------------------------------------------------------------------------------- AAA DDD VV VV AAA NN NN CCCCC EEEEEEEEE AA AA DDDD VV VV AA AA NNN NN CCC CCCC EEEEEE AA AA DD DD VV VV AA AA NNNN NN CCC EE AA AA DD DD VV VV AA AA NN NN NN CCC EE AAAAAAA DD DD VV VV AAAAAAA NN NN NN CC EEEEEEEEE AAAAAAA DD DD VV VV AAAAAAA NN NN NN CCC EEEEEE AA AA DD DD VV VV AA AA NN NNNN CCC EE AA AA DDDD VVVV AA AA NN NNN CCC CCC EE AA AA DDD VV AA AA NN NN CCCCC EEEEEEEEE WWW WWW WWW AAAA RRRRRRRR SSSSSSSS 22222222 WWW WWWWW WWW AAAAAA RRRRRRRRR SSSSSSSSS 22222222 WWW WWW WWW WWW AAA AAA RRR RRR SSS 222 WWW WWW WWW WWW AAA AAA RRRRRRRR SSSSSSS 222 WWW WWW WWW WWW AAA AAA RRRRR SSSSSSS 22222222 WWW WWW WWW WWW AAAAAAAAAA RRRRRR SSS 22222222 WWWWW WWWWW AAAAAAAAAA RRR RRR SSS 222 WWWWW WWWWW AAA AAA RRR RRR SSSSSSSSS 222 WWW WWW AAA AAA RRR RRR SSSSSSSS 22222222 **************************************** **************************************** ** ADVANCE WARS 2: BLACK HOLE RISING ** **************************************** ** FAQ, GENERAL GUIDE & WALKTHROUGH ** **************************************** **************************************** Advance Wars 2 Guide - by YoyoYoshi and Roma_emu =============================================================================== =============================================================================== =============================================================================== (m0) --------------------------- ---- 0 > GUIDE SUMMARY ---- --------------------------- To go directly to a chapter, type the text between the brackets (), including the brackets, in the Search window. You can usually press CTRL+F to bring the Search window. 1 - Version History (m1) 2 - Copyright Notes (m2) 3 - About Us (m3) 4 - Introduction to Advance Wars (m4) 5 - Game Controls (m5) 6 - Advance Wars 2 Basics (m6) 7 - Normal Campaign (m7) 7.1 - Orange Star Campaign (m7.1) 7.2 - Blue Moon Campaign (m7.2) 7.3 - Yellow Comet Campaign (m7.3) 7.4 - Green Earth Campaign (m7.4) 7.5 - Black Hole Campaign (m7.5) 8 - Hard Campaign (m8) 8.1 - Orange Star Campaign (m8.1) 8.2 - Blue Moon Campaign* (m8.2) 8.3 - Yellow Comet Campaign* (m8.3) 8.4 - Green Earth Campaign* (m8.4) 8.5 - Black Hole Campaign* (m8.5) 9 - War Room (m9) 9.0 - Sub-sections links (m9.0) 10- VS Mode (m10) 10.1 - VS (m10.1) 10.2 - 3 Players (m10.2) 10.3 - 4 Players (m10.3) 10.4 - War Room (m10.4) 10.5 - Classic (m10.5) 10.6 - Predeployed (m10.6) 11- Design Maps* (m11) 12- Secrets (m12) 13- Battle Maps* (m13) 14- COs Guide (m14) 14.1 - Orange Star COs (m14.1) 14.2 - Blue Moon COs (m14.2) 14.3 - Yellow Comet COs (m14.3) 14.4 - Green Earth COs (m14.4) 14.5 - Black Hole COs (m14.5) 15- Units Guide (m15) 15.1 - Land Units (m15.1) 15.2 - Naval Units (m15.2) 15.3 - Air Units (m15.3) 16- Terrains Guide (m16) 16.1 - Natural Terrains (m16.1) 16.2 - Buildings (m16.2) 16.3 - Black Hole Structures* (m16.3) 17- Damage Chart (m17) 18- Advanced Techniques* (m18) * These sections haven't been made yet. =============================================================================== =============================================================================== =============================================================================== (m1) ----------------------------- ---- 1 > VERSION HISTORY ---- ----------------------------- Version 1.0 - 06/24/2003 - First version of the guide, featuring: - Game Controls - Introduction to Advance Wars - Advance Wars 2 Basics - Full Normal Campaign guide - First missions of Orange Star Hard Campaign - VS Mode Guide - Secrets (Unlocking COs, Hard Campaign and Lab Missions) - COs Guide - Units Guide - Terrains Guide - Damage Chart =============================================================================== =============================================================================== =============================================================================== (m2) ----------------------------- ---- 2 > COPYRIGHT NOTES ---- ----------------------------- ©2003 YoyoYoshi and Roma_emu. Do not duplicate, copy, steal, sell, or do anything to our FAQ that will break the law of plagiarism. If you do, you are ignoring the law. Ignoring the law doesn't secure you from breaking it. The only sites that can have this guide are: - Cheat Code Central - GameFAQs - Advance Wars Network (http://www.gbafansite.com/awn) =============================================================================== =============================================================================== =============================================================================== (m3) ---------------------- ---- 3 > ABOUT US ---- ---------------------- »»»»»»«««««« »»Roma_emu«« »»»»»»«««««« Name: João Pedro A/S/L: 14/M/Rio de Janeiro, Rio de Janeiro, Brazil How to Contact Me: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Email Address: roma.emu@bol.com.br AOL Instant Messenger (AIM) SN: Roma emu Yahoo! Messenger SN: Roma_emu MSN Messenger SN: johnware@bol.com.br ICQ: 126965217 Web Site: http://www.gbafansite.com/awn (Advance Wars Networl, AWN) Major Contributions on GameFaqs: Still-not-submitted Pokemon Ruby/Sapphire Full Guide/Walkthrough/FAQ; Super Famicom Wars FAQ/ Guide. Games Currently Involved in: Advance Wars, Advance Wars 2, Fire Emblem, Pokémon Sapphire Advance Wars Contributions: Advance Wars Net staff member, Damage Calculator, Advance Wars Online Simulator GBA Games Played: Castlevania Circle of the Moon, Advance Wars, Advance Wars 2, Fire Emblem 6, Golden Sun, Mario Kart Super Circuit, Pokémon Sapphire and Ruby, Super Mario Advance, Bomberman Tournament, Dragon Ball Z Legacy of Goku, Mega Man Battle Network 1 & 2, Sonic Advance, Yu-Gi-Oh! Eternal Duelist Soul, Harry Potter and the Philosopher's Stone, Tactics Ogre Knight of Lodis. Currently involved in communities: Advance Wars Network (AWN), Advance Wars Forum Battles (AWFB), GameFAQs. »»»»»»»««««««« »»Yoyo Yoshi«« »»»»»»»««««««« Name: Bobby Yu A/S/L: 15/M/San Francisco Bay Area (South Bay), California, United States of America How to Contact Me: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Email Address: swiftdestiny2006@yahoo.com Battle.net Name: AzN-Yoyo (@USWest if you're not on USWest) Address: Not disclosed, South Bay, San Francisco Bay Area, California Phone Number: Not disclosed. AOL Instant Messenger (AIM) SN: Not disclosed cause of countless IMs. Yahoo! Messenger SN: Not disclosed cause I don't check it anymore. MSN Messenger SN: Not disclosed cause I don't check it anymore. ICQ: Not disclosed cause I don't check it anymore. Web Site: http://n64paradise.8k.com (Nintendo Paradise International, NPI) Major Contributions on GameFaqs: Pokemon Ruby/Sapphire Complete FAQ, Golden Sun: The Lost Age In-Depth Psynergy FAQ, Golden Sun: The Lost Age English translations for ikillkenny's Complete FAQ, Golden Sun Complete In-depth Location FAQ. Games Currently Involved in: StarCraft: The Brood War Expansion, Advance Wars, Advance Wars 2, Golden Sun: The Lost Age, Golden Sun. FAQs Written for: Pokemon Gold/Silver/Crystal, Golden Sun, Golden Sun: The Lost Age, Advance Wars, Advance Wars 2 Mini-FAQs Written for: Mario Kart 64, Mario Tennis 64, Mario Golf 64, Pokemon Blue/Green/Red/Yellow GBA Games Played: Pinobee, Mario Kart: Super Circuit (once world champion of it, but I've lost the lead now), Super Dodge Ball Advance, Super Mario Advance, Advance Wars, Fire Emblem VI: The Sealed Sword, Pokemon Ruby/Sapphire, Golden Sun, Golden Sun: The Lost Age (more as I remember what I'm missing). PC Games Played: Empire Earth, Age of Empires II, Age of Empires II: The Conquerors Expansion, StarCraft, StarCraft: The Brood War Expansion, Diablo II, and others. Fanfics Written (in order of when I wrote them in reverse): Yoshi Pokemon Adventure Stories, Mario Millenium Series, Powers of Pokemon, The Eye of the Enemy, The Rising Sun, Sergei Molotov's Story, The Dawn of a New Age, The Destiny of Fire, (Coming up: Golden Sun 3: The Rising Sun...don't ask how I managed to get the name twice for two very different fanfics). Currently involved in communities: Advance Wars Network (AWN), GameFaqs Also in: KingsOfChaos name - YoyoYoshi =============================================================================== =============================================================================== =============================================================================== (m4) ------------------------------------------ ---- 4 > INTRODUCTION TO ADVANCE WARS ---- ------------------------------------------ Advance Wars for Game Boy Advance system came out on September 11th 2001 to all people, but the effect of terrorism drew it back from Japan's release on the following day. It did make it here, the first of the series from Japan to reach America. Its sequel Advance Wars 2 continues on Advance Wars' storyline, as a GBA game that follows the older console games that only got released in Japan. Advance Wars is like chess played to a global scale. With a compelling story, various commanding officers and terrific music add to the reason why you'd want this game. As the advisor of a fighting force, you maneuver allied units into position, capture cities and bases, and attack the enemy units while avoliding threats like the Black Cannon and carrying your plan to eliminate the enemies. Every unit under your control have weaknesses and strengths with movement, hit points, attack restrictions, ammunition,and fuel that you must monitor often in order to defeat your enemy. You can repair and supply battle units, deploy new units, and use the special powers of your commanding officer to gain the upper hand on the enemy. Every mission is an epic struggle that requires a firm grasp of the battle tactics to win. =============================================================================== =============================================================================== =============================================================================== (m5) --------------------------- ---- 5 > GAME CONTROLS ---- --------------------------- A: Use A to confirm a selection, select a unit on the map, or activate the menu when it's not on a unit. B: Use B to cancel a selection. Holding B will also show you a unit's attack range. L: This will move to the next that still can move. R: Use R to check information of your units and terrains. Start: Press Start after a mission briefing to enter a Campaign Mission. This shows a mini-map in battle and when designing maps, and also skips dialogue in Campaign Mode. Select: Activate the menu. Start+Select+A+B: Quick way to reset. Not suggested... unless you made a mistake and it's in your enemy's turn and it would be longer to wait for his/her turn to end than to reset. L+Right+Select: Holding these buttons while turning on the game will delete all saved data. Not suggested... unless you bought a used game. =============================================================================== =============================================================================== =============================================================================== (m6) ----------------------------------- ---- 6 > ADVANCE WARS 2 BASICS ---- ----------------------------------- This section is composed of various mini-sections containing basic information about the game. It goes from explanation of the Mode Select Menu to how the damage is calculated to explanation of what each score (power/technique/speed) means. Reading it is a step closer to becoming an Advance Wars 2 expert! |Mode Select Menu ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Nell will guide you through the mode select menu, providing a small explanation of the mode you has selected. Just use the Up/Down arrows to select, A to confirm and B to cancel. All the modes are open from the start, but you have to buy the "secret" modes, which are activated by pressing Select over existing modes. VS Mode: This Versus mode lets you battle your friends or the computer(s). You take turns passing around the Game Boy Advance. At least one player has to be a human player. Can be saved, one slot at a time. Link Mode: This Linking mode lets you battle your friends in challenges where you use a Link Cable to link up your 2-4 GBAs. This can also link to people without the game and play a certain few maps against them. Campaign: Here's the real fun! Play out the storyline of Advance Wars 2. Can be saved...but only one slot at a time. Included this mode is a Hard Campaign mode, on which the maps are MUCH harder. You will get coins according to your score. War Room: Here you can hone your skills against the computer. Thirty maps in all (20 from Advance Wars 1), each one with a pre-defined enemy CO. From easy 1v1 to hard 1v3 maps, your skills are tested and rated, and you are given a score (and coins) on how well you do. Design Room: In the Design Room are included two game modes: Design Map and Design CO. Design Maps: This mode lets you create your own map. There is a limit of 60 buildings (pipeline seams and silos are counted as buildings too) and the map is 30x20 squares big. You can place no Volcanoes, Mini or Black Cannons, Laser Cannons, Factories or Death Rays, but everything else is there. You can also place units to create pre- deployed maps. There are THREE save slots on which you can save your maps, and you can also name them. Design Maps Controls: A - Place the terrain or unit at certain place; choose the selected unit as the active one when in the unit or terrain selection menu. B - Select the terrain or unit; exit the unit or terrain selection menu. L - Open the unit selection menu. R - Open the terrain selection menu. Start - Display overhead map. Press again to close it. Select - Displays the Design Maps menu. Design Maps Menu: - File: Load, Save or name your maps! - Help: Displays a basic Help screen for Design Maps mode. - Intel: Displays the total properties and units already on the map. Note that you may not have over 60 properties per map, or 50 units per army. - Fill: This selection fills the map with a selected terrain: Random, Plains, Mountains, Sea, or Forest. Random lets the computer design a map. - End : You can end map editing here. If you don't save the map you editted, you will lose it! Battle Maps: You might be asking...what do you do with those coins you get in Campaign and War Room modes? Well, here you buy maps with those hard-earned coins, as well as COs for VS. and War Room modes, the rights to edit their colors, and the Hard Campaign and the Sound Room. Hachi will give you some tips and talk to you when you enter the Battle Maps. Pressing Select while the Battle Maps option is highlited in the Mode Select Menu will let you enter the Sound Room (of course, only after you have bought it :D). Sound Room: You can listen to the 46 tunes of Advance Wars 2, and view the war pictures that you get when you win a mission. |In-Game Menu ¯¯¯¯¯¯¯¯¯¯¯¯ During a battle (VS Mode, Campaign, etc), if you hit the A button while not over any unit or press Select, you will see the in-game menu. Here are your options: CO: Show information about the COs in the battle, including their Power Meters and the attack power of their units (which is updated if their CO or Super Power is being used). Intel: Opens a sub-menu which may have the following options: Terms, Status, Unit and Rules. Status: Shows the map name, day number, neutral buildings and units created, lost, buildings, income and funds of each army. Terms: Appears in Campaign missions only. This shows you what you have to accomplish in the map to win. Sometimes just destroying all the enemy units won't do! Unit: View the statuses of every single unit you have on the field. Rules: Appears in VS Mode and Link Mode maps only. It shows what rules were chosen for that map. Power: Use your CO Power! Only available when all the small stars of your Power Meter have been filled. Super: Use your Supre CO Power! Only available when ALL the stars of your Power meter have been filled. Options: Opens a sub-menu with the following options: Delete, Yield, Music, Visual and Exit Map. Delete: Changes the cursor to a Delete Mode Cursor. All the units you choose will be deleted. Of course, you can only choose your own units! Press B to switch back to the normal cursor. Yield: You surrender and lose. If you are playing Campaign Mode and all the allied armies have been defeated, Nell will give you some hints on the mission. Music: ON/OFF. Do you want music while you play? Make a choice. Default is on. Visual: A/B/C/No Visual. What do you want? A: Do you want all animations on? B: Do you want animation on only when units are attacked? C: Do you want animation on only when your units are in battle? No Visual: Or do you want no animation on? Exit Map: You exit the map by doing this. You do not see end game results or mission hints unlike with Yield. It quits your current battle without saving. Save: Save your current status in the game, so you can play again it later. End: This ends your turn and lets your opponents move. |Movement Menu ¯¯¯¯¯¯¯¯¯¯¯¯¯ After you move a unit, you will see a small menu in the top of the screen, which shows what actions your unit can take. If you press B it takes no action and you cancel its movement. Wait: The default action. The unit moves to the desired location and ends its turn, and can only be moved in the next turn. Capture: This option lets you capture an enemy or neutral property. Only Infantries and Mechs can capture any property. Fire: For every unit but transports, this lets you fire on the enemy within attack range. Choosing it will let you choose the desired target. Launch: Launches a Missile from a unused Missile Silo. Only Infantries and Mechs can choose this option. After you choose it, you are allowed to select the desired target range. Load: Load units into a transport unit! Drop: Drop units from a transport! Supply: Only APCs can do this. Supply adjacent units with fuel (rations, for soldiers) and ammunition. Dive: Dive a Submarine so that only yourself and your allies can see it. The enemies can only see it if one of their units is adjacent to the submerged Sub. Only cruisers and other Subs can attack it, even after it is found. Dived Subs use more fuel per day. Rise: Rise a dived submarine. You should only do this to save its fuel. |The Five Armies ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Think of the four Advance Wars allied countries as the four major powers in World War II. Black Hole are the outer space invaders. Here's the information about all of them. »ORANGE STAR« Color: Red (Orange) Campaign Mode: 1st Campaign (Controlled) Versus Mode: 1st Army Resemblance: United States of America CO Leader: Nell City background: Modern city Headquarters: American Skyscraper Available COs: Andy, Max, Sami, Nell and Hachi » The only country that have an advisor (you) to control their armies! Revolutionized American-like troops, they rely mostly on strategy rather than numbers. In Advance Wars 1 they were invaded by Blue Moon, then while going after Olaf, they found out that Black Hole was their actual enemy. Now, attacked by Flak, they decided to go into war to save the world again. »BLUE MOON« Color: Blue Campaign Mode: 2nd Campaign (Controlled) Versus Mode: 2nd Army Resemblance: Union of Soviet Socialist Republics CO Leader: Olaf City background: Rural town Headquarters: Russian palace Available COs: Olaf, Grit, Colin » The only country with a fat-look-like Santa and a cowboy on the same side, it has Russian-like troops that invaded the American-like territory in the first Advance Wars. Weird? Relying in heavy numbers and not much on strategy, they got trampled over by Orange Star forces in the north, but later became their allies, when Olaf found out that Sturm had been using him. In Advance Wars 2, Blue Moon is an ally since the start, and had their territory invaded by Lash. »GREEN EARTH« Color: Green Campaign Mode: 4th Campaign (Controlled) Versus Mode: 3rd Army Resemblance: Nazi Germany CO Leader: Eagle City background: WWII age city Headquarters: German Castle Available COs: Eagle, Drake, Jess » This German-like country gets invaded, unlike World War II. Now what is this game up to? However, Eagle, Drake and Jess combined can do serious damage in the air, sea and land! I like Eagle for his air units and green is cool! His Super Power is cool too, because you can attack twice one turn, and unlike in Advance Wars, his units DON'T get weaker! In Advance Wars 2, most of Green Earth's territory gets gets occupied by Black Hole, and they only begin their fight back when Jess arrives. The Green Earth Campaign will provide a good challenge for the players, since they were invaded so badly and Black Hole got the chance to become more powerful. »YELLOW COMET« Color: Yellow Campaign Mode: 3rd Campaign (Controlled) Versus Mode: 4th Army Resemblance: Imperial Japan CO Leader: Kanbei City background: Japanese town Headquarters: Japanese Palace Available COs: Kanbei, Sonja, Sensei » The Yellow Comet territory looks like Japanese territory, their units look like Japanese, and lost the war against Orange Star (like the Japanese lost to the Americans), but Yellow Comet is nothing to sneeze about. They are stronger than they look! The Yellow Comet's COs are intended for expert players, since it's hard to work with Kanbei's high price for units, Sonja's bad luck and Sensei's few stronger units. Though, they can prove to be excellent COs. The invader of Yellow Comet in AW2 is Adder. »BLACK HOLE« Color: Purple/Black Campaign Mode: 5th Campaign (Enemy) Available COs: Sturm, Flak, Adder, Lash, Hawke Resemblance: Aliens CO Leader: Sturm City background: Modern city Headquarters: Snifit Home The Black Hole Army is the strongest of the five, so it took all four major countries to knock them down. Sturm has the best Super Power and best movement. Sturm cloned many Andys in the first Advance Wars, but still lost the war even with his large numbers, due to weak strats. Now he comes back with a bunch of new COs who are suspectfully similar to some of the other armies' COs. What could he be up to? Sturm's Meteor Strike resembles a nuclear bomb. |Weathers ¯¯¯¯¯¯¯¯ In Advance Wars 2, there are three weather possibilities: rain, snow and clear. Most of the time it will be clear, but certain effects happen when the other two come: RAIN: Vision of all units is reduced by 1 (minimum of 1). Movement cost for tread and tire type increases by 1 in woods and plains. Drake and Sturm are immune to the movement penalty. For Olaf, movement penalties in rain is the same as what the other COs would have in snow. SNOW: Movement cost for tread and tire type increases by 1 in plains. Increases by 1 for all air units, everywhere. Increases by 1 for ships in ports and sea tiles. For Infantries, increases by 2 in mountains and by 1 in woods and plains. Olaf is immune to all movement penalties of snow. |Damage Calculation ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When you choose a target for a unit's fire, you see a damage percentage. Would you like to know how it is created? All the damage can be translated in the simple formula: »»» Base Damage × (HP ÷ 10) × ( CO Bonuses - Terrain Bonuses) ««« You can find the base damage in the Damage Chart (m17). The terrain bonus is found this way: (Terrain stars × HP) ÷ 100. You can calculate the CO bonuses as the sum of all the CO bonuses (including the Powers' bonuses) of both COs, then adding 100 to it, and dividing by 100. Counterattacks are calculated in the same way. Let's see an example: »»» Max's 8HP Tank at a Plains tile attacking ««« »»» Colin's (using CO Power) 10HP Mech in Woods tile. ««« If you look at the damage chart, you will see that the base damage is 75%. The HP of the Tank is 8, so the results of the brackets are 0.8. Next, the CO Bonuses. Since Tanks are direct units, they get a +20% attack bonus from Max. However, since Colin is using his CO Power, his units get a +10% defense, thus reducing the CO Bonus to 10% only. Adding 100 to it and dividing by 100 will yield 1.1. Terrain Bonuses. Since woods give two defense stars to the units, and the HP of the unit is 10, the formula becomes (2 × 10) ÷ 100, which equals to 20 ÷ 100 = 0.2. Now you have all the data gathered. Putting it in the Damage Formula will make it like this: 70 × 0.8 × (1.1 - 0.2) = 56 * 0.9 = 50.4% Those percentages are always rounded down so it becomes 50%. It you had gotten a percentage different of a multiple of 10, the Luck factor would have come into play. It works this way: 26% »60% chance of scoring 3 damage »40% chance of scoring 2 damage I still haven't found the perfectly accurate damage formula. I'm still doing research on it, and when I find how it works, I will update this part. |After-Mission Scores ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are three different scores that you see after you beat a War Room or Campaign mission: Speed, Technique and Power. Each of them has a maximum of 100 points, and the score you get in the mission is the sum of these three scores. According to your score, you get a rank - S-Rank is the best one. »RANKS« S-Rank: 280~300 A-Rank: 250~279 B-Rank: 200~249 C-Rank: ???~199 > Lower limit is under 125, probably 100 or 120. D-Rank: ???~??? E-Rank: ???~??? »SPEED« Your speed score is based on how fast you cleared a map. Each map has its own time limit, and if you take more time than allowed your speed score will begin to drop. »POWER« Power is based on how many units you destroyed (not weakened). I am yet to research if what matters is the total number of enemy units you destroyed or how many units you destroyed in a single turn. I've heard that you have to destroy 10% of the enemy units in a single turn to get a perfect score, but it is not confirmed. Near the end of the map, try to kill as many enemy units as possible. Do not try to damage them, but as long as you can keep your own units safe (to prevent getting a bad technique score) try to destroy many of the enemy weaker (easier to kill) units. Note that if the enemy joins two units and you destroy that combined unit, it is counted as a single unit destroyed. »TECHNIQUE« Technique is calculated by the number of units you lose (in the same way as the power score is). In Campaign mode, you can't lose more than 1/5 (rounded down) of the units you have ever created (including predeployed units) in your map. In War Room, you can't lose more than 1/10. So, for example, if you have created 28 units, you can only lose 5 units if it's Campaign or only 2 units if it is War Room. As in Power score, if you join two units and it is killed by the enemy, you actually lose only one unit. Be sure to use this to your advantage! |CO Powers ¯¯¯¯¯¯¯¯¯ Every CO (Commanding Officer) you can play with has a CO Power and Super Power. You can see in the top of the screen, under the face of the CO and how money you have, the Power Meter. It is filled when your units receive or deal damage. You can see small and big stars in your Power Meter. You need to fill all the small stars to be able to use your CO Power, and all the small and big stars to use the Super Power. Each star initially means 9000G. You get, in the Power Meter, (Unit Cost / 10) for each HP of damage dealt to your units, and half of it (Unit Cost / 20) for each HP of damage that you deal to an enemy (damage dealt by terrain structures like Missile Silos and Black Cannons, and by Powers like Tsunami and Meteor Strike don't count). Note that for those COs that have units with different prices (Kanbei, Hachi and Colin), you must use their different unit cost in the "Unit Cost" field when calculating damage dealt to their units (either be it you damaging one of them, or if you are one of them). Each time you use a Power, the G amount that each star means will rise by 1,800 so after five uses you will need double the money you originally needed to activate the Power! When you use a CO Power and you have already filled some of the big stars in your Power Meter, you will keep some of the remainder. Note that the money charged in your Power Meter will actually be subracted by the increased CO Power cost (with the extra 1,800 in each star), so, if you used Andy's Hyper Repair (3 stars = 27,000) and had 40,000 in your Power Meter, it will be actually reduced by 32,400 (3 new stars = 10,800 × 3), so your Power Meter remainder will not be 13,000, but 7,600. Also note that while your Power is active (your units are flashing), your Power Meter will not be charged. =============================================================================== =============================================================================== =============================================================================== (m7) ----------------------------- ---- 7 > NORMAL CAMPAIGN ---- ----------------------------- Welcome to the Normal Campaign! (m7.1) ################# ## ORANGE STAR ## ################# Prologue -------- Sturm is back in Macro Land. Hawke and Sturm ramble onward on taking Macro Land and Wars World. Cosmo Land was taken in the past, but this is different. Andy, Sami, and Max (in that order) talk about Black Hole's return Andy and Max argue over the fact that Wars World has more than one continent, and that Macro Land is not on the same continent. The other armies have also spotted Black Hole forces in their country. Andy seems to like this war to bring the four countries together. Andy runs to the first campaign battle. Here is your first training mission! Mission 1: Cleanup ------------------ Andy VS. Flak Difficulty: * Mission Briefing: Flak and a space infantry talk on about their failed advance. OS soldier and Nell talk awhile about the OS victory there, and then for Andy to clean up the remaining BH forces. Mission Terms: After Nell's near-victory against Flak, it's time for Andy to gain some experience once more and get used to fighting another war. Take out the two infantry or the HQ to win! Starting Properties: OS BH Neutral Cities 0 0 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 3 infantry, 1 APC BH: 2 infantry General Strategic Checklist: 1. Don't let Black Hole beat you with HQ capture. Although it might seem unlikely, watch out for HQ capture. If you're a new gamer, remember that if your HQ is captured, you will lose. 2. Advance twice as fast with loaded APC. APCs travel twice as fast as any infantry, so you should load an infantry in to move units east faster. 3. Use forest defensive advantage. Woods squares (or forest) have more defensive stars and cover than regular roads or even plains. Use them to your advantage when attacking or defending. 4. Attack in numbers. You usually can't kill a unit in a single turn unless it's a lot more powerful. In this case, it's an infantry clash so you should attack from two or even three sides against one infantry. Black Hole Strats: Flak is not very smart...yet, so he will rush his infantry at you. You should be able to take out both one by one. To S-Rank: Make sure you attack first by staying out of infantry range, and hurry on with speed and don't take more than 5 days. General Strategy Day 1: Move everything east. Andy Day 1: Here, you'll have to learn to move units, capture the HQ, and kill infantry, and also how to use an APC. Of course, to AW fans this will be easy, but new AW2 players will need it. Move every infantry 3E. Move APC 3SE. End turn. Nell talks on and on, don't you think? Nell is too overly excited... Flak Day 1: He moves his infantry down to meet yours. General Strategy Day 2: Move everything east. Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry 3E. Move APC 6E and end turn. Flak Day 2: Flak moves his two infantry down. General Strategy Day 3: Take out one BH infantry. Andy Day 3: OK, now you can surround that front infantry with all three infantry, but do this. Go and move north infantry 3E and deal 5 damage to that infantry, taking 2. Move south infantry 3E to finish it. The screen shakes a little. Move the middle infantry 2E into APC. Move APC 4E 2N and drop infantry north. End turn. Flak Day 3: Flak is pathetically screwed. He moves his infantry 2W to attack your 8HP infantry and deal 6. General Strategy Day 4: Injure the other BH infantry. Andy Day 4: Move northern infantry 3N. Use south infantry to attack north and deal Flak's infantry 5 damage and take 2. Move 2HP infantry into APC, move APC all the way north, and drop it west. Flak Day 4: He moves his 5HP infantry 3W. General Strategy Day 5: Take out that last infantry. Andy Day 5: Move southern infantry 3W to kill it. You win! End: Andy has taken back a part of Orange Star captured by Black Hole! Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! Mission 2: Border Skirmish -------------------------- Sami vs. Flak Difficulty: * Mission Briefing: Flak now has tanks against you. You have one of five units. You can take them! Flak talks about how to capture cities. If you're new to AW/AW2, this will help. Nell talks about defensive cover. Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge. Starting Properties: OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank BH: 2 Infantry, 1 APC, 3 Tanks General Strategic Checklist: 1. Destroy anything that directly threatens you. The first tank should be weakened by the mech first time, else you want to get some damage. At the bridge, you'll want to use both artillery and tank, and perhaps your mech, to defend. 2. Use allied cities as defensive cover and to heal. Allied cities, when you station units on them, gain +2HP each turn, as they heal. You might even want to take the neutral city for another healing place. 3. Hold the bridge! If you can't hold the bridge, you'll be flanked. You must hold it with a tank on the allied city. Black Hole Strats: Flak, as he is the enemy AI, will not look for a nice defensive position, but rather, tries to advance. If you can even hold the bridge, you win. To S-Rank: Hold your position at the bridge, and use tank and artillery to weaken forces on the bridge. Do not lose a single unit. General Strategy Day 1: Take out the tank and move east. Sami Day 1: Click the mech and move it 2N to attack the tank, dealing it 7 and taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move your infantry 3E and begin capturing the city. Sami's infantry are stronger than anyone else's, so she can capture faster. Nell rambles on again. Move your APC 3E 4N. As you see, APCs seem to have gained another square now... Flak Day 1: He moves in to start capturing your city, and moves in his tank and other infantry units. General Strategy Day 2: Set up a defensive formation with your tank in front and an artillery in the back, with mech support. Sami Day 2: Sami and Nell talk about how to heal units in friendly cities. Finish capturing the city, and the crowd goes into uproar. Move your tank 2E and your mech 1NE. Move your artillery 1E to keep a defensive formation at the bridge. Flak Day 2: BH forces take one of your cities, and his tanks, APC, and infantry come rolling west. General Strategy Day 3: Deal damage to the front tank. Sami Day 3: Ok, here's where you use your artillery, don't move it but still click it, and click Fire to take 6 damage on that tank. Move your APC 1S and move your mech 1E. Flak Day 3: His tanks and infantry move in, but they can't attack as you're in too strong a defensive position. General Strategy Day 4: Take out two tanks with your artillery and tank. Sami Day 4: Fire away! Kill the tank with your tank, attack the other tank with your artillery, and finish it by moving your mech 2E. Move your infantry into the APC and move it 1N 3E. Drop south and end. Flak Day 4: He's screwed. He attacks your infantry on the river which takes 5 damage. The other infantry attacks your mech. General Strategy Day 5-7: Take out infantry and last APC. Sami Day 5: Use your artillery to kill the infantry in the east. Move your tank 2E 1N to finish the other one. Move the rest towards last APC. Flak Day 5: Do nothing. Sami Day 6: Attack the APC with your tank and infantry. Flak Day 6: Do nothing. Sami Day 7: Finish off the APC with your artillery. Good job! End: Sami has the exact opposite attitude for Flak as for Eagle in AW here. But you won, so who cares? :) Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now total at 600 points. Mission 3: Orange Dawn ---------------------- Max vs. Flak Difficulty: * Mission Briefing: Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down. Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge. Starting Properties: OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank, 1 Transport Copter, 2 Battle Copters BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter General Strategic Checklist: 1. Seize the small four-square island. The island gives you a lot of manuevering room, plus bridge, forest, and city defensive advantage. 2. Transport Copter should be used for HQ capture if you don't manage to kill all units or see HQ wide open. On this mission, later on, Flak will leave his HQ wide open. Therefore, it'd be useful to go for it. 3. Take out the battle copter! Taking out the battle copter will give you total aerial control. 4. Block bridges! Don't let Flak's units swarm you! Guard the bridges! 5. Have your medium tank in front. Your medium tank can withstand more damage than any other of your tanks, so use that. Black Hole Strats: Flak will move his blundering forces east to meet you. Kill him. To S-Rank: Take out his battle copter quick and don't lose any units, and use your battle copters to weaken his units. General Strategy Day 1: Move all units north, taking out the battle copter. Max Day 1: You've got medium tanks, battle copters, and transport copters now. Max is strong with direct units but weak with indirect, so your artillery can be a bit useless here. You have the upper hand here. Click the SW battle copter and attack the enemy battle copter to the south to deal MAJOR damage. Use your other battle copter to finish it off. Click your artillery and move it 3N 1E. Move your medium tanks 1E 2N. Move your two small tanks to the west and south one square of the medium tank, next to it. Move your infantry into the transport copter and move it 2E 4N onto the sea. Flak Day 1: Flak says Max reminds him of himself. He moves all his units east. General Strategy Day 2: Injure a medium tank with your battle copters, and move your land forces past the bridge. Max Day 2: Nell talks about how to heal battle copters and how to join units, and when to do so. Move in your battle copters to target the eastern medium tank and take off 5HP. Move your medium tank 4N. Move your other small tanks to the south and SE 1 square of it. Move your artillery to the south of that, and end. Flak Day 2: BH forces move east except for the damaged medium tank. General Strategy Day 3: Take out a medium tank and a tank. Max Day 3: Attack with your medium tank the tank left of it and kill it in one move. Move in your left small tank to attack his. Finish off the 5HP medium tank with your two battle copters, move your small tank and artillery 1N, and end turn. Flak Day 3: He moves his medium tank east. General Strategy Day 4-5: Destroy the last medium tank to effectively cripple Flak, and then finish the last small tank and infantry. Max Day 4: With your small tank, finish off the tank next to you, and attack the infantry with your medium tank. Move both battle copters 3E to deal 6 damage on the medium tank. Move your transport copter all the way west. Move in your small tank to attack the infantry, and move your artillery 1N. Flak Day 4: His medium tank attacks your small tank. You deal 2 damage like he does. Max Andy 5: Finish off his last two units any way you like. Max and Flak continue to bicker at each other. Nell talks about how to use the points you get in Campaign Mode into buying maps from Battle Maps with Hachi. Nell talks about Speed, Power, and Technique as well. Max yells that Flak is a dumb name. Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now total at 900 points. OK, from here, you get to choose which part of OS you want to recover. You have three here, all rated **. Move in west (southernmost battlefield). Mission 4: Flak Attack ---------------------- Max vs. Flak Difficulty: ** Mission Briefing: With bombers and fighters on his side, Flak has a big air force at you. Remember though, you have some anti-aircraft gunners and missiles to down them, and power isn't everything... Mission Terms: The Orange Star and Black Hole war sets up into the skies above, as Max and Flak's aerial forces clash. Flak arms up his air force with stronger attackers, while Max gets stronger defenses. Make sure that you can repel it and grab the lab map from the neutral city on your island by capturing it. Starting Properties: OS BH Neutral Cities 2 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 A-Air, 1 Rocket, 1 Missile, 1 Transport Copter BH: 1 Infantry, 1 Tank, 4 Battle Copters, 1 Fighter, 2 Bombers General Strategic Checklist: 1. Protect your missile Day 1 with surrounded A-Air. Your missile has some range that your A-Air will never get in taking down planes. Make sure you keep it safe, then move out on Day 2. 2. Check aerial force range. Remember, if you're out of Flak's range he can't attack you... 3. Grab the lab map! The lab map is located on your island's neutral city. Capture it with an infantry or mech and enter the hidden mission of Orange Star! 4. Take out anything in your path, but aim for bombers first. Bombers deal the greatest damage of all of his units, and he has two. Weaken those first, then move on to battle copters, and then, fighters. Black Hole Strats: Flak will move all his air units south on Day 1 and attack. Make sure you are ready, and counter it with your 4 A-Air and one missile. To S-Rank: Go defense Day 1, then counterstrike on Day 2 and give yourself a pronounced advantage. General Strategy Day 1: Take out the battle copter and injure a 2nd one, making sure the A-Air protect the missile and that your other planes are out of range. Max Day 1: Down the battle copter with your missile. After this, Sami will note the new CO Power star chart, instead of a bar for CO powers. Your battle copter in the sea is doomed. Move it 1W and attack the battle copter to do damage. Move mech 2N to capture city. Move rocket and infantry all the way up. Flak Day 1: Flak explains how to use stronger aerial units like the fighter and bomber. His fighter takes out your battle copter. His bomber comes in to bomb your anti-air. His other battle copter finishes it. He moves the rest towards you. General Strategy Day 2: Injure his air force with your four A-Air and one missile. Max Day 2: Finish capturing the city with your mech as defense against the tank later on, which turns out to be a Black Hole lab that researches new weapons like...*shhh*. Yeah. Move your southern A-Air to take 9 damage off of the bomber and get your CO power ready. You could do that and get the CO Power Max Force or save up for the Super CO Power Max Blast. Save up for now. Take out the battle copter with an A-Air, and down the other bomber. With your missile, down his battle copter. Flak Day 2: His air force is half down in one day! Flak uses Super Power, Super CO Power Barbaric Blow! His fighter moves towards your battle copter, his bomber does nothing to your missile, and his weakened battle copter does ONE damage to your rocket. Apparently, you took out so much his Super CO Power is useless. His tank moves in to deal 3 damage to your mech, which you deal back. His infantry moves forward. General Strategy Day 3-4: Use Max Blast and destroy all remaining units with your now superior numbers. Max Day 3: Max now has his Super Power. Go to the main menu and go down to a 3-star icon called Super. Use Max Blast! Move his A-Airs east and destroy the bomber, the fighter, AND the battle copter. If you must, use your missile to finish the fighter. Destroy the tank with your battle copter. Move everything else north. Flak Day 3: Do nothing. Max Day 4: Finish off the last infantry with your battle copter and infantry. End: Flak still points to the upcoming Black Hole invasion as moral support, and says Sami is Max's girlfriend. Max and Sami argue that Black Hole has no respect. Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now have 1,200 points. With your victory, a new mission opens up for you on the island far off. It is a *** mission, so don't go just yet. Instead, move to the mission farthest south and west. This one deals with sea units as well. Mission 5: Lash Out ------------------- Sami vs. Lash Difficulty: ** Mission Briefing: Lash has appeared! She taunts Nell, who tells Sami to bring her prisoner alive. Mission Terms: This is your first timed mission, and you must eliminate Lash's forces through HQ capture or by elimination. Though you may not have Victory March quickly, you should care to advance from both the western and eastern fronts, advancing most forces at the base but keeping an eye towards the HQ. Starting Properties: OS BH Neutral Cities 3 0 3 Factories 0 0 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks, 1 Rocket, 1 Lander, 1 Sub, 1 Cruiser, 1 Battleship BH: 3 Infantry, 2 A-Air, 1 Rocket, 1 Sub, 1 Cruiser General Strategic Checklist: 1. Don't let BH beat you with base-built units. The bulk of your land forces should take care to eliminate anything Lash builds from this base. 2. Don't lose your transport copter. You can send it into your cruiser for safety. The transport copter is required to be saved, and it might even be useful if you use it right... 3. Win the naval war. You can seize naval advantage early by destroying the sub, cruiser, and even the rocket in the first few days to give your lander a bit of room to land later. 4. Land forces on the eastern shore to march towards the HQ. You can win by HQ capture. Sami has Victory March, and you might even activate it. You'll need to win the naval war before you can do this, though... Black Hole Strats: Lash will focus early attacks on your transports unless you keep them out of range, so their forces will go and seize power near the base. To S-Rank: Take out their navy first, then advance on both fronts with superior numbers. Lash just can't deploy fast enough... General Strategy Day 1: Take out Lash's entire useful naval force but her cruiser. Move remaining units north. Save your T-Copter. Sami Day 1: Nell notes that a deployment base is near Lash. Nell notes Sami's infantry and transport power as well. You spot that you have a lander here, and a transport copter in trouble. Click the battleship and Nell gives you a short brief. Fire on the rocket to the north and deal it 8 damage. Click your cruiser to get a short brief, then attack Lash's sub. Move your sub 4N 1W and dive after that brief. Move the bottom tank and an APC with a mech into the lander. Click the lander to get a description, then move the lander 5E 2N. Move your other mechs 2N, your tank 5W 1N. Click your rocket and move it 1E 3N. Move your artillery 1W 4N. Remember that you now only have 7 days left to beat this mission. Move your transport copter into your cruiser. End. Lash Day 1: Lash tells Sami that Flak will be coming on Day 7 to kill Sami's forces. This is the reason why you must win quickly. Lash moves in infantry to capture a base and a city. His A-Air move eastward. General Strategy Day 2: Move everything north. Sami Day 2: Nell talks about how sea units sink if they don't have enough fuel. Move your battleship 5N. Move your cruiser 4E...don't drop the transport copter! Move your sub 1NW to finish off hers. Move your lander 1E 3N. Move both mechs 1NW. Move your tank 4N 1W. Move the artillery 2W 3N. Move the rocket 2NW. End turn. Lash Day 2: She finishes capturing the base and city, and deals 1 damage to your battleship with the rocket. Her A-Air comes west. General Strategy Day 3: Land on the eastern shore and advance north. Sami Day 3: Take out the rocket with your battleship, then move your lander 2N 1W. Drop your APC west, and drop your tank north. Rise your sub. In the west, attack the infantry with your tank from the south, move the northern mech 2N, the southern one 2W, and the artillery AND rocket 2N. End turn. Lash Day 3: She uses her CO Power Terrain Tactics. Her A-Air comes in to attack your artillery. She takes a city in the east and builds an infantry. General Strategy Phase 4: Advance north on both fronts, using your battleship to help take out the infantry in the east, and your artillery and rocket in the west. Sami Day 4: Use your rocket to attack the western A-Air, move your artillery 4S, and bring up your mech to take it out. In the east, attack the cruiser with your battleship and finish it with your sub. Drop the transport copter from your cruiser north. Move your tank north to attack the infantry from the north, then move up your APC 1E 4N and drop the mech north. In the west, move your mech 2N and attack the infantry with your tank from where you are. Lash Day 4: She finishes capturing a city and kills your mech with her A-Air. One infantry moves west, one east to HQ. General Strategy Day 5-7: Sweep entire BH forces in east and west. West with more firepower, east because there's no BH base there. Sami Day 5: Use your battleship to attack the infantry blocking the way to the HQ and finish it with your tank. Move your mech back into the APC, and move it onto the HQ, dropping the mech north. In the west, attack the A-Air with your rocket, and use your tank and mech to finish off the infantry. Move your artillery 1N. Move your T-Copter towards HQ. End. Lash Day 5: Continuing to take cities, the AI takes another one and attacks the APC with her infantry, dealing none. Sami Day 6: You only have 2 days left, or as Nell says, tomorrow! In the west, take out the Anti-Air with your artillery, and with your rocket and mech, take out the infantry north of you. Attack the infantry with your tank. With your battleship, attack the infantry near you. Take out the infantry next to the HQ by using your tank, and move your APC 5W to block the infantry from going east. Move your mech to start capturing the HQ. Lash Day 6: The infantry attacks your APC, so she can't build! The other one continues to take a city. Sami Day 7: You can actually go for elimination now! Take out the infantry with your battleship. Attack the infantry on the deployment base with your rocket, and finish him with your tank. End: Sami drags a dummy of Lash over. Lash apparently escapes. You won! Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now have 1,500 points. With your victory, Orange Star has only two more provinces for you to take back. Select the mission to the southeast (not on the island). Mission 6: Andy's Time ---------------------- Andy vs. Flak Difficulty: ** Mission Briefing: Lash tells Flak about her new invention, the Black Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he seems be reeling backwards, eh? Commander Andy and Nell notices the giant cannon, and Max argues Andy can't take it, he can with his strength. Andy still is confident, however, and will do it himself. Mission Terms: Andy's Time introduces you to Lash's new invention, the Black Cannon, which deals five damage to the strongest unit with the most HP in its range, which covers some 82 squares and has 99HP. Ignore it if you can until you attack it. Starting Properties: OS BH Neutral Cities 3 1 8 Factories 2 1 3 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Transport Copter BH: Black Cannon General Strategic Checklist: 1. Stay out of Black Cannon range until you attack it, and when you do, attack from range. Although the Black Cannon on this first mission will only attack every few turns, it's to your best interests to stay out of the way, as you can capture the middle base out of Black Cannon range, as well as send rockets to smash it from afar. 2. Capture the middle and northwest factories. Flak is slow and won't reach either base in time if you use your transport copter. It's also a nice way to flank him. 3. Occupy Flak's factory within several days. With your superior property advantage, you should be able to seize control of it so Flak doesn't go slapping you when you attack Lash's Black Cannon. Black Hole Strats: Flak doesn't get much, so he'll build infantry and small vehicles to attempt to match your superior forces. Chances are he won't last... To S-Rank: Take both neutral factories over ASAP, and also neutralize Flak's deployment base. Smash BH's small force quickly. General Strategy Day 1: Move toward central island. Andy Day 1: You notice you only have 1 infantry and 1 transport copter, but you do get deployment bases to deploy new units. Nell talks on about how to make units. Look around on the map. BH has a base north of you, east of the cannon. The cannon has 99HP and can destroy practically everything; it takes out 5HP from any unit it attacks. Watch out with that. It takes as much damage as a Md Tank, so attacking it with a Md Tank will mean 55% damage, that will take out 55HP from it (so it's not that difficult to eliminate!). There are three bases to the west of both of you. Move the infantry into the transport copter and move it all the way west. Deploy two infantry. Flak Day 1: The cannon will fire starting Day 2, and Lash tells Flak to advance south. General Strategy Day 2: Land on central island to grab that base, and move infantry north. Andy Day 2: Check out the cannnon's range, which seems to cover a massive range of about 82 squares! The best you can do right now is avoid being fired upon. Move your T-Copter all the way up and drop to the south onto the base. Move your western infantry to capture the city, and move the other one 3N. Build an infantry in the left base and tank in the right base. Flak Day 2: An infantry moves SE to take a city. He builds another one. General Strategy Day 3: Move units north and take middle base. Andy Day 3: Nell informs you to attack the Black Cannon door. By the looks of it, it's best if you attack with an indirect unit or you'll get blasted. Start capturing base on middle island. Finish capturing other city. Move left infantry 3N, right infantry 2N 1W. Move tank 6N. Make another infantry and another tank. Move T-Copter 2S 4E. Flak Day 3: He finishes capturing a city, moves infantry, and makes yet another one. Poor guy with no money :) General Strategy Day 4: Take central island, strike BH units from the south. Andy Day 4: Finish capturing the base on the central island. Move your northernmost infantry 3N to start capturing the city. Move up your tank 5N 1W to attack the infantry on the city. Move your infantry from 3S of the transport copter and move it 3N into the copter, and move it 3NW. Move your two infantry 3N and tank 6N. Build an APC on the left base and an infantry on the right base. Flak Day 4: He begins capturing a neutral city, backed by two other infantry. He makes a mech. General Strategy Day 5: Seize control of the left base to surround the remaining BH forces. Andy Day 5: Move your transport copter 1W 5N and drop the infantry to the left. Move your northern tank 3W to kill the infantry. Move your other tank 6N. Finish capturing the neutral city on the right side with your infantry. Move the infantry on the central island 3N. Move your left infantry (that is left) 3N and the one east of it 2N 1W. Move your infantry on the right base 2W into the APC. Move the APC 1E 5N, and drop your infantry north. Build nothing. Flak Day 5: BH units capture ONE city, and another infantry unit is built. General Strategy Day 6: Close in on the last base and build a rocket. Andy Day 6: OK, you've at a clear advantage now. Move your infantry west of the T-Copter 2W to begin capturing the base. Move your left tank 1N to attack the infantry on the city, and move your infantry on the middle island 2N to finish that one off. Move your other tank 3W 2N to deal damage to the mech to the left. Build a rocket on the middle island base. Move all infantry except the one just above the APC 3N. Move that last infantry into the APC 5N and drop east. End turn. Flak Day 6: BH infantry moves 3S to attack your infantry. Another one moves onto a city and attacks another one. A mech moves west and fails to kill your T-Copter. General Strategy Day 7: Move rocket up, surround BH base with anything you can muster. Andy Day 7: Move your rocket 3N. Move the infantry above the rocket 1NE to finish off the mech. Finish capturing the top base. Move your bottom 9HP tank 1SE and deal that infantry 6 damage. Finish it with your 4HP infantry without moving from below. Move the infantry below it 3N to attack the infantry on the city. Move the infantry east of the APC 2N to finish it. Attack the infantry on the base with your tank. Move your APC 4N, and your T-Copter 4E 1S. Move your other infantry 3W. Create an artillery on the middle island base. Flak Day 7: He's doomed. His infantry on the base attacks your T-Copter and does three damage. General Strategy Day 8: Effectively take the surrounded BH base and build a rocket. Andy Day 8: Move your rocket 2N 1W. Move your artillery 4N. Your tank west of that enemy infantry should attack it and bring it to 2HP. Move your T-Copter 6W. Move your full health infantry 2W 1N and finish that infantry off. Move your 9HP infantry 2N and capture that enemy base. From your northwest base, move that infantry 1W 2S and build a rocket from there. Move your APC 6W, your 4HP infantry 2N 1W, your other 9HP tank 5W, your 5HP infantry 3W, and your full health infantry 1S to capture the BH city. Flak Day 8: He has no base or units. Do nothing. General Strategy Day 9: With your two rockets, destroy the 99HP cannon. Andy Day 9: With your rocket on the base, attack the cannon down to 44HP. Finish it off with your other rocket. You win! End: Andy and Flak have a clash of words and then Andy spots Max's tank force. Maybe it'll be helpful? Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now have 1,800 points. With most of Orange Star now secure, you have to hop to the last island. Andy will provide you assistance in marching into the mountains to take out that final Black Hole lab. Mission 7: Test of Time ----------------------- Andy vs. Flak Difficulty: *** Mission Briefing: This is the first FOW map, but the last Training-type mission. Andy will come here and wipe out Flak's remaining units and lab. You have 7 days to complete this mission. Run like the wind, Andy! Mission Terms: Now that you've found Black Hole's lab inside Orange Star, you have one week to penetrate it and seize the plans for the new Black Hole unit, the Neotank. This is your first FOW mission. Starting Properties: OS BH Neutral Cities 3 4 3 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 Predeployed Units: OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon, 1 A-Air, 1 Tank, 1 Medium Tank, 1 Artillery, 1 Rocket BH: 1 Infantry, APC, 1 A-Air, 1 Artillery General Strategic Checklist: 1. Remember Black Hole has a lander, artillery, and rocket that hides in forest on the eastern half of the map. They can snipe you if you don't take them out (exception: lander), and they're just plain annoying... 2. Infantry on mountains give you +3 vision. Your recon can't do all vision...your infantry and mech can give you extra vision. 3. Move in groups. One unit can't take out any unit or army, even your medium tank, as you may be sniped. Move units up together. 4. Capture the secret lab or destroy all units. Instead of taking out all units, you may want to capture the secret lab instead, since you have a time limit...but destroying all units can be easier. Black Hole Strats: Flak has forces in the north that will attack you, but he'll leave his artillery, rocket, and lander hidden from view and snipe you when he has the chance. Find them and kill them. One is in the north, one is next to the HQ. To S-Rank: Fog of War makes the mission somewhat more difficult, but you should be able to take out the northern forces with ease and move on. General Strategy Day 1: Use FOW tactics to uncover the area, then take out an infantry, an APC, and an artillery. Andy Day 1: Nell rambles on about FOW tactics, and you find yourself spotting only ONE artillery of BH. Select your infantry and move it 2N onto the mountain. Move your A-Air 1E 5N and take out the infantry to the north. In the east, move your mech 1NE. Move your medium tank 3N 2W to weaken that APC 9 damage. Move your tank 1W 4N and attack the artillery from the east. Kill the artillery with your artillery. Move your recon 3NE. Move your APC 2N. Move your rocket 1E 3N. End. Flak Day 1: His recon attacks your infantry on the mountain, and moves his A-Air to the east of your recon to attack it. His APC moves south. General Strategy Day 2: Take out remaining unhidden units except a recon. Andy Day 2: You are informed by Sami that an indirect unit hides in the forest. Nell also points out the reef that you can hide in FOW in. Move your 6HP infantry 1S to kill the 1HP APC. Move your A-Air 1S to attack the recon. Move your recon 2W 1N and move your medium tank 3E 2S to destroy the A-Air. Move your artillery 3E 2N. Move your tank 1S 4E with 5 damage. Finish off that infantry with your rocket. Move your mech into the APC and move your APC 1W of the HQ, and drop your mech on the HQ. Flak Day 2: Your mech will be attacked by a rocket. General Strategy Day 3-4: Uncover hidden units, then kill them. Andy Day 3: Move your mech 2E to reveal the rocket. Move your tank 1S 3E to deal 6 damage to the rocket. Move your A-Air 3S to finish off that recon. Move the damaged infantry 1E 2N. Move your recon 1E 5N into the forest. Move your APC 6N. Move your medium tank 2E 3N. Destroy the lander with your artillery and rockets. Flak Day 3: He can't do anything. Andy Day 4: Finish off the rocket with your damaged mech. If it isn't finished, use your tank. Move your mech 2E. Move your medium tank 1E 2N and recon 3E to destroy the last artillery to win! End: Flak urges everyone into the factory. With the shutting of the final lab and you learning about the new Black Hole unit, the Neotank, Victory! 100 Speed + 100 Power + 100 Technique = 300 = S Rank! You now have 2,100 points. Mission 8: Liberation ----------------------- Andy, Max, or Sami vs. Flak Difficulty: **** Mission Briefing: Flak is surprised by the sight of Adder, who was supposed to invade Yellow Comet. With his wordplay, he angers Flak. Here is a factory and base that is the center of the BH war on OS. If you can take this out, victory on BH will be a reality, at least in OS, for now. You have the base advantage here. Mission Terms: Entering the final mission of the Orange Star Campaign, you hold a disadvantage due to Black Hole's factory, which is given units through a pipeline. You'll want to seize the neutral airport early and smash the pipeline seem. Starting Properties: OS BH Neutral Cities 2 2 11 Factories 3 1 2 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Destroy the pipeline seem for a quicker and easier victory. See the weak spot, the pipeline seem, in the pipeline? That's where you should hit it to break the pipeline connection and stop the factory from building more, as well as win the mission. 2. Take the neutral airport away from BH hands. The lone airport is vital if you want to take out the seem fast. Capture the base below it, too, if you don't plan on taking Flak down within first 10 days. 3. Take lone eastern cities if you have the time. The eastern cities will supply that extra 2000 a day you could use. 4. Block factory from producing units. The BH factory can be blocked from cranking any more units out, by blocking the three doors. 5. Produce an APC and infantry early. Use both units to speed to the airport/base. 6. Seize the west as a diversion. This won't really help speed or technique, but if this mission is a bit rough, marching units west and taking that SW neutral base will be useful. Black Hole Strats: Flak's forces have stepped up a notch, and now uses more indirect units to throw mushrooms on your head. Block the bridges with anything you can, and you'll want to seize the skies even with A-Air and missiles threatening you. To S-Rank: You'll want to rush and crush the pipeline seem while keeping some strong attacks on units at and near the factory for power. Sami Strategy: Sami Day 1: Build an infantry from the SW base and an APC from NW base. Flak Day 1: Build an infantry from base and mech from factory, which shifts west. Sami Day 2: Move infantry 2N 1W into APC, then move APC 2N 5W and drop infantry north onto the river. Build a mech from NW base. Flak Day 2: Start capturing cities with infantry and mech, and build an infantry. Sami Day 3: Move infantry 2N to start capturing the airport, move mech 2W, and move APC 1SE. Flak Day 3: Finish taking both cities with infantry and mech, move units, build an infantry. Factory produces recon. Sami Day 4: Move mech 1NW into APC, then move APC 4W 3N. Finish capturing airport. Flak Day 4: Finish taking city, and surround base with his units. Build infantry, factory produce an artillery. Sami Day 5: Move infantry 2N off airport. Move APC 2NE and drop north. Create a bomber from new airport. Flak Day 5: Finish taking city, attack infantry with artillery, create APC from base, make missile and mech from weird-looking factory. Sami Day 6: Move bomber 4W 1N to attack mech, move infantry 1SW into APC, attack artillery with mech, and move APC 2NW. Drop infantry to the east. Flak Day 6: Attack APC with artillery, and build a tank. All other units move south except for a few that move east. Sami Day 7: Move infantry 1SW and attack the artillery to your right. Move mech 1NW. Move bomber 3E 1N. Move APC 2SW. Build a battle copter. Flak Day 7: Build a rocket. Move most units south to neutral zone. Sami Day 8: Move battle copter 4W 1N to attack mech, then move bomber 2E 3N to attack pipeline seem. Build a battle copter. Move APC 1E 2N. Flak Day 8: Continue seizing neutral base and cities nearing your HQ. Sami Day 9: Move newly built southern battle copter 5W to attack missile. Move APC 1E. Move mech 2W to kill mech. Kill artillery with infantry. Using other battle copter, finish off missile. Use bomber to finish off pipeline seem. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Andy Strategy: Andy Day 1: Make an APC in the northwest base, and an infantry in the left base. Flak Day 1: Flak orders a unit to come out of the factory, and a mech does so. He also builds an infantry from base. Andy Day 2: Nell informs you that BH has also been stealing weapons, money, and materials to make an army, and they transfer it to this factory, which uses the pipeline to transfer units to wherever they need it. Move your infantry 1W 2N into the APC, then move it 6W. Build another APC and infantry. Flak Day 2: His infantry and mech start capturing cities. He builds an infantry. Andy Day 3: Nell tells you that you can't destroy the factory, but you can destroy the breached pipeline, which has 99HP just like the Black Cannon, so that BH doesn't get more free units. Move your left infantry into the left APC again, and move it 1W 4N, dropping the infantry to the right, in range of the airport. Move the other infantry into the APC, move it 6W, and drop north. Build 3 infantry. Flak Day 3: A BH soldier notes to Flak that the breached pipeline was discovered. Flak notes the troubles of it being destroyed, and asks his troops to attack fast, capturing 2 cities and starting to capture one near him. He creates an infantry and brings out of the factory a recon. Andy Day 4: Move your infantry near the airport to capture it, and then move the APC that was west of your infantry 2E. Move your infantry near the base 1NW. Move remaining infantry 3W. Build one infantry from the NW base. Do not move the other APC. Flak Day 4: An artillery pops out from the factory. His infantry and mech capture cities, and his recon moves toward the airport. His artillery moves east. Andy Day 5: Finish capturing the base and the airport. Move the APC near the airport 1N. Move the infantry three east from the APC 3W into the APC, and move it 6W, dropping the infantry to the west. Move other three infantry 3W. End without building anything. Flak Day 5: A missile and mech pop out of the factory. Another city is taken by an infantry. The recon and artillery kill your APC. Andy Day 6: With your westernmost infantry, move it 1N 2W to start capturing that base. Do not move the infantry on the airport. Move all other infantry 3W. Move western APC 3E. Build a tank from your newly taken northern base. End. Flak Day 6: An A-Air pops up from the factory. His missile moves NE, out of range of the airport. He moves his units in the west south. Andy Day 7: Move your tank 2NE to damage the recon. Move your 6HP infantry 1N to attack the artillery there. Finish capturing the western base. Move bottom two infantry 3W. Build a Neotank from the northern base. Move the infantry three east of the APC into the APC, and move it 2W. Drop the infantry west. Flak Day 7: His artillery attacks your tank, and his A-Air takes out your infantry. In the west, infantry attack your infantry on your western base. He builds nothing from his factory. Andy Day 8: Move your Neotank 5W and kill that mech. Move bottom two infantry 3W. Move infantry east of Neotank 3W to attack that infantry. Move your full health infantry 1NW to deal damage, and move the 8HP infantry 1SE to finish him. Move your 5HP tank 2W 3S. Build an infantry in the base just above that. Make an A-Air in the western base. Move APC 1NW. End turn. Flak Day 8: A tank moves down to take out your 8HP infantry. Another of your infantry is attacked. BH takes another city, and BH builds a mech. You also spot his new rocket coming at you. Andy Day 9: Move your eastern of your bottom infantry 1NW to finish off that infantry, then send your Neotank 2SW to take out the tank. Move your 5HP infantry 1E, then send the A-Air 2E 1N after him to kill the infantry there. Move your other full health infantry 2N 1E to take the city. Move your 8HP infantry 1 east into the APC, and move the APC 2W 4N. Drop to the north. Create an infantry on the western base. Move your infantry on that western base 3W, and create a tank. Flak Day 9: Flak's tank attacks yours on the base, which turns out to be a nice bonus for you, but he moves his artillery forward. The BH factory sprouts another rocket that gets moved to the western front. Andy Day 10: Move your bottom infantry 2W to start capturing that city. Finish capturing the other city. Move A-Air 1W to finish up that infantry in your way. Move your 8HP infantry 1E and attack a good 1HP off the rocket. Move your APC 1E 3S. Move Neotank 3N. Move infantry on western base 2N onto the mountain. In the east, attack the tank from your northern base. Move your 5HP tank 6W. Move your 5HP and full health infantries 2N. Build an infantry from the western base. Flak Day 10: He activates Brute Force, his CO power. He starts to capture a neutral city. His artillery and rockets strike an infantry and mow down another. He moves his rocket. Andy Day 11: Move your Neotank 4N to take out the rocket to the east. Move your 8HP infantry 1N to attack the infantry above you. Finish capturing the city in the southwest, and move the 4HP infantry 2E to attack the artillery. With your tank on the northern base, finish the tank above you. Move your A-Air 4N 1E to attack the APC to the east. Move your western two infantry 2N and make a tank from the western base. Move your full-health infantry 2N into the APC and move the APC 1W 4N. Drop west. Move your 5HP tank 1W 4N. End turn. Flak Day 11: An infantry finishes capturing a city near the end of the pipeline, and a rocket takes out one infantry at 6HP. His artillery strikes the tank on the northern base. He builds a mech and gets a recon from the factory. Andy Day 12: Move your Neotank 1E 2N to take out the rocket. Move your highest infantry 2E, attacking east on the infantry on the city. Move the one below it 1E 2N to attack the same one. Move your 5HP tank 1E 3N to finish it. Move your A-Air 4N to attack that mech on the BH base. From the western base, move up your tank 1E 4N. Move up the infantry left of it 2N, and the one below it 3N. Move the APC 3N. Create a tank from the western base. In the east, move your tank 1N to attack the artillery. Use the 4HP infantry to do the same. Create a new tank from that eastern (was northern) base. End. Flak Day 12: His mech in the east goes to capture another city, and his artillery strikes your tank on the eastern base. His two recon move in to aid his A-Air on the eastern front. More units head east. In the west, a mech attacks your APC. The factory produces an artillery that moves east. Andy Day 13: You now have your Super CO Power! Use Hyper Upgrade to heal 5HP on your units and move in! Move your A-Air 2W and attack south to deal 9 damage to the mech to the south. Note that Hyper Upgrade actually increases 1 movement to your infantry. Move your northwesternmost infantry 2NE to deal 4 damage to that mech on the base. Move your tank on the bridge 1NE to take the APC out. Move your Neotank 3S 4E (again, the extra movement) to take out the mech on the river. Move the tank in the west above the bridge 2S 5E. Move your infantry on the river in the west 3N to take out that infantry. Move your APC 2N and the infantry below that 2N WITHOUT FIRING at the 1HP infantry. Let it heal in the base, it won't hurt, and you can't take the base yet anyway. Move your other tank in the west 1E 5N, and your infantry there 1E 3N. In the east, kill the artillery with your front tank, then move your other tank 2N to deal severe damage to that A-Air. Move your last infantry 3N to attack the artillery. Create a tank in the eastern base. Flak Day 13: He has money, but no base. He can heal his mech 2HP in his base but can't build. He finishes capturing a city in the east. His artillery takes 5HP off your tank. His recon and A-Air move towards you, and his mech on the base attacks your APC. His missile also moves east. Andy Day 14: In the west, take out the mech with the infantry to the east, then use the infantry just below it to start capturing the base. Move your other two infantry in range of the cities to begin capturing. Move your Neotank 3E 1N to take out his last artillery. From the southeast, kill that A-Air with your front tank. Move the back tank 2N 1E to deal damage to the recon. Move your 5HP tank 3E 1S to take out that recon. Move the other 3 tanks and infantry east/northeast as far as possible. Move the APC and A-Air southeast. Flak Day 14: The factory comes with an artillery and medium tank. The artillery attacks the tank to the right, while an A-Air pummels another infantry. The Medium Tank attacks your A-Air. Andy Day 15: Build a bomber. Send Neotank northeast to deal 75 damage to the pipeline. Move tanks up from the south to take out A-Air, and move other tank west to attack artillery. Finish capturing cities and base in the west. Build nothing. Flak Day 15: Flak uses Super CO Power Barbaric Blow. His Artillery takes out an A-Air and the recon attacks you. His medium tank attacks your infantry, and his mech fires on your tank. Andy Day 16: Attack the missile with your Neotank, the scorched pipeline with your tank, take out A-Air with your tank, and bomb the heck out of the BH mech. Build a Neotank in the west. Flak Day 16: His medium tank goes in to attack your infantry, and his recon makes random chaos in the east. Andy Day 17: Finish the missile and then the pipeline to win! End: Flak informs Max that although he lost, there are many other Black Hole COs attacking Blue Moon and Yellow Comet. Orange Star forces are in ragged shape, but they Victory! 100 Speed + 100 Power + 82 Technique = 282 Pts. = S-Rank! You have beaten the Orange Star Campaign! (m7.2) ############### ## BLUE MOON ## ############### Olaf informs Grit that Black Hole forces have attacked Blue Moon. Grit argues that they're only losing the countryside wastelands, which makes Olaf furious. Colin arrives to tell Olaf that he is the new BM CO. Colin seems to call everyone "sir", so Grit tells him not to get worked up. Olaf is furious. Choose the top mission first with Colin. Mission 9: Reclamation ----------------------- Colin vs. Lash Difficulty: ** Mission Briefing: Olaf hears about the Black Hole invasion on the northern frontier, the border with Orange Star. Colin volunteers to go, while Grit doesn't seem to care as much, just like in the past war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf lets him. Grit gives him a little advice. Lash is informed that Colin leads the Blue Moon army, though she wanted "the bearded geezer, or at least the scarecrow", pointing to Olaf and Grit. She orders a retreat because Colin will be boring, but decides to attack anyway. Mission Terms: With your first Blue Moon mission comes a new CO, Colin. His units are weaker than everyone's, but they're cheaper. You'll want numbers early on, especially with infantry. Starting Properties: BM BH Neutral Cities 0 0 6 Factories 3 3 1 Airports 0 0 3 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Seize the middle airport. The middle airport gives you a place to build cheap battle copters to aid your cause. They will be helpful for when you are unable to kill a certain unit in one hit. 2. Take the neutral factory. It's highly unlikely you will want to build units from your HQ bases, so you'd better take one closer to the enemy. 3. Produce infantry early game. As Lash will have lots of infantry as well, beat her with numbers before you move on to tanks and copters. Black Hole Strats: Lash will build APC and infantry early on. She'll also rush for both airports and eventually build tanks. You should have the upper hand. To S-Rank: You may want to build a medium tank or two to destroy those pesky A-Airs and tanks, but add battle copters as well. This should be quite easy. Colin Day 1: Build three infantry. Lash Day 1: Build three infantry. Colin Day 2: Move the right one 1W 2S, and the left two 1N 2W. Build three more infantry. Lash Day 2: She builds two more, and moves two east towards you, one towards the airport. Colin Day 3: Move your southern infantry 3S, your uppermost infantry 2W, the one just below it 2W 1S to capture that city, and move the infantry on the right base 3W. Move the other two 1N 2W. Build an APC from the northern base. Lash Day 3: BH begins capturing a city and builds an APC. Colin Day 4: Move your southern infantry 1S to start capturing the airport. The infantry capturing the city should move 2S to start capturing the base. Your NW infantry near the cities should move 2W to take that one. The infantry on the road should move 2W 1S to capture the city. The one on the forest should move 2W, and the last one should move 1E 2N into the APC. Move the APC 1S 5W and drop to the left. Build an A-Air from the northern base. Lash Day 4: She finishes capturing one city, starts another, and begins capturing the airport. He moves east and builds an artillery. Colin Day 5: Finish capturing the airport and three cities. Move the infantry on the mountain 3W. Move the infantry not doing anything 1W to capture that city. Move the APC 2W, and the A-Air 1S 5W. End turn. Lash Day 5: She finishes capturing a city and an airport and moves east without building anything. Colin Day 6: Your westernmost infantry should move 1N and grab that airport. Finish capturing the other city. The one on the other airport should move 3N. Now that you have a western base, build a Medium Tank from it after moving the infantry 2W from it. Move your other two infantry 2W as well. Move your A-Air 4W. End. Lash Day 6: BH starts capturing a city and attacks your infantry on the bottom mountain. He moves his artillery east and builds a tank. Colin Day 7: Finish capturing the airport with your infantry. East of the river, move that infantry 3N. Move your A-Air 3S and attack north. Move your 5HP infantry 2N 1E. Move the top one on the city 2S. Move down your medium tank 2S 1W. Move the infantry near the airport 1S. Make nothing. Lash Day 7: Her forces move north. She builds another tank. Colin Day 8: Move your medium tank 1S 3W to severely damage that tank. Your infantry right of the airport should move 2S 1W to kill the 4HP infantry and relieve your A-Air. Move your A-Air 3N 1E to damage the artillery. Move the infantry on the airport 3S and attack east. Move the one 2E of the artillery 1W and deal it 1 damage. Move the 5HP one 1W, and the last one west of the river 2W into the APC. Move the APC 2W 3S and drop east. Move that infantry east of the river 1N 2W. Build a tank from the western base and a battle copter from the airport. Lash Day 8: Her 5HP artillery deals damage to your damaged infantry on the city. Her tank moves up, and her combined infantry assault yours and take out your infantry on the neutral city. She builds a mech. Colin Day 9: Move your medium tank 2W to deal that tank 7 damage. Move your A-Air 1W 2S and attack left on the infantry. Move your battle copter 1SE to finish off the artillery. Move your infantry besides the APC 2W to finish off the 3HP infantry. Move your full health infantry 1W to kill the weakened one. Move 5HP infantry 1W. Move your 4HP infantry 2S into the APC. Move your tank 3SW. Build another fighter and another tank. Move the infantry east of the river 3W. Lash Day 9: She joins her two tanks to 7HP and kills your 5HP infantry. Your APC gets attacked as well. She builds two mechs. Colin Day 10: Attack east with your medium tank to eliminate the tank. Move the tank 1N 4W to attack the APC. Move your A-Air 1NW to attack the infantry. Move your other battle copter 4W 1S to attack the transport copter. Move your 5HP infantry on the mountain 1S 2W to finish off that one, and then move your battle copter 3SW and deal the other infantry damage. Move your APC 4S 1W and drop the infantry east. Move your infantry west of the mountains 1W 2S and finish that infantry. Move your tank 3SW and your eastern infantry 1W 2S. Build a medium tank. Lash Day 10: He moves his mechs, transport copter, and builds a mech, an infantry, and an artillery. Colin Day 11: Move your A-Air 4S. Move your top battle copter 3S to take out that transport copter. Move your other battle copter 1S 4W to attack the mech. Move your back tank 1S 4W. Move your medium tank 2W. Move your 4HP infantry 1W into the APC. Move your other tank 1S. Move your 5HP infantry 2W and full health infantry 1N to capture that city. Move that last infantry 3S. Move your medium tank 2W 3S. Build a transport copter. Lash Day 11: Move up units, build two more mechs. Colin Day 12: Move transport copter 4W 1S. Finish the mech below with your battle copter, then use your other one to attack the mech at the bridge. Finish it with your medium tank. Take out the artillery with two tanks, capture the city, and stay out of range of the two mechs. The first is fine. Lash Day 12: She attacks a tank with a mech, and builds a mech and infantry. Colin Day 13: Hit mechs with battle copters, then finish the mechs but the top one with your A-Air and tanks. Build a bomber. Block two bases and let only an infantry and mech alive. Lash Day 13: Use Prime Tactics and nearby destroy your A-Air with his mech. He builds an infantry. Colin Day 14: Sweep down the last mech with two battle copters and a medium tank. Attack the infantry on the base with all you've got. Lash Day 14: Move infantry to attack transport copter, build a mech. Colin Day 15: Use Gold Rush and kill the mech with two medium tanks. Use your bomber to bomb the final infantry, you win! End: Lash retreats and Colin has won his first battle! Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! At this point, select Mission 10 to be the bottom Grit one. Mission 10: Tanks!!! ----------------------- Grit vs. Adder Difficulty: ** Mission Briefing: Grit wakes up to find an angry Olaf asking him to seize a victory over the Black Hole forces in the south because it was his duty to defend the mountains. Grit seems to take it lightly as always but still goes before Olaf can say more. Grit spots the vast number of medium tanks even in Fog of War and decides not to fight them head on. Adder says that he went to offer a proposition to Grit, that they want Grit to join the Black Hole Army. Adder seems to say Grit's feelings about protecting Blue Moon, which wasn't much, but Grit doesn't respond. Grit agrees that Adder is correct, but that Adder has no call to treat the civilians and people in Blue Moon as they pleased. Adder had destroyed whole cities, and Grit finds Adder his #1 enemy. Mission Terms: With Grit's first mission an indirect combat one, it shows his power with rockets. Use recon and Super Snipe to your advantage. Starting Properties: BM BH Neutral Cities 0 3 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 4 Predeployed Units: BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets BH: 4 Mechs, 4 Recon, 10? Medium Tanks General Strategic Checklist: 1. Missile silos are your friend. The missile silos are on your side, so they will be you that fires them as long as the infantry survive going east. Use them to hone down on enemy medium tanks. They have the impact of Sturm's Meteor Strike, except they only do 3 damage. Aim carefully, they'll even injure your units. No unit will have lower than 1HP, however. 2. The mountains are your friend, too. The mountains will keep your rockets safe from all but mechs, and your recon will be as well. 3. Weaken advancing units. By Day 2, let your rockets fly some damage onto the medium tanks that advance. When mechs arrive, take them out first, as they can kill your rockets easier. Black Hole Strats: Adder's medium tanks are hindered by mountains and are forced to go all the way around to hit anything of yours that they see, so the only thing that will do big damage is mechs and the few medium tanks that may make it to the end. To S-Rank: Have your recon as far as you can without being hit, so they can be spotters for your rockets and artillery. Missiles will aid the attack on clustered medium tanks as well. General Strategy: You have rockets. Grit is awesome with rockets. They fall in a single turn to medium tanks, though. Luckily, the mountains will protect you for a while, so take out ALL you can so he doesn't advance too far and take them out. Also note that in the east you have missile silos, the new property. They don't do much damage but they can be useful on medium tanks that really need to be weakened. Grit Day 1: With your left rocket, attack the middle medium tank. Move your rocket on your HQ 2W. Move your top and bottom rockets to the 1E and 2E of those two that are already used. Move both infantry 1E. End. Adder Day 1: His 2 recon moves in to attack your 2 infantry. His medium tanks all move east. Grit Day 2: Here, you're taught from Olaf that you can use missile silos to hone missiles on Adder's forces. Use the back rocket to take out the northern recon. With your second to back rocket, injure his bottom recon. With the one left of that, attack the middle of the three top medium tanks you see. With your front recon attack to the 4S 1W, the medium tank closest to your southern forces. End. Adder Day 2: His second recon attacks your infantry on the top. His bottom one moves up and his 1HP one flees. More medium tanks move up in the south, and your infantry is taken out in the south. Grit Day 3: OK, so you're overwhelmed. Don't worry just yet. In the south, use your artillery to take out the medium tank. In the north, attack the medium tank with your artillery. Move your 1HP infantry 2E. Use your CO Power Snipe Attack. Move your middle two recons 4W (the top one 4W 1N). Kill the recon with your HQ rocket, the 5HP medium tank with your next one, going left, weaken the bottom medium tank that you spot with your next one, and with the front one, weaken the full health medium tank in the north. End turn. Adder Day 3: Adder uses Super CO Power Superwinder to move units even faster. His mech moves 4 squares to capture your city. His recon and medium tanks move in on both fronts. Your rocket is destroyed by mechs (the front one). Grit Day 4: Move your 1HP infantry 1S 2E. With your northern artillery, attack the medium tank furthest right. Continue hitting medium tanks with your rockets, the ones with most HP. With the front rocket though, use it to kill the mech on the road. Move a recon in the middle to leftmost city without attacking, right one back to the eastern forest, but take the NE one. In the south, move artillery 2W. Adder Day 4: BH takes one of your cities, northern artillery injured by weakened medium tank, two mechs completely rid your next two rockets ineffective. Grit Day 5: Use Snipe Attack. Injure the mech with your southern artillery, take out the front 5HP medium tank with your northern artillery, and weaken the mountain mech with your non-injured rocket. With your 2-HP rockets, take out a recon. With your last recon, take out an infantry as well. Move 1HP infantry 3E. End. Adder Day 5: Sideslip. He captures your buildings but this time doesn't attack with those crazy mechs. Your northern artillery is injured. Grit Day 6: With northern artillery, weaken a medium tank. Move 1HP infantry 3E and target just east of the artillery and mech, taking down the 3-10-2 HP medium tanks to 1-7-1 HP. With your full HP rocket, attack the mech taking your city. With your other two, take out the 2HP mech and injure the southern recon. In the east, move your lone recon in forest 3S 1W to attack the enemy recon and to protect your last infantry. In the south, move your artillery 1N 4E and your recon 3E 1N. End. Adder Day 6: He continues to capture the city and in the east, the recon wars continues. In the north, he combines his 1+7+1 medium tanks to form 9HP and also moves up his 6HP and 5HP medium tank. Grit Day 7: Move your full HP rocket 3N. Move your 1HP infantry 2S. Take out the recon with your two recon. Move your front 2HP rocket 2E onto the HQ. Move your other 2HP rocket 2E. Move your middle recon 2NW to finish off the final mech. With your northern artillery, attack the 6HP medium tank. Move southern artillery 1E 2N. Adder Day 7: His medium tanks move in and hide in forest except the 9HP one. Grit Day 8: With your full health rocket, deal 6 damage to the rocket. Move your 1HP infantry 1S to launch a missile. Center it on the 3HP medium tank. Move everything else to take out the last medium tank! End: With Adder's medium tank brigade routed, he retreats! Grit doesn't seem to care what Olaf says, but who cares? Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! Three new missions open up here. Take the middle Olaf mission. Mission 11: Toy Box ----------------------- Olaf vs. Lash Difficulty: *** Mission Briefing: Olaf prepares his forces to enter his hometown and liberate his hometown from Black Hole forces. Olaf and Lash have some talk about what happened to his hometown due to Lash. Olaf is furious and demands to take Lash 1 on 1 for his hometown back and to find what Lash has hidden, a lab map. Mission Terms: As Olaf has turned Olaf's hometown into near-rubble, Olaf is prepared to send his forces to liberate it and hopefully, find it not as damaged as he thinks it is... Starting Properties: BM BH Neutral Cities 0 0 7 Factories 2 2 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0 General Strategic Checklist: 1. Guard the mountain passes. If you guard the mountain passes, then Lash is unable to get past. This includes the northwest neutral city with that river pass. 2. The secret lab map must be taken. The secret lab map is found on that small SW island area, the neutral city there in the southwest and closest to enemy HQ other than the one directly above it. Take it to get the hidden Blue Moon mission. 3. Take the east fast. Your side of the map should be taken ASAP so that you have enough cities to solidify your advance towards the neutral middle base. 4. Smash Lash's units with power. When you have more money and props than her, and with the neutral base, start building some stronger units like massed tanks. Black Hole Strats: Lash will be crossing rivers and mountains to sneak up on your unguarded cities. She'll also build mechs, artillery, and tanks. To S-Rank: Take the middle factory early and win in 20 or less days to seize a S-Rank, or at least in speed. Don't lose too many units. Olaf Day 1: Build two infantry. Lash Day 1: Build two infantry. Olaf Day 2: Send both infantry 3W and build two more. Lash Day 2: BH starts capturing two cities and builds two more infantry. Olaf Day 3: Move both northern infantry 3W. In the south, move the front one 3N and the back one 3W. Build two more infantry. Lash Day 3: Lash takes two cities and builds two more infantry after moving the other two east. Olaf Day 4: ANY infantry in range should capture a city, and the one close to the base should capture the base. The remaining infantry should move 3W. Make a recon on the northern base and an infantry on the southern base. Lash Day 4: Her infantry move west. Your northern infantry is fired upon but the city's defensive power leads you well. She builds a recon and an APC. Olaf Day 5: Capture three cities and the base. Continue capturing the northwest city. Move other two infantry 3W. Move recon 3W. Build nothing. Lash Day 5: His forces move eastward. The infantry in the north resumes attacking your infantry. She builds nothing either. Olaf Day 6: Finish capturing northern city. Move infantry on central base 1SW to attack that infantry. Move infantry on northeast city 2S 1W as well as the one west of it. Move recon 5W. Make tank in central base. Move infantry (in terms of closest to middle base) in this order: 2N 1W, 2N, and 3W. End turn. Lash Day 6: Recon moves up, two infantry combined kill yours on the southern front. In the north, the city/river fighting continues. Olaf Day 7: Retreat your 4HP infantry from the northern city 3E and move your recon 1W to finish off that infantry. Move tank 1SW and finish off 6HP infantry. In the south, move the northernmost infantry 1W to east of tank, and the other two 2N 1W. The other two northern infantry should move 1SW. Build an artillery. Lash Day 7: Her recon attacks your infantry. She doesn't dare attack anything else but does move in. Olaf Day 8: Move your tank 3W 1N to attack the enemy tank. Use your artillery to attack the enemy recon. On the northern front, keep your recon's guns firing at the infantry left of you. Move your 3HP infantry next to the recon 1N 2E and move the 4HP infantry 1W 2S. Move BM infantry in to surround the BH infantry and kill it. Move other infantry west. Lash Day 8: Recon attacks 4HP infantry to 2HP. Builds mech and artillery. Moves units east. Olaf Day 9: Continue dealing damage with recon on northern front. Kill enemy tank with yours. Move everything from southern front west, including artillery. Attack the recon from the south with a full health infantry. Build a medium tank. Move 3HP infantry southeast. Lash Day 9: An infantry comes in to down your 2HP infantry. Olaf Day 10: Destroy enemy APC with tank and artillery. Capture southwest neutral city. Attack anything in sight but stay away from enemy artillery range except for that tank. Use the 3HP infantry to take out the 1HP recon. Move medium tank 1S 2W. Create an artillery. Lash Day 10: Destroys tank with artillery, infantry with infantry. Olaf Day 11: Finish capturing the southwest neutral city. It is a map that pinpoints to the hidden enemy lab. You will now unlock the hidden Blue Moon lab mission. Continue taking out units with northern recon, and use that near-full health northern infantry to chase hers. Move medium tank to take out infantry in the way to the northwest and southwest. Move front infantry north of the medium tank, and use an infantry to attack her mech and block your artillery. Build a rocket. Lash Day 11: Her recon and infantry attack your artillery, and the mech kills your infantry. Olaf Day 12: Use Blizzard. Send infantry from SW city northeast. Weaken recon with medium tank. Move up rocket. Kill wandering Lash infantry in the east. Build a tank. Injure APC. End. Lash Day 12: Advance troops east. Olaf Day 13: Move Rocket 1S 2W. Take out APC with southern artillery. Take out mech next to northern recon with artillery and recon. Finish infantry with medium tank. Move the rest up and build a tank. Lash Day 13: Advance and build an infantry and mech. Olaf Day 14: With your southern artillery, attack the mech. With your rocket, attack the infantry on the base. Kill another infantry with medium tank. Finish the southern mech with your tanks. Advance toward SOUTHWEST base. Build a tank. Lash Day 14: Mech attacks northern recon. Move infantry up in the south. Build two mechs. Olaf Day 15: Continue sweeping units with indirect units first, aiming for mechs first. With your tanks, you should be able to take out the mech and infantry defending SW base...as the artillery is out of the way. Use your infantry as well to help. By end this should be cleared all but 3HP artillery. Finish off mech in the north with medium tank. Build a rocket. Lash Day 15: Build an infantry and mech. Olaf Day 16: Take out the final artillery and infantry in the southwest with two tanks and a rocket. Use your infantry to capture the SW base. Take out the 5HP recon with your artillery, and injure a mech in the NW. Move up units to NW and end. Lash Day 16: She uses Prime Tactics. Unit movement cost goes to 1, but she only has 3 full mechs even after building one. She doesn't attack. Olaf Day 17: Start capturing HQ. Attack mechs with medium tank and a tank. Finish the 2HP mech with your 5HP infantry, and with an artillery and infantry, take out the mech in front of your tank. Move tank to cover SW base, and move all other units towards NW base. Lash Day 17: Take out an infantry with a mech, advance mech, and use mech. Olaf Day 18: In the northwest, kill front two mechs with rockets and artillery. Use the medium tank and a tank to finish that final mech. End: Lash leaves and you've won. Olaf's memories come back to him as he looks at his shattered hometown. He promises to avenge Black Hole's actions. Victory! 100 Speed + 100 Power + 85 Technique = 285 Pts. = S-Rank! This victory opens up a mission on the island. Anyhow, move to the northwest flag to Mission 12. Mission 12: T Minus 15 ----------------------- Olaf and Andy vs. Flak Difficulty: *** Mission Briefing: The Blue Moon COs spot a giant missile silo being operated by the Black Hole Army. Surprisingly, Andy comes with a small air force to aid you in Olaf's fight to take out the giant missile silo. In 15 days, your forces will be blown up along with the missile silo. Mission Terms: Andy joins Olaf in this 15-day mission to neutralize the giant missile silo by taking over 8 cities surrounding it to take it. Destroying the pipelines will help for the central and southern fronts. Starting Properties: BM OS BH Neutral Cities 2 0 8 5 Factories 0 0 1 0 Airports 0 0 0 1 Seaports 0 0 0 0 Missile Silos 0 0 0 0 Predeployed Units: Northern Front: OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery Central Front: BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles Southern Front: BM: 2 Mech, 3 A-Air, 1 Rocket BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers General Strategic Checklist: 1. Destroy both pipeline seems in the east to provide some aid to the south with Andy's aerial forces. 2. Save your Blue Moon infantry and mechs and leave them unhurt before you start taking the eight cities. 3. Use your northern forces to boost the central front forces. Black Hole Strats: Flak has powerful units, but doesn't seem to know how to use them. He will move it east, but since he only has three rockets even near the silo, he doesn't really have that much of a chance. To S-Rank: In the south, you'll want to block those Neotanks and medium tanks from getting through with Andy's fighter or bomber. Sweep the middle with your northern two fronts' forces of Olaf's. For power rating, eliminate most of the southern front, if not all. Olaf Day 1: Send all your forces as far west as possible. Andy Day 1: Move the bomber SE as far as possible. Move your back battle copters all the way west to attack the APC and mech. Send the fighter to the bomber. Send other two battle copters northwest, avoiding the missile range. Send APC 2SE. Flak Day 1: He attacks Andy's APC. His forces move east. He builds an infantry. Olaf Day 2: Grit informs Olaf that Olaf needs to capture the 8 cities in the middle to deactivate the tower. Andy reminds Olaf to destroy the pipes. Capture cities in northwest, as much as you can. Advance toward pipes on the Northern Front but do not attack it. In the Central Front, attack as far west as you can, injuring both rockets. Move everything as far west as well except for one medium tank which should attack the southern pipeline and deal it 55 damage. In the south, start capturing the airport with one mech and keep A-Air out of bomber range. Andy Day 2: In the west, stay out of missile range and take out an APC, recon, and mech. Use the bomber to bomb the northern pipeline and deal it a massive 95 damage. Move APC 2E, end turn. Flak Day 2: Brute Force. Advance units east. Rockets attack your attacking tanks in the middle. All units move east. Infantry built. Olaf Day 3: Use your 5HP tank to blow up the northern pipeline and send units over. Finish capturing cities. In the south, capture the airport and attack two bombers with two A-Air. Destroy a battle copter with the other one. Try to keep your rocket protected, as he has Neotanks coming at you. Destroy two rockets with your small tank and medium tanks in the center, then use big bad medium tanks to take damage next turn while dealing heavy on those pesky BH A-Air. Send all units possible from northern front down to central except for one APC. End. Andy Day 3: Move Andy's bomber 5S to destroy that pipeline. The missile will destroy it, but you have to blow it up anyway...move your fighter 3S. Move your battle copters all east except one which should start blowing up the northwest scorched pipeline to deal 25 damage. Move APC down. Flak Day 3: Your medium tank is bombarded by his remaining rocket and medium tank in the north, and his missile downs your only bomber. In the south, you lose an A-Air to a bomber while your mechs and rocket get random hits as well. Olaf Day 4: Winter Fury! That Super CO Power unleashes slow AND deals 2 damage to all enemy units AND boosts your power. Weaken the near full-health bomber in the south, and take out a battle copter. In the north, use your rocket to knock hit points off of the medium tank. Use your artillery to take that out. Bring up a full health medium tank to take out a small tank in the north of the Central Front. Use a tank to clear the tank in the southern half, then finish off the A-Air with your medium tank. Bring in your last one to form a solid medium tank line and injure the tank. Send all units west (or southwest from Northern Front). Remember to capture that last city up there... Andy Day 4: Continue giving a smack on that pipeline. Move other battle copters east. Move APC south. Keep fighter out of missile range. Flak Day 4: Barbaric Blow. A rocket attacks northern medium tank. A mech falls to battle copter fire on the Southern Front and together, the air force wipes out a lot of your weakened army. The northern medium tank is finished by another medium tank. He still makes another infantry. Olaf Day 5: On the Southern Front, wipe out a battle copter and a bomber. On the Central Front, use your northern rocket to take 5HP off of the northern medium tank. With your southern rocket, attack the missile. Finish off the 3HP small tank with your medium tank in the south. Wipe out the missile with your other medium tank. Send two tanks there to weaken the A-Airs. Finish capturing last city in the Northern Front and send everything southwest. Andy Day 5: Send fighter south to the Southern Front to wipe out the bomber. Continue to kill the pipeline seam. Move battle copters down to Central Front. Flak Day 5: Infantry and rocket destroyed on southern front with battle copters. A tank is attacked on the central front by another one. Olaf Day 6: On the Southern Front, take out both battle copters with your A-Air. Build a bomber. With the rocket, weaken the small tank in the north and finish it with your tank. Send up a high-HP tank to attack the medium tank in the north and deal it 1 damage. Add an A-Air to finish it from the north. Send an artillery there to get ready to attack down that final rocket. In the south, take out an A-Air and weaken the other one with two tanks. Move up a medium tank to attack his. Move units west, south from northern front. Andy Day 6: Move battle copters as far west as possible without getting them in missile range. Take out the seam with the battle copter in the west. Move APC west. Move fighter west to the forest to block ANY unit from passing, so the Neotanks won't make it. Flak Day 6: Brute Force. Your A-Air is weakened by the rocket, and his medium tanks weaken a tank and destroy a medium tank. He builds an APC. Olaf Day 7: Day 7 now. You have 8 days to clear BH forces from Central Sector and take cities. Hurry! Use an artillery and 2 tanks to take out the northern rocket. Winter Fury. Use your medium tank to attack his higher-HP one. With a tank, finish off his 1HP one. Use another tank to finish off his A-Air. Have the mech start capturing a city. Move rocket up so you can kill the medium tank next turn. On the Southern Front, move your bomber and A-Air forward. Andy Day 7: Move south towards Southern Front, but avoid missile range! Flak Day 7: An artillery nearly kills your tank. His medium tank strikes your A-Air. He advances pointlessly on Southern Front. Olaf Day 8: Destroy the medium tank with your rocket. Send units to attack missile. Send the rest to Southern Front. Move infantry and mechs to capture the cities ASAP. Bomb down one Neotank. Make another bomber. Andy Day 8: Use battle copter to attack missile as well. Send other battle copters to Southern Front along with APC. Move fighter west to block units from getting through. Flak Day 8: Attack your A-Air. Advance. Olaf Day 9: Finish capturing THREE cities. Attack missile. Move units to Southern Front. On Southern Front, destroy a Neotank and a Medium Tank with your bombers. Andy Day 9: Take out an infantry on Southern Front with battle copters. Continue moving them south. Move battle copter north on Central Front to chase artillery. Flak Day 9: Advance, move up A-Air, build mech. Olaf Day 10: Finish off missile, continue capturing cities, bomb out a medium tank and rocket. Move units to Southern Front. Andy Day 10: Chase artillery on Northern Front. Eliminate two infantry on Southern Front. Flak Day 10: Barbaric Blow. He's pissed. He advances and builds a mech. Olaf Day 11: Blizzard. Finish capturing 5 cities. Advance to Southern Front. Bomb the A-Air with both bombers. Take out a single infantry unit with your A-Air. No need to move anything else. Build a bomber. Andy Day 12: On the northern front, deal 4 damage to that artillery. Weaken a tank with battle copters. Flak Day 12: Advance mechs, make another one. Olaf Day 13: Finish capturing 6th city, start capturing 7th and 8th cities. Send a tank up to the artillery on Northern Front. Wipe out the tank with your rocket from Central Front. Bomb an APC and a mech. Andy Day 13: Hyper Repair. Take out a mech and APC on the Southern Front and weaken a second mech. Attack the artillery from the west on Northern Front. Flak Day 13: Move up mechs, build another one. Olaf Day 14: Victory day, here it is! On the northern front, take out the artillery with your tank. In the south, weaken a mech and kill one. Capture the last two properties. You win by neutralizing the missile silo! End: Olaf downplays the role of Andy, but he was quite useful, eh? Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! This victory opens up a mission to the northeast province with a star. Go to the southeast island flag for Mission 13! Mission 13: Neotanks!? ----------------------- Olaf, (Grit), or Colin vs. Flak Difficulty: *** Mission Briefing: Olaf gets furious over Black Hole forces using Blue Moon to do whatever they want. This is their laboratory base. Choose Grit. You have bases, but you only have 15 days to win or Lash will self-destruct everything. Predeployed Units: BH: 2 Medium Tanks, Rocket Grit Day 1: Build three infantry. Lash Day 1: Build two infantry. Grit Day 2: Move western infantry 3N, and the other two 3E. Build three infantry. Lash Day 2: Start capturing two bases. Build two infantry. Grit Day 3: Unleash a missile silo in the west, target center on the rocket/lab. Start capturing a city. Move east. Build an APC. Lash Day 3: Finish capturing two bases. Start capturing another city. Build a tank and infantry. Grit Day 4: Target a second missile at lab. Capture a city and start capturing another. Move everything else towards lab. Build nothing. Lash Day 4: Continue capturing, make two more units. Grit Day 5: Move infantry in west toward next missile silo. In the east, activate one that hits the lab again so they're all down to 1HP. Finish capturing a city, move infantry north to grab base. Lash Day 5: Take practically every city. Join two medium tanks to 2HP, move 1HP rocket left. Build recon. Grit Day 6: Move western infantry toward next silo. Have eastern infantry launch missile at center on capturing infantry in west, which will hit tank, artillery, and infantry. Start capturing eastern base. Move units north in the east. Build nothing. Lash Day 6: Finish capturing cities, defensive position in her area. Build an A-Air. Grit Day 7: Capture cities next to eastern base. Finish capturing eastern base. Send infantry north. Prepare to use another missile silo in west. Lash Day 7: Finish capturing three cities, sending army south (which is good). Grit Day 8: Finish capturing in east. Move APC and infantry up but not to range of medium tank. Build a medium tank in eastern base. Launch a missile just below the A-Air to hit 3 infantry and the A-Air, using western infantry. Lash Day 8: Advance to the south. Grit Day 9: Build a medium tank in your HQ area's western base. Back to the east, advance your medium tank and infantry inside APC. Prepare to seriously go for the lab in a day or two. In the west, launch a final missile at the artillery, rocket, and tank at the base area of BH. Weakening the tank will help for later. Lash Day 9: She starts capturing the airport in the west and attacks your infantry with a tank. The other tank moves towards the lab. Grit Day 10: In the east, use your medium tank to destroy the tank there. Move up your APC and infantries. Keep APC out of BH infantry range, medium tank range is fine. Advance medium tank in the west. Make a rocket in eastern base (near lab). End turn. Lash Day 10: Attack APC with medium tank, continue taking airport down there, advance in the west. Grit Day 11: Send infantries and rocket north towards lab. Drop infantry 2E of lab. Kill enemy medium tank with yours. Kill artillery on western front with your other medium tank. Lash Day 11: Finish capturing airport, finish capturing city next to lab, advance to HQ in west, move artillery towards lab. Grit Day 12: Use your medium tank and one infantry to take out the infantry next to the lab. Send infantry to start capturing lab. Advance rocket, retreat infantry from artillery. Take out an infantry with a medium tank on western front. Build a medium tank in western HQ base. Lash Day 12: Unknowing of the lab, Lash advances. Grit Day 13: Take out an artillery with your rocket, finish capturing city next to lab, and wipe out an A-Air and tank with two medium tanks. End: With your victory here, the Blue Moon forces will now be able to deploy Neotanks in upcoming missions. Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank! This victory opens up a mission to the northeast province with a star. Go to the southeast island flag for Mission 14! Left with only three Blue Moon missions left, all of which are ****, these are going to really test you. Choose the southwest mission to Mission 14! Mission 14: Nature Walk ----------------------- Grit vs. Lash Difficulty: **** Mission Briefing: It appears to Grit that while Olaf is inspiring his troops, he notices THREE black cannons aiming fire on you through the forests in FOW. Lash seems to be the other Sonja of the BH universe, knowing all the intel and now having THREE Black Cannons against you. Grit accepts the challenge. General Strategy: You must reach the HQ with ANY unit to win. Your goal here is to keep everything in forest or out of range of the Black Cannons so they won't kill you. Grit Day 1: Weaken the tank and recon you see at first sight with your two artillery. Send the bottom tank of both sides to finish them off from the side. With your right rocket, kill the artillery. Move up both other tanks 3N. Move up your left rocket 3N. Move up your two infantry 2N and 2N 1W into the forest. Move everything as north as you can, preferably in forest. Don't go past the road though... Lash Day 1: The right Black Cannon fires and deals 5 damage to your medium tank. Units move north and towards HQ. Grit Day 2: Advance north everything through the forest, and take out a tank in the west with your rocket. Weaken that recon with a tank. End. Lash Day 2: Black Cannon hits your left tank. Grit Day 3: Finish the recon with your weakened tank. Lash Day 3: Infantry and mechs continue to move up. Grit Day 4: Move up units. Lash Day 4: Get owned if you hit ambushes and lose a few units... Grit Day 5: Advance north fast to take out his infantry/mechs. Lash Day 5: Black Cannons will hit you, but you must sacrifice some units for speed here. You'll lose a few more units here. Grit Day 6: Fire back with Snipe Attack and all your direct units. Lash Day 6: Prime Tactics. Grit Day 7: Kill infantry, mechs, artillery, and tanks in your way. Sneak recon and APC with mech toward HQ and maybe a few other units just in case like a tank. Lash Day 7: Advance north. Grit Day 8: Take out a mech, move APC to 1S of HQ and land the mech to win! End: Victory! 100 Speed + 100 Power + 90 Technique = 290 Pts. = S-Rank! Your victory brings you down to two missions. Go to the southern white flag one! Mission 15: Two-Week Test ------------------------- Colin vs. Lash Difficulty: **** Mission Briefing: Colin must guard certain properties for 14 days. Protect your base for 14 days! Lash may have a lot but you can do it! Colin Day 1: Build two infantry. Lash Day 1: Build four infantry and a transport copter. Colin Day 2: Send both infantry to capture northern bases. Build two more infantry. Lash Day 2: Start capturing city, move infantry west with a transport copter, build two infantry, tank, and artillery. Colin Day 3: Finish capturing northern bases. Move infantry on western base 1SE to capture base, infantry on eastern base 1E 2S to capture that city. Create two infantry. Lash Day 3: Start capturing even more cities, make Medium Tank. Colin Day 4: Move units southeast to capture cities unless they are already capturing. Create two artillery. Lash Day 4: With her high funds, she builds an A-Air and battle copter. Her tank and medium tank come near you. Colin Day 5: Capture properties to 12. Block entrance to HQ area with infantry. Reinforce them with two artillery. Build four more infantry. Lash Day 5: Tank and medium tank weaken two infantry. Colin Day 6: Use two artillery to destroy the tank. Take out weakened infantry and replace the front line with full health ones. Build an artillery. Lash Day 6: Medium tank attacks infantry, battle copter and everything else advance. Colin Day 7: Attack medium tank with artillery. Create an A-Air. Retreat and advance whichever infantry is necessary. Retreat to your square base, though. Lash Day 7: Battle copter attacks your artillery, A-Air destroys your infantry, medium tank attacks your artillery. She creates a Neotank. Colin Day 8: A nervous Colin convinces himself to stay alive for another week. Kill the battle copter with your A-Air. Use Gold Rush! Create TWO Neotanks. Deal damage all the way to 1HP on the medium tank with your artillery. Lash Day 8: BH forces advance as they take most of the cities on their side of the isle. A tank comes in to attack your infantry. His Medium Tank runs. Colin Day 9: Send your Neotank to severely damage the tank, then kill it with your artillery. Weaken other units with your other artillery. End. Lash Day 9: BH forces start to take cities right next to you. A battle copter takes out an artillery. A rocket moves forward. Colin Day 10: Take out the battle copter with your A-Air, then kill the tank with both artillery. Take out an infantry with both Neotanks taking the neutral city. Build a rocket and an A-Air. Lash Day 10: Lash takes more cities, and a rocket takes out an artillery. A bomber bombs an infantry. Her Neotank attacks one of yours. Colin Day 11: Gold Rush! With your rocket, injure the Neotank. Injure the bomber with an A-Air. Build a Neotank. Use your current full health Neotank to take out hers. Lash Day 11: Prime Tactics. She takes yet another of your cities and attacks your infantry with a rocket. A bomber kills one of your 1HP infantry. A tank takes out your 2HP infantry, and an A-Air takes another one. Colin Day 12: Attack the advancing A-Air with your Neotank, and finish it with the rocket. Move your A-Air out to finish off the bomber, and use the Neotanks to take out the tank. It's also good as defense for your back line. With your artillery, hit an infantry. Build 4 infantry. Lash Day 12: A rocket strikes your infantry on the mountain, and his medium tank attacks your weakened Neotank. Her infantry advance. Colin Day 13: Use a rocket to injure the medium tank, and an artillery to finish it. Use Gold Rush! Take out an infantry with one of your Neotanks, and weaken one with another one. Build a rocket. Lash Day 13: Lash's infantry comes up to take your city, and a battle copter injures one of your infantry at the shore that is at full health. The rocket moves up. Colin Day 14: Destroy two infantry, a mech, a battle copter, a transport copter, and a rocket with what you have left. It looks like you're about to advance, eh? Lash Day 14: She sends units up that do nothing. You win! End: Lash loses again, and she "Toodles" away again. Victory! 100 Speed + 100 Power + 95 Technique = 295 Pts. = S-Rank! Your victory brings you down to the final mission! Good luck, Commander! Choose the red star flag to enter Mission 15! Mission 16: Factory Blues ------------------------- Grit and Max vs. Lash Difficulty: **** Mission Briefing: Flak, Lash, and Adder talk about how to save the remainder of their holdings in Blue Moon, the factory. Olaf and Grit say they're ready for this challenge, when Nell pops up under Grit's request. Grit's help turns out to really be useful when an OS-BM alliance is helpful in defeating BH. Choose BM Grit and OS Max. Grit has the bases while Max has the predeployed units. You'll want Max to get the two bases. Grit Day 1: Build three infantry. Max Day 1: Move bottom tank 6E. Move top tank 5E 1N. Move artillery 4E 1N. Move A-Air 5E 1N. Move mech 2E. Move infantry into APC. Move APC 5E 1N drop east. Move recon 5E 1N. Lash Day 1: She builds two infantry and has a mech out of the factory. Grit Day 2: Capture the three CITIES next to you. Do not capture ANY base, give those to Max. Make three infantry. Max Day 2: Move mech 2E to begin capturing base. Move infantry 3E. Move tank 5N. Move APC 3W. Move the artillery 2E 3N. Move recon 1E 3N. Move other tank and A-Air 1E 5N. Lash Day 2: 3 recons out of factories that move south. Make one APC. Grit Day 3: Finish capturing three cities. Move left and right infantries 3N and the middle one 2N 1E. Build nothing. Max Day 3: Finish capturing left base with mech. Move infantry 1S to start capturing that base. Don't move APC, leave it there. Move the back tank 1E 4N to kill the recon there. Move the other tank 5N. Move artillery, A-Air and recon 4N. Lash Day 3: Start capturing airport, attack tank with mech, build a tank. Grit Day 4: Move up infantry and capture cities. Create an artillery from northern base. Max Day 4: Finish capturing right base, use APC to move mech to western two cities so Max can have them. Build an infantry from western base. Move A-Air 2N 1W to finish off the mech. Move non-injured tank 1E 3N and injure that recon. Move 4HP tank 1E 2N to kill that recon. Move recon 1W 3N and artillery 3N. Lash Day 4: Finish capturing a city, attack artillery with recon, move up tank, make infantry and A-Air, factory-produce an artillery. Grit Day 5: Move artillery 1W 4N. Capture cities in north and east (west is for Max). Prepare to fire a missile next day. Create three infantry. Max Day 5: Begin capturing city with mech, add an infantry to get the other one. Move the other one 3N from eastern base. Deploy two infantry. Attack infantry with artillery. Move A-Air 1N to attack recon. Attack