Advance Campaign can be unlocked by beating Normal Campaign once, buying it for 1 coin at the Battle Maps, and holding Select when entering Campaign mode until “Advance Campaign” appears. These missions are far harder than their Normal Campaign counterparts and require much more aggressive strategy.
You automatically receive full Technique points in Advance Campaign, but Speed requirements are much tighter. Even experienced players will struggle to clear many of these missions cleanly. The maximum full score in Advance Campaign is 991.
This guide is designed to help you clear difficult missions while preserving replay value, giving strategic direction without removing all experimentation.
| Mission Name | CO | Enemy | Difficulty | Strategy |
|---|---|---|---|---|
| It's War! | Andy | Olaf | ***** | Divide and Conquer |
| Gunfighter | Andy | Grit | ***** | Draw a Line |
| Air Ace | Andy | Eagle | ***** | Lightning Strike |
| Max Strikes! (Andy) | Andy | Olaf | ***** | Lightning Strike |
| Max Strikes! (Max) | 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! (Andy) | Andy | Drake | ***** | Lightning Strike |
| Captain Drake! (Max) | Max | Drake | *** | Lightning Strike |
| Captain Drake! (Sami) | Sami | Drake | ****** | Lightning Strike |
Advance Campaign Mission 1: It's War!
Difficulty: *****
CO: Andy
Enemy: Olaf
Olaf gains stronger armor in Advance Campaign, while your southern medium tank is downgraded. Instead of holding the southern bridge, move your entire force north and aim for a fast HQ capture. Protect your APC at all costs so it can transport infantry to the HQ.
Use artillery behind infantry and tanks as your defensive core. Draw Olaf’s medium tanks into range one at a time, destroy them methodically, then rush infantry forward once the HQ path opens. Timing is critical because Olaf begins capturing your HQ late in the mission.
Advance Campaign Mission 2: Gunfighter
Difficulty: *****
CO: Andy
Enemy: Grit
Grit adds extra tanks, rockets, and artillery in Advance Campaign. Your early priority is defense. Build infantry walls in front of tanks while massing artillery behind them. Do not rush east too early or Grit’s indirect fire will shred your advance.
Once the first medium tank wave is destroyed, push east with at least three tanks and three artillery. Overwhelm the clustered rockets and artillery together, then send APC support to bring infantry for the HQ capture.
Advance Campaign Mission 3: Air Ace
Difficulty: *****
CO: Andy
Enemy: Eagle
Eagle gains major air reinforcements, including extra bombers and battle copters. Your transport copter must survive. Defend carefully for the first three turns while advancing anti-air and missiles eastward.
Prioritize bombers first, then battle copters. Once Eagle’s last bomber is eliminated, transport infantry directly onto the HQ. Use the transport copter itself as a shield to protect the capturing infantry from tank attacks.
Advance Campaign Mission 4: Max Strikes! (Andy)
Difficulty: *****
CO: Andy
Enemy: Olaf
This mission requires a HQ capture for full speed. Your reduced navy must clear Olaf’s battleships while escorting a lander southeast. Dive submarines immediately and use them to eliminate battleships one by one.
On land, rotate tanks through city healing while artillery weakens incoming armor. Once Olaf’s HQ island is exposed, unload infantry and push through to capture before reinforcements stabilize.
Advance Campaign Mission 4: Max Strikes! (Max)
Difficulty: ****
CO: Max
Enemy: Olaf
You keep the same number of units here, but Olaf adds another battleship and medium tank. Hold your land forces back on day 1 instead of charging immediately. Dive your submarines, move your battleship forward safely, and let Olaf advance first.
From day 2 onward, use Max’s direct fire advantage to crush the ground front. Medium tank into medium tank, tanks into tanks, and artillery plus rocket support from behind. An infantry wall to the right of your indirects helps keep them alive as they advance. Move a lander with a mech and APC toward the enemy HQ as insurance in case full elimination is too slow.
Advance Campaign Mission 5: Max's Folly? (Andy)
Difficulty: *****
CO: Andy
Enemy: Grit
Your force is weaker here while Grit upgrades key indirects and armor. You cannot wait because the infantry push on your HQ will end the mission if you stall. Move everything northeast on day 1, destroy the artillery, and keep checking Grit’s extended indirect range.
On later turns, force a lane through the road using your rockets, artillery, and medium tank. Use Max Force on the critical turn for the defensive boost. Drop infantry onto the mountain line so they can intercept HQ cappers while your armor clears the road. Once the immediate HQ threat is removed, hang back and survive the remaining turns.
Advance Campaign Mission 5: Sniper! (Max)
Difficulty: *****
CO: Max
Enemy: Grit
This Fog of War version is much harsher. Your goal is to preserve expensive units while methodically revealing hidden indirects. Use the transport copter and battle copter for controlled scouting on day 1, and do not move into the first rocket’s 3 to 6 range.
After the first wave is cleared, continue forward with special care around the city rocket and central missile. A new medium tank makes the center far more dangerous than before. Eventually bring infantry to the HQ by transport copter or APC, but beware the upgraded rocket east of the HQ. If you want full elimination, the northeast island also contains stronger remaining defenders than in Normal Campaign.
Advance Campaign Mission 6: Olaf's Navy! (Andy)
Difficulty: ******
CO: Max
Enemy: Olaf
You can still go for total elimination or a safer HQ capture, but this version is much less forgiving. The core idea is unchanged. Use forests, reefs, and baiting to pick apart Olaf’s navy while preserving enough land strength to push north.
No matter which path you choose, send your remaining land forces north and prepare an APC plus infantry HQ capture. You must destroy the hidden forest rocket west of the HQ before committing the capture attempt. This mission often takes multiple attempts because Fog of War mistakes are punished hard.
Advance Campaign Mission 6: Blizzard Battle! (Max)
Difficulty: ****
CO: Max
Enemy: Olaf
You start stronger, but Olaf gains extra mechs and another rocket. The real danger is not the expensive armor first. It is the early infantry and mech pressure on your side of the river.
Open by pushing north with everything, using tanks to remove the artillery and rocket while infantry and mechs prevent enemy captures. After that, take the northern base quickly and route tanks to both bridges. Once both crossings are controlled, capture one city on the far side and hold the line until the win condition is secured.
Advance Campaign Mission 7: Olaf's Sea Strike (Andy)
Difficulty: ****
CO: Andy
Enemy: Olaf
Your damaged transport copter is gone and Olaf’s navy is heavier. Andy is the best choice because his naval units are balanced. Open by moving battleships and cruisers onto eastern reefs and diving both submarines while loading landers with your ground team.
After winning the naval war, advance carefully on the HQ island. Olaf has extra rockets, a battleship on a reef, and a stronger ground defense. Use submarines as sea recons to reveal threats, then neutralize the northern rocket before bringing your ships fully forward. Once the medium tank line is softened by battleships, unload and capture the HQ.
Advance Campaign Mission 7: History Lesson (Max)
Difficulty: *****
CO: Max
Enemy: Grit
Even though the unit count changes, this mission is still about a fast HQ capture. Move the navy northeast immediately and keep the battleship reef to reef so it does not die to hidden land indirects. Dive all submarines and make sure a lander is already committed toward the HQ route.
On land, clear the northern tank, artillery, and hidden rocket while the fleet opens the sea lane. Your submarines are especially important for removing the battleship northeast of the HQ. Once that threat is gone, ignore most side resistance and rush the capture.
Advance Campaign Mission 8: Sami's Debut
Difficulty: *****
CO: Max
Enemy: Eagle
This is one of the hardest missions in Advance Campaign. You begin with less air support while Eagle’s HQ zone is far more fortified, with extra aircraft and medium tanks. Your transport copter, anti air, and missile are all precious and should be protected as long as possible.
The mission text discusses Andy versus Max, but the tactical core is clear. Prioritize bombers first, then fighters and battle copters according to safe matchups. Advance in a tight formation through forests and roads without letting one unit drift too far from the group. As you near the HQ, remove the final bomber and either lure the medium tank away for a HQ capture or eliminate the defenders directly.
Advance Campaign Mission 9: Kanbei Arrives!
Difficulty: *****
CO: Andy
Enemy: Kanbei
You lose one rocket while Kanbei gains more artillery and tanks. This mission is still about holding the mountain line and surviving repeated armor waves. Stay just outside both rocket ranges early and use your medium tanks as the forward bait targets.
Keep indirects tucked behind a direct unit screen. Use infantry first, then mechs, as the preferred damage sponges in the middle of your formation. Your targets remain the same as before: medium tanks first, then artillery, then tanks. Do not step into rocket range until the enemy tank offensive has been broken.
Advance Campaign Mission 10: Mighty Kanbei!
Difficulty: *******
CO: Andy
Enemy: Kanbei
Kanbei’s eastern pressure is far nastier here with extra rockets, tanks, and artillery. Andy is still the best choice because you need decent tanks plus Hyper Repair. The eastern bridge is the main failure point, so your whole defensive structure has to support that chokepoint.
Open by damaging both initial fronts correctly so you can afford an eastern medium tank on day 2. From there, build artillery almost every turn and keep at least one direct unit between Kanbei and your indirects. Focus on spreading damage across enemy armor before finishing off weakened units. At the same time, set up the southern APC route because an 8 day HQ capture is possible even if the eastern front collapses late.
Advance Campaign Mission 11: Kanbei's Error?
Difficulty: *******
CO: Max
Enemy: Kanbei
Fog of War is added here, along with a brutal three day air assault on your home island. Max is the right pick because his anti air and air units are stronger, and aerial transport is mandatory. The opening is about building infantry walls to shield your missile, anti airs, and planes.
For the first several days, play strict anti air matchups against bombers, fighters, and battle copters while expanding captures at home. Once Kanbei’s air force is broken, the mission becomes a race to 15 properties. Use transport copters constantly to move infantry north and northeast, while bomber support removes the anti air and tank blocking the last key captures.
Advance Campaign Mission 12: Divide and Conquer!
Difficulty: *****
CO: Max
Enemy: Sonja
This route only appears if the Kanbei timing requirements were met. Sonja’s Fog of War map is still about disciplined scouting and rocket removal, but she now has another threatening hidden rocket and you have one fewer tank. Enhanced Vision also means forests are useful, not absolute safety.
Reveal and destroy both opening rockets on day 1, then push your stronger units northeast while the left side stabilizes. As you move upward, handle each later rocket with a two unit pattern: one unit reveals, the second destroys. There is also added artillery and a medium tank near the HQ, so bring APC support and finish with a HQ capture instead of risking a slow full clear.
Advance Campaign Mission 13: Sami Marches On!
Difficulty: *****
CO: Sami
Enemy: Sonja
Advance Campaign makes this mission much more demanding. The northern tank becomes a medium tank, the northern artillery becomes a rocket, there is an extra battleship, and you must immediately fight two tanks on the southern island. If Sonja captures both the northern base and port early, she can win by property count as early as day 4.
Open by diving your submarine slightly east above the reef to reveal the northern medium tank, and move your cruiser onto the reef for naval cover. Use your battleship to bombard that medium tank immediately. On land, deploy your medium tank and tank to the northern island southwest corner, while your mech and infantry secure the southern island port. Keep building mechs from your home bases and ferrying them outward constantly.
By day 3, use Double Time to seize tempo. Reveal the hidden northern rocket, reposition your battleship eastward for dual-front bombardment, and shift the battle toward the southern island where Sonja’s heavier reinforcements begin arriving. From that point on, monitor property totals carefully: if Sonja reaches 15, prioritize interrupting captures over all other targets.
Advance Campaign Mission 14: Sonja's Goal!
Difficulty: *******
CO: Andy
Enemy: Sonja
This version adds several hidden threats, including an extra bomber in the northwest, another battle copter in the east, and a rocket replacing the southeast artillery. Day 1 is about controlled reconnaissance. Reveal the submarine with your cruiser, damage it with your battleship, then dive your submarine to uncover the hidden rocket.
In the north, unload a rocket onto the forest tile and anti-air onto the shoal. In the south, move east in a tight formation with cheaper units screening your missile and air force. By day 3 and 4, destroy Sonja’s advancing naval group while your southern force pushes east through forests and reefs. A transport copter dropped mech reveals the eastern hidden rocket line.
Later, as you advance northeast toward the HQ, watch for the hidden rocket below the jutting mountain and the late appearing fighter plane. Wall your air units carefully so they are not exposed. Once the HQ medium tank is eliminated, finish with a mech or infantry HQ capture.
Advance Campaign Mission 15: Captain Drake! (Andy)
Difficulty: *****
CO: Andy
Enemy: Drake
Drake adds another battleship and extra infantry pressure on the central island. This remains a 12 property capture mission. You need full control of the northwest, central, northeast, and southeast islands in sequence. Dive both submarines on day 1 and protect them carefully because losing naval escort cripples your island transport chain.
On days 2 and 3, use submarines to weaken battleships and intercept Drake’s submarine. Transport infantry aggressively to the central island and win the infantry battle there first. After securing the middle, redirect infantry to the northeast island to deny Drake’s captures. Meanwhile, mainland forces should hold at the bridge and avoid overextending south until Drake’s indirect line is weakened.
Advance Campaign Mission 15: Captain Drake! (Max)
Difficulty: ******
CO: Max
Enemy: Drake
Drake’s extra battleship makes the naval war tighter. Dive all four submarines immediately. Unload your rocket and infantry onto the southern beach, accepting that the lander will likely be lost. Do not push ships too far south on day 1.
The key is disciplined naval matchup sequencing: battleships and rockets against cruisers, cruisers against subs, subs against battleships. Hold position on day 2, then counterattack decisively on days 3 through 5 when Drake’s reinforcements cluster. The last hidden battleship and submarine are both near the HQ zone, so finish the sea cleanly before pushing inland.
Advance Campaign Mission 15: Captain Drake! (Sami)
Difficulty: ********
CO: Sami
Enemy: Drake
This is one of the hardest capture missions in Advance Campaign. Drake’s naval and land reinforcements are overwhelming early, and if he captures even one city north of the mountain range, you lose. Your first eight days are primarily defensive survival.
Land only on the four northern shoals on day 1. Avoid the southern shoals or Drake’s hidden rocket punishes you immediately. Keep your strongest land units on forest tiles and let infantry and mechs absorb hits. Navally, divide your forces north and south and do not cross beyond the four nearest reefs until the southern naval trio is destroyed.
Once both southern and northern naval fronts stabilize, shift your subs to clear the eastern reef battleship. Then march your mech swarm across the mountains and secure the final southern city for victory.
Advance Campaign Mission 16: Naval Clash! (Andy)
Difficulty: ******
CO: Andy
Enemy: Drake
Drake adds more sea units immediately, including another visible battleship and cruiser, plus a medium tank upgrade on land. Your main objective is survival for 10 days while protecting the missile unit. The opening turns are all about retreat logistics.
Destroy one battleship on day 1 with rocket plus submarine, then evacuate your missile and weaker land units into landers and pull northeast. Keep your northern submarine and western battleship alive while retreating. On later turns, keep destroying as many naval units as possible without risking your missile carrier group. As long as the missile survives through day 10, the mission is won.
Advance Campaign Mission 16: Naval Clash! (Max)
Difficulty: ******
CO: Max
Enemy: Drake
This version heavily rewards efficient direct unit sequencing. Drake upgrades more armor, including a northern and eastern medium tank. Open with submarine dives and careful eastern fleet movement while preserving your battleship for the first decisive exchange.
On day 2, destroy Drake’s first battleship and submarine in one coordinated strike, then ferry your medium tank north across the narrow sea. In the south, your rocket softens the eastern medium tank while your tanks and infantry advance up the coast. Once the final HQ medium tank is removed, bring in APC plus infantry for the HQ capture.
Advance Campaign Mission 16: Naval Clash! (Sami)
Difficulty: *******
CO: Sami
Enemy: Drake
This Fog of War mission is extremely punishing because losing even one lander is instant failure. You must fully neutralize Drake’s battleships before attempting amphibious landings. Use reefs defensively and keep your cruiser east on day 1 to line up the submarine kill on day 2.
After the first submarine is removed, move your revealing submarine east beside the reef to expose Drake’s remaining battleship. Only once both battleships are destroyed should you land troops on the northern island. When landing, watch for the hidden southwest HQ rocket and eastern forest artillery. Your battleship and rocket must soften shore defenses before tanks move inland. Finish with APC plus infantry HQ capture whenever possible.
Advance Campaign Mission 17: Wings of Victory (Andy)
Difficulty: ****
CO: Andy
Enemy: Eagle
Advance Campaign adds Fog of War, turning this into a reconnaissance-heavy air survival mission. Keep your two fighters, bomber, transport copter, and infantry or mech alive for the HQ capture route. Day 1 is full northern movement, especially missile and rocket positioning.
On day 3, your missile, anti-air, and protected fighters should wipe out Eagle’s first air wave. After refueling with APC support, swing your surviving aircraft eastward along the top edge where anti-air coverage is weakest. Destroy the hidden missile south of the HQ before committing the transport copter drop. Land your mech northwest of the HQ, then move onto the HQ for capture.
Advance Campaign Mission 17: Wings of Victory (Max)
Difficulty: *******
CO: Max
Enemy: Eagle
This section in the original source duplicates Naval Clash text incorrectly, so this version should be treated as corrupted legacy content. Do not trust the pasted mission body as accurate mission guidance. Use your validated external reconstruction notes before final publication.
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Advance Campaign Mission 17: Wings of Victory (Sami)
Difficulty: ********
CO: Max
Enemy: Eagle
This is the hardest Wings of Victory variant in the game. Eagle’s reinforcement tempo is relentless, with extra bombers, tanks, anti-airs, and medium tanks arriving almost every turn. Your opening remains similar to Andy’s version, but your defensive wall must be tighter.
By day 3, destroy Eagle’s first major bomber and fighter wave with missile plus anti-air sequencing. After day 5, begin transitioning your air force eastward toward the HQ route. Locate and destroy the hidden missile south of the HQ before sending in your mech drop. Beware the tank southwest of the HQ because Lightning Strike can create unexpected kill range. HQ capture is still the safest win path.
Advance Campaign Mission 18: Battle Mystery! (Andy)
Difficulty: ******
CO: Andy
Enemy: Drake
Advance Campaign adds Fog of War and heavier naval pressure. Drake gains extra sea units, and your northern lander now begins in exposed battleship range. Your opening must balance survival, reconnaissance, and shore deployment efficiency.
On day 1, unload your western lander onto the western shore with a medium tank south and recon east. Unload your eastern lander onto the eastern shore with a rocket on the forest tile and a tank beside it. Dive both submarines immediately. Push your eastern fleet northeast, but keep your western cruiser and submarine in defensive holding position.
On day 2, combine battleship, rocket, and submarine fire to weaken Drake’s frontline battleship. Use your western lander to reveal the hidden submarine and finish it with your cruiser. On land, the recon should strike the artillery while your eastern tank handles the recon. After turn 3, naval control becomes matchup-based: rocket and battleship versus cruisers, cruisers versus subs, subs versus battleships.
Once the eastern sea is secure, race around the northeast island. Drake’s hidden lander on the northern reef in the eastern sea is the true objective. Destroy that lander with battleship, submarine, or rocket fire to end the mission immediately.
Advance Campaign Mission 18: Battle Mystery! (Max)
Difficulty: *****
CO: Max
Enemy: Drake
Fog of War and added cruisers make this much harder than Normal Campaign. There is also a new battleship covering the HQ approach. You must clear the sea carefully before committing your HQ capture push.
On day 2, execute clean naval matchups: use cruiser against submarine, battleship against cruiser, and submarine to finish weakened naval targets. Land your rocket only on the northwest forest shore. On day 3, move your submarine northeast first for vision before attacking. Advance your medium tank cautiously onto forest cover to avoid artillery punishment.
By day 5, move your fleet toward the HQ, but do not overextend into the hidden reef battleship southeast of the HQ. Use one lander as bait reveal, then sink that battleship with your submarine. Once the HQ coast is secure, bring in APC plus mech for final HQ capture.
Advance Campaign Mission 18: Battle Mystery! (Sami)
Difficulty: *******
CO: Sami
Enemy: Drake
Drake gains an extra anti-air near your infantry, making extraction harder. Your main objective is relocating the eastern island infantry safely to the southwest island. The transport chain is the whole mission.
On day 1, move the infantry three tiles north and send transport copters toward it immediately. Escort the transport copter northwest with battle copters, then ferry the infantry westward across the sea in one continuous route. Do not linger near anti-air zones.
Meanwhile, your naval battle is defensive attrition. Destroy Drake’s submarine on day 1 with battleship plus submarine. On day 2, retreat west, dive your submarine, and reposition your rocket northeast. Use strict naval matchup discipline: battleships and rockets against battleships, cruisers against subs, subs against battleships. Once the infantry safely lands southwest, victory is secured.
Advance Campaign Mission 19: Andy Times Two!
Difficulty: *******
CO: Sami or Andy
Ally: Eagle
Enemy: Andy
Advance Campaign removes one APC from your side. Clone Andy gains an extra battleship, extra frontline tank, and more HQ anti-air defense. The safest win remains fast HQ capture with transport copter plus mech.
Your opening priority is moving the transport copter east immediately, then north over the next three turns. Simultaneously, dive your submarine and begin eliminating Clone Andy’s submarine and battleship. Eagle’s air force quickly overwhelms the skies and clears your eastern approach.
By day 4, use Hyper Repair and clear the southern naval lane. Do not land your HQ mech too early, because Clone Andy may counter with Hyper Repair. On day 5, place the mech north of the HQ. If Eagle’s fighter blocks the bridge, or your transport copter blocks it manually, Clone Andy’s tanks cannot interfere. Finish with the HQ capture on schedule.
Advance Campaign Mission 20: Enigma!
Difficulty: *********
CO: Max
Enemy: Sturm
Advance Campaign adds Fog of War but keeps your unit count unchanged. Play as Max for superior direct unit breakthrough power. This is a huge attrition map where positioning discipline matters more than speed.
On day 1, dive your submarine east and use the lander to deploy infantry plus anti-air on the far shore. That infantry should capture the north-central base, while the anti-air screens Sturm’s bombers and fighters. Transport a mech east by copter on turn 1 and drop it next turn for rapid expansion.
Once Sturm’s first submarine is destroyed, naval control becomes much easier. Build an APC or capture the port by day 5 so your diving sub does not sink from fuel loss. In the center, concentrate your army on the southern neutral base. Advance through forests wherever possible and mass tanks as your main assault force. Max’s boosted tanks can one-shot many of Sturm’s units and are your best route to eventual map domination.
Advance Campaign Mission 21: The Final Battle!
Difficulty: **********
Enemy: Sturm
This is the climax mission. Your allied CO lineup varies depending on prior route choices, but the strategic principle is always the same: Andy is central and must survive at all costs. Because technique tolerance is generous here, speed and concentrated assault matter more than preserving every unit.
Andy’s center army should begin by staying out of range on day 1 while building mechs as meteor bait. On the left flank: Max should mass medium tanks, Grit should absorb meteor pressure with cheap units, Olaf should never use Blizzard because it harms allies. On the right flank: Kanbei and Drake are strongest offensive partners, while Sami works best as mech swarm pressure.
Capture cities aggressively for income, spread out your units to reduce Meteor Strike clustering, and keep feeding medium tanks and anti-air toward Sturm’s center line. Once Sturm is distracted on one flank, the opposite flank can often break through decisively.
Advance Campaign Mission 22: Rivals!
Difficulty: **********
CO: Andy
Enemy: Eagle
This is widely considered the hardest mission in Advance Campaign. Fog of War, Eagle’s overwhelming starting air force, and his repeated Lightning Strike cycles make the early game brutally defensive. You cannot contest the skies directly early on.
For the first twenty turns, build maximum units every turn. Day 1 is four infantry. Day 2 is three infantry plus one missile. Create infantry walls over your airports and use them as sacrificial air bait. Do not cross the northern bridge in the first five turns. Keep your artillery and tank anchored on the southern bridge line.
By day 6, your priority is double missile plus double anti-air anti-air umbrella. Missiles must target bombers first. Build rockets behind your northern bridge line to answer Eagle’s medium tanks. Advance only when your anti-air and tank density is thick enough to survive Lightning Strike retaliation.
In the late game, after capturing the central northern base, begin building transport copters and APCs to accelerate infantry eastward. Maintain anti-air spacing at all times. Eventually, the northern bridge push reaches Eagle’s HQ, where multiple infantry can force the final HQ capture.