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Liste des sujets

Guide Soluce Advance Wars (en anglais)

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 17:52:38

recupere sur gamefaqs.com

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 17:56:12

-= Advance War =-
FAQ/Walkthrough, written by Dennis CTP
The Game : Started by the Blue Moon invaded your country. You helped to
drive out the Blue Moon
Chase the Blue Moon Commanding Officer around and find out more about what
happen in the world.

-= Version =-
Version 1.4

-= Contents =-
1)Notes
2)Controls & Menu
3)Organisations
4)Character
5)Units
6)Terrain informations
7)Technical
8)Field Trainings
9)Campaign

---------------
-= 1. Notes =-
---------------
In this FAQ, the enemy units information for those stage with Fog of War and
factory
might be wrong. Because i don´t know what they had deployed.

Play through the Field Training, it´s essential to fully understand the
game.

To Skip the training, do the last field training mission.

Good offense is the best defense.

There are many ways to finish your mission. Try to find the most efficient
way.

You will be graded after every mission. The best is S Rank. S Rank is not
available in training.

Remember to save, but don´t save too often in a battle. Always have a turn
back point.

When you replay the game, your rating for each mission will be shown.

CO Power is charged when you kill unit or your unit get killed.

About unlocking CO in War Room and VS, finish the campaign and you can ´buy´
CO from Hachi.
It depends of what route you take in the campaign.

About Eagle, his air units use less fuel.

About Drake, it rains more often when he´s around.

In fog of war, canceling move will still use the fuel.

To stop the enemy from deploying more units, stand on it´s production base.

Surround a fighter with ground unit or surround a bomber with air unit can
prevent their
attack.

Same thing, surround your air unit with ground unit can prevent fighter
attack them and
surround your ground unit with air unit can prevent attack from bomber.

In advance campaign, the AI is more aggressive.

Because CO Power last for 1 Day, it´s best if you use it in the begining of
the day.

Keep an eye on your enemy´s CO Power bar. The bar charge up faster when you
kill his units.
But right after the turn he uses the CO Power, the bar won´t charge. So make
sure that you
kill alot of his units when his bar is almost full, and kill more after he
uses the power.

About Final Battle CO. Andy will be in the middle, on the west, you will
either get Max, Grit
or Olaf. On the other side, you can get Sami, Drake, Eagle or Kanbei.

You will get Grit if you choose Max on mission 4

You will get Olaf if you kill all his unit in the mission - Olaf´s Navy -
then play the next mission given.

You will get Max if you don´t meet the requirment for Grit and Olaf

To get Kanbei, you must unlock Sonja´s Missions which require you to beat
the three Kanbei´s
mission within 8, 10, 12 days.

Use Sami in Captain Drake, Naval Clash, Wings of Victory, Battle Mystery to
get Eagle.

Use Andy in Captain Drake, Naval Clash, Wings of Vistory, Battle Mystery to
get Drake.

You will get Sami if you don´t meet the requirment above.

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 17:56:49

------------------------
-= 2. Controls & Menu =-
------------------------

- Controls -
A : confirm selection/select (cursor on unit)/menu (cursor on blank)
B : cancel selection/ holding b will show you the unit´s attack range
A+B : menu (cursor on blank)
L : next unit
R : unit/terrain information
Start : press start after mission briefing to enter mission. Shows a mini
map in battle
Skip dialogues. (not recommended while playing first time)
Start+Select+A+B : Reset game

- Menu -

  • = Available after finishing the Field Training

~ Mode Select Menu ~
VS Mode - Let you battle your friends, take turn using one machine
Link Mode - Let you battle your friends, link up two-four machine
Field Training - Train you for the game

  • Campaign - Start or continue the campaign
  • War Room - Battle against computer
  • Stat - Your current stat and records

Stat - Shows your current Rank
Record - Shows your record in each map

  • Design Maps - Design personal map

Controls A - Place the terrain or unit.
B - Select the terrain or unit.
L - Open the unit selfection menu.
R - Open the terrain selection menu.
Start - Display overhead map.
Select- Display meu.
Menu - File : Load/Save/Name the map
- Help : Display help
- Intel: Display total buildings and units
- Fill : Fill the map with selected terrain
- End : End Map editing

  • Battle Maps - Buy map, CO for multiplayer and war room. Hachi also give

you some tips.

~ Combat Field Menu ~
Unit - View all units

  • Intel Terms - Shows terms of winning

Status - Shows units, bases, incoming and available funds
CO - Shows CO information
Power - Use CO power
Save - Save Game
Options Music On/Off - Switch on/off music
Visual - Switch on/off animation
Yield - Surrender
Exit Map - Exit map, quit current battle
End - End Turn

~ Unit Menu ~
Capture - Capture enemy or neautral city/HQ, only infantry and mech can do
this
Fire - Fire on the enemy within attack range
Load/Drop - Load/Drop unit, only available on transport
Supply - Supply adjacent units with fuels, rations and ammo.
Wait - Wait for next turn
Dive/Rise - Submarines only, when submerged, only cruiser and other
submarines can attack it.

----------------------
-= 3. Organisations =-
----------------------
Orange Star
The army where you belongs to.
It´s at North of the map.

Blue Moon
A neighbour force that invades your organisation´s territory

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

Yellow Comet
Country far south. Attack you when you pass by.

------------------
-= 4. Character =-
------------------
< Nell >
The Orange Star CO that will give you mission briefing and guide you through
the training.

< Hachi >
Retired soldier that sells battle map. He knows alot about every CO.

< Olaf >
Skill : Strong in the snow, weak in the rain. A solid CO of above-average
ability.
CO Power : { BLIZZARD }
Causes it to snow creating favorable conditions for his units.
Info : Plans often go awry, but he´s deadly serious.
[Hit ] Warm boots
[Miss] Rain clouds
"I will teach you the meaning of power!"

< Andy >
Skill : No real weaknesses. Ready to battle where-ever and whenever
CO Power : { HYPER REPAIR }
Restores 2 HP to all units.
Info : A brash and energetic boy wonder.
[Hit ] Mechanics
[Miss] Waking up early
"If it needs fixing, I´m your man!"

< Max >
Skill : Direct combat units have high firepower. Distance units are weak
and have small
attack ranges.
CO Power : { MAX FORCE }
Increase all abilities of direct combat units.
Info : Dependable and brave. Over-protective of Sami and Andy.
[Hit ] Weight Training
[Miss] Studying
"Now it´s my turn!"

< Sami >
Skill : Infantry and mech units are superior. Movement range is high for
transport units.
CO Power : { DOUBLE TIME }
Increases movement range for infantry and mech units. Their
movement cost on all
terrain becomes 1.
Info : A graduate of special forces training. Has a strong sense of duty
[Hit ] Chocolate
[Miss] Cowards
"Ready for duty!"

< Grit >
Skill : Distance weapons have an extended attack range. However, direct
combat units
are weak.
CO Power : { SNIPE ATTACK }
Increases the range and firepower of distance weapons.
Info : Laid-back style masks dependability. A peerless marksman.
[Hit ] Cats
[Miss] Rats
"What´s the ruckus?"
Unlock : Choose Max on mission 4

< Eagle >
Skill : Strongest firepower in the skies. But flounders at sea.
CO Power : { LIGHTNING STRIKE }
Non-infantry units ordered to wait can move again that turn.
However, their ratings
are lower than normal.
Info : An ace pilot who´s as tough as nails.
[Hit ] Lucky goggles
[Miss] Swimming
"Do you really want to challenge me ?"
Unlock :

< Drake >
Skill : The sea is his domain. Naval units have top firepower and
movement.
Air units are weak.
CO Power : { TSUNAMI }
Strikes all enemy units for damage.
Info : A relaxed and carefree swashbuckler.
[Hit ] The sea
[Miss] Height
"Slow down, matey. What´s the rush?"
Unlock :

< Kanbei >
Skill : Strong offensive and defensive abilities. Deployment costs are
very high.(120\%)
CO Power : { MORALE BOOST }
Increases firepower and defensive ratings for all units.
Info : Fashions himself a modern samurai.
[Hit ] Sonja
[Miss] Computer
"Show me your warrior spirits!"
Unlock : Beat Campaign

< Sonja >
Skill : Units have great range of vision. Keeps unit HP hidden from
enemies. Is plagued
by constant bad luck.
CO Power : { ENHANCED VISION }
Extends vision range of all units. Shows enemy units hidden in
woods,
reefs and other areas.
Info : Kanbei´s daughter. An intel gathering genius.
[Hit ] Computers
[Miss] Bugs
"Brains are the key to victory, not brawn."
Unlock : Go through Sonja´s missions, which require to beat Kanbei
missions in 8,10,12 days

< Sturm >
Skill : ???
CO Power : { METEOR STRIKE }
????
Info : A riddle within a shadow, revealing nothing.
[Hit ] ???
[Miss] ???
"...."
Unlock : Unlock other COs

-------------

  • CO in War *

-------------
Olaf - His units don´t have any bonus or penalty, but his blizzard could be
very annoying.
Especially when you line up your units to get to his long range units and he
uses blizzard.
He´s average like Andy, just pray that it won´t rain.

Andy - His units don´t have any bonus or penalty, but he can heal 2 HP for
every unit with his
CO Power. His CO power also give all units a +10\% to both attack and
defense. Using him against
other CO will require you to exploit their weakness.

Max - His direct combat units gain +50\% bonus, but long range units suffers
-10\% to its attack.
Long range units also suffers -1 to its weapon range. So he´s good in open
area and could be
taken down easily in mountain area. His CO Power give a

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 17:58:19

--------------
-= 5. Units =-
--------------
Move : This is the unit´s movement range.
Vision : The unit´s vision range.
Gas : Unit can´t move when it runs out of gas
Weapon : Some weapon need ammo and some don´t.

- Infantry -
Move : 3 (Foot)
Vision : 2
Gas : 99/99
Weapon 1 : None
Weapon 2 : M Gun
Report : Infantry units have the lowest deployment cost. They can capture
bases but have
low firepower.
Description : Use these to capture neutral or enemy city

- Mech -
Move : 2 (Foot)
Vision : 2
Gas : 70/70
Weapon 1 : Bazooka 3/3
Weapon 2 : M Gun
Report : Mech units can capture bases, traverse most terrain types, and have
superior
firepower.
Description : Use these to finish off those low HP units.

- Recon -
Move : 8 (Tires)
Vision : 5
Gas : 80/80
Weapon 1 : None
Weapon 2 : M Gun
Report : Recon units have high movement range and are strong against
infantry units.
Description : Don´t attack full health tank with Recon. It´s a waste of
efford.

- Tank -
Move : 6 (Treads)
Vision : 3
Gas : 70/70
Weapon 1 : Cannon 9/9
Weapon 2 : M Gun
Report : Tank units have high movement ranges and are inexpensive, so
they´re easy to deploy.
Description : Effective against foot soldiers

- APC -
Move : 6 (Treads)
Vision : 1
Gas : 70/70
Weapon 1 : None
Weapon 2 : None
Report : APC units transport foot soldiers, ammo, gas, and rations.
Description : Very important unit, for resupply any of your units and can
transport foot soldier.

- Artillery -
Move : 5 (Treads)
Vision : 1
Gas : 50/50
Weapon 1 : Canon 9/9
Weapon 2 : None
Report : Artillery units are an inexpensive way to gain indirect offensive
attack capabilities.
Description : Long range ground units, it´s vulnerable in close range

- Md (Medium) Tank -
Move : 5 (Treads)
Vision : 1
Gas : 50/50
Weapon 1 : Canon 8/8
Weapon 2 : M Gun
Report : Md (medium) tank units´ defensive and offensive ratings are the
highest of the ground
units.
Description : Strongest among close range ground units.

- B (Battle) Copter -
Move : 6 (Air)
Vision : 3
Gas : 99/99
Weapon 1 : Missiles 6/6
Weapon 2 : M Gun
Report : B (Battle) Copter units can fire on many unit types, so they´re
invaluable.
Description : Powerful units, it can only recover at air ports. Use it
against tanks, but avoid
anti-air units and B Copter.

- T (Transport) Copter -
Move : 6 (Air)
Vision : 2
Gas : 99/99
Weapon 1 : None
Weapon 2 : None
Report : T (Transport) Copter units have good movement range and can carry
foot soldiers.
Description : Can transfer your foot soldier across the sea.

- A-air -
Move : 6 (Treads)
Vision : 2
Gas : 60/60
Weapon 1 : Vulcan 9/9
Weapon 2 : None
Report : Anti-air units work well against foor soldiers and air units.
They´re weak against
tanks.
Description : Take out air units in one attack !

- Fighter -
Move : 9 (Air)
Vision : 2
Gas : 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : None
Report : Fighter units can engage other air units. Their movement range is
the highest of all
units.
Description : Good against Air units. Can take out air unit easily, just
beware of Anti-air
and Rockets.

- Bombers -
Move : 7 (Air)
Vision : 2
Gas : 99/99
Weapon 1 : Bombs
Weapon 2 : None
Report : Bomber units can fire on ground and naval units. Their movement
range is high.
Description : Very good against ground units. Even Md Tank could be wipe out
in one attack. Just
beware of Anti air units and Rockets.

- Rocket -
Move : 5 (Tyre)
Vision : 1
Gas : 50/50
Weapon 1 : Rockets 6/6
Weapon 2 : None
Report : Rocket units are valuable because they can fire on both land and
naval units.
Description : Very good unit to take out air units. Works better when use in
conjunction with
the A-air.

- Missile -
Move : 4 (Tyre)
Vision : 5
Gas : 50/50
Weapon 1 : Missiles 6/6
Weapon 2 : None
Report : Missile units are essential in defending against air units. Their
vision range is large.
Description : Very dangerous long range unit.

- Lander -
Move : 6 (Trans)
Vision : 1
Gas : 99/99
Weapon 1 : None
Weapon 2 : None
Report : Landers can transport two ground units. If the lander sinks, the
units vanish.
Description : Convenient to transport units across the sea.

- Cruiser -
Move : 6 (Naval)
Vision : 3
Gas : 99/99
Weapon 1 : Missiles 9/9
Weapon 2 : A-Air Gun
Report : Cruisers are strong against subs and air units, and they can carry
two copter units.
Description : Keep this unit out of the B Ship´s fire range

- Sub -
Move : 5
Vision : 5
Gas : 60/60
Weapon 1 : Torps 6/6
Weapon 2 : None
Report : Submerged subs are difficult to find, and only cruisers and subs
can fire on them.
Description : It could submerged, though it uses more fuels, it´s useful
against B Ships

- B (Battle) ships -
Move : 5
Vision : 2
Gas : 99/99
Weapon 1 : Cannon 9/9
Weapon 2 : None
Report : B (Battle) ships have a larger attack range than even rocket units.
Description : Vulnerable to subs. Can take out Rocket easily.

----------------------------
-= 6. Terrain Information =-
----------------------------
Always consider the terrain bonus before you attack.
Movement costs for air units for all terrain is 1.
When it snows, movement costs for air units is 2.
There are no penalty for ground units moving on road, bridge and city.

- HQ -
Def : ****
New Funds: 1000
Repair : [Land]
Report : An army HQ. Battle ends if captured. Ground units get HP and
supplies here.
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1

- City -
Def : ***
New Funds : 1000
Repair : [Land]
Report : A normal city. Ground units gain supplies and HP in allied
cities.
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1

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

- Wood -
Def : **
New Funds : -
Report : In Fog of War, units hidden here can only be seen by adjacent
units and air units.
Weather Clear Rain Snow
Movement Cost : Infantry 1 1 2
Mech 1 1 1
Tires 3 4 4
Tread 2 3 3
Air 1 1 2

- Mountain -
Def : ****
New Funds : -
Report : A steep mountain. Infantry units add 3 to their vision range
from here.
Weather Clear Snow
Movement Cost : Infantry 2 4
Mech 1 2
Air 1 2

- Air Port -
Def : ***
New Funds : 1000
Report :
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1

- Road -
Def : -
New Funds : -
Report : A paved road. Easy to traverse, but offers little defensive
cover.
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1
- Bridge -
Def : -
New Funds : -
Report : A bridge allows units to traverse rivers, but offers no terrain
benefits.
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1

- River -
Def : -
New Funds : -
Report : A gentle, flowing river. Only infantry units can ford rivers.
Weather Clear Rain Snow
Movement Cost : Infantry 2 2
Mech 1 1
Air 1 2

- Sea -
Def : -
New Funds : -
Report : A body of water. Only naval and air units can traverse seas.
Movement Cost : Ships 1
Trans 1
Air 1

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

- Reef -
Def : *
New Funds : -
Report : In Fog of War, units hidden here can only be seen by adjacent
units and air units.
Movement Cost : Ships 2
Trans 2
Air 1

- Port -
Def : ***
New Funds : 1000
Report :
Movement Cost : Infantry 1
Mech 1
Tires 1
Tread 1
Air 1

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 18:00:43

---------------
-= 7.Technical =-
---------------

  • Damage *

You can estimate the damage done by looking at the \% before you confirm the
attack.
Since all units have only 10 HP, the single digit might be drop or rounded
up.
(eg : 55\% might cause 5 damage or 6 damage)
You can also estimate the damage counter by the opponent.
Damage Done = (Current HP)/10 * (Basic Damage)

Example : When Infantry attack Infantry (no bonus involve)

Basic damage for Inf VS Inf is 55\%
so the attacker inflict (10/10 * 55) damage, which is 6
then the defender counter with (4/10 * 55) damage, which is 2

Usually, the single digit will be ignore for the defender even it´s 9
but sometimes, even 0\% can kill a 1HP unit.

  • Terrain Bonus *

Here is how you calculate the terrain bonuses.
[Basic damage] - {(Basic damage)/10 * (Defense Bonus)}

Basic damage is the damage without any bonuses (eg: Andy VS Andy on road)

Example : When a Tank attack a Mech (no CO bonus involve)

Basic damage for Tank VS Mech is 70\%
so, when Mech is on a Plain, with 1 defense bonus,
70 - (70/10 * 1) = 63
Tank VS Mech 63\% (plain, *) [70-7]
Tank VS Mech 56\% (wood, **) [70-14]
Tank VS Mech 49\% (city, ***) [70-21]
Tank VS Mech 42\% (mountain, ****) [70-28]

note : a .5 will be rounded to 1

Basic damage
Inf VS Inf 55\%
Inf VS Mech 45\%
Inf VS Recon 12\%
Inf VS Tank 5\%
Inf VS Md Tank 1\%
Inf VS APC 14\%
Inf VS Artillery 15\%
Inf VS Rocket
Inf VS A-Air 5\%
Inf VS Missile

Mech VS Inf 65\%
Mech VS Mech 55\%
Mech VS Recon 85\%
Mech VS Tank 55\%
Mech VS Md Tank 15\%
Mech VS APC 75\%
Mech VS Artillery 70\%
Mech VS Rocket
Mech VS A-Air 65\%
Mech VS Missile

Recon VS Inf 70\%
Recon VS Mech 65\%
Recon VS Recon 35\%
Recon VS Tank 6\%
Recon VS Md Tank
Recon VS APC 45\%
Recon VS Artillery 45\%
Recon VS Rocket
Recon VS A-Air
Recon VS Missile

Tank VS Inf 75\%
Tank VS Mech 70\%
Tank VS Recon 85\%
Tank VS Tank 55\%
Tank VS Md Tank 15\%
Tank VS APC 75\%
Tank VS Artillery 70\%
Tank VS Rocket
Tank VS A-Air
Tank VS Missile

Md Tank VS Inf 105\%
Md Tank VS Mech 95\%
Md Tank VS Recon 105\%
Md Tank VS Tank 85\%
Md Tank VS Md Tank 55\%
Md Tank VS APC 105\%
Md Tank VS Artillery 105\%
Md Tank VS Rocket 105\%
Md Tank VS A-Air 105\%
Md Tank VS Missile 105\%

Artillery VS Inf 90\%
Artillery VS Mech 85\%
Artillery VS Recon 80\%
Artillery VS Tank 70\%
Artillery VS Md Tank 45\%
Artillery VS APC 70\%
Artillery VS Artillery 75\%
Artillery VS Rocket 80\%
Artillery VS A-Air 75\%
Artillery VS Missile

Rockets VS Inf 95\%
Rockets VS Mech 90\%
Rockets VS Recon 90\%
Rockets VS Tank 80\%
Rockets VS Md Tank 55\%
Rockets VS APC 80\%
Rockets VS Artillery 80\%
Rockets VS Rocket 85\%
Rockets VS A-Air 85\%
Rockets VS Missile 90\%

A-Air VS Inf 105\%
A-Air VS Mech 105\%
A-Air VS Recon 60\%
A-Air VS Tank 25\%
A-Air VS Md Tank 10\%
A-Air VS APC 50\%
A-Air VS Artillery 50\%
A-Air VS Rocket 55\%
A-Air VS A-Air 45\%
A-Air VS Missile 55\%

  • CO Ability Bonus *

Andy - No bonus

Olaf - Movement cost in snow = movement cost in clear weather
- Movement cost in rain = movement cost in snow

Max - The damage done by Max´s close combat unit = [(Basic damage) * 1.5]
any decimal place in this case will be drop.
Damage done by Max´s long range unit = [(Basic damage) * 0.9]
All long range units´ attack range are reduced by 1

Example
Max´s Tank VS Andy´s Tank
Damage done = 55 * 1.5 = 82.5\% = 82\% (drop decimal)

Sami - Sami´s Unit capture building with a 1.5 bonus.
Sami´s Transport unit gain +1 to movement
Damage done by Sami´s close combat unit = [(Basic damage) * 0.9]
any decimal place will be drop
Sami´s foot soldier´s gain bonus on defense and attack.
Damage done by Sami´s foot soldiers = [(Basic damage) * 1.2]
Damage received by Sami´s foot soldiers = [(Basic damage) * 0.9]

Example
Sami´s Md Tank VS Andy´s Tank
Damage done = 85 * 0.9 = 76.5 = 76\% (drop decimal)

Example
Sami´s Mech VS Andy´s Tank
Damage done = 55 * 1.2 = 66\%
Damage received = (3/10) * 70 * 0.9 = 18.9\%
outcome, Sami´s Mech 9 HP (ignore the single digit \%)or 8 HP, Andy´s Tank 3
HP

Kanbei - Kanbei´s unit cost 1.2 * (normal price)
Kanbei´s unit also gain bonus on its attack and defense
Damage done by Kanbei´s unit = [(Basic damage) * 1.2]
Damage received by Kanbei´s unit = [(Basic damage) * 0.8]

Sonja - Sonja unit gain +1 to vision.
She´s plague by bad luck, the single digit of the damage \% are often
ignored.
She might also do no damage in certain situation.

Example
Sonja´s Tank (4/10 HP) VS Andy´s Tank (4/10 HP)
by right, Sonja should do 2 damage to Andy´s Tank and receive 1 damage.
But the outcome is Sonja do no damage and receive 2 damage.

  • CO Power Bonus *

Andy - Hyper Repair
Hyper Repair heals 2 HP for every unit.
All units receive attack and defense bonus.
Damage done is [(Basic Damage) * 1.1 ]
Damage receive is [(Basic Damage) * 0.9]

  • Enemy Attack Priority *

The enemy will always attack transport unit first, follow by the unit it
could do most damage.

-----------------------
-= 8. Field Training =-
-----------------------

The field training is pretty easy, just follow what the CO, Nell tells you
to do and you
should be fine.

- Troop Orders -
Your Units
2 Infantry
Enemy units
2 Infantry

Move the infantry towards the enemy. While they move towards you, fire them
with both of
your unit. When the second enemy come near you, fire him with the full
health infantry then
the second one.

- Terrain Intel -
Your Units
4 Infantry

Enemy Units
2 Infantry
2 Mech

Kill those two infantry and then engage the mech infantry. Stand on a
mountain when you fire
at the mech infantry. For the upper mech infantry, engage it with a higher
HP infantry, then
end turn. You might loss a unit if you engage it with the injured unit. By
next turn, fire
with the higher HP infantry from the mountain, then use the weaker one to
finish it.

- Base Capture -
Your Units
4 Infantry
2 Mech

Enemy Units
2 Infantry
2 Mech
4 Tanks

You learn how to capture city in this mission. Capture the cities on the
west side. Then wait
for the enemy infantries and mechs to approach. After killing them, move
south then east. You
could capture the enemy HQ without bothering the tanks. Don´t try to attack
the full health
tanks with your infantry, while they´re on the plain, your infantry can´t
hurt them and will
be badly injured even if you attack from a moutain. But mechs on the
mountain could fight the
tank well. The problem is the next turn it will be attack by two tanks which
is too powerful
for it to take.

- Unit Repair -
Your Units
4 Infantry
2 Mech
2 Tank

Enemy Units
2 Infantry
2 Mech
2 Tank

First, withdraw your tanks to your nearest city. You can move the tank on
another one to
combine them. block the bridge on a forest with a mech so that the enemy
tank won´t take you
out too easy. Use another mech on the next turn to prevent the enemy from
crossing the bridge.
Move all other infantry south to defend enemy infantry that cross the river.
When you tank is
ready, use it to take out the enemy tanks by using terain defense bonus. You
can combine your
injured mech units or let them rest at your city.

- APC ABCs -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery

Enemy Units
3 Infantry
1 Mech
3 Tank
1 Artillery

Follow the instruction to load ammo to the artillery so that you could use
it. Move the tank
and a mech towards the east side to secure your city. Move other units south
to prevent your
enemy for capturing the neutral city or capture neutral city. Check the
enemy artillery´s
attack range, it could wipe out your infantry with one hit. At the north
east, use your tank
to guard against enemy from the bridge. Move the artillery to the east so
that it could help
you to take out those tanks. After clearing all infantry and tanks, take out
that artillery.
Your tank can approach it in one turn, but other units needs two turns, so
move on mountains
or forest.

- Tank Ops -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery

Enemy Units
2 Infantry
2 Mech
2 Tank
1 Artillery
1 Md (medium) Tank

Nell will just give you some advice for you and leave the whole mission to
you.
Move your tank to attack the enemy tank. Move one mech unit near the tank
with the APC. Move
the artillery towards the enemy. Don´t get in the attack range of the
enemy´s Artillery. Take
out the Artillery on the next turn as it moves towards you. Make the full
use of your Artillery
and clear the enemy here. Capture neutral city for your injured unit to
rest. Use the APC to
move the Infantries faster. The Medium Tank won´t move until you are in it´s
attack range.
It´s very powerful, so don´t get into it´s range. To get rid of it, move
your Tank next to
the north bridge and the Artillery and APC behind it. Hit it with your
Artillery after it
attacks your Tank, move away the damaged Tank and use the APC as shield. The
next hit with
Artillery should finish it. You can also take over the enemy´s HQ by using
the Tank and APC
as shield to buy time. Make sure it´s on the bridge, not on a plain, as the
damage to it varies.

- Copter Tactics -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter

Enemy Units
2 Infantry
2 Mech
2 Tank
4 Md (medium) Tank
1 Artillery
1 B(Battle) Copter

Do as Nell says and move the infantry to the enemy HQ. Then withdraw your
units from the front.
Capture the enemy HQ and you´ll win. The enemy´s copter and tank won´t make
it there to hurt
you.

- Air Assault -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air

Enemy Units
1 Bomber
1 Fighter
2 B Copter
2 Infantry
2 Mech
2 Tank
1 Md Tank
1 Artillery

You see how powerful the Fighter and the Bomber are. Then, you see what
anti-air units can do.
Move all your units north. Don´t worry about the fighter and the bomber, as
they will run out
of fuel and crash. Take out any enemy that´s on your way to the Md Tank and
the B Copter.
Use artillery and B Copter to finish the Md Tank, use B Copter and Tank to
take the Artillery
and use A-air to finish that B Copter. You got all the advantages.

- Air Defense -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Missile
1 Rocket

Enemy Units
2 Bomber
2 B Copter
2 Infantry
2 Mech
2 Tank
2 Md Tank

Bomb those Tanks on the east island with your Rocket. When it´s clear, send
an Infantry or
Mech there with T Copter. For the bomber and the B Copter that visits you,
serve them with
Missile and A-air. You might need to sacrifice some Infantry to keep your
Rocket and Missile
at full health so that they could do maximum damage.

- Dogfights -
Your Units
3 Fighter
3 Bomber
2 B Copter
2 Infantry
1 T Copter
1 Missile
1 Rocket

Enemy Units
3 Bomber
2 Fighter
2 Md Tank
2 Infantry
2 B Copter
2 T Copter
1 Missile
1 Shoal Lander

First, take the enemy fighter with your missile, take the other one with
your fighters.
Then take out the missile with your bombers. Use the Rocket and B Chopter to
take out the
Lander. Take out the B Copter and keep the T Copter for last. Take Bombers
with Fighters and
ground units with Bomber. You can protect your Missiles or rocket by
surrounding them with
B Copters and T Copter.
This map could be finished within three days.

- Naval Forces -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Rocket
1 Subs
1 B Ship
1 Lander
1 Cruiser

Enemy Units
3 Md Tank
3 Lander
2 Rocket
2 Infantry
1 Cruiser
1 Sub
1 B Ship

Take out the enemy missiles with your B Copter and Md Tank. Sink the cruiser
with your battle
ship´s cannon, then engage your enemy battle ship with the sub. Make use of
the B Ship long
range weapon and the three Md Tanks shouldn´t be much problem.

- Climate Status -
Your Units
4 Infantry
2 Mech
1 Tank
1 APC
1 Artillery
1 B(Battle) Copter
1 T(Transport) Copter
1 Md (medium) Tank
1 A-air
1 Missile
1 Rocket

Enemy Units
4 B Copter
2 Infantry
2 Mech
2 Tank
2 Md Tank
1 Artillery
1 A-Air
1 Rocket

Don´t move too far, just move a little so that you won´t be attack when the
enemy move.
Prepare your Missile and A-air to encounter the B Copter. On the enemy´s
turn, Olaf will use
his CO Power, Blizzard which causes a huge snow storm drops in. Snow lowers
the movement range
of all your units. Use the Missile and A-air to take out the B Copters. Use
Rocket, Artillery
and Md Tank to take out the A-air and approaching Tanks. The snow will stop
on day 4 enemy´s
turn. After the snow stop, the Md Tank will start moving. It rains on day 6
and the rain weaken
Olaf´s power. Approach the Rocket with your B Copter and take out the last
Copter with your
A-air or Rocket. You can also bring Mech next to the Rocket with T Copter.

- Fog of War -
Your Units
3 Infantry
2 Mech
2 Tank
1 APC
1 Artillery
1 Md (medium) Tank
1 Rocket
1 Recon

Enemy Units
1 Md Tank
1 Artillery
1 Lander
2 Tank
2 Rocket
2 Infantry

Take off the Md Tank with your Missile and Md Tank. Take the missile with
your Tanks. Move the
Recon around so that you could see more map. After the Md Tank and the
Missile, there will be
two Tanks coming. Take them with your Md Tank and Tanks. Finish the next two
infantry with your
tanks or recon, but don´t go near the enemy HQ. There´s one Rocket hidding
at the south wood and
one Artillery hidding at the north wood from the enemy HQ. There´s also a
Lander hiding on the
reef.

Now, you had finished the Field Training and you are promoted from Candidate
to Advisor
and you are given a partner, Andy. You are also given a card with your name
and rank.

- Special Intel -
Your Units
1 Fighter

Enemy Units
1 Infantry

More Tips

Y0SHI
Y0SHI
Niveau 6
16 janvier 2002 à 18:01:46

-----------------
-= 9. Campaign =-
-----------------

- It´s War! -
Your Units
2 Infantry
2 Mech
2 Tank
2 Artillery
1 APC
1 Md Tank
1 A-air
1 Recon
CO : Andy

Enemy Units
4 Infantry
3 A-air
2 Mech
2 Tank
2 Artillery
2 Rocket
1 Md Tank
CO : Olaf

Try group all your unit at the south west of the map. Guard the bridge with
the Md Tank, use
the other Tanks as wall to defend your Artillery and A-air. The enemy Tanks,
Artillery, A-air,
Mech and Infantry will move towards you. So let them come and take them out
one by one. Olaf
will use blizzard immediately when he gain enough power. So, if you seperate
your forces to
the east and to the north, they can´t help each other. Try group all your
unit together.
Although A-air and Mechs are weak against Tanks, they could be use as
finisher when the Tank
is low on HP. After finish all those vehicles that move towards you, it´s
time to proceed your
unit to take out the foot soldiers, Rockets and Tanks. Wait until the snow
stop so that you
don´t have movement penalty and can approach the Rocket in one move with
your Tank. You could
use CO Power - Hyper Repair once your meter is full. It´s useful when you
are approaching the
Md Tank and the Rocket. Because you can recover your unit´s HP after taking
the enemy´s attack.
It also make your units stronger on that turn. So, use it in the begining of
the turn to make
your attack more effective.

- Gunfighter ! -
Your Units
2 Infantry
1 Artillery
1 Tank
CO : Andy
Funds : 8000

Enemy Units
2 Infantry
2 Rocket
2 Artillery
3 Tank
2 Mech
1 Recon
1 Md Tank
CO : Grit

Grit is your opposing CO, all the long range unit he has can fire at a
longer distance.
Deploy some infantry and move those foot soldiers to the north. Fight off
the enemy there and
capture the neutral city there. When you have enough cities, you could
deploy two Tanks in a
turn, and that helps alot. Because the enemy has extra range, a Tank is
better than a Md Tank
for it´s cheaper and it´s larger movement points. The enemy on the south
part is slightly easier
for they are just Artillery, Tank, and Recon. The north east part is harder.
There are two
Rockets with a Md Tank and a Tank guarding them. Deploy a Md Tank whenever
you have sufficient
funds. Overwhelm the enemy with Tanks and Md Tanks. Just don´t forget to
keep an eye on Grit´s
CO Power meter.

- Air Ace ! -
Your Unit
2 Infantry
2 Mech
1 Tank
1 Md Tank
1 Artillery
2 A-air
1 B Copter
1 T Copter
1 Missile
CO : Andy
Funds : 6000

Enemy Unit
3 Infantry
3 Tank
3 B Copter
2 Fighter
1 Bomber
1 Missile
Funds : 8000
CO : Eagle

Proceed across the bridge and take out any units that´s in your way. The
enemy fighter will
arrive soon, so be ready with your Missiles and A-airs. Once the opponent
CO, Eagle have his
power ready, his air units could attack twice in one turn. So take out as
much unit as you can
when they approach. When you continue to proceed, keep an eye on the enemy
bomber´s attack
range, so that it won´t blow your Md Tank in one attack. Let it destroy a
Tank or Infantry and
revenge with your Anti-airs. Once you take out the Air force, the remaining
troops are easy to
deal with. Keep your T Copter so that it could transport a unit to the enemy
HQ and capture it.
Keep the B Copter to defense the unit from the Tank at the area. By the way,
deploy any unit if
you think it´s needed. I would suggest a Rocket here.

There´s a new CO available, you can choose Max or Andy.

Now, Andy and Max will have different opinion, so choose either one of them.
Choosing different character will result in different missions.
Choosing Andy will give you either Max of Olaf in the last mission.
Choosing Max will give you Grit in the last mission

  • --< Andy´s Route >--*

- Max Strikes! -
Your Unit
2 Infantry
2 Mech
2 Tank
1 Md Tank
1 Rocket
1 Artillery
1 B Ship
1 Sub
1 Lander
Funds : 7000

Enemy Unit
2 Infantry
3 Tank
3 B Ship
2 Md Tank
2 Artillery
Funds : 9000
CO : Olaf

Take out the nearest B Ship with Sub and B Ship. Load your Tanks and
infantry into Lander
and send them to the enemy base after you finish those enemy B Ships. Move
the Rocket to the
shore south of the northern bridge, this way it could attack enemy further
to the east. With
the Md Tank guarding the bridge, and the Artillery and Rocket backing it up,
it shouldn´t be
any problem to defense against the enemy up north. So just enjoy the ride to
the enemy HQ and
capture it. Use the tank and APC to block the bridge, so that you could
capture the HQ without
being attack.

- Max´s Folly ? -
Your Units
3 Tanks
3 Md Tanks
2 Artillery
2 Rocket
2 Mech
1 APC
CO : Max

Enemy Units
6 Artillery
4 Rocket
3 Tank
2 Infantry
CO : Grit

This is mean, Max´s long range unit has a -1 range penalty and Grit has a +1
bonus. When Grit
uses his CO Power, Snipe Attack, his units got even more advantage.
Don´t let the enemy capture your HQ in 5 days and you will win. First,
manuever all your tanks
as fast as you can. use your artillery and place them at the blind spot of
the Rocket on the
other side of the mountain. Those two Artillery will take it out on the next
turn. Use your
Rocket against the enemy Artillery. Move as fast as you can, once you cross
over to the other
side, there will be some Rockets and Artillery there to take your strong
close range fire.
When you get Max Force, use it and it helps you move faster and take out
enemy faster.
Try not to get your Tanks destroyed as they are the fastest unit here and
they are useful
for reaching the HQ early and destroy any infantry there.

- Olaf´s Navy! -
Your Units
3 Infantry
2 Mech
2 Tank
2 Recon
1 Md Tank
1 APC
1 Artillery
1 Rocket
1 Sub
1 Lander
1 B Ship

Enemy Units
3 B Ship
3 Cruiser
3 Sub
4 Tanks
2 Rocket
CO : Olaf

Move All your troops north, moving them east will lead them into the B Ships
fire range.
Dive your sub so that the B Ship won´t hit you. You could also ignore your
naval units and
concentrate on taking over the enemy´s HQ. If you want to save your naval
unit, hide the
B ship and Lander in the reef and dive the sub. The Rocket hide in the wood
after the northern
bridge, beware of that and those Tanks are easy.

Sami will join you after this
Goto - Sami´s Debut -

~~~~~~~~~~~~~~~~~~~~~

  • --< Max´s Route >--*

~~~~~~~~~~~~~~~~~~~~~

- Max Strikes ! -
Your Units
2 Infantry
2 Mech
2 Tank
2 Md Tank
2 Sub
1 B Ship
1 Artillery
1 Lander
1 Rocket
1 APC

Enemy Units
4 B Ship
4 Tank
2 Md Tank
2 Artillery
2 Infantry
1 Rocket
CO : Olaf

Beware, your long range unit had penalty. Your close range units are much
stronger.
First, look at the B Ship range, move your units away from it´s attack
range. then manuever
your troops to the east. Your units are stronger in close range, take out
anything that´s on
your way. Keep all your unit out of the enemy´s long range unit fire range
and wipe those off
first when they come near you. Dive all your Subs and use them against the B
Ships. Unleash the
power of Max Force when the CO Power bar is full. Your close range attack
will be very strong.

- Sniper! -
Your Units
2 Infantry
2 Mech
2 Tank
2 Recon
2 B Copter
1 Rocket
1 Md Tank
1 Artillery
1 T Copter
1 APC

Enemy Units
1 Infantry
4 Artillery
1 Tank
1 Missile
1 Recon
2 Rocket
1 A-air
CO : Grit

There´s an Infantry hiding in the wood where your Recon in the HQ could
reach, send the Recon
next to it so that it won´t get trap. There´s a missile in a city to the
east, so be careful
and don´t let it get your Copters. There´s a Rocket hiding in the woods
southwest. Approach it
with tanks by hiding them in woods. Another Rocket in the city surrounded by
mountain.
When you are going around the mountains, there will be an A-air and 2
Artillery ahead. When you
pass by the north east island, beware that there´s a rocket and missile
hiding in the wood,city.
The last artillery hides next to the HQ.

- Blizzard Battle! -
Your Units
2 Infantry
2 Mech
1 Md Tank
1 Tank
1 APC
Funds : 3000

Enemy Units
3 Md Tank
4 Infantry
2 Tank
2 Rocket
2 Artilerry
CO : Olaf
Funds : 6000

Move Medium tank and infantry to the east. Secure the bridge, then move the
tank further east
to block tanks from coming and take over the enemy city there. At the same
time, deploy more
infantry and send them north. Deal the tank and artillery with Mech and
Tank. Capture all city
on your side of island and win.

- History Lesson! -
Your Units
3 Sub
2 Infantry
2 Mech
2 Lander
1 APC
1 B Ship
1 Cruiser
2 Md Tank
1 Recon
CO : Max

Enemy Units
3 Tank
2 Infantry
1 Lander
1 Sub
3 Artillery
1 Recon
1 B Ship
1 Cruiser
1 Rocket

CO : Grit

Move units through reefs and woods. Load all infantry to lander and move
those out to reefs.
Move ground units to woods towards north. the B Ship is located at north
east, sub and lander
at middle north, cruiser at middle east. clear the sea with your subs. Then
send infantry to
capture the enemy HQ. There´s two artilleries on the north part of the
island you start. There´s
a rocket and artillery hiding at the enemy island. Either take them out, or
capture the HQ.

Sami joins you after this.

foumiz
foumiz
Niveau 8
16 janvier 2002 à 19:57:56

salut
je suis à la bataille finale de la 1ère campagne et je n´y arrive pas.
mes CO alliès sont sami et grit, crois tu que je peux gagner avec eux ?
comment fait on pour avoir max ? car ça m´aiderait. J´ai du mal à utiliser les lance-missiles and compagny...

limbo45
limbo45
Niveau 3
16 janvier 2002 à 21:09:26

Moi aussi j´en suis à cette fameuse "bataile finale".
Et le plus problèmes à gérer c´est ce foutu pouvoir "météore". Sans ça y aurait pas de problèmes.
Et puis y aurait bien le coup du "j´arrive en hélico" et je te prend ta base mais y a toujours un tank-m dessus.
Bref j´pense qu´il faut jouer la patience et déjà essayer de regagner le centre de la carte. En cadenassant les bords avec des L-Miss et des A-Air ça devrait pouvoir se faire.
Enfin si qqun peut faire parvenir son point de vue :o)

Y0SHI
Y0SHI
Niveau 6
17 janvier 2002 à 10:10:23

cest parti pour un autre guide!

Y0SHI
Y0SHI
Niveau 6
17 janvier 2002 à 10:11:45

Kathinja´s Advance Wars FAQ!
Version 3
9/28/01
+-----------------------------
------------+
| Preface & Intro |
+-----------------------------------------+
Hey all, I´m releasing another very early version of my guide, so I can start
to get
working and start to get contributions. Obviously it´s very incomplete right
now, but it will get better!

- My email is artillery@mediaone.net
- My AIM name is Gomfie
- My ICQ number (I rarely use ICQ) is 13969813

If you want to contact me for help, please follow these sort-of "rules":

- Please don´t ask for help on missions I´ve not yet covered.
- Please refer by mission NAME, not NUMBER. Asking for help on "mission 10"
can
mean either "Mighty Kanbei" or "Kanbei´s Error".
- Please include AW or Advance Wars in the subject.
- Please spell whatever name you use to address me correctly. Unacceptable
spellings of Kathinja include: "Kathninga", "Kathleenja", "Katninja", and
the
popular "Kathninja"

I take contributions and give full credit! If you can provide a strategy for a
mission that doesn´t fall under what I´ve said, I´ll include your strategy
along
with mine, with credit given for your portion. Please include the mission name
and the CO you used when submitting strategies. Thanks!

+-----------------------------------------+

| History |
+--------------------
---------------------+

Version 1 (9/21/01) (about 10K):
- Very basic... mission path and three campaign stages.
Version 2 (9/23/01) (about 30K):
- Added the history
- Changed the format
- Added strats for mission 4A,5A, and 6A.
- Added CO descriptions for everyone but Nell
- Added unit descriptions
- Added FAQ
- Added secrets section
Version 3 (9/28/01):
- Lots!
- Missions up through Sonja
- More CO info
- More groundwork
- Much improved mission tree
- Received a bunch of submissions, not everthing is in here yet. Thanks!

+-----------------------------------------+
|
Frequently Asked Question |
+--------------------------------------
---+

Q. Is this game hard?
A. It´s easy to learn, but hard to beat. There´s an excellent tutorial, and the
game is farly straightforward. However, there´s a lot of depth and strategy,
and there are many challenging missions later on.

Q. How come I can´t pick Max or Sami in Campaign?
A. You can pick them later in the game. They come in as part of the story.
Don´t worry, there are many missions to use them in, later.

Q. How can you play as Eagle/Drake/Grit/Kanbei/Sonja/Sturm/Nell?
A. See the "Secrets" section, near the end of this guide.

Q. How can I use Eagle/Drake/Grit/Kanbei/Sonja/Sturm/Nell in Campaign?
A. Except for the last battle (which I´ll post info about later), you can´t use
any of those characters in the regular Campaign.

Q. What are the "Special" and "Vs." folders that you can buy in Battle Maps?
A. These are new catagories of maps to play in Vs. and Link Battles. You
probably want to save these to buy later, as you start with a ton of maps to
play in, anyhow.

Q. How can I delete a Campaign?
A. Just start a new one and save over it.

Q. How can I delete a Vs. match?
A. Just start a new Vs. game and save over the one you don´t want.

Q. Please help me with Eagle´s second mission/Enigma/Final Battle/Rivals!
A. Big guides will be coming for these missions. Just hang in there!

Q. How come some missions are skipped over? I need help!
A. Don´t worry your little heart. I´m making sure to play every stage as I
write a strategy for them, so I´m bound to miss some branches as I do so. I
will, however, end up covering all of the Campaign missions!

+-----------------------------------------+

| Command Officers |
+---------------------
--------------------+
There are a lot of playable Command Officers (COs) in Advance Wars. Althought
you´ll only be able to play as three (Andy, Max, Sami) in the Campaign, you can
unlock and use a lot more in the regular game. Here´s a rundown of all of the
COs.

Andy
----

CO Power:
Hyper Repair - Repairs all of his
units by 2 health points and gives
them all a slight battle bonus for
the rest of the round.

Strength/Weakness:
None

Andy is a great beginner CO and good in maps where there is a mix of
strategies... Andy can also survive long battles due to his CO power, so don´t
be afraid to get in a big fight, you will win if you have at least equal units.
Remember to pay close, close attention to what the enemy produces. Andy doesn´t
have any strengths, so he must react well to what the enemy is using and find
an appropriate counter. For instance, Andy must always pack rockets and copters
against Max, always use Recons and Tanks against Grit, and A-Airs and Fighters
against Eagle. Only by countering his enemy´s strength will he have good
victories.

Max
---

CO Power:
Max Force - All Ground vehicles
get +1 move for the rest of the
turn and an attack bonus.

Strength/Weakness:
+ Non-Inf/Mech Direct Fire units deal
+50\% damage
- Indirect Fire units -1 range

Max is good for agressive players, and a strong CO in almost every situation.
Use him on any flat maps that don´t have many choke points. Use his Force power
when you´ve popped a whole in the enemy line and you have the chance to storm
some tanks into the enemy base are. Don´t worry about loses that round, if you
can get 3-4 tanks to the eney base, you will pull their force in half (those
stranded in the field and those contesting with the invading tanks), and then
your next wave of troops will acheieve victory. Max should always destroy all
enemies instead of trying to capture the enemy HQ

Sami
----
CO Power:
Double Time - All of her Inf/Mech units
get 1 extra move space and all of the
move costs are reduced to 1. And an attack
bonus.

Strength/Weakness:
+ Infantry better
+ Infantry capt buildings 50\% faster
+ Transports move faster
- Direct Fire worse for non-Inf/Mech

Sami is great for hilly/foresty/rivery terrian, obviously. Sami will have
problems against many of the enemy COs, though. Grit can rock her Inf, Max too.
Only try to beat either of them in a situation where you have airports (for B
Copters). Kanbei will pose serious problems for Sami, as her tanks will be wet
paper bags to his super power units. The only way for Sami to beat Kanbei is by
snagging a plethora of resources and simply out-producing Kanbei.

Grit
----

CO Power:
Snipe Attack - All Indirect fire
units get +2 range for the turn

Strength/Weakness:
- Indirect Fire better
- Direct Fire worse

Grit is the opposite of Max. Use Grit on stages with lots of choke points. Grit
needs a lot of resources (to produce Md Tanks and of course his
Artillery/Rockets), so practicng Inf/APC deployment before trying Grit. Grit
should probably go for the capture instead of destruction, but if he can find
enough sniper roosts he might be able to win via destruction sometimes.

Olaf
----
CO Power:
Blizzard - Covers the land in snow.
All enemy units have big movement
penalties on snow, but his units are
unaffected. Note that roads and cities
are unaffected by snow.

Strength/Weakness:
- Units are unaffectd by snow
- Units greatly slowed in rain.

Uh, don´t use Olaf unless you want a challenge. :) His CO power won´t help much
unless you´re playing some sort of custom map without roads. Additionally, his
power only really delays a faraway enemy force, it won´t help an ongoing battle
and it certainly doesn´t help you get into the enemy base faster.

Eagle
-----

CO Power:
Lightning Strike - All air and ground
vehicles that were used this turn can
be used again.

Strength/Weakness:
+ Air units better
+ Air units drain less fuel
- Naval units worse

Eagle is a very fun player to use, because his strength is unusual and "breaks"
most enemy strategies. Most than any other player, however, Eagle needs lots of
resources to win. He will simply fall on his face in small maps, though,
because he won´t have enough money to produce any of his powerhouse air units.

Drake
-----

CO Power:
Tsunami - Deals 1 damage to all enemy
units. Units get an attack bonus.

Strength/Weakness:
- Naval better
- Air worse

Owns water maps. ´Nuff said. His CO power is generally wasted against Sami and
Andy, but is reasonable against big Max or Kanbei forces.

Kanbei
------
CO Power:
Morale Boost - All units get an off/def
boost for the rest of the turn.

Strength/Weakness:
- All units +20\% offense/defense
- All units +20\% price

For the Kanbei War Room stages, Kanbei is your best choice. Max players enojy
fighting Kanbei, because it is a great, challenging battle. While one might be
tempted to roll over the enemy with K´s superpower tanks and Md Tanks, remember
that ALL of his units are powerful, and produce Missiles, Mechs, Copters, and
ocassionally B Ships.

Sonja
-----

CO Power:
Enhanced Vision - In Fog of War, EV
will allow Sonja to see units otherwise
hidden in forests and reefs.

Strength/Weakness:
+ HP of her units is hidden to the enemy
outside of battle
+ Farther vision in Fog of War.
- Unlucky units (deal less damage than normal)

Only really has any advantage in FoW maps, but I guess that she´s like Drake in
that she´ll own those kinds of stages. Sonja needs to play sneaky in those
stages, making lots of use of FoW. Who knows what Sonja would do on non-FoW
stages.

Sturm
-----

CO Power:
Meteor Strike - Drops a meteor from
the sky, hitting the units in a pattern
like this:

X
XXX
XXXXX
XXX
X

Everything hit by that pattern will be
reduced to 2 hp (if they have 3 or more
hp), lose one hp (if they have 2 hp),
or die (if they have 1 hp)

Strength/Weakness:
-
-

Uh, who knows. :) Use Sturm against AI players, as they won´t really know to
spread out their units. I don´t believe Sturm has any power units, so treat
Sturm like Sonja and Drake and look at the battle conditions before choosing
him. Sturm will harm himself with meteors, so don´t drop them too close to his
own units.

Nell
----

CO Power:
Lucky Star - This allows her units to
be exorbodantly luck in their damage,
occasionally dealing 50\% or even 100\%
extra damage! Also, they get a plain
attack bonus added to their dmg\%.

Strength/Weakness:
- Her units are slightly more lucky

I wish I had Nell! Her power seemed pretty silly until Inglix did some testing
and found that she get really extreme damage bonuses from her CO Power. I can´t
give any strategic info on her, yet. :(

Y0SHI
Y0SHI
Niveau 6
17 janvier 2002 à 10:14:08

+----------------------------
-------------+
| Mission Lineup! |
+-----------------------------------------+

The Campaign missions in AW branch somewhat, with different CO´s having
different missions and with the secret missions in the game.

Here´s a diagram of how the missions play out. The mission numbers are very
screwed up, that´s why it´s so hard to say "I´m on mission 16 and I´m having
trouble. The name of the mission is what´s important, along with the CO you´re
trying to use.

A=Andy
M=Max
S=Sami
AP=Andy´s Path
MP=Max´s Path

When the letters are clumped togethers, like AMS, that means that the missions
are the same for each character. When they´re separated, like A/M/S, the
missions are different for each character.

A1 It´s War!
|
|

A2 Gunfighter
|
|
A3 Air Ace
|
+----------------------Choose Andy or Max
/ \
/ \
AP4 MP4 Max Strikes!
| |
AP5 MP5 Max´s Folly?/Sniper!
| |
AP6 MP6 Olaf´s Navy!/Blizzard Battle!
| |
| MP7 History Lesson!
| |
AMS7 8 Sami´s Debut!
| |
AMS8 9 Kanbei Arrives!
| |
AMS9 10 Mighty Kanbei!
| |
AMS10 11 Kanbei´s Error?
| |
+-----+-------------------Beat Kanbei quickly (see Secrets)
/| |\
/ | | \
/ | |
\
/ | | \
M11 | | 12 Divide and Conquer!
| | | |
S12 | | 13 Sami Marches On!
| | | |
A13 | | 14 Sonja´s Goal
| | | |
| | | |
+
----+-----+----+---------------Pick Andy, Max, or Sami
| | | |
A/M/S14 11 12 15 Captain Drake
| | | |
+----+-----+----+---------------Pick Andy, Max, or Sami
| | | |
A/M/S15 12 13 16 Naval Clash!
| | | |
+----+-----+----+-----
----------Pick Andy, Max, or Sami
| | | |
A/M/S16 13 14 17 Wings of Victory!
| | | |
+----+-----+----+---------------Pick Andy, Max, or Sami
| | | |
A/M/S17 14 15 18 Battle Mystery!
| | | |
AMS18 15 16 19 Andy Times Two!
| | | |
AMS19 16 17 20 Enigma!
| | | |
A20 17 18 21 The Final Battle!
| | | |
+----+-----+----+---------------Pick Sami on some missions(see Secrets)
/| | | |
/ | | | |
/ A21 17 19 22 Rivals!
| | | | |
| | | | |
------------------------------------End!

Y0SHI
Y0SHI
Niveau 6
19 janvier 2002 à 12:00:22

je le remonte

foumiz
foumiz
Niveau 8
20 janvier 2002 à 17:13:15

moi aussi
pour ceux qui ne comprenne rien à l´anglais
il existe de très bon tracducteur sur internet...

TheNewMephisto
TheNewMephisto
Niveau 10
22 janvier 2002 à 20:12:05

de meme !
allez sur voila.fr pour ceux qui ne comprennent rien a l´anglais

[-_-][-_-]
[-_-][-_-]
Niveau 6
24 janvier 2002 à 09:39:11

cest cool un guide un anglais

[-_-][-_-]
[-_-][-_-]
Niveau 6
24 janvier 2002 à 09:43:50

euh ca se trouve ou un traducteur anglais?

Y0SHI
Y0SHI
Niveau 6
24 janvier 2002 à 10:11:20

cest parti pour un autre guide!
allez hop

Y0SHI
Y0SHI
Niveau 6
24 janvier 2002 à 10:12:08

Section 1: Miscellaneous

1.1: Level Completion Statistics

The level completion statistics are based on the following attributes.
The power and technique stats are based on hit point damage, not actual
destruction of a unit.

Speed - Number of rounds taken to complete the map.
Power – Enemy damage dealt, based on how much you should accomplish. This score
will increase based on the enemy being damaged. For example, damaging a mid
tank will award you with more points than the points from damaging an infantry.
I don´t know if there´s an extra bonus for destroying the unit, although there
may be.
Technique - Damage taken, based on how little you should take. This score will
decrease based on your unit being damaged. Each unit you create increases this
stat by 3 points, according to merklin@concentric.net.

I have added my own difficulty meter for the levels, from one to six stars.

One Star (private) - This map is easy to complete and easy to get an s-rank on
with basic tactical skills.
Two Stars (lieutenant) – This map requires some intelligent battle planning and
general unit movement along with basic tactical skills.
Three Stars (captain) – This map usually has fog of war, requires one or two
reattempts, requires CO specific strategies, intelligent battle planning, battle
on two terrains (sea, land, or air), and tactical skills. The most common level
in normal campaign.
Four Stars (colonel) – This map is common in advanced campaign. Requires a
great deal of battle experience and mastery of common forms of battle, fog of
war tactics, and CO intelligence.
Five Stars (lieutenant general) – A common advance campaign level, requiring
deep knowledge, dedication, power, and extensive experience.
Six Stars (general) – A map of unusual difficulty, requiring masterful planning
and execution. Only three levels are this difficult.

1.2: Play All Levels Trick

I have found a technique to play almost all the levels with a recorded
score on one play through the game. First, make sure you have an in-battle save
of the level you want to replay (with a different character). Complete that
level and choose not to save the game. Now go to the next level, and exit the
map. Come back to your previous in-battle save, yield the battle, and you´ll be
back on that level, with your rank for defeating it already recorded. This way,
you can enjoy all the levels without having to replay some of them. Whichever
level you choose last before progressing is the one that will determine the
final battle selection. For example if you choose Sami last out of the four
Drake battle series, you´ll get Eagle as the CO. This trick is especially
useful in the Captain Drake/Naval Clash/Wings of Victory series of battles.
However, you won´t be able to do this with the early Andy route beginning with
Max Strikes, since the paths are separate from each other.

1.3: Dogfights in Two Days

I thought I´d just throw this in for fun. It´s possible to win the
training level ´Dogfights´ in two days. That´s all you have to do, and Nell
will give you a big butt kissing for playing so well. Give it a try!

Y0SHI
Y0SHI
Niveau 6
24 janvier 2002 à 10:12:57

Section 2: Normal Campaign Guide

Normal Campaign Briefing:

The normal campaign levels are often a balance between speed, power, and
damage. You are given enough time to move through the levels at a leisurely
pace, but you must also play them well in terms of taking too much damage and
dishing it out. Finding the balance between the two can be a little tricky,
especially getting perfect s-rank scores, but is possible with a little effort.
Almost every level is an easy one, ranging from one to three stars in difficulty
on average, with two four star maps.
You´ll need to understand basic strategy for turn based strategy tactical
games, and much of it is taught in the training mode levels. If you find
yourself struggling, try replaying those levels, taking notes, and concentrating
on using your units wisely. Keep practicing, it takes accumulated experience to
figure out some of the maps challenges, although none of them are very difficult,
with few exceptions. It is slightly more difficult to get ´perfect´ (990-999) S-
rank scores as opposed to flawed (950-990) S-rank scores, and when I update the
normal campaign, I´ll change the strategies around to reflect that.

Level 1 - It´s War!
Difficulty: **

It´s possible to get an s-rank with a flawed technique simply by splitting
your units along the north and south areas of the map, but you can get a perfect
score by playing a bit smarter. To get the perfect score, you´ll have to move
all of your units along the northeast path, except the mid tank and a mech.
You´ll have an ample amount of units to do so, and the key here is blockading
your weaker units (and your APC) from enemy attack. Don´t take unnecessary
risks by placing your units in distance firing range or in vulnerable positions
against stronger units. You can lose a few units, but a massacre is out of the
question. You must complete the map by day ten(possible by day 8), so you can
rest your APC behind unit lines for a few turns.
For days 1-8, progress your way up north, while blockading and protecting
your weak units, although you should still let them attack enemies. When
encountering stationary enemies, bait them with units that are near death, so
you won´t lose technique points. Make a solid offense and leave no room for
vulnerable attacks, for example enemy anti-air/tank against your artillery,
recon, infantry, or mech units. Stay out of the enemy rocket launcher range
until you can destroy it with your mid tank. On day eight, drop your infantry
off and allow the enemy mid tank to attack your APC unit, distracting it, while
attacking the enemy rocket launcher with a tank. To the south on days 1-8, with
your mid tank and mech you´ve left behind, take care of the enemy tank,
artillery, and anti-air chasing after you from your base position. After that,
move your mid tank east and destroy the rocket launcher, then move it further up
to destroy the enemy mid tank as it attacks the empty APC. Ignore the enemy
infantry to the south, but kill the infantry to the north. Make a passing
attempt of baiting the stationary units, distracting the mid tank with your
empty APC, and blockading your vulnerable units while putting up a good offense,
and you´ll win with a perfect s-rank.

Level 2 – Gunfighter
Difficulty: **

This map is easy to complete with a perfect S-rank score. You have more
than enough income to work through the level, and there are very few enemy units
in your way. You can spend 9 days, so it´s not a huge rush, but there´s no
slacking off or cowering in the corner. You can take a moderate amount of
damage, but not too much. You only need to create tanks and recon units, in a
ratio of two recon units per one tank. You don´t need to make any more infantry,
though. Don´t get too beat up, and be especially careful just before Grit´s CO
attack.
To start out, move close to the enemy tanks firing range, and when it
moves to you, destroy it with the artillery and tank. Capture the neutral base
to the east after destroying the tank. Next, bait the enemy recon with your APC
and destroy it. You should now have a couple of recons and two tanks to move in
on the enemy distance units. Position a recon on the neutral city to the east
to bait the enemy tank, then destroy it. When Grit uses his CO attack, prepare
beforehand by making sure you´re far out of his range. Once the eastern area is
cleared, use your recons long movement range to your advantage and immediately
execute the enemy rocket launcher near the base. You should have your APC in
position to drop the infantry off on day seven. By day seven you should also
destroy the second enemy rocket launcher to the west. The enemy mid tank will
come after your empty APC, so position it on the city southeast of the enemy
base so it won´t be destroyed. On day eight, begin claiming the base and
blockade (surround) the enemy tank and mid tank with your units. Day nine, you
can finish the map.

Level 3 - Air Ace
Difficulty: **

This is a speed level, you need to race the air transport to capture the
enemy base by day 6. It´s not very difficult, all you need to do is play fairly
well. You are supplied with huge amount of anti-air firepower, so taking care
of the small amount of air units is not a problem. You have to protect your
transport copter by surrounding it with units as it passes over the ground.
Make sure to keep moving your helicopter and transport as far as safely possible.
When moving forward, give your anti-air units the right of way.
Your transport copter should be in these spots each day. Day one, one
step north of the middle of the bridge. Day two, one step south of the factory.
Day three, four steps south of the enemy base. Day four, dropping the infantry
off onto the base from the north.
A major obstacle in the level is the northeast bomber, which will only
attack if a unit is in it´s range. Since you need to bait and destroy it ASAP,
you should create a recon unit on the first turn, move your ground units along
with it, and sacrifice the recon unit so that the bomber comes down in range of
your anti-air guns.
When you´ve defeated the bomber, move the helicopter towards the tank in
front of the base, and drop the infantry off onto the enemy base. In the last
two turns, destroy the tank with the helicopter, and pick off the infantry in
front of your ground troops. You must complete the map within 6 days.

Level A4 – Max Strikes! (Andy – select Andy to have Max in the final battle)
Difficulty: *

You won´t even need to make any units on this map. Force your ground
units forward on day two and crack some enemy heads. Load an infantry onto the
transport, and keep moving it forward out of enemy battleship range (including
right next to the northeast battleship on day 3). Olaf will stupidly move his
ground units away from his base, making it ripe for conquest. When the coast is
clear, drop your infantry off and nab the base by day five.

Level M4 – Max Strikes! (Max - select Max to have Grit in the final battle)
Difficulty: *

This is a joke of a level and it could easily be a training mission. Just
send Max´s units out in full force, avoiding distance range but using your APC &
lander as decoys, and smash the enemy to bits. Use the skimpiest of naval skill
and you can crush Olaf´s battleships. Finish the map up by day 4 for a perfect
s-rank.

Level A5 – Max´s Folly?
Difficulty: **

You´ve got to stop Grit´s infantry from stomping on your base, but you
can´t let your units get trashed in the process. You have way more units than
you need to finish this map, so you only want to move a few of them (your tanks
and a md tank) along the road and keep the rest safely out of fire range. You
have to make sure not to destroy so many units that Grit uses his CO attack on
day two. That way, you can continue to move your tanks down and take out a good
portion of Grit´s distance attack units along the southern road, which otherwise
would have a good shot at your units to the left. When he does use his CO
attack on day three, he shouldn´t be able to hit more than one or two of your
units at most. On day four, use your CO attack and send a tank to crush the
infantry on your base. The infantry will be injured and your tank will be
busted, but it won´t be able to finish capturing in time anyway.

Level M5 – Sniper! (Andy/Max)
Difficulty: **

You have to slip your transport copter under the south part of this map to
capture Grit´s base. This level requires some basic fog of war knowledge, such
as hiding in forests and knowledge of hidden stationary distance units. Luckily,
you are provided with a staggering number of troops that can easily dominate the
map without much effort. Use your APC as a decoy for the rocket launchers in
the level, one in the southwest forest and one on the mid-level city. You can
lose a few units in the process, but don´t let your helicopter get blasted or
you´ll lose technique points. Keep the anti-air unit further up the road busy
while your transport copter nabs the base. Avoid moving your helicopters to the
north & northeast part of the map, as there´s two missile launchers waiting for
you.

Level A6 - Olaf´s Navy! (Andy/Max) (Destroy all of Olaf´s units to replace Max
with Olaf in the final battle and gain access to level A7 - Sea Strike)
Difficulty: ***

To destroy all of Olaf´s units and still get a perfect s-rank requires
some tactical ability, using Andy. It may be possible for an imperfect s-rank
with Max by day 8. You must eliminate the last unit by day 7 while taking
minimum damage to avoid a technique penalty. Of course, this means you´ll get
him in the final battle. If you want, you can always just capture the base by
day 6 or 7, which makes the level easier.
The general strategy is to send your distance units & a recon up to the
shoreline, use the lander as bait, then demolish Olaf´s battleships. After
that, surface your sub as bait, upon which all three enemy subs (rising from
lack of fuel) & cruisers will chase after your sub. The winning tactic to use
is to injure the enemy units down to 1-2 HP, so that they join together in the
next round, giving you less units to annihilate in less time. The best part
about joining together, is that if there´s a dived enemy sub, and a risen enemy
sub joins with it, the sub automatically rises. This is good if your sub gets
attacked by an enemy sub that remains dived. Your sub and lander will
definitely be destroyed in the process, but it doesn´t matter. I had my
artillery below the forest next to the shore, and the rocket launcher southwest
of it.
By land, you´ll have to attack the tank on the south road with one tank,
and move your recon, mid tank, and other tank north to destroy the two
approaching tanks, the missile launcher, and the tank on Olaf´s base. You can
use the APC as fodder if you like, but don´t even think about letting the rocket
launcher get a shot on your units. The best bet is to move the APC near the
launcher to bait the tank, then attack it with your mid tank and tank within the
blind spot of the rocket launcher, then execute the rocket launcher itself.

Level M6 – Blizzard Battle! (Andy/Max)
Difficulty: ***

This is a fun 6 day speed map, where you need to capture your
cities/factories plus the two cities close to Olaf´s side. Either Max or Andy
will do well here, although Max is the better choice due to his vehicle movement
range and power. You´ll have to use your units carefully, since you won´t be
able to deploy anything but infantry from your bases. Since I´ve heard a lot of
people have trouble with this map, I´ve provided a day by day walkthrough here.
Day one, load an infantry into the APC and drive it up to the city by the
south bridge, dropping the infantry east (after that, capture the city to the
left). Move your mid tank to the left of the APC. Move your other units north,
create two infantry. Day two, begin capturing the south bridge city with your
mech, and move your mid tank to the right of it. Move your APC one step
southwest of the factory, and your tank north of it. Move your other
infantry/mechs north and create two infantry.
Day three, destroy the enemy tank with your mid tank. Begin capturing the
eastern city of the north most cities. Attack the enemy tank with your tank
from the north, move your APC south of the artillery, and attack the enemy tank
with your mech from the west. Move your remaining infantry/mechs north. Create
two infantry. Day four, begin capturing the cities close to your base with your
newest infantry. Move your mid tank west, move an infantry into your APC and
drop it off into the forest west of the north bridge city, move your mech
northeast. Move your tank east of the dropped-off infantry. Destroy the enemy
artillery with your two mechs. Move your remaining infantry two east, one north.
Create two infantry.
Day five, begin capturing all the available bases. Move your mech east,
and attack the infantry close to your north bridge infantry with your tank.
Attack the mid tank with your mid tank. Day six, finish off the mid tank &
finish capturing all the bases.

Y0SHI
Y0SHI
Niveau 6
24 janvier 2002 à 10:19:06

Level A7 – Olaf´s Sea Strike! (Andy/Max)
Difficulty: **

This is a very easy level. Use the reefs for cover and dive your subs.
You should easily be able to paste Olaf´s "Sea Strike" fleet into the sea floor
with basic naval tactics. The most difficult part of the level is invading
Olaf´s territory, but even that is pretty easy. You must complete the map by
day 8 for a perfect s-rank score – but by the time you do this, you can do an
elimination as well. Doesn´t matter either way. Of course, the best part about
this map is having Olaf in The Final Battle!
Starting off, move your units forward into reefs & dive the subs. Move
the north sub northeast and head for the reef that´s directly northwest of
Olaf´s north shore, it has an enemy battleship in it. Get close but don´t
attack until after day two. On day one, load a tank and mid tank into one
lander, and an infantry & recon into the other lander, moving them forward out
of battleship range. Tear Olaf´s sea units apart on day two. On day three-five,
clean up the sea area, move your battleships close to shore, injure the infantry
and destroy the lander, and move the lander to the north bit of the southern
shore, dropping the mid tank south and tank east. The tank will be destroyed,
but now the enemy tanks are close to the shore for your battleship to destroy.
Move a cruiser up to the reef for vision and smash ´em. For your base capture
party, move your infantry lander to the north shore and drop the two units off.
The rocket launcher will destroy your lander, but you´ve got the upper hand now.
Begin by moving the recon to the eastern forest, exposing the nasty rocket
launcher and smashing it with the mid tank. Do the same with the artillery in
the other forest and the map´s all over. Your infantry can also sit pretty on
the base, or whatever.

Level M7 – History Lesson!
Difficulty: **

This is a 5 day speed map, you won´t be encountering much opposition, you
have an extremely powerful force, and the tactics are basic FOW and avoiding
Grit´s distance units. Load a transport with two mechs and use that as your
landing force. Use the remaining ground troops (two mid tanks!) to eliminate
the enemies to the north on your land mass, especially the two artillery units,
one of which is hidden in the forest near the very top of the stretch of land.
Try to punch through the front lines with your mid tanks, then move your APC up
to the forest to reveal the artillery and smash it with your battleship. If you
position your units correctly at sea and destroy the artillery, there shouldn´t
be any units attacked except your lander as you drop the mechs off on day three.
There is a battleship in the northeast waters, so you´ll want to race two
subs there to eliminate it. Otherwise, the only sea resistance is a lone sub
that you can eliminate with your cruiser very easily. On day three, move your
battleship east towards the invasion shore, instead of attacking any ground
units on your side of the map. On day four use your CO power, destroy the enemy
tank with your battleship & mech, begin claiming the base, destroy the enemy
battleship, and finish the level off by day five.

Level 8 - Sami´s Debut! (Andy/Max/Sami)
Difficulty: ***

You have a tremendous amount of anti-air firepower and two transport
copters, one of which can be used as a decoy. Eagle has two fighters, two
bombers, and three helicopters. Don´t let your units get too damaged, for the
technique score, just play safe and strategically. Any character here will work
fine.
Begin by moving your APC north along the road as a decoy for the bomber to
the east. Attack the enemy helicopters with your fighter and helicopters, hide
your anti-air units in the closest forests, and move your other units north
along the road. On day two, move fighter back to the main group, and move the
anti-air southwest across the bridge. Retreat your helicopters and fighter to
the west past the south bridge. Basically keep your ground troops stationary,
although you can smack the enemy tank along the road with your mid tank if you
get the chance. Day three, move all of your anti-air units against Eagle´s
vulnerable forces, using each unit to it´s fullest potential. Eagle´s air force
will be in shambles and his CO attack will be useless. Day four, go on the
offensive, moving your units across the east road, and moving your anti-air
units across the south bridge. Leave a transport copter and helicopter open as
vulnerable bait to Eagle´s fighter & helicopter, but in a southward position so
that your anti-air units can reach them afterwards. Day five, either blockade
or destroy the enemy fighter and helicopter, and proceed to capture the base
with no other resistance by day 8. Your air units and missile launcher can get
a little banged up in the process, by the way.

Level 9 - Kanbei Arrives! (Andy/Max/Sami)
Difficulty: ** (*** if aiming for 4 days)

It´s easiest to play this level with Max, since he´s got the power
advantage. You must go on the offensive and wipe his units out by day 5,
although it´s possible to do it by day 4 with Max only. With Sami or Andy, you
won´t be able to perform at day 4, but you can still get a perfect victory in 5
or 6 days. You can´t allow any units to start fleeing, or you won´t finish in
time. You do want to move everything forward, except the distance units. Begin
by executing the two rocket launchers with your mid tanks, and moving your other
units forward, but not in the enemy tank range. You can move your tanks out
into the northern mountain corner and still be out of range. Drop a mech onto
the outward mountain range, also. Day two, crush the enemy tanks with all
you´ve got, artillery, rocket launchers, tanks, everything. Move your APC out
to the south to take the heat off your mid tank, and move your mech out as well.
Day three, smash the mid tanks with your rocket launchers then your mid tanks.
The secret to winning by day four is to injure the enemy units down to 1-2 HP
each so that they join together and give you less units to destroy. They also
won´t attempt to attack your distance units, then. You´ll have to have a target
for your distance units on every turn(except the artillery on day three), so if
they don´t have a target, try to start again. You´ll have to stretch the
efficiency of your units to their fullest extent, and only lose a mech and APC.
Winning by day 6 or 5 is easier, of course, and you´ll still get a perfect score.

Level 10 - Mighty Kanbei! (Andy/Max/Sami)
Difficulty: ** (*** if aiming for 7 days)

This is an easy map that you´ll be playing defensively on two fronts. The
east front is the most intense, while the southern front is less dangerous.
Andy is the best character to use here, Sami will do ok, and Max is the worst,
due to his distance unit range. Finish the map by day 7 for a full speed score,
day 8-9 for imperfect s-rank. A perfect score on this level requires a much
greater amount of skill. You need to hold back the enemy on the east and south
bridges. As in the previous level, weakening the enemies so that they join
together is vital for a quick victory. So, here´s a day by day walkthrough for
7 days, which is pretty tough for normal campaign. I divided the tasks into the
north and south bridge, starting with the north then south.
Day one, attack the enemy rocket launcher with your rocket launcher and
attack the enemy tank with your mid tank. Create an infantry (with it, capture
a neutral city). Move your infantry towards the neutral cities to capture one.
To the south, attack the enemy tank with your rocket launcher. Day two, finish
off the enemy rocket launcher, move your mid tank one step back, move your mech
north, and create a rocket launcher. To the south, attack the tank with your
rocket launcher and the artillery with your tank.
Day three, attack the enemy tank with your mid tank, attack the mid tank
with your new rocket launcher, and attack the tank two steps right of your mid
tank with your city rocket launcher. To the south, attack the enemy mid tank
with your rocket launcher and create a recon. Day four, move your western
infantry two east, one south and your eastern infantry south, destroy the enemy
tank with your mid tank, attack the enemy mid tank with your city rocket
launcher, move your other rocket launcher one step south and two east, and
create a mid tank. To the south, attack the new, healthy enemy artillery to the
south of your rocket launcher.
Day five, retreat your weakened mid tank to the city next to the factory,
move your infantry into the forest and south of the forest. Attack the enemy
tank with your healthy tank, attack the healthy tank then the north most
infantry with your two rocket launchers. To the south, attack the enemy
artillery with your tank, move the recon north of the tank, and create a rocket
launcher.
Day six, start with the south bridge first – attack the healthy enemy mid
tank with both of your rocket launchers. Back to the north, use your CO power.
Attack the front tank with your rocket launcher, attack the other tank with your
city mid tank, attack the infantry with your other mid tank, attack the mid tank
with your rocket launcher, create a tank, and move your infantry/mech forward.
Day seven, attack the front most mid tank with your rocket launcher, the
other mid tank with your weakened mid tank, the artillery with your healthy mid
tank and rocket launcher, and the two infantry with your tank and infantry. To
the south, finish off the enemy mid tank and move your recon south to pick off
Kanbei´s last unit.

Level 11 - Kanbei´s Error? (Andy/Max/Sami)
Difficulty: ** (*** for perfect score)

You´ll be capturing bases here, and Kanbei can´t really do anything at all
to stop you. Any character is fine here, but Max is the best due to his
strength. Start with the north island, then middle, then the northeast island.
You must complete the map by day 10, which isn´t tough at all. If you´re just
passing through this level, you can easily get an s-rank, and there´s not much
to say.
The sticking point that makes getting a perfect s-rank a little more
difficult here is the power stat, which will be imperfect unless you do some
serious smashing on days 8-10. You´ll need to capture the cities ASAP for
income, and build two bombers to stomp on some anti-air units, have your fighter
destroying the transport copters, and the helicopter attacking some other units.
If your air units get massacred, you´ll lose technique points, so it´s a tricky
balance to maintain between the three stats to get a perfect score. You can use
an empty transport as a decoy, but you can only let one get killed. The
technique score is quite demanding.
Anyway, the key to balancing out the stats is psyching out Kanbei´s anti-
air units, making them gather around the tiny corner of his land, then moving
your helicopter in and smashing his missile launcher, retreating it, then
placing a transport copter on the other side to draw them over there again. By
that time, it should be day 10 and you should slam two of the anti-air units
with your bombers and attack the missile launcher again with your helicopter.
If you do this, you´ll be sure to get a perfect score as long as you haven´t
taken too much damage.

Level 12 - Divide and Capture! (If you reach these maps, you´ll have Kanbei in
the final battle if you don´t play 15, 16, 17, and 18 w/ all Andy or all Sami)
Difficulty: ***

This is a FOW map that has several hidden units behind the mountain ranges.
It does warrant one or two serious retries to get a perfect score and know how
to deal with the day by day situations. However, it´s not very difficult, as
there is little opposition to your huge force. The map must be played slowly
and carefully, so that you don´t take too much damage from being reckless. The
long time limit of 13-14 days will give you plenty of time to stop and
reposition your troops before moving on upwards to the base. It´s not really
necessary, though, as the map can be finished by day 8 if you know what´s going
on.
When you start off and face the two tanks, take cover and let them drive
down into your distance unit & mid tank range. To execute the first rocket
launcher, move your mech north and blast it away. For the second one, drive two
tanks up the road through forest cover, then approach the west mountain range to
reveal and strike. Try to take cover at all possible times unless it´s to make
a move on a threatening distance unit, such as the rocket launchers. Once you
can execute the rocket launchers, the map is much easier to manage. Ignore the
artillery, avoid the western road until you can execute the second rocket
launcher, don´t let any units get into a vulnerable position, and demolish the
tanks with your superior numbers. After destroying most of the ground
opposition you should move two tanks, a mid tank, and your APC deep into Sonja´s
territory, destroy the rocket launcher & tank, and claim the base. If your
units get slaughtered, you´ll lose in technique, so try to limit the damage to
only one or two units lost, if any at all.