Advance Campaign
Advance Campaign can be unlocked by beating Normal Campaign once, buying it for 1 coin at the Battle Maps, and holding on select when you enter Campaign mode till the words "Advance Campaign" show up. Most of these missions are MUCH harder than their "Normal Campaign" counterparts and need a lot more strategy. Good luck, advisor! You will need to take far more risks in Advance Campaign. Getting S-ranks on these missions are far harder, and even good players will have trouble even beating most missions.
You'll be happy to know that you automatically get full technique points. You can lose every single unit but one and still get a full 300. However, speed is a bigger factor now. The time limits are very tough to beat and in AC your enemy gets more units. Harder? You bet!
With AC's speed tightening, the full score also does. It was possible to get a 999 on NC, but the limit is 991 on AC. You also must know your COs VERY WELL, especially the three you'll be playing almost throughout the entire campaign. Note that even with this FAQ, you will need to come up with your own strategies many times, as the AI does things randomly and you'll have to make up from what you have.
The objective of this Advance Campaign Mode Guide is to help you to get past the mission you're stuck on, but still keep some replay value so you don't completely look at a guide to beat the game.
Advance Campaign Table of Contents
- Mission 1: It's War!
- Mission 2: Gunfighter
- Mission 3: Air Ace!
- Mission 4A: Max Strikes! (Andy)
- Mission 4M: Max Strikes! (Max)
- Mission 5A: Max's Folly?
- Mission 5M: Sniper!
- Mission 6A: Olaf's Navy
- Mission 6M: Blizzard Battle
- Mission 7A: Olaf's Sea Strike
- Mission 7M: History Lesson
- Mission 8: Sami's Debut
- Mission 9: Kanbei Arrives
- Mission 10: Mighty Kanbei
- Mission 11: Kanbei's Error?
- Mission 12: Divide and Conquer
- Mission 13: Sami Marches On!
- Mission 14: Sonja's Goal
- Mission 15A: Captain Drake (Andy)
- Mission 15M: Captain Drake (Max)
- Mission 15S: Captain Drake (Sami)
- Mission 16A: Naval Clash (Andy)
- Mission 16M: Naval Clash (Max)
- Mission 16S: Naval Clash (Sami)
- Mission 17A: Wings of Victory (Andy)
- Mission 17M: Wings of Victory (Max)
- Mission 17S: Wings of Victory (Sami)
- Mission 18A: Battle Mystery (Andy)
- Mission 18M: Battle Mystery (Max)
- Mission 18S: Battle Mystery (Sami)
- Mission 19: Andy Times Two
- Mission 20: Enigma
- Mission 21: The Final Battle
- Mission 22: Rivals
| Mission Name | CO | Enemy | Difficulty | Allies OR Basic Strategy |
|---|---|---|---|---|
| It's War! | Andy | Olaf | ***** | Divide and Conquer |
| Gunfighter | Andy | Grit | ***** | Draw a Line |
| Air Ace | Andy | Eagle | ***** | Lightning Strike |
| Max Strikes! (A) | Andy | Olaf | ***** | Lightning Strike |
| Max Strikes! (M) | Max | Olaf | **** | Lightning Strike |
| Max's Folly? | Max | Grit | ** | Take Territory |
| Sniper! | Max | Grit | ** | Draw a Line |
| Olaf's Navy! | Andy | Olaf | ****** | Lightning Strike |
| Blizzard Battle! | Max | Olaf | **** | Capture and Hold |
| Olaf's Sea Strike | Andy | Olaf | **** | Divide and Conquer |
| History Lesson | Max | Grit | **** | Draw a Line |
| Sami's Debut | Any | Eagle | ****** | Draw a Line |
| Kanbei Arrives! | Any | Kanbei | ***** | Lightning Strike |
| Mighty Kanbei! | Any | Kanbei | ** | Fortify and Contain |
| Kanbei's Error? | Any | Kanbei | ***** | Capture and Hold |
| Divide and Conquer! | Max | Sonja | **** | Draw a Line |
| Sami Marches On! | Sami | Sonja | ***** | Divide and Conquer |
| Sonja's Goal | Andy | Sonja | ***** | Draw a Line |
| Captain Drake (A) | Andy | Drake | ***** | Lightning Strike |
| Captain Drake (M) | Max | Drake | *** | Lightning Strike |
| Captain Drake (S) | Sami | Drake | ****** | Lightning Strike |
| Naval Clash! (A) | Andy | Drake | * | Draw a Line |
| Naval Clash! (M) | Max | Drake | **** | Draw a Line |
| Naval Clash! (S) | Sami | Drake | **** | Draw a Line |
| Wings of Victory A | Andy | Eagle | **** | Lightning Strike |
| Wings of Victory M | Max | Eagle | **** | Lightning Strike |
| Wings of Victory S | Sami | Eagle | ****** | Lightning Strike |
| Battle Mystery! (A) | Andy | Drake | *** | Draw a Line |
| Battle Mystery! (M) | Max | Drake | **** | Draw a Line |
| Battle Mystery! (S) | Sami | Drake | *** | Draw a Line |
| Andy Times Two! | Any | Andy | *** | Eagle, Lightning Strike |
| Enigma! | Any | Sturm | **** | Divide and Conquer |
| The Final Battle! | ???? | Sturm | ****** | ??, ??, Divide and Conquer |
| Rivals! | Andy | Eagle | ******* | Lightning Strike |
Advance Campaign Mission 1: It's War!
Difficulty: *****
CO to Use: Andy
Enemy CO: Olaf
| Your Units | Enemy Units |
|---|---|
| 2 Infantry | 4 Infantry |
| 1 Mech | 2 Mech |
| 1 APC | 2 Rockets |
| 1 Recon | 3 Tank |
| 2 Tank | 1 Md Tank |
| 2 Artillery | 3 Anti-Air |
| 2 Artillery |
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
Your southern medium tank has been converted to a normal tank from Normal Campaign and Orange Star has confiscated your anti-air. Olaf now has a northern tank converted to a medium tank, and a new southern medium tank. You can hold at the river/bridge in the south for a few turns, but that might cost you too much time for a S-rank. Instead, move your entire army north and go for the HQ capture. Make sure you do not lose your APC so you can go for a HQ capture when you get towards the HQ.
On day 1, move your entire army as far north/northeast as possible, including moving your southern infantry into your APC and moving it northward. On the way, use your northern tank to attack Olaf's tank from the south.
On day 2, use your mech to destroy the tank and have your tanks destroy Olaf's artillery. Leave one of your infantry as bait for a tank attack from the south. Continue moving all other units northeast on the way towards the HQ. Throughout this mission, position your artillery behind your infantry and tanks so that they absorb the attacks and allow your artillery yo strike back.
On day 3, use your artillery units to attack the tank and anti-air, and your mech to finish off the tank. Use your attacks to attack Olaf's infantry trying to capture the northwest cities. You can use your APC to lure the anti-air, but remember your APC can only take one hit prior to reaching Olaf's HQ. Do not advance your units into medium tank or southern rocket range.
On day 4, use your artillery and tank to destroy the anti-air. Use your recon to finish off the infantry and begin capturing the northwest city if you desire. Advance northeast but remain out of northeast medium tank and rocket range.
On day 5, advance a direct unit (recon or tank) into northeast medium tank range while moving all other units eastward just outside that range and just outside the southern rocket range, and also out of southwest medium tank range. Position your artillery units in positions that can hit anything that attacks your direct unit. Remember to preserve your APC.
On day 6, have your artillery units weaken the northeast medium tank and then destroy it with another unit, like your mech. Move your foot soldiers and APC towards the HQ but out of both rocket ranges. Now position any remaining tank and recon units as a west/south buffer for your artillery units.
On day 7, use your artillery units to seriously weaken the advancing southwest medium tank. Advance all other units east but outside the rocket ranges.
On day 8, finish off the medium tank and now move a foot soldier via APC onto the HQ. Advance all other units (e.g. a recon) towards the rocket to attack it and be bait for the northeast medium tank.
On day 9, begin capturing the HQ. Begin capturing the HQ with your foot soldiers and use your APC, recon, and/or tank to block off the infantry from an attack from the northeast medium tank. Olaf will begin capturing your HQ the same turn, so this timing is critical. Assuming your foot soldier doesn't get attack, you'll be able to finish capturing the HQ and beat the mission on day 10.
Advance Campaign Mission 2: Gunfighter
Difficulty: *****
CO to Use: Andy
Enemy CO: Grit
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
On the Advance Campaign version, Grit packs two more tanks and an artillery west of the mountains. You can generally ignore the two tanks, but pay attention to that artillery. East of the mountains, Olaf has an extra medium tank, an extra rocket, and an extra infantry. You also start without the tank, artillery, or APC. Remember that Grit has +1 range on his indirects and check on the indirect ranges each turn.
Focus on defending the first several turns. On day 1, build one infantry and one tank. On day 2, build an infantry and artillery, and have an infantry wall in front of the tank. On day 3, don't attack yet, but build another infantry and artillery and keep that infantry wall in front of the tank. Keep repeating over the next few days while staying out of artillery range until you have five artillery from the HQ to the bases. As Grit's medium tank and other units arrive, use the artillery to take it out.
After you clear the first medium tank, have at least three tanks and three artillery ready just outside the next rocket's range, then send all of them east at once to target the artillery and two rockets. Grit doesn't have enough units there to take all six units out. On the next turn, attack Grit's three indirect units with your artillery, then continue the attack with your tanks.
In the final turns, keep building tanks and artillery. Use the tanks to advance on the remaining artillery and three rockets. Bring up the artillery to fire on anything it can reach. And build an APC and bring an infantry over to the HQ to capture it once you've taken all those units out.
Advance Campaign Mission 3: Air Ace
Difficulty: *****
CO to Use: Andy
Enemy CO: Eagle
General Strategy:
On the Advance Campaign version, you get an extra anti-air, but Eagle gets five more battle copters, another bomber, and another tank.
On turn 1, you can take out the battle copter with your anti-air and use your medium tank to damage Eagle's tank. The unit you must keep alive is your transport copter. That transport copter will allow you to bring an infantry or mech to the HQ.
To get that transport copter there, you need to move your missile and anti-airs eastward and get them in position to down the fighters. Stay primarily on defense the first three turns. Surround your copters with infantry and anti-aircraft from all sides to protect them. There's no airport on the map for you to heal either of your air units. Build an anti-air on any turn that you can until you get to the final bomber. Meanwhile, target bombers and battle copters first, because you can always surround your planes with your other units to prevent fighters downing them.
Be sure to take out that last bomber before you land an infantry on the HQ, or the bomber will kill it in a single strike. Then land an infantry on the HQ with the transport copter immediately north of it so that the transport copter absorbs tank strikes that may target the HQ capturing infantry. Capture the HQ by Day 8 for a perfect speed score.
Advance Campaign Mission 4: Max Strikes! (Andy)
Difficulty: ****
CO to Use: Andy
Enemy CO: Olaf
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
On the Advance Campaign version, you only have half your army from Normal Campaign. You start out without your two medium tanks, rocket, two mechs, or second sub. In contrast, Olaf has an extra battleship (all battleships now out of range on day 1), two additional medium tanks, and two rockets, plus a tank has become a medium tank (the third additional medium tank) and two infantry have become two mechs.
The only strategy that will get you enough speed points involves a HQ capture. To do that, you need to largely take out Olaf's battleship navy to protect a lander that you take to the southeast island, and get infantry past the medium tank and rocket to capture the HQ.
On the Advance Campaign version, you only have half your army from Normal Campaign. You start out without your two medium tanks, rocket, two mechs, or second sub. In contrast, Olaf has an extra battleship (all battleships now out of range on day 1), two additional medium tanks, and two rockets, plus a tank has become a medium tank (the third additional medium tank) and two infantry have become two mechs.
The only strategy that will get you enough speed points involves a HQ capture. To do that, you need to largely take out Olaf's battleship navy to protect a lander that you take to the southeast island, and get infantry past the medium tank and rocket to capture the HQ.
On day 1, you want to move your sub east and dive. Move your battleship one square south onto the reef. Move one infantry into your APC, then load both the APC and your other infantry into your lander. Then move that lander southeast but make sure it's out of battleship range. On land, move one tank to the western bridge square and an artillery to the left. Build no units.
On day 2, use your battleship and sub to destroy one battleship, and keep moving your lander further southeast while keeping it out of battleship range. Build no units.
On day 3, use your sub to attack the southeast most battleship, move your battleship southeast but out of other battleships' ranges, and move your lander past the battleship west of the shoal but just outside rocket range. That'll pull the medium tank off the HQ for an easier attack. On land, use your artillery to attack the tank, move your damaged tank to a city, and move your other tank east of the artillery to attack. You'll want to do this tank swap for the next few days. Build a sub.
On day 4, move your newly built sub east. Attack the southeast most battleship with your eastern sub, move your lander west into damaged battleship attack range but also move a battleship into that range so you can strike the battleship or the medium tank next turn. Again, do the land swap: use your artillery to attack the tank, move your damaged tank to a city, and move your other tank east of the artillery to attack. Use your CO power at the end to heal your damaged units.
On day 5, do the tank swap on land. In the sea, move your western sub eastward and again use your eastern sub to destroy the southeast battleship. Use your battleship to damage the medium tank that's now off the HQ. Move your lander closer to the HQ island but keep it out of battleship, rocket, and medium tank range. At this point on land, you can build artillery and infantry for the next few turns to damage the medium tanks that come onto your island. You won't be able to hold on the bridge.
From day 6 onward, attack what you can on land and consider building an APC to refuel your diving subs. Use your battleship to destroy the medium tank, and your subs to attack battleships. You can drop your lander off on the plains and the infantry on the shoal so that the APC doesn't get destroyed in one hit. The APC and lander will both be rocket targets. On the next turn, you'll want to drop off your infantry and start moving towards capturing the HQ.
After this point, start trying to capture the HQ (you'll have two infantry units so you have some margin of error) and bring your battleship east and then damage the rocket from afar. At sea, keep destroying battleships and landers so that Olaf can't bring too many units back to the HQ for defense. On land, use your artillery to target medium tanks and artillery first, and use any tanks/infantry you build to attack everything else. You'll eventually overwhelm any units Olaf has left at the HQ and be able to capture the HQ.
Advance Campaign Mission 4: Max Strikes! (Max)
Difficulty: ****
CO to Use: Max
Enemy CO: Olaf
General Strategy:
In the Advance Campaign version, you have the same number of units. Olaf has traded in two infantry for two mechs, and added a battleship and a medium tank.
On day 1, dive your submarines and move up your battleship, but outside of battleship range. On later turns, you'll use your diving submarines to attack the three remaining battleships directly, and that battleship to fire from afar. Unlike in Normal Campaign, hold back and stay out of range on day 1 with your land units. On Olaf's day 1, Olaf will move the battleships and other land units closer to you.
Then, on day 2, have your medium tank attack the medium tank, and the other two tanks to attack Olaf's tanks. Bring the artillery and rocketas far right as you can take them so that they can fire on enemies on your next turn, ideally the more expensive tank units. Then make use of Unit Guide matchups to advance. Build an infantry wall to the right of your artillery to protect them as they advance, attack medium tanks with your medium tanks, and tanks, artillery, and rockets with your tanks. From day 4 onward, move your lander with a mech and APC towards the enemy HQ as an insurance policy if you can't defeat all enemies. Win in 7 days for a perfect speed score.
Advance Campaign Mission 5: Max's Folly? (Andy)
Difficulty: *****
CO to Use: Andy
Enemy CO: Grit
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
On Advance Campaign, you start with one fewer medium tank and one fewer tank, and your two mechs have become two infantry. In contrast, Grit has upgraded two of his artillery to rockets and one tank to a medium tank, making the HQ defense significantly more perilous.
This is Andy's path, but Max charges in to fight Grit. You can't let Grit's two infantry take your HQ in the 6 day period or you'll lose. Max's two artillery and rocket have limited range ( 1 ), so your goal will be to move those tanks up to attack.
On all days, do your best to check Grit's enhanced rocket or artillery range before moving your tanks up. You'll lose a few tanks, but at least you won't face a barrage until you know you can move a few units at a time. You can't fully avoid the barrage because Grit will hit you with his Sharp Shooter CO Power, but it'll allow you to preserve enough tanks to keep advancing. You can't stay back and wait because Grit's infantry will capture your HQ if you do that.
On day 1, move all your units northeast or north as far as possible, destroying the artillery and positioning all other units outside of range of the rocket directly to the east of you. Grit will use his rocket to attack the APC and move all other units up.
On day 2, attack the medium tank with your rockets and move your other units up the road (even into the range of the two rockets on the road), watching out for the range of that northern rocket. Line up your artillery and rockets to also be able to fire on the rockets. Grit will likely choose to prioritize destroying one of your rockets.
On day 3, use your artillery, rocket, and medium tank to clear the enemy units off the road towards the HQ. Use Max Force for the additional 10 Defense. Use your APC to drop off an infantry onto the mountain range within range of attacking any infantry that tries to capture your HQ. You'll need to move a medium tank and tank into Snipe Attack ( 2 ) rocket range to ensure that you have one of your tanks or medium tanks get to the HQ, but not so far that they can get hit by rockets on the eastern road.
On day 4, send your remaining tank (medium tank or tank) to attack and your infantry to destroy the HQ capturing infantry, and move your other infantry into range into attacking the HQ capturing infantry. At that point, you hang back and avoid getting hit by Grit's remaining rockets and artillery in that 6 day period and you'll pick up the victory.
Advance Campaign Mission 5: Sniper! (Max)
Difficulty: *****
CO to Use: Max
Enemy CO: Grit
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
This is a Fog of War mission, so you need to locate hidden units. Use Max and keep in mind that Grit has the 1 attack range on indirects. On day 1, there's a rocket six squares south of the tank. There's an artillery three squares south and three squares east of the tank. There's also a tank two squares south and four squares east of your tank. And there's an anti air lurking and coming your way later on day 1. Move your units as far as they can go without being in the rocket's 3 to 6 range, don't move them too far. Use a transport copter to reveal the infantry and a battle copter to damage the infantry.
Your primary goal on the mission is to protect your expensive units: medium tank, rocket, tank, and artillery, and make extensive use of forest tiles unless you're certain you can get past an indirect's range. On day 2, use your rocket to damage the tank, and your tank to finish it off. Reveal and damage the rocket with your battle copter. On day 3, destroy the rocket, artillery, and tank, and moving your units forward, especially your rocket. Grit will come at you with another anti air and another artillery.
After you advance past those units, Grit has a rocket on the city behind the mountains again. You'll want to locate the missile near or at the blue city in the center top part of the map, but beware that you can only attack that rocket with a battle copter from the south, not north or west. There's also a new medium tank that wasn't in the Normal Campaign version. With indirect units, you can use your battle copter or tanks to take the units out, as long as you're cognizant of the ranges of the other units.
Meanwhile, you can take a battle copter and transport copter over to the HQ, or do the same with an APC with an infantry. When you do so, beware of the rocket, which was previously an artillery in Classic, just east of the HQ. Drop the infantry straight on the HQ and you should be fine. If you are going for a full KO, you'll need to bring a battle copter to the northeast island to take out the two remaining units, which are now a missile (forest tile) and a rocket (on the city) rather than just an artillery.
Advance Campaign Mission 6: Olaf's Navy! (Andy)
Difficulty: ******
CO to Use: Max
Enemy CO: Olaf
General Strategy:
In this Fog of War mission, you can eliminate all units or go for the safer route of taking Olaf's HQ through the southern bridge with forests. The eliminate all units path is more difficult. You need to place your artillery and rocket on the nearby forest tiles, and your battleship on a reef. Have your sub dive and on successive turns, injure units one by one. You can use your lander as bait to lure their subs into barrage range.
Regardless of whether you try to take every unit out, you want to send your remaining units north to destroy the three tanks and one rocket. The idea is to bring an infantry via APC to capture the HQ. Use your recon and small tanks to guide your way through the Fog of War and be sure to take out the rocket hidden on the forest tile west of the HQ before you do so, or your infantry will get fried before it can take the HQ. The Advance Campaign version is very difficult and may take you many tries.
Advance Campaign Mission 6: Blizzard Battle! (Max)
Difficulty: ****
CO to Use: Max
Enemy CO: Olaf
General Strategy:
Compared to the Normal Campaign version, you now start with a medium tank, a tank, two infantry, two mechs, and an APC. However, Olaf now has an additional rocket and two two mechs west of the river. As with the Normal Campaign version, you want Max's stronger tanks, which is what you need for a faster victory here. You'll need to capture all neutral properties on your side of the river, plus one on the eastern side of the river.
The bigger problem is preventing Olaf from taking any city on your side of the river. On this map, the early mechs and infantry are even more dangerous than the more expensive units. First, you'll want to focus on taking out the two mechs west of the river. On day 1, move all units north. This includes picking up a mech and dropping that mech off with an APC near the northwest neutral base. Use your tanks to destroy the artillery and then the rocket, and your mechs to attack the tank, with mechs and infantry attacking the two mechs so they can't capture anything. The AI tends to prioritize targeting APCs and infantry capturing cities, so use that to your advantage.
Meanwhile, always be thinking about building speedy direct units like tanks. Build infantry only when it doesn't affect you building a tank on the next turn. After you take out the first two mechs, you must now capture the northern base while moving tanks over to both bridges to take out infantry crossing both bridges to take properties. After you've secured that position, then you can focus on deploying tanks and infantry and capturing cities as you normally would. If you still have your medium tank, use that to take out the remaining enemy medium tank.
Afterwards, you'll want to keep moving tanks north and east to defend your side of the bridge and to attack any infantry, tanks, and artillery that may try to cross the river. The easier neutral city to capture will probably be on the northern side. Keep attacking with tanks and pressing forward with infantry on both fronts, secure the bridges, and then take a city on the other side to clinch the victory.
Mission 7A: Olaf's Sea Strike
Difficulty: ****
CO to Use: Andy
Enemy CO: Olaf
On the Advance Campaign version, you no longer have a 2HP transport copter, and Olaf has more units.
This is primarily a sea map. Use Andy because he has well-balanced naval units out of the Orange Star COs. On day 1, move your battleships and cruisers to reefs to the east - keep your battleships on reefs on the first several days. Move your northern sub east one, and move your southern sub as far as it can go eastward. Dive both subs. Move a medium tank, tank, and two foot soldiers into the landers.
On day 2 onward, you'll spot three battleships, a cruiser, and two subs. The matchups are as follows: Battleships beat cruisers, cruisers beat subs, and subs beat battleships. Olaf will focus his fire on your cruisers first, and on later days, bring another cruiser and sub to attack. On day 6, bring your subs back to the HQ to refuel them before you continue to advance with them. You'll need the subs later for vision purposes - they're the recons of the sea - as you advance on the HQ.
After you clear Olaf's navy following these matchups, advance on the northeast island with the HQ. Olaf has a battleship, lander, medium tank (upgraded from a tank), a tank, two infantry, and two rockets. Olaf's battleship is on a reef northwest of the island as well as rockets on both the northeast forest tile and the southeast forest tile.
As you advance on the HQ, beware of anything that's not on a reef, and count 5 from the rocket to track the rockets' ranges. Reveal both the battleship and the northern rocket by moving a sub next to it. Once the northern rocket has been neutralized, you can bring your subs up so they don't sink due to lack of fuel. Then damage and destroy them with your battleships. After you take both those out and begin weakening Olaf's medium tank with battleships, move in with your lander units and capture the HQ for the win.
Mission 7M: History Lesson
Difficulty: *****
CO to Use: Max
Enemy CO: Grit
General Strategy:
In the Advance Campaign version, you have one fewer submarine, an extra tank, an extra infantry, and two more mechs. Honestly, having the extra units might be an advantage in this version compared to the Normal Campaign version. You can creep up on Grit like Max says, but you'll lose some valuable speed. Instead, you want to go for a HQ capture. To do that, you need to win the naval battle quickly.
Again, remember your naval matchups. Battleships take out cruisers, cruisers take out subs, and subs take out battleships. Move your naval units to the northeast. You should be moving your battleship in particular between reefs so it doesn't get destroyed by an artillery or rocket north of you. And dive all your subs. Those diving subs can attack a battleship on later turns. Make sure you've got at least one lander that has infantry or mechs advancing on the HQ. In the meantime, move your recon and tanks up to destroy the tank, artillery, and hidden rocket on the northern forest tile.
Use your naval units to secure a path to the HQ for the HQ capture based on the naval matchups mentioned above. You'll want to, in particular, use your subs to take out a battleship northeast of the HQ so that it can't fire on your infantry or mech when it takes the HQ. There's an artillery south of the HQ and also a tank and artillery on the central island, but you can largely ignore those as you run to the HQ to capture it for a victory.
Mission 8: Sami's Debut
Difficulty: *****
CO to Use: Max
Enemy CO: Eagle
General Strategy:
This is the 3rd hardest mission in the AW1 Advance Campaign. Compared to the Normal Campaign version, you start out without a bomber, one fewer anti-air, one fewer battle copter, and one fewer transport copter. Eagle only has two battle copters visible at the start rather than the three battle copters and missile in the Normal Campaign. However, he has a swarm of units defending the HQ, including several additional air units (a bomber, fighter, and three battle copters) as well as two medium tanks. Your primary objective is to keep your transport copter alive so that you can bring your infantry over to the HQ for a HQ capture. You'll also want to keep your anti-air and missile alive for as long as possible.
This is a Fog of War map, and you'll be going up again against Eagle and his Lightning Drive CO power that allows him to attack two times in one turn. Choose Andy so that you can also make use of the indirects. If you're not good at positioning your indirects, use Max instead because Max will have stronger fighters, bombers, and anti-aircraft. You'll want to focus on targeting bombers first.
On day one, use your fighter to weaken the remaining battle copter. Do not use your anti-air on day 1 to attack the battle copter as you'll need it against bombers in later turns. All your vehicles should mostly be following the road to take advantage of the road movement bonus, prioritizing the movement of the missile and anti-air. Move your infantry and mechs upward.
On day two, use your missile and then anti-air to destroy the bomber. Keep moving units up carefully by keeping them on forest tiles. Your less expensive units should be further east to absorb any potential surprise air attacks. Your unit matchups for days 3 and 4: missile against any planes, fighter against bombers, anti-air vs. planes with an emphasis on fighters and bombers. Target full-HP air units over 2HP units. Be careful to protect your most expensive units and useful units as best you can.
Advance units in a group the rest of the way, not letting your easternmost unit get too far from your westernmost unit. As you advance eastward through the forest tiles and towards the river, you'll find even more air units: two battle copters, a bomber, and a fighter. Again, use your less expensive units to shield the more expensive units from first attack, and don't get any air unit within 9 squares of that fighter until you advance your remaining units towards the HQ.
As you advance up the road, there's a bomber, battle copter, and medium tank in the southeast. Again, use similar matchups as mentioned earlier to take down the bomber and battle copter, and use your artillery, medium tank, or battle copter on the medium tank. There is another bomber and medium tank that defends the HQ. You'll have to take the bomber out. You can lure the medium tank away and send a transport copter or APC to the HQ for an infantry capture, or defeat that as well to win by elimination.
Mission 9: Kanbei Arrives
Difficulty: *****
CO to Use: Andy
Enemy CO: Kanbei
General Strategy:
In the Advance Campaign version, one of your rockets is converted to an artillery. Meanwhile, Kanbei has two more artillery up front and two more tanks in the back.
Use Andy. Sami has weak direct units, and Max has weak indirect units. To defend, you'll need to be able to use both efficiently. On days 1 and 2, check the ranges of both Kanbei's rockets and make sure you stay out of it. Just outside that range, park your medium tanks at the front so that Kanbei targets them instead of your other units. The idea is that you use the mountain range as a barrier from tanks getting in to attack you.
Move your artillery and rockets as far as you can out of range but with a medium tank, tank, or mech just to the right of them so that Kanbei's units can't strike them. In the middle of your formation, use infantry then mechs as the priority units to take damage from Kanbei's tanks. If they get injured, send them back to your cities to heal. When doing damage to Kanbei's units, try to destroy 2-3 HP units rather than let them go back to a city to heal. Stay out of rocket range until destroy all tank offensive.
On successive turns, Kanbei's units will start attacking you with tanks, wave by wave, and also move up his artilllery. Use your rockets and artillery to attack the enemy units first, then your tanks. Your top targets should be medium tanks, then artillery, then tanks. Stay out of the range of the two rockets until you destroy all the tanks and artillery. If you can hold the line and use your cities and HQ to heal any units that need the healing, you'll eventually wear down Kanbei's forces and take home the win.
Mission 10: Mighty Kanbei!
Difficulty: *******
CO to Use: Andy
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
In the Advance Campaign version, you start out with the same number of units. However, Kanbei has two more tanks, two more rockets, and one more artillery at his HQ that he'll throw at you. And they'll almost all hit you on the eastern front rather than the southern front, and all at once.
On this mission, you'll need to build a lot of indirect units. Don't use Max. Sami is okay, but my recommendation is Andy because his tanks are still decent and he has Hyper Repair as a CO Power. You'll be in control of two bridges. If any units get through the eastern bridge in particular, you're toast. You must block that bridge to limit the number of Kanbei's units that can attack you. The other goal is to protect your rockets as well as the medium tank and artillery that you'll be building and using to fight.
On day 1, attack the southern tank with your rocket, the eastern tank with your other rocket, and the eastern rocket with your tank. Do not attack the rocket with your infantry. Move both your mech and infantry to the east to help with defense, as you can build infantry on later turns to capture the properties. Meanwhile, make sure your southern tank doesn't cross the bridge, and that your eastern tank only makes it over once to attack the first time. Build one infantry from the eastern base. If you don't do sufficient damage to Kanbei's rocket, it has a good chance of attacking your rocket on the next turn and wipe out in 3000G in funds, and you need enough funds (16,000G) to build a medium tank from that base on day 2.
On day 2, build a medium tank from the eastern base and begin capturing the two neutral properties. Pull back your tank behind your infantry on the bridge on the eastern front (infantry as tank fodder next turn), and destroy the rocket with your rocket. On the southern front, destroy the tank with your rocket and use your tank to attack the artillery. Move other non-capturing infantry east.
On day 3, watch out for enemy rocket ranges. Destroy the southern artillery with your tank and build an APC and infantry with an eye on moving an infantry towards the HQ from the southern front. This HQ capture approach can earn you the victory even if can't hold the eastern front and lose most of your units. Move your western rocket eastward and have your mech be cannon fodder.
On day 4, continue to watch out for enemy rocket ranges. Pull back your damaged mech, build two artillery, and move back the rocket closest to the action. Moving forward, build artillery on every turn and infantry when you have extra funds.
The key spot to camp your medium tank on day 4 and all future turns is the road, with your weaker units (like your mech or tank) camping on a more fortified forest or city tile. Always leave at least a tank or an infantry between Kanbei and your artillery and rockets. When damaging units, focus on damaging as many units to half-health as possible, and destroying them only when they're 3HP or lower.
Then continue chipping away damage at their artillery, tanks, and medium tanks using your artillery and rockets first, then your tanks. Remember to always look up rocket ranges first. And continue transporting your infantry from the APC over to the HQ - you'll have the chance at a 8-day HQ capture victory because Kanbei doesn't defend his HQ.
Mission 11: Kanbei's Error?
Difficulty: *******
CO to Use: Max
Enemy CO: Kanbei
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
The Advance Campaign version introduces Fog of War. You start with an extra anti-air and bomber, but you'll come up against three straight days of air assaults on your home island. Choose Max. He has a weaker missile unit, but he has stronger anti-air and air units than Andy and Sami, and the only way you'll be able to move units to other islands is by air.
On day 1, build two infantry and build an infantry wall (to absorb attacks) on the north side to protect your missile and planes. Kanbei will move a bomber and fighter from the north. Beware of a rocket that can attack from the island to the east that can attack the central-right plains square. Begin using the left infantry to capture the southwest city.
On day 2, play the unit matchups. This means using your missile against the bomber in the sea. Use anti-airs against the fighter and other bomber. Build two more infantry. Continue to set up your infantry/anti-air wall outward as a buffer to any air units trying to get through to attack your air units and anti-air. Beware of the next onslaught of forces, which includes another fighter coming from the east, plus two battle copters from the north.
On day 3, use your missile, anti-air, and fighter to target the fullest HP air units. Build two more infantry and keep an infantry wall to the north and east on your home island to prevent any air units from getting through. There'll be one more battle copter from Kanbei coming.
On day 4, finish off the remaining air units around your home island following the unit matchups above. After you wipe out Kanbei's air force, you must get 15 properties before Kanbei does. So move your bomber and battle copter towards the north-central island. In the upcoming turns, you'll need to damage the infantry on that island to prevent it from taking the 15th property. Build another transport copter and continue capturing properties on your southwest island.
On day 5, move your fighter, bomber, and battle copter towards the northeast island. Begin transporting infantry to the north, northeast, and far northeast of your home islands, and do so every turn from now on. Build more transport copters to get infantry over.
On day 6, use your fighter and battle copter to locate the infantry and use the bomber to heavily damage the infantry so it doesn't capture the 15th city. On future days, use the bomber to destroy the anti-air. If your bomber is out of commission, build another so you can take out the anti-air.
After you clear that and the tank, transport infantry over to take those remaining cities. Meanwhile, use your missile at home to take out any transport copters that may arrive. When you have 3-4 transport copters, you can shift to using a bomber to destroy the anti-air on the southern island and building battle copters and damaging units on the south-central island for extra power points as you take the 15th property on that north-central island.
Mission 12: Divide and Conquer
Difficulty: *****
CO to Use: Max
Enemy CO: Sonja
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
This and missions 13 and 14 are only unlocked if you completed the previous three Kanbei missions in 8, 10, and 12 days respectively. The Advance Campaign version of this map gives you one fewer tank. This is still a Fog of War map. Keep in mind Sonja gets Enhanced Vision as a CO Power, so having units hidden on forest tiles is not a failsafe strategy.
Play as Max. On day 1, you should reveal the two rockets that can attack your units. There's the one from Normal Campaign, plus one more. For the new left one, move your infantry onto the mountain, then use your western tank to destroy it. On the right side, move your eastern mech up two squares and you'll reveal the other rocket. Use your rocket and then your left mech to destroy the rocket.
On the same turn, on the left side, move your left infantry and start capturing it. Move your artillery to two squares under the city on the right. Meanwhile, move your remaining units, including your medium tank and recon northeast. Specifically, move your tank to the forest tile two tiles north of the APC. Sonja will probably attack your tank on the left with a rocket and on your mech on the right with a tank.
On day 2, on the left, use your artillery to attack their tank. On the right, use your medium tank to destroy the advancing tank from the left. There's an artillery on the forest tile north of the city to your right, but ignore it for now. Move your rocket to the right and keep moving your units north up the forest. Kanbei's two tanks from the north will come south to attack.
On day 3, attack the three tanks who advanced in the east with your rocket, tank, and medium tank. As you keep moving units up, take note of where the two other rockets are. The first is one square to the left and one square to the south of the two cities that are next to each other. As you inch up towards those rockets, keep in mind that you need to move two units over: one to reveal the rocket, and the second to attack the rocket. This means you'll probably need to set up for one turn six squares away from the rocket out of range, and then on the next turn, swarm the rocket with 2+ units.
From day 4 onward, you can begin moving north, but make sure most units remain on forest tiles so Sonja can't attack them. On the left, sneak up towards that western rocket. In terms of that artillery I mentioned earlier, you can use a recon to sneak up on it from the north, and a rocket placed within a range of 4 to attack it. Then take one turn to sneak up on the western rocket and then attack, and do the same with the northern rocket. Also be sure to take out the infantry advancing from the east so it can't capture your HQ.
As you move up to the top, there'll be another mech in the northwest, a medium tank near the HQ to defend it, and an artillery on the middle of three forest tiles next to each other. Use a tank to reveal the artillery and the rocket to destroy it. You can also use the rocket to hit the medium tank from afar, or use your medium tank. Then brring an APC with a mech or infantry over to the HQ to capture it to win the mission.
Mission 13: Sami Marches On!
Difficulty: *****
CO to Use: Sami
Enemy CO: Sonja
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
You start out with the same number of units as in the Normal Campaign version. However, the northern tank becomes a medium tank, the northern artillery becomes a rocket, there's another battleship, and you immediately have to battle two tanks on the southern island. If Sonja captures the base and port on the northern island, which can happen by day 4, Sonja has her 16 properties and she wins. You need to capture almost all of the properties on the northern and southern island to win.
On day 1, move your submarine slightly eastward above the reef and have it dive, which will reveal the northern medium tank, and move your cruiser to the reef. Protect your landers and use the reefs for cover for your sea units. Use your battleship to fire on the medium tank. Move your medium tank and tank to the southwest corner of the northern island, and a mech (to east) and infantry (to south) to the port of the southern island. Move your APC off the shoal spot so you can move your rocket onto that space. Move units towards the shoal. Build two mechs from the bases next to your HQ and transporting them over with your landers to the northern and southern islands so that you can keep capturing properties. Kanbei moves up with his battleship, cruiser, and tank westward.
On day 2, use your rocket to attack the medium tank or lander, if it is in range. Destroy Kanbei's cruiser with your battleship. Move your diving sub eastward to attack the battleship. Move your cruiser to the next eastern reef. If you've destroyed the medium tank because it got in range, in the north, use your medium tank and tank to destroy the infantry capturing the neutral base or at least damage it. In the south, use your mech to attack the tank and use your infantry to attack the infantry. Move your landers back to the home island. Build two mechs.
On day 3, use Double Time, move your tank to uncover the hidden rocket on the left of the two forest tiles next to each other, and move your battleship as far east as possible, which will put the battleship in position to attack units on both sides of the sea. Use the cruiser to damage the sub, then the sub to destroy the battleship. Move your rocket down one square to have better aim at the southern island. Drop off four mechs on the southern island. In the south, attack with units that you have. Build two mechs.
By day 4, use your battleship and tank to destroy the northern rocket, and your cruiser to finish off the sub. Use your southern mechs to attack enemy tanks and the infantry that could start to capture neutral properties. Attack whatever units you can attack. Bring your landers back to load up more infantry. Prepare to move a rocket and mech to the southern island, and an infantry and mech to the northern island to start capturing properties. Build two more mechs. In the south, Sonja will start bringing her artillery, rocket, recon, tank, and medium tank to try to capture the southern island.
On later days, the battle then shifts to the southern island. Keep an eye on the captured property count up top. If Sonja is at 15 captured properties, you should target infantry that are trying to capture cities as the priority. Advance mechs eastward to attack. Use your rocket and battleship to damage and destroy units in range, prioritizing cruisers, rockets, and medium tanks. If any more subs arrive, use your cruiser and sub to attack it. Remember to refuel your naval units with an APC.
Keep building mechs from every base unless you need to buy something more expensive for a specific purpose. Mechs are cheap and work to Sami's strengths. Keep moving mechs to the northern and southern islands to capture properties and to fight on the southern front. You can use an artillery from the northeast base after you capture it to destroy the northeast battleship that's originally out of your vision range. Eventually, you'll have enough mechs to overpower the enemies and win.
Mission 14: Sonja's Goal!
Difficulty: *******
CO to Use: Andy
Enemy CO: Sonja
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
On the Advance Campaign version, you start with the same number of units, but there are more of Sonja's units lurking. For example, there's now a bomber in the northwest, there's an additional battle copter in the east, and the southeast artillery is now a rocket.
On day 1, move your cruiser to the reef to uncover the submarine. Then attack the submarine with your battleship and move your submarine to the left of the cruiser and dive to uncover the rocket. Move your lander up to the northern island and drop off a rocket on the forest tile and an anti-air on the shoal. Down south on day 1, move your remaining units eastward in a group, including your missile as far east as possible. Drop off the mech with the transport copter onto the mountain.
On day 2, Sonja will reveal a northwest bomber. Use your anti-air to damage it. Use your battleship to damage the rocket and your rocket to destroy it. Move your cruiser to the right of the battleship and your submarine towards the same direction. Move your lander back southwest to avoid a potential submarine attack. In the south, use your missile to destroy the battle copter and move your units forward a few squares, and with your cheaper units further north and east. Your air units and medium tank should be behind that wall. At the end of day 2, Sonja will bring a battleship, cruiser, and sub out west, and a bomber and battle copter down south.
On day 3, use your battleship and rocket to destroy the cruiser, your cruiser to destroy the damaged bomber, and your submarine to attack the battleship. In the north, move your anti-air up but keeping it within the rocket's range. In the south, move your missile up and use your battle copter to damage the enemy battle copter, and keep your front line units with missile range. Sonja will likely use a submarine to attack your lander, and also bring up a tank in the southeast.
On day 4, use your cruiser to attack the submarine, and your submarine to sink the battleship. Use your missile to destroy the bomber, your battle copter to destroy Sonja's, and your medium tank to destroy the tank. Now move up your other units via the forest and reef tiles, north and southeast, and drop off a mech in a transport copter on the next mountain to the east to uncover the hidden rocket.
On day 5, use your rocket and anti-air to damage and then destroy the northern tank. In the southeast, use your battle copter to damage the rocket and a mech to damage it. Move your submarine to the southeast to refuel it the next turn. On remaining turns, move your submarine up for vision purposes.
On remaining turns, destroy the tank with your rocket. Pay attention to where the sub is going. Use your lander to reveal it and your cruiser to destroy it. As you move units up in the east, you'll encounter two mechs and a rocket that's on a forest tile just below a mountain on a part of the island that juts out. Land wall your air units as you move up so they don't get taken out by the new fighter plane before you see it. You can wall it off, or use an air unit as a lure towards your cruiser or missile to attack it.
Keep advancing your units up towards the northeast HQ, which will be defended by a medium tank. Use your battle copter and medium tank to take it out. If you've kept your transport copter alive, you can move an infantry or mech up to capture the HQ to secure the win. Alternatively, take out the aforementioned units out for a full KO.
Mission 15A: Captain Drake (Andy)
Difficulty: *****
CO to Use: Andy
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
To get CO Drake, you must play through all 4 Green Earth missions with Andy. In the Advance Campaign version, you start out without a rocket. Meanwhile, Drake starts out with an additional battleship and a second infantry on the central island.
You need to capture 12 properties to win. You'll need to capture all properties on the northwest island, central island, northeast island, and southeast island, probably in that order. On day 1, move one sub south as far as you can go, and one sub east, and dive both. You need to make sure that Drake doesn't kill your submarines and lander with Drake's submarine and battleship or else you won't be able to transport infantry to capture the central island. Meanwhile, move your medium tank, tank, and artillery southward to secure the island. Build two infantry on day 1.
Keep building infantry from both bases for the next few days. On days 2 and 3, use your submarines to damage the battleships, and the enemy submarine when it gets in reach. On day 3, move your two infantry from your lander over to attack Drake's two infantry already on the central island. On the next two turns, move two more infantry over to win the infantry battle and then capture the cities in the middle. On the turns after that, move infantry to the northeast island to prevent Drake from capturing those cities, and bring a tank or two over as well.
On the mainland, capture cities with the infantry that you build. With your other units, watch out for that range on that southern battleship and rocket. Do not immediately advance to the southwest island until you clear the indirect units Drake moves up to attack. You can hold your ground at the north-south bridge, or let Drake move indirects up the bridge and take Drake in open battle with your tanks, infantry, artillery, and even mechs.
In later days, use your APC so you can refuel your submarines so they don't sink. At the same time, keep building infantry, which will assist you with capturing more properties. If you have additional money, build more tanks and advance them southward to hold the southeast island.
Mission 15M: Captain Drake (Max)
Difficulty: ******
CO to Use: Max
Enemy CO: Drake
General Strategy:
You start out with the same number of units as in Normal Campaign. The enemy has 3 subs, 2 cruisers, and 4 battleships, which is one more battleship.
Be sure to dive all four subs on day 1. Move a rocket and an infantry in your lander, dropping the rocket north and infantry west on the southern beach. This lander will get destroyed by a new battleship added to the Advance Campaign version. Move your left and right subs towards the middle. Move all other units south for one turn, but no ships other than subs as far as your rocket.
For the naval war, the key is remembering your matchups and attacking with the right units. Battleships and rockets beat cruisers. Cruisers beat submarines, but submarines can take out weakened cruisers. Submarines beat battleships, and battleships can also attack battleships. Hold your ground on day 2 and then attack on days 3-5 when most of Drake's remaining units arrive. You'll find the last battleship southwest of the HQ, and the last sub southeast of the HQ.
Mission 15S: Captain Drake (Sami)
Difficulty: ********
CO to Use: Sami
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
You start out with the same number of units as in Normal Campaign, plus one cruiser. However, Drake has significantly more naval units and land units. For the first eight days or so, you will have to play defense on the northern half of the island. Conserve your most expensive units, make sure Drake doesn't take any neutral cities north of the mountains, and use infantry and mechs to absorb Drake's attacks.
This is a capture 15 properties mission. On the central island, you must capture every neutral property north of the mountain range, plus one south of the mountains. To capture the final city, you'll need to have battlefield supremacy on both land and sea. Keep in mind that this also works in reverse: if Drake captures even one city north of the mountain range, you lose.
On day 1, land two infantry up north with one lander. Unlike in the Normal Campaign version, only land units on the four northern shoal tiles, not the two southern shoal tiles. If you land anything on the southern shoal tiles, a rocket will fire on your units and damage them. Instead, land your medium tank east on the forest tile and the rocket north. Generally, keep your best land units on forest tiles and keep them alive, or at least keep them far enough north that they won't get struck easily. You can wall off your most expensive land units with cheaper infantry or mechs.
In the early days, stay on defense. Use your naval units in a way that follows the unit matchups: battleships to attack cruisers, cruisers to attack subs, and subs to attack battleships. Make use of defensive reefs for your cruisers and battleship. From the south, Drake will arrive with a cruiser and battleship, then a submarine. Start with one sub and one cruiser in the south, placing your battleship on a middle reef. Do not move naval units past the four reefs that you're closest to before you wipe out Drake's three southern units.
From the north and east, Drake will arrive with a cruiser, then a battleship, then another battleship, and eventually a sub. Start with one cruiser and one sub in the north. Eventually you'll want to shift your second sub northward to assist with taking on the northern battleships that arrive later. Those northern and eastern battleships will make it difficult for you to build expensive land units for a while.
Meanwhile, Drake will have a rocket camped out four squares south of the southwest city north of the mountains. Drake will likely advance northward with a tank, then a medium tank, another tank, and then two artillery and keep bringing up more medium tanks. Build infantry and mechs from both bases on just about every turn and just focus on attacking anything that gets close. As mentioned before, keep your rocket, medium tank, and tank generally out of battleship range and on forest tiles, or at least out of enemy range. Use them to fight back only when it is safe to do so, while primarily attacking with your rocket and mechs. You should also use your mechs to capture properties. Beware of Drake trying to take the final city north of the mountains.
Use your APC to refuel your subs, and also mechs that you build later. Keep your cruisers out of battleship range. After you eliminate Drake's southern navy, move your southern sub and cruiser north and east to fight the northern battleships and sub. After you capture the eastern port, build two subs, dive them, and take them southward. You'll use these subs to eliminate the eastern battleship on a southern reef that will otherwise make it difficult for you to capture one of the southern cities. Meanwhile, march your mech army across the mountains and capture the final city to earn the victory.
Mission 16A: Naval Clash (Andy)
Difficulty: ******
CO to Use: Andy
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
In the Advance Campaign version, you start out with the same number of units, but Drake has more units. Immediately on day 1, Drake has one more battleship and a cruiser in sight, and one of the tanks becomes a medium tank. Two of the battleships will get in the way of you getting landers over in the north, so your goal is to weaken those battleships first and foremost.
This pits Andy versus Drake in a mission where you must keep a missile unit from being killed for 10 days. The key to this one is to retreat your landers, missile and three weaker land units, plus your battleship and northern submarine, ASAP, while keeping your remaining units alive for as long as possible to do enough damage to get a high score.
On day 1, use your rocket and eastern sub to destroy one of the two battleships. Move your tanks, recon, and missiles into the landers. Move the landers and northern sub northeast, as far as you can take them while keeping them outside of battleship range. Move your western battleship north.
On day 2, use your rocket and southern sub to damage another battleship. Use your medium tank to attack the medium tank. Move your sub to the third reef to the west. Move your battleship as far east as possible. Don't move your landers until they get out of battleship range.
On day 3, try to destroy two units in one turn. One possibility is to use your battleship, rocket, and medium tank to destroy a battleship or medium tank. Move landers east but out of battleship range or onto a reef. Drake will start moving his two eastern subs towards you.
On day 4, move your sub below that reef and dive, then battleship to the reef. Keep moving the landers east as far as it can go, toward the shoals. Move your battleship to a reef and dive your sub. Then on day 5, land your lander units onto the shoal, with the idea of taking out the tank in future turns. For days 5-9, try to destroy as many sea units as you can, with your battleship attacking first and your sub attacking second. Eventually, you may need to retreat all your sea units eastward, but as long as you stay alive until day 10, you'll pick up the win.
Mission 16M: Naval Clash (Max)
Difficulty: ******
CO to Use: Max
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
You start with the same number of units as in the Normal Campaign version. This mission forces you to use your direct units wisely. They've added a medium tank up north. The tank next to the HQ is now also upgraded to a medium tank.
On day 1, move your first sub east to dive next to the reef, and move the other southeast to attack the hidden battleship. Move the battleship and cruiser eastward. Move your medium tank towards your lander. Meanwhile, there's a battleship between the reef and the southeastern cities. Don't move any units past the two forest tiles near you that are just below that cruiser and sub. Drake will come at you with a battleship, diving sub, and a tank from the north, with a cruiser on the way from the north as well that will arrive the end of day 2.
On day 2, use your battleship to attack Drake's battleship and your full HP sub to destroy it. After using Max Power, use your damaged sub to destroy the battleship and your cruiser to destroy the sub. Up north, transport your medium tank across the narrow sea. Meanwhile, in the south, move up your units, starting with one tank for the increased vision and then using your other tank to destroy the tank that's there. Move your other units east, with at least two units east of your rocket. Drake will attack with the medium tank in the north, and bring down a medium tank in the east.
On day 3, move your weakened sub up, then use your battleship and medium tank to destroy the medium tank. In the south, use your rocket to damage the medium tank, then surround it with your other units as you move them east and then north.
From day 4 onward, use the sea unit matchups to win the naval war. Use your battleship against the cruiser, the cruiser against the sub, and the subs against the northern battleship. In the north, use your medium tank to damage the tank. In the south, use your rocket to further damage the medium tank. Continue moving your land units up the road in the east. Use two tanks back to back to kill the mech and then the rocket guarding it from the north.
As you move your southern units up the eastern coast, you'll find a medium tank next to the HQ. Use your battleship, medium tank, or rocket to take the medium tank out. You can also move an APC with an infantry or mech to the HQ to complete a HQ capture for the win.
Mission 16S: Naval Clash (Sami)
Difficulty: *******
CO to Use: Sami
Enemy CO: Drake
General Strategy:
This is a difficult Fog of War mission. Your goal is to take out Drake's naval units before you attempt an amphibious landing of troops, because if you lose a lander, you automatically lose.
First, you want to have your battleship and cruiser on reef tiles when possible so Drake's subs and battleships don't go after those units in the open water. Move your cruiser east on day 1 so that it can attack Drake's submarine from the south later. After you finish off Drake's submarine with your cruiser and submarine on day 2, you can move that submarine east adjacent to the northeast reef which will show you the location of Drake's remaining battleship. You'll have to take that battleship out with your sub before you can land units from a lander on the easternmost beach. You need to take down both battleships before you have a clear path to land units on the northern island.
Meanwhile, on day 1 on land, move your recon to the northeast tile and rocket onto your northeast city as well, as that will allow you to strike at the battleship that goes towards your island on day 2. After you do clear the seas of Drake's sub and two battleships, you can begin landing units on the eastern beach. Your diving sub can be used like a recon to show what units are on shore, with two exceptions. You can also actually land your recon for vision, or a rocket on that side so they can be used in your westward offensive.
Watch out for the rocket (3-5 range) on the forest tile to the southwest of the HQ, and the artillery (2-3 range) on the forest tile to the east of the HQ. They will attack your tanks if they get in range. And Drake also has a recon and two tanks that will come at you once you get within range. That's where your battleship and your rocket can do damage from a distance. Ultimately, it'll be beneficial for you to bring an APC and an infantry over to the HQ to capture it for the win. Keep in mind that you can hide units in the forests to avoid them being attacked if you need them to stay alive so that you don't lose too many technique points.
Mission 17A: Wings of Victory (Andy)
Difficulty: ****
CO to Use: Andy
Enemy CO: Eagle
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
The Normal Campaign version of this map didn't have Fog of War, while the Advance Campaign version does. This is close to Sami's Normal Campaign version of this map. Except you're playing as Andy, Eagle doesn't have a northeast bomber, and Eagle has a tank near the HQ. You'll want to keep your two fighters, bomber, transport copter, and infantry or mech alive so you can go for a HQ capture.
On day 1, move all your units northward, with a focus on moving your rocket and missile as far north as possible. That will give both units a chance to attack Eagle's advancing units in upcoming turns. On day 2, place your land units to the right of your air units. When Eagle's fighters come, that'll protect your air units mentioned above from being seriously damaged by Eagle's air units.
On day 3, you can use your missile, anti-air, and protected fighters to largely wipe out Eagle's fighters and bombers. Afterwards, ideally after you've refueled those units with your APC, you'll want to move your air units up eastward along the top of the map, where none of Eagle's anti-aircraft can damage them.
You'll want to locate and attack the missile that is two squares south of the HQ on the forest tile. The missile will have a range of 3-5 around that forest tile, so count accordingly so no fighter or bomber gets within that range.
Then use your bomber to attack the missile at least once. There is one bomber at the bottom right and there's a tank southwest of the HQ. You'll want to take both down. As you take at least one shot at those units, you can land your mech in the forest tile just northwest of the HQ, and after that, you can move your mech the two squares to the HQ to capture the HQ in two turns.
In the meantime, you want to have your land units hang back so that they are in a defensive position near the cities so that they can better defend and heal themselves. Your rocket can attack from afar, your battle copter can do damage as long as there's no anti-air in the vicinity, and your remaining units can chip away some damage. You'll want to do that to get both a good power and technique score. And be sure to watch out for Eagle's infantry sneakily walking towards the HQ - make sure that infantry doesn't capture your HQ while you're not paying attention.
Mission 17M: Wings of Victory (Max)
Difficulty: *******
CO to Use: Max
Enemy CO: Eagle
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
You start with the same number of units as in the Normal Campaign version. This mission forces you to use your direct units wisely. They've added a medium tank up north. The tank next to the HQ is now also upgraded to a medium tank.
On day 1, move your first sub east to dive next to the reef, and move the other southeast to attack the hidden battleship. Move the battleship and cruiser eastward. Move your medium tank towards your lander. Meanwhile, there's a battleship between the reef and the southeastern cities. Don't move any units past the two forest tiles near you that are just below that cruiser and sub. Drake will come at you with a battleship, diving sub, and a tank from the north, with a cruiser on the way from the north as well that will arrive the end of day 2.
On day 2, use your battleship to attack Drake's battleship and your full HP sub to destroy it. After using Max Power, use your damaged sub to destroy the battleship and your cruiser to destroy the sub. Up north, transport your medium tank across the narrow sea. Meanwhile, in the south, move up your units, starting with one tank for the increased vision and then using your other tank to destroy the tank that's there. Move your other units east, with at least two units east of your rocket. Drake will attack with the medium tank in the north, and bring down a medium tank in the east.
On day 3, move your weakened sub up, then use your battleship and medium tank to destroy the medium tank. In the south, use your rocket to damage the medium tank, then surround it with your other units as you move them east and then north.
From day 4 onward, use the sea unit matchups to win the naval war. Use your battleship against the cruiser, the cruiser against the sub, and the subs against the northern battleship. In the north, use your medium tank to damage the tank. In the south, use your rocket to further damage the medium tank. Continue moving your land units up the road in the east. Use two tanks back to back to kill the mech and then the rocket guarding it from the north.
As you move your southern units up the eastern coast, you'll find a medium tank next to the HQ. Use your battleship, medium tank, or rocket to take the medium tank out. You can also move an APC with an infantry or mech to the HQ to complete a HQ capture for the win.
Mission 17S: Wings of Victory (Sami)
Difficulty: ********
CO to Use: Max
Enemy CO: Eagle
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
This is the hardest version of the Wings of Victory mission in the entire game, and harder than Andy's Advance Campaign version. You still start out with the same number of units, but Eagle sends several more units at you. You'll want to keep your two fighters, bomber, transport copter, and infantry or mech alive so you can go for a HQ capture.
On day 1, move all your units northward, with a focus on moving your rocket and missile as far north as possible. That will give both units a chance to attack Eagle's advancing units in upcoming turns. Do not advance your recon too far. On Advance Campaign, Eagle has two tanks immediately within range on day 1. On day 2, place your weaker land units to the right of your air units. When Eagle's fighters come, that'll protect your air units mentioned above from being seriously damaged by Eagle's air units. Eagle brings a third tank on day 2.
On day 3, you can use your missile, anti-air, and protected fighters to largely wipe out Eagle's two fighters and three bombers. On day 3, Eagle brings another anti-air and medium tank. On day 4, Eagle will bring a third bomber, a medium tank, and anti-air. Afterwards, ideally after you've refueled those units with your APC, you'll want to move your air units up eastward along the top of the map, where none of Eagle's anti-aircraft can damage them.
On day 5, Eagle will bring two more anti-airs and a tank, and reveal an artillery. Eagle then brings two more medium tanks and another anti-air around day 7.
Starting on day 6, with your air units, you'll want to locate and attack the missile that is two squares south of the HQ on the forest tile. The missile will have a range of 3-5 around that forest tile, so count accordingly so no fighter or bomber gets within that range. Then use your bomber to attack the missile at least once. There is one bomber at the top right of the screen, and one bomber at the bottom right. You want to attack each of them at least once. After you've taken at least one shot at those units, you can land your mech in the forest tile just northwest of the HQ, and after that, you can move your mech the two squares to the HQ to capture the HQ in two turns. Beware of the tank a bit southwest of the HQ that can get within distance with a Lightning Strike.
In the meantime, you want to have your land units hang back so that they are in a defensive position near the cities so that they can better defend and heal themselves. Your rocket can attack from afar, your battle copter can do damage as long as there's no anti-air in the vicinity, and your remaining units can chip away some damage. You'll want to do that to get both a good power and technique score. And be sure to watch out for Eagle's infantry sneakily walking towards the HQ - make sure that infantry doesn't capture your HQ while you're not paying attention.
Mission 18A: Battle Mystery (Andy)
Difficulty: ******
CO to Use: Andy
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
You start out with the same number of units in Advance Campaign, but Drake comes at you with more units. This is another Fog of War map. The lander's position got moved two reefs up and is now within battleship firing distance in the northern sea.
On day 1, load and unload a medium tank south and recon east on the western shore, and a rocket on forest and tank on the eastern shore. Your rocket on the eastern tile will be in prime position to attack any naval units that get close on turn 2. Move your eastern cruiser, subs, and battleship to the north and east, and keep your western cruiser in the same spot and dive that sub.
On day 2, use your battleship, rocket, and sub to attack the battleship. Use your western lander to reveal the sub, and your cruiser to weaken the western sub. Do not move your eastern sub or cruiser further because of a battleship in the east. Meanwhile, move the medium tank down and have the recon attack the artillery. Meanwhile, your tank on the eastern shore should attack the recon. Move your eastern lander back so they can transport most of your remaining units over. You'll want to move your APC to the eastern shore so that they can refuel your subs later on.
On day 3 in the east, use your battleship to attack the battleship, and your sub to attack the sub. Use your rocket to attack the artillery and your tank to attack the recon. In the west, destroy the sub with your cruiser. For any naval units that remain after turn 3, make use of the unit guide matchups and use your rocket to hit any cruiser that gets in range.
On land, keep advancing your tanks to attack the infantry and any tanks that you see, with a focus on going east rather than your eastern units. After you take out the eastern battleship, sub, and cruiser, race around the northeast island as quickly as you can with your cruisers, subs, and landers. Keep your battleship north of the bridge and place it on the reef. Put your battleship and rocket in range of the reef that's within distance of those two northern islands.
Eventually, you'll want to bring any naval unit down to a lander that is hidden on the northern reef in the eastern sea. Drake has two more cruisers and a sub in that sea. But before they can really pose a threat, you can use your battleship, rocket, and or diving sub to take out the lander and win the mission.
Mission 18M: Battle Mystery (Max)
Difficulty: *****
CO to Use: Max
Enemy CO: Drake
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
The Normal Campaign version was a version without the Fog of War, while the Advance Campaign version has Fog of War, two additional cruisers, and a battleship with range that covers the HQ, which significantly increases the difficulty level.
On day 2, make use of the naval unit matchups. Use your cruiser to attack the submarine. You may need your lander with the one mech to reveal the sub. Use your battleship to damage the cruiser and your submarine to destroy it. Land your rocket only on the northwest shore on the same forest tile as the medium tank the previous turn.
On day 3, move your sub to the northeast to increase vision first. Then use your rocket to damage the tank and move your medium tank up one to a forest tile to avoid the artillery fire from the forest tile. Use your battleship to damage the second cruiser that gets in range. In the south, move your recon to reveal the tank on the forest tile and then use your tank to attack first. Move your APC with an infantry back westward.
On day 4, use your medium tank to destroy the recon. Use your battleship to damage and then your sub to destroy the battleship. Prepare one lander to transport your rocket and mech the next turn. Move your other lander back to transport the APC with infantry and the other mech. Move your cruiser to the northeast, and destroy the tank in the south.
On day 5, move your sea units towards the HQ, but keep in mind that there's one last battleship on the reef just to the southeast of the HQ. For the same reason, do not immediately advance in the south to attack Eagle's infantry capturing the neutral cities.
On later turns, as you close in on the HQ, drop off your APC at the northeast part of the southern island to refuel your sub. Use one lander to reveal the battleship on the reef near the HQ, then use your sub to attack it. Move your battleship into range to attack the battleship and artillery. In the south, finish off the infantry. In the final turns, use your battleship to attack the artillery and any tanks from a distance, use your subs for vision, and move a lander with a mech to capture the HQ for the win.
Mission 18S: Battle Mystery (Sami)
Difficulty: *******
CO to Use: Sami
Enemy CO: Drake
General Strategy:
In the Advance Campaign version, you start with the same number of units. However, Drake starts with an additional anti-air near your infantry.
You have to relocate the infantry from the eastern island to the southwest island. You'll want to move the infantry north three tiles on day 1 and send at least one transport copter over to the infantry so you can fly it away the next turn. Because of all the anti-aircraft, you won't be able to do much with the battle copters on the eastern island short of using it to escort the transport copter out. Take these three copters as far northwest as you can take them, and then you can take the transport copter across the western part of the sea in one go to the southwest island to fully secure the win.
Meanwhile, you have two cruisers, a submarine, and a battleship. Take down the sub on day 1 with your battleship and sub. On day 2, retreat your naval units to the west out of battleship range and dive your sub. This will give you a better defensive position if you also move your rocket northeast to put it in play. Take advantage of the unit guide matchups. You should be able to handle the two battleships, three subs, and three cruisers.
Mission 19: Andy Times Two
Difficulty: *******
CO to Use: Sami or Andy
Allied CO: Eagle
Enemy CO: Andy
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
In the Advance Campaign version, you're missing an APC. Eagle has the same number of units. Meanwhile, Clone Andy has an additional battleship in the eastern sea, an extra tank on the front line, and an extra anti-air and missile at the HQ.
Your goal is to get a transport copter with a mech to the HQ and capture it. As Andy, you even have a decent shot of going for the full KO. You'll want to dive your sub and then use it to take out the enemy sub and battleship. Your ally, Eagle, will quickly take over the air with his fighters. His bombers will wipe out units on the eastern island to clear your way to the HQ.
You'll want to move that transport copter east turn 1, then north and northeast the next three turns to get your mech to the HQ to capture it in six days. Just make sure to stay out of range of the rocket, and block the bridge with the transport copter so that no tank can attack your mech when it captures the HQ. Meanwhile, use that lander to move your rocket up and mech left onto mountain up north quickly on day 1. Move your sub three squares to the right and dive it. Move your battleship north to just left of the mountain. Eagle then begins his two day air blitz of Clone Andy's air force.
On day 2, use your rocket to fire on the artillery. Move the medium tank up north of the rocket, but it should stay out of artillery range. Use your two infantry and mech to capture cities. Move your transport copter northeast to the east of the submarine to spot the underwater submarine, which you then attack with your submarine. Destroy the lander with your battleship so that Eagle's full HP bomber doesn't target the lander. Move your lander southeast.
Move your battleship up three squares to be just outside the full HP battleship and rocket ranges.
On day 3, move your battleship up four squares so it can attack the rocket the next day. Use your rocket and mech to destroy the advancing tank, and your medium tank to attack the infantry. Move your infantry north. Use your sub to attack his sub, and move your empty lander east to get in enemy sub range. Move your occupied transport copter north towards the HQ. Eagle will likely use his bomber to damage the battleship.
On day 4, use Hyper Repair. Use your sub to destroy the enemy sub and your battleship to damage the enemy rocket. Do not drop off your mech yet near the HQ because Clone Andy will likely use Hyper Repair the next turn, but keep moving it up. In the north, use your rocket and medium tank to attack the two medium tanks, and your mech to weaken the anti-air. Move your two infantry north to destroy the weakened infantry. Move your lander back towards your rocket.
On day 5, use your battleship and sub to attack the southern battleship. Move your rocket to the forest tile and the lander next to it, and begin capturing the cities with your infantry. Land the mech on the tile north of the HQ. If Eagle's fighter is on the bridge blocking Clone Andy's ability to move a medium tank back towards the HQ, you have a clear path for a HQ capture. You can also use the transport copter to block that same bridge as you do the HQ capture.
Mission 20: Enigma
Difficulty: *********
CO to Use: Max
Enemy CO: Sturm
The Advance Campaign version starts you with the same number of units, but introduces Fog of War. Play as Max.
This is a huge map. You'll need to gain a lot of ground. On day 1, move your sub east and dive. Use your lander to drop off an infantry and anti-air on the other shore. You'll use that infantry to capture the north-center base, and your anti-air to attack Sturm's two fighters and bomber. Also move a transport copter with a mech east and then drop it off the next turn, which you can use to capture properties. Move all other units southward over the first two days. In successive days, keep your units on forest and reef tiles as you advance to keep your units from being seen from Sturm first.
On day 2, use your lander to reveal the sub and your sub to destroy it. Once you take out the sub, you'll be able to clear every other naval unit from Sturm. This will eventually include a sub and battleship to the east, plus all the landers that Sturm builds. Keep in mind that you'll need to either capture the port or build an APC by day 5 to fuel your underwater sub so it doesn't explode. You might want to consider building a cruiser to take out any air units over the sea, and potentially another sub for the vision and to take out sea units a bit quicker.
In the middle, there are two neutral bases. The southern base is where you'll want to concentrate most of your forces. Again, make use of those forest tiles. Have 1-2 anti-aircraft following the road eastward at all times to take out any air units that come close, then build a lot of tanks. The tanks will have decent vision and also one-hit KO just about any of Sturm's units because of Max's direct unit advantage.
You have a bit of leeway to get the full number of points in technique, but Sturm's incredible stats will make it difficult for you to keep all your units alive.
Mission 21: The Final Battle
Difficulty: **********
CO to Use: Andy and two allies
Enemy CO: Sturm
General Strategy:
This is it, everyone! This is the last "terror" mission of the game. Will you finally defeat Sturm and his evil Black Hole army? Your COs may vary depending on what you did during the campaign.
Left Side: You get Max if you followed campaign order and chose Andy and jumbled up Green Earth missions, you get Olaf if you went Andy's path and beat Olaf's Navy by elimination, and you get Grit if you went through Max's path.
Right Side: You get Sami by default, but if you play through the FOUR consecutive Green Earth missions with Sami, you get Eagle and the mission after TFB. You get Drake if you played as Andy for the FOUR missions, and you get Kanbei if you reach the three Sonja missions but do not go through the GE missions with just Andy or just Sami.
You can lose more units than usual and get the maximum technique points, so the key is going to be advancing your direct units as fast as you can towards Sturm. You'll also want to capture cities to allow for more production from all your bases, and separate your units away from each other a bit so you can avoid Sturm's CO power from taking out too many of your powerful advancing units.
In the middle:
Andy Day 1 - Stay out of range the first day, and build mechs to take damage. Also build regular tanks, anti-air and medium tanks as needed. He must survive or you will lose. Andy is the most vital CO in the map.
On the left side:
Max - Build tons of medium tanks and a few anti-aircraft to aid Andy! Remember that Max can beat Sturm alone if Sturm is distracted, take advantage of it.
OR
Grit - Build anti-aircraft and infantry to let him be a sitting duck so meteor strikes hit him. That'll relieve pressure off of Andy and your right CO, which will be your major offensive force.
OR
Olaf - Olaf on the left is basically Max with more indirect units, but anti-aircraft would be the best. Andy needs anti-air defense. But there is one major thing: NEVER USE BLIZZARD. Blizzard really hits you harder than Sturm because your allies get hit as well.
On the right side:
Kanbei - Build medium tanks and a few anti-aircraft to aid the offensive! He is the 2nd strongest tank user to Max.
OR
Drake - Use Tsunami all the time to exhaust Sturm's funds, build anti-aircraft and medium tanks!
OR
Eagle - Use his aircraft to overwhelm at first, then use anti-aircraft and medium tanks to aid Andy's offensive! Eagle's air force is not very useful due to the huge amount of anti-air Sturm builds but is nevertheless somewhat useful.
OR
Sami - Build tons of mechs and anti-aircraft for her to aid Andy! If Max is on the left side, use her as the sitting duck. Mass mechs are excellent for Sami, you've got nothing to lose and much to gain!
Mission 22: Rivals
Difficulty: **********
CO to Use: Andy
Enemy CO: Eagle
General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.
The Normal Campaign version of this mission is harder than most Advance Campaign missions because Eagle starts with a 3:1 funds advantage. That's just the starting point for the Normal Campaign version. Now, Eagle starts with a massive starting air force of bombers, fighters, and battle copters that will start hitting on day 3. You also now have to deal with Fog of War, on a map where the AI ignores Fog of War, and where there are no forest tiles to hide in.
Eagle's large air force also allows Eagle to use his back-to-back turns CO Power over and over. And if you get past his initial forces, Eagle has already taken over most of the neutral properties on the map, putting you at a significant disadvantage compared to even day 1 of the Normal Campaign version. This is the hardest mission of AW1 Advance Campaign, and possibly the entire Wars franchise.
You start out with one fewer infantry, one more artillery, one more tank, and one more artillery. In the first five days, Eagle will likely attack with three bombers, six battle copters, two fighters, and a slew of direct land units as well, so your goal early on is purely defense. You need to be super familiar with unit guide matchups. Do not build any units more expensive than a 12,000G unit until the late game.
Build the maximum number of units per turn from your bases through the first twenty or so turns of the mission. On day 1, build four infantry. On day 2, have three infantry line up north to south over the airports. Build three infantry and a missile. On the early turns, use the infantry as lures for Eagle to attack them with his air units. Have the tank and artillery hold position at the second southern bridge. Do not advance any units onto or past the northern bridge for the first five turns, and do not join units until day 5. The goal is to infantry wall your mechs and anti-airs, tanks, and artillery so Eagle attacks the infantry units first.
On day 3, use your missile and anti-air to destroy the two advancing battle copters. Destroy the advancing southern tank with your artillery and tank. Build two infantry and an anti-air. On day 4, use your missile to take out the remaining battle copter. Line up your mechs behind infantry to prepare for the advancing tank on the northern bridge. Destroy the advancing southern anti-air with your artillery and tank. Build a second missile and more infantry.
On day 5, retreat your southern tank and artillery. Use a mech to attack the northern tank and use one of your missiles to attack the bomber, but wall your two anti-airs. Eagle will use his CO power and then bring another bomber, tank, medium tank, and anti-air in the north, two more battle copters and a fighter from the east, and a medium tank, recon, and bomber from the south.
On day 6, use your two missiles and two anti-airs to destroy most of Eagle's air units, starting with missiles targeting bombers. Eagle will likely advance with another battle copter and another fighter, and another tank from the south. Build a rocket on a northern base and infantry on remaining bases.
On day 7 onward, it's harder to follow a step by step guide. Eagle will continue to bring his variety of units at you. Work on building a second missile. As you fight through the mission, keep one missile on your HQ, while moving the other up the northern bridges and at a distance to fire at air units that get close. Keep your artillery in the south to fire on enemies from afar.
Meanwhile, in the north, bring that second missile north. Keep building infantry, anti-airs, and tanks, making sure you have more anti-airs and tanks where possible. Tanks and anti-airs backed by rockets and your missile will be how you advance. Focus on taking out bombers, rockets, and battle copters first, then other units. Build a second rocket to fire on units from afar as you gradually cross the bridges.
As you keep capturing more properties moving eastward, you'll get closer to an equilibrium on funding, but you should continue to primarily build anti-airs and tanks. In the late game, take the central north base and begin building at least one transport copter and at least one APC to transport infantry quickly eastward and to refuel your units. Continue to have anti-airs spaced out in your attack so that if one of Eagle's units arrive, you have an anti-air nearby to take it out. As you continue to advance across the northern part of the map, you'll eventually get to the HQ and you can get a few infantry over to capture the HQ and beat the mission.