-= Advance Wars Walkthrough =-
-= Written By: Josh Childs =-
-= This guide is Copyright (c)2003 Josh Childs (LakerNutYugi@earthlink.net) =-
-= Version 3.0 =-
-= Table of Contents =-
1. Version Information
2. Notes
3. Controls and Menu
4. Armies
5. Commanding Officers (COs)
6. Units
7. Terrain
8. Damage Information
9. Field Training
10.Campaign
11.Advance Campaign
12.Legal Info
-----------------------------
-= 1. Version Information =-
-----------------------------
_ _ _ _ _ _ _ _
_/Version 1.0 7/20\_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
I added the Notes, Controls and Menus, and Armies sections to FAQ
I began the CO section of FAQ
_ _ _ _ _ _ _ _
_/Version 2.0 7/24\_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
I finished the CO section of FAQ
I started the Units section of FAQ
_ _ _ _ _ _ _ _
_/Version 3.0 7/26\_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
I finished the Units section of FAQ
I added the Terrain section of FAQ
_ _ _ _ _ _ _ _
_/Version 3.5 8/2\_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
I added the Damage Information section of FAQ
I started the Field Training section of FAQ
--------------
-= 2. Notes =-
--------------
To unlock the Campaign, War Room, Design Maps, Battle Maps and Stats options
on the menu you just have to complete the Fog of War Field Training mission,
but I recommend that you complete all of them because they are very helpful.
To unlock Advance Campaign, simply beat Campaign mode once and buy it for
1 coin.
There are 2 ways to win a battle: 1. Defeat all of your opponents units or
2. Capture your opponents HQ by using an Infantry or Mech.
Only Infantry and Mech can capture buildings and headquarters.
Remember to save, but not too often in battles because you could save at a
point where you cannot win.
To unlock new COs you must finish Campaign mode and then you can buy them
from Battle Maps.
In Fog of War situations if you move a unit but cancel it still consumes gas.
In Advance Campaign the AI acts more intelligently and more aggressively.
You can only have 50 units deployed at a time.
You get 1000 G for every allied property.
------------------------
-= 3. Controls & Menu =-
------------------------
-= Controls =-
A Button : confirm selection on menu and which unit you want to perform an
action
B Button : cancel selection holding b during battle will show you the unit's
attack range
A Button and Select : Brings up menu (cursor on empty terrain space or
waiting unit)
L : next unit that is able to move
R : unit/terrain information
Start : press start after mission briefing to enter mission. Shows a mini
map in battle of map playing on. Also skips dialogues(don't do this 1st time
through)
Start+Select+A+B : Reset game
-= Mode Select Menu =-
VS Mode - Let you battle your friends and computer, using one GBA
Link Mode - Let you battle your friends, link up two to four GBAs
Field Training - Trains you for the game
Campaign - Start or continue the campaign
War Room - Test your tactical skills against the computer
Stat - Your current stats and records
Stat - Shows your current Rank(Gray Rat, Gold Dragon, etc.)
Record - Shows your record in each War Room map
Design Maps - Design your own map
Controls A - Place the terrain or unit.
B - Select the terrain or unit.
L - Open the unit selfection menu.
R - Open the terrain selection menu.
Start - Display overhead map.
Select- Display meu.
Menu - File : Load/Save/Name the map
- Help : Display help
- Intel: Display the numbers of buildings and units
- Fill : Fill the entire map with selected terrain
- End : End Map Design
Battle Maps - Buy maps, COs for multiplayer and War Room. Hachi also give
you some tips about all of the COs strengths and weaknesses
-= Combat Field Menu =-
Unit - View all units
Intel - Terms - Shows terms of winning
Status - Shows units, bases, incoming and available funds for all
players
CO - Shows CO information
Power - Use your CO power
Save - Save Game
Options - Music On/Off - Switch on/off music
Visual - Switch on/off animation
Yield - Surrender
Exit Map - Exit map, return to main menu
End - End Turn
-= Unit Menu =-
Capture - Capture enemy or neautral city/HQ, only infantry and mech can do
this
Fire - Fire on the enemy within attack range
Load/Drop - Load/Drop unit, only available for transport units.
Supply - Supply adjacent units with fuels, rations and ammo.
Wait - Wait for next turn
Dive/Rise - Subs only, when submerged, only cruisers and other
subs can attack it.
----------------------
-= 4. Armies =-
----------------------
Orange Star
The army you control.
COs: Andy, Max, Sami, Nell, and Hachi
Blue Moon
A neighbor to Orange Star that invades your territory.
COs: Olaf and Grit
Green Earth
Right below Blue Moon. Main CO attacks you for an unknown reason.(Can't tell
why because it would spoil the story)
COs: Eagle and Drake
Yellow Comet
An island east of the border between Blue Moon and Green Earth.
COs: Kanbei and Sonja
Black Hole
The main enemy in the game.
CO: Sturm
----------------------------
-= 5. Commanding Officers =-
----------------------------
Each CO has their own strengths and weaknesses. Their strengths are divided
into three catergories, Solider, which are Infantry and Mech units, Direct,
which are Tanks, Subs, Bombers, etc., and Indirect, which are Artillery,
Rockets, Missles, and B-ships.
Each CO also has their own CO power which can change the tide of battle if
used correctly.
To activate your CO power your CO power bar must be filled. To fill the bar
you must take damage or deal damage. Dealing damage fills the bar one-fourth
as fast as taking damage.
Here is a example of how the bar charges. Drake loses 10 full health Recons to
a surprise Md Tank assault. 10 Recons * 10 HP * 4000 G per Recon = 400,000 G
" Wave goodbye to your troops " Tsunami, here you come. This only occurs if
the Recons are destroyed in one attack at full health. However if Drake
destroys 10 enemy Recons in one attack his bar will only charge 25% or
100,000 G. He will need to kill 40 10 HP Recons to charge his bar completely.
Counteratacks are a different story. For example, when Sami's three Fighters
attacks three of Max's Fighters(Sami's have seven HP and Max's have five after the
damage) both bars are fully charged. Remeber this however, its the HP loss of a
unit that charges the bar, not the unit dying. Drake can lose 10 full health
Recons but its the same as losing 50 2 HP Recons or 100 1 HP Recons.
Once your CO Power is activated it resets back to zero. On the day you use
your CO Power the bar doesn't charge, but the enemy's still can by destroying
your units or taking damage from them.
Any of these events will NOT charge your CO Power bar:
1. Tranaport units. If Andy has a T-copter with a Mech inside, his bar
only counts the loss of the T-copter
2. Drake and Sturm's CO powers will not charge bars
3. Units that run out of gas or rations do not charge bars
4. As mentioned above glowing units(when units are powered up by use of CO
powers) don't charge your bar, but can charge opponents bar
After you use your CO Power the amount of money required increases by 20%
The required amount of money lost or dealt for each CO:
Sami: 250,000 G
Andy, Max, Olaf, Grit, Sonja, and Nell: 300,000 G
Drake: 400,000 G
Kanbei, Eagle, Sturm: 500,000 G ( Kanbei uses his own prices to charge his
bar)
Orange Star COs
-=1. Andy=-
How to unlock: You start the game with him
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%
Indirect Strength: 100%
CO Power: Hyper Repair
Restores two HP to every unit. Units that have nine or ten HP will not go
higher then ten. This is a very useful power. Increases power of all units.
When using Andy, try to exploit the weakness of your opponent.
Solider Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Andy has no real weaknesses
Negatives: Andy has no real strengths
-=2. Max=-
How to unlock: You start the game with him
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 150%
Indirect Strength: 90% (-1 attack range to all Indirect units)
CO Power: Max Force
Increases the attack of Max's Direct units greatly and gives them an extra
movement space.(Includes transport units) When using Max, build Recons to get
a good amount of damage done to the opposing enemy's Indirect units, then
send a lot of Tanks and Md Tanks to wipe out enemy.
Soldier Bonus: +10%
Direct Bonus: +24%
Indirect Bonus: +10%
Positives: Max's Direct units are really good for samshing anything in their
way. His Tanks rock and are cheap to deploy so load up on them early in the
battle.
Negatives: Max's Indirect units all have a -1 attack range, making his
Artillery pretty much useless. Stick to the Direct units.
-=3. Sami=-
How to unlock: You start the game with her
Unit Price: 100%
Soldier Strength: 120%
Direct Strength: 90%
Indirect Strength: 100%
CO Power: Double Time
Increases the attack of Sami's Solider units and gives them an extra movement
space. This also makes their movement cost over all terrain 1(except Sea and
Reef) and in any weather.
Soldier Bonus: +28%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Sami's Soliders capture buildings 50% faster than others so you
can capture in two turns even if the unit is damaged (Any unit with 7 HP or
more can capture in two turns). Sami's transport units(except cruisers) have
an extra movement space. A good strategy is to use the famous "Mech Flood"
with Sami by just building lots of Mechs because they are realy cheap and are
a good way to start the battle.
Negatives: Sami's Direct units are a little weak.
-=4. Nell=-
How to unlock: Unlock all other COs and complete Advance Campaign
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%
Indirect Strength: 100%
CO Power: Lucky Star
This increases the "luck" of Nell's units. By this, I mean that Nell's units
will do extra damage (40% takes off 7 HP). Increases the strength of all her
units.
Soldier Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Nell is a good all-around CO. Her luck is pretty amazing. If one
of her units is going to do 50% it has a chance to take off 6 HP. When using
Nell, use the same strategy as Andy, try to exploit your enemy's weakness.
Negatives: Nell is just like Andy, she doesn't have any strengths. Her CO
Power doesn't make her unstoppable, it just chance that a 60% attack will
kill a unit.
Blue Moon COs
-=5. Olaf=-
How to unlock: You start the game with him
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%
Indirect Strength: 100%
CO Power: Blizzard
This makes it snow on the map, doubling the movement cost for all units
(except Olaf's) on certain terrain. Here's a list of the movement cost on
certain terrain:
Plain: Infantry 2, Mech 1, Tires 3, Tread 2, Air 2
Forest: Same as Plain
Cities, Bases, HQs, and Airports: Air 2, Infantry, Mech, Tires, and Tread 1
Ports: Ships and Trans 2, Air 2, Infantry, Mech, Tires, and Tread 1
Sea: Ships, Trans, and Air 2
Reef: Same as Sea
Shoal: Air 2, Infantry, Mech, Tires, Trans, and Tread 1
Mountain: Infantry 4, Mech 2, Air 2
This also affects Olaf's teammates in VS, War Room, or TFB
Soldier Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Olaf is not affected by snow. When it is snowing the terrain costs
for his units are just as if it was clear. He is also just like Andy and Nell
he has no weaknesses. When using Olaf, use the same strategy as Andy and
Nell, try to exploit your enemy's weakness.
Negatives: Olaf is affected by rain the same way as others are affected by
rain. He also like Andy and Nell, have no offensive strengths.
-=6. Grit=-
How to unlock: Use Max on Mission 4: Max Strikes
Unit Price: 100%
Solider Strength: 80%
Direct Strength: 80%
Indirect Strength: 100%(+1 attack range to all indirect units)
CO Power: Snipe Attack
This adds one more space of attack range to all of Grit's indirect units and
also increases their attack strength.
Soldier Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +64%
Positives: Grit is the opposite version of Max. His direct units are poor,
but his indirect units are actually just normal without an attack bonus. The
one catch is that his indirect units get an extra attack space. His CO Power
adds another attack space to his indirect units, making his artillery have
the same attack range of a normal Rocket unit. Use the opposite strategy as
Max, stock up on Indirect units and pick off the enemy's units.
Negatives: Grit's Direct and Solider units are very poor.
Green Earth COs
-=7.Eagle=-
How to unlock: Use Sami on the four Green Earth missions(Captain Drake, Naval
Clash, Wings of Victory, and Battle Mystery)
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%(Air units +10%, Sea units -20%)
Indirect units: 100%(B-ships -20%)
CO Power: Lightning Strike
Allows all non-Solider units that were ordered to wait move again(includes
units just deployed in bases). Decreases the attack of Eagle's units.
Soldier Bonus: -20%
Direct Bonus: -20%
Indirect Bonus: -20%
Positives: Eagle's Air units are really good and his CO Power is very useful.
His Air units also use less fuel then other COs. His Bombers and Fighters use
three units of fuel a day while others use five and his Copters don't use any
fuel while normally using two. When using Eagle load up on the B-Copters and
Bombers and counter the enemy's Air units with your Fighters.
Negatives: Eagle's Sea units are 20% weaker then normal Sea units. During
Lightning Strike Eagle's units are 20% weaker then normal.
-=8.Drake=-
How to unlock: Use Andy on the four Green Earth missions(Captain Drake, Naval
Clash, Wings of Victory, and Battle Mystery)
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%(Sea units have automatic defense rating of two stars,
+1 movement range, Air Units -20%)
Indirect Strength: 100%(B-Ships automatic defense rating of two stars, +1
movement range)
CO Power: Tsunami
All enemy units receive 1 HP of damage. This is useful in Fog of War because
it reveals the location of the enemy units. They still need to be in your
vision to attack them. Also Boosts attack of all units
Soldier Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Drake is not affected by rain, which appears frequently when
facing Drake. All of his Sea units(including Landers) have an extra movement
space. They also start with an automatic defence rating of two stars.(Note:
Drake's Sea units do not receive an attack bonus they just start with two
defense stars)
Negatives: Drake's Air units are just like Eagle's Sea units. Stick to the seas
when using Drake.
Yellow Comet COs
-=9.Kanbei=-
How to unlock: Beat Campaign mode once
Unit Price: 120%
Solider Strength: 120%
Direct Strength: 120%
Indirect Strength: 120%
CO Power: Morale Boost
Increases the firepower and defensive ratings of all units
Soldier Bonus: +17%
Direct Bonus: +17%
Indirect Bonus: +17%
Positives: Kanbei is good at everything. His CO Power increases the defense
and firepower of all his units. When using Kanbei hope the map is big and has
lots of properties because his units costs lots of bling bling.
Negatives: Kanbei's units cost 20% more then other COs. For example Tanks
cost 8400 G and A-Airs cost 9600 G. When his units are being repaired they cost
20% more to repair.(10% of his own prices)
-=10.Sonja=-
How to unlock: Get to her missions in Campaign mode(Beat Kanbei's missions in
8,10, and 12 days)
Unit Price: 100%
Solider Strength: 100%
Direct Strength: 100%
Indirect Strength: 100%
CO Power: Enhanced Vision
All of Sonja's units get an extra vision space in Fog of War. Units that are
hidden in Forests or Reefs that are in YOUR vision range are revealed.
Solider Bonus: +10%
Direct Bonus: +10%
Indirect Bonus: +10%
Positives: Sonja's units have an extra vision space in Fog of War. Her units
HP count is hidden from your opponent. They can see the HP count in the
battle animation however.
Negatives: Sonja has bad luck. She is the exact opposite of Nell, meaning her
units do less damage then what the game says(100% does 9 damage). Her CO
Power is pretty much useless unless you are playing Fog of War.
Black Hole CO
-=11.Sturm=-
How to unlock: Unlock every other CO except Nell
Unit Price: 100%
Solider Strength: 80%
Direct Strength: 80%
Indirect Strength: 80%
CO Power: Meteor Strike
All units in a 5 by 5 cross lose 4 HP. This cannot be aimed but will not
harm any of Sturm's units or any of his teammate's units. This will not
destroy units.
Soldier Bonus: +12%
Direct Bonus: +12%
Indirect Bonus: +12%
Positives: The movement cost for all units is 1 over any terrain they can
normally move over(no Tanks over Mountains!). Sturm is not affected by rain,
but is affected by snow as any other CO(except Olaf).
Negatives: The Sturm you can use in VS mode is the opposite of the Sturm in
Campaign mode. VS Sturm has 80% attack and 120% defense. Campaign Sturm has
120% attack and 80% defense and his Meteor Strike takes away 8 HP. Meteor
Strike cannot be aimed so your opponent could just build a lot of Infantry
and put them in a 5 by 5 cross or cram them into one area just like you do
when playing against him in Campaign.
--------------
-= 6. Units =-
--------------
-=1.Infantry=-
Cost:1000 G
Movement: 3 Infantry
Vision: 2
Gas:99
Class: Solider
Weapon: Machine Gun
Ammo: Unlimited
Good Against: Infantry
Used for: Capturing properties. Useful in Fog of War because when they move
onto a mountain their vision increases by two, making their vision five. They
also get the mountain defense bonus of four stars which will make it hard for
your opponent to destroy them. Infantry are good for making Sturm's Meteor
Strike pretty much useless because you can cram them in one area and the
meteor will probably hit all those Infantry, not harming your front line.
-=2.Mech=-
Cost:3000 G
Movement: 2 Mech
Vision: 2
Gas: 70
Class: Solider
Weapons: Bazooka, Machine Gun
Ammo: 3, Unlimited
Good Against: Infantry, Mech, Tanks, A-Airs, Rockets, Artillery, Missiles,
Recons.
Used for: Mechs are just like powered-up Infantry since they have bazookas
instead of machine guns. They can do all things Infantry can(Capture
properties, go on mountains, etc.). The only real setback is that Mechs have
one less movement space than Infantry and that their bazookas only have 3
shots. Mechs are good against a variety of units, but only when they attack
the unit first.
-=3.Recon=-
Cost:4000 G
Movement: 8 Tires
Vision: 5
Gas: 80
Class: Direct
Weapon: Machine Gun
Ammo: Unlimited
Good Against: Infantry, Rockets, Artillery, Missles
Uses: Recons are good in Fog of War, hence their high vision range. A good
idea is to hide them in forests so you can see far into your opponents
territory without them being injured. You can also use Recons with COs that
have high Direct Strength(like Max) to soften up the enemy Indirect units.
-=4.APC=-
Cost: 5000 G
Movement: 6 Treads
Vision: 1
Gas: 70
Class: Transport
Weapon: None
Ammo: None
Good Against: Nothing, the APC cannot attack
Uses: APCs are great for baiting the enemy since the AI will always go for
Transport units, but the APC is the AI's number one priority to destroy.
Besides being a decoy, the APC can transport Infantry and Mech units and
supply units with gas and ammo.
-=5.A-Air=-
Cost: 8000 G
Movement: 6 Treads
Vision: 2
Gas: 60
Class: Direct
Weaopon: Vulcan
Ammo: 9
Good Against: Infantry, Mech, Recon, APC, T-Copter. B-Copter, Bomber,
Fighter
Uses: A-Air stands for Anti-Air, which is why they are good against Air units.
They are also very useful against Infantry and Mech. Don't use them against
Tanks however, because it is ineffective. They are good enough to finish off a
Tank with 2 or 3 HP, however.
-=6.Tank=-
Cost: 7000 G
Movement: 6 Treads
Vision: 3
Gas: 70
Class: Direct
Weapons: Cannon, Machine Gun
Ammo: 9, Unlimited
Good Against: Infantry, Mech, Artillery, Rockets, Missiles, A-Air, APC, Recon
Uses: Tanks are really easy to deploy since they only cost 7000 G. They are
also very powerful and a good way to start the battle. Just remember, Tanks
use their Machine Gun on Infantry, Mech, and Copters. Avoid the Air units,
Indirect units and Md Tanks.
-=7.Md Tank=-
Cost: 16000 G
Movement: 5 Treads
Vision: 1
Gas: 50
Class: Direct
Weapons: Cannon, Machine Gun
Ammo: 8, Unlimited
Good Against: Infantry, Mech, Artillery, Rockets, Missiles, A-Air, APC, Recon,
Tank.
Uses: The Md Tank is pretty much just a souped-up version of the Tank. The
only difference is the Gas and Cannon numbers. These aren't good for big maps,
since they have a low amount of Gas, but if you use them in a big map, bring
an APC along for the ride to supply it with Gas.
-=8.Artillery=-
Cost: 6000 G
Movement: 5 Treads
Vision: 1
Gas: 50
Class: Indirect
Weapon: Cannon
Ammo: 9
Attack Range: 2-3
Good Against: Infantry, Mech, Tank, Recon, A-Air, Rockets, Missiles,
Artillery, APC, Sub(risen), Cruiser, Lander
Uses: Artillery are the basic Indirect units. They are an inexpensive way to
gain indirect attack capabilities. They are good against almost everything and
can soften up the opposing Md Tanks and B-Ships. They cannot attack air units.
-=9.Rockets=-
Cost: 15000 G
Movement: 5 Tires
Vision: 1
Gas: 50
Class: Indirect
Weapon: Rockets
Ammo: 6
Attack Range: 3-5
Good Against: Infantry, Mech, Tank, Md Tank, Recon, A-Air, Rockets, Missiles,
Artillery, APC, Sub(risen), Cruiser, B-Ship, Lander
Uses: Rockets are very good Indirect units with a high attack range. They
are good against any Land or Sea unit, and like Artillery can't target Air
units. The only real bad thing is they move on Tires, which the movement cost
is high for everything but Road and Properties.
-=10.Missiles=-
Cost: 12000 G
Movement: 4 Tires
Vision: 5
Gas: 50
Class: Indirect
Weapon: Missiles
Ammo: 6
Attack Range: 3-5
Good Against: B-Copter, T-Copter, Fighter, Bomber
Uses: Missiles can do what Artillery and Rockets can't, which is fire on Air
units. When Missiles attack Air units, it is pretty much a 1-hit kill, unless
the CO has weak Indirect Strength. They also have a high Vision range.
-=11.T-Coptes=-
Cost: 5000 G
Movement: 6 Air
Vision: 3
Gas: 99
Gas Used Per Day: 2
Class: Transport
Weapon: None
Ammo: None
Good Against: Nothing, The T-Copter cannot attack.
Uses: The T-Copter is just like the APC except it moves through the air. It
cannot supply units with supplies or ammo however. The T stands for Transport.
-=12.B-Copter=-
Cost: 9000 G
Movement: 6 Air
Vision: 3
Gas: 99
GUPD: 2
Class: Direct
Weapons: Missiles. Machine Gun
Ammo: 6, Unlimited
Good Against: Infantry, Mech, Recon, APC, Artillery, Rockets, Missiles,
B-Copters, T-Copters
Uses: B-Copters are good for weakening Tanks and Md Tanks. They are useful
against other B-Copters, but only if you attack first. B-copters are good for
softening up opposing Indirect units. The B stands for Battle.
-=13.Fighters=-
Cost: 20000 G
Movement: 9 Air
Vision: 2
Gas: 99
GUPD: 5
Class: Direct
Weapons: Missiles
Ammo: 9
Good Against: T-Copter, B-Copter, Bomber
Uses: Fighters have the highest movement range in the game. They are just like
A-Air units, but they are in the air. They cannot target Land or Sea units.
-=14.Bombers=-
Cost: 22000 G
Movement: 7 Air
Vision: 2
Gas: 99
GUPD: 5
Class: Direct
Weapons: Bombs
Ammo: 9
Good Against: Infantry, Mech, Tank, Md Tank, Recon, A-Air, Rockets, Missiles,
Artillery, APC, Sub(risen), Cruiser, B-Ship, Lander
Uses: Bombers can hit anything but Air units. Whatever they attack also
receives a good amount of damage also.
-=15.Lander=-
Cost: 12000 G
Move: 6 Trans
Vision: 1
Gas: 99
GUPD: 1
Class: Transport
Weapons: None
Ammo: None
Good Against: Nothing. The Lander cannot attack
Uses: The sea version of a T-Copter except they can carry two of any type of
land unit. They also have more armor then T-Copters and APCs.
-=16.Cruiser=-
Cost: 18000 G
Move: 6 Ship
Vision: 3
Gas: 99
GUPD: 1
Class: Direct
Weapons: Missiles, A-Air Gun
Ammo: 9, Unlimited
Good Against: Subs, T-Copter, B-Copter, Fighter, Bomber
Uses: Along with the Sub, the Cruiser is the only unit that can attack a diven
Sub. Cruisers can also carry 2 Copter units. They are just like the sea
version of A-Air.
-=17.Sub=-
Cost: 20000 G
Move: 5 Sub(This is the same as Ship)
Vision: 5
Gas: 60
GUPD: 1, when diven 5
Class: Direct
Weapons: Torpedoes
Ammo: 9
Good Against: Lander, Sub, B-Ship
Uses: Along with the Cruiser, the Sub is the only unit that can attack a diven
Sub. Subs are very effective against Landers and B-Ships. Don't let your Subs
get in the range of enemy Cruisers.
-=18.B-Ship=-
Cost: 28000
Move: 5 Ship
Vision: 2
Gas: 99
GUPD: 1
Class: Indirect
Weapons: Cannon
Ammo: 9
Attack Range: 2-6
Good Against: Infantry, Mech, Tank, Md Tank, Recon, A-Air, Rockets, Missiles,
Artillery, APC, Sub(risen), Cruiser, Lander
Uses: B-Ships have the longest attack range of all Indirect units. They are
good to attack pretty much everything and give that unit a lot of damage.
Cannot attack Air units.
----------------
-= 7. Terrain =-
----------------
Every type of Terrain have different movement costs. They also may provide
defense for your units.
The Movement Types of Units
Infantry: Infantry
Mech: Mech
Treads: Tanks, Md Tanks, APC, A-Air, Artillery
Tires: Recons, Rockets, Missiles
Air: T-Copters, B-Copters, Fighters, Bombers
Ship: Cruisers, B-Ships
Trans: Landers
Sub(same as Ship): Subs
Terrain Movement Costs
-=Plain=-
Defense Bonus: 1
Infantry: 1
Mech: 1
Treads: 1
Tires: 2
Air: 1
Ship, Trans, Sub: N/A
-=Woods=-
Defense Bonus: 2
Infantry: 1
Mech: 1
Treads: 2
Tires: 3
Air: 1
Ship, Trans, Sub: N/A
In Fog of War, units(except Air) in Woods cannot be seen unless a unit is
right next to it.
-=City=-
Defense Bonus: 3
Infantry: 1
Mech: 1
Treads: 1
Tires: 1
Air: 1
Ship, Trans, Sub: N/A
This includes Bases, Aiports, and Ports
-=HQ=-
Defense Bonus: 4
Infantry: 1
Mech: 1
Treads: 1
Tires: 1
Air: 1
Ship, Trans, Sub: N/A
-=Mountain=-
Defense Bonus: 4
Infantry: 2
Mech: 1
Treads: N/A
Tires: N/A
Air: 1
Ship, Trans, Sub: N/A
-=River=-
Defense Bonus: 0
Infantry: 2
Mech: 1
Treads: N/A
Tires: N/A
Air: 1
Ship, Trans, Sub: N/A
-=Road=-
Defense Bonus: 0
Infantry: 1
Mech: 1
Treads: 1
Tires: 1
Air: 1
Ship, Trans, Sub: N/A
-=Sea=-
Defense Bonus: 0
Infantry: N/A
Mech: N/A
Treads: N/A
Tires: N/A
Air: 1
Ship, Trans, Sub: 1
-=Reef=-
Defense Bonus: 1
Infantry: N/A
Mech: N/A
Treads: N/A
Tires: N/A
Air: 1
Ship, Trans, Sub: 2
Reefs have the same effects of Forests in Fog of War.
-=Shoal=-
Infantry: 1
Mech: 1
Treads: 1
Tires: 1
Air: 1
Ship, Sub: N/A
Trans: 1
---------------------------
-= 8. Damage Information =-
---------------------------
These damages were using COs with no powerups, such as Andy VS Andy on a zero
defense terrain such as Road. A blank space means they cannot attack that
unit.
Inft Mech Mtnk Tank Recn APC Artl Rock A-Ar
Inft 55% 45% 1% 5% 12% 14% 15% 25% 5%
Mech 65% 55% 15% 55% 85% 75% 70% 85% 65%
Mtnk 105% 95% 55% 85% 105% 105% 105% 105% 105%
Tank 75% 70% 15% 55% 85% 75% 70% 85% 65%
Recn 70% 65% 1% 6% 35% 45% 45% 55% 4%
APC
Artl 90% 85% 45% 70% 80% 70% 75% 80% 75%
Rock 95% 90% 55% 80% 90% 80% 80% 85% 85%
A-Ar 105% 105% 10% 25% 60% 50% 50% 55% 45%
Misl
Figh
Bomb 110% 110% 95% 105% 105% 105% 105% 105% 95%
B-Cp 75% 75% 25% 55% 55% 60% 65% 65% 25%
T-Cp
BShp 95% 90% 55% 80% 90% 80% 80% 85% 85%
Crus
Land
Subs
Misl Figh Bomb B-Cp T-Cp Bshp Crus Land Subs
Inft 25% 7% 30%
Mech 85% 9% 35%
Mtnk 105% 12% 45% 10% 55% 35% 10%
Tank 85% 10% 40% 1% 5% 10% 1%
Recn 28% 10% 40%
APC
Artl 80% 40% 65% 55% 60%
Rock 90% 55% 85% 60% 85%
A-Ar 55% 65% 75% 120% 120%
Misl 100% 100% 120% 120%
Figh 55% 100% 100% 100%
Bomb 105% 75% 85% 95% 95%
B-Cp 65% 65% 95% 25% 55% 25% 25%
T-Cp
Bshp 90% 50% 95% 95% 95%
Crus 55% 65% 115% 115% 90%
Land
Subs 55% 25% 95% 55%
-----------------------
-= 9. Field Training =-
-----------------------
Field Training is where you learn how to play the game. All you have to do to
unlock Campaign and all the other options is to complete the Fog of War
mission.
Mission 1
Troop Orders
CO: Nell
VS: Olaf
Your Units:
2 Infantry
Enemy Units:
2 Infantry
Properties: Allied Enemy Neutral
Cities: 0 0 0
Bases: 0 0 0
Airports: 0 0 0
Ports: 0 0 0
Days: 3
Technique: 0
Briefing:
This mission is pretty easy. Just do what Nell tells you to do and you should
win.
Walkthrough:
Nell Day 1 Move southern Infantry three spaces east. Move northern Infantry
three spaces east.
Olaf Day 1 Move northern Infantry three spaces wesr. Move southern Infantry
one space north.
Nell Day 2 Attack enemy Infantry with southern Infantry. Destroy damaged
Infantry with remaining Infantry.
Olaf Day 2 Move remaining Infantry two spaces west.
Nell Day 3 Attack Infantry with healthy Infantry. Destroy damaged Infantry
with damaged Infantry.