any naval unit that Greyfield creates. Keep your ground forces stable and try to capture as much of the center area of the map as possible, as well as some cities down south. Have Tasha board a Tank, or another decent ground unit. Hold the center and make a Battleship to inflict harm on anything Greyfield brings to the center. He has only one factory, so it works perfectly. If you are going to use a Battleship, then make a Cruiser as well to counter the Submarines Greyfield will be sending at you. With a little work, you can push through the somewhat weak defensive wall that Greyfield sets up. Once you push into his main base, capturing any cities Greyfield has, you can easily overrun that one tiny factory. Be sure to put something on his ports first, though. You don't want him producing Battleships you can't kill quickly. ===================== ~~T13-V for Victory~~ ===================== Time Limit--5 Days CO--Isabella Enemy CO's--Tabitha, Penny Starting Units--Infantry, 4 Mechs, 2 Tanks, 2 Md Tanks, Artillery Enemy Units--2 Infantry, 4 Mechs, Recon, Tank/2 Infantry, 4 Mechs, Recon, Tank A pretty simple predeployed map, as it looks. The Mechs that the computer has are the biggest threats because they can rip through your Tanks and Md Tank, and you want to keep those alive as long as possible. What you want to do is hold the southern chokepoints near where you start. Position your Artillery so it can attack anything from the left or right side forces. Have your Mechs act as bait for the other Mechs, then have any remaining Mechs damage/kill them, or have your Infantry help. Keep your Tanks away from their Mechs. You want them alive as long as possible. You will need to work pretty fast to earn an S Rank here because of the low time limit. Try to focus on one group of forces instead of splitting up. Sacrifice several Mechs to keep your other units alive longer. The low movement of Mechs will make them worthless towards the end of the battle anyways. Overall, a pretty simple map. ====================== ~~T14-Fragment Isles~~ ====================== Time Limit--15 Days CO--Penny Enemy CO's--Isabella, Lin, Brenner This is an insanely easy four player map because of how stupid the computer is. First off, build a T Copter and an Infantry at the southernmost factory. Repeat this build again on day 2. Have the two T Copters and Infantry head for the blue team's airports on the southeast corner of the map nearby. You want to capture those airports, rendering the blue team useless. Make a Fighter to assist them in case blue builds some air units, which will disrupt your capture attempt. Once you have the blue team's airports, you've won the mission. I'm not kidding--you take down one team's set of airports, and this mission is over. The computer, all of them and not just the one without airports, will constantly be building Anti-Airs from their factories. On those tiny islands. Yeah. You want to hurry and capture everyone's HQ. Once the islands are full of Anti-Airs, they will be forced to build aerial units, and that'll make things a bit more difficult. Using a group of three Bombers, putting Penny in one of them, head to the island with blue team's HQ. Target the Anti-Airs first, then the units on Factories, aiming to block the factories. Use a T Copter and drop an Infantry to take their HQ, and not only will you defeat the blue team, but you get possession of all their properties. Now you should own pretty much own half the map, and meanwhile black and yellow are busy fighting amongst eachother. All you have to do at this point is have your Bomber squadron and Infantry/ T Copter go from island to island, capturing the remaining two HQ's. Replace any weakened/destroyed Bombers at the nearby airports, and use Penny's CO Power if you want to if it manages to get fully charged (which in a Bomber, is likely to happen fast). Simple S Rank, and the map is fun to play against computers on. Because they're so stupid. =================== ~~T15-Jay Islands~~ =================== Time Limit--30 Days CO--Gage Enemy CO's--Greyfield, Waylon, Tabitha As with most four player maps, this is just mean. Flat out awful and mean. You're in for an insanely long battle, but you will need to work quickly in order to avoid a stalemate. Overrunning Greyfield is critical because he's closest to you. Fortunately, Waylon and Tabitha will take care of themselves, and shouldn't get involved in your business until you come near their territory. Begin capturing properties and start focusing on a navy. Get a couple of Landers going, and fill them with Tanks, and send them over to Greyfield's island, with Battleship and Cruiser support. Have the Battleships attack what Greyfield makes on his factories to not only weaken them, but waste his funds on repairs. Park a Cruiser infront of his port, and have a Submarine destroy a Gunboat if he feels like making one. With a little effort, you can destroy Greyfield. Try to capture his HQ so you gain control of all his properties. With one player out of the way, the map will be considerably easier. You should have a total of 28 properties under control at that point, twice as much as either of your competitors. With two seperate bases, begin planning to destroy Tabitha. The problem with her is that if she gets CO Power off, it will likely attack your units instead of Waylon's. Obviously, rushing her base and neutralizing her CO Unit before that happens is advised, if at all possible. Tabitha will likely be weakened with the fight against Waylon, so invading her base should prove even easier, ignoring the fact you should have a large army and plenty of Landers to ferry them, and Battleships not far behind. There's not much more to say than to repeat the previous process against Tabitha. Once she has been destroyed either by rout or, preferable, an HQ capture, then Waylon is all you have left. With no air force to help him, three seprate islands against his pathetic lonely one will mean a sweet victory for you. I can finish in 47 days, giving a decent Speed score. See if you can finish faster. Don't be too defensive--stalling will not help too much on this map. ================= ~~T16-Pentagram~~ ================= Time Limit--6 Days CO--Lin Enemy CO--Brenner Starting Units--2 Mechs, Tank, Md Tank, Artillery, B Copter Enemy Units--5 Infantry, Mech, 3 Tanks, Md Tank, War Tank, Anti-Tank Destroy/injure the Infantry near the middle of the map, and capture the airport with a Mech. Leave the meteors alone because they will just slow down Brenner. You want to take down all these units pretty quickly, and there's no 'truly' effective way of doing it without suffering losses. Make B Copters whenever possible. They are moderately effective against the Tank units that Brenner has, so they are quite cost effecitve. Take down the War Tank with an Artillery attack and two B Copters. Then focus on the Anti-Tank that is likely to break down the meteor right after the War Tank is destroyed (do so before it breaks down both meteors). Sacrifice your Md Tank and a Mech, and a B Copter to finish the job, to take down the Anti-Tank. Once you take down the northern units, the rest will be easy. The southern Tanks will be scared of your units, so use your B Copters to easily take them down. There's not much else to say if you work quickly enough. Don't build too many B Copters to keep your Technique high. ===================== ~~T17-Coast Assault~~ ===================== Time Limit--2 Days CO--None Enemy CO--None Starting Units--2 Infantry, Tank, 3 Md Tanks, 2 Landers, Battleship, Duster, 2 Bombers Enemy Units--4 Mechs, 2 Tanks, 2 Md Tanks, War Tank, 3 Artillery, Anti-Air, 2 Rockets Well, this is an insanely easy predeploy mission. I mean, really nothing to note here. Basically, you want your Bombers to destroy as much as possible, then ferry over the Md Tanks and an Infantry. You want to capture the HQ to end the mission quickly to obtain a somewhat high Speed score because finishing in 2 days is impossible. You want to destroy the Anti-Air quickly. Use the Battleship to do so, but keep it out of indirect range and away from the beaches where the enemy Tanks can injure it. You can probably finish by day 6 or 7 easily if you use your Bombers effectively and get lucky with enemy placement so you can land your Tanks and Infantry without them getting damaged rather fast. As mentioned, capturing the HQ is probably faster than going for rout, so just stall the weaker units when your Bombers run out of ammo. ================== ~~T18-Cat Island~~ ================== Time Limit--10 Days CO--Tabitha Enemy CO--Tasha Again, as with most maps, a quick HQ capture is insanely easy. It doesn't require anything difficult. Build an Infantry from the southern factory, move it on the next turn and build a Rig. Make the Infantry board the Rig and head on over to the HQ. Meanwhile, build a Tank to distract Tasha, as well as providing points towards Power (if you want you can have Tabitha board the Tank, but it's not necessary). Drop the Infantry off at the HQ and capture it with ease for a victory. Alternatively, you can go for rout, which is obviously harder. You'll want to capture the many cities around the map as quickly as possible, starting with the ones already owned by Tasha. As you move closer to the center of the map, you will be needing some defensive support to be able to continue capturing. Make a Recon or two on the side in order to disrupt several of Tasha's capturing attempts. Unfortunately, those starting factories are the only ones you get on the map. To compensate, put Tabitha in a Tank and build her CO Meter. Once full, you'll have an average CO Zone size that gives the best boosts in the game. Fair tradeoff I'd say. With this, several Tanks can easily overrun whatever Tasha has currently guarding her base. At that point, capture or block her facotories and finish routing her, or just capture her HQ for a more real victory. ==================== ~~T19-Ground Clash~~ ==================== Time Limit--6 Days CO--Waylon Enemy CO--Isabella Starting Units--10 Infantry, 5 Landers, Bomber Enemy Units--14 Infantry, 5 Mechs, 2 Artillery, 3 Rockets, 2 Missiles You're going to want an HQ capture on this map due to how annoying it is to rout Isabella, not to mention slow. Your Infantry are able to destroy a decent amount of the enemy forces, allowing your Bomber squadron to push through. And by that I mean two Bombers--one with Waylon boarded, and the other without. Keep an Infantry held back at the start. Once you have two Bombers on the field, make a T Copter. Your goal is to destroy the two Missiles, possible sacrificing a Bomber, and get rid of the Rockets to the Infantry can capture Isabella's HQ uninterrupted. This is made difficult by the large amounts of Infantry and Mech walls the computer will form. Have your Infantry injure and destroy as many as they can, and have your Bombers move around to a spot that the Infantry/Mech wall isn't covering, just outside of the Missiles ranges. On the turn after, rush in and destroy both of them. Move your T Copter accordingly. If the Rockets aren't able to target the HQ, go ahead and drop off the Infantry there once you get the chance. If they are able to target it, naturally destroy those Rockets. Do this quickly. After several days, Isabella will have the funds to build Anti-Airs, and that will quickly diminish your hopes of victory. This shouldn't take more than 10 days, and around that time Anti-Airs begin being made, so you should be able to achieve a simple and effective victory here. ================== ~~T20-Slime Cove~~ ================== Time Limit--5 Days CO--Brenner Enemy CO--Lin Ugh. This map is infuriating, and you'll want to finish it off quickly. The Speed limit makes no sense at all...it's like they want you to rout them in the first few days. I believe that's possible, and with a little luck, achievable. Basically you send Anti-Airs, one with Brenner in it for additional power, and a Recon at the end, over towards the enemy base. If you're lucky, the computer will only build Bikes and Mechs during this, allowing you to pick them all off with the Anti-Airs. The Recon can finish off whatever the Anti-Airs couldn't originally kill, if anything. Now, if this is done right (and the computer loves preventing it from doing so), you'll win by rout. I've done this once... But often, the computer will build a Battleship at the end for whatever reason, making it impossible at that point. So going for a regular brawl may just be the simplist of ideas unless you want to try and get VERY lucky. Basically, ignore the cities near your factory and rush for the middle. Build a Recon or two to stall Lin's capturing, and get some Tanks out on the field to destroy any heavier vehicles she sends at you. You will also be needing Submarines. Lin loves to save her cash for a Battleship every now and then, and it's best that you have an effective counter for them. Gunboats would also work too, provided you have a Rig on shore to resupply them. Hold off in the middle and make Rockets to push Lin's forces back into her base, and make some Battleships of your own for naval support. Once you have a strong economy going, you can push through the chokepoint and into her base, finishing off anything that's left. Or, just capture her HQ, which can be difficult since the only shores are on the opposite side of the island her HQ is facing. Your call. ================= ~~T21-Duo Falls~~ ================= Time Limit--7 Days CO--Gage Enemy CO--Forsythe This is pretty easy. It will take a short amount of time, but this trial map is a nothing compared to others. Basically, you'll be needing to take all of the cities around the central factory, as well as that airport. Keep making ground units and B Copters every now and then--you'll need to defend this spot unitl you get a strong enough army going. Forsythe enjoys spending lots of cash on Anti-Airs, even with only a few B Copters on the field. Your economy will quickly outdo that of Forsythe's, so keep aerial units coming out. Several Bombers, with Tanks on the ground, is going to be effective. You will want four or five Bombers, with two Fighters (one Fighter or Bomber should have Gage in it) rush Forsythe's base while the ground troops use the distraction to destroy any and all Anti-Airs that Forsythe has going. Focus on the factories. Block them with Bombers, then go for the airports and try blocking those with Fighters. If you can block all four of these, Forsythe is limited to his lone factory up north, and by that time your ground troops should have pushed up to that spot. He's likely making Anti-Airs like crazy at that point from that single factory, so block the bridge if you can't destroy the Anti-Air on the factory on the turn it was made, so at the least you stall his attempt to destroy the units on his blocked production facilities. Have remaining Bombers attack Anti-Airs hanging around his HQ, and anything else you need to build in order to rout what little remains of his army at the time of invasion. ================== ~~T22-Peril Maze~~ ================== Time Limit--25 Days CO--None Enemy CO's--None, None This is the only three player trial map, and for good reason. It's not fun, but that can be generalized about most multiplayer trial maps. For this one, it should appear obvious that ground units aren't going to get much usefulness here due to the mountain ranges spread out everywhere. That won't be stopping Mech rushes, but the computer won't do that. You WILL be seeing enemy Infantry and Mechs come over through the mountains into your base on and off during the battle, but unless you were being totally oblivious, they won't be a threat. Now, there's the capture priorities. T Copters need to transport your Infantry to effective properties, and you have to be able to defend them. 10 days into this map and it will be littered with units. There's an airport to the east, and another south near a factory. Get these first. Then, send the T Copters back to the base and have one with another Infantry head north for some cities, while the other goes to the southwest corner and secure the factory if possible. If the computer beats you to it, retreat and go for other properties. Blue will constantly be assaulting you with air units. Have a couple of Missiles and Anti-Airs stationed at your base, and have a Flare or two shoot each turn to scout for any enemies. Build a significant aerial armada and go for the yellow base. You want to capture their HQ to earn all of their properties. With a bunch of Bombers and Fighters, this is pretty easy. Just save and reload until you find a path that doesn't involve running into a bunch of Anti-Airs on your way there. A Duster or two is also useful, as they can be real aerial killers. Once yellow has been taken down, and their HQ hopefully captured, this mission will have gotten easier. If you took the HQ, you can safely assume any unowned property belongs to blue. Knowing that, you can try to destroy their economy before going for a final assault. Send Bombers, Fighters, and T Copters toward their owned cities far from their main base and capture them to start disrupting their economy. Once weakened, you should make one final assault on their base, destroying everything. If you can't rout them because some unit is hiding possibly far away, just capture the HQ. ================= ~~T23-Metro Map~~ ================= Time Limit--15 Days CO--None Enemy CO--None It looks easy, but this map can be extremely annoying. Blue starts with more properties, so they can Infantry/Bike rush you better at the start, and most of the map is covered in forests. Here's an effective day by day guide written by Swifty on the Wars World News forums. Thanks to him for allowing me to use his guide: Day 1- Build two Infantries Day 2- Move both Infantries 3E Day 3- Move east Infantry 3S and start capturing the city Move west Infantry 2S and start capturing the city Build Rig at northern factory Day 4- Finish capturing both cities Move Rig 3E Build Recon at northern factory Day 5- Move east Infantry 3N into Rig Move loaded Rig 4E 1S Move other Infantry 2E 1S Move Recon 5E 1S Build Recon at northern factory Enemy Day 5- The enemy Bike should take at least 2 HP of damage in the counterattack from when it attacks your Infantry Day 6- Move Rig 3E 2S Move wounded Infantry 2W 1N (don't move it anymore) Save, then move east Recon 4S and destroy the Bike if possible Move other Recon 5E 1S Build another Recon at northern factory Enemy Day 6- Enemy Recon should attack your Recon Day 7- Rig 1E 4S and drop Infantry south Move first Recon 4E 1S Move second Recon 6E Move last Recon 5E 1S Enemy Day 7- Enemy Recon and an Infantry should attack the first Recon, leaving it at 1 HP Day 8- Move Infantry 3S and begin capturing HQ Move Rig 4S 1W Move first Recon 2E 4S Move second Recon 5W 2N Move third Recon 2S Enemy Day 8- The Infantry capturing the HQ should not be attacked at all Day 9- Finish capturing the HQ If you get lucky enough with enemy movements, you will be able to capture the enemy HQ. Honestly, routing the enemy in this map is annoyingly hard, and once you push to the enemy HQ, you'll be trying for an HQ capture most likely anyways. More likely then not, the enemy will not do everything specified here. Improvisions can be made and still win on day 9. Basically, you need to have the Rig move 1W of the HQ capturing Infantry and have a Recon be 1N of it at the end to prevent an enemy from harming the Infantry. Have the other Recons try and distract the enemy when going for the capture. It's the best (and only) improvision you're able to easily make. ==================== ~~T24-Wedding Ring~~ ==================== Time Limit--10 Days CO--None Enemy CO--None The best way to finish this map quickly is an HQ capture, and it seems recommended by the fact there's a mountain infront of the HQ's. But getting that is going to be a bit challenging. First off, you'll want several Infantry and a T Copter. Begin capturing the enemy cities infront of your HQ, and save up for a Duster. Once you have a Duster, start making your way down to the enemy HQ, injuring enemy T Copters on your way. Doing so will distract the enemy, focusing their efforts on destroying your Duster and T Copters. Build a Missiles or Rockets back at your base (Missiles to destroy a T Copter before it can drop an Infantry to capture your HQ, or a Rockets to destroy the Infantry when it lands). Use your Duster to destroy an enemy B Copter, and then drop your Infantry onto the HQ, capturing it two turns later provided no additional B Copters/Dusters are flying around the enemy base. If you don't want to try capturing the HQ, or are unable to do so, then it's still not too hard to finish this mission. You'll want to capture all of the center cities to turn the map completely in your favor. Two Infantries and T Copters are what you need. Have a Duster destroy any T Copters an Infantry that try landing at the center. Start making Bombers once you have a large economy, making a Fighter every now and then to take down the weak aerial units. Have the Bombers rush for the factory and block it, while the Fighters do the same for the enemy airport. Once blocked, rout can be easily obtained. ================== ~~T25-Land's End~~ ================== Time Limit--10 Days CO--Tasha Enemy CO--Will Another annoying battle because of how large the map is. At least you've got airports to cover your ground units. Thanks to thefalman on the Wars World News forums for letting me use his brilliant day by day guide for this map: Day 1- Build Bikes at north and east factory Build Infantry at south and west factory Day 2- Move east Bike 2S 2E and start capturing the airport Move north Bike 1N 4W Move west Infantry 3W Move south Infantry 3S Build an Anti-Air at north factory Day 3- Finish capturing the airport Move western Bike 3N 2W Move west Infantry 1N 2W and start capturing the city Move south Infantry 1W and start capturing the city Move Anti-Air 1N 5W Day 4- Finish capturing the cities Move north Bike 2N 1W and start capturing factory Move west Bike 1N 4W Move Anti-Air 3N 2W Build a Fighter at airport Day 5- Finish capturing the factory Load Tasha into Fighter and move Tasha 7N 2W Move west Infantry 3W Move south Infantry 3E Move south Bike 2N 1W Move Anti-Air 3S 2E Build T-Copter at airport Will Day 5- Will needs to build a Fighter Day 6- Save here Move Tasha 3N 6E and destroy enemy Fighter; reload if it survives Load south Infantry into T-Copter and move T-Copter 6N Move Anti-Air 2E and destroy enemy Infantry Move north Bike 2S 1E Move west Infantry 2N and start capturing city Build a Duster at airport Will Day 6- Will should build a Duster near his HQ, and a Mech at his Westernmost base. This means he will only have enough funds for a Fighter next turn. Day 7- Save if the above happened Destroy enemy Duster with Tasha Move T-Copter 2N 4E and drop Infantry north Move Duster 7N Finish capturing city Move north Bike away from enemy units Will Day 7- Will should build a Fighter near his HQ. Day 8- Save here Destroy enemy Fighter with Tasha; reload if it's left with 1HP Begin capturing Will's HQ Day 9- Finish capturing Will's HQ Most of the time this method will work flawlessly. The main thing that can go wrong is day 7. If Will won't make the Fighter he will make Anti-Airs instead. To make him build a Fighter, try changing the position of where you drop the Infantry and where you move the Duster. If Will continues to be stubborn, restart the map and try again. It may take several tries, but I guarentee this strategy works. Quite nicely, really. But if you absolutely can't get this to work, then you're going to need to go for rout the regular way. You start with fewer properties, but can grab more than Will. Don't neglect the base up north. Hold the chokepoint up there with Rockets and Bombers as you capture southern properties. Make Anti-Airs every now and then to counter the air units that Will will make from time to time. Just keep outproducing Will and push him back into his own territory, then start capturing his cities and factory in the northwest. Once you have the factory, the final shove through Will's base will become fairly simple. Keep producing Tanks, with a Bomber every now and then to force Will into making Anti-Airs. Continue the shove into his base and the mission can end fairly quickly. Not too hard given the property advantage you can earn. ==================== ~~T26-Bounty River~~ ==================== Time Limit--15 Days CO--Penny Enemy CO--Isabella Isabella starts with a property advantage, but you are given more neutral properties to capture than she is. As is obvious from the layout of the map, you'll need to focus on a navy far more than ground troops. Focus on getting the ports and cities on your side of the map, and begin building a navy. Start with Submarines and Cruisers. Make Battleships not long after once you have enough properties to make them almost every day. From this point, the computer gets to be very sporatic. Sometimes it will focus on land troops, and sometimes it goes for mainly for naval units. Keep building Submarines and Battleships so you can batter both forms of enemy troops. Early in the mission you should have been saving funds and not spending them on worthless units. With all those funds you can start a powerful navy. Get several Landers to transport some ground troops to Isabella's HQ. You want to block the factories there and try to capture her HQ, which is considerably faster then routing her. Use some Tanks south of her HQ to keep any units down there busy while going for the capture. There shouldn't be much north of her HQ, so just focus on what is down south and stall them until you finish the capture. ================ ~~T27-Time Map~~ ================ Time Limit--10 Days CO--Waylon Enemy CO's--Will, Penny, Tabitha Starting Units--10 Mechs Enemy Units--10 War Tanks/10 Mechs/10 War Tanks This map needs to be completed pretty quickly, so you'll need to make effective use of your Mechs and all of the silos around the map. Black's War Tanks will generally attack yellow's Mechs, and blue attacks you mainly. Launch silos at the area around blue's HQ on the first turn to injure as many War Tanks as possible. On the following turns, try destroy or weakening as many War Tanks as possible, then weaken yellow's Mechs. You want to eliminate blue as quickly as possible, and try not to let too many Mechs get weakened. You need to actually be able to finish 1 HP War Tanks before they retreat to an HQ to be healed. You certainly don't want that happening. Try to stay away from any unowned cities to prevent the enemies from seeing you, especially yellow's cities. You don't want a ton of silos being aimed right at you. Try to get your foes to merge units as much as possible, draining their turns and overall effectiveness of their army. It is a short map, but it's easy to mess up on it, forcing you to start over. ===================== ~~T28-Plasma Bubble~~ ===================== Time Limit--9 Days CO--Isabella Enemy CO--Brenner Starting Units--Bike, War Tank, Anti-Tank Enemy Units--Mech, Tank, 2 Md Tanks, 6 War Tanks Pretty simple predeploy map. It should be fairly obvious that you are going to want an HQ capture finish on this mission. 6 War Tanks against your one isn't a fair match. Luckily, if you destroy the right meteors, you won't have to face too many of them. Start by destroying the meteor north of where you start. Destroy the Tank on the other side once the meteor is destroyed, then keep heading north. Destroy the northwest meteor so you can access one of your cities. Have your War Tank resupply on it, and then destroy the meteor that is east of your city, and get ready for a Md Tank and War Tank to attack you. Try not to have your War Tank lead, and instead have the Anti-Tank do so. Take a few days to destroy these two foes, then destroy the meteor to the east that the enemy Mech was attacking earlier. Make your way south, moving the Bike near a meteor guarding the HQ. Destroy it, then try to block or destroy the War Tank that will be freed from the plasma while you attempt to take the HQ. As long as the Bike isn't destroyed, this should be a fairly easy mission and S Rank. ===================== ~~T29-Triangle Lake~~ ===================== Time Limit--8 Days CO--None Enemy CO--None Starting Units--2 Infantry, Recon, Tank Enemy Units--2 Infantry, Mech, Recon, 2 Artillery, Rockets, Anti-Tank This is a simple to beat Trial Map, but S Ranking it is a pain due to the odds of getting low Power and Technique just so you can overpower the units the computer starts with. Bring an Infantry and Recon to the north, and the Tank east. Destroy the Recon and capture the nearby cities. You'll want to build two additional Recons, followed by two Tanks. The Recons will help in destroying the Anti-Tank and Rockets thanks to their effectiveness against them, as well as their movement. The Tanks should proceed north. Focus on the two Artillery first, then go for the Rockets while staying out of the Anti-Tanks' range it'll never move off of the HQ). Team up units to destroy the Anti-Tank once everything else has been destroyed. Recons can do decent damage against them, so save your Tanks for finishing it off after your Recons help with the job. It shouldn't take too much to finish this map, but beating it quickly and doing enough damage for a high Power score is important, as well as building only a few units to keep the Technique score as high as possible. ===================== ~~T30-Destiny Ocean~~ ===================== Time Limit--10 Days CO--Greyfield Enemy CO--Lin This can be a painfully annoying map, but if you're lucky, you can capture Lin's HQ with minimal resistance. Start off by making an Infantry and head east to capture the blue city. Make a Lander, then load the Infantry into it, as well as a Tank with Greyfield boarded onto it, and head for Lin's HQ. If you are lucky, Lin won't build anything to counter you, and you can easily capture Lin's HQ, destroying the weak units in her factory with the Greyfield Tank. But that doesn't always work, and relies on some luck. To beat this mission the regular way, get ready for a tedious naval battle. You'll want to capture the cities on the center island, and keep Lin away from them. Make some Battleships and Submarines to keep the seas in your control. Make Landers and load them with Tanks and head over to Lin's island. Block her port with your Lander and unload your units (destroy the unit on the port if something is on it). Have Battleships destroy whatever units Lin has on land near her factory, then rush your Tanks over to it and park something on it. With both production facilities useless, you can either capture her HQ or continue routing her. The HQ capture is probably faster, but as usual, such a decision is up to you. ================ ~~T31-Comb Map~~ ================ Time Limit--25 Days CO--Brenner Enemy CO's--Forsythe, Greyfield, Caulder Starting Units--2 Artillery Enemy Units--5 Mechs, 3 Md Tanks, Battleship/6 Bikes, 2 Md Tanks, Bomber/ Lander, 2 Cruisers, 2 Submarines, 3 Battleships This map is the only fun "real" four player brawl. It looks hard, and will be that way at first, but once you get going and have an advantage, you will be unstoppable. From the start, you need to destroy all of the Bikes and Md Tanks Greyfield sends at you. Build several Anti-Tanks and Anti-Airs to take out their respective units. Once Greyfield's initial rush is destroyed, begin capturing the ports to the south. Your main objective now is to capture Greyfield's airport to the east. Push over there with an Anti-Tank, Rockets, Missiles, and several Tanks, along with a Rig and Infantry. Have the Missiles annihilate anything on the airport while you run to capture it. Greyfield has tons of forests around him, limiting land movement. Build tons of Bombers and several Fighters once you have the airport. Ignore the factory and what used to be your cities to the south. You'll reclaim them soon enough. Don't worry much about Forsythe or Caulder--both of them will be weakening each other, so just focus on Greyfield. Go for an HQ capture instead of rout. You earn all of Greyfield's properties by doing so, and that will pretty much guarentee victory once you capture it. Bomber and Fighter rushing his airports and factories is key, then use a T Copter to grab his undefended HQ. With Greyfield out of the way, Caulder will be next. Caulder barely defends his HQ, so capturing it is obviously the way to go. Amass your Bombers and a T Copter with an Infantry, then head for his base. Block his factory and stay away from his ports where he can build Cruisers. Caulder's HQ will fall fast if you can destroy the pity amount of Anti-Airs he has defending it. All that's left is Forsythe, and you should notice that he'll be quite weak from Caulder constantly pounding on him. Refuel your Bombers, then make the final assault on his base, using Battleships with the insane amount of funding you should be earning. If Forsythe actually won his fight against Caulder, it still shouldn't be any trouble for you to finish. Just HQ capture if that's the case. Block his factories and destroy any nearby land forces and end this long map. ================== ~~T32-Resistance~~ ================== Time Limit--5 Days CO--Will Enemy CO--Isabella Starting Units--4 Infantry, 6 Mechs Enemy Units--5 Infantry, 3 Bikes, 3 Tanks, 3 Md Tanks, War Tank For the western Infantry, have them capture the radar and city. They will be used to stall Isabella as you go for the missile silos on the eastern edge of the map with your other Infantries, as well as placing a Mech on the silo up north. Move your Mechs down south, and place Infantries on the mountains to spot all of the enemy army. Launch silos at them like crazy, and then pick off whatever weak units you are capable of killing on the same turn. Be aware that Isabella will join most of her units, and retreat the rest to her HQ to start healing them. You don't want to allow her to do that. Once you attack with silos, you want to finish the job off as quickly as possible. There's not much else to say for this map. If you conserve units effectively, and use silos as best as you can, then this map shouldn't pose much of a problem. =============== ~~T33-Missile~~ =============== Time Limit--5 Days CO--Brenner Enemy CO--Caulder Starting Units--4 Infantry, 2 Mechs, Tank, Artillery Enemy Units--6 Infantry, 3 Mechs, 2 Bikes, Recon Another easy predeploy mission. If you work fast, you shouldn't even need the silos to the west. What you want to do is move your forces south, but putting an Infantry on your HQ so you can load Brenner into it on the next day. Destroy the Infantry on the east just below your starting units, injure the Mech next to it, and place the Artillery above the western Infantry. This setup will make it extremely simple to win the mission. Just be sure the Artillery and Tank isn't ripped apart by Mechs. If you can prevent that from happening, this will be an easy mission. Send the Tank over to the HQ and destroy the Recon that likes to sit ontop of it. Launch the eastern silo at the largest group of units you can hit, and try to kill all of the Infantry running across the mountains to the other silos. If they get them, you'll easily lose the mission with too many weak units. Just work fast to clear the mission. It should only take several days, and with no factories there's nothing too challenging about it, so long as you cause high percentages of damage to earn a high Power score. ================= ~~T34-Web River~~ ================= Time Limit--30 Days CO--Will Enemy CO's--Isabella, Lin, Brenner This will be a long and annoying fight. Kind of similar to Peril Maze, but with even fewer properties, and it's all ground based. You want to capture the properties on your side of the map quickly. There are six cities in the center of the map, and at least one of them should be captured by you. You want to focus your efforts into capturing Isabella's HQ. Not only will that take her out, obviously, but you also get her properties, which is quite nice for this map. You'll be wanting them. Capturing it is a bit difficult. Don't worry about Lin or Brenner--if you stay away from them, they will brawl amongst themselves. Focus a ground assault against Isabella, massing Infantries at your upper bases. Send them across the river near her HQ, hide in the forests to avoid detection, then try to capture her HQ. If you are also attacking her ground forces, this will work in your favor either way. Either she stops trying to stop your ground assault against your forces and destroys the Infantry, effectively allowing you access into her base anyways, or she ignore the HQ capturing Infantry and focuses on your forces, in which case you'll win anyway. It's all about batting her units into submission and pushing her back with indirects. Once her HQ is yours, you can easily win this map. Go for Brenner's HQ next because it's closest to your base of operations. His battle with Lin, and Isabella before you interfered, should have worn him down a bit to the point where an HQ capture is easily achieved with several rushing Infantry. Keep joining them together to keep the one that is doing the capturing alive long enough to finish. With Brenner over and done with, all you have left is Lin. HQ capture can be a bit tricky, so just stick to your ground forces if you're unable to succeed. You can outproduce Lin 3:1, so there's no chance that she can survive an onslaught of Tanks being produced from most factories under your control. It won't take much to break through Lin's weak defensive line and push into her base, ending this fight once and for all. ==================== ~~T35-Center River~~ ==================== Time Limit--12 Days CO--None Enemy CO--None This is an insanely easy mission thanks to how stupid the computer is at defending their HQ. Build a Rig at the southern factory and an Infantry in the other. Move the loaded Rig on a southern route to the HQ, and on day 3 drop the Infantry at a spot where it can start capturing the HQ on the next turn. On day 4 begin doing so, and put the Rig on the woods one space north of the HQ to prevent the enemy from attacking. Finish capturing next turn. If you aren't in the mood for an easy victory, then you are going to need to rush the center island. Be sure to capture blue's cities near your base with Infantry, but rush Bikes and Recons to the center for their respective purposes. With a huge income in comparison to your enemy, pump out Tanks and Anti-Tanks. You'll be needing the latter to destroy some stronger Md Tanks that they occasionally produce. With a huge income, and constant production of Tanks, overruning the enemy base shouldn't prove to be an extreme ordeal. With a little luck you should win handily. ===================== ~~T36-Mountain Pass~~ ===================== Time Limit--3 Days CO--None Enemy CO--None Starting Units--2 Infantry, Mech, Bike, 2 Tanks, Md Tank, 2 Anti-Airs, Anti-Tank, Rockets, 2 Missiles, B Copter Enemy Units--2 Infantry, 3 Tanks, 2 Md Tanks, 2 War Tanks, Anti-Air, 2 B Copters, 3 Fighters, 2 Bombers This is another simple predeploy map. Send both Infantry and the Mech over the mountains to the enemy HQ, setting Missiles in position so the Bombers shouldn't come near them, and the rest of your army up the passage to the north. By doing this, you will lure every enemy to come to the north passage. Don't stay out of range of the enemy--as you approach the enemy HQ, attack or at least come near their units. You need to keep them distracted as long as possible so that none of the enemies go back to the HQ when you start capturing it. The enemy units will likely move back to the HQ when you start the capture, but all of the forests will prevent them from reaching it in time. Just make sure the Bombers are destroyed by the time you get to the HQ, otherwise you will have no chance unless the computer acts like a complete idiot. ==================== ~~T37-Fire & Water~~ ==================== Time Limit--8 Days CO--None Enemy CO--None Make an Infantry in your northeast factory. Move it north for a few days until it is parallel with the enemy HQ, then start heading towards it. Once you reach it, capture it and the map is over. Seriously, this is fail-proof. If you don't want to beat this mission with a laughable eays method, and want a real fight, then you'll find this map slightly difficult. Send Infantry and Bikes to capture all nearby cities, and don't worry much about the island that blue has a starting factory with. Just keep it defended from the large amount of Infantry they spam from it towards your island factory. Also try to capture blue's starting cities as they will do with you. Make some Tanks and head towards the eastern blue factory. Overrun it and block it, or block the unit on it with several Tanks. With the only useful factory blocked, you should just take the HQ for real. The island with blue's other factory can only be accessed with Infantry and Mechs, and blue is stupid enough to build Tanks and Anti-Airs on it. =================== ~~T38-Whirl Peaks~~ =================== Time Limit--11 Days CO--None Enemy CO--None This can be a fairly easy map to finish. Get an Infantry inside a Rig and head for the airport to the west. Keep building Infantry, sending them towards the center of the map, and try to secure those cities. You will be wanting far more funding than the computer, allowing you to rush them easily. Once you have the airport, easily enough, mass Bombers and go for blocking blue's lone factory. Build a T Copter and try to capture their HQ. You will want to work quickly, because once blue gets their own airport, they will be capable of destroying your Bombers. With the factory blocked and any destructive Anti-Airs destroyed, you can easily take the HQ with little threats. If you're afraid the enemy airport will build some Fighters, make Fighters and Dusters or your own to take them down. You just need to protect the capturing Infantry long enough to finish taking the HQ. =========================================================================== ~5.Free Battle Maps~ =========================================================================== Included in the game are over 100 additional maps that can be played in Free Battle. I will give general descriptions on the map, but these are to be used against human players more so than the computer. They aren't in the campaign, so the computer can be VERY erratic in it's movements. Also, you are able to change the settings of the computer, weather conditions, day limit, starting funds, funds earned per city, and can even choose your own CO's. I will give basic descriptions of the map, and battle strategies for each side of the battlefield. ----------------- ~5A.Classic Maps~ ----------------- Classic Maps are maps you should have seen in the War Room in previous Advance Wars. Some of them have been changed a bit, whether it's slight property changes or additional/reduced predeploys. These can be picked for online random matches. =============== ~~Bean Island~~ =============== The northern cities looks to be a common goal, but you should only aim for the two closest to you. Use Recons, or better yet, Flares to mess up enemy capturing. If you can stall the economic growth long enough, you can be at an early advantage. Get a Tank out and put your CO into it. Investing in a Rockets is highly advised. Putting one near the center will easily scare a player into stalling for time while they try to counter it, usually with another Rockets. If you're on the recieving end of a Rockets, then don't waste time. You can make a Rockets, but when you do, the other player will probably have two of them, and that's deadly. If they make a Rockets, go all out and attack them. Indirects can easily rule this map, so make them a priority along with CO Units. During the frey, send Mechs over the southern mountains and capture the enemy cities. Repeat the process for whatever the enemy captured up north. With a dismantled economy, the battle will quickly end for whoever falters slightly. =============== ~~Crater Isle~~ =============== This is the first of the maps that'll make you go "...what were they thinking!?" Simply put, this map is almost impossible for blue to win. They can win if they work fast, and red is a good sport and let's blue have a chance. Red starts with 11 properties, and blue gets 4. All red needs to do to win is send waves of Tanks down the the blue properties, both west and east. East gets there quicker, but west prevents any real expansion for blue. Also, there's the fact that blue is able to earn 14 total properties, if they're lucky. Red can obtain 17, so even if blue can get up to par, it still isn't likely they can overcome red. Blue simply needs to play defensively at first, and hope for a miracle. Capture the factories first, and only build Infantry. Try to conserve money as much as possible. Build Recons to stall red's expansion as long as possible. The longer they take to max out their economy, the longer you have to attempt at catching up. Red should make some Recons, followed by Tanks. If red ends up doing this, blue needs to make Anti-Tanks and Tanks themselves. Anti-Tanks are better, especially putting them on an owned city near the chokepoints to the west. They'll take minimal damage, and then heal it the turn after. Overall, even if a complete noob is controlling red, blue stands little chance of winning this map, unfortunately. ============= ~~Triangles~~ ============= Yet another map where red has the advantage. Obviously, you'll be needing aerial units to attack the enemy, and there are plenty of properties to create them, but the red side gets three additional factories. That means they can mass produce Anti-Airs like crazy, and the blue faction can't get far on the red island. If there's no fog, then blue has no chance of winning. Although, this map usually results in a stalemate anyways. Fighters and Anti-Airs, even if your using blue, is going to keep your opponent at bay. Basically, if you mass an armada, and then attack the enemy, you'll inflict some casualties, but your entire force is going to be destroyed unless your foe didn't make a decent amount of Anti-Airs. I can't advise anything specific for this map. No decent player should realistically lose, but blue might if red rushes early before blue can create strong air defense. Otherwise, it'll likely end in a tie because both islands have the same amount of properties. Attempting to disrupt enemy economy by capturing their properties with T Copters is the best option to try and win, but that would require distracting the enemy with huge sacrifices in an air raid, which likely won't work to begin with. ================ ~~Ball Islands~~ ================ The map starts even from both sides, yet blue is still at a disadvantage. They have two less properties to earn on their island then red, but they can generally reach theirs sooner, allowing for a temporary higher economy. Both sides should focus on capturing the center islands before their own island properties. T Copters are fast and cheap, so use those. The temporary airports are almost worthless, and should only be captured later in the battle when you have a signigicant air armada. The northern and southern islands will likely be captured by blue first, and the center island can easily be captured by red. This makes the property equal, allowing a more fair fight. Realistically, the better commander will win as the islands properties in the center areas of the map will be the tipping point. Whoever captures them to have a economic advantage will probably win. Build Cruisers and Fighters to keep enemy air units at bay, and put Missiles at your island's edges. As long as enemy air units can get too far into your base, this will become more of a naval battle. Build a good mix of units, and use Battleships to batter the enemy Anti-Air defenses. A frontal assault is generally suicidal, so try attacking from the back of the enemy base. On a map like this, long stalemates are likely. ================ ~~Coral Lagoon~~ ================ It may seem unfair that blue technically has the large amounts of properties closer to them, but red has first turn advantage to somewhat counter this. Obviously, those properties are the major battlegrounds over a fight on this map. You want control over all of those properties to ensure a victory, but kicking your foe out is a different story. Red should be able to control the properties, if they play right, 4-2 in the north. Luckily, blue gets one more neutral city near their base. After the initial rush of the map, it's the same old same old. Pump out Tanks and put your CO in one of them, and try to charge the CO Meter for a CO Zone advantage. Several Artillery will also prove to be extremely useful if you are capable of defending them, and with how crazy the center will become, this shouldn't be too hard to manage. Eventually, you'll need to win, and that required making a move to attack the enemy, who is likely in your range constantly. Be sure that you can overtake their units in one fell swoop, and try leading the charge with your CO Unit. Basically, nothing else new for the rest of the map. Overtake enemy cities to make them unable to counter your oncoming rush. =============== ~~Puzzle Trio~~ =============== This is yet another stupid map, this time giving blue the blatant advantage. Red needs to get over to the island and capture all the properties on their side to even out the map. Blue's goal is to prevent this, then take the properties for themselves, easily winning the map in the process. You have a navy to work with as well as aerial units, so try to even out your focus between both fronts. Send units, including land ones with Landers, to the center island. Each side needs to push through and grab the cities of the opposing team. The ones who work the fastest will easily succeed in doing this. Aerial units are the way to go, but just make sure you can take out Cruisers as you won't want to spend too much time on land. Battleships are also effective, just make sure to take out any Submarines you're aware are coming. ================== ~~Fist Peninsula~~ ================== Yeah, no point of tips here. It's flat out impossible for red to win this map. Honestly, what were they thinking? Blue has 13 buildings, and red has 4. Not even close to a fair fight. And even if red manages to capture all of the nearby neutral properties, they'd have 15 properties. Sure, it's more, but there's no chance the blue player is going to be stupid enough to let you do that. For any decent fight, red should try and, obviously, capture those properties. Stay away from blue's units and meatshield until you capture all you can. For blue, just rush them with Tanks, capturing several buildings along the way. Really, making a Tank and Bike each day will destroy what little hope red has of winning this map. =============== ~~Brace Range~~ =============== Starting Units--Infantry, Mech, Recon, Artillery, Rockets, War Tank, Rig, B Copter In this predeploy map, you'll want to rout your foe instead of an HQ capture. Mostly because it's highly likely your Infantyr and Mech will get destroyed, as well as no smart player would let their HQ get captured that easily. Basically what you want to do is destroy the enemy B Copter and Anti-Air, then erect a temporary airport to heal any damage your B Copter takes. Weaken the War Tank, then invade with your forces. Watch out for enemy Artillery and Rockets, but other then those nothing is a huge threat. Heck, with no Anti-Air, you can actually capture the HQ with ease. Your call. Destroying that Anti-Air can be tricky, so using your Rockets to scare it back is also a choice. =============== ~~River Range~~ =============== Starting Units--Infantry, 2 Mechs, Recon, Anti-Air, Artillery, 2 Tanks, Rockets, Rig In this predeployed map, red has the clear advantage. Board the Rig with a Mech, then rush for the silo. Red will always get there first ahead of blue. Blargh. Both sides should keep their Rockets near the mountain range. That way they can batter units, as well as destroy Infantry crossing the mountains in hope of capturing the HQ. In Fog of War, the silo isn't as useful. Blue should spread their units out and wait for red to attack. Stay away from the mountains so enemy Infantry can't see your units if they stay in the mountains. Use basic strategies for this map to wipe out the enemy, and don't be afraid to retreat for repairs. It can mean the difference between success and failure. Putting a unit, like the Tank, on your HQ is also advised to let your CO board it. ============= ~~Moon Isle~~ ============= Starting Units--Infantry, Mech, Recon, War Tank, Artillery, Rockets, Missiles, Lander, Cruiser, Submarine, Battleship, T Copter, 2 B Copters Rather simple to work with predeploy mission. The main threats are the enemy Battleship, Cruiser, Missiles, and B Copter. Transport your Missiles and Rockets to the center island when the coast is clear. You want to destroy, or at least weaken, the enemy Battleship. Try to destroy it following its weakening, though, because a temporary port can repair it. If you can hold control of the center island, you can blast away all the remaining units. Be sure to keep your Battleship and Cruiser alive as long as possible, and destroy all of the air units. With the seas and air at your control, victory is a guarentee. Just play cat and mouse with your enemy to destroy their units if necessary. ================ ~~Mint Plateau~~ ================ Starting Units--2 Infantry, 2 Mechs, Bike, Recon, 2 Artillery, 2 Tanks, War Tank, Rockets, Anti-Air, Rig There isn't much to this small predeploy map. You should be worried about the indirects that the enemy has. Try to block the chokepoints as best as possible with your indirects, leading with your Tanks on both ends. What you want to do is wait for the enemy to put their units on the outer edge of your indirect lines, then slowly march forward. Send an Artillery south so you have some support. Don't be afraid of sacrificing some units either--you'll have to either place them to lure out enemy units, or the enemy will ignore them and you can probably run right up to their units and attack, ignoring the consequences of the nearby indirects. That's the price to pay, but whoever gets the first strike will have the advantage. If you get attacked first, retreat further in the chokepoints and try to delay your enemy. =============== ~~Jewel Canal~~ =============== Starting Units--Infantry, 2 Mechs, Recon, Anti-Air, Artillery, Tank, War Tank, Rockets, Missiles, Rig, Submarine, Cruiser, Battleship, 2 B Copters, T Copter, Bomber, Fighter The easiest way to win this map is to capture the enemy HQ. You'll need to destroy the enemy Battleship to do this, of course, so try to lure out the Battleship and Cruiser. Be sure to not get sunk by the enemy Submarine. Once the coast is clear, get a T Copter with an Infantry up there and secure the HQ, defending it from aerial attacks with your Fighter. If you'replaying with a smart player, that HQ capture isn't going to be very likely. Nothing on the naval front is likely to get accomplished, either. Move your ground forces with your Missiles constantly surrounded, but placed so that if any aerial unit attacks your group, it will be killed with the Missiles. Also, even if you can't capture the enemy HQ, at least getting the silo will be worth your time. Anything you can do to weaken the enemy units, especially if they bunch themselves in large groups as I suggested, is going to work in your favor. Play aggressively a bit and you should be able to overcome your foe. ================= ~~Wrench Island~~ ================= Starting Units--Infantry, Mech, Recon, Artillery, Tank, War Tank, Anti-Air, Rockets, Rig, Lander, Submarine, Battleship An HQ capture is something you should be wary about from your enemy. As such, you'll want to rush the enemy, but you don't want to be going too fast that you end up killing all of your troops. Move the ground troops along the beaches on the north and south ends of the giant wrench. Your lone naval units should simply take it slow. You want to eliminate the enemy Battleship naturally, but the enemy Submarine may get in your way. What you should do to keep moving your Battleship around, making the enemy Submarine waste gas like crazy, especially since it's submerged. Once it's sunk, the enemy Battleship should follow suit. Refuel with your Rig, then take it down. Be careful of the enemy Rockets and Artillery, too. The War Tank, as like most, isn't too much of a threat. Take down the indirects, and you can probably wipe out your foe with an HQ capture provided that your Infantries haven't been killed off. =============== ~~Rapid Ferry~~ =============== Starting Units--Infantry, 2 Mechs, Bike, Anti-Air, Missiles, Rig, Lander, Cruiser, Submarine, Battleship, T Copter, 2 B Copters, Bomber, Fighter You'll want to capture the HQ for an easy victory, but your foe isn't likely to let that happen. Securing the center island by putting your Missiles on it is advised, but not until the enemy Battleship is destroyed. You may need to sacrifice your own Battleship in order to do so, but the effort will likely pay off if you play well. Keep your Cruiser handy so that you can destroy the enemy Submarine, and naturally, all of the aerial units that have to come across the sea. Try to kill the Bomber first, followed by the B Copter. Get your Missiles on the center island to help out. With no naval or air force, grabbing the HQ should prove fairly simple. Whoever loses all their naval and aerial units will have essentially lost the battle. =============== ~~Bundle City~~ =============== Starting Units--2 Infantry, 2 Mechs, Recon, Artillery, Tank, Anti-Air, Rockets, B Copter Don't worry much about the cities--your foe probably won't let you repair your units if they are smart. Red is capable of getting both silos before blue can, assuming they don't defend either with a Tank or Anti-Air. Killing off those Infantry and getting the silos is advised, so make sure they get killed. Defend the silos yourself if you can, then use them and blast away the Tank, Anti-Air, and/or B Copter. The Artillery shouldn't be too much of a threat as it has to keep moving around, and with no chokepoints and few meatshields, there's no point in using it. Use it as bait if you must, mainly because there's nothing you can really do with it effectively. Past this, just try and chase your foes around the map, possibly going for HQ capture if ever available. Needless to say, this is FAR more interesting in Fog of War. =============== ~~Scarab Road~~ =============== Starting Units--Infantry, 2 Mechs, Recon, 2 Tanks, War Tank, Anti-Air, 2 Artillery, Rockets, Rig, Submarine Your forces start off on two different islands. The point of the Submarines is only for Fog of War, so ignore it in clear weather. Red has a clear and flagrant advantage in this map. They can rush blue's HQ, blocking the capturing Infantry with several meatshields until they finish, easily winning the map. Blue will want to stop this quickly, so move their Artillery to where it can attack anything on their HQ. Red should do this too, forcing a drawn out match. Try to destroy the enemy Tanks and War Tank first. Try to lure them to a chokepoint, then blast at them. Of course, the center island is the best place to accomplish this, and only use a few units. Send the rest around the map and seek out seperate targets. HQ capture will always be the best method to finish this map, and it's only a matter of destroying anything that can destroy your Infantry trying the capture. Focus on enemy indirects next. With no way of competing in chokepoints, a victory will fall easily into your hands. However loses their Tanks first is generally going to lose the match. Ignore capturing cities unless you are in critical need of repairs. ================== ~~Pointing River~~ ================== Red Starting Units--Infantry, Mech, Recon, Tank, War Tank, Artillery, Anti-Air, Rockets, Missiles, Rig, Lander, Battleship, Cruiser Blue Starting Units--Infantry, Mech, Recon, Tank, War Tank, Artillery, Rockets, Rig, Submarine, T Copter, 2 B Copters, Bomber Both groups will need to rush for the southern island to secure a silo. Ground troops will want to rush for the bridge, and the aerial units will need to do their best to injure/destroy any of the ground units, starting with the ones that were injured by the silo if you were capable of getting to one. Use your Bomber to destroy the enemy Anti-Air. Red needs to get rid of blue's aerial units to have an even advantage. Blue will have to destroy the enemy Battleship to make the map fair right back, but beware of their Cruiser! Red will probably be able to win the ground battle, so blue needs to everything possible to get rid of the Battleship and keep their aerial units alive. Whichever team is capable of keeping their heavily advantageous units alive the longest will have a higher likelihood of winning. Naturally, with no air counters, red can't win; with no sea counters, blue can't win. Play carefully. =============== ~~Liason Wood~~ =============== Starting Units--2 Infantry, 2 Mechs, Bike, Recon, 2 Tanks, War Tank, Artillery, Anti-Air, Rockets, 2 Rigs The are tons of woods tiles on this map, so most of your units are going to be slowed down. Keep a Tank on your HQ and wait a few turns so you can put your CO inside. It'll help with the front lines. With a CO unit helping your other units during the main attack, move your units into the forests. In Fog of War, this is a far more strategic move. In clear weather, the map will likely end in a stalemate. Keep indirects in woods at all times. Use your Recon and Rigs to scout for units that are hiding, then blast away at them. The turning point of this map is whoever gets the first strike. You'll need to get lucky that your foe doesn't spot you, and that you find where their units are generally hiding. If you can't run into them, you'll probably push through to their HQ. That'll allow you to quickly capture it. What will you do? Keep a unit behind to prevent capture briefly or go all out through the forests? Judge your opponent well and try to perform the opposite of what they do. =============== ~~Deer Harbor~~ =============== This large map will be home to a long battle. Blue will want to go for the western island, as they are closer to it, and red will want to secure several southern properties and everything they can to the east. The east has mostly cities and plains, but a lone temporary airport as well. If you can keep that defended, you will have an easier time holding off blue's forces on the east side of the map until you can assist with ground troops. Both teams should get navies going, and you'll likely find this will be more of a naval battle. With NO production facilities on the southern island, or anywhere on the east, a navy is realistically the only option for both sides. Try not to use too many Battleships. Submarines should be fairly common on both sides, and that won't make them too useful. This doesn't mean neglect your ground forces. You'll want to keep fighting on that front in order to keep a stable economy. Blue and red will constantly be fighting for monetary control, so try not to let up. Use aerial units sparingly, enough to pose a threat and cause Anti-Airs to be built, but just don't rely on them too much. Not much else to say but take your time. Build an army and charge through your foe. There's nowhere to hide in Fog of War. Whoever can lead a ground assault into their foes' base, and have naval units supporting them nearby, will win this battle. =============== ~~Alara Range~~ =============== With so many mountains, ground troops are going to have a difficult time reaching destinations quickly. Use T Copters to transport Infantry quickly across the map. The temporary airports will prove useful later in the battle when dogfights will constantly be going on. The map is symmetrical in terms of cities, so both teams have a fair advantage. Don't invest too much in T Copters. Three of them will be enough to constantly ferry Infantry across the map. Be sure you can eventually defend your frontal cities from enemy Infantry--there's nothing sillier than letting your cities get captured. Dusters will be high effective in countering the aerial units that your foe makes. Have your CO board the Duster and it'll be quite difficult to destroy (especially if it's Waylon inside). Past the opening capturing, you'll want to flood the center with Dusters, maybe a Fighter or two, Anti-Airs, and tons of Tanks with Artillery support. Keep enemy Bombers at bay, and as for yourself, never make them. They will get destroyed quite quickly against a decent opponent, and the damage they'll cause before getting crushed won't justify their cost. Keep destroying your foes' units, and push them back with Rockets when you have the chance. Stay defensive against aerial units, and perhaps invest in several Missiles in order to assist you. With how long it'll take them to reach the center of the map, ensure they don't get killed quickly. Take your time with your army, then attack when you feel ready and there's a break in enemy movement. ============== ~~Lost River~~ ============== Blue will easily have the advantage for this map. They start with more properties, and the cities up north are more than easily accessable to them. They can also get a second airport more than easily near the start of the match. All they need to do is make a Duster to prevent large red monetary expansion. Red should attempt to do the same, or at least counter the Duster that blue is likely to make. Blue is likely to win in the long run because ground forces can't cross the entire map. Blue gets access to a large economy, and they have two airports, so they are at the advantage. Just spam strong Bombers to take out Anti-Airs and Missiles that red makes, and airlift Infantry to try and take the HQ if you can manage to block all of their properties. Red just needs to defend against blue, and has to capture more properties than they can. Keep building from your airport. You want to try and outproduce blue as best as possible, countering their units and trying to push into their base at the same time. It's difficult, but if you have a stronger economy, you can win. ================ ~~Volcano Isle~~ ================ Red easily has the advantage on this map. They have access to more cities, and getting to those in the southwest corner is far simpler to them. Blue may get an extra factory, but if they don't work fast, then red will quickly stomp all over them. Don't try Mech rushing over the mountains--you know no decent player is going to let that work. Have your CO board a Tank, get several Bikes out, and begin capturing while mounting an offensive. Blue should try to attack red from the north. They have a factory up there, but red doesn't. Use the many forests to your advantage. Rush the south and try to capture the properties. At the least, prevent your opponent from getting them. Once into the battle, Tanks and B Copters are the best way to go. Keep B Copters in wooded areas where Anti-Airs get slown down. Keep making Tanks or B Copters each day, and do your best to counter what your foe is making, or at least what you think they are making. ================ ~~Turtle Atoll~~ ================ Blue starts with the advantage, and they get more neutral cities to capture on their island as opposed to red. For red to be able to make it even, they will need to capture the properties on the smaller nearby islands. Use Gunboats to get there quickly, and try to outbeat blue who will likely have the same idea. Other than that, this map will be mostly a naval battle. Battleships will be quite useful here as the entire mainland of both islands is available for pelting. Place temporary ports on the islands that you capture so that Battleships can get refueled and supplied. Red has two ports, so they can seriously injure whatever comes out of blue's port and outproduce them. Spending on Gunboats is advised--by now you should know how useful they can be in the seas. If you do that, you REALLY need temporary ports. You'll probably get one of those smaller islands, so keep the ammo of all your ships in your mind when making assaults. ================= ~~Squash Island~~ ================= Red is able to get an extra factory quite quickly, but blue is able to reach their properties faster than red, so it all evens out. This is a pretty basic and fair match for both sides. There's aerial combat, as well as temporary airports available for capture in the center of the map. If you can grab hold of those and keep your planes alive, you will be in pretty good shape. As with most aerial maps, try to focus more on your ground units. You aren't getting an insane economy, so wasting it all on Bombers and Fighters is moot. The center chokepoint is something red will need to push through quickly. Blue gets more capturable properties on their side, and if red rushes from the start, they can get some of those. Blue needs to halt their advance any way possible. At the center of the map, there should be at least one Missiles on both sides to keep aerial units away, and plenty of Artillery and Rockets. Whoever has the better indirects is going to get control of the chokepoint, and the person who pushes through is eaisly going to be claiming victory. Keep backing up your defense and slow down your foes to buy time--you'll be wanting as big an army as possible. ============= ~~Cube Keys~~ ============= This map is massive, and it will take a while to get an effective army and economy going. Many properties are far away from your starting base, and protected by mountains none less, so send some Infantry towards them and don't forget to move them on the oncoming days. For the remaining cities, using T Copters is preferred thanks to how far away they are. Don't spend too much on transports. After about 10-15 days, each side should have a decent economy, and so you should start thinking about an army. It should be obvious that this map has tons of chokepoints, so use that to your advantage. Artillery and Rockets will have a field day on this map, but always keep Missiles nearby. With airports at hand for both bases, this map could turn more into an aerial battle. With little use for Anti-Airs thanks to all the ocean spots planes can park themselves on, Fighters and Dusters will be needed to keep enemy air units away from your army and base. Don't spend too much on them, naturally. One or two Dusters will be enough. You may want to put your CO in a Duster, or maybe a Tank, depending on which front you want to put more attention into. I prefer assaulting on the ground with a little air support, but the other way around also works. Manuavering around enemy chokepoints is the best you can do on your trip to raid the enemy base. ================== ~~Mirror Islands~~ ================== This map tips the advantage far to blue. So much so that red hardly has a chance of winning if blue prevents most capturing that red does. Red will need to try and capture the scattered properties, while at the same time destroying blue's attempts at halting them. Past that, it's an even map mostly in terms of how many cities there are. There are a decent amount of plains and roads leading to the center of the map, so you'll want focus on your ground units a bit more than your aerial units. Make Dusters occasionally in order to hamper your foe's air units. There are two bridges seperating the islands, one in the north, and another in the south. It's best to attack whichever bridge has the least amount of resistance on it. That way you can push through to the enemy base quicker, possibly obtaining several of their cities. Obviously, prevent this by evening defenses on both bridges to stop oncoming enemies. You have to keep your cities intact. ================ ~~Shark Strait~~ ================ Blue Starting Units--6 Infantry, 4 War Tanks, 4 Rockets, 2 Rigs, 2 Bombers, 2 Fighters This is another huge map, and blue has the blatant advantage. They may start with one less property, but they can immediately capture a lot more, and with their starting units, stop red's capturing process. Red's island houses a lot more cities than blue can obtain, even with the other two tiny islands. The problem is trying to capture all of them. It will take time, and blue isn't going to just let you capture them. In Fog of War, red can capture easily without too much distraction. Start capturing to the north, and focus on destroying enemy War Tanks and Rockets. Get some Anti-Tanks and Anti-Airs out. The Bombers can be a threat to the Anti-Tank, but the War Tanks will easily stay away from you if they know what's good for them. All this map involves is red holding off blue until they get a strong economy going. If red captures everything on their island, blue will have no chance of winning due to red's far superior economy. The whole match can be determined by the predeploys. If red can be halted from capturing, blue will probably win. If not, red will win. It's as simple as that. ================= ~~Royal Channel~~ ================= Red Starting Units--5 Infantry, 2 Artillery, 4 War Tanks, 2 Landers, 3 Battleships, Cruiser, 2 Fighters, 2 Bombers This map is insanely stupid. A smart red player should make it almost impossible for blue to not get anywhere. With Bombers and Battleships invading their base on the first turn, they can either may Submarines which should get torn apart by red's Cruiser, or make Fighters and Dusters, which get torn apart by red's Fighters. Whatever way you look at it, blue has little chance of winning. If they spam Anti-Airs the first few turns, they can stop the Bombers, and then make Submarines to take care of the Battleships. However, once they do this, red will have likely captured a ton of properties, so there will be a huge economic disadvantage. What's worse is that the map is big. Too big. It will take days for several units from either army to collide and fight, and many units are likely to run out of fuel. When it comes down to it, this is a boring map that gives favor to red for whatever reason. Blue can win, but it will be an insanely long and uphill battle for them. Try taking red's cities first to weaken their economy slightly, then take care of their predeploys. ------------------ ~5B.2 Player Maps~ ------------------ There are 70 of these maps, so descriptions are going to be pretty brief. Most of these maps don't really need much mention. However, unlike classic, a lot of them are actually fair. These can also be picked for random matches online. ================= ~~Plug Mountain~~ ================= Spam Bikes throughout the beginning days of this map to either capture one of the cities, and/or prevent your foe from getting the other. From there, you'll either be making Mechs or Tanks every other day. It's a tiny map, so overpowering your foe shouldn't take too much effort. If you want to, you can make an Anti-Air to dispose of the Bikes or Infantry your opponent spams. It's quite effective. Just have a Tank assist it so an enemy Tank doesn't destroy the Anti-Air you invest--it's a low income map, after all. ================ ~~Basin Forest~~ ================ Make Bikes to secure one of the cities up north, and back them up with Recons to halt enemy advancement. Meanwhile, send Mechs across the mountains to capture the cities surrounded by forests. Spamming several Mechs that way will allow you to control both cities. Whoever ends up with more cities will have a better advantage on this map (not to mention blue starts with an additional city). Several Tanks can overrun the enemy early on. Artillery support is also highly advised thanks to the chokepoints you will likely make with a Tank wall. Bust through some Bikes and any enemy Tanks, capture any of their cities you pass, then push through their lone factory. Should be a quick map for one of the players. A long stalemate isn't likely. ============== ~~Dual River~~ ============== Build Bikes and take over the enemy cities. Even by doing this, blue will still have an economy advantage, so fighting over an additional city will be highly necessary for one of the players. Of course, 1000G in funds each turn isn't too much in the long run. Basically, just alternate between Artillery and Tanks. This map has good chokepoint availability, so use them to your advantage either in defending or in attacking. The map is small, so it shouldn't be too long of a battle. Use Tanks and Artillery as best as you can, put your CO into a unit, and push through the enemy. =============== ~~Cross Paths~~ =============== Starting Units--2 Infantry, Artillery, Tank This map is far more fun if it is done in Fog of War. Red will be able to win by HQ capture since they can reach blue's HQ first (obviously with first turn advantage). Blue will need to destroy red's Infantry, and at that point, go for HQ capture themselves if they can't destroy the remaining units. Red needs to defend against blue's assault, and try sneaking something to their HQ. Red should win this map more often than blue can. ============== ~~Chessboard~~ ============== Starting Units--9 Infantry, 2 Bikes, 2 Landers Again, this map is best done in Fog of War. This fight is fought using all types of units, but due to your economies, both players should stick to just land units, with the occasional B Copter. The whole map, which consists of several mountains ahead that make ground units go either left or right, screams chokepoints. Several Rockets or Artillery will help you well. Make the most of your starting Infantry, too. Rushing into the enemy Infantry is only going to get them killed, but if you're smart, you can actually make use of them. Your Landers will probably block eachother in the channels, so don't think you're going to win that way. Rushing with CO units is a good way to overwhelm your foe. The economy isn't strong, so attacking fast can easily destroy them. =============== ~~High Plains~~ =============== Starting Units--3 Infantry, 2 Mechs, 2 Bikes, Recon, Flare, Artillery, 2 Tanks, Md Tank, War Tank, Rig This map can be tricky in Fog of War. With every spot on the map capable of being hid in, your Flare is your only chance of seeking out enemies. Navigate the forests quickly, leaving your Bikes and Recon to stay and defend the HQ. They can hardly move through the woods, so they aren't useful anywhere else. Try to wall in your Artillery with your War Tank and Tanks. The Artillery can dish out damage the Flare finds, and the Tank squadron can finish them all up. Overall, it's an even map, and if you pay attention to where you find units, you can seek out more enemy units, eventually knocking them down to only useless ones. At that point, your Infantry can capture their HQ. It's best to do that instead of wondering around trying to find the last unit or two. =============== ~~Giraffe Map~~ =============== Starting Units--Flare, Tank, Artillery, Missiles, Gunboat, Submarine, Cruiser, Lander, Battleship One of those semi-symmetrical maps that is just stupid. See the factory at the center? Red's probably going get it, and that'll allow them to win easily. Also, there's no airports, so the Missiles are completely worthless. Use them to stall the enemy in the chokepoints as you race for properties. Head for one of the islands either on the west of the east. The eastern one can help with its factories if you use Landers to transport them to the center of the map. The western one has a port. The choice is yours. Nothing else to add to this map as it's a standard battle. If both teams are aggressive, nobody should capture that center factory. Whoever does, however, can likely win the match. ================== ~~8-Bridge Isles~~ ================== Red Starting Units--3 Infantry, B Copter, 3 Dusters, 2 Fighters Blue Starting Units--2 Infantry, Anti-Air, Missiles, 2 B Copters, 2 Dusters Both groups want to rush for one of the center factories, while trying to pick off enemy Infantry. To be perfectly honest, I can't see how blue can win this map. Red has huge first turn advantage, being capable of destroying blue's air force on the first turn, and the only thing blue can do is kill one plane with the Missiles and injure another with an Anti-Air. Those Infantry for blue aren't going to help much, AND they start with a dampered economy. Yeah, little chance of them winning. Whoever gets to be red will end up winning this map fairly easily. ======= ~~UFO~~ ======= Starting Units--Mech, Tank, Artillery As much as it looks like an HQ capture is the way to go, don't be so fooled. Move your Mech towards the enemy HQ, but only as a diversion. If you can destroy the enemy Tank, you can destroy their Artillery easily, and after that, the Mech. Just make sure the enemy Mech never reaches your own HQ, or you will be in trouble. Other than these simple facts, it is a short map for obvious reason. ============== ~~Robot Isle~~ ============== Build Bikes the first few days and rush for your opponents cities. Blue will get shafted a bit in the beginning, but after that it will be a mostly even match. There are only a few cities, and there will be a constant power struggle over them. Keep building Tanks almost every turn, stopping to build an Artillery every now and then. Try keeping your Artilleries surrounded by the mountain ranges down south to pound on enemies that keep coming your way. Using Tanks, try and block off the center so you can capture the cities, starting with the ones owned by your opponent. From this point, it's merely going to be based on who can use their Tanks more effectively, and the better CO Zone may come out ahead. ================= ~~Diagonal Isle~~ ================= This is an even, symmetrical map. Use several Bikes to secure the properties, then start making Tanks, and maybe Recons or Mechs. Depends on which you want to use as cheap meatshields. Mechs can be pretty useful on this map as it is highly likely your foe will continue to build Tanks every turn. Make sure to put your CO into a Tank, retreating them if they come close to being killed. As you push into enemy territory, you'll want to capture their cities to hamper their economy even further. Rush with Tanks, and protect some of them with cheaper units if you can. Recons or Mechs work quite nicely, and the Mechs can damage enemy Tanks very nicely if you ever get the chance. ================ ~~Equal Island~~ ================ As with all maps, go for the nearby properties quickly. The meteors will prevent the left and right bridges from being used effectively until being destroyed. Don't attack any of them until you are ready to launch an offensive. Until that point, hold the center bridge with defensive units and indirects. Several naval units will also be able to help you. Get a Battleship onto the field to aid in harming the enemy's hold on the chokepoint. They can also attack the meteors in order to move your troops further. Other than that, just amass Tanks until you are ready to push through. Several Anti- Tanks will also be useful. If your enemy makes them, get some Bikes to injure them so they can't harm your Tanks as much. ================= ~~Geometric Map~~ ================= Red will need to capture the two cities close to their factories in order to even out the economies. Blue will be able to build slightly more in that amount of time, but it won't prove to be too much of an advantage. There's no chokepoints on this map, so Artillery won't be too useful here. Go all out with Tanks, every now and then building an Anti-Tank to hopefully stall the enemy's Tank advance. There's not much else to say--the map title says it all, really. In clear weather, try to counter what your foe is building. In Fog of War, use those woods to your advantage, and maybe stick some Artillery in there when the opponent can't see them. ================ ~~Mouse Island~~ ================ Blue will get a slight advantage by capturing one of your cities a day before you can capture one of theirs. Nothing too major, though. For the most part, this is a standard battle fought on two fronts. There's the south, and the middle. The northern bridge shouldn't be the site of too many battles, but keep a Tank and Artillery stationed up there incase the enemy decides to attack. The center will be the main holding spot thanks to the chokepoint. Have Artilleries in the south and the center pounding on enemy units. The center city isn't likely to be captured early on. Whoever does capture it, however, probably has the advantage at that point, and they are likely to obtain victory. Keep using Tanks and Anti-Tanks through the battle. =============== ~~Striped Map~~ =============== Starting Units--Infantry, Bike Well, this is a pretty stupid map. Both of your units should gun for the silos right away and target the enemy predeploys. If they are weakened, they have no chance of capturing a factory, making it a worthless attempt. You can retreat to your HQ to heal and go capture a factory, or continue moving the Bike to the enemy HQ and capture it, provided it wasn't weakened too much. Fairly simple map. Whoever reaches the enemy HQ first is probably going to win. =========== ~~Mermaid~~ =========== Looks like a mermaid riding a jet ski...yeah. Anyways, both sides are even when it comes to capturable properties, but the southwest is up for grabs by either side. It has three factories, and it's pretty close to the blue base. They can get it first, possible, but if red gets control of all three factories, then blue will have a lot of pressure put onto them. Red needs to rush for them, blue needs to stall until they can capture them for their own (or just prevent red from getting them. It's not necessary for blue to get them, but it helps). Use Tanks and Artillery mostly, as with most maps. Focus more on Tanks and Md Tanks--this map has few worthwhile chokepoints. =============== ~~Pretzel Map~~ =============== Each side should be able to capture six properties on their sides of the map, so it's a moderately fair fight. There are many ways to approach your opponent on this map. Take your time to build up an army, as there aren't any factories near the middle of the map. The center isn't a chokepoint. There are beaches on the sides to manuver around, so blocking it will only force your foe to detour a bit, and in the end you'll probably get injured or defeated because of it. Don't be stupid there. Try capturing enemy cities if they leave them unguarded--the economy advantage will become apparent once you begin outproducing your adversary. ============== ~~Heaven Map~~ ============== Red has the early advantage, mainly because they can reach more properties in quicker time. Blue needs to work quickly to try and capture red's cities near the center of the map. Save up for a Battleship midway through the battle--it can help defeat your foe in the central area of the map. Just make sure that it doesn't get assualted by other indirects or Submarines. Just keep sending Tanks to the center, and occasionally an Anti-Tank to deal with the large amount of Tanks that your foe will produce. Try to park it on one of your cities to keep it healed from the minimal damage that it will take. Keep Rockets behind a wall of Tanks to try and scare away the enemy units. Try pushing through enemy lines and take enemy cities until you enter their base, ending the battle. ============== ~~Jester Map~~ ============== Both sides can obtain an even amount of cities, but the rush for the center area is key to securing most properties. You only have land units to work with, so take due care. The edge of the lake is all beach, so don't expect easy chokepoint availability. Tanks need to be used well here, but making Infantry/Bike meatshields for your Artillery units, should you make them, is also advised. You can also just form walls with your Tanks. The Artillery will remain safe so long as the Tanks remain alive. It's a pretty basic map overall, just keep building streams of units with your Tanks as you overrun your adversary. ============ ~~Cog Isle~~ ============ This is a pretty simple map. All you have is three buildings, two of them being factories. There's a mountain range between you and the enemy HQ. Neither side is going to get much farther than making Mechs or Infantry each turn. I suppose you could save up for a Tank, but there will be little action between both sides on this map. It may even be more of a stalemate the whole way through. A Tank and Anti-Air, in theory, could rip through any Tanks and Infantry on the way to the HQ. Escort a Bike there and capture it, perhaps. Either way, this is a boring map with little applicable strategy. ============= ~~Zero Wood~~ ============= Whoever gets the factory in the center of the map is probably going to win the fight. Start the match with several Infantry gunning for the factory, and one heading for a city on the outskirts of the map. Make a Flare to destroy any enemy Infantry, and save up for a Tank as well later on. Join Infantry during the capture if they ever get injured. For whoever gets the factory, just keep spamming units until you have completely outproduced your foe. If you keep using Mechs, or Tanks every now and then, your opponent has no chance of winning. If you don't get the factory first, you'll need to do everything possible to capture it before the match goes downhill for you. ================== ~~Butterfly Isle~~ ================== This is yet another symmetrical map. You want to capture your enemy's cities nearby first to harm them briefly, then set out and capture everything else around you. There is a port to the north, but you shouldn't be focusing on naval battles here. The amount of funding in comparison to the amount of buildings you get just doesn't justify the means, and it only takes a cheaper Submarine to take down your Battleship. Unless you want to invest even more in a Cruiser, in which case this is just asking the enemy to overrun your ground forces. Focus on those the most. The cities in the center of the map probably won't have any definite ownership due to that spot being the main battleground between both sides. It's a chokepoint, so you naturally know what units to be using in such a situation. You have the income for Rockets, but the terrain won't allow you to reach it quickly. Focus on building from the northern base--it reaches the center quicker. ============= ~~Wing Cape~~ ============= There are no neutral properties to be had, so what you have at the start is what you have to work with. It is a tiny map, with two chokepoints, if you can consider them chokepoints, at the center. If both aren't blocked off, then units can just manuver around the first chokepoint unhindered, so be careful. Alternating between building Mechs and Tanks is an effective strategy. There are limited funds to be earned per day, so you'll want to make the most of it. Alternatively, make Recons if your foe keeps making Mechs or Infantry themselves. If in Fog of War, use the various forests on the map to your advantage. Sneak some Artillery into them, then fire upon unsuspecting enemies. =============== ~~Saber Range~~ =============== The center of the map is a key focus point. Send waves of Tanks down there, with an Artillery or two. A good way to ruin enemy plans is to save up for Rockets. This will either provoke your foe into attacking, which may or may not harm you (be sure to know beforehand if you can take losses!), or it will push the enemy back. Your goal is to gain control of the center area of the map. You can grab the enemy cities as you pass by the center, and then continue pushing into the enemy base. With strategic Artillery/Rocket placement, you can bombard anything else they create. The turning point of this map is the skirmish in the center of the map. Don't be afraid to attack first-- with strong units, you can take on your foe. An Anti-Tank is also recommended, just so you can destroy an enemy Tank when they do attack. Just beware of Infantry that sneak up to it. ================ ~~Asphalt Maze~~ ================ Try and capture the two cities closest to you. Your opponent will either attack the Bikes capturing them constantly, or go for their nearby cities as well. Making only 7000G a day means you can consistantly buy Tanks, and due to the nature of the map, Artillery are pretty worthless. It's an open map, so try sneaking around enemy forces whenever possible. With a lack of chokepoints, you should be spreading your forces out, and your opponent should be doing the same as well in order to halt any possible advance. ================= ~~Tennis Island~~ ================= Looking something like a tennis court, this is a fair match. The "net" is a plasma wall, so you have your side to yourself until a meteor gets destroyed. Rush for the cities near the plasma first. If your opponent puts an Artillery there later, you'll never be able to capture those cities. It goes without much saying that you should build up an army with mostly Tanks, backed with several Artillery, before breaking down a meteor and rushing the army that your foe has made. Breaking the meteor first is cruicial as it allows the first strike, but if you go underprepared, then your foe will stomp all over you. Make sure it's an even match, then break the plasma wall and invade. The stronger side will come out winning. ================== ~~Cut-Grass Isle~~ ================== The neutral cities in the corners of the map are going to be difficult to control for either team. You may get one of them, but decent players will make Recons to halt any other attempts at capturing those properties. Because of this, neither team is going to have a strong economic advantage. Thusly, try building indirects to force the enemy army away from one group of cities long enough for you to capture them. If you can secure one group of cities before the enemy does, then you can use the extra funds to build Tanks and try stopping the enemy force again from trying to capture the other cities. If you can do this, they are pretty much done for. If they do capture those cities, it'll be a long battle. Make an Anti-Tank every now and then to make Tank rushes almost worthless. ================== ~~Battle Stadium~~ ================== It's a pretty stupid symmetrical map, but then again, most are. No factories are near the center, so it will become annoying to keep taking several days to assist your Infantry in capturing the properties. I advise trying to be sneaky and making a Mech travel across the mountains towards cities your opponent has captured. In the resulting fray in the center, they may be too distracted to notice. Hide Artillery in forests or on cities in Fog of War. They are insanely useful here thanks to the cities in the center that can keep healing them. Be sure to have a bunch of Tanks support them, naturally. You may want to make a Rockets every now and then, but keep those on forests. You don't want an enemy to spot them quickly and destroy what took you about two days worth of funds to create. Be conservative. =============== ~~Inner Wheel~~ =============== You'll have to fight in two different corners of the map, and you'll need to do it well. The property rush is important, but you'll want to secure the silo if only to prevent your opponent from using it. You can try stalling their capturing with it. Each side can get four more properties, so everyone can almost buy an Artillery and Tank each turn. Artilleries are insanely useful with all of the chokepoints. Also, using three of them, you can win the map. Place one of them three spaces from each factory. Using those three Artilleries, you can attack anything your foe makes. Whoever can complete this setup will easily win the battle. Use Tanks in order to accomplish this. =============== ~~Burger Isle~~ =============== Yet another stupid map. All each side has to do is spam Infantry or Bikes and run for the enemy HQ. Build Flares or Anti-Airs to destroy whatever is trying to capture yours. With enough persistance, lots of joining, and some nearly killed Infantry, one of you will likely win the battle. It's all about holding off the enemy capturing your HQ while you finish capturing the enemy's. If neither side can capture it, blue will likely win anyways thanks to the large amount of neutral properties near them. =============== ~~Triple Road~~ =============== The factory on the center island is cruicial to victory. Ignore other cities as you rush for it. I advise bringing two Recons along in order to stall enemy movement from reaching the factory, as well as giving you a chance to finish capturing it. Nothing else needs to be said besides capture that middle factory. Blue can't get there first is red rushes, so they will need to destroy the Infantry on it. Artilleries are great for the center of the map thanks to all of the chokepoints. Try sneaking around the south with Artillery support, then grab enemy cities if they leave them open. Winning this map either takes grabbing the factory, or using chokepoints to your heavy advantage. Never underestimate Rockets either in this map. You've got a large economy. Don't spend only on Tanks. ================ ~~Deep Defense~~ ================ Red Starting Units--2 Tanks, 2 Anti-Airs, Missiles, 2 Rigs Blue Starting Units--7 Infantry, 5 Bikes, 2 Tanks, 2 War Tanks, 2 Anti- Tanks, 2 B Copters, 8 Bombers Stupid map. Red starts with an insane amount of properties, most of them close to blue's starting units. Red will need to assault blue with everything they can. Build Bombers from the airport near their HQ to halt ground advancement, trying to block chokepoints. Use Fighters or Dusters to take care of Bombers. Blue should go straight for red's cities and any production property they can get hold of. If blue gets enough momentum, they'll be unstoppable. If red can stall them for seeral turns, it is possible that blue will be defeated. It's up to a little luck and quite a lot of skill. A skilled blue player can easily win this map. If the red player knows what they're doing, they will destroy blue before they capture too many properties. Red needs to use all of their funds effectively. =============== ~~Desert Duel~~ =============== Starting Units--2 Infantry, Recon, Artilery, Tank, 2 Md Tanks, Anti-Tank A pretty bland map. Each side gets one factory, and is able to capture one additional property. Bikes will probably be the commonly made unit, or Mechs if you wish to get rid of enemy Tanks effectively. Move all of your units towards your enemy and try to get the first strike on them. It works better in Fog of War due to the hiding spots that ruins provide. If in Fog of War, use it wisely to defeat your enemy. Or go for an HQ capture if you can lure them out far enough. Keep your Recon on your HQ in such a case. ============= ~~Ruby Keys~~ ============= Use your T Copters effectively to capture many properties in a quick amount of time. Go for factories on the mainland first, followed by cities on the tiny islands to the south. The center-north airport can prove useful late into the battle, so try getting that before your opponent. Don't focus much on naval units--a single Bomber can take down a Battleship, and Bombers are more versatile. There will be a firefight over the center properties. Use Artillery to hurt enemies and try to stall them with weaker units, or air units, until you can capture those propeties for yourself. With an economic advantage, and a ton of airports, keep pushing back your enemy. Use Tanks if they're sending out Anti-Airs. Keep pushing into their base and rout them down. Or capture their HQ if they have a Submarine hiding somewhere for whatever reason. =============== ~~Rainy Haven~~ =============== Each side has a factory on an island near them that they can capture with ease, and then use it to capture all of the enemy cities on said island. Get there quickly and make it happen. As for the other, various small islands, focus on getting airports. Air units are far superior to the even more expensive naval units, and nobody should be stupid to leave something in the path of a Cruiser. Basically, it's a fair map for the most part, with more focus on aerial battles due to unconnected islands. You can try using Landers to invade the enemy HQ, but that will probably fail quickly. There's not much on this map worth noting. A few Cruisers will actually be useful because some aerial battles will be over the ocean. Make it count. =============== ~~Face Island~~ =============== A standard, small map. Red will want to capture blue's preowned city as quickly as possible, then try and secure any other cities they can. Focus on building Tanks for the majority of this map. If you can sneak a Rockets or two into the center mountain area, and keep them protected, you can attack anything your foe makes from their factories. This is expensive and difficult, so it's best just to stick with Tanks. It's a small map, but can turn into a stalemate if you wait too long. Attack from the opposite side of the map if you can't make much progress. Even out your forces incase your opponent gets the same idea. ================= ~~Spectacle Map~~ ================= Each side gets two factories and access to a ton of cities. There's really not much to say for this map. It works amazing in Fog of War, and in that, hiding Artillery on many of your cities is a great idea. Outside of that, you'll probably just focus on Tanks like any normal map. Never stop trying to stop capturing properties. You'll want to have a constant high economy, so keep producing Tanks and Artillery (less often if there's clear weather). If you can take a ton of your foe's cities, you are at the point where you can beat the map. ================ ~~Split Island~~ ================ Use your T Copters to get to central property quickly, and invest in several Dusters to interfere with enemy capturing. With the large amounts of mountains and forests blocking access to the center, focus on aerial units more than ground units is advised. B Copters will work just fine here. They aren't expensive, and easily rip through Tanks. If the enemy isn't using Bombers, just build Anti-Airs. Missiles aren't effective here anyways, but try using them if the enemy starts to spam Bombers. Like most maps, hold the center until you're ready to push through your enemy. As you're doing so, use T Copters to capture enemy cities to make a counterattack difficult for them, securing your victory. =============== ~~Eon Springs~~ =============== Each side only gets three neutral properties to capture, and there won't be any fighting over them. You'll have to focus on the north, south, and most importantly, center. Each HQ is open for capture more than easily by the opponent, so keep it guarded at all times. You only have so much money to work with, you'll need to balance it out. Focus on whichever part of the map your opponent is sending the most units towrds, and try countering it. You don't want them getting too much control in one area, otherwise they will push into your base and start capturing properties, giving them an even bigger advantage, to the point where you won't be capable of winning. Defend until you can assault, then dismantle their economy to boost your chances of winning. ================= ~~Portal Bridge~~ ================= For this map, you'll want to obtain an HQ capture. Because the HQ's are on isolated islands, this is actually easy to achieve. Capture the airports then start amassing funds. You'll want a T Copter and Infantry, obviously, and several Dusters to serve as meatshields for the capturing Infantry. Once you have your forces, head for the enemy HQ, keeping the T Copter protected. Be sure to keep making other air units in order to prevent your HQ from being captured. Try Fighters and destroy the T Copter in one shot if they allow it to be vulnerable like that. In only three turns of flight you can have the HQ, just make sure you keep that Infantry safe from Dusters. Putting Artillery on the bridges can also be helpful in guarding your HQ. Just beware of Tanks. ============ ~~Boxed In~~ ============ As the title says, ground troops are worthless. Use only Infantry for capturing, but focus on a navy otherwise. You will want to capture the enemy HQ to end this quickly, and that's actually an easy task if you can work towards it. Make Battleships and Submarines. Use Submarines to scout ahead, or if not in Fog of War, at the least to find enemy Submarines. Make a Lander and have 2 Infantry board it so they can heal eachother incase one gets damaged during the capture. Then, just work your way up one side of the map unitl you reach the HQ island. Block the enemy ports with Lander to prevent Battleship movement, and you can make the map end pretty quickly. Just work effectively. ================ ~~Marching Map~~ ================ Capture the factories immidiately, then start to hold the two chokepoints at the north and south edges of the map. The radar tower is a must if you are in Fog of War, otherwise the additional funds will merely be moderately useful in clear weather. Keep making Tanks and Artillery, and eventually you will be able to push through enemy lines in the chokepoints. Once you do it, assist in destroying the second chokepoint so you have your entire fighting force heading straight for the enemy base. At that point, you will easily be able to win. Just hold the chokepoint until you can assault. ================== ~~Hourglass Isle~~ ================== You'll want to capture the properties relatively quickly. The factories at the center of the map will be seeing the most action for a while. The center cities will constantly be under fire, and likely won't be captured. If a chokepoint is established, send units down the sides of the map in order to attempt breaking it up. Of course, those can be turned into chokepoints as well, so you'll need to work quickly. Tank with Artillery assitance is key. There's not many properties, so whoever can capture more enemy cities first will get a huge advantage to the point where they will likely win the map. ================= ~~Scissor Basin~~ ================= This is an odd map, and generally turns into a long battle. Red starts with less properties, but if they hurry, they can win the match. Red needs to grab all of the factories near the bridges, then hold them off as chokepoints, preventing enemy passage or capturing. They should also try to push into blue's territory and take their cities. Blue will need time to reach additional cities, and that's all red needs to do to get an advantage and win the map fairly handily. Blue needs to at the least defend the factories. The two factories in the east make for great chokepoints as well, and often are fought over. All you need to do in this battle is make effective work of the chokepoints and destroy the enemy army when they make simple mistakes in trying to push through your chokepoint positions. ================= ~~Barren Plains~~ ================= Starting Units--20 Infantry, 2 Bikes, 4 Anti-Tanks As the title suggests, there's nothing on this map except for plains. Charge your imposing army straight at your foe, and go for an all out fire fight. Keep Anti-Tank behind the wall of Infantry and try to pick off any weakened Infantry with them. Remember that Infantry and Bikes are quite effective against Anti-Tanks so you'll need to be careful. There's nothing special about this map. Try capturing the enemy HQ with a Bike if there's an opening you can squeeze through. Just make sure the enemy can't destroy that Bike. ================ ~~Square Canal~~ ================ Due to the mountains blocking the bridges, this will turn into a naval battle pretty quickly. Also, there's not too many cities on the map, so the amount of ships used by each side will be limited. When the battle shifts to that, build lots of Gunboats, and have temporary ports established. Gunboats are insanely useful here, especially on Fog of War. Their cheap price comes with great effectiveness. The center island is only useful if you have plenty of Landers on hand to transport ground troops to different parts of the map. If you can do that, then the battle is pretty much won since your foe may be focusing too much on naval units. Ground troops aren't effective otherwise in this battle. ================ ~~Beaker River~~ ================ The center island will be the important point of this map. Get the factories first, then hold off the chokepoint. An HQ capture is effective on this map because there are no unit producing buildings near them. Use T Copters to reach one quickly, with several B Copters or Dusters to guard them from enemy attack. Do this only once most of the center islands are under your possession, otherwise the enemy will likely still be strong enough to take down your capture attempt. But if you do take the islands, the HQ capture will be simple. Your enemy will likely have a weaker economy at that point, so they won't be able to counterattack effectively. Victory will be yours. Stick an Anti-Air on your HQ for safety to ensure it won't be captured so easily. ================= ~~Scatter Isles~~ ================= This map is full of chokepoints, so be sure to make tons of Artilleries and Rockets whenever possible, along with Tank shields, to batter your enemies from a distance. Due to the nature of the map, this works quite well. An HQ capture here is also possible because of the easy access to it, and if two shields are put up next to both bridges, than an Infantry can capture it unimpaired. You need to prevent that. As long as you're paying attention to what your enemy is doing, that won't prove to be much of a problem. Try to capture as many as the center properties as possible before too many strong units get there. Once they do, any additional capturing will be difficult to accomplish. Keep pushing your enemy with the chokepoints unitl you reach their base, finishing the remaining units. ================ ~~Scenic Route~~ ================ This map is favored towards red. They start with more properties, and can reach the ones in the west far quicker than blue. Red should secure the factories, then push south towards the other group of properties. Blue can only get one additional factory while red gets two, making it even easier for them to win. The chokepoint on the center of the map shouldn't even be important. Blue has little chance of winning this map no matter how you look at it. Red shouldn't let them have a chance of capturing many properties, and once red has an insane economy, a bunch of Tanks will overrun blue with ease. ============== ~~Pitted Map~~ ============== For this symmetrical map, holding the center chokepoints is important. You should try to delay enemy advancement towards neutral cities if at all possible. Send Mechs over the mountains and towards cities the enemy will likely try capturing. The center factories are also important to control, and you should try getting to those first. If you control one of them you'll be in good shape. If you control both, you'll probably end up winning the battle. Use the bridge chokepoints effectively, and use Rockets/Artillery to attack your opponent's center factory. It'll help in overrunning. ================= ~~Forest Island~~ ================= This map works best in Fog of War. The center factory is cruicial to winning this map. Red will always get there first, but blue can send streams of Infantry towards the factory to destroy red's Infantry and try taking it for themselves. There aren't many neutral properties, so you'll be stuck making mostly Tanks. They can't move very far in the forests, though. If in Fog of War, naturally use Artilleries all the time. There are plenty of hiding spots, especially if you can sneak one near the enemy factories. ============= ~~Swan Cove~~ ============= Red has little chance of winning this map. Blue starts with twice as many cities, and they can easily form an army to destroy any attempt that red makes at trying to capture a similar amount of properties. Blue should secure the center island, bringing along Mechs over there to capture it effectively, as well as injure any of red's attempts at getting it. Red should use Gunboats to reach the island. It's cost effective. If red can get momentum, unless they capture everything on the center island, they don't have much chance of winning this map, unfortuantely. It is quite unfair for them. ================= ~~Seven Islands~~ ================= Both sides want to race for the center island. It's quite important in winning the map. The factory should be captured first, if only so that you can produce more Infantry to capture the remaining properties. That island also has two ports, so you can defend from both sides. This will be a long naval battle, and be sure to establish temporary ports on several sections of the map. They will prove useful, especially since you should be using a decent amount of Gunboats. They need to be resupplied constantly. Try to get an economy advantage if the enemy ceases to occupy an island. Don't ever make that mistake. You need to produce as big a navy as possible to overrun your enemy. ============== ~~Great Lake~~ ============== There's only one neutral property, and blue is going to want it in order to even up the property total for each side. There's not much to this map. Although you have access to a navy, Gunboats are the only ships you'll be able to afford. They can prove useful if you try transporting Infantry to capture the enemy HQ. I doubt your opponent will let that happen, naturally. Focus on making Tanks every turn instead, but make Gunboats if your enemy makes them too. Just make temporary ports so you don't have to constantly retreat them when in the middle of a fight. ================= ~~Double Bridge~~ ================= The actual bridges aren't even that important. There's no chokepoint there you can exploit, and you can get there with T Copters instead of busting down a meteor. Pretty pointless and stupid to be honest. Try and get the factory on the island merely for the funds. Unless you want to have a Lander shuttle units built there, I'd say just don't use it. Putting a Missiles on that island is nice, however, and can scare off enemy air units. This map isn't anything special. Both brawlers will fight mainly at the bridges midway through the match, and whoever pushes into enemy territory first is going to win. Make effective use of B Copters. You don't have much money to use, so these cheap helicopters work wonders against enemy Tanks. ================ ~~Grid Islands~~ ================ Red starts with one less property, and there's nothing neutral to capture. Throughout this match you will want to cover as many chokepoint bridges as possible, then try pushing through squares and capturing enemy cities, eventually diminishing their army. The map works well that way. Red will need to work fast in order to secure another property before blue uses that to their advantage. Build a Battleship every now and then--they are great at helping get through chokepoints. Hell, they can park themselves on bridges and block it themselves. Your call. Nothing notable on this map. ================= ~~Marine Bridge~~ ================= Use Bikes to secure the properties either north or south of your factories. The problem you have to face with is that there is a direct route to your HQ from the enemt factories. Sure, the same applies to the enemy, but you need to be worried a bit. There's going to be a fight in the middle of the map, and because the bridge is so wide, Artilleries aren't going to be too useful. Push through with Tanks, backing up with Anti-Tanks, and have a Bike stay in the middle of the pack. Try to get it to the enemy HQ with ease. If you want to be devious, try blocking access to your HQ by placing Landers on the beach. They'll be annoying to destroy. ============== ~~Hat Harbor~~ ============== This map is somewhat symmetrical. Access to the enemy HQ is merely a T Copter ride away. Make Dusters out of your airports to either escort your T Copter and Infantry, or guard your own HQ from being captured. The choice is yours. Smart players aren't going to let their HQ's get captured at all. Place Infantry down south anyways in order to capture the properties. Whoever gets the southern airport will make capturing the HQ a lot easier. Instead of capturing the enemy HQ right away, try getting the airport. You'll find capturing the enemy HQ a breeze, hopefully, if you get it. Keep assisting an air force with your airports from the north. ================= ~~Vision Bridge~~ ================= The northern properties on this map is easier to hold because the forests will slow down enemy advancement towards the buildings. The center island is harder to keep hold of because of the opposite. The center island, naturally, is the more valuable one because of its factories and two ports. You aren't likely to get all of them, but you want that factory. Rush it at the start of the match, then try and get both factories. You'll easily win the match if both factories are yours. If you only get one of them, keep putting pressure on your opponent and never stop sending waves of troops until that second factory is yours. When you have both, you can easily launch an offensive against the enemy base, finishing the battle in a quick amount of time. ================ ~~Antipode Map~~ ================ Red starts with a single less city, but that shouldn't matter too much in the long run. Most of the neutral cities are placed far away from both bases, so you'll need to use some effort to grab them and keep hold of them effectively. While the fight for the northern cities is going on, you can try sneaking around enemy lines with naval units. The battle in the south should use Tanks and Artillery, with some Battleship support. Just don't let those expensive ships get sunk easily. Keep sending Tanks south and north, moreso to whichever front is getting more enemy resistance. Bide your time unitl you think you can overtake your opponent. Or spam more ships and hope they waste oodles of cash trying to counter your navy, giving you a temporary ground advantage. ================== ~~Spanner Island~~ ================== Most ground troops are quite ineffective here thanks to the roadblocking mountains. Spam Infantry into the center to capture as many cities as possible, and prevent enemy captures as best as you can. Use Gunboats to transport Infantry over to the side islands to capture even more cities. This funding will help you build a navy, which you will need to create in order to beat your enemy. There's nothing else besides standard naval combat warfare that really needs to be said. Counter what your enemy builds, or if in Fog of War, what you think they are building. Put your CO in a Battleship for added defense. Can't be too safe. ================= ~~Ring Mountain~~ ================= This is a large map with many properties, so expect a long battle. Rush for the center of the map and try getting the factories. The airport isn't as important because sticking a Missiles nearby will waste all effort put into building units there. If you get complete control of the center area, however, and that requires a lot of fighting most likely, as well as constant streams of Tanks from other factories, then you can easily win the map. Also consider placing Rockets in spaces so that they can attack the enemy factories from across the mountains, rendering them mostly useless. Or you can have them assist in taking control of the center area. Either method works fine. It will be a long fight, but make the most of the chokepoints. =============== ~~Rail Strait~~ =============== Blue starts with a large monetary advantage at the beginning. What both sides need to do is rush the center island and capture the lone factory there. Whoever does this first basically gets complete control of the island, and thereby gets a huge economy. For red, this means an even playing field. Blue pretty much secures a win by doing this. Blue should also try and get more properties north and south of them, while red needs to stop them from expanding, and focus on assaulting their main base. Three Landers can easily take care of that (one to plug the port, and the other two carrying strong units to destroy whatever is on the factories). ================= ~~Tribe Islands~~ ================= Red will have an insanely low chance of winning this map. Blue starts with more cities, and has easy to access to far more than red does. Red's preowned cities can also be captured by blue quickly, but not the other way around. Red can try putting up a good fight, but in the hands of a decent player, red has almost no chance of winning this map. Red need to focus on naval domination for any chance of winning, but blue has more funding to win such a battle. ================== ~~Bellow Islands~~ ================== Red starts with a single less property, but they have the advantage of being able to reach the center first. By doing so, they can try securing more properties. Get a Gunboat out quickly and get an Infantry to one of the side islands to capture the lone city on it. Bring to the center of the map several Recons and Flares to disrupt enemy capturing. After a few days, start sending Tanks down there with some Artillery support. Any uncaptured property is likely to remain uncaptured at this point. Keep sending Tanks down to the middle, with the occasional Anti-Tank, and push your way into the enemy base. It's a long bridge, so the enemy can stall with the large chokepoint using Artilleries effectively. ================ ~~Central Lake~~ ================ Here's a stupid map. There's nothing remotely interesting about this map. Each player has only two properties, but there's a ton of things available for capture. Rush for the central factories before getting the cities near your HQ. If you can get at least one of those factories, you'll be in good shape because you can begin capturing a lot more. Also, use up the silos early so they don't harm you more later on in the match. Gun for the airports in the northeast corner so you have aerial domination. You should also get the airports in the southwest corner, too. Basically, it's all an economics map. Whoever has the most center factories and cities will likely win the map with little contest. ============== ~~Piston Dam~~ ============== Each HQ is lying out in the open, so going for an HQ capture is the best option. This will be tricky since both sides have access to airports. Use a T Copter and prepare to storm the HQ. You'll want to focus on a ground assault as well because most strong aerial units are quite expensive. Shift between Anti-Airs and Tanks as you head for the enemy HQ. Once you get over there, expect some resistance. If you're lucky, you can destroy what weak forces your enemy gathered over there and capture the HQ. Just make sure you fortify your own, otherwise you may lose by having your own HQ captured. ============= ~~Snowflake~~ ============= Both sides will need to race for as many cities as they can. There are two factories in corners of the map, but they are far from the actual action in this map, so they won't be too useful. You want to keep producing Tanks and sending them to the center of the map. You want to make it a goal to overrun one of your foe's factories and capture it for yourself. If you can do this for any of their factories, a victory is quite ensured. Take your time in doing so, and only invade when you're sure of victory. ================ ~~Clown Island~~ ================ This can be a hectic map. Many sections are closed off, and everyone has airports. For the first few days, use Infantry and Bikes to capture as many properties as you possible can. Once the battle gets going, you may want to focus on aerial units. You can use them in conjunction with Infantry to try and capture the enemy HQ, which happens to be right next to yours. A T Copter works too. To prevent, have an Anti-Air park on your HQ. You'll be glad you did. Not much to say about this map, sadly. Capture and destroy at every oppertunity. As mentioned, an HQ capture is the best method of victory. ================ ~~Up and Under~~ ================ This will probably be a long battle. You'll want to capture at least one of their airports right away. That way you can access the northern island, and capture the properties up there. Get the ports--Battleship support during a ground invasion is highly advised. Just don't do so until you have a strong economy running. The factories in the north are only useful to capture more properties up north, sadly. There's no beaches for Lander ferrying. Use Artillieries in the chokepoint in the center of the map, and hold it down until you can push through it. This could be a moderately long battle. ------------------ ~5C.3 Player Maps~ ------------------ In 3 Player Maps, there will be a third base added on every map, making it a battle royale. Most of these maps are even for each player, but some of them are a tad unfair. Online, these can only be played in friend matches. ================ ~~Rotor Battle~~ ================ Red Starting Units--3 Mechs, Flare, Md Tank, Anti-Tank, B Copter Blue Starting Units--5 Infantry, 3 Mechs, 2 Tanks, War Tank, Anti-Tank, Missiles Yellow Starting Units--5 Infantry, 2 Mechs, 3 Bikes, Tank, War Tank, 2 Anti-Tanks, B Copter Blue and yellow should team up to overrun red. Red has a factory, and if left unchecked, they can easily win this battle. Whoever has possession of that factory is realistically the team that can win the battle. Whoever finishes overruning red should capture the factory for themselves. Capture their airport as well. All red needs to do is sit tight until they have enough funds to finish off blue and yellow. If red gets overrun at the start, well, nothing can really be done about that. ================= ~~Delta Heights~~ ================= Starting Units--Infantry, Mech, Recon, Tank, Artillery, Anti-Air Pretty small and quick map. All of the HQ's are in the center, so move your units towards that spot. Red gets shafted on this because they have to enter either yellow's or blue's territory to access the center. However, they can put their Artillery in range of their own HQ and sit still, hopefully letting blue and yellow kill themselves. At least try to get the silo for yourself. It may prove useful to whoever gets it first. ============ ~~Fan Isle~~ ============ Everybody is even on this map in terms of properties. Red technically has the advantage as they can reach the center island first, threby getting most of the properties before anyone else. That won't stop blue and yellow from fighting over the island as well. The center airport, which can be a huge help in the battle, will constantly be fought over. Since everyone is on an island, this will become more of a naval battle than anything else. You probably won't be getting an outstanding economy, so focus mainly on cheap Gunboats with the occasional Submarine to sink most other ships that your foes may build. If possible, team up with an opponent and take over one of the other players' islands. There will be a fight for settlement on the now unowned property. Whoever claims it will be destined to win. Of course, an HQ capture grants you all the properties, so try sneaking that in if possible. ================= ~~Gridlock Glen~~ ================= Each team will need to work quickly to secure properties, most notable the airports that are surrounded by mountains and rivers/ They will take some time to capture as you can't quickly transport Infantry over to them, so be patient and stall enemy forces if any are in the area. This map is full of chokepoints, and you have to be worried about being attacked from any direction. Be careful where you move your units, and try to push through one enemy base instead of both at once. Distract a foe with several units, then attack full force at a different base and try to capture the HQ for a huge property advantage. ================= ~~Kidney Island~~ ================= Blue is pretty unlucky here. They're smack in the middle of red and yellow, so they are open to attack from both forces. As such, blue is likely to lose here unless they get serious defense going. Red is closest, so they should be concerned mainly about them. Red and blue will do a lot of fighting with eachother, allowing yellow to sneak around the map, capturing properties and preparing an army. When one side loses, yellow should invade and finish off the weakened army that remains, if possible. The defending army should use their built up funds to defend against yellow, and eventually make an offensive. Just be careful as yellow will likely have a property advantage for most of the battle. ================ ~~Plasma Peaks~~ ================ Starting Units--3 Infantry You need to have your starting Infantry capture any properties available, or at least move to some. Red is capable of obtaining two of the airports, giving them an advantage. Your factories should focus on producing Bikes to get more properties. There's no ground access to every location on the map, but red can fight yellow, and blue can fight yellow. Yellow needs an airport, and should take out blue as quickly as possible. With no nearby factories at their HQ, you should try capturing it quickly. You can't exploit the many chokepoints here very well. Try using Missiles, however, to alter the paths of most aerial units. This may give you a slight advantage, or at least stall enemy air units long enough to destroy/ injure them. ============= ~~Poem Cape~~ ============= Starting Units--Infantry, Mech, Recon, Artillery, Tank, War Tank, Anti-Air, Rig This map works best in Fog of War. Otherwise, blue is going to get demolished quickly. It's best to board the Rig with an Infantry and capture the HQ's in the north. Use most of your units to protect the capturing Infantry, or destroy anyone who dares come close to your HQ. This is a fialry quick map, but you have to play offensively, or your HQ will be captured and you'll fail. ============= ~~Blue Lake~~ ============= Starting Units--Infantry, Mech, Bike, Recon, Artillery, Tank, Rockets, Rig, Lander, Submarine, Battleship, B Copter This is a fairly simple map, and each player starts off fair. The naval battle likely isn't going to go far. Each player will try destroying eachother Battleships with their Submarines, and the Submarines are going to run out of gas eventually. Once the coast is clear, try and get an Infantry to the silo and launch it at a group of units. This will help in taking them down, which benefits you and another player. Merely play defensively for a while until it's safe to rush your opponents. ================ ~~Pyramid Cape~~ ================ Red starts with more properties than either of the other teams, so they will have and easier time at winning. Blue and yellow have to team up and destroy red, otherwise they'll just wipe each other out, and red can easily mop up the mess. Blue and yellow have tons of available property, while red is limited a bit. If blue and yellow get some momentum, they can overcome red, and then finish each other off. Try capturing red's factories once they have been killed off. They will aid in destroying any of your opponent's occupation in the area. Nothing else to this map. Just keep capturing. ================ ~~Bead Islands~~ ================ The property dispertion is off at the beginning of the match. Red will have a difficult time as some of their properties on adjacent islands can be captured quickly by other teams. Red will need to work fast to capture other properties. This map will quickly turn into a naval battle. Keep making Gunboats and Submarines, with the occasional Cruiser to take down enemy Submarines. Put your CO in a unit you're going to keep protected. A Cruiser works nicely. Just don't put it in a Submarine, especially a submerged one. Focus on bombarding one base with Battleships eventually, then attack the other once one team is out of the match. ================ ~~Archipelagos~~ ================ This map is a bunch of split up islands. Capture a port quickly, then spread your Infantry to other islands and continue capturing ports. There won't be much land to fight over. Capture as many properties as you can to boost your economy. You'll want to produce Submarines and Battleships constantly, as this will be a long naval battle. Using several Battleships, you want to try and take over islands that your opponents have already captured. By doing this, you'll sever their economies bit by bit. Continue building strong units until one enemy base is finally overrun. By that point, if you did the destruction, you should have a much higher economy than your last opponent that you can take them down, hopefully, with ease. ================ ~~Knotted Keys~~ ================ Yellow starts with the most properties, and has a similar amount of capturable properties compared to the other two teams. Thusly, red and blue should team up to destroy yellow before they become too powerful. Alternatively, you can capture one of your opponent's HQ's, giving you a far higher advantage than yellow has. Try getting the silos to aid your conquest, and use Artillieries to your advantage in the various chokepoints across the map. It's not too bad of a map. Just be defensive for a while until you're sure you can overtake one of your foe's. =============== ~~Clover Keys~~ =============== Same old same old for this map. Yellow has little chance of winning here. There's a bunch of neutral properties in the southwest, but yellow has no easy access there, so they are likely to be overrun pretty quickly. As for blue and red, they should make use of the many bridges in this map and build a decent amount of Artillery, with several Tanks to assist them. Make some Anti-Tanks if your opponent is building the same. With a little persistance, you can easily push your opponent into their base. ================ ~~Keyhole Cove~~ ================ Each team is pretty even in this map. Yellow gets their own island to themselves, so no ground troops will be able to reach them without Lander support. They also get easy access to all southern properties. Red and blue should travel down the roads and interfere with what yellow is planning. The need to stop the capturing as soon as possible before too much momentum is gained. For the most part, this will be a naval and aerial battle. Use ground units sparingly, but build whatever you need to counter enemy units. Anti- Airs will be insanely useful here. Also have some Dusters, possibly putting your CO in one of them to make it crazy powerful on the field. Nothing important to note about this map. Just play agressively. ================ ~~Mantis River~~ ================ All of the neutral properties are cities, so you should take care of your land units in this map. The center of the map will be a sort of crossroads between all three teams. Red is actually capable of holding off both teams at the bridges with Artillery, so try doing that if you're red. If not, back up your troops with Rockets, then try and fight your way through the chokepoint. Red is in the middle, and if they lose the center then they will quickly be destroyed. Whoever gets red's factories will have an advantage on their opponent, and they can spam Tanks until they rush through their final adversary. ================ ~~Channel City~~ ================ Red may start with more cities, but yellow and blue can expand faster and reach more properties to even it up. This will be another naval battle for most of the fight. Red shouldn't interefere too much, mainly because blue and yellow are likely to keep on fighting amongst each other. Red should only get involved in the naval brawl once one team starts to weaken. They should try capturing the HQ, mooching off the work of the other team. The remaining team needs to prevent this, or at least rout the other team to prevent red from getting a ton of properties. Not much to this battle, but keep capturing undefended properties. ============= ~~Ink Canal~~ ============= Yellow has a severe advantage here. They can capture a ton of properties fairly easily, and red and blue will likely fight with each other constantly over the battle. Yellow can sit back, get an even bigger economic advantage, then mooch kill whichever is the losing army. Red and blue don't have the funds to fight two armies at once, and if they try, they will likely fail the map even faster. For yellow, work quickly. For red and blue, try to avoid each other and take as many properties while you have the chance. ============= ~~Gem Creek~~ ============= This is one of the stupider maps. Yellow has an island to themselves, while the other teams only have small bits of property. Yellow's island has the most neutral properties, so both teams will be rushing onto yellow's island. Yellow needs to defend their territory, and if they can secure their own island, while fending off enemy units from both sides of the island, then they can easily win this map. Otherwise, yellow will easily be eliminated from this mission. If blue and red get control of the island, there will be a power struggle between the two armies. Whoever completely controls the island will easily win the battle. ================= ~~Glass Heights~~ ================= Red has a pretty clear advantage here, starting with twice as many properties as the other teams. However, they have to cross a bunch of forests to reach neutral properties, slowing them down. Blue and yellow need to take advantage of this and get themselves all of the neutral properties near them. Once they do that, the property total will be about even. If this happens, red will likely be crippled as it takes them time to send a bunch of units through the forests. Blue and yellow can attack from both sides of red's base, using the chokepoints against red's advantage, taking them down. The path from blue's base to yellow's is a huge chokepoint, and whoever gets the factory in the middle is going to have an easier time winning. Rush it from the start and don't lose hold of it. ================= ~~Devil's Inlet~~ ================= All sides should go for all nearby properties. Yellow should focus on the cities up north so red doesn't get hold of them. This battle will be taking place completely in the air thanks to none of the teams having access to each other's bases on the ground. It could be a long battle if Anti-Airs and Fighters are being made constantly. There's no other real advice for aerial battles other than trying to outwit your opponents. If you succeed in taking someone down, capture their properties and start cranking out aerial units to overrun your last foe. ============== ~~Sheer Port~~ ============== Red starts with, and has access to, more properties, making this an unfair fight. Ground troops are rather useless here, so you'll have to stick to a navy. Red will be able to outproduce anything blue and yellow create, so those two teams should join and defeat red. There may be a land battle for trying to claim red's properties, and if that happens, try rushing your opponents HQ in the chaos. They may leave it unguarded, especially if they continue focusing on building more naval units and not ground units. Landers with Tanks and Bikes work wonders. =============== ~~Liar's Cove~~ =============== Yellow has a huge advantage at the start from what it appears, but they are pretty much even. Blue and red need to settle on yellow's island to expand, as well as attack anything (since naval battles will be too expensive to maintain from the start). Use T Copters to reach the island quickly, then capture any neutral factory. Yellow will want to fend off enemy advancement, but that'll prove difficult as both teams will keep bringing more and more units inland. Red and blue may get into a property struggle and end up focusing on each other, in which case yellow can assist the stronger side to eliminate a competitor. It'll be a bit more of an even match once someone gets eliminated. ============== ~~Nail Canal~~ ============== Blue and yellow have no choice but to team up. Red starts with a ton of properties, and the other teams will take a while to catch up. Red, in the meantime, can build a huge army to defend the chokepoints north of them. When the opposing armies come, they merely need to use several Rockets, along with some Artillery and a bunch of Tanks, to push back the weak forces that the other armies will bring in. From there, red can spread around the map, capturing back their properties, and pushing into both bases. Yeah, red is basically guarenteed victory. It's a rather stupid map. If the other groups cna use their factories close to red effectively (provided they get there before red), and save money, the other armies can actually overtake red. Once red is gone, it'll still be a long map, but at the least it'll be fair. =============== ~~Atlas River~~ =============== None of the groups have any land support to the other islands, so this will be primarily an aerial battle. Each island has a similar amount of properties, so it'll remain fair throughout. There's not much to say about this map, sadly. It's a fair, all-around map, and it's unlikely you'll be joining up with another group to take down a single base. Focus on air defense before offence. It'd be stupid if a group of Bombers and a T Copter came and took your HQ all because you were busy spamming Bombers yourself or something. ================ ~~Eel Channels~~ ================ The overview of this map remains the same as Atlas River, except now you have to use a navy instead of an air force. Shouldn't make the map much different. Red will have a difficult time as most neutral properties are available only to blue and yellow. They'll need to rush if they don't want to fall behind in terms of army strength. Focus on Battleships and Submarines. Make a Cruiser every now and then to ensure enemy Submarines stay away from your Battleship fleet. Move your way towards an enemy island, then injure their land forces with the Battleships. Bring in Landers to stage a ground invasion as well, then try to take their properties. Repeat this with whatever other army is remaining at the end. It may be a long map thanks to all the naval warfare. ================= ~~Jab Peninsula~~ ================= Red has the advantage of being able to reach the middle island quickly, allowing them to earn a bigger economy. The other teams have their own neutral properties, but nearly enough as red will get if left alone. Try and stop red before they get too far into their capturing. Focus more on aerial units instead of a navy for this map. Make some ground defenses again air units, have a Submarine or two handy incase Battleships come towards your island, and just bide time. Build up an air force and storm one of the enemy islands. Each team gets tons of factories, so capturing it will be somewhat difficult. Routing them may be a better idea if you can't block their factories. This will be another long map since all three types of unit forces can be built. Do whatever it takes to counter your opponents. ============== ~~Port Mouth~~ ============== Focus more on ground troops than a navy. Battleships will help you midway through the battle on the perimeter of the island, but they won't be seeing much use anywhere else. Make sure to build plenty of Landers so you can reach distant islands fairly quickly. They also work well at distracting the enemy. This map is nothing special. Each side will be able to get a decent economy, so it could be a long stalemate throughout the center of the map. There are a decent amount of chokepoints, so try using those to get the enemy armies to disperse where they are sending their units. Play a bit defensively and you could end up winning. Just push through to obtain enemy properties when you know your forces can overtake the enemy's. ================ ~~Shield Hills~~ ================ Blue may start with more properties, but they may find it hard to advance past the long chokepoints leading in and out of their base. Yellow and red should team up and storm through blue. Both of them get more capturable properties, and can eventually overpower blue. Working as a team, blue has no chance of holding both chokepoints at the same time. Once blue is gone, teams will need to capture what used to be blue's properties quickly. Take the factories, and that team will be able to easily destroy any remaining forces, as well as have great chance of invading the last players' base. ================= ~~Thorn Islands~~ ================= None of the islands are connected, so it's another air/naval battle. Aerial units, as always, are the preferred method of attacking. This map isn't any different than other air/naval maps. Just capture a ton of properties, amass an army and go around to enemy occupied islands and take their cities away from them if undefended. Even if they are somewhat defended, a Bomber squadron should easily take them down. Just go around the islands in this pattern, being sure to defend your own islands. Once ready, assault an enemy's base. Bring Landers for ground support, destroying any Anti-Airs the enemy has. This process will also work with whoever is remaining. ============== ~~Fork River~~ ============== Yellow has one less city that can be captured than the other teams, so they are at a slight disadvantage. Most of this map is full of plains, so nothing particuarly interesting will occur in the battle. Use the bridges between bases as chokepoints as you establish an army, and prevent the enemy bases from trying to get your cities. You'll need to push into their bases and capture their cities. This is especially important for yellow-- they need an advantage. There aren't any special qualities about this map. Remember to use Infantry/Mechs to distract chokepoint holders--they can cross rivers, after all. ================= ~~Power Balance~~ ================= Starting Units--Infantry Despite the map title, each base gets a similar amount of neutral properties. Blue is in trouble, though, since most are far away from the HQ. Get a factory and plenty of Bikes out in order to capture properties quickly. Afterwards, focus on creating an air armada, eventually fighting between another base. Like all maps, take the enemy cities once you are finished, then move on to the last base. It may take some time to form a large enough air force to invade the enemy, and beware of Cruisers that are guarding the lakeshore--they can decimate air squadrons real fast here. ============ ~~Triskeli~~ ============ Starting Units--Infantry This is a large map, and you only start with a single Infantry, so it is going to take quite a while. Get a port immidiately and go for the center airports. If you can get those, you will have a huge advantage on the map. If not, then you'll need to focus on a navy. Make Battleships and prepare to invade the enemy base that captured the airports. You want them eliminated as soon as possible. If you can get them out of the match, it will be a bit more fair it neither of the remaining teams can capture those airports. Otherwise, like before, whoever does will likely end up winning the map. Play offensively throughout the entire map in order to outlast your opponents. ------------------ ~5D.4 Player Maps~ ------------------ Finally, there are the 4 Player Maps. These have four armies pitted against each other, and many maps usually have one defining property that, if captured, gives that team the advantage to beat the remaining teams. Some teamwork will be required to take down strong foe's, so make temporary alliances if needed. Online, these maps can only be played on in friend matches. ================ ~~Tournament 1~~ ================ Starting Units--3 Infantry, War Tanks, Anti-Tank, Lander Red and yellow have the advantage on this map. They can rush towards the starting factories and capture the one that belongs to their opponent. With both factories in your control, taking down the foe next to you will be fairly simple. Capture their HQ, then keep making Tanks and Artillery as you make your way to the other base that remains (provided one of the other bases was captured as well). Not too much of challening map, but can turn into a stalemate if everyone survives. ================ ~~Tournament 2~~ ================ Starting Units--Infantry, Mech, Bike, Recon, Tank, Md Tank, War Tank, Artillery, Anti-Tank, Flare There are a bunch of silos on this map, so get to those quickly and use them to your advantage. Try and bombard the other groups evenly, and keep your units spread out so not too many get weakened when the enemy uses silos. Also stay away from other foes until every silo is used; nothing is better than launching silos at two different enemies instead of just one. =============== ~~Deep Forest~~ =============== Get the Com Tower nearby your base as quickly as possible, then rush for the silos so that nobody else can use them later in the battle, where they can actually hinder you. There are a ton of forests on this map, so it makes the roads kinda like chokepoints. Most units won't be able to go far through the forests. Use that to your advantage, and try to focus on only one opponent at a time. If two or three are attacking, focus on being defensive until you can spend time attacking just one of them. If you can own half the map, you'll be in a good shape of winning. ================= ~~Marine Battle~~ ================= Starting Units--3 Gunboats, 4 Cruisers, 3 Submarines, 2 Battleships This is a pretty basic predeploy map. Use your ships effectively against the opponent who is closest to you. Use your Gunboats to weaken enemy Cruisers so your Submarines can pass by relatively unharmed. Have your Cruisers try and destroy enemy Submarines before your Battleships get destroyed easily. It's basically a "destroy or be destroyed" map. You have ports, but it'll take awhile before you have enough cash to build anything worthwhile. ================== ~~Four-Leaf Isle~~ ================== This is a stupid map as the battle is unlikely to ever get anywhere. No ships can travel to the mainland, and a ground battle is simply impossible. As far as I can tell, no battle here will ever finish. It'll just end in a neverending stalemate. If ground units are banned, for whatever reason, then as for your navy you should focus on Gunboats and Submarines. Keep your Gunboats supplied as often as possible as you move around the map. Although, you can use Landers to drop ground units off on other parts of the island. Any smart player will easily destroy whatever units get dropped down, or block the beaches with Infantry to make landing impossible. As I said, it'll probably just be a stalemate. ============== ~~Coil Range~~ ============== Starting Units--2 Mechs, Recon, Tank, War Tank, Artillery, Anti-Air Have all of your units head for the center of the map. There aren't any chokepoints, so you'll need to use your weaker units as shields for your Artillery if you want to use it effectively. Conside waiting a day or two and put your CO inside the Tank for greater power on the field. You need to prevent your HQ from getting captured, while trying to capture your opponents HQ's. Go for the one that's the greatest threat and has the most units remaining when everyone collides in the middle of the map. ================== ~~Missile Garden~~ ================== You'll want to capture properties quickly in this map. Try and secure the silos to the south so they don't end up hurting you later in the battle. This will likely be a long battle as each team sends streams of units to the center of the map, trying to get the most properties and killing each other along the way. Try sticking back a bit and building a more formidable army before invading the center. Alternatively, just go along the outskirts of the map and invade another base directly instead of interfering with the center. You'll have a decent chance of success if you do that. =============== ~~Cross Isles~~ =============== Starting Units--Infantry, Lander You've only got a few properties, so make use of that Lander and Infantry and go capture a lot more. This will be a long battle, and it'll eventually divulge into being a naval battle. There are a ton of properties, so you should be able to amass a huge, powerful navy using the many ports that this map offers you. There's nothing else specific about this map. You should know decent naval warfare, so just make sure you can counter what your foes are making, provided this isn't Fog of War. ================ ~~Obstacle Map~~ ================ This is a pretty boring map. You have only a factory and airport, and many lakes, fires, and plasma walls block the path. Form a small airforce, then try and take over the airport that belong to the enemy adjacent of you. By taking that, you can take their factory, and they basically have no chance of winning at that point. Nothing special about this map either, but you'll want to work quickly in order to gain a serious advantage over your competitors. ================ ~~Grid Assault~~ ================ Starting Units--9 Infantry There are four sets of silos on the map. Split your Infantry forces to the two sets that are closest to you. You'll want to weaken enemy Infantry before you rush for the center of the map. You don't want your HQ getting taken, and that's what will end the map quickly. Not much to say here. Once the silos are used, rush the HQ's and try to wall off capturing Infantry. ============= ~~Vial Cape~~ ============= Rush for the center of the map and get one of the factories. Try to capture any of the other factories that are left untouched by the other competitors. If you can't do that, fight for them while capturing cities. They are pretty important to dominate the map. Whoever gets control of the center will easily win this map. Keep sending units down there, and keep building from the factory in the center. Anti-Tanks are always useful, and even Mechs will have their use. Just never let the factory get blocked, or you'll be in trouble. ================== ~~Whirlpool Isle~~ ================== Starting Units--Infantry Rush to the center of the map and capture a factory. It's unlikely any team will capture the airport for a while. This will be a boring map as nobody has any other cities to capture. Spam Mechs from the center factory you capture and try to take over another factory next to you. If you can control two of them, you'll likely capture the airport. If you can do that, making B Copters will easily be the key to victory. Be sure to hurry, or those factories are going to be taken. =============== ~~Tangled Web~~ =============== Starting Units--Infantry, Mech, Tank, Artillery, Rig All teams should head for the center factory. It'll be difficult for anybody to actually capture it, and all teams will probably kill each others Infantry and Mech before that can happen. There's not much to this map. There may be a chokepoint at almost every point on the map, but with only one Artillery, you can't do much with them. Use your Tank effectively by putting your CO in it, then play a little defensively. =============== ~~Battle Cube~~ =============== Starting Units--Infantry, Mech, Bike, Tank, War Tank, Anti-Air, Artillery, Missiles, Rockets, Rig, Lander, Submarine, Cruiser, Battleship, T Copter, 2 B Copters, Fighter, Bomber For this map, you'll want to capture everyone's HQ to end the battle pretty quickly. To do this, you'll need make effective use of all of your units. Destroy major threats, like the Battleships and all enemy air forces. You may want to play a bit defensively and let other teams injure themselves, allowing you to mooch off of their work a bit easier. Make a mix between taking your time and rushing, and don't be afraid to retreat until you're safe to capture the HQ's. Sacrifice weaker units if you have to, as well. ============= ~~Crossroad~~ ============= Starting Units--2 Infantry, 3 Bikes, 2 Rockets, Rig, 2 Battleships, 2 Submarines, 2 Cruisers, 2 Landers, 2 T Copters, 2 B Copters, 2 Fighters, 2 Bombers This may be a bit of a hectic map. Keep your land units back and use your aerial and naval units to sink the enemy navies and air forces. You need to split them up and destroy the two foes that are to the sides of you. Continue attacking, playing it safe if necessary, until they are wiped out. Try to minimalize casualites if at all possible. Once an enemy navy and air force is demolished, rushing them with your own aerial units will destroy the few ground units that they start with. Once one team has been killed, focus on destroying another team, preferable the other team that starts adjacent to you. Continue this pattern with the final team, who is likely as weak, if not weaker, than your remaining forces. If you didn't lose too many units, you can easily overrun them for a victory. ================ ~~Four Corners~~ ================ All teams need to secure properties around them, but at the most need to rush for the airport in the center. Whoever gets it will have quite the advantage in this map. Try getting it yourself, and in the middle of the brawl, try sneaking into one of the other teams' base and park something on their factory, using a few Tanks. From there, you can capture their HQ. You shouldn't have to worry about funds after that, and the airport will seem less significant if you haven't gotten it. But you should get it eventually as you want control of the center of the map. With a ton of properties, Tank spam, and put an Anti-Air next to the airport to render it worthless. With the center in your control, invading the remaining bases should prove easy, unless they team up on you. End the battle quickly if they appear to be doing that. ================== ~~Division Range~~ ================== Get a large economy going, then keep sending Tanks to defend you cities, as well as trying to overtake an enemy base. Red should get blue, abusing the chokepoint to the south, while yellow and black fight it out in a chokepoint-less area. It's a pretty basic map, but you'll find constantly moving Tanks to reach your enemy gets quite annoying. Nothing can really be done about this until you overrun one of the enemy bases. Then things will finally get easier. ============ ~~Island X~~ ============ This map will quickly turn into an aerial battle, with a decent amount of ground support. Get the factories near the middle of the map quickly, then defend the chokepoints. Get some Dusters and Fighters out on the field to take down any aerial opposition, and make some temporary airports to aid you in conquest. Focus on pushing through one chokepoint and taking an enemy base for your own. Use as many aerial units as possible for backup. You can also try using Landers to add even more pressure. Make one base crumble, and you can finish the remaining two off with huge economic prowess. ============== ~~Crop River~~ ============== There is little chance for anyone other than black to be winning this map. They start with a ton of properties, and can capture a lot more. All of the teams should use river chokepoints to try and stall whoever is attacking them while they build a bigger army. Black should try and keep their early advantage by dominating one of the neighboring bases, only ensuring an easy victory. The other three teams should try ganging up on black and taking it down, before the reverse happens to them. ============== ~~Inner Isle~~ ============== Teams should not focus much on a ground battle. Stick a Recon on your HQ to keep it safe from possible Infantry rushes, but focus on nabbing the center island, as well as a naval battle. Try and secure half of the seas so you can destroy an opponents base using several Landers loaded with Tanks, and possible a Bike if you want to attempt an HQ capture. Or you can capture one of their factories to make them focus on ground troops for a while. That's also an effective way of finishing an opponent off. Repeat this process with the other two bases, who will have likely injured themselves in the interim, and you can win this mission. ================= ~~Rival Islands~~ ================= Focus on defeating your adversary on your island rather than the other island. There are no chokepoints, so keep on using Tanks, and make a Battleship every now and then to assist your ground troops. Just be aware of enemy Submarines that'll try destroying it. Once you take over your entire island, you can win the map easily if neither teams on the other island has won control. If so, then rush through one base, capture it, and use the might of you economy, three times that of your last foe, to destroy them. If the other island is completely owned, then it'll be stuck to mainly a naval battle. Nothing special about one of those. Try to land on the enemy island with some Landers if you ever get the oppertunity. Have Cruiser and Submarines escort it. ============== ~~Plus Canal~~ ============== There aren't many properties to obtain, so you'll be stuck at defending your territory by using the various chokepoints around your base. Like all maps, try and push your way through one of the chokepoints (your best bet would be the one with the weakest opposition), then try and capture their HQ. That shouldn't be too hard--the HQ's are placed near the chokepoints. Guarded by rivers and mountains, you can sneak Mechs over pretty quickly if you wish. ============== ~~Quad Isles~~ ============== Focus on trying to secure one of the islands on the corners of the map. Get the airport first so you can defend it from any other assaults early in the map, then get the cities. Past this point, most of the map will just be the various teams assaulting each other using the bridges, with Bomber support to try and break up the chokepoints. Not much else notable for this map. Quickly take down a base to have an early advanatage, otherwise you're in for a long battle. ================ ~~Patriot Cove~~ ================ This may also be a long map. Red has one additional property, but it's neglible in the long run. Try and get the airport on the center island as quickly as possible. You should use some Cruisers in order to make some enemy air units back away from yours, but otherwise you should just stick to an air force. Try not to spend much money on Fighters, instead buying Dusters. They're effective on this map. Use B Copters as well for any ground troops you come across, and try to invade a base and take it over. Repeat that for the remaining bases until you clear the map. Destroy all threats immidately so your air force can move unimposed. =============== ~~Chain Canal~~ =============== Getting command of the center island is critical to winning this mission. It doesn't have to happen right away, but you'll need to get on that eventually. The factories on the island are important. You can use them to injure anything else produced on the island, and eventually capture said properties. Like other maps, form an air force and push through one of the enemy bases. Due to the numerable amount of properties, attempt an HQ capture so you can easily dominate with a strong economy. Make Battleships and Cruisers to assist your units in the push through an enemy base. They are also good at deterring enemy air units. ================ ~~Spring Lakes~~ ================ This is a huge map, and everyone starts with few properties. Do whatever it takes to obtain factories elsewhere on the map, especially the center. Try to mass an army of Tanks, then head straight for the nearest base. You will want to be careful--there are no chokepoints you can use to your advantage unless you cross over the center of the map. Speaking of which, the factory there is a crucial point of this mission. Try capturing it. Otherwise, ignore it for a while and manuver around it on your conquest to destroy all enemy bases. Once you fall one base, you should have a strong enough economy to take that factory, securing a victory in the map. ================ ~~Grand Battle~~ ================ Starting Units--2 Infantry, Mech, Recon, 3 Artillery, Rockets, 2 Anti- Tanks, Rig, 6 Landers Not so much a "grand" battle, exactly. You'll want to capture the enemy HQ's due to the annoying nature of this map. You're given a ton of Landers with which to accomplish this mission. Make sure that you land in safe areas, avoiding being attacked by Rockets and the Anti-Tanks. Once you land your Artilleries and Infantry safely down, Destroy any enemy occupation in the area. As for yourself, keep an Anti-Tank and Mech behind to defend your own HQ. You don't want to have your plans get foiled by them being used on you. =============== ~~Leafy Haven~~ =============== Starting Units--Infantry, Mech, Bike, Recon, Anti-Air, Tank, War Tank, Artillery, Rockets, Rig Try and get most of your units onto the roads. This will take a long time for your Bike, Recon, and Rockets, so they'll be pretty useless for this map. Capture the HQ your units start close to, then try to defend your HQ from capture, which should be relatively closeby. There's not much to this map, so use your units efficiently and try not to lose over a simple HQ capture. ================ ~~Four Forests~~ ================ Starting Units--Infantry This will be an insanely long map as you all start with almost no properties. Get Bikes on the field and start capturing. You'll want the airports, and the factory at the center of the map is insanely useful. It will take some time for a good economy to flow in, and afterwards you should focus on building an army with plenty of indirects, especially in Fog of War. Try to slowly push into one base, using the defense of the forests to keep as many of your units alive as possible. Once one of the bases is overrun with Bombers and Tanks, you should own about half of the map. As with any other battle, this will balance the map in your favor. Should make for an easy victory. ================ ~~Mountain Map~~ ================ Starting Units--Infantry This map is similar to Four Forests. It will take quite a while before any significant action occurs, and lots of action may never happen. Almost the entire map is a giant chokepoint, so it will take forever and then some to push into a single base. If anything, control the center properties, and send Mechs over the mountains to distract enemies in the chokepoints. Nothing can really be said here. You're restricted to ground units, and they really hurts with how annoying the chokepoints are. Rockets will be insanely useful here as you try to push into an enemy base. Once you capture one, build strong units to try and push far into another base's chokepoint. It will be a long map, possibly even resulting in a stalemate. =========================================================================== ~6.The War Room--Tactical Advice~ =========================================================================== Want some advice on how to improve your game? Basic techniques all players should follow can be found in this section. Most of these should be fairly obvious to veterans, but if you are nowhere near as good as them, following these tips will be a start to improving yourself. 1.Never build higher than Tanks Yeah, I know that Medium Tanks are pretty strong. Big whoop. A unit isn't judged by the amount of damage it can deal/take, but rather the cost effectiveness of it. Tanks are extremely cheap, do decent damage to all units it can attack, have pretty good defense, and larger movement than most other units. War Tanks have only four movement. They can't sit outside a Rockets' range and attack them next turn. Regular Tanks can. Not to mention that four movement means it takes War Tanks about 33% longer to reach their destination, but not for normal Tanks. Also, regular Tanks can destroy Medium Tanks, and as for War Tanks, that's what Anti-Tanks were made to take care of. Units to build: Infantry/Mechs/Bikes (map dependant on which ones are most effective at their jobs), Recons (capture interruptor), Flares (Fog of War mainly, but powerful capture interruptors on maps where Recons can reach destinations quickly), Tanks, Artillery (highly cost effective if protected), Anti-Tank (only if enemy is spamming higher level Tanks like crazy) Naval and air units are different. There are only a few of each, so it's good to balance between them all. Don't spam expensive Battleships or Bombers--a few are good, but spamming them is wasting money. Both are more than easily countered by cheaper units. 2.Use chokepoints to your advantage Many maps have at least one chokepoint in them. A chokepoint, if you don't know, is a thin spot on the map where units can only pass through single- file. If you put a unit in a chokepoint, it's basically a wall against enemy units. This also works to your advantage if used correctly. Block the chokepoint with a strong units, then place an Artillery or two behind it. Since the enemy can't attack your Artillery, you're free to bombard their units from a safe distance. But be careful if the enemy has Artillery of their own. If possible, make a Rockets to destroy enemy Artillery, otherwise pull out of the chokepoint if you don't have many, if any, Artillery. On maps with air units, chokepoints aren't too useful. Bombers can just go around the clogged area, attacking enemy Artillery easily. 3.Keep producing On maps with a bunch of factories, it is best to constantly produce things every turn. At the least you should keep building Infantry. They make cheap and effective meatshields, especially useful in chokepoints. Saving up cash is only useful on naval/air dominant maps. After all, the most expensive unit you should be making is Tanks, with the exception of Anti- Tanks every now and then. Outproducing your enemy is key. Having more units is not always better, but it's unit placement that can seriously help. There's no need to use this tactic on huge maps, but for smaller maps, it's quite useful. 4.Understand property advantages By this, I mean which ones you should put effort into securing as quickly as possible, and which ones you can take awhile to capturing. You obviously want as large of an economy as possible, and getting far away cities that will become difficult to capture later is key. Also rush for any distant production facility. After all, they are capable of defending themselves, and can pay off in the long run. Ports aren't nearly as important as airports and factories are. Keep that in mind. Finally, there's capturing disruption. You're out and about the map, trying to secure properties. Why not mess with your opponent? Making several Recons for the sole purpose of delaying, if not destroying, enemy Infantry and stalling their capturing is always advised, unless you are on a huge map or doing this is impossible (large sea prevents access to enemy base, for example). Use Flares instead if there are many plains or forests in the way to the enemy base. In such cases, Flares move faster than Recons, and will be more useful. Remember that your opponent will likely do this in return! Escort Infantry with a Recon, or even a Tank, to minimize harassing attempts. Securing properties, far away properties, and delaying your opponent are vital to early-game matches. 5.Strategies differ by map Finally, every map is different. It's advised to play on every map at some point so understand their advantages, which properties are worth capturing early in the match, and what spots often see the most action. Sometimes you can merely eyeball a map from the start to determine that, but you will be able to formulate strategies as you get more experience in non-campaign battles. Also of note is that you need to figure out what units you should build more of, and if you should focus on ground, air or naval. Sometimes it's obvious what you should build, and other times you'll only want to build certain things as counters. It is never wise to invest in all three types of units. Always focus on just one, occasionally building in another group for support. If naval units don't have access to most of the map, don't build them. If ground units are trapped by mountains in most areas, then stick to air units. Know your maps to determine what to build and how to overrun your opponent's base. =========================================================================== ~7.Design Maps~ =========================================================================== As with other Advance Wars, you're capable of designing your own maps. For a change, you are finally able to customize the size of your map. It can be anywhere from 5X5 to 30X30. Also, the amount of buildings you can place has been knocked up to 99, but units placable has been kept at 50 per team. When creating your own map, you'll always need to keep aware of fairness. Of course, this is for actual competitive maps. Making gimmicky maps is fine too, provided all players know of the stipulations to win. Concerning competitive maps, a symmetrical map is rarely a good idea. Never put a lone building in the center of the map. Obviously, whoever goes first is probably going to capture it, and whoever does is destined to win more likely then not. If you do make a symmetrical map, avoid first turn advantage. Whoever goes first gets dibs on pretty much everything on the map, and can easily get the first strike on their foe. This only applies to small maps, usually 13X13 or less. Anything bigger, and first turn advantage is generally neglible. To remedy first turn advantage, there are a variety of options. You can either give the second player a predeployed Infantry. Alternatively, you can give them a preowned city near red's base that they will capture pretty soon, but long enough for blue to be on even grounds with red. Also, avoid making maps with an insane amount of chokepoints. Having a few is nice, but make sure there's at least one non-chokepoint path to and from all bases on the map. There's no fun in 100-day stalemates for control over a single chokepoint. Another important aspect of a map is terrain variety. A map full of only plains looks boring, and certainly isn't going to be interesting in Fog of War. Conversely, a map full of woods isn't going to be fun because it will take twice as long for vehicles to reach their targets. Use roads to link bases to key destinations on the map. Use rivers or sea tiles to block off areas from land units, or use mountains. Mountains should be placed in areas that will help players in Fog of War, or merely to block off travel of land units. Finally, there's the properties themselves. You'll need even distribution so that all sides get the same amount of properties, provided you're not intentionally giving the advantage to one player. A general rule is that there should be about 4 cities per unit production facility on the map. Also, don't forget that Com Towers now give funds. Radar stations also give funds as well. Use Radars in Fog of War maps, being sure to place them in strategic positions. Never make too many properties "uncapturable". By that, it's meant that by the time you reach them, both teams will be waging war with Tanks, and neither side will get said properties. Whoever does will obviously be the one winning, and those properties will only help them win even faster. These are merely suggestions--they in no way should dictate how you create your maps. They're design maps. You SHOULD be creative in most of them. Also, you are capable of uploading maps over Nintendo Wifi Connection. Sending them to the Map Center allows them to be downloaded at random. You can only have one map at a time in the Map Center be available for download, and the size has to be 10X10 or smaller. Also, you need to hae played on it and finished it (set all players so you control them if you wish; surrendering will NOT count as "finishing" a map). People who recieve the map can play it, and after finishing can rate it on a scale of 1 to 5. You can check the score of your uploaded map whenever you connect to Wifi. You can trade maps of any size with people in your Friend Roster. Any traded map stays in your roster, and any recieved map will take up a vacant save space that you have. =========================================================================== ~8.History and Medals~ =========================================================================== In the History section, you can view just how many times you've done something. How many days have passed in the game, how many of each unit you've produced/killed, and how long you've played. For passing certain amounts, you earn a medal. You can earn up to three medals for each catagory. Following is a list of each achievement, and how many of each you need to accomplish to earn all three medals. Also note the top screen. You're shown Force, Team, Rank, and eight huge medals. These are all have different meanings. Force is the type of units you use more often than anything else. For many players, this is likely to be ground. Depending on the maps you prefer to play, you may end up with Naval or Air. Team is the type of unit you've spent the most money on. If you've made 200 Infantry and 200 Bombers, you'll be in the Bomber Squdron as you've spent far more on them than you have Infantry. Rank is merely a colored plate with stars on it. The more medals you obtain, the more the color will change the the more stars that will appear on the plate. There are eight large medals to obtain. Here's how to get them: Time Medal--Play the game for 50 hours S Rank Medal--Obtain 50 S Ranks Units Production Medal--Obtain a total of 50 medals for units produced Units Destroyed Medal--Obtain a total of 50 medals for units destroyed Multiplayer Medal--Obtain four medals total in multicard/Wifi catagories Maps Played Medal--Play on 150 maps Maps Cleared Medal--Clear 150 maps Gun Medal--Obtain five medals total in Talon Gun/Nest/Meteors destroyed Here are the three different catagories of medals, and all of the various achievements on each page with the amount you need to earn each medal: ~~Overall~~ Game Play Total (30, 80, 200) Total Time Played (10, 30, 50) Total Maps Played (30, 60, 150) Total Maps Cleared (30, 60, 150) Total Days (1000, 3000, 5000) Total S Ranks Obtained (10, 30, 50) Total A Ranks Obtained (10, 30, 50) Total B Ranks Obtained (10, 30, 50) Total C Ranks Obtained (10, 30 50) HQ Capture Victories (30, 50, 150) Annihilation Victories (30, 50, 150) Total Funds Used (1000000, 3000000, 5000000) Damage Value (1000000, 3000000, 5000000) Times CO Power Used (20, 50, 100) Times CO Boarded Unit (20, 50, 100) Times CO Retreated (20, 50, 100) Direct Attacks (1000, 3000, 5000) Indirect Attacks (500, 1000, 2000) Missile Silo Attacks (20, 50, 100) Total Bases Captured (500, 1000, 2000) Construction Total (15, 30, 80) Resupply Total (30, 60, 150) Times Units Joined (20, 50, 100) Units Loaded (30, 60, 150) Units Dropped (30, 60, 150) Units Deleted (30, 60, 150) Surprise Encounters (50, 100, 200) Flares Launched (30, 60, 150) Subs Dived (20, 50, 100) Subs Surfaced (30, 60, 150) Unit Actions (5000, 10000, 20000) Distance Moved (5000, 10000, 20000) Nintendo WFC Battles (10, 30, 50) Multiplayer Battles (10, 30, 50) Maps Traded (10, 30, 50) Talon Guns Destroyed (1, 5, 15) Nests Destroyed (1, 3, 10) Meteors Destroyed (50, 100, 200) ~~Units Built~~ Infantries (50, 100, 200) Mechs (50, 100, 200) Bikes (50, 100, 200) Recons (50, 100, 200) Flares (50, 100, 200) Tanks (50, 100, 200) Medium Tanks (50, 100, 200) War Tanks (50, 100, 200) Artilleries (50, 100, 200) Anti-Tanks (50, 100, 200) Rockets (50, 100, 200) Anti-Airs (50, 100, 200) Missiles (50, 100, 200) Rigs (50, 100, 200) Fighters (50, 100, 200) Bombers (50, 100, 200) Dusters (50, 100, 200) Seaplanes (50, 100, 200) B Copters (50, 100, 200) T Copters (50, 100, 200) Battleships (50, 100, 200) Cruisers (50, 100, 200) Landers (50, 100, 200) Submarines (50, 100, 200) Carriers (50, 100, 200) Gunboats (50, 100, 200) ~~Units Destroyed~~ Infantries (50, 100, 200) Mechs (50, 100, 200) Bikes (50, 100, 200) Recons (50, 100, 200) Flares (50, 100, 200) Tanks (50, 100, 200) Medium Tanks (50, 100, 200) War Tanks (50, 100, 200) Artilleries (50, 100, 200) Anti-Tanks (50, 100, 200) Rockets (50, 100, 200) Anti-Airs (50, 100, 200) Missiles (50, 100, 200) Rigs (50, 100, 200) Fighters (50, 100, 200) Bombers (50, 100, 200) Dusters (50, 100, 200) Seaplanes (50, 100, 200) B Copters (50, 100, 200) T Copters (50, 100, 200) Battleships (50, 100, 200) Cruisers (50, 100, 200) Landers (50, 100, 200) Submarines (50, 100, 200) Carriers (50, 100, 200) Gunboats (50, 100, 200) =========================================================================== ~9.Credits~ =========================================================================== Me-Wrote this FAQ for you to enjoy You-The reader who makes this FAQ have a purpose Yoshi, Swifty, and thefalman-Thanks to them for their DBD guides for The Creeper, Metro Map, and Land's End respectively CJayC and the Baconator-For making an awesome website to host all of these walkthroughs Copyright Deathborn 668. This Walkthrough is not to redistributed elsewhere without author's permission.