Level A17 – Wings of Victory!
Difficulty: **
Since Andy´s Eagle level has no FOW and there are less enemy units, it´s
easier overall than Sami´s level. There´s no missile launcher, no northeast
bomber, and only one measly anti-air unit. You can take up to 9 days to
complete it. Starting out, move your units north, Eagle will have his two
fighters much closer together, so pound them with your anti-air & fighters, and
hold the bombers back from your ground troops (bait them with an APC to keep
away from your anti-air). After that, erase the last fighter, bomb the anti-air,
and your air units will own the map. Just cause general carnage & destroy the
southeast bomber while your transport copter safely lands and captures the base.
Level M17 - Wings of Victory!
Difficulty: *
Max has a relaxing level, where he can easily crush Eagle between his fist.
Just start out by baiting the air units on day one, and destroying as much as
you can on day two. Eagle will use his CO attack and his units will be all over
your forces, doing some damage, but you´ll still easily have enough firepower to
crush all of his air units and spend a few more rounds cleaning up the rest of
the trash around the level.
Level S17 – Wings of Victory!
Difficulty: ****
This is one of the most difficult levels in the normal campaign mode,
and will test the ability of any moderately skilled player. Eagle will attack
you with two fighters, two bombers, and has anti-air units waiting in the middle
passage forests. You need to destroy those air units, pass by the anti-air
units, destroy the two bombers in the far northeast and southeast corners of the
map, destroy the missile launcher that´s two steps below Eagle´s base, and land
& capture Eagle´s base by day 7-9.
This small day-by-day is a 7 day walkthrough and will not get a perfect
score. To start off, you´ll want to move all your units north, except your
mechs, which you want to move east across the mountains. Eagle will have a
fighter close by at the forest entrance, a bomber a little farther to the east,
and a fighter to the east as well. Destroy the fighter with your anti-air unit
and fighter, and move your helicopter forward to reveal the enemy bomber and
damage it with your fighter. Hide your bomber and transport copter. Move your
other ground units up to the forest entrance. Move your APC up north and drop
the infantry east onto a northern piece of mountain range, for the bombers.
Eagle will attack your APC, helicopter, and anti-air unit.
Day three, destroy the tank with your rocket launcher & bomber, use your
CO power, attack the fighter with your anti-air unit & fighters, and attack the
healthy bomber with your missile launcher. Move your transport copter forward
to the east. Day four, move your air units forward and retreat your land units
back to hold out the enemy at the forest entrance. Day five, attack the
northeast bomber, move the transport copter near the base to expose the missile
launcher and attack it with your bomber, and drop the infantry off. Day six-
seven, finish bombing the missile launcher and claim the base.
For those going for a perfect score, here´s a different strategy. To get
a perfect score, you need to play it safe and complete the map by day 8 instead
of 7, using blockades instead of fodder and decoys. On day two, build a
blockade, then day three let it all out, making sure to do maximum air unit
damage, while blockading your transport copter from damage. Leave two weak
bombers & fighters alive so that Eagle will combine them then use his CO attack.
Try to let your APC and helicopter get smacked, or even your transport copter if
it survives. If your fighter or more expensive unit gets damaged, it´s worse on
your technique. Jam up the two mountain points of the forest entrance with your
mid tank and attack the tank and anti-air units that come up to you with your
rocket launcher. Escape with your air units and proceed as normal, except the
cool thing is that you can destroy the anti-air unit in one turn w/ helicopter &
bomber, then cover your infantry w/ the fighters to save time. Make sure you
destroy enough units to get the power stat up, you will need to go after the
southeast bomber for that reason, and be a bit more aggressive at the forest
entrance. Move your helicopter and bomber back to get some hits off, as well.
Level A18 – Battle Mystery!
Difficulty: **
There will be a cruiser coming from the south and a sub, cruiser and
battleship from the east. The enemy transport is located in the southernmost
reef, but you´ll have to work your way around to get there. Complete the map by
10 days. It´s really very easy, just give Drake a serious smashing all around.
Use the landers as battleship bait while your navy proceeds along the sea lane.
Use your mid tank & rocket launcher to reveal and smash the lander. Move your
battleship south into the reef range, so that when you expose the lander you can
destroy it quickly and easily. Your subs don´t have enough fuel to reach the
lander, you´ll have to move your tank and rocket launcher south along the road,
reveal it, and smash it up. There is also a sub in the reef northwest of the
lander reef.
Day one, drop off the mid tank and rocket launcher. Move your sea units
east, battleship south, etc. Day two, reveal the enemy sub with a lander and
destroy it with sub & cruiser. Use your rocket launcher, mid tank, and
battleship to quickly clear out the south road and move your way to the lander.
Day three, attack the enemy battleship to the east, and move a cruiser ahead of
your sub so that the enemy cruiser can´t reach your sub. Move another lander
forward as bait. Day four-seven move a cruiser down and reveal the lander,
taking care of the sub on the way, and position your distance units to destroy
it.
Level M18 - Battle Mystery!
Difficulty: ***
This is another Max level with no fog of war. Time to kick some ass and
take names. You need to finish the level within 10 days. First, load a mid
tank and tank into the left transport and drop only the mid tank off. This will
bait the enemy into attacking your transport for 1 HP instead of clobbering your
tank. Use the battleship to attack the anti-air unit, and with the sub and
cruiser, wait for the sea units to approach you by getting just out of the subs
attack range, then finding it with your sub and destroying it with your cruiser.
Kill the tank with your mid tank, and attack the anti-air with your battleship
again. It should now be fairly safe to deposit your rocket launcher, tank, and
other infantry. When you´re finished unloading, use one lander to hold a APC
with infantry inside and an infantry, and use that to drop off near the base for
a quicker capture.
Continue to destroy the enemy battleships, while providing occasional
support to your land troops with your battleship. After you´re finished with
the landers, use them as decoys for the battleship and blockades against the
enemy cruiser. Take on the enemy cautiously on land, taking the opportunity to
attack from city positions whenever possible. Once the initial enemy forces
have been destroyed, there is only some artillery left. Make sure to soften up
the mid tank with your battleship & rocket launcher. You will probably lose a
unit, but don´t get your mid tank beat up.
Level S18 – Battle Mystery!
Difficulty: ***
In this level, you need to keep your single infantry protected, by moving
a transport copter and rescuing it, bringing it across the waters to your base.
Drake has three cruisers, a battleship, and two subs. It isn´t necessary to
battle the enemy units to the north, so just leave and let the lone mech you
left behind die. Use the landers as decoys and the helicopters as ´distance
bait´, to lure the enemy away or closer into your range or out of striking
distance.
Starting out, attack the enemy sub with a cruiser from the north and sub
from the west, move the other cruiser southwest of the sub, move the battleship
southeast, and move the rocket launcher two east, one south. Move your
helicopters west, retreat one transport copter w/ a mech, and move one forward
to rescue the infantry. Day two, attack the cruisers with your rocket launcher,
battleship, helicopter, sub, etc. Move your cruisers and sub into position to
hamper the cruisers movement northward, and move a lander forward as battleship
bait. Day three, move your helicopters & infantry transport copter west,
destroy more sea units. Attack the battleship with your sub, but cover it with
a lander. Your sea units will get roughed up, but none of them should die.
Just use standard naval tactics & baiting/decoys.
Level 19 - Andy Times Two! (Andy/Max/Sami)
Difficulty: **
You have to race to capture the base here, an easy speed level. Sami is
the best here due to her transport copter range, CO power and infantry capture
abilities. There are two situations that Eagle will leave you in, depending on
how you´ve moved your units. He will either destroy most of the air units, or
leave some air units left and destroy both battleships. You´ll have to change
your strategy to reflect this.
Move the mid tank and rocket launcher north with the lander and have them
jam up the road for Sturm, killing most of his units there. Use your lander as
bait for the battleship, move your transport copter east, northeast, north, then
north again and drop the infantry off inside the rocket launcher blind spot, use
the CO power and then start capturing the base. Either your transport copter or
infantry will get it from a mid tank, but it doesn´t matter either way. Make
sure to destroy both battleships with your sub, and don´t let your mid tank &
rocket launcher get creamed or you´ll lose in technique and power.
bon je mets celui de la campagne experte
Section 3: Advanced Campaign Guide
Advance Campaign Briefing
Advance Campaign is the real challenge for strategy tactics players.
Getting S-ranks on these levels requires a higher level of skill and awareness
than any of the normal campaign levels do. The advanced campaign levels are
really only for the true strategy tactics fan, since they can be completed
rather easily (with the exception of ´Kanbei´s Error?´) simply by playing
defensively and spending a lot of time on a level. However, add s-ranks into
the mix, and you are in a whole other level of game play, challenge, and
difficulty. For example, levels 1 and 3 can be completed rather easily by
shelling up and playing defensively, but to get the s-rank, you must race madly
for the enemy base, turning them into massacres that you must survive in one
piece to win.
There are several new techniques you must learn in order to win S-ranks in
advanced campaign. Although some of the techniques appear in the normal
campaign levels, they are essential to winning s-ranks in the advanced campaign
mode. First, the emphasis in scoring is placed more on speed than on power or
technique in advanced mode. Usually your units will get trashed and they are
expected to do so. I have yet to encounter a level where power or technique was
a problem in advanced campaign, only speed. Second, there is distracting
enemies. This means luring them away with a group of decoys so that your other
units can escape, which is essential in the speed levels. Third, there is the
transport and infantry decoy. The enemy AI loves attacking transports of any
kind, they´ll always attack your transport first, whether there´s something in
it or not. Entire levels are based on using APCs to distract all sorts of
enemies, so much that it´s obviously been a conscious decision on the designers
part to keep the ´flaw´ intact. The enemy will also attack your infantry over
your other units in some cases. Fourth, you must know through experience,
intuition, or even chart memorization (not necessary) what units do to what
units on what terrain. Terrain and unit damage is important, because every
little damage point helps one step closer to victory, especially because you now
have weaker units and less of them. You must master beginner (1-2 stars),
intermediate(3 stars), and the above listed advanced tactical skills (4-5 stars).
If you are looking for a good, worthy challenge, advanced campaign is your
ticket. But if you just want to get Nell in your party, what are you doing
reading this guide? With that said, on with the show.
Level 1 - It´s War!
Difficulty: *****
In this first level, you must make a mad dash up north to conquer the
enemy HQ. This is the first level of what I call the suicide speed levels.
Speed is very important, and you must sacrifice most of your units. You need to
complete the map within 6 days, which is no easy feat. Your infantry must be
dropped off by day 4, and take day 5 and 6 to capture the base. This basically
means you´ll be moving your APC forward as far as it can go each turn, trying to
protect it with your other units (read: cannon fodder). You can lose pretty
much almost every unit you have, because as long as you win the speed bonus
you´re guaranteed the S-rank. Impossible, you say? Welcome to the real Advance
Wars.
To accomplish this task, you must protect your transport at all times,
blocking any enemy access at just about any cost. You should generally allow
your artillery to be damaged over your tanks, if given the opportunity. The
tanks will be more useful because they can take more damage. Don´t get in the
way of the southern rocket launcher, try to work your strategy around it´s range
of fire, because it is deadly and will attack first. For a basic strategy
briefing, on day one move your units forward, day two move it forward and
protect it, day three protect it again, day four blockade or distract the enemy
units to the left from reaching your transport moving across the bridge, and day
five and six, capture the base while distracting the enemy mid tank near the
base and holding back the rest of the enemies to the left.
On day one, attack the enemy tank with your tank and move the rest of the
units forward, making sure to yield your units to the transport. Move an
artillery in the range of the attacked tank so that your tank won´t be attacked.
On day two, destroy the enemy artillery and move a tank in its place, making
sure not to get in the range of the enemy rocket launcher.
On day three, you´ll confront the mid tank, just surround your transport
with units and let the mid tank strike. On the next turn, you´ll have to keep
the beast away and allow one small tank and your transport to escape. It´s
imperative that you move the transport as far as possible each turn.
If you´ve managed to escape with those two units by day four and you have
all of your other units left, you´re home free. You´re going to get your ass
kicked, and you´ll only barely scrape by, but you can do it. First off, your
transport will only be able to reach a step beyond the bridge, so you need to
drop the infantry off to the left. That means you´ll have to distract the enemy
forces to the left of the bridge to keep them away from your infantry. Your
units there will get totally trashed. I suggest saving here and reloading to
experiment with a situation where the enemy will not attack your infantry, to
save some sanity. Second, you should move your tank to the right of the
transport.
Day five, hopefully your infantry is still okay. The mid tank next to you
will attack your transport and destroy it. Replace it with the small tank.
Keep the enemy units at the bridge at bay/distracted, and keep the mid tank from
cutting through to your infantry. You´ll be lucky if you have more than 4 units
left on the map. With some practice and reattempts, you can get the S-rank.
Level 2 – Gunfighter!
Difficulty: ****
This map is a little easier than the previous one, if you play your cards
right. First off, you´ll have to build a force from scratch to take out Grit´s
overpowering army. You need to get set up on the right foot to proceed to
victory, so if you work things out right, everything else will fall into place
for an almost (gasp) easy victory. You must complete the level by day 14.
There are several key strategies to keep in mind on this map. First of
all, you´ll want to manipulate Grit´s CO attack and prepare beforehand when you
know he´s going to use it. All of his distance units gain two extra range
points, so make sure you´re not going to get blasted away by his attacks when he
uses his CO power, or you will not get the S-rank due to delays. You should be
good at measuring distances and adding and subtracting range points
hypothetically. Second, you need to be able to manipulate the AI to your
advantage, especially with Grit´s distance attack units. In that vein, there
are two essential strategies to winning the map quickly. First off in your
arsenal are the recon units. These units are excellent against distance attacks
for three reasons, first because they have the highest terrain movement range
and can deal 50-60\% damage to rockets and artillery, and second because their
mere presence causes the AI to retreat their distance attack units in fear of
being attacked, giving you breathing room to continue a sustained and healthy
assault on other ground units, and third, they are cheap, disposable, and can
easily move quickly in swarms to injure and destroy a group of enemy artillery
and rocket launchers. The second strategy is using APCs to bait the enemy
distance fire. When you get to the mountain pass and you´re trying to move your
army through, putting a cheap, empty APC decoy in the enemy fire range will draw
most of the attacks away from your real forces, allowing you to barge through
and flatten Grit´s distance units.
Starting off, move your two infantry west, and create a tank in the lower
east factory. Second turn, move your northern infantry up and begin attacking
the enemy artillery (continue doing so until you´ve killed it or it retreats),
and move your tank and infantry back to the west again to bait the enemy tank.
Third turn, attack the enemy tank with your tank on the square below it, and
attack the enemy tank with your infantry to the right of it. Fourth turn, move
your tank north to finish off the enemy tank, move your infantry directly east
in front of the factory, and create a mid tank in the factory behind your
infantry, and a recon unit in the other factory. Fifth turn, attack the enemy
recon unit with your tank, attack the enemy mid tank with your mid tank (on the
forest square), attack an infantry with your recon unit, and create two more
recon units. Notice how the enemy AI has retreated their distance attack units
in response to your recon units.
Day six, create a recon and your decoy APC. Day seven, you should now
have a mid tank, a tank, four recon units, and the decoy. Position your units
around the enemy range of fire, making sure that the decoy APC can move in with
full exposure, and create your real APC and an infantry. Day eight, rush your
units in(including your real APC), attacking as many distance units as possible.
Make sure to bait the enemy mid tank into range of your own mid tank, and try
not to let it move onto a city area, or you´ll have delays killing it. Day nine,
your decoy APC will be destroyed and the enemy mid tank will attack your recon
bait.
Now the situation is going to get messy. In order to capture the base
within 13-14 days, you need to rush your APC through the mass of half dead enemy
distance units and the enemies mid tank while you create more recons. A good
technique is to move the APC next to the healthiest enemy distance unit, so that
it won´t attack you, and concentrate your efforts on the other units. In one or
two days, once recon reinforcements arrive, move your remaining recon, tank, and
mid tank forces north to destroy the enemy tank and rocket launcher. Block them
off as cannon fodder if you have to, just like in level one. Once you nab that
base, you´ll win with an S-rank.
Level 3 - Air Ace!
Difficulty: *****
The air ace level is back with a vengeance, and Eagle has a whole fleet of
air units ready to turn your army and air force into Swiss cheese. This is the
second suicide speed level, you must complete it by day 6. That means your
transport copter can´t stop to hide at all. You must drop the infantry off by
day 4, and the pressure is on to keep your transport copter from being destroyed
(although it will certainly be injured and destroyed after dropping the infantry
off). Your transport copter literally doesn´t have a square to spare when it
comes to charging full speed ahead towards the enemy base. There´s little
chance you´ll have any units left to speak of by the end of the level.
For a strategy briefing, you need to first move your units forward, move
your transport one step north of the middle of the bridge, second day you need
to move your transport forward on land, cover it with anti-air units and a tank
in front, create distractions for Eagle´s units to the west, and make sure he
uses his CO power, third day you need to move your transport forward out to the
east sea and blockade the enemy fighters while simultaneously destroying any
helicopters, baiting the enemy bomber for the next turn, and positioning two
anti-air units to attack the baited bomber, fourth day you need to destroy the
baited bomber, and drop the infantry off, finally on day five & six you can
capture the base in peace.
Turn one, move your units forward, giving your missile and anti-air units
the right of way. Load your transport copter and place it above the middle part
of the bridge and load your transport with an infantry.
Turn two, move your helicopter forward in the way of enemy fire. Move
your transport copter forward, and surround it with anti-air units to the north,
west, and south. Place an MD tank to the east of the transport copter. Move
your artillery two steps past the bridge, this will distract the bomber(make
sure there is nothing north of the artillery, or the bomber will not attack it).
Make a missile unit in your factory. Move your APC forward past the missiles
and drop an infantry off next to it. Make sure you can attack Eagle enough so
that his CO attack will be triggered the next turn. You must also make sure
that by next turn you have units that can move forward to bait the enemy bomber.
The key to winning the map is distracting Eagle´s helicopters and bomber
towards your APC, missiles, and infantry to the west. Since Eagle will use his
CO attack, his units to the west will be separated far enough so that for the
rest of the level they won´t be able to reach your transport. You should
distract at least three helicopters and the bomber. This will give your units
to the east much less units to fight with. Make sure you have as many surviving
units to the east as possible.
On turn three, destroy the enemy small tank and whatever helicopters you
didn´t distract. Destroying the enemy fighters is not your priority, but
blocking them, while destroying the helicopters and simultaneously positioning
to destroy the baited enemy bomber is essential. Move a unit to the northeast
forest before the bridge, to bait the enemy bomber. Move your transport copter
east out to sea, and use the rest of your units to blockade against the fighters
from reaching your transport copter. Make sure you have at least two anti-air
units in position to destroy the baited enemy bomber when it arrives. Watch out
for the enemy tank that will come down from the north.
Turn four, destroy the enemy bomber with your anti-air units. Move your
transport copter onto the space above the enemy base, and drop your infantry off
at the base. Turn five, the enemy fighters will reach your transport copter and
destroy it. The enemy attackers to the west should have finished up with your
decoys and whatever ground troops you had left are probably getting pummeled.
However, it doesn´t matter, since nothing can reach your infantry in time for
day six, when you can finally capture the base.
Level A4 – Max Strikes!
Difficulty: *****
This level is a much more sinister version of the normal Andy Max Strikes,
and the third suicide speed level. Olaf isn´t too stupid this time around, and
has placed a rocket launcher and a mid tank to defend his base. However, in
order to get the s-rank, you have no time or money to build a land invasion
force, so you have to evacuate immediately. You must land your infantry by day
four and capture the base by day six. Winning the level is exact and precise
down to each unit movement. This level took me quite a while to complete due to
it´s very precise nature. There really is only one way to win. While the
actual routine isn´t so difficult, I gave it five stars because of the
difficulty it takes just to figure out how to complete the map with the s-rank.
The key to winning the level is placating the enemy battleships with
plentiful APCs coming from your factories, giving you enough time to rush your
sea units past them and taking the base. You´ll want to have APCs constantly
coming out of your bases whenever you have the money to do so. You´ll want to
have APCs one step east and north of the factory closest to the shore, one step
east and south of the factory, and on the factory itself. Keep the weakened
APCs on the south east target spot. Don´t screw this up or your sea units will
be toasted by the enemy battleships looking for some fresh targets.
You must also hold back the land invasion from screwing up your APCs, so
here´s what to do. Day one, move your artillery forward one space, and your
other tank in front of it. Move your infantry north. Day two, attack the enemy
mid tank with your artillery and tank, and move your infantry between your two
units. Day three, just hold the enemy back at the bridge as long as you can.
Those are just supporting goals, though. The major goal of the level is
the sea battle and base capture. Day one, load an infantry into your lander and
move it south two spaces. Move a tank as far south as it can go. Dive your sub
at the north most reef, and move your battleship south one step. Day two, load
the tank you had moved south on day one into the lander, move the battleship
forward between the two enemy battleships, and move your lander behind your
battleship. Move your sub forward and attack the north east most battleship
(from the left side). Day three, attack the north east most battleship with
your battleship, move your transport two steps away from the shore, and rise
your sub far east near the bridge. Day four, move your lander onto the southern
part of the shore and drop your infantry to the north and tank to the east.
Move your sub north one space. Move your battleship east. Day five, move your
infantry onto the pot and start squatting. Yes, that´s my new nickname for the
base on this level, the pot. Now get on it. On the next turn, the pot will be
ripe for the picking.
Level M4 – Max Strikes!
Difficulty: ***
This is an elimination level, and you must destroy all of Olaf´s forces by
day 5. It doesn´t require a great amount of skill, but you do need to know when
to retreat and when to advance. You need to have your land tactics down cold to
be able to mash Olaf´s units.
By sea, move your battleship two steps east and one step north of the
southwest reef. Move your first sub onto the north most reef, and your second
sub as far as it can go east. Day two, move your APC onto the southern most
piece of land as bait. Attack the battleship farthest to the east and destroy
it, and attack the north east battleship. Day three, move your lander southeast
as bait, attack the two remaining healthy battleships, and move your battleship
north onto the reef. Day four, finish off the last of the sea units, and move
your battleship further northeast to the coast to get an aim on any enemies in
your range on day five.
The real action of this level is of course by land. On day one, you´ll
want to stay your artillery and move your tanks back behind the artillery. Olaf
will rush his units towards you, and you can take the initiative to trash his
forces. Make sure you destroy the mid tank, don´t let it get away, or it´ll run
back to repair itself. There should only be one weak tank left. Make sure to
cover up your artillery with infantry fodder. On day three, Olaf will use his
CO power, bang up a tank or two, and you´ll be able to use your CO power – so
use it. The combination of roads and increase tank movement will allow you to
punch another serious hole through Olaf´s units. Make sure to target the enemy
rocket launcher, and don´t let either enemy mid tank attack your mid tank.
Distract or barricade the enemy mid tanks with weak small tanks or infantry. On
day four, Olaf should only have his two mid tanks and a few infantry and
artillery left. Throw all the force you have left into the subsequent day four
and five attack, including luring the enemy mid tank in range of your battleship,
and you should come out victorious by day five. The win is almost always down
to the last unit, so don´t take anything for granted or leave any unit behind.
Level A7 – Olaf´s Sea Strike!
Difficulty:
Not completed.
Level M7 – History Lesson!
Difficulty: ****
A pretty rough five day speed level, but not so bad as to be a suicidal
five stars. Grit has distance units tucked away all over the map, and you´ll
have to deal with all of them in one way or another. Let´s start with the unit
locations. On your land, there´s a rocket launcher hidden in the north most
forest. On Grit´s land, there´s an artillery in the southeast most forest, that
can only hit his base area when he´s using his CO attack. On the middle island,
there´s an artillery in the southeast forest. And once again, most annoyingly,
there is the battleship in the northeast corner of the sea.
You must race your subs to the enemy battleship, and race your lander to
land by day three while providing decoys, taking non-fatal damage, and hiding in
the reefs. Day one, load two infantry into the upper lander, and load two mechs
into the other lander. Move the infantry transport into the northeast reefs,
move the battleship into the southwest reefs, move the mech transport below the
infantry transport, move the cruiser below the battleship, dive both subs and
send them as far as they can go to the northeast, move your two tanks as far
north as they can go, and move your recon next to the tank farthest north. Grit
will not be able to touch any of your units.
Day two, move your mech transport to the closest piece of shore and drop
the mechs, which will simultaneously reveal the hidden enemy sub. Move your
cruiser up and blast it to bits. Move your subs as far forward as they can go
northeast once again. Move your transport far east, and move your battleship
two steps into the northeast reef. Move your tank forward and attack the enemy
infantry, move your recon forward and attack the enemy artillery, and move your
other tank north onto the city. Grit will attack your mech transport (really
just a decoy) and destroy your cruiser, which is no big deal.
Day three, do not use your CO attack just yet. Attack the remaining enemy
infantry with your tank, move your recon unit next to the forest with the rocket
launcher, and move your damaged tank up to attack the rocket launcher. Move
your subs forward again, move your battleship two steps north and two steps east,
move your mech transport northwest as bait, move your infantry transport onto
the north part of the shore, dropping the infantry off, move your mech units in
the line of artillery fire.
Day four use your CO power. Move your farther away sub forward and attack
the enemy battleship, then move your other closer sub and finish it off. Clean
up the rest of the trash on your land space, begin capturing the base, and
attack the enemy tank with your battleship. On the next turn, the base is yours.
Level 8 - Sami´s Debut!
Difficulty: *****
The designers have decided to turn a slightly difficult level in normal
campaign into a nasty, ball busting level for advanced campaign. You´ll be
absolutely swamped with enemy air units and you´re as blind as a bat to boot.
There´s an enemy mid tank and bomber sitting around the base, not to mention
stationary helicopters & a fighter positioned mid way across the map. Add
Eagle´s CO attack into the mix and you´re in for plenty of map retries (unless
you use the FAQ, of course). This is not a speed map, however. You can spend
plenty of time on the map, I had a full speed score finishing on day 12, so I´m
sure there´s some leniency here. You´ll want to use Max.
Let´s start with some unit statistics and battle strategy. Eagle has five
bombers in transit, one fighter in transit, two helicopters in transit, one
bomber stationary by the base, and one fighter & two helicopters stationary near
the northeast bridge. You´re going to have to eliminate the fighters and the
helicopters as the primary targets, but keep your anti-air units long enough to
be able to handle the northeast road portion of the map, including eliminating
almost all of the bombers and air units. This means the rest of your units will
act as bomber and helicopter fodder to allow your anti-air units and air units
to survive. With that said, let´s get to the meat of the battle. By the way,
as you progress ´forward´, it means going along the north road and then along
the east road, not cutting through the plains/forest to the east road.
Day one, load a mech into your transport and send it as far as it can go
across the bridge, dropping the mech to the right. Move your mid tank under the
transported mech. Move your missile launcher, tank, and artillery as far north
as possible. Move your anti-air unit left. With your fighter, attack the
northwest copter from the left, and attack the other copter with your copter
from the left also. Move your infantry north. Load a mech into your transport
and send it behind the infantry on the river.
Day two, Eagle´s two bombers will destroy your mech and transport. Move
your artillery forward, move your anti-air north and attack the bomber on the
left, and move your fighter and attack the other bomber from the south. Move
your copter northwest and cover it´s back and right side with infantry. Move
your missile launcher forward behind your fighter, move your mid tank forward in
front of your artillery. Move your transport to the northwest city next to your
anti-air unit. Move your tank south of your transport. Eagle will use his CO
attack, destroy your infantry, your artillery, and your helicopter.
Day three, kill the fighter with your anti-air unit, kill one of the
bombers with your fighter, kill the 2hp helicopter with your small tank. Move
your transport northeast onto the mountain to reveal the enemy small tank.
Destroy it with your mid tank. Move your missile launcher forward to expose the
enemy bombers and kill the south west one. Move your small tank forward. Eagle
will now kill your missile launcher, and move his mid tank forward.
Day four, use your CO power. Destroy Eagle´s mid tank, move your fighter
to the right of the enemy bomber and kill it, revealing the two infantry. Kill
the left infantry with your anti-air, and the right infantry with your small
tank from the north. Two enemy helicopters will destroy your small tank and the
1 hp helicopter will come back for a beating.
Day five, kill the helicopter with your mid tank. Move your anti-air
forward and kill the helicopter. Move your fighter forward and kill the other
helicopter. Eagle will use his CO power for naught. Day six, move your fighter,
mid tank, and anti-air forward. The bomber will kill your mid tank and the
fighter will take a nasty chunk out of your fighter. Kill the fighter with your
anti-air, and move your fighter forward one step below the enemy base. Move
your transport forward also. The bomber will hurt your anti-air unit, but it
doesn´t matter anymore. You have now eliminated all anti-air resistance on the
map!
Winning the rest of the map requires some tricky thinking. On day eight,
attack the enemy bomber near the base with your fighter. Move your damaged
anti-air unit to the left to draw away the other bomber from your transport &
fighter. Day nine, finish off the enemy bomber. Move your transport left of
the north most mountains, and drop your mech onto the mountains. The mid tank
will go after your transport. Day ten, move your fighter to the right of the
mid tank, pinning the beast down between the mountains and checkmating Eagle´s
last resistance. Nab that base and bask in the glory that is the s-rank.
An alternate (faster) way to play the map is to not move the small tank in
front of the transport copter when Eagle is about to use his CO attack on day
two. That way, his CO powered fighter will attack your transport and bring it´s
HP to one, but leave your helicopter alive. This means you can use the
helicopter to bait the enemy fighter to the right instead of using your fighter
to bait it. That means you can have a full health fighter that can destroy the
enemy bomber near the base in one turn instead of two. You can also try to use
an infantry instead of a mech into the transport, and allow your helicopter to
become wounded in the CO attack. Both of those would shave two turns off your
speed and make the level more dangerous, but since 12 days is a perfect score
anyway, only the speed freaks should give it a try.
Level 9 - Kanbei Arrives!
Difficulty: *****
This level is the fourth suicide speed level, following levels 1, 3, and
A4. It´s just as vicious as the other ones, so be prepared for a struggle. You
must complete the level by day 5 and use Sami. The key to completing the level,
in short, is first move all of your units except infantry, mech, rocket launcher,
and transport to the northeast. This will bait almost every enemy up there,
leaving the south bridge somewhat vulnerable. Day two, move your northeast
units to the middle of the map, blocking enemy access to your transport. Day
three, move your transport across the bridge and drop your infantry off. Move
your units southwest and your spare infantry/mechs forward. Day four & five,
take the base, using the APC as spare bait for the mid tank that´s chased you.
Now for the full day by day walkthrough. Day one, load your southwest
infantry into the transport and move it above the southeast city. Move your
rocket launcher forward one step. Move your other mechs/infantry forward. Move
your upper mid tank forward and attack the enemy rocket launcher. Move your
upper tank above the enemy artillery and attack. Move your lower tank next to
the enemy artillery, but don´t attack it. Move your lower mid tank to the left
of your other mid tank.
Day two, move your transport as far forward as possible. Attack the lower
enemy tank with your mech and your healthy tank. Move your damaged tank south
and attack the artillery from the right. Attack the damaged rocket launcher
with your mid tank from the south, and attack the tank to the right of it with
your other mid tank. Move your damaged artillery where the rocket launcher used
to be. Attack the 6hp enemy artillery with your artillery. Move your other
mechs/infantry forward.
Day three, move your remaining tanks southwest, and use your CO power,
moving your mechs/infantry forward. Just get them in the general mess, and use
your mech to destroy the enemy artillery just for fun. Drop your infantry off
beneath the city that´s southwest of the enemy base. Hopefully next turn only
the enemy mid tank has chased you. If more than one unit has chased you, try
again, because you´ve lost. Day four, begin claiming the base. By day five,
even though the only unit you´ll have left is your 4hp infantry, you´ve won the
level once you claim that base.
Level 10 - Mighty Kanbei!
Difficulty: **
Come on now, this level is just silly. You need to take over the base by
day 6, and use Sami. It should be incredibly obvious what you´re supposed to do,
but here´s a guide anyway. Day one, attack the enemy rocket launcher with your
rocket launcher, and finish it with your infantry. Attack the enemy tank with
your other rocket launcher, create an infantry in the east and west factory,
create an APC in the southwest factory, move your mech north, and move your tank
east. Day two, attack the enemy tank with your tank to the south. Create two
decoy APCs, and begin capturing the two cities to the north with your infantry &
mech. Move your damaged infantry behind your tank, and begin churning out decoy
APCs to satiate Kanbei´s bloodthirsty invasion. Load your real APC up and move
it one step south.
Day three, destroy the enemy artillery to the south with your rockets and
start moving your APC towards Kanbei´s base. Don´t block up Kanbei at the
bridge, let him into your territory, spreading your decoy APCs around to draw
him further into your territory. Day four, continue the same, day five drop
infantry off. Now some enemy distance units might come at you, but just move
your APC into the enemy range of fire and you´ll be ok. A stupidly easy win.
The developers are just trying to catch you off guard for Kanbei´s Error.
Level 11 - Kanbei´s Error?
Difficulty: *****
At first glance, this level seems unfair. Moving your air units anywhere
gets you clobbered, bombers, fighters and helicopters storm your base and
annihilate your units, and by day six, Kanbei captures his last city. However,
with the right technique and understanding, the level is difficult but not
impossible. Kanbei´s Error consists of three stages. The first stage is holing
up and destroying the invading air forces while decoying fighters with some
transport copters, the second stage is damaging and destroying the infantry on
the northeast island by day 6 with your helicopter, and the third is actively
capturing the bases with clear skies. All of these will be overlapping in terms
of completion and execution, so you´ll be multitasking several activities at
once. You must capture the cities in 10-11 days, and use Max. Let´s begin,
then.
Day one, move your units into a 3x3 formation around your base, like so:
Infantry(create), infantry, infantry(create), transport, missile launcher, anti-
air, fighter, helicopter, infantry.
Day two, attack the northern enemy bomber from the south. Kill the enemy
fighter with your anti-air and missile launcher. Move your left infantry into
the transport, go north and drop it off. Move your right infantry onto the
northwest city. Move your infantry on the airport north one step, create an
infantry on the factory to the right, and create an transport copter on the
airport. Move your helicopter far north.
Day three, start capturing the bases with your infantry on the northwest
island (keep doing so for the rest of the level), move your helicopter far east,
move the transport you just used southeast. Destroy the enemy helicopter with
your fighter, create two infantry, finish capturing the northern city, attack
the fighter with your missile launcher and attack the other one with your anti-
air unit. Move your newly created transport copter behind your missile launcher.
Day four, use your CO power, destroy the enemy bomber with your anti-air
unit, move your missile launcher onto the northern city, destroy the enemy
helicopter with your fighter, load your transport copter and move it northeast
towards the enemy fighters, and move your helicopter four steps east (right at
the opening from the river to the larger body of water, in the range of vision
of the city that the infantry will move on to). Create an transport copter and
move your infantry on the factory around it, and create two more infantry.
Day five, destroy the remaining two fighters with your missile launcher
and fighter. With your damaged transport copter, drop your infantry off at the
mid-isle with the airport, and use that infantry to take the airport and city.
Load an infantry into the new transport copter and send it north. Claim the
cities around your base with your infantry. Day six, the enemy infantry will
begin to claim the northeast island city in your helicopters range of vision.
Attack the infantry from the south and move your fighter to the right of your
helicopter. Create more transport copters and keep loading them and bordering
them around the limits of the northeast island, until you have four total
transports, three of which are bordering the northeast island and ready to go.
Day eight, attack the enemy tank with your helicopter, and move your
fighter around and attack the enemy transport from the left. Demolish the enemy
infantry landing on your base island with your anti-air unit. Move the damaged
transport copter next to the tank and drop the infantry to the left. Move a
healthy transport copter to the left of the anti-air unit and drop infantry
south, move the other transport to the south of the anti-air unit and drop the
infantry east. Day nine, move your surviving empty transport copter to the
right of the anti-air unit, and move your other transport copter to the south
and drop an infantry to the left. Destroy the enemy tank with your helicopter.
With your other three infantry, begin claiming the bases. Day ten, finish
claiming the cities. By the way, you do not need a bomber to handle the anti-
air unit, since it´s perfectly happy trashing your transport copters while you
finish taking the cities.
Level M15 - Captain Drake!
Difficulty: **
Max has a very easy time compared to his comrades in this rainy level.
All you´ve got to do to win is smash up Drake´s naval force in 5 days, much like
the normal campaign mode. Just use fine tuned, battle worn sea tactics to win.
This map is so easy and short that it doesn´t really need a thorough day by day
walkthrough, so I´ll just give a summary here.
Day one, move your units south, dropping the rocket launcher to the left
island. Day two, move the damaged transport south to the reef to reveal the
battleship & destroy it w/ western sub & rockets. Destroy the other northeast
battleship with your two subs, and move your other units forward out of range of
the southeast battleship (move the eastern cruiser & battleship closer to the
attack limits near the mid-map square than to the southwest limits). Day three,
use your CO power and kick some ass, making sure to move three of your subs &
your west battleship to the southwest corner of the map where a battleship and
sub await you. Use the eastern cruiser to dunk the sub to the southeast. Day
four & five, destroy the enemy cruiser & battleship to the southwest and the
southeast battleship with one sub. A slight relief from all the rough maps
hanging around later in the game.
Level S15 - Captain Drake!
Difficulty: ******
Drake decides to devilishly up the ante in this level, adding a rocket
launcher, three mid tanks, infantry quickly invading your territory, and
artillery posted around the forest. He has a new sea force to the east of your
land mass in addition to his original forces (two battleships, a cruiser, and a
sub), a battleship near his southeast port, and will create sea units as well.
You must scramble your cruiser & two subs northeast to take care of the
battleships so you can begin capturing the factories, while dealing with the
southwest fleet that will be coming up north against your forces. By land, you
need to capture cities and the factories efficiently, use expert FOW tactics,
hold off the enemy advance into your territory, and move as fast as possible to
your goal, Drake´s northeast city. This level is tough as it is, but the reason
it gets six stars is because in addition to all this, you must capture Drake´s
northeast city by day 11! Not only that, you´ll also have to be dealing with
random, changing weather conditions (however, this walkthrough can be performed
under any random conditions except maybe snow.. watch out for that!)
You´ll be performing several tasks at once here, taking care of the
southwest and northeast fleets, landing your units and taking the factories and
towns, holding back the enemy advance, managing your CO power, creating units,
etc. The factories are the first buildings you want to capture, and you´ll want
to use APCs as decoys for the northeast battleships. Once you´re finished with
your sea units, use them all as fodder at the appropriate times. Even with a
walkthrough, this level is incredibly difficult, so I can only help out so far.
When Sami says this level could be a tough nut to crack, this time she really
means it. Good luck!
Day one, load an infantry into the APC, and load the APC & the rocket
launcher into the southern lander, load an infantry and mid tank into the
northern lander. With the southern lander, move to the north most piece of
shore and drop the rocket launcher east and APC south, with the northern lander
move three steps below the other lander and drop the mid tank north and infantry
east. Move your cruiser and subs northeast, move your battleship southwest into
the reef.
Day two, drop your infantry east into the forest, and move your other
infantry into the forest next to the factory. Move your rocket launcher
northeast into the forest, move your mid tank southeast into the forest below
the mountain, move your landers back and load the other units up (two mechs in
one, tank in the other), move your subs and cruiser northeast/east, and attack
the enemy tank with your battleship.
Day three, move your two infantry forward and begin capturing the
factories. Move your APC south of the southwest factory, move your mid tank
east onto the city and attack the enemy artillery & w/ your battleship also.
Move your lander west of the mountain and drop the mechs off east and south,
then move your other lander north of the lander and drop the tank east. Attack
the enemy cruiser with your rocket launcher, then finish it off with your subs.
Move your lander northeast into the reef.
Day four, attack the enemy cruiser with your battleship, the enemy sub
with your rocket launcher & cruiser, and move your subs forward, diving them.
Attack the enemy tank from the east with your mid tank and from the north with
your tank, move your mech on the shore east to the city, flee your landers far
north, moving one of them to the northern reef and the other far northeast.
Finish capturing the factories and move your APC east of the northeast factory.
Day five, attack the enemy battleship with your two subs, move your
cruiser west to the farthest reef, move your exposed lander west of the cruiser,
and attack the enemy battleship with your battleship. Move your tank one step
east, then attack the enemy mid tank with your rocket launcher, your mid tank,
and then your mech (from the north). Move your mountain mech southeast and
begin claiming the city, move your northeast factory infantry northeast to
capture the city, and the southwest factory infantry north to capture the city
there. Create a recon in the southwest factory and an APC in the northeast
factory.
Day six, move your recon west to the forest south of the mountain, move
your mid tank one step northeast, and move your rocket launcher southwest to the
forest. Continue capturing the cities with your infantry, finish capturing the
city with your mech, and begin capturing the city southeast of your other mech.
Attack the enemy battleship with your battleship, the southwest enemy battleship
with your two subs, move your lander next to your cruiser south and attack the
dived enemy sub with your cruiser. Move your APC west of the southeast mech.
Create an APC in the southwest factory and an infantry in the northeast factory.
Day seven, load your new infantry into your new APC and drop it off west
of the mountain. Attack the enemy infantry with your battleship, finish off the
two enemy battleships with your subs, finish off the enemy sub with your cruiser,
attack the enemy mid tank with your rocket launcher, mid tank from the west,
then mech from the east, move your two landers right next to the enemy
battleship, and finish capturing the cities. Create a mid tank in the southwest
factory and an APC in the northeast factory.
Day eight, use your CO power. With your old infantry, move them onto the
northeast city & onto the sea port and begin capturing. Move your two subs one
step north (finish off the enemy cruiser), then re-supply both of them with your
APC. Attack the enemy mid tank with your rocket launcher and new mid tank,
attack the enemy infantry on the city with your recon from the east, the enemy
artillery with your old mid tank, the enemy infantry in the forest with your
northwest mech from the east, the enemy mech in the mountains with your mech on
the city, and the enemy battleship with your battleship. Move your infantry
south and begin capturing the southwest town, move your healthier lander west of
the infantry, your other lander far south to the mountains but in the enemy
artillery range of fire, and move your cruiser far southwest/south. Create two
infantry.
Day nine, move your southwest factory infantry south and attack the enemy
mech, then attack with your mech from the south. Attack the enemy artillery
with your rocket launcher, the enemy infantry on the road with your mid tank,
the enemy artillery with your mid tank from the west, and the enemy infantry on
the city with your recon from the west. Load your new infantry into the APC and
drop it off west of your mech (this is the end game infantry). Move your subs
south and surface them, retreat your landers north (keep one in artillery range),
and move your cruiser far south. Continue capturing cities, and create two
infantry.
Day ten, use your CO power. Move your battleship and sub south, move all
infantry as south as possible (with your western infantry, move it south-south-
east-south to avoid the tank), and begin capturing the city with your end game
infantry. Your other units are now irrelevant. Day eleven, wrap this evil map
up for good.
Level A16 – Naval Clash!
Difficulty: **
An incredibly easy level. All you really need to do is flee your units
around the northeast area, keeping them alive for 10 days. It doesn´t matter
how many units you lose as long as you keep the missile unit alive and away from
enemy attack. Consider everything but the lander w/ the missile launcher in it
as fodder. This level doesn´t really need a walkthrough, all you need to do is
steer clear of enemy attack range and near the end of the level use your units
as fodder to protect your missile launcher lander. Andy´s never had it this
easy.
Level A18 – Battle Mystery!
Difficulty: ***
A five day map that is still pretty easy. Drake´s units will generally
act stupid, so just crush them as they approach you. The goal is to move a
cruiser to the north most reef in the small cove that you have to move east and
back around to reach. Use the landers as decoys for the enemy battleship to the
northeast, allowing your cruiser to pass by and your sub & battleship to destroy
it. Once your cruiser is next to the lander, blast it away with your battleship
& rocket launcher.
On day one, load the mid tank and rocket launcher into a lander and drop
them off to the east, dropping the rocket launcher south into the forest and mid
tank east. Move all of your sea units northeast or east along the passage,
diving the subs. Day two, move your empty lander northeast to expose the enemy
sub. Attack it with your cruiser from the east and sub from the west. Move
your cruiser south if you can´t see the enemy battleship that´s southwest of
your rocket launcher. Once you can see it, attack it with your rocket launcher,
battleship, and sub. Move your mid tank onto the city, and move your other
lander onto the east shore.
Day three, attack the enemy sub to the southwest with your cruiser and sub.
Use your CO power. Destroy the enemy mid tank with your rocket launcher & mid
tank. Move your lander and battleship far east, move your cruiser east and
around the island (watch out for the battleship in the corner), attack the
battleship with your sub, and move your tank just out of range of the artillery.
Day four, finish the enemy battleship with your battleship and sub. Continue
moving your cruiser south, and move your rocket launcher east. Day five, finish
moving your cruiser next to the reef, expose the lander, and blow it to bits!
Level M18 - Battle Mystery!
Difficulty: ****
You´re back trying to invade Drake´s territory and claim his base, and
he´s made it more annoying for you to progress. He has two battleships, a sub,
two cruisers, two artillery, a rocket launcher, a mid tank, and other assorted
units. The key to winning is to place an infantry into an APC and load it into
a lander that you can drop by the eastern shore to claim the base. You must
complete the level by day 8-9.
On day one, load the lander that can drop off with your mid tank and recon,
and drop them off north, recon into the forest and mid tank to the left. Move
your battleship northeast into the reef, dive the sub south of the battleship,
and move your cruiser northeast into the reef. Load your other lander with the
rocket launcher and tank and move it south of the sub.
Day two, destroy the enemy anti-air with your mid tank from the south, the
enemy sub with your cruiser from the west, move your full lander northeast to
the reef (from the south) to expose the enemy cruiser, and attack it with your
battleship and sub (from the east). Move your recon north into the forest.
Move your empty lander back and load it with your APC (infantry inside) and mech.
Day three, move your rocket launcher lander to the previous lander point
and drop off the rocket launcher north and tank west. Move your cruiser north
to the forest to expose the enemy artillery, and attack it with your battleship
and recon from the west. Attack the enemy tank with your mid tank from the west,
finish off the enemy cruiser with your sub. Move your APC lander northeast.
Day four, destroy the enemy tank with your tank from the south, destroy
the enemy mid tank with your battleship and mid tank (from the east), move your
rocket launcher north, move your two landers northeast into the battleship range.
Move your cruiser below the enemy battleship, and attack it with your sub from
the west.
Day five, use your CO power. Attack the enemy tank with your rocket
launcher, move your small tank to the north most forest to expose the rocket
launcher, then demolish it with your mid tank. Move your battleship northeast
into the next reef, move your cruiser far east to the second battleship reef,
move your sub far east, move your empty lander south of the battleship, and move
your full lander to the east most part of the shore, dropping the APC north and
mech east.
Day six, move your two landers to the south and east of the enemy cruiser,
move your cruiser north of the second battleship, and move your sub forward and
attack it. Attack the enemy battleship with your battleship. Move the APC one
step northwest of the enemy base and drop the infantry to the north. Day seven,
destroy the second battleship and begin claiming the base. Day eight, finish
claiming the base.
Level S18 – Battle Mystery!
Difficulty: ***
This is a fun Sami level, where you get to thwart Drake´s moves at every
turn. Make good use of naval tactics here and you´ll have the map wrapped up by
day 5. To start out, you´ll want to move one heli southeast to block off the
passage, move your southern transport copter east, and your infantry in between
the three mountains. Retreat your helicopter far west. By sea, don´t destroy
both subs or Drake will use his CO attack and it´s game over for your infantry.
Use the landers as decoy/blockade units, move the rocket launcher up close for
some cheap shots at the cruisers, and bait the cruisers with far-away transport
copters and helicopters then smash them to bits with your battleship & rocket
launcher. Show Drake how to play a real naval battle. Even if you perform
terribly, as long as you survive the eight days you´ll get a perfect score, so
don´t worry if your units are getting trashed as long as you keep your transport
copter w/ infantry safe.
Level 19 - Andy Times Two!
Difficulty: ***
An easy 5 day speed level, even easier than normal campaign. It literally
took me 10 minutes to beat it on my first try. Rocket your transport copter to
the base with Sami, using decoys, blocking up the northwest passage, etc.
Day one, load your mid tank and rocket launcher into the lander and send
it five north, one west, dropping the rocket launcher south and mid tank north.
Move your battleship east and dive your sub east, load an infantry into your
transport copter and send it east. Day two, move your mid tank north and attack
the enemy tank, and attack the other enemy tank with your rocket launcher. Move
your transport copter northeast to reveal the enemy sub, then attack it with
your sub from the west. Move your battleship north one step. Day three,
continue to block the passage with your rocket launcher & mid tank. Move your
lander northeast into the battleship target range. Move your transport copter
far north and drop your infantry off north. Day four, use your CO power, and
begin claiming the base with your infantry, then day five finish it off.
Level 20 – Enigma!
Difficulty: ***
Sturm is back for Enigma, and the map is pretty much the same except for
the fact that there is FOW, so you´ll have to compensate with some new
strategies, even though generally FOW makes the map even easier by crippling
Sturm´s view. First of all, you should read the entire guide for Enigma normal
campaign, because almost all of the information still applies in terms of
winning the map, with a few exceptions and new actions you´ll need to take
listed below. You must finish the map in approximately 16 days (my finishing
time).
If you use the FOW to your advantage, the map is even easier. For example,
your anti-air unit will be hidden in the forest and so cannot be seen as you
take out the different units. An even bigger bonus is that you can send your
transport copter to the northeast portion of your land to lure the enemy fighter
within striking distance of your still-alive anti-air unit, leaving your factory
to create some other unit, possibly a recon (scare away distance units) or a
tank.
One of the sticking points of the map is barging your way up the road to
Sturm´s base. Since the path is riddled with forest, it becomes difficult to
progress since your front line unit will usually be attacked and only that front
line unit can attack the unit in front of it that´s in the forest during that
turn. To remedy this problem, create mechs and use the transport copter to drop
them onto the river and forest areas to expose and attack the enemy units from
the side, allowing you to bully your way through just like the normal campaign
mode.
The sea route is just as easy to land, and you can use the same sub
tactics as before. Just make sure you have at least three healthy mid tanks to
conquer Sturm´s main base, or you won´t be able to stem the tide of units being
built and units already present. Sturm has added a rocket launcher hidden in
the forest below his sea port, so be careful with your landers. He also has
more mid tanks, so make sure to bring a strong force up the road with you to
draw some forces away from your landing party. When invading, use FOW tactics
carefully and don´t let the enemy mid tanks start smashing your units around.
Since Sturm has a +20\% offense and –20\% defense, it´s best for you to charge
ahead unless it risks being attacked by a mid tank, since your tanks can kill
most of his units instantly unless they´re in a city of forest.
Level 21 – The Final Battle!
Difficulty: *****
More units. The final battle against Sturm is all about more units, and
he has a ton of them coming straight for you. This time around, the only factor
that matters is speed, and you´ll have to complete the level in 12-13 days.
Once again, this guide is written for Grit and Eagle, which I admit is one of
the best teams unless you prefer Max instead of Grit. This being the case, if
you´re stuck with Sami, Kanbei, or God forbid, Olaf, then it´s going to be a
rougher ride, and you may not be able to fully follow this guide.
The first day, you´ll want to move all your units forward just out of
enemy attack range, giving your distance units priority. For Andy, move your
units generally forward, except move your transport copter back. Create an
infantry and mech. For Grit, move your units all north, cram them together, etc.
Create an APC and infantry. For Eagle, move your fighters northwest and your
other air units north. Create an APC and infantry.
Day two, clobber Sturm´s air forces with all of your might and tactical
ability. Beat down his small forces to the left and right of Grit and Eagle.
With Andy, try to take down a mid tank and some helicopters. Make sure to keep
Grit´s units all packed in together, to lure the first CO attack. If Eagle or
Andy gets mashed, you won´t be able to recover fast enough for a quick s-rank
victory. Create APC & infantry for Grit & Eagle, and mechs for Andy.
Day three, Sturm will barge into Andy´s territory and start killing your
units off. You´ll want both of your MD tanks to have survived. Aim Andy and
Eagle´s units at Sturm´s anti-air forces, including fighters & helicopters.
This way, Eagle can move his units in and still survive. Continue creating
mechs with Andy, and by day four Sturm should only have md tanks and some other
units left, and Eagle will be able to use his CO attack to further decimate
Sturm´s invading forces. He should have very little left standing after your
lightning strike.
Day five, Sturm will drop a fat one on Eagle & Andy´s forces, so make sure
not to let him nail too many of your units at once. Try to keep your bomber
alive out of the fray, since it´s valuable for destroying the last few md tanks.
When Sturm uses his CO attack, just use your weak units to take out Sturm´s weak
units, and proceed onward with the survivors. Continue to pump out mechs for
Andy until you´ve got enough healthy ones to begin claiming the northern cities.
By day six you should have completely eliminated Sturm´s invasion force and are
beginning to force some troops further north.
Now for the invasion, you´ll have to keep your efforts clean and
intelligent. If you jam up the works you may end up wasting whole turns with
units that are unable to get in a shot. Don´t send in weak or worthless units,
make each move and hit count, so that you don´t reach a time-wasting stalemate.
Use Grit´s units to line up along Strums front for some back support, and have
Andy & Eagle´s forces barge their way in. Incidentally I noticed Sturm CO
attacked my two fighters & a mid tank together instead of my frontline units,
which really helped out.
You probably won´t be able to get an infantry onto Sturm´s base before he
uses his CO power, so just go for elimination, and swamp him with any units
you´ve got available. I recommend making some recons, tanks, and transport
copters earlier on just for stopping up his factories and airports. By day 13
he should be toast.
Level 22 – Rivals!
Difficulty: ****** 1/2
The Advance Campaign finishes with a big bang, a level that I believe is
the most difficult in the entire campaign. The level is separated into two
waves of attacks. In the first wave, Eagle will approach you with three
helicopters, then four bombers by air, while by land sending an invasion on each
side of one tank, one anti-air unit, and one mid tank. The second wave is a
crushing blow as Eagle swarms your area with accumulated masses of land units
and a new batch of helicopters. Eagle also has four fighters waiting to blast
any air unit you create, a missile launcher northeast of his island airport, and
will build fighters to stop you. To top it all off, the map has been changed to
FOW and you start with only two mechs and an infantry. Trying to defend
yourself by land is a battle of attrition at best, there´s no way to win just by
playing defensively, even though it´s possible to survive for quite some before
being completely swamped. It seems like Eagle has you completely sewn up.
Advance Rivals took me the longest of all the campaign levels to play, and
that was around 5-6 days of effort. Most of the time I just experiment and
learn more about the level before giving it a ´serious´ try. One of those
serious tries I tried to survive by holding off Eagle´s land and air invasion
because I didn´t know he´d never stop pounding my troops into a pulp by day 17.
I mulled over the issue and eventually thought of the way it has to be completed
eventually - with fighters and a transport copter. I would have to hold off the
ground invasion, bait the four fighters, and destroy the helicopters & bombers
as they come in. It takes expert skill to know how to manipulate the computer
AI, exploit it´s weaknesses, and hold off enemy ground units in tight spots
initially, but there´s so many variables and factors to consider that it really
is one of the toughest levels not only to plan out the general strategy to but
also execute it with attention to the minutest detail. I can only help you so
far, the rest is up to you.
However, all is not lost. The key strategy to winning is in this briefing,
and I have also done a day by day walkthrough for 15 days, a perfect score. I´m
not sure how lenient the speed score is, but I assume it is pretty lenient. The
winning strategy is this: defend yourself against Eagle´s helicopters & bombers
with two anti-air units then a missile launcher on the SE factory (and absolute
expert defensive, bait, decoy, and diversionary tactics), jam up the farthest
north and closest south bridges with infantry, and use other infantry to protect
your missile launcher. Once you´ve destroyed the last helicopter, build a
transport copter, next turn send it in hiding and finish off the bombers, and
make sure on the next turn that you trigger Eagle´s CO attack. I recommend
trying to injure one of the bombers to 1 hp so it will flee to an airport and
take up space. Use your CO attack after him, and smash his fighters to bits,
while trying to blockade one off with ground units. Do not let ANY of his
fighters escape, or they will fly back to heal themselves and raise hell for you
later, even if it means destroying a weak fighter vs. a fully healed one. Build
your first fighter and keep your transport copter protected. Then, finish off
the last of the fighters, send your transport copter east, and your fighter
southeast to approach an enemy helicopter. Afterwards, you´ll want to build one
more fighter, and then your land mass is irrelevant, let them all die. Now for
the sky battle, Eagle´s second wave of copters will be zipping all around you,
so be very cautious. If he creates a fighter, dispose of it ASAP, and use your
CO power to attack it if possible. Allow injured helicopters to escape to air
ports so that they jam up Eagle´s production capabilities. Do not attack an
injured air unit on an airport by any means – they will not chase after your
transport copter until they´re fully healed. Eagle will use another CO attack
soon after your two fighters are available, and will have at least 3 helicopters
closing in on your position. Try to destroy two of the copters and move the
transport copter out of the range of the third. You may also try to hold off
the enemy near your base and create empty transport copter decoys to satiate a
couple helicopters and make your journey a bit easier. When approaching the
missile launcher, move cautiously and stealthily, making good use of it´s blind
spot. The island north of the missile launcher has an anti-air unit on it, so
avoid it at all costs. Once you approach Eagle´s base, he will most likely
create a fighter and continue to produce helicopters. Save your CO power for
this moment when you can destroy the helicopter in one blow and injure the
fighter. All you need to do is keep your fighters alive in order to swat the
helicopters away from your infantry as it works on the base. There won´t be any
ground resistance to speak of, so all you have to do is capture the base and
you´re home free!
Finally here´s a rough day by day guide. You have to move your initial
infantry north to block the north bridge (the long bridge, not the tiny one) and
create new infantry to block the south bridge. On day one and two create an
anti-air unit, and use them to destroy two of the three helicopters, then create
a missile launcher in the southeast factory. On day three finish off the copter
and injure the bomber with the missile launcher, then make sure you don´t let
Eagle get off his CO attack or you´re screwed. Day four create a transport
copter and kick Eagle´s bombers around with your anti-air, day five hide your
transport and allow the fighters to swarm your area when Eagle uses his CO
attack. Day six, destroy Eagle´s fighters and don´t allow any to escape, try to
blockade one with your ground units, create a fighter. Day seven, you should
move your transport copter & fighter ahead. The rest of the map is holding off
the ground unit invasion long enough to squeeze out another fighter and then
using your fighters to navigate the map and eliminate threats for your transport
copter as it makes it´s way to the base.
Unfortunately for this walkthrough, Eagle sometimes acts randomly and
neurotically, so I´m sorry if things don´t work out precisely correct. Try to
cope with it. Day one, move your units north, create an anti-air unit in the
northeast factory and three infantry. Day two, to the north, move your infantry
onto the eastern city and move your mechs north. Move your new infantry
south/southwest towards the bridge. Move your anti-air unit straight south,
create an anti-air unit in the northeast factory, and two infantry in the
western factories. Eagle will move his helicopters forward and I´ve noticed the
patterns can be erratic and unpredictable. Just make sure you can kill two of
them.
Day three, to the north, move your infantry forward in front of the tank
and move your mechs onto the two cities. Create a missile launcher in the
southeast factory. Attack the two helicopters (there should be two of them in a
row to the east of the southeast factory) with your anti-air units. If you have
a choice, destroy the helicopters further north rather than south. Surround
your missile launcher with infantry, move one onto the southwest factory, and
any other extras to the HQ or close by. Eagle´s helicopter should attack the
infantry to the west of your missile launcher, and he should move his anti-air
unit onto the south bridge. If he doesn´t, it´s guaranteed the walkthrough
won´t work hereafter.
Day four, to the north, retreat your infantry southwest. At home base,
move an anti-air unit onto the base, move the infantry that´s south of the
missile launcher northeast of it, attack the enemy helicopter from the east,
move the injured infantry north of the south bridge, move the infantry north of
the missile launcher east of the missile launcher, and move two infantry north
and west of the injured infantry. Attack the enemy bomber with your missile
launcher create a transport copter in the north factory, and three infantry.
Eagle should be blowing your infantry up, but make absolutely sure he doesn´t
use his CO attack this round, or you´ll be screwed.
Day five, to the north, attack the northern bomber with your anti-air unit,
and attack the tank with your injured mech. At home base, attack the northeast
bomber with your missile launcher, attack the southern bomber with your anti-air
unit from the north, move your transport copter west of the base, move your
northwest factory infantry onto the base, northeast factory infantry one step
south, southeast factory infantry one step east, weakened infantry one step west,
and the last infantry north of the tank. Create three infantry. Eagle will now
use his CO attack, his fighters will be all over your territory for smashing.
Day six, attack the southern fighter with your anti-air that´s right next
to it. Use your CO power, attack the southwest fighter with your missile
launcher. Attack the northwest fighter with your anti-air from the west,
blockading in the remaining fighter. To the north, attack the enemy tank then
anti-air unit. Create a fighter in the north airport.
Day seven, destroy the southwest fighter with your missile launcher, move
your infantry out of the way and destroy the bomber to the east of the transport
copter with your anti-air unit, and destroy the weakened fighter with your other
anti-air unit. Move your fighter onto the southeast neutral city on the island.
Move your transport copter five east, one north. Move your infantry, making
sure that fully healthy infantry are in front of the enemy units to the south,
and create an infantry in the southwest factory. Keep your missile launcher
protected and keep the enemy fighter blockaded.
Day eight, finish off the barricaded enemy fighter and enemy bomber. Jam
up the works one last time and create a fighter in the north airport. Attack
the enemy helicopter from the north and move your transport copter to the west
of it. Create two transport copter decoys. Day nine, the ground units are now
irrelevant, so just let them get butchered. Move your new fighter three steps
east of the northwest neutral city, move your transport copter two steps west of
it, and your other fighter southeast of it. Move your copter decoys forward,
and create two more, keep using them.
Day ten, move your transport copter northeast, move your fighter north of
the island airport, and destroy the enemy helicopter from the north. Day eleven,
move your transport copter one step northeast of the missile launcher. Use your
CO power and attack the enemy fighter from the north. Day twelve, finish off
the enemy fighter from the west. Move your transport copter southeast (out of
missile launcher range) to reveal the enemy helicopter and attack it with your
other fighter from the south. Day thirteen, move your transport between the
airports and drop the infantry off east. Attack the northern helicopter with
your fighter and the western helicopter with your fighter. Day fourteen, begin
claiming the base. Attack the two helicopters from the east and move your
transport copter one step east. Day fifteen, finish claiming the base. When I
first played the map I finished it in 16 days and it was a much nicer looking,
cleaner victory. But I suppose this works too. If the guide fails you, I´m
sorry, but the randomness in some parts is very destabilizing in this level.
-- End
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