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FAQ/Walkthrough by Warfreak
Version: 1.2 | Updated: 10/27/08
_ _ __ __ / \ __| |_ ____ _ _ __ ___ ___ \ \ / /_ _ _ __ ___ / _ \ / _` \ \ / / _` | '_ \ / __/ _ \ \ \ /\ / / _` | '__/ __| _____ / ___ \ (_| |\ V / (_| | | | | (_| __/ \ V V / (_| | | \__ \ |_____| /_/ \_\__,_| \_/ \__,_|_| |_|\___\___| \_/\_/ \__,_|_| |___/ ____ __ ____ _ | _ \ __ _ _ _ ___ ___ / _| | _ \ _ _(_)_ __ | | | |/ _` | | | / __| / _ \| |_ | |_) | | | | | '_ \ | |_| | (_| | |_| \__ \ | (_) | _| | _ <| |_| | | | | | |____/ \__,_|\__, |___/ \___/|_| |_| \_\\__,_|_|_| |_| |___/ Author: Warfreak Version: 1.2 Date Started: 28/5/08 ------------------------------------------------------------------------------ Table of Contents  Introduction [1.01] Introduction [1.02] Version History  Terrain [2.01] Definitions [2.02] Ground Terrain [2.03] Naval Terrain [2.04] Bases  Units [3.01] Definitions [3.02] Damage Equations [3.03] Ground Units [3.04] Aerial Units [3.05] Naval Units  Weather [4.01] Fog of War [4.02] Weather Conditions  Commanding Officers [5.01] CO Units and the CO Zone [5.02] Your Commanding Officer  The Playbook [6.01] The Campaign [6.02] Destroyed World / Days of Ruin [6.03] One Life / A Single Life [6.04] The Closed Village / Freehaven [6.05] Next Destination / Moving On [6.06] A New Ally / New Allies [6.07] Observer of Fear / Fear Experiment [6.08] A Place to Live / A Kind of Home [6.09] Flowers of Evil / A New Threat [6.10] Gate of Steel / The Beast [6.11] Day of Rest / Almost Home [6.12] Storm Clouds / A Storm Brews [6.13] History of Hatred / History of Hate [6.14] Rearguard Action / Greyfield Strikes [6.15] A Hero's Farewell [6.16] Escape on Ice / Icy Retreat [6.17] Hope Never Dies / Hope Rising [6.18] Sudden Mutation / The Creeper [6.19] Survival Chances / Panic in the Ranks [6.20] The Saved Village / Salvation [6.21] Counter-Attack / Waylon Flies Again [6.22] Countdown / Lin's Gambit [6.23] Pulsatrix Assault / The Great Owl [6.24] Sacrifical Lamb [6.25] Inside Pulsatrix / Crash Landing [6.26] Final Experiment / Lab Rats [6.27] Beam of Light / Sunrise [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 35th guide, and my first for the Advance Wars series. This guide is a battle guide, which really means that it covers everything to do with gameplay, from terrain, strategies, units, COs and such. I hope this actually works out for you. Please note that I'm using the EU/Pacific version and not the US version, and that is going to play a role in the name of COs and units, but the content will remain the same. Well, the above was true, it was a battle guide, till a FAQ sounded more and more attractive. So guide change I guess. It won't cover trial maps or normal maps, that you should be able to do yourself. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [28/5/08] Started guide. Completed Chapter 2, made headway on Chapter 3. Version 0.2 [30/5/08] Finished the basic Stats on Chapter 3, need to place some notes there. Version 0.3 [31/5/08] Started on making some notes. Version 0.4 [1/6/08] Finished all the notes on the units. There is still some more to go. Version 0.5 [3/6/08] Changed the Battle Guide into a FAQ. Finished the Weather and Started on the CO's, the intro for CO's are done. Version 0.6 [4/6/08] Finished most of the COs, too busy watching House. Version 0.7 [5/6/08] Finished the final COs. Started on the Campaign. Version 0.8 [30/6/08] Finished a few missions. Verison 0.9 [28/8/08] A long awaited update, stopped due to FFTA2. But an update none the less. 3 Mission Done. Version 1.0 [30/8/08] Small update, but update none the less. Version 1.1 [26/10/08] In my push to get as many guides done, this is on my hit list. I should finish this in about 2 days, there are only 7 missions to do, which make things a lot easier. Expect this to be finished soon. Version 1.2 [27/10/08] Guide complete. All done. Finally. That takes a load off. ------------------------------------------------------------------------------ [2.01] Definitions Terrain is what you are playing on, and it is important, especially for your ground and naval forces. Aerial units don't use terrain, so they really don't need to be mentioned here. First of all, the terrain will effect the mobility of all the units that will pass over it. Think of it as a point system. A unit will have a certain mobility number, and for each terrain that it needs to cross over, take away the mobility of the terrain from the unit's mobility, and that is how it works. Second, terrain has a defensive value which will give a defensive boost to a defending unit when attacked. Third, certain terrain, in particular, bases, will provide bonuses for your army such as defensive and attack boosts, radar and funds for your purchases. And finally, terrain is what your units are going to be on, so a good understanding is vital. In Fog of War conditions, terrain is going to play a massive role. Certain terrain, such as controlled cities, forests, reefs and fog are hiding places for units, that is, units hiding in these terrain types, except for aircraft, will be hidden UNLESS an enemy unit is next to that terrain. Flame Pillars play a role as they provide +5 vision to the area around the pillar to all players. Use this wisely. Terrain is going to be the most crucial element in such battles, as a hidden indirect unit can pound a massive army into nothing but tethers. Anyway, ahead with the terrain definitions. It is going to be structured like this Terrain Name: X Terrain Type: Ground or Sea Defensive Stars: Out of 4 Funds Provided: 0 or 1000 Special: Production, Hiding, Etc Repairs: Ground, Sea or Air, or None Movement Costs Infantry : X Bazooka : X Tire A : X Tire B : X Tank : X Air : X Ship : X Transport : X --==Notes==-- My personal comments ------------------------------------------------------------------------------ [2.02] Ground Terrain Ground Terrain is land, terra firma, etc. It is something that naval units can't get onto, which is short of a definition. Lets go. Terrain Name: PLAINS Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :The most common type of terrain on large maps based on ground. They do not offer any disadvantage, except to Tire A units, such as Recon, Missiles and Rockets. Terrain Name: ROAD Terrain Type: Ground Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :The best terrain to move on since it does not offer disadvantages to any units, but it does not, however, provide any defence to units, so that could be a disadvantage. Terrain Name: WOODS Terrain Type: Ground Defensive Stars: *** Funds Provided: 0 Special: Hiding Spot for Ground Units Movement Costs Infantry : 1 Bazooka : 1 Tire A : 3 Tire B : 3 Tank : 2 Air : 1 Ship : - Transport : - Notes :Woods are the one of the hiding spots for your ground units, next to ruins and cities. It provides excellent defence but it is extremely hard for vehicles to move onto it with the high movement costs. Terrain Name: WASTELANDS Terrain Type: Ground Defensive Stars: ** Funds Provided: 0 Movement Costs Infantry : 1 Bazooka : 1 Tire A : 3 Tire B : 3 Tank : 2 Air : 1 Ship : - Transport : - Notes :This is the same as a forest, except that it doesn't hide your troops. Not that common, and not very useful either. Terrain Name: MOUNTAIN Terrain Type: Ground Defensive Stars: **** Funds Provided: 0 Special: +3 Vision to Bazooka Units Movement Costs Infantry : 2 Bazooka : 1 Tire A : - Tire B : - Tank : - Air : 1 Ship : - Transport : - Notes :Only infantry and air units can transverse up here. It is useful for mechs in particular since they get a GREAT boost to vision and they are at max defence here. Terrain Name: RUINS Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Special: Hiding Spot for Ground Units Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :A ruined city, these provide hiding spots for ground units during fog of war. Not as good as the woods for defence, but it still provides protection. The best is the city though. Terrain Name: SHOALS Terrain Type: Ground/Sea Defensive Stars: - Funds Provided: 0 Special: Landers and Missile Boats can land here Movement Costs Infantry : 1 Bazooka : 1 Tire A : 2 Tire B : 2 Tank : 1 Air : 1 Ship : - Transport : 1 Notes :This is where you are going to normally land your units to fight the enemy units. They do not provide a lot of protection, and you don't want your forces on the defensive here. A plain is better than this. Terrain Name: RIVER Terrain Type: Ground Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : 2 Bazooka : 1 Tire A : - Tire B : - Tank : - Air : 1 Ship : - Transport : - Notes :Rivers are going to be the deathbeds of infantry. They are only passable by infantry and air units, and they offer no defence. It is not common since there are normally bridges nearby. Terrain Name: BRIDGE Terrain Type: Ground/Sea Defensive Stars: - Funds Provided: 0 Special: Naval Units can pass through Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :This is basically a road across water, which can both be used by ground and naval forces. However, there is no defence here, so make sure you don't linger here. Terrain Name: FIRE PILLAR Terrain Type: Impassable Defensive Stars: - Funds Provided: 0 Special: Lights up an area of a 5 Square Radius around it. Notes :This will basically light up the area with a 5 square radius. It will look like what is below. It does not, however, see through hiding places. Dangerous to be around in Fog of War. # ### ##### ####### ######### #####F##### ######### ####### ##### ### F = Fire Pillar # # = Lit up Spaces Terrain Name: METEOR Terrain Type: Impassable until Destroyed Defensive Stars: - Funds Provided: 0 Special: Blocks Terrain Until Destroyed Notes :The Meteor will have 99 HP and you need to destroy it to pass. Once it is destroyed, it will turn into a Plain. Terrain Name: PLASMA Terrain Type: Impassable Defensive Stars: - Funds Provided: 0 Special: Blocks Terrain Notes :It will only be destroyed when the one of the meteors that found the Plasma has been destroyed. Once removed, it turns into plains. ------------------------------------------------------------------------------ [2.03] Naval Terrain This is what you are going to be using if you are going to develop a navy, and on maps with some element of seas, you'd be foolish not to because how are you going to land some serious firepower? Anyway, move on. Terrain Name: SEA Terrain Type: Sea Defensive Stars: - Funds Provided: 0 Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 1 Transport : 1 Notes :This is the default terrain of the sea, the plains of the sea as it were. You generally don't want to hide here, there isn't much cover. Terrain Name: ROUGH SEA Terrain Type: Sea Defensive Stars: ** Funds Provided: 0 Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 2 Transport : 2 Notes :You move slower through here because the sea isn't as calm as you'd like. It's slower but provides a bit more cover. Terrain Name: SEA FOG Terrain Type: Sea Defensive Stars: * Funds Provided: 0 Special: Provides a Hiding Spot for Naval Units Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 1 Transport : 1 Notes :Probably what'd you be keeping to in Naval battles with Fog of War on. Provides decent cover as well as hiding during Fog of Wat battles. Terrain Name: REEF Terrain Type: Sea Defensive Stars: ** Funds Provided: 0 Special: Provides a Hiding Spot for Naval Units Movement Costs Infantry : - Bazooka : - Tire A : - Tire B : - Tank : - Air : 1 Ship : 2 Transport : 2 Notes :Sort of like the Rough Sea, except it provides a hiding spot for Fog of War battles. Great places to hide. ------------------------------------------------------------------------------ [2.04] Bases What you need to start capturing and taking care of during your battles. You need to note that in Fog of War, all bases that are currently not in your possession will be a hiding spot and will continue to do so unless you move next to it. This provides the best hiding places for Indirect Units, since they have the best protection and are resupplied every turn. Terrain Name: HEADQUARTERS Terrain Type: Ground Defensive Stars: **** Funds Provided: 1000 Special: Resupplies Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :You want to protect this at all costs, once the enemy captures your HQ, then it is game over for you and a defeat as well. As the HQ is captured, if the game continues, it is converted into a normal city. Terrain Name: CITY Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Resupplies Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This is the mainstay of your funds, cities is what you are going to be fighting over for the good part of the game. The more you capture, the more money you get to fight with. Terrain Name: FACTORY Terrain Type: Ground Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Ground Units, Builds Ground Units Repairs: Ground Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This is one of the most strategic goals, you want to make sure you get more of these, the closer to the enemy the better, while you don't want the enemy to get these. You need these to survive. Terrain Name: AIRPORT Terrain Type: Ground Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Air Units, Builds Air Units Repairs: Air Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :Again, another strategic structure, and it is useful since it produces extremely useful transport units and some of the most powerful units in the game. Terrain Name: PORT Terrain Type: Ground/Sea Defensive Stars: *** Funds Provided: 1000 Special: Resupplies Naval Units, Build Naval Units Repairs: Naval Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :The final strategic structure, and again, some extremely powerful units are produced here. Note that naval units can access this area. Terrain Name: SILO Terrain Type: Ground Defensive Stars: ** Funds Provided: 0 Special: Launches Missiles Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :Here, infantry units can launch missiles at enemy forces. It is attacking in this form (see below) and can damage up to 13 squares for 3 damage each, regardless of unit type. Ouch! X XXX XXOXX XXX O = Centre of Blast X X = Damaged Squares Terrain Name: RADAR Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Reveals squares in Fog of War Conditions Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This acts like a Fire Pillar, in the same way as it reveals squares during fog of war. Unlike the Fire Pillar, you get a defensive boost and some war funds. Terrain Name: COMM TOWER Terrain Type: Ground Defensive Stars: ** Funds Provided: 1000 Special: Boost in Attack and Defence Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :This allows you to boost the attack and defence capabilities of all your units by 5%, for EACH ONE that you have. Terrain Name: TEMPORARY AIRPORT Terrain Type: Ground Defensive Stars: * Funds Provided: 0 Special: Can be constructed by Mobile Workshops/Rigs Repairs: Air Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : - Transport : - Notes :These are built by the Mobile Workship. These act like normal airports except for one glaringly obvious difference, they can't produce any aircraft. They must be built on Plains though. Terrain Name: TEMPORARY PORT Terrain Type: Ground/Sea Defensive Stars: * Funds Provided: 0 Special: Can be constructed by Mobile Workshops/Rigs Repairs: Naval Movement Costs Infantry : 1 Bazooka : 1 Tire A : 1 Tire B : 1 Tank : 1 Air : 1 Ship : 1 Transport : 1 Notes :Again, these act as normal ports, built by workshops, can be captured by infantry. They must be built on Shoals however. ------------------------------------------------------------------------------ [3.01] Definitions Units are what you are going to be fighting with during the game, no exceptions. Without any units on the field at any time after the first turn, you will automatically lose the game, so it is advisible to have them lying around. You can have a max of 50, any more and the game can't handle it. I am going to write down some definitions for you to make sure you know what it is I'm talking about. * Cost is going to be how many funds that your unit is going to cost. The more powerful the unit is, the more funds required. * Mobility is how far your unit can move along the terrain. The mobility value and actual distance travelled will depend on the terrain's movement cost. * Movement Type will tell you how the unit is going to move. Infantry are going to be Infantry, Bazookas are going to be Bazookas, Light Vehicles are either Tire A or B, Tanks are Tanks, Aircraft are Air, Naval units are Ship and Landers + Missile Boats are Transport. * Vision will tell you how far the unit can see during Fog of War conditions. The vision, however, will not allow you to see into hiding places unless you move past them. * Gas is the amount of spaces the unit can move before it cannot move anymore at all. All non-ground units, that is aerial and naval units consume fuel before the start of your turn and once these units have no more fuel, they will crash or sink. Ground units however, will be immobile and not move. They still work however, but odds are, they won't run out of fuel. * Armour is what type of armour the unit has. Infantry have Infantry or no armour, Light Vehicles such as Recons and Flares have Light Armour, Tanks have medium armour, Heavy Tanks have Heavy Armour and Megatanks have Very Heavy armour. * Attack Range will determine how far the unit can attack WITHOUT MOVING. The attack range for direct units is ALWAYS 1 while it will vary with indirect units. * Primary Weapon is what the unit will normally use against targets and this is generally their strongest attack. The Primary Weapon always has limited ammo and when it does run out, it will switch to a secondary weapon, if possible. Certain units can only be attacked with the Primary Weapon, for example, Cruisers against other Ships. * The Secondary Weapon is what the unit will use if there is no primary weapon or there is no more ammo in the primary weapon, OR if an attack on the targets warrants the secondary weapon. For example, Cruisers can use their Secondary AA Gun on Aircraft but not their anti-ship missiles. * Material is the amount of Material a unit can carry. This only applies to Mobile Workshops/Rigs and Carriers. These are used to build special units or structures, and cannot be replaced, unless with a secret CO power so you need another new unit for more material. * Very Vulnerable means that the unit is extremely weak when attacked by the following units. * Vulnerable means that the unit is weak when it is attacked by the following units. ------------------------------------------------------------------------------ [3.02] Damage Equations Okay, lets go all over how damage is dealt and received by your units and enemy units. --==Damage==-- * All units start off dealing 100% of their default damage. Their default damage is determined based off their weapon and who their enemy target is currently. These will be listed for each of the units. * The next problem is the health of the unit. The health of the attack unit will determine how strong it is. The ratio is: Attacking Unit's HP/10. That means, if the attacker is on 8, it will get 80% of full damage based on the ratio, while a perfectly healthy unit will be 100%. Another example is a unit on 5HP will attack at 50% strength. * The third part will be the Attacking Unit Stat/Defence State. That means the total attack power of the attacking unit, including external factors over the defensive statistic of the defender, which will be discussed later. For example, lets keep it simple, a Tank is attacking another Tank. All things being equal, they are both on roads, no veterancy. So, the attacking stat is: 100 (Attacking Tank) / 100 (Defending Tank). ! Therefore, the damage equation of the attack is as follows. Please note that Default Damage, Health and Attack/Defence are all expressed as percentages and fractions, no full values. Default Damage against Unit X Health/10 X Attack/Defence * Note that the Default Damage will not change. The Health will change as well the Attack. --==Damage Modifiers==-- There are several factors that can influence the Attacking Stat of your unit. Lets go through them: * If the Unit is at Level 1, add 5 extra attack stat points. * If the Unit is at Level 2, add 10 extra attack stat points instead. * If the Unit is Veteran or Ace, add 20 extra attack stat pionts instead. * If the Unit is in the CO Zone, add an extra 10 attack stat damage. * If the Unit is in the Co Zone and fits the bonus of the CO, Increase attack stat by 10 for each star in Attack Up * If there is a Sandstorm, -30 attack stat points for the unit, except for those will Lily/Penny as CO. * If you have Communication Towers in your possession, add 5 attack stat points for EACH Tower. Please note that the damage for veterancy DOES NOT STACK. So Aces get 20 extra points, not 35 which means stacking. Please keep this in mind. Examples: * The Attack Stat of a Battleship, Ace, in CO Zone with CO Bonus of 2 Stars attack against a Heavy Tank on the road, Full Health, is: Default Damage (50%), Health 10/10 (100%), Attack/Defence (150/100) = 75% = 75% Damage will be the Result * A Rocket Unit, Level 2, 7HP, In CO Zone, 3 Comm Towers in control attacks a Anti-Air on the road, Full Health is: Default Damage (75%), Health 7/10 (70%), Attack/Defence (135/100) = 70% = 70% Damage will result. Note that Damage is ROUNDED DOWN REGARDLESS * A Bomber, Level 1, 4HP, In CO ZONE, 2 CO Stars, 2 Comm Towers, In Sandstorm attacks a Mega/War Tank on the road, Full Health is: Default Damage (75%), Health 4/10 (40%), Attack/Defence (115/100) = 34% = 34% Damage will result. --==Defence==-- Note that there is no real ratio for this. Instead, defence will act through the Defence Stat. So far, my Examples have been through the default with no defence from terrain, no veterancy, etc. However, that will chance. The Defence stat can be modified by: * The Default Value is, 100 Defence Stat Points * If the Unit is on Ace/Veteran, add 20 extra defence stat points * The Terrain, if provides cover, will give defence points equal to: TERRAIN STARS X HEALTH OF DEFENDER * For Each Communication Tower, add an extra 5 Defence Points for EACH TOWER. * If it is in the CO Zone, add an extra 10 Defence Points. * If it fits the CO Bonus whilst in CO Zone, Increase Points by 10 points per Star * If your are playing Finn/Weylon as CO and use his CO Power, increase all air defence by 250%. Example: * The Defence Stat of a Tank, In the CO Zone, 2 CO Stars, 1 Comm Tower, Level 2, On a Wood Tile, on Full Health. = Default (100) + Co Zone (10) + 2 CO Stars (20) + Comm Tower (5) + Level 2 (0) + Wood Tile (3X10) = 165. Note that Level 1 and 2 Units DO NOT GET A BOOST in Defence. --==Combat Equation==-- Now combine the two together. Remember the equation: DEFAULT DAMAGE X HEALTH X (ATTACK STAT/DEFENCE STAT) = Damage Now, combine the two examples with the following. * A Battleship, Ace Level, In the Co Zone with 2 CO Stars attacks a Tank In the Co Zone with 2 Co Stars, 1 Comm Tower on a Wood Tile, Full Health. = 65% X 100% X (150/165) = 59% Damage and there you have it, you now know how to do the Combat Equation. Except who cares, you really are hear to have fun, aren't you. I do hope so, and not here to hear my Maths Lecture. --==Luck==-- Again, Luck is back. The Luck factor is that units can somehow deal more damage than they are meant to. However, with Nell in this game, your units can only deal ONE extra damage, tops. Again, Luck is another equation: (Random Value Between 0 and 1) X Unit HP X (Attack/Defence) As such, the health of the Unit will prevent weak 1 HP units dealing more damage than they are meant to. As such, Luck is a relatively minor factor in this game. Think of it as a stray bullet disabling a tank's engine. --==Veterancy==-- To prevent your units to be send and forget fodder, there is Veterancy. As I have shown you, Veterancy can mean extra damage and extra defence as your troops become more experienced. After all, more experienced troops are more ready for battle, been there and done that. All units can gain veterancy, provided that it is enabled in the games rules. All one has to do to gain veterancy is to actually destroy a unit, regardless of who dealt the most damage. Veterancy is awarded to the unit how delivers THE KILLING BLOW, NOT the MOST DAMAGE. Personally, I prefer the C&C style where Veterancy is gained determined on how much damage you cause in relation to unit cost. That makes more sense that killing a unit and being more experienced. And now onto the units. ------------------------------------------------------------------------------ [3.03] Ground Units Ground Units are all deployed from your Factorys and are to be used on the ground. They are no good in the air, and no good on the sea, but on the ground, hence the name, ground units. **************** *Infantry Units* **************** Unit Name : Infantry Description : Cheapest Unit. Can Capture Bases. vision +3 when on Mountains Cost : 1500 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 3 Movement Type : Infantry Armour : Infantry Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Mega Tank, Anti-Air, Rockets, Heavy Tank, Mech Gun, Ship Plane Vulnerable To : Flare, Recon, Tank, Battle Heli, Battleship, Anti-Tank Default Damage: Infantry - 55 Mech Gun - 10 Missile Boat - NA Bazooka - 45 Anti Tank - 30 Lander - NA Motorbike - 45 Rockets - 20 Interceptor - NA Recon - 12 Missiles - 20 Bomber - NA Flare - 10 Workshop - 14 Fighter - NA Anti-Air - 3 Battleship - NA Battle Heli - 8 Tank - 5 Cruiser - NA Trans Heli - 30 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- Your infantry unit, which costs an extra 500 credits than before, due to infantry spamming. Again, they are useful because they are used to capture enemy cities and one thing that isn't mentioned, launch missiles. On the battlefield, they are only useful at the start, and after that, they lose their usefulness. They are creamed by anything that moves. They are only useful in doing one thing, they are extremely handy in removing enemy Anti-Tank units. Look at the chart above and see that besides attack other infantry, they are very good against Anti-Tank units. Unless you are looking for a cheap Meat Shield, use this only to capture bases and launch missiles. --==Pros and Cons==-- + Cheapest Unit in the game + Good damage against other Infantry units + Can capture bases and launch missiles + Good against Anti-Tanks + Quick across Terrain + +3 Vision on top of mountain + Slightly more damage than Helis - Extremely weak armour - Weak attack against armoured units - Slower across mountains and heavy terrain --==Killing Them==-- You really need my help on killing infantry units? You've got to be kidding. Anyway, there are basically many things that can 1 hit KO infantry, ranging from the Mega Tank to Bomber, while other units can seriously wound them. The only hard part is when they are on 3* and 4* terrain where they will not die that easily. But since they can't fight back very well, it isn't much of a problem. --==Commander==-- Seriously, unless there is only infantry on a pre-deployed map, you should not really mount a CO into an Infantry unit. It would be too easy to kill the unit and while it may be cheap, it surely isn't worth it. Besides, there are many units that can move faster. Also, the AI will, being smart, not place their CO on this unit as well, because it is smarter than that. --------------------------------------- Unit Name : Bazooka (EU/AUS), Mech (US) Description : Attack Power High. Can Capture Bases. Vision +3 when on Mountains. Cost : 2500 Credits Gas : 70 Vision : 2 Attack Range : 1 Mobility : 2 Movement Type : Bazooka Armour : Infantry Primary Weapon : Bazooka Primary Ammo : 3 Primary Attacks : Vehicles Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship Default Damage: Infantry - 65 Mech Gun - 70 Missile Boat - NA Bazooka - 55 Anti Tank - 55 Lander - NA Motorbike - 55 Rockets - 85 Interceptor - NA Recon - 85 Missiles - 85 Bomber - NA Flare - 80 Workshop - 75 Fighter - NA Anti-Air - 55 Battleship - NA Battle Heli - 12 Tank - 55 Cruiser - NA Trans Heli - 35 Heavy Tank - 25 Carrier - NA Ship Plane - NA MegaTank - 15 Submarine - NA Meteor - 15 --==Notes==-- The strongest infantry unit in the game, they are armed with one dangerous weapon, the Bazooka. The change to make sure that Mech spams are more effective with an lower cost. Except that such spams are actually quite easy to kill, using Battle Helis and Anti-Airs to counters. Although they have some power against Vehicles, they are infantry units which make them having no armour, and their mobility will restrict how much damage they can deal. They are effective in Fog of War conditions with dealing with enemy Recons that are attempting to scout out your base. Also, their slow speed will not allow them to take down indirect, which may be a problem if you are trying to sneak up on them. Like infantry, they can take bases and launch silos. Also, they are the most effective ground unit attack Anti-Tanks in terms of cost and relative damage. They deal more default damage than any direct attack tank. Again, the problem is getting them close. For large maps, if you plan to use these, you need a transport closeby. --==Pros and Cons==-- + Great damage against armoured units + Can capture bases and launch missiles + Fastest across mountains + Easy to Spam + Cheaper than before + Great against Anti-Tanks - Extremely Slow - Poor Counterattack - Still have infantry armour - Needs a Transport for great distances. --==Killing Them==-- They aren't that hard to take down, they are easy since there are many units that are relatively good against infantry such as Anti-Airs and the MegaTank. However, the problem is that they can counter-attack and deal some damage, or they would spot you and attack first and dish out some damage. You can use Air units to get around this or use some indirects and take the Bazookas down. Since it would be risky to use your ground units, if you have to use ground units, pound it with some infantry, or hope that your AA is lucky and scores a kill. Do not engage with armour without dealing more than 85% damage, because their counterattack, over time, will kill. Death by a million paper cuts. --==Commander==-- Not a great idea since they are so slow. Their armour is also quite weak and would seriously be a waste of your time and enengy. For this, the enemy doesn't use a Mech as the Commander unit either. --------------------------------------- Unit Name : Motorbike (EU/AUS), Bike (US) Description : Infantry Unit. High Mobility. Able to capture bases. Cost : 2500 Credits Gas : 70 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tire B Armour : Infantry Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship Default Damage: Infantry - 65 Mech Gun - 15 Missile Boat - NA Bazooka - 55 Anti Tank - 35 Lander - NA Motorbike - 55 Rockets - 35 Interceptor - NA Recon - 18 Missiles - 35 Bomber - NA Flare - 18 Workshop - 20 Fighter - NA Anti-Air - 5 Battleship - NA Battle Heli - 12 Tank - 8 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- One of the newer units introduced into the game, which is probably more useful than adding another tank. First was the Tank, then Md Tank, then Neo Tank, the Mega Tank, next would be Super Tank. Anyway, they are designed to be like the Bazooka/Mech, they are advanced infantry. These guys are useful because of their mobilty and their cheap cost. As such, they are useful early game to capture bases a good distance away since they are as fast as an APC transport without the extra cost. However, it doesn't completely replace infantry. Their Tire B movement makes them much slower than infantry on certain tiles, such as Forests, and they also cannot be used to enter mountain tiles. Imagine driving a Motorbike on a mountain. There is also another problem that they cannot board Transport Copters and Missile Boats. That limits their moving capabilities over impassible tiles such as ocean tiles. However, with their long range, they can make good hit and run attacks in Indirect units, in particular, the Anti-Tank which seems to hate infantry fire. Their good infantry killing ability will make them a cheap method of base defence from transports rushing in and sending in infantry to capture your bases. They are on the same cost as the Bazooka. Consider them a Mech without the Bazooka and good range. --==Pros and Cons==-- + Relatively cheap + Good against enemy infantry + Good against the vile Anti-Tank + Extremely high mobility for infantry + Can capture bases + Can avoid range of Indirects and then attack + Useful for base defence against Infantry - Cannot cross mountains - Cannot use Transport Copters or Missile Boats - Extremely Slow across Heavy Terrain with Tire B movement - Little damage against armoured units - Does not fully replace the role of Infantry and Mechs --==Killing Them==-- It really is like a Bazooka unit, except you don't fear the counter-attack as much as you'd normally do. Normal Infantry killers such as Anti-Airs can grind this into the sand. They do not have any vehicle armour, they have the same infantry armour, making them really, cannon fodder. And once you have crippled them, the odds are that they cannot move quickly away since they have the Tire B movement. Eliminate as if they were infantry. --==Commander==-- These are not extremely effective in terms of placing your Commander in here. It may be cheap, but unless you have no real power and just use the radius, such as Carter, then you shouldn't consider it. The AI won't use this as a Command Post either. ********** *Vehicles* ********** Unit Name : Recon Description : Reconnaissance unit. High Mobility. Good range of vision. Cost : 4000 Credits Gas : 80 Vision : 5 Attack Range : 1 Mobility : 8 Movement Type : Tire A Armour : Light Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Mega Tank, Bomber, Heavy Tank, Rockets Vulnerable To : Bazooka, Tank, Mech Gun, Ship Plane, Battle Heli, Anti-Tank, Battleship Default Damage: Infantry - 75 Mech Gun - 45 Missile Boat - NA Bazooka - 65 Anti Tank - 15 Lander - NA Motorbike - 65 Rockets - 55 Interceptor - NA Recon - 35 Missiles - 55 Bomber - NA Flare - 30 Workshop - 45 Fighter - NA Anti-Air - 8 Battleship - NA Battle Heli - 18 Tank - 8 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- The Recon is back, and it does what it is built for, reconnaissance. They are designed for Fog of War conditions as a scout unit, and given the cost, mobility and vision, they are worth it. Since this game is more laden on hiding places, that is a benefit and disadvantage for the Recon. The advantage is that hidden places in Fog of War will hide enemy units and recons can easily scout them out. The disadvantage is their movement type. They are extremely limited in actually crossing hiding places, which are generally heavy terrain such as Woods. Generally, unless there are a lot of roads, these should be replaced by the Flare. More on that later. These are good against Infantry however, and as such, they can easily protect your base from enemy bases even though you are a good distance away. Their high mobility will allow them to rush in and fight enemy infantry. That will make it more than useful early game to deny your opponent from capturing cities. Also, look at their default damage against enemy indirects, bar the Anti-Tank. It is relatively high, and that makes them extremely useful in Fog of War since you can outrange them easily. However, they do suffer from their movement type and their armour. It is still weak, and that is a problem. They also suffer from competition with the Flare. The flare is stronger than the Recon, but that is a Tank unit. Therefore, the Recon is good on light terrain such as citiess and roads, while Flares are good with Forests and Wastelands. The fact that Recons are crap on Plains is a problem though. --==Pros and Cons==-- + Extremely high mobility + Extremely large vision + Powerful against infantry + Powerful against indirect units + Faster on light terrain such as roads + Cheap and good for harrassing enemy infantry + Good form of base defence against infantry capture - Movement type (Tire A) are horrible on Plains - Weak against armoured vehicles - Flare is stronger and more useful - Designed for Fog of War play, nothing else --==Killing Them==-- Recons are extremely lightly armoured vehicles. Think of it as a Jeep without the armour. As such, most armoured units can cause it a world of hurt. Only Infantry and Motorbikes will have some problem, they suffer against all indirects, tanks, and the most fearful, the Mech unit. Several high tier units can easily blow this apart such as the Mega Tank and the Bomber unit. Also, Battle Helis can deal some good damage against these units without suffering a major counter-attack. --==Commander==-- I suggest you look harder to find a suitable Command Post than to use a Recon. Although it is cheap, there are much better alternatives, such as a Tank for instance. The AI will not use this as a Command Post either. --------------------------------------- Unit Name : Flare Description : In Fog of War, can fire flare rocket. Illuminates 2 square area where it lands. Cost : 5000 Credits Gas : 60 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tank Armour : Light Primary Weapon : Flares Primary Ammo : 3 (Range 5) Primary Attacks : - Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Rocket, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli, Anti-Tank Default Damage: Infantry - 80 Mech Gun - 45 Missile Boat - NA Bazooka - 70 Anti Tank - 15 Lander - NA Motorbike - 70 Rockets - 55 Interceptor - NA Recon - 60 Missiles - 55 Bomber - NA Flare - 50 Workshop - 45 Fighter - NA Anti-Air - 45 Battleship - NA Battle Heli - 18 Tank - 10 Cruiser - NA Trans Heli - 35 Heavy Tank - 5 Carrier - NA Ship Plane - NA MegaTank - 1 Submarine - NA Meteor - 5 --==Notes==-- This is the next addition to this game, and the big brother of the Recon. Besides the difference of 1000 Credits to fund their construction, there are more indepth differences. First of all, they can fire the Flare Rocket, which allows them to light up an area, the area the same size of that of a missile impact. That means a 13 Square light up, like so: X XXX XXXXX XXX X And that is relatively useful. It will reveal all units that are in the hiding spots without having a unit next to them. This makes the quite valuable in Fog of War as a spotter unit for Rockets if they are hiding in Hiding spots. Its useful, therefore, in Indirect Wars. The flare would not however, light up Subs haved dived, since you'd need some more advanced weaponry than that. To fire the Flare, you need to make it act like an indirect unit. They can only fire the flare while stationary, so stop and fire. Also, their machine gun is more powerful than that of the Recon. So what, its only 5 damage against infantry you might point out. But I point to the Anti-Air column. Recons hit for 8, this hits for 45, which is quite a big difference. They can be used as base defence for a longer period of time than the Recon since they do some damage to armour. It is also useful for its movement type. It can cross terrain much easier but it is more limited in terms of how many tiles it can move. Outside Fog of War however, normal people don't bother with this or the Recon, they opt for the one up, AA and Tanks. Also, in Fog of War, look at the Vision of this thing. 2. That isn't exactly useful. If there are a lot of hiding places, use this over the recon. More heavy terrain, use the Flare. No Fog, don't use any. --==Pros and Cons==-- + Their flares allow to spot hiding enemies + More powerful machine gun than Recons + Stronger against Infantry + Good against enemy Indirects and AAs + Faster across heavy terrain and plains + Flares light up a good distance away from the Flare. + Powerful against enemy Recons and Flares - Poor vision, only 2 while Recon has 5 - Limited mobility, compared with the Recon - Flares shut down after the end of turn - Weak armour for a Tank unit - Practically useless without Fog of War --==Killing Them==-- These are just Recon units with more power and cost more. The defence of the Flare is pretty much the same compared with the Recon and as such, it is demolished by Tanks, Aircraft and Mech units. Therefore, use your Tanks, Bombers, Indirects and Helis to bomb this into submission. As a side note, they are rarely encounted in the AI, they deploy at most 3 per map, making it hard to get those medals. --==Commander==-- You are so close to purchasing a CO Tank, so this isn't exactly a good choice either. Although it is cheap, there is no point of having a cheap CO unit that is easily destroyed. It would be considered if it was decent against enemy armour. Note that the AI doesn't use this as a Command Post either. --------------------------------------- Unit Name : Anti-Air Description : Specialised Anti-Air unit. Can also attack ground forces. Cost : 7000 Credits Gas : 60 Vision : 3 Attack Range : 1 Mobility : 6 Movement Type : Tank Armour : Medium Primary Weapon : Vulcan Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Heavy Tank Vulnerable To : Bomber, Rockets, Tank, Anti-Tank Default Damage: Infantry - 105 Mech Gun - 70 Missile Boat - NA Bazooka - 105 Anti Tank - 30 Lander - NA Motorbike - 105 Rockets - 85 Interceptor - 70 Recon - 60 Missiles - 85 Bomber - 70 Flare - 50 Workshop - 75 Fighter - 75 Anti-Air - 45 Battleship - NA Battle Heli - 105 Tank - 15 Cruiser - NA Trans Heli - 120 Heavy Tank - 10 Carrier - NA Ship Plane - 75 MegaTank - 1 Submarine - NA Meteor - 10 --==Notes==-- This is one of the best ground units that isn't a Tank. Look at those attack stats. They can easily read enemy helicopters, do some real damage against those more expensive air units, rip apart enemy infantry and critically wound enemy Indirects, except for the Anti-Tank. As such, these should be built after a few turns and be used as a way to counter enemy infantry capturing cities. In fact, there are probably more often used to counter infantry than aircraft. However, that being said, they are extremely good against enemy aircraft. They can easily wipe the floor with enemy Helicopters, resulting in one hit kills, but they have been nerfed so they cannot deal 1 hit kills to enemy bombers. Note that enemy Bombers will not try to attack AAs as well. Their power is extremely limited in attack Bombers and can no longer get 1 hit kills, and as such suffer a counter-attack, a waste for such an expensive unit. However, they will be a threat, so make sure there is another to back it up. 2 AAs cost 14000, a Bomber costs 20000, so losing 7000 to destroy 20000 is pretty good in terms of an exchange. The problem is with Anti-Air that I encounter the most is the ammo. They previously had 9 and now they have 6, meaning that I have to resupply them more often. This is due to their Anti-Infantry role to disrupt capturing, and as such, they need to be far from a supply point and less ammo means that they need more resuppling and that is quite annoying. --==Pros and Cons==-- + Destroys enemy Helicopters with ease + Destroys enemy infantry or seriously wound infantry units + Powerful against expensive aircraft such as Bombers + Powerful against enemy indirects such as Rockets + Good mobility to rush back for base defence + Better armour than before + Better against Bombers, can provide a decent counter-attack + Cheaper than before, previously at 8000 - Weak against armoured units, the Tanks - Cannot wipe out aircraft with ease like before - Machine Gun will not deter enemy Tanks - Less Ammo than before, causing more resupplies --==Killing Them==-- Mechs are not a bad option to attach them, but if you are using Mechs, use two to wipe it out. The first mech, the attacking one, will suffer a pretty large counter-attack, but it is weak enough for the second to wipe it out. Tanks are the best option, they can dish out a fair amount of damage without taking a lot of damage in return. Bombers can also attack there, but there should not since it will counter- attack against the bomber, doing damage more of less equal to the health of the AA. Helis should not be considered, unless it is the finishing kill. Indirects should be considered since they can dish out some damage. --==Commander==-- This isn't a bad choice if you know there are going to be aircraft or a lot of infantry on your map. With the CO zone and some decent CO, you can wipe the floor with all aircraft, including the pesky bombers that you can't kill normally. However, this will not defend you against Tanks though, so that is a downside. The AI doesn't consider this to be a post though, so your infantry are relatively safe. --------------------------------------- Unit Name : Tank (EU/AUS), Light Tank (US) Description : Light Tank Unit Cost : 7000 Credits Gas : 70 Vision : 3 Attack Range : 1 Mobility : 6 Movement Type : Tank Armour : Medium Primary Weapon : Tank Gun Primary Ammo : 6 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber Vulnerable To : Mega Tank, Ship Plane, Anti-Tank, Heavy Tank, Battle Heli, Rockets Default Damage: Infantry - 75 Mech Gun - 70 Missile Boat - 55 Bazooka - 70 Anti Tank - 30 Lander - 18 Motorbike - 70 Rockets - 75 Interceptor - NA Recon - 85 Missiles - 75 Bomber - NA Flare - 80 Workshop - 85 Fighter - NA Anti-Air - 75 Battleship - 8 Battle Heli - 18 Tank - 55 Cruiser - 9 Trans Heli - 35 Heavy Tank - 35 Carrier - 8 Ship Plane - NA MegaTank - 20 Submarine - 9 Meteor - 20 --==Notes==-- This is your basic workhorse of your army. They have relatively good mobility and they are quite powerful. Their machine gun can shred infantry and their Tank Cannon will deal some good damage against Armoured units. They are decent because their mobility can allow them to outrange rockets, they can lurk outside the range, and then force it to move back or face damage. Therefore, their speed will help break a chokepoint with your heavy forces killing the block, and your tanks taking out the indirects. However, they are lacking in power against their bigger brothers, the Heavy/Medium Tank and the Mega/War Tank. Also, attack the Anti-Tank is a poor decision, since the counter-attack is SEVERE. Therefore, use these to attack anything other than the Hvy, Mega Tanks and the Anti- Tank, letting others do the job. --==Pros and Cons==-- + Your basic workhorse, good with everything they attack + Good against enemy infantry + Good against Light armoured units + Good mobility + Dual weapons, provides a backup + Outranges enemy indirects + Not very expensive - Weak against air units - Weak against more heavily armoured units - Poor against the Anti-Tank - Less ammo than before --==Killing Them==-- If you want to seriously damage the Tank, you need either a Bomber or a Mega Tank. Otherwise, the Anti-Tank and the Heavy Tank works relatively well. Tank against Tank is effective, but that will dish out some counter attack damage and that isn't helpful. Remember, death by a million paper cuts. The most overlooked option is the Battle Heli. They dish out some good damage against the Tank, while receiving less as well, and they have good mobility to counter-balance that of the Tank. Also, they are quite cheap compared with the other options, the Hvy, Anti and Mega Tanks all cost over 10000, the Battle Heli sits at 9000. --==Commander==-- This is a great option to place your Commander in. It deals out some damage to yuor enemies and it is relatively quick to move around. With the CO on board, it can dish out damage to the Heavy Tanks while supporting the units around it. The AI will use this quite often for a Command Post. Ed/Will, O'Brain/Brenner, Lin, Catleia/Isabella, Carter/Forsythe, Lili/Penny and Stolos/Caulder will decide to use this as their CO Post. --------------------------------------- Unit Name : Heavy Tank (EU/AUS), Medium Tank (US) Description : Reinforced Tank Cost : 12000 Credits Gas : 50 Vision : 2 Attack Range : 1 Mobility : 5 Movement Type : Tank Armour : Heavy Primary Weapon : Heavy Tank Gun Primary Ammo : 5 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Bomber Vulnerable To : Mega Tank Default Damage: Infantry - 90 Mech Gun - 85 Missile Boat - 55 Bazooka - 80 Anti Tank - 35 Lander - 22 Motorbike - 80 Rockets - 90 Interceptor - NA Recon - 95 Missiles - 90 Bomber - NA Flare - 80 Workshop - 90 Fighter - NA Anti-Air - 90 Battleship - 10 Battle Heli - 24 Tank - 75 Cruiser - 12 Trans Heli - 40 Heavy Tank - 55 Carrier - 10 Ship Plane - NA MegaTank - 35 Submarine - 12 Meteor - 35 --==Notes==-- A crappy version of the previous Medium Tanks. It is sort of the go between the Medium Tank replace, the Mega Tank and the Tank. It is relatively decent with their cheaper costs, they can severely cripply anything that decides to move, except the air units and the Mega Tanks. If you are going to use this to attack Mega Tanks, make sure you decide to attack first, since it will shred it if it manages to attack first. The major problem I have with this is the weaker mobility. Because it is much slower, but not that much slower, it can just run up to a Rocket unit and do some serious damage to it. Because of this, it isn't afraid of Rockets or any indirects, except for that pesky Anti-Tank. That thing is seriously annoying. That being said, it is good for all round work, a step up from the Tank. You will need to boost it up for some more damage, but they are good at killing everything that decides to move on the ground. Still horrible against the Anti-Tank though, and that is a problem. --==Pros and Cons==-- + More armour that your average tank + Dishes out more damage all round + Can attack other Heavy Tanks for some damage + Can deal some good damage to Mega Tanks if it attacks first + Cheaper than before, making it a good spamming unit + Stronger with Ace level + Can attack and destroy Rockets - Less ammo than before - Slower than a normal tank - Weak against air units - Low mobility with heavy terrain is a problem --==Killing Them==-- With increasing armour, it becomes more of a problem to smash these things into useless scrap metal. Your best bet is to use some Bombers to attack without fear of a counterattack. However, short of that, use some Battle Helis to dish out some damage for low counter attack damage, then the Mega Tank. Choke them using hidden indirects, in particular, Rockets. Even if it can see the Rocket unit, it can move up to it and attack it, but a smart commander will have either another indirect to back it up or some firepower nearby. --==Commander==-- Not a bad choice for a CO unit, except my problem with it is that is a problem because of the poor speed. Other than that, it makes it quite strong if it is just a ground battle. This is much better than the Mega Tank for reasons that I will explain below. The AI will be the same as the normal Tank. Those who use the Normal Tank as a Command Post will use the Heavy Tank as well, so prepare your bombers and make sure those Rockets are loaded. --------------------------------------- Unit Name : Mega Tank (EU/AUS), War Tank (US) Description : Most powerful tank. Boasts superlative attack and defence capabilities. Cost : 16000 Credits Gas : 50 Vision : 2 Attack Range : 1 Mobility : 4 Movement Type : Tank Armour : Very Heavy Primary Weapon : Mega Tank Cannon Primary Ammo : 5 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : None Vulnerable To : Bombers Default Damage: Infantry - 105 Mech Gun - 105 Missile Boat - 65 Bazooka - 95 Anti Tank - 40 Lander - 28 Motorbike - 95 Rockets - 105 Interceptor - NA Recon - 105 Missiles - 105 Bomber - NA Flare - 105 Workshop - 105 Fighter - NA Anti-Air - 105 Battleship - 12 Battle Heli - 35 Tank - 85 Cruiser - 14 Trans Heli - 45 Heavy Tank - 75 Carrier - 12 Ship Plane - NA MegaTank - 55 Submarine - 14 Meteor - 55 --==Notes==-- As you'd expect, the name of the unit denotes now good it is. It is extremely powerful, and you don't want to be ambushed by one of these units, it isn't exactly fun. Their attack power and kill most infantry, kill indirects, except for the Anti-Tank, and knock out the lighter vehicles, while crippling your enemy tanks. With such great power, they are best used for base defence and not really attacking, why? It problem with the Mega Tank is the poor range of the unit. It cannot move up to a Rocket unit and hit it without being hit first, and that is a big problem. And with such a big price tag, the enemy will more likely go after this unit first. And that will be a problem, or an advantage if you have a few surprises up your sleeve. And with its lumbering towards the enemy, they can easily retreat their forces to save them from danger, while pounding you with indirects. Therefore, this is ideal at choke points. Its armour will make it the best blocker at a choke point while your indirects ruin the enemy forces. Since it is hard to take down, it will be a while for the enemy to take this one down, and by the time it is gone, a replacement is already there. And imagine this, a Ace Mega Tank running towards your base. That isn't exactly the best thought in the world. --==Pros and Cons==-- + Extreme power against all moving units + The strongest ground unit + Much better against enemy Battle Helis than before + Can 1 hit kill many units + Easy to level up for more power - Poor Mobility - Weaker Armour than you'd expect - Outranged by enemy Indirects - Too slow for a main offensive army - Too expensive to CO - Vulnerable to Spams --==Killing Them==-- Your primary weapon against a Megatank is going to be the Bomber unit. They are good at dishing out the damage to the Megatank without taking any in return. Other than that, your best bet is going to be the Indirects. Battleships and Rockets can dish out some damage, and given that the Mega Tank cannot attack a Rocket, it is outranged, it will be available to attack. After that, it would be MegaTank to MegaTank, while it is a bit expensive and wasteful. Use a chokepoint with a useful meatshield and indirect them. Your Battle Helis will not work well, but they still work. Dealing 3 to 4 damage while taking 3 damage in return is a relatively fair trade, although the next attack from the Mega Tank to the Heli isn't going to be pleasant. For removal, Spam. A large amount of Mechs or Tanks is going to chip away at the armour of the Mega Tank and show how weak it truly is. Like I keep saying, death by a million paper cuts. --==Commander==-- It is a powerful Command Post, I'll admit that, but unless there is a good reason, it is just too expensive to use this as a CO unit, costing an extra 8000 for your CO to be on board. However, having a CO such as Larissa/Tabitha on board, it makes it nigh unstoppable, so think about your CO and whether it would be smart or not. However, the price for a CO Megatank is more than that of a Bomber, which is more useful, and just short of the Battleship which is extremely powerful. However, if it is just a ground battle, it isn't too much of a problem, except for mobility. The AI will use this one as a common Command Post, provided that they can afford the Mega Tank in the first place. Just deny them of funds if they are getting close. Larissa/Tabitha will use this as a Command Post, and when this happens, you seriously need some Indirects and Bombers to remove it it, it is just too dangerous to have around on the battlefield. --------------------------------------- Unit Name : Mech Gun (EU/AUS), Artillery (US) Description : Indirect Attack Unit. Attack cannot be launched after the unit has moved. Cost : 6000 Credits Gas : 50 Vision : 3 Attack Range : 2-3 Mobility : 5 Movement Type : Tank Armour : Medium Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ship, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber Vulnerable To : Heavy Tank, Rockets, Mech Gun, Tank, Bazooka, Ship Plane, Battleship Default Damage: Infantry - 90 Mech Gun - 75 Missile Boat - 105 Bazooka - 85 Anti Tank - 55 Lander - 65 Motorbike - 85 Rockets - 80 Interceptor - NA Recon - 80 Missiles - 80 Bomber - NA Flare - 75 Workshop - 70 Fighter - NA Anti-Air - 65 Battleship - 45 Battle Heli - NA Tank - 60 Cruiser - 55 Trans Heli - NA Heavy Tank - 45 Carrier - 45 Ship Plane - NA MegaTank - 35 Submarine - 55 Meteor - 45 --==Notes==-- The Mech Gun is the same as the previous Artillery with some slight changes, which I say is for the better. It loses 3 ammo at the price of gaining 2 more vision, which is much more useful in Fog of War conditions. With this boost in vision, it basically allows the Mech Gun to see anything that it is capable of actually shooting down. This is one unit that should only be used, however, when you need a cheap unit to defend your bases. It is relatively good at choke points, but it is overshadowed by the Anti-Tank, which is much better at choke points because it has a much higher stopping power than the Mech Gun does and that is probably better. This is good in this game's Fog of War, which has a lot more hiding places and means death can come from any direction. However, the Rocket unit is such better than this, except the movement is a real pain since of its Tire movement. Still, having this next to a Rocket unit is extremely useful. The Rocket will take down larger, further threats while the Mech Gun picks off the ones that pass through. --==Pros and Cons==-- + Cheap, Indirect unit + Good stopping power + Can attack naval units for some damage + Better defence + More vision for Fog of War - Less Ammo to fire with - Cannot move and fire like the Battleship - Weak attack range - No counter-attack - Outranged by a lot of things --==Killing Them==-- These are relatively simple to take out since a lot of units can easily outrange this unit. However, because it is an indirect unit, that means the enemy is going to protect it, and they will need some countering, not this Mech Gun. Move a Tank and smack for some serious damage. Also, other Indirects, which are Rockets and Battleships, easily outrange and kill it with ease. Air units will have no problem in bombing this into submission either. It isn't hard to remove one of these at all. --==Commander==-- It is good is you are playing Trak or Larissa/Stolos to fight because their boost will make getting past a choke point with this a real pain. With the Larissa/Stolos CO, your defending units get a boost, which makes this a real issue. However, it isn't exactly the fatest moving unit on the fast of the earth, so a reconsider is in order. The AI however, will not pop up in this however. --------------------------------------- Unit Name : Anti-Tank Description : Indirect attack unit. When under direct enemy attack, it can counter-attack. Cost : 11000 Credits Gas : 50 Vision : 2 Attack Range : 1-3 Mobility : 4 Movement Type : Tire B Armour : Heavy Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : None Vulnerable To : Bomber Default Damage: Infantry - 75 Mech Gun - 65 Missile Boat - NA Bazooka - 65 Anti Tank - 55 Lander - NA Motorbike - 65 Rockets - 70 Interceptor - NA Recon - 75 Missiles - 70 Bomber - NA Flare - 75 Workshop - 65 Fighter - NA Anti-Air - 75 Battleship - NA Battle Heli - 45 Tank - 70 Cruiser - NA Trans Heli - 55 Heavy Tank - 60 Carrier - NA Ship Plane - NA MegaTank - 50 Submarine - NA Meteor - 55 --==Notes==-- These units are extremely handy in choke points, both as the Blocking Unit and in Indirect. As you can see, when they are direct attacked, they can counter attack, and that means a lot of damage. For instance, the Mega Tank can attack an Anti-Tank and the amount it deals will probably the amount that it suffers, and that is not fun. Look at the cost of the Mega Tank and the Anti-Tank, a 5000 credit difference. Note that this is one indirect with a twist, it can attack both ground AND air units. It can hit helis with some might, and that isn't exactly a nice thing. The problem is that it loses is ability to attack naval units, and that is what you're Rockets are for. The problem is that this unit has bad movement. The mobility is extremely annoying and cannot move fast on light or heavy terrain. Also, it is somewhat weak to infantry. Infantry units can deal as much damage as a tank unit, and Mechs deal even more damage. Their counterattack is quite strong, but compared to the cost, it is the most cost effective way to remove them. --==Pros and Cons==-- + Powerful Indirect unit + Able to Counterattack + Extremely powerful armour for an Indirect unit + Decent against Helicopters + Decent against enemy tanks + Strong against the Mega Tank - Pathetic against infantry - Weak against ground units compared with other Indirects - In Fog of War, its vision is very limiting - Its Tire B movement limits its mobility - Has a low initial mobility score - Low damage against infantry --==Killing Them==-- These are a real pain to remove, since they have such high armour and it simply isn't cost effect to use armoured units such as tanks to fill this role. You need to find of more effective ways. The Bomber is the best role for you, since it deals good amounts of damage without fear of counterattack. The Ship Plane is also an option for removing it. If you cannot do that, you can use the Battleship, Rockets and the Mech Gun to destroy it by outranging it and whittle it down from there. Finally, the last method is to use infantry. It will still suffer from the counter attack but cost-wise, it is a much better option that leaving it there and doing nothing. Vehicles and Helicopters will get totally caned by this, so don't think about those options. --==Commander==-- Not exactly your best option. Their slow speed will seriously effect their usefulness. The CO's should serve on the frontline, and these take too long to get to the front line. It is only useful at a blocker at chokepoints, but it will be too expensive and timely to get a replacement. Trak will tend to show up in the Anti Tank quite a fair bit, and apparently, Lili will show up sometimes, but it is quite rare though. --------------------------------------- Unit Name : Rockets Description : Indirect attack unit. Powerful with a wide attack range. Cost : 15000 Credits Gas : 50 Vision : 3 Attack Range : 3-5 Mobility : 5 Movement Type : Tire A Armour : Light Primary Weapon : Rockets Primary Ammo : 5 Primary Attacks : Infantry, Vehicles, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Ship Plane, Battle Heli, Battleship Default Damage: Infantry - 95 Mech Gun - 80 Missile Boat - 105 Bazooka - 90 Anti Tank - 65 Lander - 75 Motorbike - 90 Rockets - 85 Interceptor - NA Recon - 90 Missiles - 85 Bomber - NA Flare - 85 Workshop - 80 Fighter - NA Anti-Air - 75 Battleship - 55 Battle Heli - NA Tank - 70 Cruiser - 65 Trans Heli - NA Heavy Tank - 55 Carrier - 55 Ship Plane - NA MegaTank - 45 Submarine - 65 Meteor - 55 --==Notes==-- My second favourite Indirect unit, after the battleship. These are the best of the indirect ground units that you can purchase. Their range is also increased like the Mech Gun, but it isn't as useful because they cannot see what they are capable of hitting. Also, the Tire A designation will seriously slow how fast they can move. Even on the basic plains will slow the Rockets, and that is a serious downfall. However, the reason you really purchase these suckers is for their extreme power and their range. They make sure that the enemy avoids it's fearsome range. Also, they are a fear factor during Fog of War battles since they can decimate the enemy attack without exposing the position of it. However, with great power comes a downfall, the armour of the rocket is so pathetic, it isn't really funny. Infantry can dish out a fair amount of damage, and they are meant to be the weakest unit. Imagine a Mega Tank attack a Rocket unit... --==Pros and Cons==-- + Large Range + Strong Attack power + Effective against Naval units - Extremely weak armour - Pathetic movement type - Poor Vision - Armour not worth the high cost - 2 Square minimum range (cannot attack) --==Killing Them==-- Geez, there are so many options. Your best is to use a Heavy Tank, Tank or Anti-Air to rush in and cause some trouble. Infantry and Mechs, not to mention Bikes, can seriously cause some havoc with the enemy Rockets since they are cheap, easy to spam, and cause some harm. Air units will have the luxury of not really caring about the rocket's range since they are air units. Bombers and Battle Helis can cause some serious harm while Fighters/Dusters can start to annoy. Other than that, don't bother with indirects. Only the Battleship can hurt it and it still can't get away from it. Use anything but indirect units against it. --==Commander==-- Sure, you might think it is useful for the range, but in fact it really isn't all that useful. The movement is far too slow to move to the front lines to cause damage, it is too expensive and for a good player, it is quite easy to take down. Unless you are choking the enemy, don't really bother. However, that doesn't stop the AI from doing so, and Trak will often appear in the Rockets. Lili can as well, but not as common. --------------------------------------- Unit Name : Missiles Description : Indirect attack unit. Only capable of striking air targets. Cost : 12000 Credits Gas : 50 Vision : 5 Attack Range : 3-6 Mobility : 5 Movement Type : Tire A Armour : Light Primary Weapon : Anti-Air Missiles Primary Ammo : 5 Primary Attacks : Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Battleship, Ship Plane, Anti-Tank Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 100 Recon - NA Missiles - NA Bomber - 100 Flare - NA Workshop - NA Fighter - 100 Anti-Air - NA Battleship - NA Battle Heli - 120 Tank - NA Cruiser - NA Trans Heli - 120 Heavy Tank - NA Carrier - NA Ship Plane - 100 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The Missiles is once again, the only ranged anti-air unit since the Carrier turned into a direct attack unit for some reason. The trade off here is that the Missile loses one maximum ammo from 6 to 5, and instead gains one more to range, making it's range larger than that of a Rocket's unit. However, their mininum range is still quite large and it is advisable to use a AA unit to defend it in case units slip past. Also, its firepower is something that air units should really fear. The default damage is an instant kill. The range of the unit will make sure that air units scared. With the increase in hiding spots, this makes it a fear that enemy commanders, good or bad, will have to think about. What is the point of sending a Bomber into the enemy base when one of the many forests along the way contains a Missile unit? That will certainly make people think twice. What you want to do is to park these outside enemy airports, and with their range, it is well protected. Place them on the further ring of your range, since you don't want enemy units sneaking past. However, don't forget that Airports are aerial hiding spots and that is a problem. Keep going past with recons and that will allow you to see. --==Pros and Cons==-- + Extremely large attack range + Extremely powerful vision + Powerful against air units + Low cost compared with air units downed - Poor mobility with the Tire A movement - Poor armour - Large minimum range - Range cannot cover Bombers sneaking through. --==Killing Them==-- The easiest solution it to use ground units to pound it into submission. It cannot attack ground, which is stupid, and this allows for any ground unit, direct or indirect, to pound it into a pulp. A bomber is a possible solution to attack it, since it's mobility is greater than that of the Missile's range. Battle Helis can also sneak in and cause some damage, since it is rather mobile. The final solution is to use Battleships to outrange them. --==Commander==-- Why would you even consider it. The stopping power kills the aircraft to give a 1 Hit KO, so why boost it? It would be a waste of your time and money. No AI will place their CO here either. --------------------------------------- Unit Name : Mobile Workshop (EU/AUS), Rig (US) Description : Carries X 1 Infantry or Bazooka, Supplies units and builds Airports and Ports. Cost : 5000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Tank Armour : Medium Material : 1 Very Vulnerable To : Mega Tank, Bomber, Heavy Tank Vulnerable To : Rockets, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli --==Notes==-- Wow, it is a APC, and it is here to do what the APC does, carry infantry around the map and resupply your forces. That is just the basis of what they are meant to do, except they have one bonus, they can now build temporary airports and ports. These buildings are just temporary, and do not provide funds nor defensive cover. Airports must be built on plains and Ports must be built on shoals. They also change the terrain. These temporary bases allow for units to move quickly, including the Tire A who suffer across plains. Temp Ports built on shoals for units to resupply and repair. Because they are built on shoals and that they change the shoal to a temp port, it allows for Battleships, Carriers and Cruisers to use beaches like never before. And these are also hiding places for all units, so keep that in mind. Also notes that they act like a property, and as such, they can be captured by the enemy for their own gain. Given that the game allows for less ammo in your units, these are going to be essential for large maps. Also, they are common for their Temp buildings, more since you can only build one. --==Pros and Cons==-- + Supplies your forces + Carries infantry around + Builds temporary properties - Material cannot be resupplied except via CO Pwer - No weapon - Weak armour - Doesn't look like a real APC --==Killing Them==-- These should not be attack instead of the proper units, those with guns, unless there is infantry or it is acting as the choker at the chokepoint. Other than that, anything can blow it up, from lowly infantry to a Mega Tank to a big Battleship. --==Commander==-- I will laugh for hours for every person who uses this as a CO post. It is only remote effective for Stolos and Larissa, but isn't there more effective units. The AI doesn't build these, so they can't command it. ------------------------------------------------------------------------------ [3.04] Aerial Units All your aerial units are going to be produced at the airport. Please note that they will consume 5 fuel per turn regardless because they are airborne. The Ship Plane must be constructed at the Carrier unit. ********** *Aircraft* ********** Unit Name : Interceptor (EU/AUS), Fighter (US) Description : Air Unit. Can attack air units. Most mobile aircraft. Cost : 20000 Credits Gas : 99 Vision : 5 Attack Range : 1 Mobility : 9 Movement Type : Air Armour : Aircraft Primary Weapon : Anti-Air Missile Primary Ammo : 6 Primary Attacks : Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruisers, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 55 Recon - NA Missiles - NA Bomber - 65 Flare - NA Workshop - NA Fighter - 80 Anti-Air - NA Battleship - NA Battle Heli - 120 Tank - NA Cruiser - NA Trans Heli - 120 Heavy Tank - NA Carrier - NA Ship Plane - 65 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The Interceptor is the Air to Air killing. With one side looking like F/A 18's and Migs on the other, they are the jet fighters. They are the best against the enemy helicopters, having one hit kills, but they do face resistance against other aircraft, bar the Bomber. Given their large vision and high mobility, they are also useful as scouting units in Fog of War. Their Air to Air missiles have also been nerfed a bit in this game. They can no longer deal great damage against enemy Bombers and Ship Planes. Maybe they should invest in some more powerful missiles, like the Slammer. Look it up on google if you don't know about it or Wikipedia. Even though they are not as powerful as they used to be. --==Pros and Cons==-- + Extremely high mobility + Powerful vision + Kills helicopters pretty quickly - Costly for an Anti-Air solution - Not powerful against Bomber units - Weak against enemy AA units - Less powerful than the missile unit --==Killing Them==-- These units are a real pain. Since they have decent armour, your best bet is to use either the Cruiser, if it is on the sea, or the Missiles unit if it falls into range. If that doesn't work for you, use AA guns to knock it out or even the Carrier unit for the weak, but direct attack. If that part fails, then you can go to Fighters and other Interceptors to deal with the problem. The main goal is for you to attack first, and not be attacked. One Fighter can deal 4 damage while taking 5 in return, while your interceptors can usually get a 8-4 ratio pretty easily. --==Commander==-- A good choice for your CO because they deal some pretty heavy damage with these. CO's such as Finn/Weylon and Zadia/Tasha are born to be in these, and with CO units such as these, they can be dominating and deadly. The AI will not place their CO's in here, which is lucky for you. I guess. --------------------------------------- Unit Name : Bomber Description : Air Unit. Can attack ground and naval units. Exceptional power. Cost : 20000 Credits Gas : 99 Vision : 3 Attack Range : 1 Mobility : 7 Movement Type : Air Armour : Aircraft Primary Weapon : Bomb Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ship, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruiser, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - 115 Mech Gun - 105 Missile Boat - 120 Bazooka - 110 Anti Tank - 80 Lander - 95 Motorbike - 110 Rockets - 105 Interceptor - NA Recon - 105 Missiles - 95 Bomber - NA Flare - 105 Workshop - 105 Fighter - NA Anti-Air - 85 Battleship - 85 Battle Heli - NA Tank - 105 Cruiser - 50 Trans Heli - NA Heavy Tank - 95 Carrier - 85 Ship Plane - NA MegaTank - 75 Submarine - 95 Meteor - 90 --==Notes==-- The Battleships of the sky, they cannot indirectly attempt enemy units but they can sure cause a lot of damage. They are the cause of death of many units, including those who seem invulnerable. That includes the Mega Tank, Anti-Tank and Battleships. However, as powerful as they are, they do not have any Anti-Air defences, and Interceptors, Fighters and Ship Planes have no problem in demolishing these. That why in reality, they are guarded by Fighter jets lest they be Stealth Bombers. It was a good think they removed that unit, that was a total let down. Anyway, be careful when using these, because they are mince meat for AA guns on the ground. But in reality, such Bombers will be travelling so fast that bullets will be useless against them. The best direct unit in the game. --==Pros and Cons==-- + Large Mobility allows for Large Attack Range + Overkill to anything that decides to move a bit + More armour than before, can withstand AA and Interceptors - Poor Vision compared to the Mobility - No anti-air units as protection - Requires AA protection constantly - Their attack power is nerfed against AA --==Killing Them==-- The best units for killing these are missiles and cruisers as they can one hit kill the bombers. If note, you can use Interceptors and Fighters to make sure the Bombers can feel some main as well as retreating from your own forces. However, the best psychological deterrant is the AA unit. They will scare any commander away from their base. The AAs are cheap and compared to the Bomber, extremely cost-effective. Keep these to make sure they don't turn up. --==Commander==-- This will seriously be overkill against enemy units. A CO that is in the Bomber will gain 30% more attack since they are both in the CO Zone and are at Ace/Veteran level. That is seriously overkill and simply too hard to get rid of. Thankfully, the AI isn't that cruel on you, but that doesn't mean the AI is. Imagine Stolos/Caulder in one of these. I am seriously going to worry about that. --------------------------------------- Unit Name : Fighter (EU/AUS), Duster (US) Description : Air Unit. Can attack ground and air units. Medium power. Cost : 13000 Credits Gas : 99 Vision : 4 Attack Range : 1 Mobility : 8 Movement Type : Air Armour : Aircraft Primary Weapon : Machine Gun Primary Ammo : 9 Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Curisers, Missiles Vulnerable To : Anti-Air, Interceptors Default Damage: Infantry - 55 Mech Gun - 15 Missile Boat - NA Bazooka - 55 Anti Tank - 5 Lander - NA Motorbike - 45 Rockets - 20 Interceptor - 40 Recon - 18 Missiles - 20 Bomber - 45 Flare - 15 Workshop - 15 Fighter - 55 Anti-Air - 5 Battleship - NA Battle Heli - 75 Tank - 8 Cruiser - NA Trans Heli - 90 Heavy Tank - 5 Carrier - NA Ship Plane - 45 MegaTank - 1 Submarine - NA Meteor - 1 --==Notes==-- A weaker version of the Interceptor, the Fighter is practically an old 1950's fighter plane, or a modern day crop duster with machine guns. My main gripe with this is that it can outrun a Bomber. How can such an old piece of military aircraft outrun a few jet engines? Anyway, they are a threat to enemy infantry units and do some damage to enemy aircraft, but their little machine guns do hardly any damage against armoured threats. And these are relatively easy to take down. --==Pros and Cons==-- + High Mobility + Good against infantry + Good against helicopters + Does good damage against enemy aircraft + Large vision for Fog of War + Cheaper AA - Does hardly any damage against armoured targets - Easily dispatched via AA - Not good against Interceptors --==Killing Them==-- They are relatively easy to get rid of. Since they are aircraft, they are easily removed with Missiles and Cruisers. Powered up Interceptors can dish out some damage, while other Fighters can maim this. AA is extremely useful since the Machine gun damage in counterattack won't be able to do much. --==Commander==-- These are good places to place your Command Post to be, but they are limited. They are good against Helicopters and infantry, but they will get slaughted by anything else. You are better if you use a Bomber as a Command Post, it does something. You will see most COs get into one of these, including Finn/Weylon and Zadia/Tasha. They are quite powerful, but Cruisers and Missiels can do some damage. --------------------------------------- Unit Name : Ship Plane Description : Air unit. Can attack any unit. Can only be produced at sea by Carriers. Cost : 15000 Credits, 1 Material Gas : 40 Vision : 4 Attack Range : 1 Mobility : 7 Movement Type : Air Armour : Aircraft Primary Weapon : Missile Primary Ammo : 3 Primary Attacks : Infantry, Vehicle, Aircraft, Helicopters, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Cruisers, Missiles Vulnerable To : Anti-Air Default Damage: Infantry - 90 Mech Gun - 70 Missile Boat - 105 Bazooka - 85 Anti Tank - 50 Lander - 85 Motorbike - 85 Rockets - 80 Interceptor - 45 Recon - 80 Missiles - 70 Bomber - 55 Flare - 75 Workshop - 75 Fighter - 65 Anti-Air - 45 Battleship - 65 Battle Heli - 85 Tank - 75 Cruiser - 40 Trans Heli - 95 Heavy Tank - 65 Carrier - 65 Ship Plane - 55 MegaTank - 55 Submarine - 55 Meteor - 55 --==Notes==-- This is one of the reasons that you actually decide to get a Carrier. These are extremely useful because as you can see, they are the only unit that can attack everything and can deal some good damage. They are even good against other planes. However, it is costly to produce one. You need to think about the cost of the carrier and the plane, and note that you can only produce 4 with one carrier, due to limited material, and that material cannot be resupplied, except for the Fat Admiral. Also, there are problems. They can only carry limited fuel and even less ammo. Don't forget that it is a plane and needs 5 fuel a turn to make sure that it doesn't sink. So remember that. This sort of remains me of an A-10 Thunderbolt. --==Pros and Cons==-- + Extremely powerful + Attacks anything + Relatively cheap + Heavy armour for a plane. - Expensive for a Carrier - Low Fuel capacity - Low ammo capacity - Low mobility - Easy to remove - Depends on a Carrier or Airport for supplies --==Killing Them==-- Easy, let them hang in the air for a long period of time and make them crash. If they want to go back to resupply, sink the Carrier sink that will be their main source of supplies. Other than that, use AA and Missiles to knock it out of the air. And beside you need naval power for the Sea Plane, you can use Cruisers. Eliminate just like a normal plane. --==Commander==-- It is a good idea if it wasn't for the low fuel and the low ammo capacity that it currently has. Other than that, it would be capable. The AI doesn't want to use this as a Command Post either. --------------------------------------- ************ *Helicopter* ************ Unit Name : Battle Helicopter (EU/AUS), Battle Copter (US) Description : Air unit. Can attack ground and naval units as other Helicopters. Cost : 9000 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 6 Movement Type : Air Armour : Helicopter Primary Weapon : Air to Surface Missile Primary Ammo : 6 Primary Attacks : Vehicles, Ships, Sub Secondary Weapon : Machine Gun Secondary Ammo : Infinite Secondary Attacks : Infantry, Vehicles, Helicopters Very Vulnerable To : Missiles, Interceptors, Cruiser, Anti-Air Vulnerable To : Ship Plane, Fighter Default Damage: Infantry - 75 Mech Gun - 65 Missile Boat - 85 Bazooka - 65 Anti Tank - 20 Lander - 15 Motorbike - 65 Rockets - 75 Interceptor - NA Recon - 75 Missiles - 55 Bomber - NA Flare - 75 Workshop - 70 Fighter - NA Anti-Air - 10 Battleship - 25 Battle Heli - 65 Tank - 70 Cruiser - 5 Trans Heli - 85 Heavy Tank - 45 Carrier - 15 Ship Plane - NA MegaTank - 35 Submarine - 15 Meteor - 20 --==Notes==-- The Battle Heli is a good, all-round uniot, it can attack anything with some good damage. They are bets to harrass enemy infantry and can deal some good damage to armoured units. However, these helicopter units are slightly weaker to machine guns since it seems that enemy infantry can deal some damage to it, which is a different story compared with the previous games. Although they will not destroy the enemy units completely for you, they are quite powerful against them and can damage the war effort of the enemy, and this will set the enemy back a few steps. They are best used to knock out enemy indirect units and to damage their heavy and mega tanks, provided they hit first, they can dish out some damage. --==Pros and Cons==-- + Damages most units on the field + Effective against infantry + Effective against enemy tanks + Power increased since previous game + Outranges enemy Missiles units + Powerful when spammed - Armour is a bit weaker than before - Can be easily removed with AA - Always needs first strike, if attacked, it is weaker --==Killing Them==-- They are extremely weak against enemy AA attacks and any units such as AA, Interceptors, Fighters and other Helis are quite strong and powerful to knock it down. Also, infantry is quite powerful against it and the Mega Tank's machine gun does do some damage. They are easy to get rid of, provided that they are within the range of your attackers. --==Commander==-- A unique position for your Commanding officer, but it isn't exactly the safest of topions since Battle Helis are easily destroyewd and that doesn't really help anyone. However, the fat admiral and Zaida/Tasha are quite powerful in Battle Helis, making enemy tanks scared for sure. Too bad the AI doesn't use this. --------------------------------------- Unit Name : Transport Helicopter (EU/AUS), Transport Copter (US) Description : Air Unit. Carries X 1 Infantry or Bazooka Unit. No attack capabilities. Cost : 5000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Air Armour : Helicopter Very Vulnerable To : Anti-Air, Missiles, Interceptor, Cruiser, Ship Plane, Fighter Vulnerable To : Battle Heli --==Notes==-- It is a transport helicopter. It can ferry around a single infantry unit around the battlefield for faster movement. However, the reason you don't want to rely on these is that they are pretty weak, their armour is like infantry armour and anything can kill it. --==Pros and Cons==-- + Ferries around infantry - Weakly armoured - Defenceless - Infantry cannot fire from it --==Killing Them==-- Well, anything that is listed above can easily kill it. But basically anything that can attack the transport helicopter can kill it. Since the armour is dropped on this Heli, machine guns deal more damage than they used to so even infantry can deal some damage against this. I'd keep these protected or not use them. --==Commander==-- You've got to be kidding me with considering this as a Command Post. Even the AI isn't this stupid. ------------------------------------------------------------------------------ [3.05] Naval Units All naval units are produced at your Port facility. All require 1 fuel per turn to stay afloat. No fuel for that compulsory 1 Fuel per turn consumption means the unit will sink. ************ *Transports* ************ Unit Name : Missile Boat (EU/AUS), Gunboat (US) Description : Naval unit. Attacks Naval units. Carries X 1 Infantry or Bazooka unit. Cost : 6000 Credits Gas : 99 Vision : 2 Attack Range : 1 Mobility : 7 Movement Type : Transport Armour : Ship Primary Weapon : Anti-Ship Missile Primary Ammo : 1 Primary Attacks : Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Bomber, Submarine, Ship Plane, Rockets, Mech Gun, Battleship Vulnerable To : Battle Heli, Cruiser, Missile Boat Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 75 Bazooka - NA Anti Tank - NA Lander - 55 Motorbike - NA Rockets - NA Interceptor - NA Recon - NA Missiles - NA Bomber - NA Flare - NA Workshop - NA Fighter - NA Anti-Air - NA Battleship - 40 Battle Heli - NA Tank - NA Cruiser - 40 Trans Heli - NA Heavy Tank - NA Carrier - 40 Ship Plane - NA MegaTank - NA Submarine - 40 Meteor - NA --==Notes==-- An interesting new unit. The Missile Boat, it is a missile boat, it doesn't carry guns, is basically a transport that has a single shot weapon. They have pretty good mobility and that makes them a good transport across the water. However, their armour is pretty weak, and that makes them an easy target to get rid of. However, it has a powerful weapon and it can dish out damage to other ships, including the cruiser, which is pretty annoying with their heavy armour. You must remember that there is only a single shot with the missile boat, so it is really hit and run because you have to reload the missiles. Also, make sure that if you are using these as attacking units, have a few of them, maybe three of them around. With such speed, they can easily knock out enemy naval units with three ships, and given that naval units are relatively expensive, they will surely cost the enemy, and that your ships will level up. However, be careful as several naval units and indirects can achieve one hit kills. --==Pros and Cons==-- + Is an infantry transport + Relatively quick and mobile + Strong attack + Decent against Cruisers + Useful for hit and runs + Fastest naval unit + Extremely cheap - Only one ammo for its missiles - Weak armour, resulting in easy kills --==Killing Them==-- They are extremely weak and can die from a lot of things. Submarines and Battleships can easily knock it out, Cruisers can injure is badly, aircraft and remove them, I suggest that you take them out before they actually go out and damage you. --==Commander==-- Seriously? Although it is fast, it is far too weak for the Command Post as well as it is very limited in ammo, and they is a weak point. No surprise that no one decides to use them as CO posts. --------------------------------------- Unit Name : Lander Description : Naval unit. Can transport X 2 ground units. No attack capability. Cost : 10000 Credits Gas : 99 Vision : 1 Attack Range : 0 Mobility : 6 Movement Type : Transport Armour : Ship Very Vulnerable To : Bomber Vulnerable To : Ship Plane, Submarine, Battleship, Rockets --==Notes==-- Same as before, it is a transport ship that carries any two ground units and ferries across the sea to a new location. These are the only way to attack an enemy island on such maps. Unless you capture an enemy factory and start building that is. --==Pros and Cons==-- + Transports 2 Ground units + Cheaper than sending infantry to capture factories + Good armour - No defence --==Killing Them==-- The best way is to outrange them. Battleships can easily hit them whilst moving and Rockets and Mech Guns can seriously harm them with they are on the beach. Cruisers and Subs will make their transport job a living hell and the Missile Boats are effective as hit and run. Bombers will sink them and the Helis and Ship Planes will serious make them reconsider. --==Commander==-- You sure you really want to do this? The AI doesn't bother with this. --------------------------------------- ****** *Ship* ****** Unit Name : Battleship Description : Naval unit. Has unique ability to launch indirect attacks after moving. Cost : 25000 Credits Gas : 99 Vision : 3 Attack Range : 3-5 Mobility : 5 Movement Type : Ship Armour : Ship Primary Weapon : Cannon Primary Ammo : 6 Primary Attacks : Infantry, Vehicles, Ships, Sub Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : None Vulnerable To : Bomber, Submarine Default Damage: Infantry - 75 Mech Gun - 70 Missile Boat - 95 Bazooka - 70 Anti Tank - 55 Lander - 75 Motorbike - 70 Rockets - 75 Interceptor - NA Recon - 70 Missiles - 75 Bomber - NA Flare - 70 Workshop - 65 Fighter - NA Anti-Air - 65 Battleship - 45 Battle Heli - NA Tank - 65 Cruiser - 65 Trans Heli - NA Heavy Tank - 50 Carrier - 50 Ship Plane - NA MegaTank - 40 Submarine - 65 Meteor - 55 --==Notes==-- An extremely powerful indirect unit. They can now attack when they move, which is extremely dangerous. That doubles their range since they can move 5, and then attack with 5 range. With this ability, they can easily pound shore defences and allow a good landing. In fact, if you are planning a landing, make sure you have some Battleships to soften the defences. However, make sure that you protect your Battleships with Cruisers because enemy subs and air units will make sure that you don't get an easy go. Also, their power has dropped since the previous game, and this will cause some problems since they can no longer beat the living daylights out of anything. --==Pros and Cons==-- + Can move and attack + Extremely Powerful + Extremely large range + Heavy armour - No defence against air units and Submarines - Expensive --==Killing Them==-- This is going to be quite hard since no one uses Battleships without Cruisers as an escort since they are units no one wants to lose. That makes air and naval attacks quite useless. I'm afraid that you need to sacrifice some units to ensure they are destroyed. Subs can be used, but that will not give a 1 hit kill and Cruisers will easily wipe you out when their turn comes. Use swarm tactics and either hit back with your own Battleships, or missile boat them. --==Commander==-- This is a great CO post. The firepower gets a massive boost and that will make your Battleship a real threat. However, while it maybe a big boost, it is extremely expensive and that will make sure enemy units go after this. The AI will use this. Sigismundo/Greyfield will only appear in one of these and Trak will often be in one of these. --------------------------------------- Unit Name : Carrier Description : Naval unit. Can carry X 2 air units and produce ship Planes. Cost : 28000 Credits Gas : 99 Vision : 4 Attack Range : 1 Mobility : 5 Movement Type : Ship Armour : Ship Primary Weapon : None Primary Ammo : - Primary Attacks : - Secondary Weapon : Anti-Air Gun Secondary Ammo : Infinite Secondary Attacks : Aircraft, Helicopters Very Vulnerable To : Submarine Vulnerable To : Bomber Default Damage: Infantry - NA Mech Gun - NA Missile Boat - NA Bazooka - NA Anti Tank - NA Lander - NA Motorbike - NA Rockets - NA Interceptor - 35 Recon - NA Missiles - NA Bomber - 35 Flare - NA Workshop - NA Fighter - 40 Anti-Air - NA Battleship - NA Battle Heli - 45 Tank - NA Cruiser - NA Trans Heli - 55 Heavy Tank - NA Carrier - NA Ship Plane - 40 MegaTank - NA Submarine - NA Meteor - NA --==Notes==-- The most expensive unit in the game, and one of the weakest. It longer is the indirect missile unit of the sea, it is a direct attack AA unit. And that is pretty weak. The main role of the aircraft carrier is what it's name suggests, to carry aircraft. They are here to build, rearm and repair your aircraft. However, these carriers are do damn precious. They are 1 hit killed by enemy submarines, and that isn't exactly a good thing. After all, they can't defend themselves. The only reason for them is for producing their aircraft at 15000 credits each. However, that is pretty costly for an aircraft considering there is money spent on the Carrier and there is a limited 4 material they can use, unless you are Sigismundo. If you are going to use one of these, consider building up a navy first. --==Pros and Cons==-- + Can deploy ship planes + Can rearm and refuel aircraft + Can repair your aircraft + Carries up to two aircraft at a time - Weak AA gun - Limited material - Expensive to set up - Weak armour - 1 hit killed by Submarines --==Killing Them==-- Easy, a Submarine. They will get an easy one hit kill against a carrier. That and the planes that happen to be on board, and that is a lot of money that goes down with the carrier. However, the problem is trying to get is past the cruisers, and that make need some battleships to take them down. So use subs, or Battleships in that case. --==Commander==-- No way. It is too expensive to have this as a CO unit, and except for the CO zone, it wouldn't be worth it. The AI cannot afford to do this. --------------------------------------- Unit Name : Cruiser Description : Naval unit. Strong against air units and Submarines. Transports X 2 Helis. Cost : 16000 Credits Gas : 99 Vision : 5 Attack Range : 1 Mobility : 6 Movement Type : Ship Armour : Ship Primary Weapon : Anti-Ship Missile Primary Ammo : 9 Primary Attacks : Ships, Submarine Secondary Weapon : Anti-Air Gun Secondary Ammo : Infinite Secondary Attacks : Aircraft, Helicopters Very Vulnerable To : None Vulnerable To : None Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 85 Bazooka - NA Anti Tank - NA Lander - 40 Motorbike - NA Rockets - NA Interceptor - 105 Recon - NA Missiles - NA Bomber - 105 Flare - NA Workshop - NA Fighter - 105 Anti-Air - NA Battleship - 38 Battle Heli - 120 Tank - NA Cruiser - 28 Trans Heli - 120 Heavy Tank - NA Carrier - 38 Ship Plane - 105 MegaTank - NA Submarine - 95 Meteor - NA --==Notes==-- These units are just too hard to kill. They refuse to be sunk. They are cheap, have good vision and mobility, pretty strong armour, instant kill against aircraft and kills, or almost kills enemy submarines. The only good thing is that it cannot attack ground units. Also, it can carry 2 helicopters around for a good time, except it cannot refuel, rearm or repair them though. So you might be wondering, why not use these. People do, because they are the only units that can keep the submarines at bat and the only unit who can attack submarines that have dived. Although they can be used as a patrol vessel, they are more commonly seen as escort vessels since they are there to protect the battleships and carriers from enemy submarines. These are impossible to get rid off easily, so you need some backup. --==Pros and Cons==-- + The only unit that can take down the Submarines + They are extremely hard to kill + They have good vision + They have good mobility + They can instantly kill aircraft + Can carry 2 helicopters around - Cannot attack ground. If only... --==Killing Them==-- Your best bet is to use some battleships to outrange this sucker. They can attack from a range and be safe. Other than that, you'd be looking for the missile boats since they do good damage against the cruiser. Other than that, there isn't much that will knock them down. Don't try Bombers, thats suicide. --==Commander==-- They aren't that useful, but if that happens, it will be extremely powerful and the enemy will want to keep subs and aircraft away from it. Too bad the AI does not approve of this. ************ *Submarines* ************ Unit Name : Submarine Description : Naval unit. After diving, it remains hidden unless enemy units adjacent. Cost : 20000 Credits Gas : 70 Vision : 5 Attack Range : 1 Mobility : 6 Movement Type : Ship Armour : Submarine Primary Weapon : Torpedo Primary Ammo : 6 Primary Attacks : Ships, Submarine Secondary Weapon : None Secondary Ammo : - Secondary Attacks : - Very Vulnerable To : Bomber, Cruiser Vulnerable To : None Default Damage: Infantry - NA Mech Gun - NA Missile Boat - 120 Bazooka - NA Anti Tank - NA Lander - 85 Motorbike - NA Rockets - NA Interceptor - NA Recon - NA Missiles - NA Bomber - NA Flare - NA Workshop - NA Fighter - NA Anti-Air - NA Battleship - 80 Battle Heli - NA Tank - NA Cruiser - 20 Trans Heli - NA Heavy Tank - NA Carrier - 110 Ship Plane - NA MegaTank - NA Submarine - 55 Meteor - NA --==Notes==-- This is going to be one of the most dangerous tools in the game if there are navies around. This is basically a psychological weapon, rather than one of real damage. As you can see, they do decent damage, especially to carriers, but they cannot kill and get away with it. And now since they are submerged when they are built, they are a real threat. They do however, burn 5 times as much fuel when they are underwater then when they are surfaced. You need a cruiser to kill the sub when it is in this state. The problem is that you cannot kill with it, but flash your sub past their unit once in a while to ensure that they are scared enough to keep their battleships away from your base. Also, make sure you have some battleships of your own, the ensure that the cruisers that will kill your submarine are down before they get first strike. --==Pros and Cons==-- + Can submerge, which makes it extremely hard to kill + Deals a lot of damage against ships + Instant kills enemy carriers + Large vision - Consumes a lot of fuel when submerged - When surfaced, it can be easily attacked - It is very expensive to build one - Easily killed by Cruisers --==Killing Them==-- There is only one solution to this, cruisers. When they have dived, they need cruisers to be eliminated. When they have surfaced, they can be attacked by a fair amount of units, but they is quite rare and often they will be surfaced when they have not been followed. You can use your own submarines to find it and kill it, but that is hard since you need to worry about your own submarine being kiled. --==Commander==-- This is an interesting choice, to power up your submarine, but the CO Zone will give away the position of your submarine. If the other player is smart, they would realise that their units are doing less damage than usual and then go on the lookout for the submarine that they know is in the area. It is smart, but not without mistakes. And the AI doesn't bother with this, which is should. That would be interesting, and ruin that strategy for a while. ------------------------------------------------------------------------------ [4.01] Fog of War Fog of War is the common battle condition that most veteran will normally play in, because without it, it really isn't much of a challenge to fight on what everyone can see. Therefore, this is going to be on that you need to understand. Fog of War is the fact that you cannot see more than your units can see. True, if you don't have Satellites to watch the world with, militaries cannot see more than what their units can tell them. As such, the vision of your units are going to be a key factor. The vision of the units will report to you exactly what they can see to you. The use of hiding places will allow you to certainly be surprised to find that your Recon has walked right into a Mega Tank, and that certainly isn't good. Hiding places are spots on the map where during fog of wall, you cannot see into these spaces until you move directly past them. The hiding spots include Woods, Cities, Ruins, Wastelands, Reefs and Thick Fog. Due to the many such tiles in the game, there are many hiding spots. To fight well in these conditions, you can't just go gung ho and start rushing in with your entire force, because hiding enemy units will easily crush your force. Take it nice and slow, there is no need to rush, after all, you are after victory aren't you? ------------------------------------------------------------------------------ [4.02] Weather Conditions There are several weather conditions that will dominate the game, and knowing what they are will certainly help. Clear Weather is clear weather, the sun is shining and it is ideal weather to fight upon. Rainy weather will reduce everything into the Fog of War condition, whether it is on or not, and will reduce visibility for all units into one, regardless of what their vision was before the rain kicked in. Snowy Weather is still a pain, and this type of weather reduce all your unit's mobility by one. The final weather condition, due to the near destruction of Earth, is the Sandstorm. This will basically reduce the attack power of your units by a good 30%. Good if you are defending, not if you're attacking. ------------------------------------------------------------------------------ [5.01] CO Units and the CO Zone Unlike the previous Advance Wars games, the CO system works a lot differently, and in my opinion, much better and balanced. The CO system is now so that your CO boards a unit, that is, joins a unit, and that unit is used in battle. It isn't just an overall effect, the CO will have a CO Zone, an area around the CO unit that will boost to surrounding units in the area. To board a unit, that unit needs to be at the production structure for that unit, that is, ground units can be boarded at the factory, air units at the airport and the naval units at the port. Ground units can also get boarded at the Headquarters. The boarding of a unit with a CO does not come for free, it will cost you half the amount of the unit you are boarding. So a unit costing 20000 will have a boarding fee of 10000. Anyway, your CO zone will give boosts to your forces provided they are in the zone. Each CO will have a different zone size, varying between CO and CO. Some of them can reach 5, such as Carter, while others cannot even reach past themselves. The CO power is fuelled by the CO Meter, read the manual to find out where it lies. The CO Meter is seperated into two segments, and each segment contains 6 bars that you need to fill up. For a single bar, you need to cause 5HP damage for a bar, the type of unit doesn't matter. The effects will stack, so dealing 6 damage, then a 4, will still get you 2 bars. Once you fill the first segment, the CO Zone will expand by one, and when it is full, it will expand by two squares. Once the Meter is complete, you can unleash your CO power, and that will give an effect to ALL your units, not just those in the CO Zone. Also, when the CO Power is in effect, the CO Zone boost will also be given to all your units. Once your power is over, the CO Meter will drop all the way down to zero, as you'd expect. When your CO unit, and bear in mind, the CO Unit will automatically become Ace/Vet, it will be hard to kill, is actually destroyed in combat, your CO will retreat back and the unit will be destroyed. You can reboard your CO the next turn, the turn after the CO is gone. Also, if the CO is destroyed while the CO power is in effect, the CO power will be destroyed when the CO retreats. ------------------------------------------------------------------------------ [5.02] Your Commanding Officer Below are all the COs in the game, as well as their stats. Their CO Zone will describe the radius initially as well as the maximum, their supply power, and their attack power boost. ********* *Ed/Will* ********* A Laurentian army cadet, who managed to survive the meteors, is rescued by Captain O'Brian and he joins the 12th Independent Legion. He is a specialist with Ground Units and infantry, and while he isn't Max and Sami put together, he is pretty tough. CO Zone: 2, Max 4 CO Boost: Ground Units and Infantry have +20% Attack While he does boost the ground units and infantry quite a bit, it does not boost the defence of these units, and nothing is worse than these units having their power repelled by continued enemy attacks on it. CO POWER New Era/Rally Cry Boost: +2 Mobility to all Direct Attack Ground Units (Vehicles and Infantry) New Era is sort of like Adder's power, where you get more movement. Your direct ground units will get extra two mobility, so your MegaTanks will get to move from 4 to 6, your Tanks can go from 6 to 8, and your Infantry can go to 3 to 5. This is going to be one that will turn the side of battle. Your enemy cannot hope to recover from such an attack. With this power, the units will move faster and strike first. --==Use==-- Ed/Will is your average CO, he isn't all that strong but he isn't all that pathetic either. Unlike Max in the previous AWs, he doesn't suffer from the penalty with Indirects, and you can use them to help you fight, although they will not get the boost that you may want. You will want to concentrate on one particular unit, Tanks. These small tanks, although they cannot knock down a massive tank, can seriously hurt it. They are fast, and with the CO Zone, it will give a massive boost and pack a punch. There is no point for having an army that slowly moves to the enemy, it isn't practical and is useless. The reason for the tanks is that they can be cheap to produce and fast to move to the frontlines. The movement to the frontlines is critical, it is used to ensure that your enemy doesn't get a chance to recover. New, fresh tanks will replace and join with existing tanks, ensuring that veterancy doesn't get destroyed, and keep battering your opponent. Your enemy can only produce only so many units in one turn, and with many tanks constantly attacking every unit that they build, it will be hard for them to counter. Infantry is also going to be useful for Ed/Will. Mechs in particular is going to be important, because they have their special Bazooka and they are very, very cheap. Costing so that 2.8 Mechs can equal a Tank, they might be slow and cumbersome, they will be death by a million cuts. They can smack tanks for some good damage, and anything that moves for some damage. --==Counter==-- Although Ed/Will might have the edge with Direct Attack units, it DOES NOT boost the defence of the direct units. They are still weak to what they were, Tanks are weak against Tanks and Indirects, and infantry are weak against AA. Rub off his advantage but posting Indirect units so that they cover each other, just in case one of them gets attacks and you have no recourse. Anti-Tanks are best for this type of attack. You will want to choke him so that he doesn't get the opportunity to even attack you. Make sure though, the infantry need to be covered to make sure that they don't sneak through over the mountains and rivers, and make sure that they don't have some heavy backup. ***************** *O'Brian/Brenner* ***************** A Captain in the Luarentian/Rubinelle Army, since the Meteor strikes, O'Brian leads some of the survivors of the army to form the 12th Independent Legion or the Brenner's Wolves, depending on how your game names it. He is strong with superior defence for all his units. CO Zone: 3, Max 5 Boost: All Units have +20% Defence The opposite of Ed, this power will give more defence instead of attack. While he may lack the killing power that other COs have, he has more defence than you want to deal with. Enemy units will strike like peashooters, then get hit for full damage. CO POWER Lifeline/Reinforce Boost: All Units will Recover 3 HP This is just a cut above Andy's repair power, it will repair all units for 3 HP for free. This is surely a helpful ability, as well as all your troops getting a good defensive boost for the turn. This will certainly improve the attack power of all your troops. As you should know by now, all your units will deal damage modified by how much health they have. By improving a wounded unit's health by three, you have the potential to deal up to 30% more damage and save up to 8400 in repair costs for one unit. A might handy power. --==Use==-- This CO is what you would need for a defensive battle. He doesn't do anything that is exactly super dooper and isn't lame, but the defensive power will allow him to be one of the most effective COs in a chokepoint situation. He can board an extremely tough unit, such as the Mega/War Tank, and then park it in the middle of the chokepoint as the meatshield. With all the buffs from veterancy, CO Zone and the CO power, it will take a fair amount to bring it down, and that will allow free shots on it from your own troops. He is best used to attack via the steamroller or turtle method. All he needs to do is to slowly creep towards the enemy base, with his massive meatshields to take the fire, and slowly aim for a domination victory. He has a very big CO zone and you want to take full advantage of that, and once your units have taken a battering, you can use your CO Power to have repairs on the move, and keep moving on. This is a solid, default, rock-hard CO. --==Counter==-- Although he may have massive defence, O'Brian has some problems. Although all his units have massive defence, the problem is that he doesn't have any good attack, and that allows you to use more firepower to take him down. You will need to fight him like anyone else, you just need more firepower to take down the units and get less one hit kills than you'd like. Remember, the defence will only apply to those units inside the CO Zone, those outside are use like your normal CO and pound them. After all, you can just avoid and capture the HQ as usual. Make sure that you KILL the unit and avoid leaving the unit on single health, such as 1HP or 2HP, because they can easily be shifted to 4 to 5HP and that can do FAR more damage than 1HP units. Remember, although he may attack, suffer a counter-attack and then use his CO Power, that doesn't mean you can't attack back, you can just replace the damaged unit with some fresh units and pound him back. Or just take down the CO unit to avoid this whole thing. ***** *Lin* ***** The First Lieutenant in the 12th Independent Legion/Brenner's Wolves, she is the cool, calm second in command that helps you makes decisions on the battlefield during the campaign. A Fog of War expert, she is quite helpful in Fog of War. CO Zone: 1, Max 3 Boost: All Grounds Unit gain +20% Attack AND +20% Defence A rather powerful boost, she gains quite a fair amount of power and defence, but bear in mind that the initial CO Zone is quite small though. However, you will want to use her command unit to get that zone up and boost it so your troops can have more room to fight with. CO POWER Night Vision/Scout Boost: All Grounds Units get +2 Vision, and ability to see into hiding spots In Fog of War, this is going to be quite a useful power. It will boost the vision of all your units by 2, and with this vision, you can see into the hiding places without having to go past them or run into them. Don't forget that this will also boost the attack power as well, allowing you to move your forces quickly and take out enemy indirects. For example, use the Recons to scout out the area with their uber vision and then most in the tanks to take out the enemy indirects. In one turn, you can see most of the map, what your opponent doesn't want you to see. --==Use==-- Lin is best if you actually use her in Fog of War conditions, or the CO Power, something that can turn the tide of battle, will pretty much do nothing at all. However, her CO Zone is going to be a major factor in using Lin. Forces in this area is quite powerful, and the CO Power, making her the next Sonja will extend this boost to all units. Unlike Sonja, she doesn't suffer from "bad luck". In Fog of War, she is going to be a better CO. Although she cannot see into hiding places and such, her units in the CO Zone are going to have better defence, so even if you attack first, you will deal less damage and suffer a bigger counterattack. Definitely not nice. However, the problem is using her CO Power. You see, using that CO Power will give you a pathetic CO Zone next turn, and that is going to be a problem for you. Lin is probably the BEST CO for chokepoints. Rather, she is rather good if SHE is getting choked, and not choking the other player. You see, with her CO power, you can easily use your existing units, such as Tanks and Mechs to knock down the Meatshield in the way. With the CO Power in effect, move the Recons up into the front to do the scouting, and with the piercing hiding spots ability, you can use your indirects to pound the enemy indirects with heavy artillery and send in her Tank units to do some more damage. It also works the other way, when choking the other player, Lin can shine when she BREAKS the enemy defence by rolling vehicles into the unknown and then using your indirects to target their indirects. In fact, you can call Lin the Indirect Hunter. --==Counter==-- While Lin is going to be someone you'd face in Fog of War, you can remember that her CO Zone is quite weak, and to fill the CO Meter, she is going to have to bear either near the Indirects or the Front Line. If she is with the Indirects, you can sneak infantry over to knock out the indirects and with Mechs, you can knock down her vehicle, which she is probably in. If she is on the Front Lines, indirect attack her into the Stone Age. Anyway, you don't need to worry about Lin so much, she isn't a major threat with such a weak CO Zone and her power isn't exactly the worst thing in the world, other COs have that role. Consider it lucky that Lin isn't a uber CO. ****************** *Catleia/Isabella* ****************** A funny looking girl that Ed rescues from a house during the earlier missions and wears that "smelly, flithy jacket" that Ed gives her. She has no knowledge of her memory and only hold military knowledge. She is an above average CO in all areas, just a little above average. CO Zone: 2, Max 4 Boost: All Units gain +10% Attack AND +10% Defence Half the boost of Lin, she has a bigger CO Zone, just. It will effect all units, which is quite helpful since it can be used on land, on water or in the air. Her boost is lackluster, but look at the CO Power below. CO POWER Overlord/Deep Strike Boost: +2 Mobility for ALL Units, +2 Range for all Indirect Units Certainly far from average, this CO Power is one of the most powerful in the game. All your units get 2 extra mobility, meaning tanks will move 8 spaces instead of 6, your Intercepters/Fighters will move from 9 to 11! Certainly a good way to play catchup. And your Indirects also get a boost. All your ranges will be increased by 2, so Rockets and Battleships will have 7 Range and Missiles, 8. In the case of the Battleship, it has 14 Range!?! It has the range of 5 since it can move, and 5 Indirect range. With 7 Movement and 7 Attack Range, that is 14. That is powerful. --==Use==-- Although her CO Zone power is worthless, the CO Power is certainly nothing to scoff at. You will want to build up that meter as soon as possible, and as quickly as possible. It is especially good at breaking defence by showing that the fact that even Mega/War Tanks can hide outside the range of Rockets and still hit it. With such a Power, it can boost all units, making her useful whether she is in the air, on land or on water. Personally, I believe that she should be on water. Think about it, with more movement and range, that is BUILT for the Battleship. She can easily pound something into a worthless pile of scrap with such a power. Ground is not a bad option either, since there are indirects that rely on range and direct units that rely on mobility. Air is not so good, with Indirects being out of the options, though it does allow your units to make deep strikes. Thats the name of the Power, Bombers can fly in like the Interceptors/Fighters and bomb crap. On most maps where you cannot decide a CO, Catleia/Isabella is going to be one that you should keep in consideration. Even when her big sister is available for selection, you want a good, balanced CO and she is just one of them, she doesn't ignore any units and boosts all of them. Brillant. --==Counter==-- Her only boost will come from her CO Unit, and when you fight her, you need to aim for her CO unit. You want to destroy it quickly because once it gets a boost, you are going to have to deal with her CO Power, and you don't really want to, especially with 14 Range Battleships. Whatever unit she is in, make sure you use a suitable counter. With big tanks, counter with your own tanks, air units with AA and so forth. Moving your units back 2 squares to avoid the range is not a good tactics. The other player, not AI, will get to choose where and when to use the power, and by moving your units back, all the other player is going to do is to creep their units 2 spaces forward to keep you on your toes. By moving further back, you are going to run out of room sooner or later. You will have also noticed that you've lost A LOT of ground and that isn't something that you want to face. Also, with a Full Meter, kill the CO, don't retreat. And attacking the CO unit with the power is pointless, the CO already used the power and can't reuse it for a while. ************* *Zadia/Tasha* ************* Unlocked in Mission 12, History of Hatred/History of Hate A pilot seriously obsessed with revenge, she wants to take her revenge on the Luarentian/Rubinelle army since they killed her brother in the war before the meteors struck the planet. She is an air force specialist with pretty strong aircraft. What did she do, titanium coat them all? CO Zone: 1, Max 3 Boost: Air Units get +40% Attack AND +20% Defence She has an extremely powerful CO Zone effect, with her air units seriously getting some flambola. Massive attack boost will seriously damage anything that her aircraft will decide to drop some munitions on. But the problem with this power is that aircraft are expensive. They are drop dead expensive and unless you are playing on a large map, you can't afford that Bomber every turn, and your air force won't get time to develop. Guess her revenge means putting 40% more bombs than what the book orders. CO POWER Fox One/Sonic Boom Boost: +2 Mobility for all AIR Units The CO Power is something that doesn't strike as surprising. Air units don't really need the mobility, they already have enough of it. They will all get a massive boost to attack and defence, but the question is, how many air units do you have? After all, if it is a cramped battle area, it may be useful to attack a unit halfway across the map, but most aren't going to be cramped and have air power on it, so really, it is more of a situational power, rather than anything else. And according to NATO Fox Symbols, FOX One is a callsign for a Semi-Guided Radar Tracking Missile Loose. --==Use==-- Zadia/Tasha is only going to be useful to your war effort if you have a large air force to play around with. That makes it so that only maps with aircraft support and production will be used. Otherwise, all her buffs and her CO Power is useless. Air power is always seen as a support force, not an army in its own right. After all, all battles (in reality) are won on the ground. It is hard to use her properly because of the expense of building air units. They are too costly. You can have a force full of Battle Helis but that is no use because an Interceptor/Fighter can just come along and wipe them all off the map. Mass Interceptors/Fighters and Bombers are far to expensive to use properly. Then, you need to actually protect your air force from enemy AA. The enemy is going to build AA and Missiles to counter, so you need some Tanks to make sure that they don't pose a threat. However, that will compromise the amount you can spend on air units. So, its either ground or air, and with that, it is going to be a problem, and your decision. --==Counter==-- As an Air Force CO, Zadia/Tasha is pretty easy to counter. Use Tanks to make sure that her tanks cannot reach your AA, while your AA and Missiles will take care of any air unit that decides to pop in for a visit. Keep hitting the high value units, especially the Interceptors/Fighters and Bombers. They are expensive to produce and their loss will cause a dent in the confidence in the other player. Therefore, you don't need to aim for the CO unit, get aim for all the supporting escorts. There is no point for Zadia/Tasha to have a single Bomber unit attacking your entire army. No air force, it is just going to be like an army with no CO. *********** *Trak/Gage* *********** Unlocked in Mission 13, Rearguard Action/Greyfield Strikes A silent soldier, who aims to become the perfect soldier by not talking, even when he is asked to. He is a indirect attack specialist as well as naval specialist, and likes using his powerful indirect units to do the talking for him. CO Zone: 2, Max 4 Boost: Naval and Indirect Units get +20% Attack AND +10% Defence Although he carries a Sniper Rifle, compared to Grit's Revolver, he is pretty much Grit. He likes using indirect units to fight as the Naval Units are the consolation prize, and no, they don't stack on the Battleship, that would be too cheap. Direct units don't get much, but the indirects make up for it. CO POWER Long Barrel/Longshot Boost: +2 Range to all Indirect Units This CO power is useful to say the least. This is the ultimate in Chokepoint attack and defence. It will provide all your Indirects with more range to hit the enemy, and more power. Rockets become Super Rockets, Artillery become a weaker Rockets, Missiles become Super Rockets and Battleships are Massive Battleships. --==Use==-- Trak/Gage is just like Grit, you seriously want to stay away from the range of his indirects, and with Fog of War on, this is going to be a hard ask. Unlike his predecessor, he doesn't suffer from the disadvantage of direct combat, so chokepoints is his specialty. As an indirect CO, you want to focus on Battleships, if possible, and Rockets, due to their large range and firepower. Although Artillery is stronger in terms of armour, with indirect units, you want to kill the enemy before they can kill you. Eg, a Sniper. You want to kill the enemy before they have a chance to call an air strike on your area. On open battlefields, with little in terms of cover, there will be chokepoints, but not as many. Cover the chokepoint to your base and that will do. Then, slowly build more direct units to move forward and indirect units to creep towards the enemy base, each covering each other in case of sneak attack, and keep advancing. Depending on your map, your ground indirects will consist of Artillery and some Anti-Tanks or Rockets. If your enemy is a Tank specialist, or ground attack specialist, Anti-Tanks are going to be useful. Small maps will call for Artillery primarily while Rockets are for the looks, but large maps will call for Rockets, due to the large areas you need to cover, and it is more cost effective to use Rockets, while Artillery will be for enemy units that sneak through and base defence. --==Counter==-- With the CO Power, it is going to be hard to counter Trak/Gage. The best that I can think of is using COs such as Catleia/Isabella or Ed/Will, which will boost mobility. The way to combat the +2 Range is to use +2 Mobility, which basically cancels out the effect. If there is Air power, you seriously want to use it to take out his indirect units, but you want to watch out for enemy Missiles. Combine your attack, or co-ordinate your attacks with ground forces to make sure that while the Air takes down the indirects, the ground mops out the short-range indirects and direct ground units. For the naval power, if he uses Battleships, they will be accompanied with cruisers. When those are around, use your own Battleships to sink them and then combine with Subs to take down his battleships. Every unit has a weakness, even if it isn't as clear cut that a Carrier is weak to Subs. ***************** *Carter/Forsythe* ***************** Unlocked in Mission 14, A Hero's Farewell The General of the Zephyrian/Lazurian Army, like O'Brian, he is a man of honour who doesn't kill unless there is no other possible resolve. He dresses like a gentleman and looks like one too, with a mustache to boot. Speaks like a gentleman, he meets his end by one who clearly isn't. CO Zone: 5, Max 5 Boost: All Units get +10 Attack% AND +10 Defence% This is one of the most handy boosts that you can get. He gives a universal boost to all troops, and with such a large radius, it can make his force hit a lot harder than usual. This radius covers so many units, it can make a mediocre attack force into a strong one, a strong one into a powerful one and so forth. CO POWER None Yep, the old gentleman, although his many years of experience has resulted with such a large boost, does not have a CO Power, and he doesn't have a CO Meter either for that factor. Well, thats what you get with age, he just can't have it all. --==Use==-- With no CO Power, he cannot do anything in a one turn special, turning the tide of the game, but the CO Zone powerup will slowly do the work for him. The enemy is going to lose more and more troops than usual because they cannot get that one hit kill they normally do and your troops run back to base to rearm and repair. With this CO, there is plenty of room to play around in. You don't need to worry about confined CO areas, you can easily make good use of the space in small maps. Large maps will be ok, as long as he can keep up with your strike force and not fall behind. If he does, move your strike force slowly, so it still advances, but your CO can catch up. However, you still suffer when the enemy uses their CO power, so you want to avoid that as much as possible. Your consistancy will allow you to win the match. If your enemy decides to depend on the CO power, punish them. --==Counter==-- Although it is a big boost, you can fight Carter just like a normal enemy. Even though it is buffed a little, they are not invincible and you can easily smash through the strike force. If you have indirects, target the CO unit first, making it easier for your units to take down the remaining escorts. Don't rely on your CO Power, but bear in mind that he cannot do anything that will surprise you, he cannot get some extra mobility or some extra firepower, so keep that in mind. Just play your game, ignore that he has SOME more firepower, but not that much, and fight back, slowly but surely. ************* *Finn/Waylon* ************* Unlocked in Mission 20, Counter-Attack/Waylon Flies Again The arrogant, selfish counterpart to Zadia/Tasha, he is a survivor of the Meteors and part of the same army O'Brian/Brenner was in. He only cares about himself, and what he can do for himself. It is an air specialist, and while lacking serious firepower, defence is a key point for him. CO Zone: 2, Max 4 Boost: All Air Units get +20 Attack% AND +30% Defence A bit better than Zadia/Tasha with a bigger CO Zone to start off with, but unlike her, he lacks decisive firepower. While she has 40% boost to firepower, he only has 20%, while he has a little more defence. However, what you really want is this arrogant fool's CO POWER. CO POWER Bad Company/Wingman Boost: All Air Units get +270% Defence No, I didn' place the two or the seven in by mistake, with this CO Power, hitting his air units are A LOT harder. For normal air units, that means that his aerial units get 4.1 times their normal defence, not taking into account the veterancy of the unit. That makes it impossible for anything to get a one hit kill whilst one of his units are on full health. --==Use==-- Finn/Waylon is the serious opposite of Zadia/Tasha. With his CO Power in effect, it becomes nearly impossible to kill one of his units, whilst he can still severely cripple you. However, you still need to concentrate on a ground force to ensure that your units are continuously supported. With your ground units, you seriously need to build up funds so that all your units can be built. Your tanks and indirects will help to remove the enemy AA defences, so that your forces can get in and out without suffering too much damage. Even with your Power in effect, your forces CAN take damage, and with that, you need to repair them back to full fighting force. Do not forget that missiles are going to be a nightmare with AA. They have more range and can deal more damage, so that you are going to have to pay more attention to them. AA is just a distraction, they cannot deal massive amounts of damage to Bombers, but an injury causes damage. Like Zadia, you cannot keep a pure Bomber and Interceptor/Fighter army, you need to have a good balance, Fighters/Dusters and Battle Helis are useful too so make them replace your more high end units. --==Counter==-- Just like Zadia/Tasha, you just need to build more AA that you should like, and some missiles, as well as a capable ground force. Finn/Waylon will more than like use a ground force to remove the frontline AA, so with your ground force, repel him and shoot down his birds. When the CO Power is in effect, you will have to focus ALL available firepower onto the CO unit. Although it will be 4.3 times stronger than usual, it can be killed, and with that, so can all of the enemy aircraft, and make him suffer a loss so great that he cries all the way to the Ice Age. If you can, focus on building a very mobile infantry force. That force will be used to capture all airports and temp airports on the map as the first priority and then the cities that will provide funds. Starving him of funds will not allow him enough money to build an air force and that will eliminate the strongest threat to you. ********************** *Sigismundo/Greyfield* ********************** Unlocked in Mission 21, Countdown/Lin's Gambit The leader of the New Laurentian Army/Rubinelle Army, he continues his fight against the Zephyrian/Lazurian even though most of humanity is dead and people just want to survive. He is far too power-hungry and does anything to get his way. The fat walrus is actually an Admiral and is good with Naval units and Helicopters. CO Zone: 3, Max 5 Boost: Naval Units, Helicopters and Ship Planes get +10% Attack and +40% Defence For the fat man, the boost is quite good. It gives his units slightly more attack force, and much more defence. That will make your naval units much more survivable and less susceptable to enemy submarines and the ike. With much more defence, his units are going to take more of a battering and shrug it off without too much of a problem. The CO Power is something though. CO POWER High Command/Supply Chain Boost: All Units are resupplied with fuel, ammo and materials This is quite a useful CO power for several reasons. You may think that fuel isn't such a big deal, and sure, fuel isn't a completely big deal. Ammo on the other hand, is important because several units will have reduced ammo stocks. The most important one is going to be material. These cannot normally be replaced, so Carriers and Workshops/Rigs are going to be refilled. --==Use==-- This Admiral, although he may be a coward, there are some key features that make using him more fun. With his resupply power, one of best ways to use full advantage of his power is to bombard enemy positions with indirects and sink their ships with subs. Once you make sure they cannot escape, you can slowly kill your enemy with your Battleship bombardment. After you do a certain amount of damage with your B-Ships, you will get your CO Power ready for use and then, you can resupply and rebombard. While this happens, you have full control of the situation and build up an assault force. For air maps, putting him in a Copter is not a bad idea, since he can be closeby while the heavier artillery do the dirty work. You will generally use Battle Helis for Air to Mud because there is a boost, while your Fighters and Interceptors will do the Air to Air work. However, don't bother with the Carriers and Seaplanes, he can't really do much here, and Subs, well, they are too easy to detect, read the section on the Sub to find out more. Cruisers are effective enough without him and Transport Copters aren't a good choice. So stick to Battleships and Battle Helis with him. --==Counter==-- On naval maps, it is going to be a pain to take him down. More defence will make it hard to kill him but he is not invincible. Its going to take more units to take him down, but if he is in a copter, AA can kill him easy, while if he is in a Battleship, 2 subs should do the trick. What that done, you can concentrate on his other units and slowly take him down. Do not rely on any of his units to run out of ammo or fuel. Also, be careful of the many temporary properties on the map. Because he can refill material on the Workshop/Rig, he can build many of these, and since these are hiding spots during Fog of War, they are going to be useful for him to hide his forces, in particular, his naval and aerial forces. Use heavy ground tactics to knock him into form. Ultimately, HQs can be captured, and with a heavy ground force, you can easily take command of the land and in with a HQ victory. Or you can use superior aerial units such as Bombers and Interceptors/Fighters to knock his navy and copters into form. Remember that Cruisers are dangerous, but your B-Ships should target them first, and finish off with Bombers. With no AA defence, you may just win. ************ *Lili/Penny* ************ Unlocked in Mission 24, Inside Pulsatrix/Crash Landing The Youngest daughter of Stolos, she loves her teddy bear yet she also likes killing people. Strange. She doesn't have any specialty, no boosts and a funny CO Power, she is interesting to play with to say the least. CO Zone: 3, Max 5 ALL UNIT Boost: All Units are not effected by Weather. That is right, she has no boost whatsoever. You will only get the generic boost from the CO Zone, but that is about it. The only boost is that ALL her units, not those just in the CO Zone, will get the ability not to be effected by weather. CO POWER Enigma/Stormfront Boost? Randomly Changes the Weather Yep, it randomly changes the weather. Even if you set it so it is always sunny, the weather has the even chance to either rain, which means Fog of War and 1 Vision, Snow, which is one less movement, or my favourite, Sandstorm, which means 30% Less attack. --==Use==-- You are going to have weak units, but constant CO Power use is going to be the main point. Since you will not be effected by weather whatsoever, your CO Power changing the weather, which will last for three turns always, will change how the other player is going to play, but not you. When the enemy is suffering from the bad weather, you can easily attack with full force, and you can actually pick and choose what enemy you want. Since the effect is random, you are going to have to play with the weather. Rain is going to be Fog of War, and this is the best time for you to go around and go past all the defence and rush in for the easy capture. Snow means that you can hit and run since their mobility is much slower, and Sandstorm is the best time for attack since their attack is 30% weaker. --==Counter==-- It is easy to counter, with no CO Boosts, all you need is some practice is the weather conditions. Her units will always be immune to the weather and when she is not on board a unit, her units will continue to do so. Also, when you kill her unit during the CO Power, the weather will not go away, you still need to wait the necessary turns to get rid of her. Your best option is not to fight her weather, just kill her CO Unit before she can unleash her CO Power. With this out of the way, you can fight her forces. ***************** *Larissa/Tabitha* ***************** Unlocked in Mission 25, Final Experiment/Lab Rats Ther eldest daughter of the maniac Stolos/Caulder, she is absolutely cruel to the bone, with a funny corset to boost. She is one powerful commander and is hard to fight against, but if this is the child, imagine what it would be like to fight the father. Co Zone: 0, Max 2 Boost: All Units get +50% Attack AND 50% Defence This is a crazy boost, except that in the start, it is only limited to the CO unit, which is a bit better. Once you get to two bars, 12 units can get this boost, and that is seriously dangerous. That can mean a new meaning of pain. CO POWER Apocalypse/Firestorm Boost: A Computer Controlled Meteor hits a 2 radius section on the map hitting units for 8HP. This is even worst than Sturm, and that is saying something. This basically hits a 2 square radius area, and the meteor will move to the area with the most expensive units. So the computer aims for the most valuable bunch of units that is not allied for you. And that is not all, with the CO Power in effect, all your units get that massive boost, and with enemy forces severely cripped with a massive rock smacking them, they are going to be in no condition to fight. --==Use==-- This CO is going to be used a bit differently due to the CO Zone restriction. To actually build up the bar, you are going to have to use your CO unit to do the attacking and smack down some enemy units to build up the zone. With a small radius around you, you can do a bit more damage all over the place. The best way to smash enemy defence is with Larissa/Tabitha as your CO. Once you have built up that insane CO Bar, use your CO Power to pound the enemy forces, and their most expensive units are more of less going be strongest units, and with them crippled, you can swarm in with your souped up units and rush in for the kill. Another method to use this CO is to make the enemy attack the CO unit, while not concentrating on your other units. Given that your units are going to be waiting and not taking damage, you can easily outflank the enemy and make sure that they won't make the same mistake again for a while. However, make sure that you don't go all crazy just because she has some killer stats, it doesn't mean that her CO unit is invincible, it just means that it is harder to kill. --==Counter==-- It is going to be hard to counter her since she is so hard to kill, given the boosts and buffs, her defence is at 180%. Depending on the unit, you want to exploit the weakness of the unit, rather than weakness of the CO. Focus on the weakness type and find counters to it. Do not concentrate on the CO unit the whole time, there are other units that you need to take care of. For example, one way is to surround the CO unit with hard to kill units, and make sure she cannot escape, move your indirects into range and shoot her down. However, as that CO Meter increases, you are going to have to try more and more to kill her or your units might be meeting an unfriendly rock. **************** *Stolos/Caulder* **************** Unlocked in Mission 26, Beam of Light/Sunrise My God, this mad scientist is the most broken CO in all of Advance Wars history, even more broken than Sturm. A nutjob, he was practically an outcast in the scientific community, so he set up a private military contract, Intelligent Defence Systems, and what he does, throughout the game as you will find, it seriously wacked. CO Zone: 3, Max 5 Boost: All Units get +50% Attack AND +50% Defence. All units in CO Zone can be repaired 5HP as if it were in a city. This is the most broken effects in all of mankind. All the units in the CO Zone start off with a Massive firepower boost, making them powerful on a large scale, and if that wasn't enough, the healing benefit is seriously wacked. Even though it does cost you funds to repair your units, it doesn't cost that much and it one of the most valuable effects that one can wish for on the frontlines. CO POWER NONE. YES, NONE! Seriously, you must be happy that this guy doesn't have a CO Power, cause if he did, it'd probably be called Automatic Forfeit. Your opponent automatically loses the game. That is probably what he'd get, seriously, if the CO Zone boost is any indication, that is the CO Power. --==Use==-- You don't need my help on how to use this broken CO. All you need to do is to take a bunch of units and smash up the place. With the repair power, unless the enemy can actually kill the unit, that same unit is going to attack them for more damage next turn. With this guy in the way, it is going to be hard to beat. --==Counter==-- What this strategy area is for how to defeat Stolos, and that itself is an EXTREMELY HARD TASK. Once he comes into the field, it is going to be hard. So, counter by not letting him actually get money to build up a decent unit to board. Infantry and the lightly armoured units to him are going to be poor choices since they are easily killed. If he gets into an aircraft, naval unit or tank, you are going to be in some trouble. There is a tactic to stop him producing new units, you can just keep hitting his units and put them on low health, so when they do come back up to 6HP, they cannot hit you very hard, and also, drain more of his money. If he has no money to buy new units, that is going to limit the extend of his damage, and that is certainly good news for you. Like Larissa above, you are going to have to concentrate on the unit and not the surrounding units. That is even more true since they are as strong as he is. You will want a large map to pay around in since the units he can move towards you is a lot less, while a small map means you are practically screwed. Thankfully, Wi-Fi play bans him and people generally don't play with him because he is far to cheap. ------------------------------------------------------------------------------ [6.01] The Campaign The Campaign mode is what you are going to be playing in order to unlock some new COs to pay around with. You still have the same three catagories to score from, Speed, Power and Technique. Each catagory has a maximum of 150 points, giving a total of 450 points that you can obtain, but this is pretty much impossible. Speed is how fast you complete the mission in its full. There is a certain day that you need to finish by to get the 150 points, another day to get the 100 points and from there, and longer is takes will decrease your speed score until it reaches zero. Therefore, you want to finish the mission as fast as you possibly can, without compromising the other two categories. Power is another one. In the previous games it was that you needed to damage at least 10% of the enemy army per turn, but now, it is a mix and match of different things. The amount of damage and the amount of kills will be compared to the amount of attacks that you used to get those kills. No one can know the secret ratio (its hidden in the NSA building at Fort Meade), so basically, you want to get as many kills and deal as much damage by launching as few attacks as you can. Therefore, you want more damage but less attacks. Technique is the final category. Before, it meant that you wanted to lose as few troops as possible, something along the lines of losing less than 20% of your units. Now, it is a comparsion of the amount of troops that you use and the amount that your enemy uses. To get a good score here, you want the amount of units to be about 60-65% of the total unit count of the enemy. Therefore, you want stronger units, you want them to survive, since if they die, they are still part of the count. The total point tally will provide you with a rank. Compared to the first Advance Wars, S Rank is MUCH EASIER to get. In the first game, you need at least a 275 out of 300 for S Rank, now it is 300 out of 450. Lets see the ranking system. C Rank = Less than 199 B Rank = From 200 to 249 A Rank = From 250 to 299 S Rank = Above 300 INSANE RANK = 450 While on the campaign, there will be trial maps, which are basically maps that gives you some training. It also will be ranked, and it acts as the War Room in previous games, that has been dumped. By finishing some trial maps, you will unlock more. In fact, some players have the aim of S Ranking the entire map, Campaign and Trial. That is pretty hard, and time consuming. Guess those long rides on public transport do something. Also new in the campaign, is the War Room. It isn't a challenge, it is where you get some hints and tips on how to fight and what to do and what not to do. It is there to help you, you don't need to use it if you don't want. ------------------------------------------------------------------------------ [6.02] Destroyed World / Days of Ruin Commanding Officer - Will/Ed, Brenner/O'Brian Enemy Commanding Officer - The Beast/Darkov S Rank Time Limit - 2 Days Objectives - Destroy the enemy units Starting Units - Motorbike Enemy Units - Recon, Infantry, Motorbike This is basically the tutorial mission of the game, the same with each and every one of the Advance Wars games. These are getting annoying, most of us already know how to destroy units, so lets move on, Basically, just do as the mission says. Move the bike two spaces to your left, making it onto the circled square. After that, you need to end your turn, there is nothing else you can do. After that, you are obviously saved by two units, and now the tutorial turns into combat. A Tank and a Recon turns up to help you out. You need to wipe out the enemy units with this. Use your Tank to attack the recon first, it would result in a full health recon, which deals more damage. Use the recon to wipe out the weakened enemy recon. Next turn, you need to wipe out the enemy. You can't take both down, so just use the Tank and Recon to wipe out the motorbike and the infantry, they won't be a problem because they are pretty weak compared to your units. S RANK It is dead easy to obtain an S rank here. You really can't stuff up unless you use your Recon only and lose it, or delay the battle until the speed pretty much kills you. ------------------------------------------------------------------------------ [6.03] One Life / A Single Life Commanding Officer - O'Brian/Brenner Enemy Commanding Officer - Darkov/The Beast S Rank Time Limit - 2 Days Objectives - Destroy the enemy units Starting Units - Tank, Mech Gun, Infantry Enemy Units - Infantry, Motorbike, 2X Recons, Tank Another relatively easy mission, except that your tank has a single problem with it, there is no more ammo, that means, they cannot use their massive cannon to pound a hole into the enemy units. They can only use their machine guns. However, the good thing is that you aren't going to rely on your tank, this is really a tutorial for indirect units. Your Mech Gun is going to mean Artillery here. Anyway, move your Tank to attack the enemy infantry. With that done, move the artillery right behind your tank. Do this to ensure that any unit that is north of your tank gets a nice pounding. Move your infantry south of the tank, right below the forest to ensure one thing. If you use your infantry to wipe out the one already damaged by the tank, I will bet you anything that the recon will come along and attack the infantry. On the next day, you are told that there is somebody in the ruins in the middle of the mountain, and that is a job for your infantry, since no one else can actually cross the mountains. Anyway, kill the infantry if it isn't already dead with your own infatry, and then use your Mech Gun to hit the enemy recon. Move your tank forward to gain a bit more ground. The enemy will move their units closer to you as the time comes. Move your infantry into the ruins to finish that part of the mission. The hardest part is the enemy tank. However, with your Mech Gun in place, that is easily taken care of. When your infantry is done with the ruins, move it in behind the enemy Bike if it is still there to rout the enemy. S RANK This is another easy S Rank. You want to let your tank to take basically all the damage, and you certainly don't want your infantry or your Mech Gun to take some damage. Make sure that the enemy stops in front of the tank and is in range of the Mech Gun. 5 Days is plenty of time to get the S Rank. ------------------------------------------------------------------------------ [6.04] The Closed Village / Freehaven Commanding Officer - Brenner/O'Brian Enemy Commanding Officer - The Beast/Darkov S Rank Time Limit - 2 Days Objectives - Destroy the enemy units Starting Units - 2X Mechs, 2X Tanks, Mech Gun Enemy Units - 2X Infantry, 2X Motorbikes, 3X Recons, Tank, Mech Gun This is another basic mission. First of all, you need to take care of the infantry. Use your tanks and move them up to attack the infantry. You won't kill them, but your mechs can be moved up to take care of them. Now, you want to place your Artillery in the best spot possible. North of you, there is a spot where the Artillery is surrounded by a good bit of mountains. That little alcove there is the place to hide the Artillery. Next turn, that recon is going to move into that position, making it an easy target for your artillery. Use the tank to destroy it. Now, move your units such that they are away from enemy attack as well as ready to move in since the enemy will move the units to their maximum possible range. Now, your have a good deal of the strike force of the enemy in front of you. If you have moved your forces correctly, use the Mech on the east to attack and cripple the enemy Mech Gun. Use your own Mech Gun to smash the enemy Tank. Using a Mech and a Tank, take care of the enemy Recon and the final tank for the enemy tank. The enemy is sure to hit your Mech. The Mech will survive and that will lead to a tutorial on joining forces. Using your Mech, which should be on some good health, take down the enemy Artillery, and send in your tanks to relieve the pressure on your tank. Move your Artillery forwards to ensure that it serves as a good attack measure as well as a decoy. The enemy bikes that should remain will take your Artillery as bait, and with that, your Artillery and Tanks can mop up the mess created by the enemy. You see, superior force doesn't always since, tactics can easily destroy a larger force. S RANK This mission is impossible to finish on 2 days, but take your time and don't lose your units. Make sure that you take on a damaged tank, not a full health one. Your tanks are going to do much of the work, the Artillery is going to play as a support role, damaging anything that moves, and move your mechs into the mountains, where they can strike from the back and deal some damage. ------------------------------------------------------------------------------ [6.05] Next Destination / Moving On Commanding Officer - Lin Enemy Commanding Officer - Darkov/The Beast S Rank Time Limit - 1 Day Objectives - Defeat the enemy units Starting Units - 2X Infantry, 2X Mechs, Recon, Flare, Tank, Mech Gun Enemy Units - Infantry, 2X Bikes, 2X Recons, Mech Another training mission, which this time is going to be a Fog of War training mission. This isn't that hard, you have a superior force, but like in the last mission, superior force doesn't always mean superior tactics, and in fog of war, you need to except everything, and that does mean everything. Right in the forest above of you is a Motorbike unit, that you can easily take care of. Push your forces north, using your Mechs on Mountains to extend their vision to help you, and move the recons as well. The problem with this pushing vehicle strategy is that there is a mech hiding around, and that could be a problem with pushing the vehicles. Move your vehicles forwards, and soon, you are going to have to use your Flare to help find the missing units. Your Tank and Recon can easily swoop down and take care of the enemy units once you have located where they actually are. Read more on the Flare unit on the respective entry in the units section of this guide. Move your units into the forests and woods as much as you possibly can. Doing this, the enemy, who can't really cheat in Fog of War that much, will not be able to see your units to damage it. Doing this, slowly creep your Artillery forwards to ensure that they actually do something in this mission. Also remember that the Flare unit has a relatively strong machine gun to play around with so bear that in mind. The Advance Infantry unit that is north of you is going to be hit, and don't bother saving them, you'd only waste your units. Hide you units in the woods and wait for the mech to head into the open. Take down the Mech first, and move your Tank forwards to deal with the Bikes and Recons. With that, use your Artillery and Flare to dish out some damage and finish this mission. S RANK The important thing on this mission is that you do not panic. Leave your Advance Infantry unit to disappear at the cost of some points, but by rushing your units forwards, you would lose more, and that isn't good at all. Take is slow, and take it easy, your use strike force, hide it well and take down the enemy. ------------------------------------------------------------------------------ [6.06] A New Ally / New Allies Commanding Officer - Brenner/O'Brian Enemy Commanding Officer - Darkov/The Beast S Rank Time Limit - 6 Days Objectives - Defeat the enemy units or Capture HQ Starting Units - Infantry, Mech, Recon, Motorbike, Tank, Artillery Enemy Units - Infantry, Mech, 2X Motorbike, 3X Tank, 2X Recon, 2X Artilery Now, you really need to capture the factory to win this, you need to destroy all the enemy units and that is going to be a hard mission given that you have relatively few units compared to what your enemy seems to have, and they have a lot. Use the Mech to capture the Factory, the Infantry to capture the city that it can reach and the Bike to capture its city on its range. It isn't all that hard to capture. To capture, move your unit to the city, it has to be an infantry unit, and select the capture option. There are 20 capture points and each time you use the Capture command, you remove capture points from the 20 equal to your Infantry's health. So a 8 HP infantry will reduce the 20 points to 12. Once that ticker reaches 0, you capture and then control the city and all the benefits. Capture the cities on your second turn and you need to start to use the factory to start making units. You need to be aware that the enemy will not move the Artillery or the HQ Tank, but everything else is going to be fair game for your units. Because of that, you need to move your Artillery close to its maximum range and protect it with your tank and recon. When the enemy comes to attack your vehicles, you will be needing to use the positioned Artillery to bomb the enemy tanks a bit, and from your factory, make some nice Tanks, because that is exactly what you will be needing for this mission. If you are going to take on the artillery that the enemy has, you need to wait outside the range of the Artillery and bomb in to pieces when you have two or more tanks there to support you. Bomb both of the and you want to do this quickly because if you waste a turn attacking one, the second one will hurt your tank pretty bad, and you don't want that. S RANK If you are after the S rank, you really need to move fast. In the beginning, you need some luck that the enemy chooses to not attack your Artillery and take either the Recon or Tank protecting it, so your Artillery can do the damage. The S Rank is determined on how well you use your Artillery. The better you use it, the easier the mission. Another thing is that you are going to be aiming for destroying all the enemy units here, not the Capture HQ because your time limit isn't really going to allow it. ------------------------------------------------------------------------------ [6.07] Observer of Fear / Fear Experiment Commanding Officer - Ed/Will Enemy Commanding Officer - Lili/Penny S Rank Time Limit - 7 Days Objectives - Defeat the enemy units Starting Units - 2X Infantry, 2X Mechs, Motorbike, Recon, Tank, Artillery Enemy Units - 2X Infantry, 2X Mechs, Motorbike, 2X Recon, 2X Tanks The enemy is going to hit you hard here, so you really need to get a head start on capturing the properties to make some money in order to build some units to defeat the enemy. The most important is going to be the factory of course, followed by the cities where you need to capture for additional funds. Here, you don't want to overspend your budget too much, because you'll need those funds for later. You need maybe 2 Tanks at most and if you need to, get a few Mechs to reinforce your units. That will be all to hold off the enemy because that isn't going to be the main worry of the mission. You want to finish this part of the mission as fast as possible. You really want to quickly defeat all the enemy units, because this mission is too easy to be true, and indeed it is, your enemy decides that this isn't fun and sends in some Reinforcements in the form of 2 Medium Tanks and the monster War Tank that has just arrived. Why did you need to save the money? The whole point is that when the enemy sends in her reinforcements, she also lets you build Anti-Tanks, which will basically be used for the purpose that is in the name, it is an Anti-Tank weapon, shredding tanks. Don't bother to attack the massive tanks with your normal tanks or your Mechs. While they may be able to do some damage, they won't do a lot and the counterattack that they will face is going to be massive and in the case of mechs, enough to make sure that they won't be fighting again. You need two of them, and since they can counter attack against direct attacks, you can place one behind another, so when the Medium Tanks and the War tank attack the Anti-Tank, the one behind it is ready to go, and if you can, or if it still exists, use the Artillery that you had in the beginning to do some more damage. Not even a powerful massive tank is good against the Anti-Tank, though Infantry do have it easy. S RANK This is hard to finish on time, but the problem is that the amount of units that you send against the enemy Medium and War Tanks, because if you use your normal Tanks and Mechs instead of the Anti-Tank that you should, you will lose your Technique score like a bunch of flies being swatted. Also, speed might be a factor, but you have about 13 days or so in order to get the 100 points that you need, so don't rush if it means that you lose all your available units. ------------------------------------------------------------------------------ [6.08] A Place to Live / A Kind of Home Commanding Officer - Brenner/O'Brian Ally Commanding Officer - Waylon/Finn Enemy Commanding Officer - Tasha/Zadia S Rank Time Limit - 4 Days Objectives - Defeat the enemy units or Capture HQ Starting Units - Infantry, Mech, Motorbike, Recon, 2X Anti-Airs, Tank, Artillery, Battle Copter, 2 Missiles Enemy Units - Infantry, Mech, Recon, Tank, Rockets, 2 Dusters, 3 Bombers, 2 Fighters The enemy here is an aerial fighter, so you are going to be facing a lot of aerial units here, and all the enemy units here, except for the Tank, are weak against one thing, ANTI AIR. They all have weak defences and can be easily shredded, but they do need supplies to make sure that they will be able to function. The biggest threat that you face is the Tank. If you can manage to take the tank out, you will be able to win this mission easy. You can easily move and kill it with your Battle Copter since it does have fast movement and does a fair amount of damage without taking much in the ways of return, but be careful when using the B Copter, there is a lot of anti-air units in the form of air units themselves. You need to move your missiles to take down the enemy bombers. They are the biggest threat that you are going to face, so it is important that you can take it down fast. Once the bombers are down, the dusters are going to cause some problems since they can hit ground units. You really want to protect your missiles here because they are going to be handy in killing the enemy fighter. The fighter is the one that is going to be a problem because it won't engage your forces but it will try to stay out of range of your units. In order to counter that, you want to corner it into the edge of the map with your units so it cannot move, and you can then take it out with your own units or use some missiles to shoot it down. Remember that dusters can attack ground units, they will do damage, but some damage against those delicate missiles is enough to prevent a 1 hit kill for the missile, which it can normally achieve. Move quickly and make sure that you produce enough AA guns to support your units and make sure that you can build them and reinforce fast. S RANK You want to swiftly move your AA to take down the enemy air units and take down the Tank and rockets pretty fast, you can ensure that you get a fast speed score, as well as a good technique score as long as you don't let your AA get shredded by the Tank and the Rockets. Don't forget, it is best to use your missiles against the Bombers by luring them in range, because they can ensure an instant kill and AA can't. ------------------------------------------------------------------------------ [6.09] Flowers of Evil / A New Threat Commanding Officer - Lin Enemy Commanding Officer - The Beast/Darkov S Rank Time Limit - 5 Days Objectives - Defeat Enemy or Capture Enemy HQ Starting Units - 2 X Infantry, Mech, 2 X Bikes, Tank, Recon, B Copter, 2 X Transport Copters Enemy Units - 3 X Infantry, Mech, 2 X Recons, Tank, Artillery, Missiles This isn't such a hard map, even though there is a nice patch of Fog of War right here. That is the real bummer. First of all, load up your T Copters with your infantry and mech, and then move them north and drop them near the factories there. Your Battle Heli should be used to wound the infantry that you will see there, to make sure that they don't interfere with the infantry capturing the factory. Meanwhile, you need to move your tank to protect the bridge. There is an artillery unit that is lurking around the bridge, so you should keep the Recon behind the tank, for protection, and move up to eliminate the Artillery and move in your bikes to capture the cities to make sure that they are gone. After you have captured the factory in the north, shift your infantry units towards the left to the next group of cities, and capture them, as you would expect. Meanwhile, build Tank units with some Recons to that position as well, that will help your infantry as a source of reinforcement and that will allow them to capture the buildings in peace. With more funds to play with, build some more Tank units in your main base to allow your bikes some more protection and you need to make sure that the nearby missiles is gone as well, that could be a threat to your helicopters while they transport troops. Now that you have your tank forces all over the place, use your southern and your northern forces to combine and attack the enemy's base. This is important that you have both forces at once, that will give you overwhelming power when you need it. Destroy the vehicles first, then harrass the infantry with AA if you have any. If you clear the factory, park a unit over it and make for a HQ victory. S RANK You don't want too many units here. That will dilute your score a lot. That is if you want to do this the above method. If you want to speed through this one, you need to have your Transport and Battle Copters move fast, avoid the missiles, and use the 3 air units and 1 infantry to surround another infantry unit that is capturing the HQ. It would be like a cross formation, and if you can hold that position for 3 turns, you win. ------------------------------------------------------------------------------ [6.10] Gate of Steel / The Beast Commanding Officer - Brenner/O'Brian Enemy Commanding Officer - The Beast/Darkov S Rank Time Limit - 3 Days Objectives - Defeat Enemy or Capture Enemy HQ Starting Units - 2 X Infantry, Mobile Workshop, Anti-Air, T Copter, 2 X Bombers, 2 X Fighters, 3 X Dusters Enemy Units - Infantry, Mech, Tank, Mobile Workshop, 2 X Medium Tanks, 2 X Megatanks, Anti-Air, 2 X Rockets, 2 X Anti-Tanks, 8 X Battle Copters, Duster, Missile This is more of a fun mission. What you need to do with your units first is to take out the Duster. All your remaining Dusters and Fighters should be used to take out the Battle Copters. In the north, if they get through, it really doesn't matter, you have an AA there to block them off. But in the south, you need to make sure none get through, otherwise your APC is going to be hit pretty hard. Move your APC to the position that is designated on the map and build the Temp Airfield there. That will give you some help there when you run out of ammo or need to repair. Keep that APC there because your Bombers are going to run out of Ammo sooner or later. When you have the B Copters out of the Way, you can use both your Bombers to take down the Anti-Air and the Missiles. Once they are down, you pretty much have free rein to do as you will. The Anti-Air will normally stay on the road on the second turn, which allows your bomber to reduce them to one and not damage more than one HP on your bomber. Finish it off with the other Bomber while staying out of the killing envelope of the Missiles. Next turn, bomb that sucker. Meanwhile, you need to have your infantry loaded up on the Transport Heli and move it closer and closer to the enemy's HQ. Clear the path out of any B Copters that could hurt you and by the time you land your units, they should be clear of that Megatank that likes to hang on HQ. Bomb it with the Bombers. You don't need to kill all the units, just bomb and kill the ones that are necessary to complete the mission. Those include the Duster, B Copters, the AA and the Missiles, and any units that stand as a threat to your infantry capturing the HQ. S RANK This is quite easy to S Rank. Just clear the path, using your Bombers to nuke the AA and your other Air units to clear a path destroying the duster and the Battle Helis. You want to capture the HQ, that is the simple path of winning this mission, and you don't need to make it harder than it already is. You want a capture by turn 7 for a 100 Speed Score and the destruction of the Helis, Duster and AA should give you the 150 needed for Technique. All you need is 50 points in power. ------------------------------------------------------------------------------ [6.11] Day of Rest / Almost Home Commanding Officer - Will/Ed Enemy Commanding Officer - The Beast/Darkov S Rank Time Limit - 7 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 3 X Infantry, Mech, Bike, Mobile Workshop, Recon, Anti-Air, Tank, Missiles, T Copter, 2 X Dusters, Fighter, B Copter Enemy Units - Infantry, Mech, Recon, Artillery, Tank, Anti-Air, Megatank Duster, Fighter, 2 X B Copter This is quite a hard mission, harder to S rank, because you need to defeat the enemy and he has quite a fair amount of bases and some factories to help him. Luckily, you have me to beat him, and since I've beaten him many times with the S Rank, I'll help you out. Your advance infantry are gone. You should move them back as much as you can and if you are lucky, you should be able to save 1 infantry unit. Not much, but its something. You can use that infantry to capture a city, so there is some use. Anyway, move all your forces west to capture the buildings near the mountain range. Also, at the top of the screen, there are 4 air units there so be sure to use them and send them down or else you are just wasting some decent firepower and makes it a lot harder to counter the enemy. Make sure that you move your missiles to cover all of your units and to put it out of harms way. You seriously need to capture the centre area, and make sure that you pump out some AA straight away. This is to ward off any infantry that the enemy will send to you to capture your cities, and also as a counter to the air units that the enemy possesses. When you have destroyed his air force, that is the turning point and where you can take over. You need to build a large ground force, mainly with Tanks, some AA, supported with some air units mostly in the form of B Copters. It is too wasteful on this map to use Bombers, however, they do make powerful support provided you can take down all Anti Air threats that the enemy may use against you. You need to push mainly through the north of the mountain range, but you can send some south of the mountains to not jam up the northern path. Use your tanks to form a line so allow all your infantry to capture the enemy's cities, mostly to deny him funds to fight with, and also to ensure that you have a repair base for your units. Keep pushing your tanks, and keep building more and more to ensure that your tank force will be at full fighting capacity, even though your older tanks have been mauled. The enemy hunts your air units, which means that he will normally choose AA. Bad choice, Tanks are good against AA. Pound him, capture his factories or park over him, and head for a HQ victory. Or if you want to brute force him, kill everything. S RANK You need to end this rather quickly. You don't want to drag out a very long battle so you need to use the Missile unit to creep forward, protected by AA, and slowly advance forwards. That will either force him to retreat his air force or attack. Attack, you can kill it, retreat, you need to move forward some more, while you can sneak your units forwards. You need to capture the centre as soon as possible, the faster, the better. The faster you do it, the more funds you have to attack the enemy, and get rid of him. ------------------------------------------------------------------------------ [6.12] Storm Clouds / A Storm Brews Commanding Officer - Lin, Davis/Cole Enemy Commanding Officer - Tasha/Zadia S Rank Time Limit - 4 Days Objectives - Defeat Enemy or Capture HQ Starting Units - Infantry, Mech, Tank, Medium Tank, Mobile Workshop, Rockets, 3 X Missile Boats, 2 X Landers Enemy Units - Infantry, Mech, Artillery, Recon, Mobile Workshop, Crusier, 3 X Missile Boats This is where you want first strike. Your Missile Boats will only have a single shot, so you want to use that single shot to get the first shot on the enemy missile boats, and you can severely cripple them. Missile Boats are also extremely good against the enemy Cruiser. However, there are too many naval units, so what you want to do is to use the Missile Boats as a distraction, doing as much damage as you can while you move your forces south to the land, where you are going to aim for a HQ victory. Your Tanks should be able to clear the way, while your Rockets provide a lot of ranged support fire. You do need to keep Cole alive, so you might want to use a single unit to defend the unit that he has stationed there, but they won't be doing anything. The enemy units will lose pretty badly on the ground. Your rockets should be able to take out any threat, and there aren't that many. S RANK If you want, you can alternatively use your Rockets to bomb the Gunboats and aim for a defeat enemy victory. You need to clear out the Missile Boats, one with Rockets and the rest with the Boats. The Rocket can take a big chunk out of the Cruiser as well. Your Tanks can easily take her army on, your normal Tank can hit the Rocket while your Medium Tank can rip anything else to small shreds. ------------------------------------------------------------------------------ [6.13] History of Hatred / History of Hate Commanding Officer - Will/Ed, Waylon/Finn Enemy Commanding Officer - Tasha/Zadia S Rank Time Limit - 4 Days Objectives - Defeat Enemy Starting Units - 2 X Mobile Workshops, B Copter, 2 X Submarines, Duster, 2 X Missile Boats, 2 X Crusiers, Battleship Enemy Units - Bomber, Fighter, B Copter, 3 X Missile Boats, 2 X Cruiser Submarine, 3 X Battleships The Submarine is the threat here, so you want to keep an eye on where it is when it dives and take it out with a cruiser. Other than that, this is quite an easy mission, and it helps that you keep your units alive. All the air units are easily taken out with your own air units and your Cruisers. Just make sure that the Bomber doesn't get a free run on what happens on the battlefield. The whole trick is to make the enemy attack your weaker units. Missile Boats serve as a good distraction on any day of the week. Behind your own naval units, you can pound the enemy with your single battleship, and you can play around with your Submarines. Make sure that you dive your Subs, otherwise, they are sitting ducks. Your Subs are the most powerful unit you have. These are going to be the tools that you use to take down the enemy Battleships. They will take two shots to sink a Battleship, while it will single shot kill the Missile Boats. Just don't make them fight crusiers. You want to take down the Cruisers fast. You can either hit and run with your Missile Boats or pound them with your battleship. The most important thing is to support Waylon/Finn. He will help against the enemy air units, so you can send in your own units to help. Your B Copter will be extremely useful against that Battleship that sits there, but make sure that the Cruiser is not there, otherwise, you are going to be facing some powerful AA fire, Cruisers have 1 hit kills on Copters. S RANK You want to finish this fast, you need to take down those Battleships and the Submarine quickly and that will give you some free rein over what you do. Make sure your Battleship stays alive and pounds the enemy crusiers, while your Subs take on the rest of the Missile Boats. This isn't that hard provided you know how to hunt with the Submarines, because they are the most threatening units you have access to right now. ------------------------------------------------------------------------------ [6.14] Rearguard Action / Greyfield Strikes Commanding Officer - Brenner/O'Brian, Greyfield/Sigismundo Enemy Commanding Officer - Gage/Trak S Rank Time Limit - 6 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 2 X Infantry, Mobile Workshop, 2 X Missile Boats, Lander, Cruiser, Submarine, Battleship, Carrier Enemy Units - Infantry, Mech, Tank, Artillery, Medium Tank, Anti-Tank, 2 X Missiles, Lander, 2 X Missile Boats, Cruiser, Battleship, Carrier Here, you want to capture all the free buildings while you can, and avoid the enemy navy. But that isn't your main concern. That arrogant ass of an Admiral will be the pisspot of the month. Every few days, he will announce an completely random unit on the map that you possess, and disallow them from moving for a turn. This is allowing because it can disrupt your forces and put them at a serious disadvantage in battle since they will be on the need to counter-attack. If you wan tto do this with overwhelming force, you want to take all the islands with neutral cities on them, while you use your Subs to take out as much of the navy as possible. What is very important here is your ability to use the Seaplanes that can be launched from your carriers. The ability to use these Seaplanes, where you build them on stationary carriers, and these are powerful, allowing you to easily provide a lot of cover for your land invasion of the enemy's island. It isn't that hard, you need to use your Seaplanes to wipe out all the enemy units there, and these will easily bomb the crap out of anything that moves. However, do bear in mind that they only have the measly total of 40 fuels so you do need your carriers nearby to keep them refuels. Yes, the carriers will repair, rearm and refuel all air units that land on the Carrier. Also, Submarines are a good idea here. Not only can take out Missile Boats in a single shot, it is your best method of taking out the Carrier. Subs will automatically one hit carriers, but be careful of the Cruiser. Bring your Battleships to wipe them out, then sink the rest of the navy. With naval superiority, you can easily move in ground forces to capture and take over the enemy HQ, while your Seaplanes do some massive damage to all dangerous ground units. S RANK The hard part here is all on luck. What unit can't you move? It may be quite annoying not allowed to move the Seaplanes to bomb the enemy, or stop your Infantry from capturing the enemy HQ. Don't worry, this is the only time you will have this pompous prick to tell you what to do, I can't wait to get rid of this ****er. Anyway, you want to use a lot of Seaplanes because they will easily beat the snot out of anything that moves, just bring in some Tanks to make sure that the enemy doesn't decide to get any ideas about the Anti-Air unit and to remove Missiles. ------------------------------------------------------------------------------ [6.15] A Hero's Farewell Commanding Officer - Brenner/O'Brian Enemy Commanding Officer - Forsythe/Carter S Rank Time Limit - 10 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 2 X Infantry, Mech, Bike, 2 X Tanks, Artillery, Rockets. Missiles, Mobile Workshop, Medium Tank, Cruiser, Submarine, 2 X Battle Copter Enemy Units - 3 X Mechs, 2 X Tanks, Artillery, 2 X Medium Tanks, Rockets, Cruiser, Battleship, Carrier, Battle Copter It looks hard, and is indeed one of the hardest levels that you are going to face, but not the hardest. What you want to do here is to move fast and very hard, while staying out of range of that single missile unit that hides above the plasma wall. And the next threat comes in the navy that the enemy seems to have. That makes it a little harder, but you can easily win this mission. I mean, I got an S rank, so can you. The navy that you face means that you need to be creative in what you use to take down the enemy. Your Submarine is the best attacking weapon that you have there, and you need to use your Submarine to specifically take down a single unit, the Carrier. However, you will want to wait till he builds a Seaplane before you sink it, you get more bang for your buck that way. Also, you need to build a Missile Boat at least. You want to take down that Cruiser, and maybe another Sub, but that isn't that needed. You need to take down the Cruiser, so use the Missile Boat and then take it on with the Crusier. Use your Sub to sink the Battleship and the Carrier only waste your funds on another Sub to make it easier. If you manage to take out the navy, you have the option to turn the battle in your favour using Seaplanes to knock out the enemy. But you still need to move your ground force to match your navy's progress. If you find that the Carrier method is far too expensive, which it is, it will rob you of some Bombers, use two battleships and that should keep the sea in your possession, which is relatively important here. Move your B Copters up to take out the plasma wall. It is important that the Plasma wall goes down as fast as possible, so you can take down that single rocket unit. Then you can move in all your ground forces, and you need your infantry here to capture. You need more funds, and the reason will soon come clear. To support your ground force, you want Bombers. They are the most powerful direct unit and they will make good support. Use them, and you need some APCs to make sure that your units are supplied, you will run out of ammo if you don't use the APCs to refill the ammo used on your units. Now, this all defends on how strong your combined forces are. If you are taking a fair amount of damage, head for the factory and capture it, taking out all the other units that are in the way as well. If you have overwhelming force with your bombers, then you should head for the HQ. Use a Transport Heli if you need to if you want to get into the HQ faster than you usually could. However, you need that Factory that the enemy has. That needs to be captured at all costs, or parked on because that is where the enemy is going to be building the most units. You also need to capture all the cities along the way, that will deny the enemy the funds that he will require to build more units to combat you. Capture all the cities, and take the HQ or hunt down every last unit. S RANK You have 20 days to get the 100 Speed Score, so you have quite a lot of time to be quite honest. You don't want to lose any of your units without a cause, because there is a long walk from your factories, to the main battlefield. Make sure that you control the seas, failure to have the control of the sea will make it hard for you. But again, this is where the battle is won on the ground, so make sure you have some nice Air support from the Air Scouts. You would think that this is the last battle, the enemy of the game has been defeated, but you are only halfway. ------------------------------------------------------------------------------ [6.16] Escape on Ice / Icy Retreat Commanding Officer - Brenner/O'Brian Enemy Commanding Officer - Waylon/Finn S Rank Time Limit - 9 Days Objectives - Blue Unit reaches far left city Starting Units - Infantry, Mech, Mobile Workshop, Tank, Medium Tank, Artillery, 2 X Anti-Air Enemy Units - Infantry, Mech, Bike, 2 X Tanks, 2 X Recons, Artillery, Rockets, 2 X B Copters, 3 X Megatanks This is one there you want as little of your units to die as possible, but you don't want to lose them all. This is a baby sitting mission, and unlike real babysitting, probably, I've never done it before, it is quite hard to lose this one but hard to win as well. First of all, your Captain is going to be using the Medium Tank, mounted with CO and sit there, he will take the beating and give you a valuable distraction to run away. Your first objective is to use the Tank to take out the enemy Rockets that are sitting there. That is your first job, and then send all your units west. It is snowy, and you can move less. And your babysitting mission of Trak/Gage is going to get harder as he will normally get rid of his Recon by getting it killed, so you are normally going to babysit that lone infantry. Boy, what did I do to deserve this? Move all your units west, destroying the meteor and getting rid of the plasma that stands in your way. That is the first matter of business. Soon, the enemy will be done with your Medium Tank, and head after your blue and your own units. This is where you need to play conservatively. Your artillery is best to take out the enemy units from a range as well as the plasma. Your AA is going to take out the enemy infantry, and the incoming B Copters. Make sure that they get taken out, they kill infantry with ease. Your Tank is going to need to take out the Recons that are in the way, and you really don't need to worry about any more incoming units other than the Helis. Once the enemy gets close, you need to use your units to block them at the choke points. Bridges serve well here, and the Artillery and the Mobile Workshop that you don't need will gladly sacrifice their lives for an infantry unit. All you need to do is to get the infantry to the city, and then you win. S RANK This is easy to S Rank, it is hard not to S Rank. You need to block off the enemy, and just protect the infantry, because the odds are that the recon is going to be destroyed by the suicidal AI. You can lose a lot of units and still get a fair amount of Technique, so don't worry there. The time limit is generous enough for the time it takes for an Infantry unit to get to the city, so no problems there. The problem is babysitting the infantry. If you can do that, then you will have no problems. ------------------------------------------------------------------------------ [6.17] Hope Never Dies / Hope Rising Commanding Officer - Will/Ed (After 3 Days) Enemy Commanding Officer - Greyfield/Sigismundo S Rank Time Limit - 8 days Objectives - Defeat Enemy or Capture HQ Starting Units - 2 X Infantry, 2 X Mechs, Tank, Megatank, Artillery, Anti-Air, B Copter, T Copter Enemy Units - 3 X Tanks, 2 X Medium Tanks, Megatank The enemy is quite easy to defeat here. What you want to do is, while you don't have a CO yet, is to move all your infantry that you have back. You might lose a unit or two, but you need the infantry above your main forces to move down. One needs to capture the Factory, the other needs to capture the Airfield. They are important targets. The mech to the north needs to move west and capture the Factory. Disregard the enemy that is chasing you, just capture the factory to the west. Your main aim with your current forces is to deny the Admiral a chance to get some more cities. He has very few cities, and that makes it very easy for you do defeat him because he doesn't have the forces to counter. You need to capture the Airfield for some B Copters, and the central factory for more Tanks, especially a Megatank after you have captured it. By the time of Day 3, Will/Ed will join the fight, and you need to mount him in the Megatank. This will make it impossible for Sigismundo/Greyfield to win, the question is, how long? The mech that captures the factory to the west will be chased be infantry as Greyfield/Sigismundo tries to capture more cities. Capture the factory, build a cheap unit, such as a Recon, and kill it in combination with your mech. Infantry will also head south to attack your airfield. Your units, along with your B Copter will make short work of that. The problem is, the tanks. The best way to start is to move the Artillery that you start with south of the mountain, where you have a salient where you can fire pretty well behind the mountains. They will allow you to attack the tank force that the enemy has while you are easily protected by mountains. Then send in your own tank forces to mop up the enemy. Move your Megatanks north and clear the forests and the ruins. You might want infantry if you can't hunt down all the enemy forces. You want to park the two factories, that is, put units on top of it so the enemy can't build any new units. The enemy is going to have about 8 cities at most, so he is going to be building Tanks and AA to fight you, and your massive Megatank is going to make mince out of that, make sure you have ammo. Capture the HQ and defeat all enemies. S RANK This is where you want to be very aggressive with your tanks. Moving the artillery to do maximum damage as well as hit and run tactics with your tanks early on to deplete the enemy tank forces. You will have massive amounts of funds when you capture that first city, and preservation of the infantry at the start will allow you to capture all the cities that you can, allowing more funds, and more powerful units to crush the enemy. B Copters and Tanks are the best units to use, they are cheap and they can mince any unit that decides to be nasty to them. ------------------------------------------------------------------------------ [6.18] Sudden Mutation / The Creeper Commanding Officer - Tasha/Zadia Enemy Commanding Officer - Tabitha/Larissa S Rank Time Limit - 6 Days Objectives - Destroy the Talon Gun or Defeat Enemies Starting Units - 3 X Infantry, Mech, Tank, Rockets, Mobile Workshop, T Copter, Anti-Air Enemy Units - 2 X Mechs, Tank, Anti-Air, Rockets, Anti-Tank, Missiles, Megatank There is a quick way of finishing this one, and here it is. Day 1 Move Tank, 2 South, 3 West Move AA, 3 South, 3 West Move Rockets, 2 South, 3 West Day 2 Move Rockets, 3 South, 2 West Move Tank, 2 South Move AA, 1 West, 2 South Build Bomber Day 3 Move Rockets, 1 South, 3 West Move Tank, 2 West, 1 North Move AA, 4 West Move Bomber, 3 South, 4 West Build another Bomber Day 4 Move Tank, AA and Rockets, 1 North, 1 West each Load CO into Bomber and move 2 South, 4 West Move other Bomber 1 West Day 5 Attack Anti-Tank with Rockets Day 6 Destroy Anti-Tank with the Rockets Destroy Missile with Tasha Finish Talon Gun with the other Bomber This is the easier method, it allows for you to take down the Talon gun for the S Rank straight away, without you having to worry about defeating all the enemies. However, you can still defeat all the enemies, and I'll give some help there. The problem with defeating all the enemies is that you need to avoid the Talon Gun, it is easier with it destroyed, but that is what the step by step instruction is for. The problem is that enemy CO, once she boards a unit, will be insane and extremely hard to stop, she is the weaker version of the big boss though, so don't think she is that hard. You have the funds advantage, so use it. You want your Mobile Workshop and your Transport Copter to shift your infantry very quickly to capture all those neutral cities that you will see. This will give you more funds and allow you to expand to the skies. This is where you need sheer numbers to take over the enemy cities. You want to capture the enemy's factory and that will allow you to make sure that you will have the enemy stop production. The problem with the brute force doesn't get an S rank, nor it is good for a high score. S RANK Follow the step by step method, it normally works, it rarely fails. If it fails at all. But don't try the brute force method, you will never get an S rank by fighting your way through all the enemy units and trying to get S rank. Your technique and speed will suffer greatly if you try. ------------------------------------------------------------------------------ [6.19] Survival Chances / Panic in the Ranks Commanding Officer - Will/Ed Enemy Commanding Officer - Greyfield/Sigismundo S Rank Time Limit - 2 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 2 X Infantry, Mech, Tank, Medium Tank, Mega Tank, 2 X Anti-Tanks, Anti-Air Support Units - Infantry, 2 X Mechs, 2 X Anti-Air, Missiles, Bomber, Fighter Enemy Units - Infantry, 2 X Mechs, 2 X Bikes, 2 X Recons, 3 X Tanks, Medium Tank, Megatank, Artillery, 3 X B Copters, Duster, Fighter, Bomber Quite a large list of enemy units, but the problem is, you don't get to control the support units, which are blue, and at first, they don't even fight for you, which is a major problem. You need to do a single thing to make them fight, and that is to get your CO Unit, the Megatank, to head to the Com Tower and talk to the blue team, and then they will fight for you. At the same time, move all your units south, you need to fight together. You need to protect and operate out of the blue base. They have a large amount of Anti-Air units so that makes your job of getting rid of the enemy's air force a lot easier than you can do it. Your AA unit can help, but let them take care of the air. Their bomber will also help you on the ground. Meanwhile, position your Anti-Tanks to ensure that your Anti-Tanks get a good shot first at the enemy takes, especially the enemy Megatanks. You main aim here is to position your Anti-Tanks to do a lot of damage and then cleaning up with your Tanks. Let the enemy worry about air. Just don't lose the Anti-Tanks, so make sure you place your Megatank where they are to give a massive boost to them. You will find that your CO unit is going to be very important. Your CO can dish out the damage, as well as take a fair bit and boost the attack of your other troops. S RANK You don't have long, so you need to quickly move south and take defensive positions while rallying the blue team do actually do something other than to sit there. You need to finish fast to get the speed score up, but you should have no trouble getting power, since you are aiming for all enemies defeated. Technique can get tricky if you lose too many units, so you want to make the best use of the CO Zone. ------------------------------------------------------------------------------ [6.20] The Saved Village / Salvation Commanding Officer - Gage/Trak Enemy Commanding Officer - None S Rank Time Limit - 2 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 3 X Infantry, 2 X Mechs, 3 X Bikes, Recon, Tank Enemy Units - 10 X Infantry, 10 X Mechs, 2 X Tanks, Megatank Don't worry about the Megatank, it doesn't have any ammo or fuel. The problem here is that you don't get any factories or any building that will give you units, so what you see is what you get. However, there is a very easy way to win this mission that is given to you on the map, and that are the missile silos that are all over the place. Remember to place your CO into a nice unit, sure, the bonus of indirects don't apply, but a stronger unit for a cheap price sure does. Spread out your units, so the enemy missiles can't do much harm. You need to scramble and launch as many missiles at your can at the massive amount of enemy infantry that you have to fight, while you need to keep the missiles out of the hand of the enemy. The fastest way is to capture HQ. You need to missile the megatank and all the other infantry to death, and then mop them up with your units. That is the simple solution, while the enemy will band together with their joining forces and they will put up a weak fight. Your recon will make short work of that. Defeating all the enemy units wouldn't be all that hard either. They have the powerup of the Communication Towers, but that isn't a very big boost. You need to missile the enemy to death and band up to destroy the remainders. Don't let them join into bigger units get the better of your units that have been on the receiving end of the missiles. S RANK This isn't hard to S rank if you play around and make the most out of the missile units. Your best method is to use the missiles on the War Tank, take it out, and then rush to capture the enemy HQ. However, I've easily obtained S Ranks using the defeat all enemies method, both methods work as well as each other, so it is completely up to you which method that you decide to use. Remember, just don't let the enemy join up their units, the AI will do that, a lot. ------------------------------------------------------------------------------ [6.21] Counter-Attack / Waylon Flies Again Commanding Officer - Will/Ed, Tasha/Zadia Enemy Commanding Officer - Waylon/Finn S Rank Time Limit - 12 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 2 X Infantry, 2 X Mechs, Bike, Anti-Air Support Units - 2 X Tanks, 2 X Missiles, 2 X Anti-Air Enemy Units - 2 X B Copters, 2 X Dusters, 3 X Fighters, Bomber This may be the second hardest mission in the game, maybe third, but it really isn't the hardest. The problem is that the enemy will build the exact opposite of what you are using. Build an air force and he will build a lot of AA to counter, but build a lot of Tanks, and in comes the Bombers. So you need a decent mix in terms of troops. What you need to do is to retreat all your infantry to capture all the cities, while there is one area that you want complete control of, the centre. Move your infantry back to capture the factories and the cities close to the centre before the enemy units have a chance to intercept your units and disrupt your capturing. The blue team, will for the time being, will provide some anti-air fire that you need since the enemy has a large air force at the start. Don't let all the blue units die, if you do, you lose the battle. When you have captured the factories, you need to build tanks and AA and then send them to defend the centre. It you are worried about the air force that he has, you should build missiles and place a fighter inside the missile envelope of the missiles, so you can beat the crap out of his air force. Also build rockets and place them behind the mountains, so you have the chance to strike the centre. Meanwhile, send all your AA and tanks to the centre, mount Ed/Will on a heavy tank if you want to, Megatanks are too slow and make nice targets for the bombers. Send them, or rush them to the centre, under the cover of AA to make sure that the enemy air units don't decide to make a meal out of the tanks. You really need the centre under your control. The reason is that the centre is going to provide much needed funds for both sides, and you want control. It also serves as a rearm, repair and refuel point for all your ground forces, and a good staging point. This is the part where you need to build one type of unit, Bombers. Bombers are useful here because they are exceptionally strong when pounding ground units, and with all the AA that I've told you to amass in the centre, the cost to the enemy's air force will far exceed any cost that can be dealt to your bombers. That is, you will hurt his air force more than he can possibly hurt your bombers. Make sure you have some APCs, with Mechs inside of course, to keep those refueled. The biggest threat is Waylon/Finn himself. He will often board the Fighter or Duster, and that will make him extremely hard to take down as well as the escorting units. If you have more than 5 bombers, use the left over funds to get some Fighters to counter his air force. Once you have a large enough army, with a massive ground force with large amounts of tanks and AA units, escorted by a nice bomber force supported with the fighters, you can make a massive push towards the base. You don't want to go all through the centre. Make some of your units sweep through the north and the south. That is needed because the enemy is probably waiting outside the centre, and soon you will have no space for any of your units to move. Units from the northern road and the forest in the south will be able to flank the enemy from above and below, and that will make more units go boom, well more of the enemy's units go boom. When the main force is gone, your main threat are the retreating units and the factories that he has. You need to use your most powerful units, most likely to be Bombers, or Tanks for the AA, and destroy all new units and park on the factories, rending any new unit impossible to start. From here, you can either do one of two things. You can defeat all the enemy units, and that means rearm and refuel for your bombers since they have the biggest range and movement to take down those enemy units. For the capture HQ method, you need your Mechs in your APCs to move and take the HQ. That's the easy solution to the hard mission. S RANK There is no secret to this S Rank. If you manage to keep control of the centre, then you will get the S Rank, because failure to get control means that the enemy gets the funds, and those extra thousands of credits makes it very hard to fight back. Control the centre from the start, and keep control throughout the battle. ------------------------------------------------------------------------------ [6.22] Countdown / Lin's Gambit Commanding Officer - Lin Enemy Commanding Officer - Greyfield/Sigismundo S Rank Time Limit - 12 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 3 X Infantry, Mech, Bike, Flare, Tank, Megatank, 2 X Rockets 2 X Mobile Workshops, Anti-Tank, Submarine, 3 X Cruisers, Missile Boat, Battleship Enemy Units - 3 X Mechs, Tank, Medium Tank, Megatank, Anti-Tank, 4 X Rockets, 2 X Carriers, 4 X Battleships, 2 X Landers, 2 X Missile Boats You have a total of 40 days to complete this mission, otherwise, those little missiles that are aimed at you will be launched and there goes the legion. So you can actually lose if you take too long. Well, lets try to avoid that. You will need to, first of all control all the cities that you can get your hands on. The most important are the neutral cities, including the factory and the port that is south of the Admiral's HQ. The only way the enemy can attack you via land is going to be the land route that your Rocket has control over. Use your rockets and place them on the forest tile, using the Flare to spot targets. The other rockets should be placed there as well, to provide more cover fire as well as covering the shore of the island that is close to that location. What you want here is not a ground force, you want a naval force. From the first turn, you need to move all your naval units towards the Admiral's base where his navy lies. Sink the Carrier with the Sub, and sink the other one if you can. You need at least another Submarine for this mission, two would be best, that would allow you to sink any lander or battleship that decides to move. Now, you need to move your Battleship to hunt the single unit that your Subs can't touch, Cruisers. Build more Battleships to cover the port, and park your Subs next to that location next to the port to reveal any new unit when it spawns. Now, you need to build up some ground forces, in the form of infantry and that is about it. Load them into your Missile Boat and don't waste them on your landers. What you are going to be attacking the ground forces that are around the HQ are Carriers. Build Seaplanes and search and destroy all the enemy units there are guarding the HQ. There are two rockets there, so take them out straight away. While the enemy will build some AA units to protect themselves, your Battleships can make some short work of that. Make sure that you have a lot of Seaplanes, that will give you the ability to still having a powerful attack power despite having units away for refueling and rearming. S RANK This requires you to seriously rush the enemy HQ, capture is the only way to go since this map is rather large, and yu do have to face the task that is the Fog of War condition. You need to quickly control the seas, sinking the carriers and bombarding all the other units to make sure that they don't decide to float back. Concentrate all the air power that you can build from your Carriers and use them to take control of the area around the HQ, and then send in the infantry for the capture. ------------------------------------------------------------------------------ [6.23] Pulsatrix Assault / The Great Owl Commanding Officer - Lin Enemy Commanding Officer - Penny/Lily S Rank Time Limit - 7 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 3 X Infantry, 2 X Mechs, Bikes, 2 X Anti-Airs, B Copter, 2 X Megatanks, 3 X Fighters Enemy Units - 3 X Tanks, Anti-Air, 4 X Anti-Tanks, 3 X Megatanks, Artillery, 2 X Rockets, 2 X Missiles, 3 X Bombers, 2 X Fighters Well, this isn't actually a hard missile, all you need to know is that the massive bombmer will only pound the centre. It has a three tile radius, and will hit for 5 damage per pound, so you should have the brains to realise that sending your units into a path of a falling bomb really isn't a good idea. Luckily, the AI doesn't think so. Capture all the buildings that you can, but do not use the northern Airport. The reason is because there is a nice missiles unit there that is helped by some AA, so it makes it impossible to use it without losing many air units, which you cannot afford to lose. Instead, capture the airport for funds but concentrate on the south. Take control of the southern factory and airport, and build up a small ground force consisting of Tanks and Medium Tanks with some Anti-Air, and that will be your ground force. Support your ground force with the B Copter and some fighters. You can then use your B Copter to bait the enemy to attack it and you can shoot them down with your own fighters and some Anti-Air units. Make sure that you bait the Bombers as well, with some cheap units to eliminate her entire air force. Then, it gets a hell of a lot easier for you to finish this mission. Push your attack force east, and your main aim here is to take control of the afctory that is there, because that is the most important thing on the map, it will be a source of enemies for you, or a place where you can provide some heavy reinforcements that you urgently require. However, make sure that you don't make an all or nothing attack. You do need some units to cover your own base, leave an AA there for the protecting against your HQ being captured, though that isn't such a big worry, it is mostly likely on 1 HP after being bombed to the Stone Age but that massive bomber that have trained on the centre. Now, once you have captured the factory on the eastern side of the map, you need to push for the HQ victory. Roll your stronger units to counter the enemy's stronger units, using your Bombers to take out the Missiles and the Rockets, clearing the path for your ground units to take out all ground based AA units. Keep pushing with the reinforcements from your factory and send them to replace your fallen units. That should ease things a bit. Don't bother aiming for the defeating enemies approach, pack a Mech into the APC, roll her up to the HQ, and aim for capture. Done. S RANK This isn't all that hard, you need to push through quickly, using a small force of tanks and AA, bring in the rest of the units as you build them. Use a CO unit, probably a Bomber, to do a bit more damage and take a bit more without getting crushed. You don't want to take too long, otherwise your speed will drop, but don't lose too many units, less your technique take a hit as well. ------------------------------------------------------------------------------ [6.24] Sacrifical Lamb Commanding Officer - Will/Ed Enemy Commanding Officer - Tabitha/Larissa S Rank Time Limit - 8 Days Objectives - Defeat Enemy or Capture HQ Starting Units - 3 X Infantry, 3 X Mechs, Tank, 2 X Anti-Tanks, 2 X Megatanks, 3 X Cruisers, 2 X Battleships, 4 X Landers Enemy Units - 3 X Mechs, 2 X Tanks, Anti-Air, Anti-Tank, Artillery, 5 X Rockets, 2 X Cruisers, 2 X Missile Boats, Lander This is going to be a hard mission, mainly that same bomber from before can now actually move, and that is going to be very hard to win against. It will attack you on your second, third and fourth Day, and it will hit where you have the highest value. Therefore, your main goal for the first three days is to take the hits for the next few days on units that are valuable, but are not likely to need in combat. Of course, the best units are going to be the Battleships and the Megatanks, so you want to spread them out initially to make the damage to your units as little as possible. A nifty idea is to let them hit your landers. Group your landers together into a nice bundle, to make sure that they can't resist. Don't worry, you're units aren't going to be sunk until they are faced in battle. Well, that is one part of the mission you've taken care of, you need to concentrate on the battle. After you have that massive bomber trying to beat the crap out of your units, you need to send your landers to take control of the missile silos that are on some other islands. It is important that you have control of them, but you don't want to be using them just yet. You need to now build an invasion force. You have one to start with, but get a few more units, in particular, the carrier. In fact, that is a good distraction target with a lander. And you don't use an aircraft carrier to attack targets, that's for sure. Anyway, build some seaplanes and then use them to attack the enemy. Use the missiles from the silo to hit the Rockets, finishing them off with your nice big Battleships, provided they haven't been bombed to death. Now what you need to do is to storm her island. Use your tanks and kill everything, with reinforcements from your Seaplanes if need be, since they are going to be a lot easier to use than a massive amount of troops that need to be shifted on landers. After that has been done, what you need to do now is to capture her bases. Her factories are a good start, that will provide the reinforcements that you desperately need to use. Then, aim for the HQ. When you are doing so, it would help if you take control of the Com towers as well, they will give a little firepower boost for your troops. Rush for her HQ, this is the secret to the mission, just RUSH! S RANK The whole point of this mission is to move extremely fast and use your units, provided that they don't have suffer bombs. Anyway, after the bombs have stopped, you need to rush the island and provide air superiority with your Carriers. You need to act fast, there isn't a lot of time here, so you might need to do this a few times and learn from your mistakes. ------------------------------------------------------------------------------ [6.25] Inside Pulsatrix / Crash Landing Commanding Officer - Lin Enemy Commanding Officer - Penny/Lily S Rank Time Limit - 7 Days Objectives - Defeat Enemy Starting Units - Mech, Recon, 2 X Anti-Air, 2 X Tank, 2 X Medium Tanks, 2 X Megatank, Mobile Workshop, 2 X Rockets, 2 X Anti-Tank, Artillery Enemy Units - Infantry, Mech, Bike, 3 X Tank, 2 X Recon, Medium Tank, 2 X Megatank, Artillery, Rockets, Anti-Air, Anti-Tank A destroy all of the other team has mission. And you get to move first. You really want to get first strike on everything that moves. And here is some crappy advice. You need to take down as many units as you can. Howeer, you want to take out the most damaging ones first, because there is currently no way for you to take out all the other enemy units without relenting. You need to bombard all the heavy tanks first with your tanks and indirects. Then, target the infantry and move all units out of range of the indirect units. I will say it here, the Mech should be used expressly for the Anti-Tank. The Mech is the only good unit here against the Anti-Tank that is used solely to finish this quickly. Megatanks are the ones you want to take out first, then the Medium Tank, then normal Tanks, the Anti-Tank, and maybe the Mech, and the Anti-Air if you have the time. Ignore the indirects by moving out of the way and you can deal with them next turn, while the enemy can't deal with you while you have taken down their direct units. Now your APC is going to be extremely necessary in this case. You want that unit to move around and delivering ammo. You need to start this around about the second and third day on one side, and rushing to the other side to get their ammo up before they become an expensive tank that only uses its machine gun against other tanks. Once all the current units are dead, you need to face some reinforcements. Three tanks will appear on the left side, and three rockets will appear on the right side. However, for the rockets, save one on minimal health and take it out the next turn, there is a reason for this. Once the next turn is here, take down the lone weak rockets, and then you get more reinforcements. You get the same combination of three tanks and three rockets, but they will swap sides. This is the reason I told you not to kill the rockets in the same turn that they arrive, you'd have to face more reinforcements. Kill them again, and then leave the rockets alone again on some relatively weak health. Again, once the next turn is here, kill the rockets, and more reinforcements turn up. 6 Rockets. That is easy because they are so weak and easy to kill. That will be the final round of reinforcements, so its a victory for you. S RANK This is relatively easy to S Rank, all you need to do is to take a break on the weak reinforcements, so the reinforcements aren't going to be facing units that have already moved, they are facing fresh units. You don't want to lose too many units, that is the important thing, and for once, time won't be too big an issue here, it is making sure that you still have a fair amount of units standing at the end of the battle. ------------------------------------------------------------------------------ [6.26] Final Experiment / Lab Rats Commanding Officer - Will/Ed Enemy Commanding Officer - Tabitha/Larissa S Rank Time Limit - 13 Days Objectives - Defeat Enemy or Capture HQ Starting Units - Mech, Anti-Air, Tank, 2 X Medium Tanks, Duster Enemy Units - Recon, 2 X Tanks, 6 X Megatanks, Rockets, 3 X Missiles, Fighter, 3 X Bombers You might think that you are royally screwed for this mission, but you aren't so in the first round, what you want to do is to destroy all the missiles. That is the most important thing, the next important thing is that the Mech CAPTURE THE AIRPORT IS IT NEAR AT ALL COSTS. You need to destroy all the missiles, regardless because it is important for what happens next. The first one will require your Duster to hit it for two, and then some more luck for being killed by the Medium Tank. That needs to happen, otherwise, you are going to be facing a big problem. After the third day, reinforcements arrive. The brings a hell of a lot of units, a large amount of tanks and bombers, which you need to use to get rid of all the meteors in the area so your tanks can actually do some damage. Use all the infantry to capture all the buildings. The most important property on the map is right in the middle. That factory in the centre of the map is the most important base that you can get and you need to capture that at all costs. This is important because this is where you are going to produce all the reinforcements that you need to win this mission. There is also another factory that you will need to get, but this one is behind plasma wall is one you want to prevent the enemy from getting. Rush out some rockets and move it to cover the Factory. That way, if they want to capture, they need to face some hostile rockets. Now the problem is that factory itself. If the enemy manages to capture it, you need to capture it back. You need to use whatever ground forces that you can to get it back. Swarms of Megatanks sound rather good against other megatanks, provided that you have some rockets to back you up. There is a relatively good chokepoint there, so you have the easy time of baiting the enemy units with some Rockets to take out the threats. Her air power is still a threat, so use some Missiles that you have been given and use them to cover all your troops. You want to creep towards the enemy's base. You want to use your tanks to move forward, and use your rockets, which should be heavily protected, and use them to creep forwards, and that will allow you to gain more and more land, which you then use rush and capture that factory. Capturing that faction will be the turning point. From then, you will have to deal with the rest of their megatanks and the chair force. Slam them out of the sky, and you just need to keep pushing forwards, that is all you need to do. Push her, and keep harassing her units and move towards her base and capture it. You need to park her factories and take her HQ. Never let the CO get into a unit, that is because the CO power is one of the most deadly powers that you will ever face in the game. She, in a unit, is extremely powerful, she gets at least a 60% boost to attack and defence, and that is quite a boost. You need to use a lot of firepower to take her down, and she is most likely to get into a fighter, so bring some AA units to make sure that it doesn't get a chance to build up the CO power. Luckily, the unit doesn't have a CO Zone when it starts out. S RANK Well, this is quite hard to S Rank, so you need to save often and hope for the best. You want strong powerful units, so don't build a lot of small cheap units because that will ruin your score, as well as taking a long period of time, because that will drop your speed score. You also need to make sure the enemy gets a pounding, otherwise your power score doesn't get a workout, but that shouldn't be too hard. This is the second hardest mission in the game, the one below is the hardest. ------------------------------------------------------------------------------ [6.27] Beam of Light / Sunrise Commanding Officer - Will/Ed Enemy Commanding Officer - Caulder/Stolos S Rank Time Limit - 4 Days Objectives - Destroy all Five Laser Cannons or Defeat Enemy Starting Units - 6 X Infantry, Medium Tank, 2 X Megatanks, Anti-Air, Rockets, Missiles, Fighter, Anti-Tank, Bomber Enemy Units - 2 X Tank, 2 X Medium Tank, 4 X Megatanks, Artillery, B Copter This is the hardest mission in the game because it is also the last mission that you need to do, but foutunately, there is a step by step process for this mission because it isn't all that hard this way. Just to make it easier, there are three seperate teams under your control. The Western most force will be the Western Team, the Southern most force will be the Southern Team, the the ones on the east side will be the Eastern Team. Since this is a 7 days guide, you will need to note that on DAYS 2, 4 AND 6, ALL YOUR INFANTRY NEED TO CAPTURE THE PROPERTIES. THIS IS PRETTY SELF-EXPLANATORY. ALSO, DO NOT BUILD ANYTHING UNLESS I TELL YOU TO. THIS IS IMPERATIVE. Day 1 Western Team Move Left Infantry 3 East, Capture Factory Move Right Infantry 2 East, 1 South, Capture Com Tower Move Megatank (CO), 4 North Move Rockets 4 North Build Megatank at North Factory Move Anti-Air 2 South, 2 West Southern Team Move Left Infantry 2 East, 1 South, Capture Airport Move Right Infantry 1 East, 1 North, Capture Com Tower Move Medium Tank 3 North, 1 West (Part of West Team Now) Move Missiles 2 West, 2 North (Part of West Team Now) Move Fighter 9 East Eastern Team (Split into West and Southern Teams next turn) Move South Infantry 2 East, 1 North, Capture Com Tower Move North Infantry 1 North, 2 East, Capture Airport Move Megatank 3 North, 1 East Move Anti-Tank 1 West, 1 North Move Bomber 7 North Day 2 Western Team Capture Factory Capture Com Tower Use Rockets to Attack Far West Laser Use CO Unit to Destroy Far West Laser Move 7 HP Megatank 1 North, 3 East Move Anti-Air 6 East Move Medium Tank 4 East Move Missiles 1 South, 3 East Southern Team Save Game Capture Airport Capture Com Tower Move Anti-Tank 4 North Move Megatank 3 North, Attack Megatank Move Fighter 9 North, Attack Fighter Move Bomber 2 North, Attack Megatank Day 3 Western Team Move Infantry on Airport 1 North, 1 East, capture Factory Move Infantry on Com Tower 1 North, 1 East, capture City Move Missiles 3 East Move Medium Tank 2 East Move CO Unit 1 South, attack Medium Tank Move Anti-Air 3 East Move Megatank 3 East, 1 South Move Rockets 2 East, 2 South Move Infantry on Factory 2 East, 1 South, capture Airport Move Infantry on Com Tower 2 South, 1 West, capture City South Airport, Build Bomber Southern Team Move Bomber 4 East, 2 North, Attack Far East Laser Move Megatank 1 North Move Anti-Tank 4 North Move Fighter 2 South, 1 East, Attack B Copter Move Infantry on Airport 2 West, capture Factory Move Infantry on Com Tower 1 South, 1 West, capture City Airport, Build Fighter Day 4 Western Team Capture Factory Capture City Move CO Unit, 3 East, Attack Missiles Move Rockets 3 East Move New Bomber 7 North Move Megatank 4 North, Attack Tank Move Medium Tank 5 North Move Anti-Air 3 North South Airport, Build Bomber Southern Team Use Bomber to Destroy Far East Laser Move Megatank 2 West, 1 North Move Weak Fighter 6 West, 3 South (Now Western Team) Move Anti-Tank 1 West Move New Fighter 2 West, 7 North, Attack B Copter Day 5 INFANTRY ARE NOT NEEDED ANYMORE, THEY CAN CAPTURE ANYTHING NOW. Western Team Move CO Unit 1 South, 2 East, 1 North, Attack Rockets Save Game. Use 7 HP Megatank, move 1 East, 2 North, Destroy Artillery RELOAD IF 7 HP MEGATANK DID NOT SUCCEED AND TRY AGAIN. If less than 7 HP, use Megatank on Artillery, use Anti-Air to destroy Move 7 HP Bomber 3 North, 2 East Move New Bomber 7 North Use Medium Tank to attack Tank Use Rockets to attack Megatank Move Missiles 1 North Build Bomber at Airport closest to Lasers Southern Team Use Megatank to attack Megatank Move Anti-Tank 2 North Move Fighter 1 West, 1 North, attack enemy Duster Move 2 HP Bomber 3 West, 2 South, 1 West Build Anti-Air at Eastern Most Factory Day 6 Western Team Use CO Power Use Rockets to attack Megatank Move Bomber at Airport 6 North, Attack Megatank Move 7 HP Bomber 1 East, 3 North, Attack Left Laser Move 7 HP Megatank 1 East, 1 North, Attack Centre Laster Move 1 HP Megatank 4 North, Join previous Megatank Move 10 HP Bomber 3 North, 2 East Build Bomber at Airport closest to Lasers Southern Team Use Fighter to Attack Seaplane Use Weak Bomber 1 South of Seaplane join with another Bomber Move Weak Fighter 4 East, 4 North, attack Seaplane Use Anti-Tank attack Right Laser Day 7 Western Team Move CO Unit 2 North, 2 East, Destroy Right Laser Use Megatank to destroy Centre Laser Use Bomber to Destroy Left Laser, or Retreat Bomber, use another unit. S RANK This will always get the S Rank that you will be looking for, it is the only way of getting the S Rank in this mission, it is at best an A Rank with the defeat all enemies method. Rout method, well, just attack everyone and attack everything, done. ------------------------------------------------------------------------------ [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that c,h,e,a,t,c,c.c,o,m. Remove the commas. Hey, what do you know, it looks just like my previous legal things, cause I'm too lazy to make another one. That block button is mighty fun to use. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign lanMeters so please don't give me a page long quote in Mexican or Antarctic penguin lanMeter cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Tz Gmezor?" Don' be too formal, a question is not a freakin business agreement so don't say "Dear Sir, In accordance to your Walkthrough to the Game, AD - DoR, ..." it makes me wonder if I'm talking to a freak, the President of the United States of America or Bill Gates or Donald Trump. I will credit you if you send me information about this game that is not in the FAQ. I will also be grateful if you see this FAQ somewhere else other than Gamefaqs or a site which has my permission. If you do, tell me so I can kick their ass to Pluto and make them bounce off to the other side of the Universe. I will not respond to: * Spam * Bill Gate's Spam (He gets spam of up to 4 million per day) * Something not related with the Advance Wars * Something already covered * Illegal stuff, like piracy and roms * Technical Problems Technical Problems will not be answered as they should be sent to Nintendo not me. I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC, Thanks for the Memories SBAllen for the job of administration GameFAQs Intelligent Systems for developing the game Deathborn 668 for giving me a good example. Me for making it Hotmail for giving me the e-mail account http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art You for reading it ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be outdated www.neoseeker.com www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2007 Intelligent Systems. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. This is not to be used for commercial or personal gain. Websites publishing this guide without permission will face punishment under the law. All sites except GAMEFAQS are not allow to host this FAQ without my permission. This document is protected by the copyright laws that were founded in the Bernes Copyright Convention in 1968. 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