Advance Wars FAQ - Guide for Advance Wars
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-= 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.