Introduction
Whether you're new to Advance Wars in general, came out of Advance Wars knowing only some things, or are a veteran, you will start your Field Training in the first mini-campaign of Advance Wars 2 Normal Campaign in Orange Star.
Players new to Advance Wars may find it overwhelming to go through eight missions learning everything about the game, so this mini-campaign guide is designed to help bridge that gap. However, the campaign steps up its difficulty quickly, and your paths will vary depending on your choices through the game.
A new hidden unit is also buried within the campaign.
Campaign missions are rated under a point system just like War Room. Out of 300 points, 100 each goes to Speed, Power, and Technique.
The objective of this Normal Campaign Mode Guide is to help you get past the scenario you're stuck on, while still preserving replay value so the game is not reduced to simply following a script.
Check out the Unit Guide for how to appropriately deploy and use units when the AI deviates from either turn-by-turn examples.
Have fun!
Caution
Though these guides have been researched extensively for your viewing, and I have tried my best to bring you accurate information, I assume no liability for troubles encountered while using them.
Gameplay tactics, hints, and strategies are included, but complete success cannot be guaranteed. Some mission tactics require precise timing and may require repeated attempts before results are achieved.
I am also not responsible for AI randomness, which may alter or destroy intended mission strategies.
The AI in Advance Wars 2 is much more randomized and stronger than in the original Advance Wars, and will use its intelligence to fight you. It is more unpredictable than before, though expert players will still develop a general sense of what may happen next.
The strategies provided here are guidelines to help you through Campaign Mode. No turn-by-turn strategy can be followed perfectly. That is where you step in to win for yourself.
Campaign Score Record
How to Use This Campaign Guide
Aspects of the guides are turn-by-turn. Since you move units around, here is what notation examples mean:
- 1S = Move this unit 1 square south
- 5SE = Move this unit 5 squares south and 5 squares east
- 4NE = Move this unit 4 squares north and 4 squares east
- 2N = Move this unit 2 squares north
- 3W = Move this unit 3 squares west
- 6E = Move this unit 6 squares east
- 3NW = Move this unit 3 squares north and 3 squares west
- 3SW = Move this unit 3 squares south and 3 squares west
Literally, N is north, S is south, E is east, and W is west.
Have fun!
Key for ASCII Maps
Categories Under Each Mission
- COs in Combat
- Difficulty
- ASCII Map
- Mission Briefing
- Mission Terms
- Starting Properties
- Predeployed Units
- General Strategic Checklist
- General Strategy
- Black Hole Strats
- To S-Rank
- General Strategy Day
- CO Day
- End
Prologue
Sturm is back in Macro Land.
Hawke and Sturm ramble onward on taking Macro Land and Wars World. Cosmo Land was taken in the past, but this is different.
Andy, Sami, and Max, in that order, talk about Black Hole's return. Andy and Max argue over the fact that Wars World has more than one continent, and that Macro Land is not on the same continent.
The other armies have also spotted Black Hole forces in their country. Andy seems to like this war bringing the four countries together.
Andy runs to the first campaign battle. Here is your first training mission!
Orange Star Mini-Campaign
The Orange Star mini-campaign serves as the opening training arc of Advance Wars 2 Normal Campaign.
This section begins with Mission 1: Cleanup.
Mission 1: Cleanup
Andy vs. Flak
Difficulty: *
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Mission Briefing: Flak and a Black Hole infantry talk about their failed advance. An Orange Star soldier and Nell discuss Orange Star's victory there, and then Nell orders Andy to clean up the remaining Black Hole forces. Take out Black Hole's troops.
Mission Terms: After Nell's near-victory against Flak, it's time for Andy to gain some experience once more and get used to fighting another war. Take out the two infantry or the HQ to win.
Starting Properties:
OS BH Neutral Cities 0 0 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 3 Infantry, 1 APC BH: 2 Infantry
General Strategic Checklist:
-
Don't let Black Hole beat you with HQ capture.
Although it might seem unlikely, watch out for HQ capture. If you're a new player, remember that if your HQ is captured, you lose. -
Advance twice as fast with loaded APC.
APCs travel twice as fast as infantry, so load an infantry into the APC to move east faster. -
Use forest defensive advantage.
Woods squares have more defensive stars and cover than roads or plains. Use them to your advantage when attacking or defending. -
Attack in numbers.
You usually cannot destroy a unit in one turn unless it is much weaker. In this infantry clash, attack from two or even three sides against one infantry.
Black Hole Strats: Flak is not very smart yet, so he will rush his infantry at you. You should be able to take out both one by one.
To S-Rank: Make sure you attack first by staying out of infantry range, and hurry on with speed. Do not take more than 5 days.
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 still work off the overall strategy.
General Strategy Day 1: Move everything east.
Andy Day 1: Here, you'll learn how to move units, capture the HQ, defeat infantry, and use an APC. Move every infantry 3E. Move the APC 3SE. End turn. Nell talks on and on, don't you think?
Flak Day 1: He moves his infantry down to meet yours.
General Strategy Day 2: Move everything east.
Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry 3E. Move the APC 6E and end turn.
Flak Day 2: Flak moves his two infantry down.
General Strategy Day 3: Take out one Black Hole infantry.
Andy Day 3: Move everything 3E and surround the front infantry with all three infantry to destroy it.
Flak Day 3: Flak moves his remaining infantry 2W to attack your 8HP infantry and deals 6 damage.
General Strategy Day 4: Destroy the last Black Hole infantry.
Andy Day 4: Flank and destroy the final Black Hole infantry to win.
End: Andy has taken back a part of Orange Star captured by Black Hole.
Orange Star Mini-Campaign
The Orange Star mini-campaign serves as the opening training arc of Advance Wars 2 Normal Campaign.
This section begins with Mission 2: Border Skirmish.
Mission 2: Border Skirmish
Sami vs. Flak
Difficulty: *
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Mission Briefing: Flak now has tanks against you. You have one of five units. You can take them. Flak talks about how to capture cities. Nell talks about defensive cover.
Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge.
Starting Properties:
OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank BH: 2 Infantry, 1 APC, 3 Tanks
General Strategic Checklist:
-
Destroy anything that directly threatens you.
The first tank should be weakened by the mech first. At the bridge, use both artillery and tank, and possibly your mech, to defend. -
Use allied cities as defensive cover and to heal.
Allied cities heal +2HP each turn. You may also want to capture the neutral city for another healing point. -
Hold the bridge.
If you lose the bridge, you will be flanked. Hold it with your tank on the allied city.
Black Hole Strats: Flak will advance instead of taking strong defensive positions. If you hold the bridge, you win.
To S-Rank: Hold your position at the bridge and use tank and artillery to weaken enemy forces there. Do not lose a single unit.
Turn by Turn 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 still work from the overall strategy.
General Strategy Day 1: Take out the tank and move east.
Sami Day 1: Move the mech 2N to attack the tank, dealing 7 and taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move infantry 3E and begin capturing the city. Move your APC 3E 4N.
Flak Day 1: He moves in to start capturing your city, and advances his tank and infantry units.
General Strategy Day 2: Set up a defensive formation.
Sami Day 2: Finish capturing the city. Move your tank 2E and your mech 1NE. Move your artillery 1E into defensive formation at the bridge.
Flak Day 2: Black Hole forces take one of your cities, and his tanks, APC, and infantry roll west.
General Strategy Day 3: Deal damage to the front tank.
Sami Day 3: Fire with your artillery to deal 6 damage to the front tank. Move APC 1S and mech 1E.
Flak Day 3: His tanks and infantry move in, but cannot break your defensive line.
General Strategy Day 4: Take out two tanks.
Sami Day 4: Kill one tank with your tank, attack the other with artillery, and finish it with your mech moving 2E. Load infantry into APC, move it 1N 3E, and drop south.
Flak Day 4: He is effectively beaten. He attacks your infantry on the river and your mech.
General Strategy Day 5 to 7: Finish remaining enemy units.
Sami Day 5: Use artillery to destroy eastern infantry. Move tank 2E 1N to finish the other one. Move remaining units toward the last APC.
Sami Day 6: Attack the APC with your tank and infantry.
Sami Day 7: Finish off the APC with artillery.
End: Sami wins, and Flak is pushed back again.
Mission 3: Orange Dawn
Max vs. Flak
Difficulty: *
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Mission Briefing: Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down.
Mission Terms: Max leads the push against Flak's armored forces. Secure the central island, eliminate enemy heavy armor, and use your air superiority to crush the Black Hole line.
Starting Properties:
OS BH Neutral Cities 1 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank,
1 Transport Copter, 2 Battle Copters
BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter
General Strategic Checklist:
-
Seize the four-square island.
This gives you bridge control, defensive terrain, and maneuvering room. -
Take out the battle copter first.
Removing Flak’s air unit gives you uncontested aerial dominance. -
Block bridges.
Prevent Flak from overwhelming your forces with concentrated armor. -
Lead with your medium tank.
It absorbs damage better than your smaller tanks and should anchor your formation. -
Use transport copter for HQ capture if needed.
If Flak leaves his HQ exposed, capitalize immediately.
Black Hole Strats: Flak pushes all forces east aggressively. His units are strong, but predictable.
To S-Rank: Destroy the enemy battle copter immediately, preserve your units, and use your battle copters to weaken heavy armor before ground engagement.
Turn by Turn Strategy: AI behavior may vary slightly, but the overall tactical flow remains reliable.
General Strategy Day 1: Move north and eliminate enemy air power.
Max Day 1: Use your southwest battle copter to attack the enemy battle copter. Finish it with your second battle copter. Move artillery 3N 1E. Move medium tank 1E 2N. Position both tanks adjacent to it. Load infantry into transport copter and move it 2E 4N over water.
Flak Day 1: Flak advances all forces east.
General Strategy Day 2: Injure a medium tank and cross the bridge.
Max Day 2: Use both battle copters to strike the eastern enemy medium tank for 5 damage. Move your medium tank 4N. Advance your tanks into formation behind it. Move artillery into rear support.
Flak Day 2: Enemy forces continue east, except damaged medium tank.
General Strategy Day 3: Destroy one medium tank and one tank.
Max Day 3: Use your medium tank to destroy the adjacent tank. Attack enemy tank with your left tank. Finish off damaged medium tank using both battle copters. Advance artillery and remaining tank north.
Flak Day 3: Remaining medium tank advances east.
General Strategy Day 4 to 5: Cripple Flak completely.
Max Day 4: Destroy adjacent tank with your smaller tank. Attack infantry with medium tank. Use both battle copters to deal 6 damage to remaining medium tank. Move transport copter west toward HQ side.
Flak Day 4: His medium tank attacks your tank, both take light damage.
Max Day 5: Eliminate final enemy medium tank and remaining infantry however convenient.
End: Max defeats Flak and secures another section of Orange Star.
Mission 4: Flak Attack
Max vs. Flak
Difficulty: **
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Mission Briefing: Flak has brought bombers and fighters into the skies over Orange Star. Max must rely on anti air defenses to survive the aerial assault and reclaim control.
Mission Terms: This is an air defense battle. Flak begins with overwhelming air superiority, but your anti air and missile coverage can reverse the tide. Secure the lab map hidden on the neutral city.
Starting Properties:
OS BH Neutral Cities 2 2 1 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 Anti-Air,
1 Rocket, 1 Missile, 1 Transport Copter
BH: 1 Infantry, 1 Tank,
4 Battle Copters, 1 Fighter, 2 Bombers
General Strategic Checklist:
-
Protect your missile launcher.
Your missile unit is your strongest anti-air weapon. Keep anti-air units shielding it. -
Prioritize bombers first.
Bombers deal the most damage and must be removed before battle copters or fighters. -
Stay aware of enemy air range.
Keep vulnerable units out of attack radius until you are ready to strike. -
Capture the lab map city.
The neutral city on your island contains the hidden Orange Star lab mission map. -
Counterattack on Day 2.
Survive the first wave, then wipe out most of Flak’s air force immediately.
Black Hole Strats: Flak commits his full air force south on Day 1 and attacks aggressively. If your formation is set correctly, his opening strike becomes wasteful.
To S-Rank: Defend on Day 1, then destroy most of the air force on Day 2. Preserve your anti-air units.
Turn by Turn Strategy: Enemy air behavior may vary slightly, but this pattern is highly stable.
General Strategy Day 1: Absorb first strike and weaken enemy formation.
Max Day 1: Use your missile to destroy the nearest battle copter. Move your battle copter 1W and attack another battle copter for damage. Move mech 2N to begin capturing the city. Advance rocket and infantry north.
Flak Day 1: Fighter destroys your battle copter. Bomber heavily damages your anti-air. Another battle copter finishes it. Remaining aircraft advance.
General Strategy Day 2: Cripple Flak’s air force.
Max Day 2: Finish capturing the neutral city with your mech and obtain the lab map. Use anti-air to destroy bomber, then eliminate battle copters and second bomber. Use missile launcher to destroy another battle copter.
Flak Day 2: Flak activates Barbaric Blow, but with most of his air fleet gone, it is largely wasted. Fighter advances. Damaged bomber and battle copter make ineffective attacks. Tank attacks your mech.
General Strategy Day 3: Use Max Blast and finish the skies.
Max Day 3: Activate Max Blast. Use anti-air units to destroy bomber, fighter, and battle copter. Use missile if needed to finish survivors. Destroy tank with surviving ground forces.
Flak Day 3: Minimal resistance remains.
General Strategy Day 4: Eliminate final infantry.
Max Day 4: Finish off last infantry with battle copter and infantry support.
End: Flak retreats again. Orange Star gains access to the hidden lab mission path.
Mission 5: Lash Out
Sami vs. Lash
Difficulty: **
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Mission Briefing: Lash makes her first appearance in Orange Star and taunts Nell directly. Sami is ordered to engage and capture her if possible.
Mission Terms: This is your first timed mission. You have seven days before Flak arrives with reinforcements. Win before then by eliminating Lash’s forces or capturing her HQ.
Starting Properties:
OS BH Neutral Cities 3 0 3 Factories 0 0 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks,
1 Rocket, 1 Lander, 1 Sub,
1 Cruiser, 1 Battleship
BH: 3 Infantry, 2 Anti-Air,
1 Rocket, 1 Sub, 1 Cruiser
General Strategic Checklist:
-
Win the naval war immediately.
Destroy Lash’s sub, cruiser, and rocket early to secure sea control. -
Protect your transport copter.
Keep it safe, including hiding it inside your cruiser if needed. -
Advance on two fronts.
Push west with your main army while landing eastern forces toward Lash’s HQ. -
Suppress the factory.
Do not let Lash overwhelm you with newly built units. -
Use Sami’s HQ capture threat.
Victory March can become decisive if the eastern route opens.
Black Hole Strats: Lash prioritizes disrupting your transports early, then relies on slow factory reinforcements. If her navy collapses, she loses initiative quickly.
To S-Rank: Destroy the enemy navy early, then overwhelm both fronts before Day 7.
Turn by Turn Strategy: AI variation exists, but the broad route remains stable.
General Strategy Day 1: Destroy most of Lash’s navy and advance north.
Sami Day 1: Battleship fires on enemy rocket for 8 damage. Cruiser destroys enemy sub. Sub moves northwest and dives. Load mech and tank into lander, then move lander northeast. Advance remaining mechs, tank, artillery, and rocket north. Hide transport copter inside cruiser.
Lash Day 1: Lash warns that Flak will arrive on Day 7. Infantry begin capturing base and city. Anti-air advances east.
General Strategy Day 2: Continue north and prepare landing.
Sami Day 2: Move battleship north. Cruiser advances east while keeping transport copter protected. Finish enemy sub. Advance lander and all land units north.
Lash Day 2: Lash completes captures and lightly damages your battleship with rocket fire.
General Strategy Day 3: Land eastern assault force.
Sami Day 3: Destroy enemy rocket with battleship. Move lander into drop zone and unload APC west and tank north. Rise sub. Western forces continue pushing north.
Lash Day 3: Lash activates Terrain Tactics. Anti-air attacks your artillery. Enemy infantry advances toward HQ.
General Strategy Day 4 to 5: Split pressure and clear resistance.
Sami Day 4: Rocket weakens anti-air. Battleship and sub eliminate cruiser. Eastern tank clears infantry blocking HQ route. APC unloads mech near HQ.
Lash Day 4: Anti-air destroys one mech. Infantry reposition toward HQ defense.
Sami Day 5: Battleship weakens HQ defender. Tank clears path. APC drops mech directly onto HQ approach. Western army crushes anti-air and infantry.
Lash Day 5: Remaining infantry make weak attacks but cannot stop capture setup.
General Strategy Day 6 to 7: Finish before Flak arrives.
Sami Day 6: Destroy remaining anti-air and infantry. Clear HQ zone completely. Begin HQ capture if preferred.
Lash Day 6: One infantry attacks APC and fails to break blockade.
Sami Day 7: Eliminate final surviving units and secure victory before reinforcements arrive.
End: Lash escapes capture, but Sami secures another Orange Star province before Flak can intervene.
Mission 6: Andy's Time
Andy vs. Flak
Difficulty: **
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Mission Briefing: Lash unveils the Black Cannon, and Hawke orders Flak to complete the conquest of Orange Star. Andy steps in personally to stop the advance.
Mission Terms: This mission introduces the Black Cannon, which targets your strongest unit in range for 5 HP damage. Avoid its firing zone until you are ready to destroy it.
Starting Properties:
OS BH Neutral Cities 3 1 8 Factories 2 1 3 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Transport Copter BH: None
General Strategic Checklist:
-
Avoid Black Cannon range early.
Expand outside its firing zone until your strike force is ready. -
Capture the middle and northwest factories.
Denying Flak these factories gives you overwhelming production control. -
Occupy Flak’s factory quickly.
Once his base is neutralized, Flak cannot keep pace. -
Build rockets to destroy the cannon.
Indirect fire is safest and fastest against the Black Cannon. -
Use transport copter aggressively.
It gives you the speed edge needed to seize distant factories first.
Black Hole Strats: Flak expands slowly and mostly builds infantry and light vehicles. His weakness is tempo.
To S-Rank: Secure both neutral factories early, suppress Flak’s base quickly, and destroy the Black Cannon without delay.
Turn by Turn Strategy: Enemy movement may vary slightly, but the production advantage makes this mission highly controllable.
General Strategy Day 1: Rush west toward the central island.
Andy Day 1: Load infantry into transport copter and move west toward the middle island. Build two infantry from your bases.
Flak Day 1: Black Cannon activates next turn. Flak begins moving south.
General Strategy Day 2: Claim middle island base.
Andy Day 2: Drop infantry onto the central island base. Begin capturing nearby city with western infantry. Move northern infantry toward center. Build infantry and tank.
Flak Day 2: Infantry advances and begins city capture.
General Strategy Day 3: Expand north and prepare factory pressure.
Andy Day 3: Begin capturing middle island base. Finish western city capture. Move tank north toward Flak’s front. Reposition transport copter eastward for northwest factory assault.
Flak Day 3: Continues slow infantry buildup.
General Strategy Day 4: Seize the central production edge.
Andy Day 4: Finish capturing middle island base. Attack enemy infantry with tank. Transport copter repositions to northwest base zone. Build APC and infantry.
Flak Day 4: Expands into neutral city and builds more infantry.
General Strategy Day 5: Encircle Flak’s factory.
Andy Day 5: Drop infantry near northwest factory. Destroy exposed infantry with tank. Continue advancing all units north. Flak is now behind in production.
Flak Day 5: Weak resistance continues, but no recovery possible.
General Strategy Day 6 to 8: Lock down production and prepare rocket strike.
Andy Day 6: Begin capturing northwest factory. Build rocket on middle island factory. Suppress remaining BH units.
Andy Day 7: Advance rocket north. Surround Flak’s final base. Build artillery support.
Andy Day 8: Capture enemy factory completely. Position second rocket within firing range of Black Cannon.
General Strategy Day 9: Destroy the Black Cannon.
Andy Day 9: Fire first rocket to reduce Black Cannon to 44 HP. Finish it with second rocket and win immediately.
End: Andy destroys the Black Cannon and breaks Black Hole’s Orange Star siege line.
Mission 7: Test of Time
Andy vs. Flak
Difficulty: ***
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Mission Briefing: Andy has located Black Hole’s final Orange Star laboratory hidden in the mountains. This is your first Fog of War mission, and time is limited.
Mission Terms: You have seven days to seize the lab or destroy all enemy forces. Hidden enemy indirect units make careless advances dangerous.
Starting Properties:
OS BH Neutral Cities 3 4 3 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
Predeployed Units:
OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon,
1 Anti-Air, 1 Tank, 1 Medium Tank,
1 Artillery, 1 Rocket
BH: 2 Infantry, 1 Recon, 1 APC,
1 Anti-Air, 1 Artillery,
1 Rocket, 1 Lander
General Strategic Checklist:
-
Use infantry on mountains for vision.
Mountain tiles provide +3 vision range in Fog of War. -
Advance in groups.
Lone units can be ambushed by hidden artillery or rockets. -
Watch for hidden indirect units.
One rocket and one artillery are concealed in forests. -
Use recon aggressively to scout.
Recon vision is critical for revealing ambush positions. -
Capture lab only if elimination is slower.
Usually, destroying all units is safer and more reliable.
Black Hole Strats: Flak advances visible units early, while hidden indirect units wait in forests to punish overextension.
To S-Rank: Clear northern enemy units quickly, then uncover and eliminate hidden artillery before Day 7.
Turn by Turn Strategy: Fog of War causes some variation, but the hidden unit locations remain fixed.
General Strategy Day 1: Reveal and crush the first northern wave.
Andy Day 1: Move infantry onto mountain for vision. Anti-air destroys northern infantry. Mech advances northeast. Medium tank weakens APC. Tank attacks revealed artillery. Finish artillery with your own artillery. Recon scouts northeast. Advance APC and rocket.
Flak Day 1: Recon attacks your mountain infantry. Enemy anti-air strikes your recon.
General Strategy Day 2: Eliminate visible survivors.
Andy Day 2: Infantry destroys damaged APC. Anti-air weakens recon. Recon repositions northwest. Medium tank destroys enemy anti-air. Rocket finishes exposed infantry. Load mech into APC and move toward HQ approach.
Flak Day 2: Hidden rocket reveals itself by striking your mech.
General Strategy Day 3: Reveal hidden rocket.
Andy Day 3: Move mech east to expose hidden rocket. Tank attacks rocket. Anti-air finishes recon. Recon scouts forest line. APC advances north. Medium tank and artillery move toward final hidden sector.
Flak Day 3: Enemy cannot mount serious counterattack.
General Strategy Day 4: Destroy final hidden artillery.
Andy Day 4: Finish hidden rocket with mech. Move recon east to reveal last hidden artillery. Medium tank and recon destroy it, securing victory.
End: Flak retreats into the collapsing lab. Orange Star’s final laboratory is secured, and Black Hole loses its Orange Star foothold.
Mission 8: Liberation
Andy, Max, or Sami vs. Flak
Difficulty: ****
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Mission Briefing: Flak is shocked to see Adder arrive unexpectedly. This massive Black Hole factory complex is the final Orange Star stronghold. Destroy it, and Orange Star is liberated.
Mission Terms: Black Hole’s factory continuously produces units through pipeline exits. Destroy the pipeline seam to stop production and win instantly.
Starting Properties:
OS BH Neutral Cities 2 2 11 Factories 3 1 2 Airports 0 0 1 Seaports 0 0 0 Missile Silos 0 0 0
General Strategic Checklist:
-
Destroy the pipeline seam.
This is the fastest and safest win condition. -
Capture the neutral airport quickly.
Air superiority makes the seam much easier to destroy. -
Build an APC and infantry early.
Fast deployment to the airport is critical. -
Block factory exits if possible.
Prevent new units from spawning. -
Take eastern cities when safe.
Extra income helps maintain pressure.
Black Hole Strats: Flak mixes infantry, artillery, tanks, and factory spawns. His main threat is attrition if you delay too long.
To S-Rank: Rush the airport, secure bomber access, and destroy the seam before Flak’s factory momentum builds.
Turn by Turn Strategy: The exact enemy build order may vary, but the seam rush remains consistent.
Recommended CO: Sami is the strongest choice for fastest seam destruction and mobility.
General Strategy Day 1: Begin airport rush setup.
Sami Day 1: Build infantry from southwest base and APC from northwest base.
Flak Day 1: Builds infantry and mech from factory.
General Strategy Day 2: Send infantry toward airport.
Sami Day 2: Load infantry into APC. Move APC northwest and unload infantry onto river route toward airport. Build mech from northwest base.
Flak Day 2: Begins city captures and builds infantry.
General Strategy Day 3: Reach airport zone.
Sami Day 3: Move infantry north to begin airport capture. Advance mech west. Reposition APC.
Flak Day 3: Continues captures and produces recon from factory.
General Strategy Day 4: Secure airport.
Sami Day 4: Finish airport capture. Load mech into APC and move it toward upper front.
Flak Day 4: Surrounds central approach and builds artillery.
General Strategy Day 5: Launch air offensive.
Sami Day 5: Move infantry off airport. Deploy bomber immediately. Advance APC into northern attack lane.
Flak Day 5: Produces APC, missile, and mech.
General Strategy Day 6 to 8: Break defensive line and strike seam.
Sami Day 6: Bomber destroys forward mech. Mech clears artillery. APC continues advancing infantry support.
Sami Day 7: Battle copter deployed. Bomber repositions toward seam.
Sami Day 8: Battle copter removes missile threat. Bomber attacks pipeline seam for heavy damage.
Flak Day 8: Attempts counterpressure on neutral base side.
General Strategy Day 9: Destroy seam and win.
Sami Day 9: Use bomber to finish destroying the pipeline seam. Mission ends instantly.
End: Orange Star is fully liberated. Black Hole loses its final Orange Star factory stronghold.
Mission 9: Toy Box
Olaf vs. Lash
Difficulty: ***
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Mission Briefing: Olaf returns to his ruined hometown and confronts Lash, furious over what Black Hole has done. Hidden in the city is a secret lab map.
Mission Terms: Reclaim Olaf’s hometown, defeat Lash’s occupying force, and capture the hidden lab map city in the southwest to unlock the secret Blue Moon mission.
Starting Properties:
BM BH Neutral Cities 0 0 7 Factories 2 2 1 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 0
General Strategic Checklist:
-
Guard mountain passes.
Control choke points to stop Lash from flooding through. -
Capture the southwest lab map city.
This unlocks the hidden Blue Moon lab mission. -
Take the neutral central factory early.
This gives you the production edge needed to overwhelm Lash. -
Build tanks and artillery steadily.
Lash cannot match sustained armored pressure. -
Push west after stabilizing east.
Secure your half of the map before full offensive commitment.
Black Hole Strats: Lash captures aggressively and relies on infantry swarms supported by artillery, tanks, and occasional recon pressure.
To S-Rank: Capture the middle base quickly, preserve units, and finish within about 20 days.
Turn by Turn Strategy: Lash’s exact attack order varies, but map control sequencing remains stable.
General Strategy Days 1 to 4: Expand fast and secure neutral production.
Olaf Day 1: Build two infantry.
Lash Day 1: Builds two infantry.
Olaf Days 2 to 4: Push infantry west toward neutral cities and the middle factory. Capture nearby cities and begin taking the central base by Day 4. Build recon support once economy stabilizes.
Lash Days 2 to 4: Lash captures eastern cities and begins moving infantry west.
General Strategy Days 5 to 8: Establish defensive line and build armor.
Olaf Days 5 to 8: Secure northwest choke point. Build first tank and artillery from central factory. Recon clears weakened infantry. Hold passes while preparing western armored push.
Lash Days 5 to 8: Recon and APC appear. Lash begins introducing tanks and artillery support.
General Strategy Days 9 to 11: Break Lash’s center and grab lab map.
Olaf Days 9 to 11: Destroy enemy tank with your tank line. Move southwest and capture the lab map city. This unlocks the hidden Blue Moon lab mission. Continue armored advance west.
Lash Days 9 to 11: Counterattacks with artillery and infantry but begins losing ground.
General Strategy Days 12 to 15: Sweep southwest base and isolate HQ zone.
Olaf Days 12 to 15: Use Blizzard when helpful to slow enemy reinforcements. Medium tank leads western breakthrough. Destroy artillery, clear mechs, and capture southwest base.
Lash Days 12 to 15: Uses Prime Tactics but lacks enough strong units to reverse momentum.
General Strategy Days 16 to 18: Finish HQ corridor.
Olaf Days 16 to 18: Clear final artillery and mechs near HQ. Begin HQ capture or eliminate final defenders directly.
End: Lash retreats, and Olaf reclaims his devastated hometown while uncovering the hidden lab map.
Mission 10: Tanks!!!
Grit vs. Adder
Difficulty: **
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Mission Briefing: Olaf sends Grit south to stop Adder’s armored advance through the mountains. Adder attempts to recruit Grit to Black Hole, but Grit refuses after seeing the destruction inflicted on Blue Moon civilians.
Mission Terms: You are heavily outnumbered by enemy medium tanks. Use mountains, rockets, artillery, and missile silos to cripple Adder’s armored brigade before it reaches your lines.
Starting Properties:
BM BH Neutral Cities 0 3 0 Factories 0 0 0 Airports 0 0 0 Seaports 0 0 0 Missile Silos 0 0 4
Predeployed Units:
BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets BH: 4 Mechs, 4 Recon, 12 Medium Tanks
General Strategic Checklist:
-
Mountains are your shield.
Medium tanks are slowed heavily by mountains, giving your rockets time to fire. -
Protect your rockets at all costs.
Rockets are your primary damage source and must survive. -
Prioritize mechs first when they arrive.
Mechs can reach and destroy rockets faster than tanks can. -
Use recon as spotters.
Recon units extend your firing vision and finish weakened targets. -
Fire missile silos carefully.
Cluster hits on grouped medium tanks for maximum attrition.
Black Hole Strats: Adder floods the map with medium tanks, using mechs to pressure your rocket line and recons to harass infantry.
To S-Rank: Keep rockets alive, maximize missile silo value, and eliminate mechs before they break your defensive wall.
Turn by Turn Strategy: Adder’s exact tank movements vary slightly, but his pressure lanes remain predictable.
General Strategy Day 1: Begin long-range bombardment.
Grit Day 1: Fire left rocket at central medium tank. Reposition central rockets for layered firing lanes. Move both infantry east toward missile silos.
Adder Day 1: Recons strike both infantry. Medium tanks advance east.
General Strategy Day 2: Start breaking recon screen.
Grit Day 2: Use rockets to destroy northern recon, weaken southern recon, and heavily damage clustered medium tanks. Front recon attacks exposed southern medium tank.
Adder Day 2: Remaining recon attacks infantry. Southern tank wave closes in.
General Strategy Day 3: Activate Snipe Attack and stabilize lines.
Grit Day 3: Use Snipe Attack. Destroy recon, eliminate damaged medium tanks, and reposition recon screen westward to avoid encirclement.
Adder Day 3: Uses Super CO Power Superwinder. Mechs advance rapidly and destroy your front rocket.
General Strategy Days 4 to 6: Survive mech breakthrough.
Grit Days 4 to 6: Prioritize mech elimination with rockets and artillery. Launch missile silos into clustered armor groups. Continue pulling damaged rockets backward while healthy ones maintain fire.
Adder Days 4 to 6: Captures cities and keeps pushing armor forward, but clustered tank stacks become vulnerable to silo fire.
General Strategy Days 7 to 8: Collapse remaining armor wave.
Grit Days 7 to 8: Advance surviving rockets into new firing lines. Use final missile silo to reduce clustered survivors. Recons finish weakened tanks. Remaining artillery picks off stragglers.
End: Adder’s armored brigade is annihilated. He retreats, and Grit secures the mountain frontier for Blue Moon.
Mission 11: Reclamation
Colin vs. Lash
Difficulty: **
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Mission Briefing: Black Hole invades Blue Moon’s northern frontier. Colin is entrusted with independent command for the first time as Olaf and Grit send him to defend the border.
Mission Terms: This is Colin’s debut mission. His units are weaker but cheaper, so victory depends on outproducing Lash and overwhelming her with numbers.
Starting Properties:
BM BH Neutral Cities 0 0 6 Factories 3 3 1 Airports 0 0 3 Seaports 0 0 0 Missile Silos 0 0 0
General Strategic Checklist:
-
Flood early infantry production.
Colin’s low-cost infantry let you out-expand Lash quickly. -
Capture the neutral central factory.
This is the turning point for production advantage. -
Secure the middle airport.
Battle copters become critical once armor clashes begin. -
Win with numbers, not quality.
Colin’s units are weaker individually, so stack advantages. -
Transition into medium tanks early.
Once economy stabilizes, medium tanks overwhelm Lash’s lighter units.
Black Hole Strats: Lash captures aggressively, then transitions into tanks, artillery, and anti-air. Her strength comes from timing, not economy.
To S-Rank: Expand faster than Lash, seize the middle airport quickly, and maintain uninterrupted pressure.
Turn by Turn Strategy: Lash’s unit order varies, but her expansion route remains consistent.
General Strategy Days 1 to 4: Out-expand Lash immediately.
Colin Day 1: Build three infantry.
Lash Day 1: Builds three infantry.
Colin Days 2 to 4: Push infantry west and south toward neutral cities and bases. Capture both northern neutral bases quickly. Build APC on Day 3 to accelerate western expansion.
Lash Days 2 to 4: Begins eastern captures and builds APC plus artillery support.
General Strategy Days 5 to 7: Secure airports and first armor line.
Colin Days 5 to 7: Capture western airport and central factory. Deploy first anti-air, then first medium tank from western production line. Build infantry continuously from rear bases.
Lash Days 5 to 7: Captures airport and introduces tanks.
General Strategy Days 8 to 10: Break Lash’s center.
Colin Days 8 to 10: Medium tank crushes frontline tank. Anti-air clears artillery and infantry clusters. First battle copter enters from airport. APC redeploys infantry west to reinforce pressure.
Lash Days 8 to 10: Attempts counter with tanks and mechs, but loses artillery cover.
General Strategy Days 11 to 13: Collapse her production line.
Colin Days 11 to 13: Deploy second medium tank and bomber support. Battle copters eliminate exposed mechs. Push into Lash’s factory zone while blocking bases.
Lash Day 13: Uses Prime Tactics, but lacks enough surviving armor to reverse momentum.
General Strategy Days 14 to 15: Finish remaining resistance.
Colin Days 14 to 15: Sweep final infantry and mech defenders with medium tanks, bomber, and battle copters. Destroy last production blockers for victory.
End: Colin wins his first independent battle, proving himself as a true Blue Moon commanding officer.
Mission 12: Neotanks?!
Olaf, Grit, or Colin vs. Flak
Difficulty: ***
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Mission Briefing: Black Hole’s Blue Moon laboratory is producing a terrifying new weapon: the Neotank. You have only fifteen days before Lash self-destructs the entire complex.
Mission Terms: Capture the hidden lab within fifteen days to unlock Neotank production for Blue Moon in future missions.
Recommended CO: Grit
Starting Properties:
BM BH Neutral Cities 0 1 13 Factories 3 2 3 Airports 0 0 1 Seaports 0 0 0 Missile Silos 0 0 8
Predeployed Units:
BH: 2 Medium Tanks, 1 Rocket
General Strategic Checklist:
-
Choose Grit.
His indirect fire gives the safest path through the lab corridor. -
Use missile silos aggressively.
Repeated silo hits can reduce entire lab defenses to 1 HP. -
Capture the eastern neutral base quickly.
This shortens reinforcement distance to the lab. -
Advance APC supported infantry north.
The lab capture unit must arrive safely and on time. -
Ignore unnecessary western fights.
Focus entirely on the lab route, not full elimination.
Black Hole Strats: Lash captures aggressively early, then clusters units near the lab, relying on damaged but numerous defenders.
To S-Rank: Chain missile silo strikes efficiently, avoid wasting turns on side battles, and capture by Day 13 or earlier.
Turn by Turn Strategy: The lab defense order varies slightly, but missile silo sequencing is the decisive factor.
General Strategy Days 1 to 3: Establish economy and first silo strike.
Grit Day 1: Build three infantry.
Lash Day 1: Builds two infantry.
Grit Day 2: Move infantry east and north toward silos and cities. Build three more infantry.
Lash Day 2: Begins capturing forward bases.
Grit Day 3: Launch first missile silo strike at clustered lab defenders. Begin city captures. Build APC.
General Strategy Days 4 to 6: Begin silo barrage cycle.
Grit Days 4 to 6: Fire second and third missile silos into the lab cluster. Continue eastern infantry advance toward neutral base. Capture forward cities and secure eastern base.
Lash Days 4 to 6: Finishes multiple city captures and begins defensive clustering near lab.
General Strategy Days 7 to 9: Prepare lab assault lane.
Grit Days 7 to 9: Capture eastern base. Deploy medium tank and rocket there. Launch additional silo strikes from western infantry to reduce artillery, tanks, and lab defenders to minimal HP.
Lash Days 7 to 9: Advances westward elsewhere, leaving lab defense weakened but still occupied.
General Strategy Days 10 to 12: Clear lab perimeter.
Grit Day 10: Medium tank destroys guarding tank. APC carries infantry into final lab corridor.
Grit Day 11: Drop infantry near lab. Medium tank and infantry clear adjacent defender. Rocket removes artillery threat.
Grit Day 12: Destroy final blocker and begin lab capture.
General Strategy Day 13: Secure Neotank plans.
Grit Day 13: Finish capturing the lab and win mission.
End: Blue Moon captures the Neotank plans, unlocking Neotank deployment in future battles.
Mission 13: T Minus 15
Olaf and Andy vs. Flak
Difficulty: ***
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Mission Briefing: Black Hole has constructed a giant missile silo that will launch in fifteen days. Olaf leads the ground assault while Andy provides air support. Destroy the missile complex before launch.
Mission Terms: Capture all eight missile cities or eliminate enemy resistance before Day 15.
Starting Properties:
BM OS BH Neutral Cities 2 0 8 5 Factories 0 0 1 0 Airports 0 0 0 1 Seaports 0 0 0 0
Predeployed Units:
Northern Front: OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery Central Front: BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles Southern Front: BM: 2 Mechs, 3 A-Air, 1 Rocket BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers
General Strategic Checklist:
-
Break both pipeline seams early.
This opens routes for Andy’s air force to reinforce south and center. -
Send Andy south after clearing north.
His aircraft dominate the southern front once transferred. -
Preserve infantry for city capture.
The missile cities are the true objective. -
Use central medium tanks as spearhead.
Flak’s middle line collapses if pressured aggressively. -
Block Neotanks with sacrificial air positioning if needed.
Prevent southern breakthrough at all costs.
Black Hole Strats: Flak pushes strongest in the south, relying on Neotanks and bombers to break your defensive line before the launch timer expires.
To S-Rank: Destroy seams by Day 4, redeploy Andy south by Day 6, and secure final cities by Day 11 or sooner.
General Strategy: Northern front clears quickly, center advances cautiously through rockets, south stabilizes until Andy’s reinforcements arrive.
General Strategy Days 1 to 3: Stabilize all fronts.
Day 1: In the north, use bomber and battle copters to eliminate exposed artillery and infantry. In the center, weaken front tanks with medium tanks while staying outside rocket range. In the south, use A-Air to begin clearing bombers.
Day 2: Push bomber toward first pipeline seam. Central medium tanks eliminate forward enemy armor. Southern rocket targets Neotank approach lane.
Day 3: Destroy first seam and begin moving Andy’s fighter and bomber toward south corridor.
General Strategy Days 4 to 6: Open southern reinforcement lane.
Days 4 to 5: Destroy second seam. Northern bomber remains behind to mop up isolated units. Remaining aircraft transfer south.
Day 6: Andy air fleet reaches south and starts bombing Neotanks and bombers.
General Strategy Days 7 to 10: Collapse Flak’s southern and central resistance.
Days 7 to 8: Southern Neotanks are destroyed by combined bomber, rocket, and A-Air support. Center medium tanks advance through weakened armor line.
Days 9 to 10: Begin capturing missile cities with preserved infantry and mechs while central armor blocks reinforcements.
General Strategy Days 11 to 13: Finish objective capture.
Days 11 to 12: Secure remaining missile cities. Use bombers to remove last blockers near silo core.
Day 13: Final city falls and the missile launch is stopped.
End: The giant missile silo is neutralized before launch, and Black Hole’s countdown operation collapses.
Mission 14: Two Week Test
Colin vs. Lash
Difficulty: ****
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Mission Briefing: Colin must hold his headquarters line against Lash for fourteen full days. Survival is the only victory condition.
Mission Terms: Defend your HQ and survive until the end of Day 14.
Starting Properties:
BM BH Neutral Cities 1 8 11 Factories 2 4 5 Airports 0 0 2 Seaports 0 0 0
General Strategic Checklist:
-
Take the three nearby neutral bases immediately.
Without these, Lash’s production advantage becomes overwhelming. -
Hold the southern chokepoint.
The mountain pass is your defensive anchor. -
Layer artillery behind infantry walls.
Your survival depends on attrition, not aggression. -
Retreat in stages, not all at once.
Give ground only when front infantry are near collapse. -
Transition into Neotanks once Gold Rush triggers.
Midgame armor stabilizes the line.
Black Hole Strats: Lash floods the chokepoint with tanks, battle copters, bombers, and eventually Neotanks, trying to break your defensive wall before Day 14.
To S-Rank: Minimize unit losses, preserve artillery core, and avoid letting Lash penetrate beyond the mountain choke.
General Strategy: Expand early, fortify center by Day 5, then absorb Lash’s waves through layered defensive trades.
General Strategy Days 1 to 4: Establish economic base.
Day 1: Build two infantry.
Day 2: Send infantry north to seize neutral bases. Build two more infantry.
Day 3: Continue captures on northern bases and cities. Begin shifting infantry toward southern chokepoint.
Day 4: Secure third neutral base. Begin first artillery production.
General Strategy Days 5 to 7: Form defensive wall.
Day 5: Place infantry screen across the mountain pass. Build second artillery.
Day 6: Use artillery fire to destroy Lash’s first tank push.
Day 7: Build A-Air to prepare for incoming battle copters.
General Strategy Days 8 to 11: Survive Lash’s peak offensive.
Day 8: Activate Gold Rush. Produce two Neotanks and replace weakened infantry wall segments.
Days 9 to 10: Destroy bombers and tanks as they enter choke range. Retreat damaged artillery one tile back if threatened.
Day 11: Second Gold Rush allows another Neotank and rocket, locking the line permanently.
General Strategy Days 12 to 14: Hold final line.
Days 12 to 13: Rotate fresh infantry into front cities while Neotanks absorb major armor strikes.
Day 14: Lash launches one last wave, but if your line is intact, the timer expires before breakthrough.
End: Colin survives the full fourteen days, proving Blue Moon can outlast Lash’s siege.
Mission 15: Nature Walk
Grit vs. Lash
Difficulty: ****
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Mission Briefing: Lash has deployed three Black Cannons inside dense forest terrain. Grit must navigate Fog of War, avoid cannon fire, and reach the enemy HQ.
Mission Terms: Reach Lash’s HQ with any unit to win.
Starting Properties:
BM BH Neutral Cities 0 1 13 Factories 3 2 3 Airports 0 0 1 Seaports 0 0 0
Predeployed Units:
BM: 2 Infantry, 1 Mech, 2 Recon, 2 APC, 1 A-Air, 4 Tanks, 1 Medium Tank, 4 Artillery, 2 Rockets BH: 2 Infantry, 2 Mech, 4 Recon, 6 Tanks, 1 Medium Tank, 1 A-Air, 3 Artillery, 1 Rocket
General Strategic Checklist:
-
Stay hidden in forests whenever possible.
Black Cannons cannot fire accurately unless your units are revealed. -
Use recons only as spotters.
Their vision is critical for safe artillery positioning. -
Advance as a compact formation.
Lone units get exposed and destroyed quickly. -
Preserve indirect units for final corridor push.
Rockets and artillery clear the HQ lane. -
Sneak a fast unit to HQ once the path opens.
Recon is often the safest finisher.
Black Hole Strats: Lash hides units in forests near cannon range, forcing you into ambush zones while Black Cannons punish revealed heavy armor.
To S-Rank: Avoid unnecessary losses, keep indirect core intact, and reach HQ quickly rather than over-clearing enemy forces.
General Strategy: Clear opening defenders, then crawl north through forests under cover until a recon breaks through to the HQ.
General Strategy Days 1 to 4: Break first defensive ring.
Day 1: Use artillery to weaken visible tank and recon. Finish both with southern tanks. Advance all other units north into forest cover without crossing open roads.
Day 2: Recons reveal hidden enemy artillery. Use rockets to remove it while tanks eliminate exposed mechs.
Days 3 to 4: Push slowly through forest belts. Never leave artillery exposed outside cover.
General Strategy Days 5 to 8: Advance through cannon corridor.
Days 5 to 6: Keep all units hidden between forest clusters. Use recon vision to identify ambush tanks before advancing armor.
Days 7 to 8: Destroy middle enemy line with coordinated rocket fire and medium tank strikes.
General Strategy Days 9 to 12: Prepare HQ breakthrough.
Days 9 to 10: Clear defenders near the upper corridor. Preserve at least one recon at high HP.
Days 11 to 12: Indirect units eliminate final artillery screen near HQ approach.
General Strategy Final Phase: Dash to HQ.
Final Push: Once corridor is clear, send recon through forest lane directly onto Lash’s HQ tile before reinforcements can close it.
End: Grit slips past the Black Cannons and reaches the HQ, outmaneuvering Lash’s forest trap.
Mission 16: Factory Blues
Grit and Max vs. Lash
Difficulty: *****
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Mission Briefing: Black Hole’s Blue Moon factory stronghold must be destroyed. Lash controls multiple production points and factory doors, while your allied armies must break through and shatter the pipeline seam.
Mission Terms: Destroy the pipeline seam to win.
Starting Properties:
BM OS BH Neutral Cities 1 0 4 13 Factories 3 0 2 2 Airports 0 0 0 2 Seaports 0 0 0 0
General Strategic Checklist:
-
Capture at least one neutral base early.
Olaf’s economy must scale quickly to match Lash’s factory output. -
Push north aggressively with Sami’s starting force.
Early tempo is your only chance to contain Lash’s expansion. -
Block factory doors whenever possible.
Each blocked door sharply reduces enemy reinforcement flow. -
Take the airports.
Air control makes the seam much easier to reach safely. -
Use artillery for the seam kill.
Safer than exposing tanks deep in factory range.
Black Hole Strats: Lash floods the map with factory spawned mechs, recons, and artillery, then transitions into armor pressure if not contained early.
To S-Rank: Seize at least one neutral base by Day 5, block one factory door by Day 7, and destroy the seam before Lash fully stabilizes.
General Strategy: Sami creates the breach while Olaf scales production and reinforces with tanks, then both armies converge on the factory core.
General Strategy Days 1 to 4: Secure economy and northern initiative.
Day 1: Olaf builds three infantry. Sami pushes all combat units northeast immediately, with tanks and recon leading.
Day 2: Olaf begins capturing neutral cities and first neutral base. Sami clears first recon screen and advances APC support.
Days 3 to 4: Sami wipes early infantry resistance and secures forward pressure. Olaf’s first tank rolls north.
General Strategy Days 5 to 8: Crack Lash’s outer line.
Days 5 to 6: Sami destroys APC and recon defenders while Olaf tanks arrive to reinforce center.
Day 7: Capture forward base and begin blocking first factory door with artillery or tank placement.
Day 8: Attack the pipeline seam for the first time while clearing nearby A-Air threats.
General Strategy Days 9 to 10: Finish the factory core.
Day 9: Keep factory doors blocked if possible. Eliminate counterattacking armor.
Day 10: Use artillery strike to destroy the pipeline seam and end the mission.
End: The factory collapses, Blue Moon is liberated, and Black Hole loses its industrial foothold in the region.
Mission 17: Silo Scramble
Kanbei vs. Flak
Difficulty: **
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Mission Briefing: Yellow Comet’s missile silos are scattered across a contested island chain. Kanbei must seize them before Flak does and turn their firepower against Black Hole.
Mission Terms: Defeat all Black Hole forces or capture Flak’s HQ.
Starting Properties:
YC BH Neutral Cities 1 2 8 Factories 2 2 2 Airports 0 0 0 Seaports 0 0 3 Missile Silos 0 0 10
General Strategic Checklist:
-
Race to central silos immediately.
Early missile control determines the tempo of the entire mission. -
Use missiles on clustered infantry and tanks.
Flak groups units carelessly and is highly vulnerable to splash damage. -
Secure the middle island bases.
These become your launch platform for the southern invasion. -
Build APC support early.
Fast infantry deployment is essential across the island bridges. -
Transition into armor once missile advantage is spent.
Tanks and medium tanks finish what silos begin.
Black Hole Strats: Flak sends infantry to claim silos first, then slowly pushes south with tanks, artillery, and lander support.
To S-Rank: Launch at least four silos before Day 10, seize middle bases quickly, and avoid losing tempo in the bridge crossings.
General Strategy: Win the missile race, dominate the center island, then roll south through weakened Black Hole defenses.
General Strategy Days 1 to 5: Claim the central zone.
Day 1: Build two infantry.
Day 2: Push infantry west and south toward neutral cities and silo lanes. Build two more infantry.
Day 3: Start city captures and deploy first APC.
Day 4: Use APC to accelerate infantry toward central silos. Flak usually fires first missile now, but his targeting is inefficient.
Day 5: Fire your first counter missile into Flak’s clustered central infantry and tanks.
General Strategy Days 6 to 10: Break Flak’s center.
Days 6 to 7: Launch second and third missiles into central concentrations. Build first tanks.
Day 8: Seize middle island base and begin armor production there.
Days 9 to 10: Use final central silos to cripple Flak’s frontline before advancing south.
General Strategy Days 11 onward: Southern breakthrough.
Days 11 to 15: Medium tanks spearhead southern road assault while infantry capture remaining bases.
Late Phase: Collapse Flak’s HQ line with armor superiority and eliminate remaining artillery pockets.
End: Kanbei overwhelms Flak after winning the missile silo war, securing Yellow Comet’s island chain.
Mission 18: Sensei's Return
CO Matchup: Sensei vs. Adder
Difficulty: ***
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Mission Briefing
Sonja informs Kanbei they installed missile silos to protect Yellow Comet. With the Black Hole attack, the missile silos are unguarded and Kanbei rushes off with Sonja's intel help to take on Flak. Sonja informs Kanbei on how to use the missile silos.
Mission Terms
Rout enemy forces.
YC BH Neutral
Cities 1 2 8
Factories 2 2 2
Airports 0 0 0
Seaports 0 0 3
Missile Silos 0 0 10
General Strategy
As they are also your offensive force, you should land infantry in the eastern peninsula and inch up with battle copter help. Watch out for missiles in the northeast. Your key in the land war in the south, is to grab the neutral base, arm up a tank or two, and advance upward. Though those indirects and infantry hiding in the forest on the western front will stall you, those battle copters will help again.
Turn-by-Turn 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.
Sensei Day 1: Build two infantry.
Adder Day 1: Build two infantry.
Sensei Day 2: Move both infantry 3E to capture those cities. Create a recon from the top base and an infantry from the bottom base.
Adder Day 2: Move infantry, build two new infantry.
Sensei Day 3: Make a transport copter. Move the newly built infantry into it. Finish capturing other two cities. Move recon 6W.
Adder Day 3: Move all four infantry, build two new units.
Sensei Day 4: Move transport copter 6N 1W. Drop the infantry west. Build two infantry from bases, move other two infantry 2W. Move recon 3W 1N.
Adder Day 4: ?
Sensei Day 5: Start capturing that base in the middle by moving your infantry 1W. Move transport copter 5S. Create another transport copter. Move all infantry 3W, even if it goes into the copter. Move recon 2N 1W.
Adder Day 5: Capture cities, move infantry south to your recon.
Sensei Day 6: Move northern transport copter 7W and drop infantry east. Move the other one 3N 2E and drop infantry east. Finish capturing base in the middle. Move other two infantry west. Attack infantry with recon. Build a battle copter.
Adder Day 6: Move infantry and tread units.
Sensei Day 7: Capture any property near any infantry, which should be two cities and an airport. Make a recon on the middle peninsula. Kill the infantry with your recon in the west. Make two infantry from your HQ bases. Move your other two infantry west. Move your transport copters to the 3 west of both of the newly made infantry. Move your battle copter 6W.
Adder Day 7: Move in tank to attack your airport-taking infantry. Artillery moves down as well.
Sensei Day 8: Finish capturing whatever city you are taking. Continue taking the airport as well. Move your recon in the middle 3E. Build a tank from that middle base. The base infantry should move 3W into the T-Copters. Move up your battle copter 5N 1W to attack the infantry. Finish it with your recon. Move your other two infantry 1W 2N. Move your bottom transport copter 7N and drop south. Move your top transport copter 7N and drop north to surround the BH tank. End turn.
Adder Day 8: Capture neutral city near you in the middle, kill airport infantry with tank, bring up A-Air, move back forces in the west.
Sensei Day 9: Use your recon and battle copter to finish off that next infantry in the west. Move infantry up there. In the middle, move your tank 1NE to attack his. Build another tank in the middle base. Move your two infantry back into the transport copters, and move them both 1N 4W. Move up that infantry at the edge of the peninsula 2W 1N.
Adder Day 9: Take other city, move up mech and infantry in west, A-Air, infantry, mech, and tank in the middle.
Sensei Day 10: Move up your battle copter 2N to attack the mech. Finish it with your recon. Attack the next infantry with your next one. Move the rest up. Move your full-health tank 2E in the middle to take out his tank, and your 9HP tank 1N to attack the A-Air. Move the other infantry 1NW. Create an infantry on the middle base.
Adder Day 10: Sideslip...
Adder Day 10: Sideslip. His infantry moves in to capture airport, his A-Air attacks your infantry on base, and another infantry effectively besieges your infantry on base.
Sensei Day 11: Move your battle copter 1N to take out that infantry, then use an infantry to attack the mech. Move up your recon to spot Adder's tank. Your battle copter will deal with that..heh heh... Build another battle copter from the airport, and attack the two infantry besieged your middle base with all you've got to take out one infantry and hurt the other.
Adder Day 11: He continues to capture airport, and takes out infantry on base. His tank moves up and he builds another infantry.
Sensei Day 12: Attack north with your battle copter to hurt that tank. Finish the A-Air and infantry in the middle with your two tanks, and advance recon 2NE into the forest to spot Adder's tank, artillery, APC, and missile. Move your other infantry north. Move your other battle copter north and build yet another one. Move up another infantry to hit the mech in the west. End.
Adder Day 12: Move units ahead.
Sensei Day 13: Copter Command. This gives you 4 infantry for the 4 cities you have with 9HP. Finish off the tank above you with that battle copter, and attack the mech with an infantry. Move up tanks in middle, and recon 2NE to discover a tank. Start capturing neutral airport. Move other battle copters 6N. Move other infantry up to front lines. Build a medium tank from the middle base.
Adder Day 13: In the middle, his tank injures your recon. His units move up in the west and he builds a rocket!
Sensei Day 14: Finish capturing that airport. Move northeast battle copter 1E to deal 9 damage on that missile. Move recon 1S. Use 7HP tank to take out missile. Use 10HP tank to attack his tank in the forest. Attack a mech with your battle copter in the west, and send over your 3rd one 6W as well. Move up infantry on all fronts. Make another battle copter.
Adder Day 14: Rocket nearly kills an infantry on western front. Tank clash in the middle.
Sensei Day 15: Use your top battle copter in the west to deal 6 damage to the rocket, then move up your other one 4N to take out the mech on one shot. Now your transport copters can do something. Move both 1W 5N and drop both infantries west. In the middle, take out the tank with your medium tank and weaken the artillery with your tank(s). Take out the back artillery with your back artillery. Move up your infantry and other battle copter 6N. Make yet another battle copter from northern airport.
Adder Day 15: Sidewinder.
Sensei Day 16: In the middle, take out an artillery with two tanks and move in your medium tanks. The back infantry and battle copters should head for HQ. The infantry on middle island near BH cities should take them. In the west, use your battle copters to take out a mech with infantry help that is on the western base, the rocket, and an infantry so your western units can seize temporarily control over the SW BH base and weaken an infantry.
Adder Day 16: Attack an infantry with the last 3HP tank, clear a 6HP infantry on the SW BH base with an A-Air, and take out 5HP infantry with mech. Build two mechs.
Sensei Day 17: Move back the 4HP tank to attack the 3HP tank and trap it in the forest. Move up medium tank to attack infantry on HQ. With massive battle copter help, take out two infantry and two mechs, blocking all three bases with transport copters or a recon (SW base). In the middle, use 9HP infantry to take out tank.
Adder Day 17: With only one A-Air left, he takes out a battle copter.
Sensei Day 18: Use a medium tank and then a battle copter to finish off that final A-Air. Send battle copters east, as he is hiding a unit there.
Adder Day 18: Sideslip. The APC moves out of the forest in the northeast.
Sensei Day 19: Take out the APC with two battle copters to win.
End:
Adder remembers that Yellow Comet once boasted a CO that was unbeatable, which turns out to be Sensei. Even Sonja was surprised. Adder leaves. A different victory screen showing infantry forces shows up here. Good job!
Your victory opens three new missions. Now all your choices are ****. Take the southernmost one.
Mission 19: Show Stopper
CO Matchup: Sonja vs. Adder
Difficulty: ****
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Mission Briefing
Sonja's intel shows that the Black Hole forces are encamped there. Sonja spots the stronghold but Kanbei refuses to let her go. Sensei convinces Kanbei to let her go. Sonja spots the 8 cannons surrounding the fortress and knows to kill all 8 to win or capture the HQ. Adder laughs, and Sonja quickly notices that it's CO Adder. There is a hidden map to the secret lab here, which is the southwesternmost neutral city. It's in FOW, so it's Sonja's specialty. It'll still annoy you a bit though...
Mission Terms
Destroy all minicannons or capture HQ.
Predeployed Units
BH: 1 Infantry, 2 Mechs, 4 Recon, 2 Tank, 1 Medium Tank, 1 A-Air, 1 APC, 1 T-Copter, 2 Artillery, 4 Rocket, 5 Battle Copter, 2 Bomber
General Strategy
You basically build a wall of infantry in front, then have tanks, A-Airs, a recon, and artillery behind it to defend the initial attack. The idea is to build cheap units to form a defensive wall (you should rarely build anything worth more than a 8,000G anti-air on most maps). Use tanks for anything that you can't reach, artillery to kill every land unit, two A-Airs to wipe out any sort of air, and infantry for a defensive boundary.
Those early units will easily wipe out his early aerial and land forces, which leaves the northern navy that he has. Use rockets to smash those minicannons from a distance. Just keep both eyes on the neutral bases and don't let Adder take them...you shall take control. Shift your forces westward by Day 12 and capture both ports, building subs to crash his sub-battleship navy on both fronts with help from indirects. Smash the minicannons with medium tanks and rockets, add an A-Air against his random battle copter encounters, and take the southwest city again, which is the lab city, to unlock the secret mission.
Turn-by-Turn 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.
Sonja Day 1: Build an APC from NW base and infantry from other two bases.
Adder Day 1: He moves two or so bombers, 3 indirect units, 2 medium tanks, 3 tanks, two copters, 4 infantry, and an A-Air (estimate, as this is FOW) east. That's all with my ears...
Sonja Day 2: Move southern infantry 3W. Move northern infantry 2W into APC, which should move 4N 2W and drop west. Build a tank from NW base, infantry from NE base.
Adder Day 2: Move almost everything at you (a few indirects, a medium tank, and a few battle copters stay back, as well as an APC).
Sonja Day 3: Move top infantry 2N 1W to capture base. Move NE base infantry 1N 2W. Move southern infantry 3W to capture port. Move tank 2W 4N. Shift tank 2W 4N. Roll APC 1W 4N. Build a tank from NW base.
Adder Day 3: Again, most units move for Sonja.
Sonja Day 4: Finish capturing base and port. Move SE infantry 1N 2W to capture city. Move northern tank 3N. Move southern tank 2W 4N. Build an A-Air from NW base.
Adder Day 4: Advance all units, letting you see a copter and two tanks.
Sonja Day 5: Finish taking city. Move southern tank 5W 1N to give a whack to that tank, then move the northern one 3W to attack the other one. Move top infantry 1W. Move APC 2W. Build A-Air from new northern base. Move southern A-Air 2W 4N. Shift northern infantry 1W. Move SW infantry 3E. Build an A-Air from SW HQ base, NW base, an infantry.
Adder Day 5: Start taking cities, destroy infantry with bomber and artillery, weaken APC with recons, attack A-Air with tank, destroy tank with battle copters. Move other units east.
Sonja Day 6: Move northern A-Air 2W to destroy battle copter. Move tank 2S 1W to destroy tank to the east. Move southern A-Air 4W to weaken battle copter. Shift NW infantry 1N 2W. Move southern infantry 3W. Move bottom A-Air 1N 4W to attack invading bomber. Move APC 5S and make an A-Air from northern base.
Adder Day 6: Sidewinder. Attack infantry with bomber, finish taking city with mech, move units east, attack A-Air with A-Air, infantry with tank. Attack infantry with battle copter that destroys itself. Destroy A-Air with mech, APC with recon. Move all other units east.
Sonja Day 7: Counter Break. Move northern A-Air 3N to attack infantry taking a neutral port. Move NW infantry 2S to attack tank. Destroy bomber with A-Air in the south. Move SE infantry 1NE onto city to attack tank. Move next-to-north A-Air 2S to destroy mech to the left. Move tank 2S 1W of the A-Air and weaken it. Build a tank from northern base, a tank from NW HQ base, and two more infantry.
Adder Day 7: Continue taking northern port, and destroy both infantry that attacked the tank with two recon. Move other scattered forces at you.
Sonja Day 8: Move northern tank 4N 1W to destroy infantry. Move northern A-Air 2SW to take out T-Copter. Move southernmost A-Air 5W 1N to destroy tank. Move 2nd to north tank 2E to eliminate A-Air. Move 2nd to north A-Air 1N 2W to weaken mech. Roll southern tank 2W 1N to weaken recon. Move NE base infantry 2N, SW base infantry 2E. Make two APCs from western two HQ bases.
Adder Day 8: Start taking another city with mech, and attack both APCs with all three recons.
Sonja Day 9: Move northern tank all the way south to destroy mech. Move 2nd to north tank 4E 2S to attack recon. Move southern tank 2S 1E to destroy weakened recon. Move northern A-Air 3S to attack recon. Move western A-Air 2S 1E to destroy recon. Move SW A-Air 6E. Move northern infantry 3W. Move northern APC 2NW. Move HQ infantry 2W into APC, and move APC 1N 5W. Build infantry from way northern base, A-Air from NW base.
Adder Day 9: Sideslip. Attack western APC with recon.
Sonja Day 10: Move southernmost tank 5W 1S to attack recon. Move northern infantry 2N 1E. Move 2nd to northern infantry now 1W into APC and move APC 1N 3W, dropping to the west. Move northern tank 2W 3N. Move northern A-Airs 1N 4W. Move SW APC 4W 2N and drop to the south. Move SE A-Air 1S 5W to destroy recon to the south. Move southern tank 5W 1S to destroy other recon. Move last A-Air 5W 1N. Build infantry from northern base.
Adder Day 10: Move down artillery. Gets bored :)
Sonja Day 11: Move northern infantry 1W 2N to take neutral port. Move next to top infantry 2W 1S. Move next to the top infantry 2W 1N to take BH city. Move both top A-Air 1S 2W to destroy artillery and reveal a rocket. Shift SW infantry 1SW to take city. Move next to west A-Air 2N 4W. Move SW APC 3N 2W. Move eastern APC all the way north. Move tanks northwest as well as SE A-Air.
Adder Day 11: Attack A-Air with rocket.
Sonja Day 12+: Continue sending your forces to eliminate the minicannons and the units near it.
End:
Adder is surprised, but still blames it on bad luck. Adder is forced to retreat, and you win by clearing the fortress! Kanbei is impressed with Sonja's ability as well. "Perfect planning wins the day!"
Now with three missions with ****, and a lab with ***** in the northeast, you have little options. Choose the southeast mission.
Mission 20: Duty & Honor
CO Matchup: Kanbei vs. Adder
Difficulty: ****
Mission Briefing
The laser cannon has been deployed for Adder on a mountain. Flak doubts YC will actually go up it, but Adder replies that he'd siege YC cities if they don't. Flak helps him deploy infantry. The cities are for bait, it turns out... So Kanbei wants to fight, but Sonja notices the trap and notes that the cities aren't too important. Kanbei replies that they are YC COs and can't let more of Yellow Comet be taken. Look around the map to find two Laser Cannons that fire like a cross...so the early roads are covered.
Mission Terms
Rout enemy forces.
General Strategy
Speed isn't on your side. The trick is to take out the laser cannons with rocket range, and possibly mechs to finish them off. Move those tanks as far as you can. Adder's infantry and mechs will start capturing your cities on Day 5, and finish taking them on Day 11 if you're not careful. Utilize those indirect units and the bridge to your advantage...stay out of BH indirect range, and use your tanks and Super Power to mow through them when the time comes and you shouldn't really even lose many units.
Remember to join units if the tanks get weakened...they are your major offensive weapon. Decimate those forces at the bridge, and then, after you've had the city situation under control, pull back some tanks to take care of that final Black Hole hold in the south-central portion of the map while also crushing those rockets with rapid-moving tanks. So, take out laser cannons in days 4 and 8, smash their forces from the back then march through and stop BH from taking your final city on Day 11. Advance to the south to take out the remaining units.
Turn-by-Turn 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.
Kanbei Day 1: Move left APC and infantry 1N. Move bottom 2 mechs 2E. Move other three 1SE. Move other infantry 1NE and other APC 1N 2E. Move the southern medium tank 5N, and the other two 2N 3E. Move tanks 1E 4N. Move left rocket 1E 3N and the right rocket 1NE. Move left artillery 2E 3N. Move right artillery 4E 1N.
Adder Day 1: Move up forces from the southwest, southeast, send infantry and mechs toward YC cities, move APC back, move up tank and artillery.
Kanbei Day 2: Sonja tells Kanbei what the laser cannons do. They can't fire all the time, but if you get 10 YC cities taken, you lose. Move units in this formation (northeast tank takes out enemy recon):
Infantry APC Md Tank Md Tank Tank
Artly Md Tank Tank
Mech Inf Mech
Mech Mech Mech
Artly APC
Your other rockets should move 2N as well.
Adder Day 2: Sonja notices Adder fire with laser cannons, which hits a tank. Tank weakens tank. Move units forward.
Kanbei Day 3: Move 1HP tank 2W. Move left medium tank 1N 4E to take out tank. Move eastern medium tank 1N 4E to take out artillery. Move full health tank 1S 5E. Move western medium tank 2E 1N. Shift all mechs 2E. Move western rocket 3N. Move eastern rocket 2N. Move western artillery 3E. Move eastern artillery 2N. Move eastern infantry 1SE into APC. Move APC 5N 1W and don't drop. Move other infantry in the west 2E 1N and APC 3E.
Adder Day 3: Sideslip. He will move more units towards you, and attack a mech with a tank from the south.
Kanbei Day 4: Move left medium tank 3E 1N to destroy the tank. Your objective here is to stay clear of the laser cannons. Move eastern medium tank 2NE. Move other medium tank 3E 2N. Move eastern full HP tank 1E 2N. Move loaded APC 5E 1N. Move 1HP tank 5E 1N. Move left rocket 1NE. Move NW injured mech 1SW to attack tank. Move next NW mech 1W to destroy tank. Move left artillery 1S, rocket 1NE. Move last infantry into APC. Move eastern three mechs 2E.
Adder Day 4: Fire laser cannons that hit nothing! :) Move up tanks, medium tanks, artillery, rockets, mechs and infantry from SE corner. Attack mech with artillery in the southwest.
Kanbei Day 5: Attack NW laser cannon with left rocket. Move SW medium tank 2NW to destroy it. Move eastern medium tank 2NE onto your city. Move middle medium tank 1N 3E. Move eastern loaded APC 4N 2E and drop north. Move 1HP tank 1NE. Move full HP tank 1N 3E. Move SE mech on mountain 2S to deal with the artillery. Move all other mechs 2E. Move eastern rocket 1N 4E. Move left artillery 2N 3E. Move right artillery 1N 4E. Move left loaded APC 3E 1S and supply the mech.
Adder Day 5: Move up everything, and blocks his front medium tank from easy attack with tank backup. Artillery in the southwest runs for dear life.
Kanbei Day 6: Move all mechs 2NE. Move eastern rocket 2E 1N. Move western rocket 2S 1E. Move left loaded APC 1N and drop east. Move left artillery 2E 3N. Move SE medium tank 2N 3E to kill the tank. Move eastern medium tank 1N 4E to weaken medium tank. Move full HP tank 2N 3E. Move 1HP tank 2N 3E. Move left medium tank 5E. Load APC 1S with infantry, then move it 4N and drop west. Move other artillery 3N 2E.
Adder Day 6: Laser cannon wastes energy firing at nothing. Sideslip. Three mechs start taking YC cities. Artillery in SW moves west. Other units move up as well.
Kanbei Day 7: Fire on laser cannon with eastern rocket. Attack it also with your NE mech by moving it 1NE. Move all other mechs 1NE. Move western rocket 2S. Move left infantry 1W into APC and move APC 3NE, dropping to the east. In the east, destroy medium tank with medium tank. Move next to east medium tank 2E to destroy tank to the east. Move full HP tank 4E 1N to attack tank. Move eastern infantry 2N 1E. Move eastern APC 2N 1E. Move left medium tank 2N 3E. Move 1HP tank 1S. Move left artillery 5E, right artillery 3E 2N.
Adder Day 7: Finish taking three cities with mechs. Destroy tank with two medium tanks (bait for your medium tanks).
Kanbei Day 8: Move western rocket 2W. Move NE mech 1NE to destroy laser cannon. Move all other mechs 1NE after you move the eastern rocket 2N 3E. In the east, attack east with eastern medium tank against medium tank to injure it. Move middle medium tank 1N 2E to also attack to the eastern medium tank. Move western medium tank 3E 1N to destroy weakened tank. Move eastern artillery 3E 1N. Move eastern APC 1W. Move western artillery 2NE. Move left infantry into APC 1W, then move APC 1N 5E. Drop west.
Adder Day 8: Sideslip. Attack medium tank with artillery. Move up rockets and infantry. Start taking LAST four cities.
Kanbei Day 9: Samurai Spirit. Destroy both medium tanks with both artillery. Move NE medium tank 3E and attack mech taking that city. Move SW medium tank 5E to destroy it. Move 7HP NW medium tank 1SE to weaken artillery. Move western rocket 2S. Move all mechs 1NE. Move right infantry 1SW into APC, then move that APC 6E and drop east. Move left infantry 1S into left APC and move that 2N 4E, dropping north. Move eastern rocket 2NE.
Adder Day 9: Finish taking 7-9 cities. Attack infantry with tank.
Kanbei Day 10: Use northern artillery to blast tank, then use eastern rocket to blast artillery. Use far western rocket to move 2E. Move eastern medium tank 2E to attack infantry. Move eastern infantry 1E to finish off artillery. Attack left mech with middle medium tank. Move left medium tank 2S 3E to attack infantry. Move all mechs 2N. Move left APC 5W. Move artillery 2E. Move partially healed tank 1N 4E. Move right APC 1N 3E to supply medium tank.
Adder Day 10: As you have the final yellow city completely blocked, his infantry attacks your infantry and tank heals. He just can't take it...also moves western artillery east.
Kanbei Day 11: Move western rocket 1SW. Move southernmost mech 2S. Move other mechs 2E, the SE one taking out a 1HP artillery. Move right rocket 5E. Use NW medium tank to destroy mech to the left. Destroy both infantry next to other two medium tanks. Move 9HP eastern infantry 1N. Move left injured tank 6E to destroy 2HP tank. Use SE artillery to destroy infantry. Move left infantry 4E. Move weakened left infantry 2E. Move left APC 1E.
Adder Day 11: Attack nothing.
Kanbei Day 12: Move western rocket 1SE. Move mech nearby 1SW. You'll use that to take out that artillery. Move eastern tank 2E to attack APC. Move right infantry 2S 1E to attack that as well. Attack mech with northern artillery. Move eastern two mechs 2S. Move eastern rocket 3S. Move SW medium tank 2SW. Move easternmost medium tank 2S 3W to destroy the mech. Move top medium tank 2W 3S. Move southern artillery 1E 3S. Shift APC 3W 1S to refuel artillery. Move other two mechs 1NE, one into APC. Move that APC 6E and drop south.
Adder Day 12: Sideslip. Destroy rocket with both rockets.
Kanbei Day 13: Destroy artillery with western rocket which is also now out of fuel. Move mechs on river 1SE, one attacking a rocket. Use artillery to destroy that rocket. Move southern medium tank 1S to attack rocket.
Adder Day 13: Attack artillery with rocket.
Kanbei Day 14: Take out APC on city with a medium tank. Destroy rocket with medium tank to win!
End:
Flak tells the bad news back to Adder that the laser cannons have been smashed. Victory for Kanbei! "No enemy can stand before Kanbei!"
A red star mission opens up, the first ***** mission. Choose the Sensei mission, the middle one.
Mission 21: Foul Play
CO Matchup: Sensei vs. Adder
Difficulty: ****
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Mission Briefing
Black Hole appears ready to sign a peace treaty, but Sonja suspects a trap. The battlefield is divided by pipelines, and the seams must be destroyed to open reinforcements. Sensei must destroy three minicannons to win.
Mission Terms
Destroy all three minicannons.
Predeployed Units
YC: 3 Infantry, 3 T-Copter, 3 B-Copter, 5 Bomber
BH: 3 Infantry, 4 Mech, 2 APC, 1 Recon, 6 Tank, 3 A-Air, 6 Medium Tank, 1 Neotank, 3 Artillery, 4 Rocket, 3 Missile
General Strategy
Sensei must destroy the three minicannons to win. From the southwest, take out the seams to bring reinforcements from the south to the north. Also you don't have allied cities in the northeast corner for no reason. You will get soldiers from there when you use the CO Power or the Super Power and that'll allow you to access the missiles to fire on Adder's forces.
Don't get fooled by the two-front war. There is really only one. You want your air force to reach your home base ASAP to save it, which means your entire air force except for a bomber should be blowing through the seams. However, since you can't send everything at the seams once, you can use your remaining bombers and battle copters to destroy Adder's land units in the south while you wait.
From that northern base, build artillery and medium tanks and defend at the cities. After your bombers and battle copters arrive, it'll become much easier to fight back. The first CO Power that you should use is a Super CO Power so that you can use those mechs to take out the tanks, rocket, and missile in the northeast and have access to the northeast missiles to fire on the large northwestern force. At the end, build an APC to refuel those bombers, then use them to take out the minicannons after those units are cleared.
Turn-by-Turn 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.
Sensei Day 1: In the north, move your medium tank 2W 3N, move tank 1N 5E, and move artillery 2N 3W. Build an artillery from the right base. In the south, move all bombers 3E 4N. Move battle copters 2E 4N. Build two infantry from both remaining bases. Move all 3 infantry into transport copters 3W and move them 6E. Drop east.
Adder Day 1: Send everything recklessly against you.
Sensei Day 2: In the north, move regular tank 1E 2N. Move artillery on eastern base 3N 2E. Infantry in the west 1W 2N. Move medium tank and artillery 1NW. Build two artillery in northern bases. In the south, use your SE bomber and move it 7E to bomb Adder's A-Air. Use top two bombers to bomb the two seams above you. Move one bomber in between them, and the other one to severely injure the infantry next to it. Use your battle copters to finish. Send transports toward airport and capture nearby cities.
Adder Day 2: Move down vast army.
Sensei Day 3: Finish capturing cities and start capturing the airport. Continue bombing seams and weakening enemy forces. Use copters to eliminate threats near the airport. In the north, use artillery and tanks to repel advancing units and reinforce both sides.
Adder Day 3: Move down massive army and attack southern units.
Sensei Day 4: Finish capturing airport. Use Copter Command. Reinforce northern defense with infantry and artillery. Continue destroying seams in the south and weakening enemy armor and air units.
Adder Day 4: Cannons fire, Neotank and forces advance, heavy pressure on both fronts.
Sensei Day 5: Use infantry from northeast to attack rocket and missile. Continue breaking seams and damaging enemy forces. Use artillery and medium tanks to weaken Neotank and frontline units. Build additional units.
Adder Day 5: Advance units and attack multiple fronts.
Sensei Day 6: Use missiles to hit clustered enemy forces for massive damage. Continue breaking seams and eliminating key threats including medium tanks and artillery.
Adder Day 6: Sidewinder. Heavy damage across multiple units.
Sensei Day 7: Capture key bases and cities. Advance north after breaking seams. Use Copter Command and air units to eliminate remaining resistance.
Adder Day 7: Attack and attempt to hold positions.
Sensei Day 8: Continue advancing while avoiding anti-air and missile range. Destroy remaining seams and secure map control.
Adder Day 8: Cannons attack bombers.
Sensei Day 9: Push all forces forward and begin destroying minicannons and surrounding units.
Adder Day 9: Final resistance.
Sensei Day 10: Destroy all three minicannons to win.
End:
Sensei overwhelms Adder and wins decisively. The deception is exposed and Black Hole is driven back.
Next: Move to Sonja's mission against Lash.
Mission 22: A Mirror Darkly
CO Matchup: Sonja vs. Lash
Difficulty: ****
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Mission Briefing
Sonja and Kanbei notices no one at the battlefield once again but they move onward. Lash notices no one as well. The clash of Lash and Sonja comes when Sonja arrives. Sonja told Lash that Sonja's army had moved on, which turns out to be fake intel, getting even Kanbei and Sensei to agree. Sonja trapped Lash, it turns out. Artillery and rockets for you, but Lash has a huge army. Both noticing each other's weaknesses and attacking them, the battle begins.
Mission Terms
Rout enemy forces.
Predeployed Units
YC: 5 Mech, 2 Recon, 2 APC, 3 Tank, 4 Artillery, 9 Rocket
BH: 3 Infantry, 3 Mech, 2 Recon, 2 APC, 4 Tank, 9 Medium Tank, 2 Neotanks, 2 Artillery, 2 Rockets, 2 A-Air
General Strategy
Move your non-mech units as close to the mountain ranges as possible. Always have a medium tank on the HQ. Hide your HQ rocket on a forest tile and keep your four HQ units at the HQ. With your indirects, prioritize weakening and destroying rockets and artillery first, then weakening the strongest direct units like Neotanks and medium tanks second so they can't do significant damage to your central front medium tanks. The others you can match with your tanks. You'll want to have your indirects firing as much as you can, so move them whenever they can't hit anything.
Don't advance mechs or your central front tanks to the middle till Lash only has a few units left or looks like she has no chance of taking your HQ, which should be somewhere around day 7.
Turn by Turn 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.
Sonja Day 1: Look at the map. You surround the enemy who is situated in the middle. Let's divide this into three fronts to make it easier for both of us:
Western Front: Move recon 2S 3E. Move mechs 2E. Southern artillery 4S 1E. Top two rockets 2E. Top artillery 4S. Bottom rocket 2S 1E. Last rocket 1SE. APC 5S 1E.
Eastern Front: Bottom mech 1NW to spot a mech, an APC, a recon, and an A-Air. Move top two rockets 1NW. Move recon 1N 2W. Move other two mechs 2W. 3rd to the top rocket 2N. Southern artillery 4N. Last rocket 2W. APC 4N 2W. Top artillery 4S.
Central Front: Do nothing.
Lash Day 1: Capture city, move MASSIVE army up.
Sonja Day 2: Current units you should see for Lash: 3 Infantry, 1 Mech, 1 Recon, 2 Tanks, 1 Artillery, 2 A-Air, 2 APCs, and 6 medium tanks, as well as a Neotank.
Western Front: With second highest rocket, attack Neotank. Move bottom mech 2S to spot another Neotank and two more mechs. Use bottom artillery to attack mech. Use 2nd rocket to attack Neotank. Use 3rd rocket to attack medium tank. Move recon 1E. Move APC 2E. In the north, move rocket 1S, artillery 2S, and top mech 2S.
Eastern Front: With your top rocket that can fire anything, hit the A-Air. The bottom one should hit the A-Air closest to you. Move APC 1W. Move recon 1E. Move northern artillery 3S 1W.
Central Front: Do nothing...
Lash Day 2: Annoy you to hell by taking cities and moving units up. Huge, isn't it?
Sonja Day 3: OK, that's a lot of units, isn't it?
Western Front: Top rocket to finish Neotank. Next rocket to attack next Neotank. 3rd rocket to attack medium tank. Last rocket to attack APC. Artillery 4N 1E. Bottom mech 1NE to finish off APC. Top artillery 1NE. 2nd to the top of top 2 mechs 1E.
Eastern Front: Top rocket kills A-Air. Next rocket and artillery finish medium tank. Next rocket injures medium tank. Last one injures another one. Top mech 1NW. Bottom two, move 1W to injure tank. APC 2E 3N.
Central Front: Do nothing.
Lash Day 3: Prime Tactics. Artillery and rockets, as well as recon and A-Air, kills your mechs. Continue moving units up.
Sonja Day 4: Counter Break.
Western Front: Top rocket to injure top Neotank, artillery to attack mech. 2nd rocket to injure injured medium tank, 3rd rocket to injure tank, final rocket on recon. Move recon 2N. Artillery 2NE. Lower mech 2S to weaken mech. APC 2NE. Top mech 1NE.
Eastern Front: Top rocket on tank, mech 1NW to take out 1HP tank, 2nd rocket on medium tank, APC 1SW, lower artillery to weaken weakened medium tank, 3rd rocket to weaken medium tank, bottom rocket to weaken A-Air.
Central Front: Rocket to attack recon, right tank 4S to take out recon, central tank 1SW to take out Neotank, western tank 5S to take out that tank.
Lash Day 4: Continue taking cities, move up tank towards HQ, attack mech and western tank with medium tanks, continue moving up with units like rockets you haven't seen before.
Sonja Day 5:
Central Front: Attack tank with rocket that is closing in. Send 6HP tank 1W 3N to take out 2HP tank. With mech, attack west and take out 4HP A-Air left of you.
Western Front: Top rocket and top artillery to attack medium tank. Move 5HP bottom mech 1NE to deal it an extra damage. Move recon 1W 2S. Attack APC with bottom rocket. With rocket above it, destroy 4HP tank. With rocket, take out 1HP medium tank. With artillery, take out 3HP APC. Refuel indirect units if needed.
Eastern Front: Top rocket weakens medium tank. Move recon 4S 1W. Weaken medium tanks with bottom two rockets. Refuel if needed.
Central Front: Move central tank back 1NE and right tank back up 4N.
Lash Day 5: Move up medium tanks, join 1+5=6 medium tank, move up remainder of destroyed army forward.
Sonja Day 6:
Eastern Front: Top rocket attacks top medium tank. Artillery attacks injured medium tank. Enhanced Vision. 2nd rocket finishes 5HP medium tank. 3rd rocket finishes 2HP medium tank. Last rocket injures mech. APC to refuel if needed. Move recon and APC 1W.
Western Front: 3rd to top rocket to kill recon, APC to refuel if needed, 3rd rocket to kill mech, 4th one 1E.
Central Front: Move 6HP tank 1NE. Move other two tanks 1S.
Lash Day 6: Prime Tactics. Move up infantry to capture YC cities, medium tank attacks middle tank in Central Front. Two artillery, rockets, and infantry also moves up.
Sonja Day 7:
Central Front: Attack medium tank with rocket. Move 6HP tank 2S and every other tank to take out medium tank from all directions BUT south.
Western Front: 2nd to top rocket attacks infantry taking city. Recon 1N. Move bottom two rockets 1NE. Top rocket and artillery attack infantry on city.
Eastern Front: Rocket attack infantry on city, move bottom rocket 1NW.
Lash Day 7: Take cities, attack APC on western front with rocket, move up.
Sonja Day 8: Just a little more left!
Western Front: Move recon 2S. Use top rocket to take out infantry taking city. Take out another infantry taking city with 2nd rocket. Attack rocket with 4th rocket. Move APC 1N.
Eastern Front: Do nothing. NOTHING. You can't do anything anyway...
Central Front: Move full health tank 2W 4S to attack infantry. Move another one to finish it. Move down the other one as well. Move rocket 1W 4S.
Lash Day 8: Attack recon with rocket, move 2 artillery and mech.
Sonja Day 9: Use bottom western front rocket to attack western artillery. Use bottom eastern front rocket to kill the mech. Use 4HP tank to kill rocket. Move down other two tanks and rocket.
Lash Day 9: Pathetically beaten by indirect units, she takes out your two low HP tanks.
Sonja Day 10: Move eastern front recon 1S 2W. Move western front recon 1S 2E to spot that rocket. Use bottom western front rocket to take out 4HP artillery. Use your central front rocket to deal 8 damage on artillery. Move tank west/south to attack that final rocket to 5HP on city.
Lash Day 10: Move 2HP artillery 1NW to city.
Sonja Day 11: Finish artillery with rocket, rocket with tank.
End:
Lash regards war as a game, and says that she has more pieces to play with even with Sonja's victory. Sonja is shocked that Lash believes so and says Sonja is similar to her. Lash feels joy in war in the way chess is played. "Tee hee hee! Toodles!" Sonja doesn't want to be like Lash.
Here, you move on to either the hidden lab mission or the final mission with the red star flag. If you go to the final mission now you will miss it... so go onward to the lab mission. It's CO Selecting vs. Adder!
Mission 23: Sea of Hope
CO Matchup: Sami and Kanbei, Sonja, or Sensei vs. Adder
Difficulty: *****
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Mission Briefing
Sonja finds the Black Hole lab on the map and intel shows that Black Hole has been researching a new tank there. Calculating on Adder's skill, Sonja believes you will have a 18-day limit. Sensei notices the war between Sami and Adder, and YC joins them. Choose Kanbei. Sami and Kanbei begin their attack.
Mission Terms
Capture the lab within the time limit.
General Strategy
For Sami, attack the strongest units you can, as you don't need to kill anything till the Neos come. Make sure that the bombers are baited to attack yellow infantry and APCs at the island with the airport and port. Build a tank in the right base and some infantry for first two days to take props and defend your island, but afterwards, build all bombers.
Use your cruiser to destroy all subs and bombers except for the northern sub, and have Sami's aid along with your bombers to smash the battleships. Your battleship will be destroyed eventually, but you'll take out enough units. Grab the northern neutral airport and lure an A-Air with a T-Copter, then smash them with your bombers, out of missile range. If you can stay out, you will win.
Turn by Turn 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.
Kanbei Day 1: Build three infantry and a T-Copter from eastern airport.
Sami Day 1: Destroy rocket with two battleships, weaken tank with other one.
Adder Day 1: Sideslip. Move units in an odd position: some south, some north.
Kanbei Day 2: Move SW infantry 2E to start capturing city. Move easternmost infantry 2S to capture airport. Move last infantry 2E into T-Copter, then move that 6N and drop east. Build a tank from eastern base.
Sami Day 2: Use three battleships to weaken mech and destroy APC.
Adder Day 2: Attack transport copter with cruiser on neutral port. Start capturing city with port, move down aerial and naval units. Tank moves down.
Kanbei Day 3: Move tank 1SW to take out his tank. Finish taking airport and neutral city. Start taking neutral city on small island. Move T-Copter 5S. Build an A-Air from eastern base.
Sami Day 3: Use any battleship to destroy mech. Do not move anything else yet.
Adder Day 3: Attack infantry taking airport with bomber. Move battle copter south to near Sami's navy.
Kanbei Day 4: Continue taking neutral airport. Move A-Air 6N. Move tank 1E 5N. Move SW infantry into T-Copter and move it 4N 2E. Move eastern infantry 1NE to take city. Build an APC from eastern base.
Sami Day 4: Move cruiser 2W to take out battle copter. Move southern battleship 3W, and the top two 1N. Out of rocket range.
Adder Day 4: Bomber destroys infantry taking airport (buys you time).
Kanbei Day 5: Move T-Copter 4E 2N. Move A-Air 3NW. Move tank 5N 1W. Finish taking neutral city.
Sami Day 5: Move all battleships 1N 2W into ONE rocket range but not the other. Basically, 1N 2W will do. Move cruiser 1W.
Adder Day 5: Bomber hits battleship next to bridge, rocket attacks battleship. Nice bait for Kanbei's A-Air. Cruiser moves west.
Kanbei Day 6: Move A-Air 1W to eliminate the bomber. Move tank 5W 1N. Move infantry near APC 1NW into APC, then move that 6N and drop north. Move T-Copter 6N. Build a bomber from westernmost airport. Build infantry from NE of two HQ bases.
Sami Day 6: With middle full HP battleship, attack the rocket. Use the bottom 3HP one to finish it off. Use the top 5HP battleship to attack the missile. Move cruiser 2NW.
Adder Day 6: SUPER POWER. Sidewinder. Move down navy. Start taking NW island port.
Kanbei Day 7: Move bomber 6N to destroy lander. Move infantry from SW HQ area base 3E. With infantry next to APC, move infantry 2N to take city. Move A-Air 3NW. Move tank 4N to take out missile. Move T-Copter 4W 2S and drop west. Shift APC 3N 2W.
Sami Day 7: Move cruiser 1S. Move bottom two battleships 2W, top battleship 3W.
Adder Day 7: Finish taking port. Move up cruisers, move down battleships.
Kanbei Day 8: Move bomber 6N to destroy sub. Make bomber from western airport again. Move infantry from southern island 3N to start taking neutral airport next day. Finish taking neutral city. Move other infantry 2W 1N to take that city. Move APC 5W 1N. Move tank 3W 2N to attack rocket. Move A-Air 3NW to finish it off.
Sami Day 8: Attack APC with northern battleship.
Adder Day 8: Sideslip. Destroy A-Air with both battleships. Move APC down. Move one cruiser up to BH port, other one down.
Kanbei Day 9: Move northern bomber 1NE to destroy cruiser. Move southern bomber 7N. Move southern infantry 3N to start taking neutral airport. Finish taking city. Move last infantry 3W into T-Copter and move it 6N, dropping to the east. Move tank 1S 5E.
Sami Day 9: Use battleships to destroy APC.
Adder Day 9: Finish taking another city, do nothing.
Kanbei Day 10: Samurai Spirit. Move southern bomber 6N to destroy battleship. Move northern bomber 3N to destroy battleship. Finish taking neutral airport. Make bomber from southeast airport. Move NE infantry 2E to start taking city. Move last infantry 1S to take city. Move tank 3E 2N. Move T-Copter 2E 1N.
Sami Day 10: ...
Adder Day 10: Move units up.
Kanbei Day 11: Finish taking neutral cities. Move infantry on new airport 1NW to take port. Move eastern bomber 7N. Move western two bombers 6E 1N. Move tank 2N, T-Copter 1N.
Sami Day 11: ...
Adder Day 11: Finish taking "ANOTHER" city.
Kanbei Day 12: Move eastern bomber 7N. Move T-Copter 3N in range of A-Air and tank. Move western two bombers 4E 3N. Finish taking neutral port. Move infantry near APC into APC and move it 5N 1W, dropping to the west. Move NE infantry 1W 2N. Build bomber from south middle island airport that you haven't used yet and you just captured.
Sami Day 12: ...
Adder Day 12: Attack transport copter with tank. Move units to surround pesky missile.
Kanbei Day 13: Move northern bomber 1W 6N to destroy sub. Move 2nd to north bomber 1E 5N to destroy tank. Move 3rd and 4th ones 7N. Move infantry near neutral airport 1SW to start taking airport. Move APC 5E 1N. Move infantry just above it 1N.
Sami Day 13: ...
Adder Day 13: Sidewinder. Move A-Airs up to bomber but DOES NOT attack.
Kanbei Day 14: Destroy tank with tank. Finish taking airport. Attack A-Airs, taking out one with bomber.
Sami Day 14: ...
Adder Day 14: Finish taking city.
Kanbei Day 15: Destroy A-Air and cruiser with front three bombers. Move up 4th and build a bomber from new closest airport. Use T-Copter to block medium tank.
Sami Day 15: ...
Adder Day 15: Destroy missile on lab with bomber, weaken lander with bomber, destroy sub, and weaken medium tank with bomber. Move up back eastern bomber.
Sami Day 15: ...
Adder Day 15: Sidewinder. Deal little resistance by just moving ONE infantry.
Kanbei Day 16: With bomber fleet, destroy lander, rocket, medium tank, artillery, and infantry, leaving one recon. Build a bomber and take cities. Move infantry into T-Copter to land at lab later if you aren't at this position.
Sami Day 16: ...
Adder Day 16: Build a cruiser.
Kanbei Day 17: Kanbei exclaims you have two days left. Destroy the recon and cruiser with three bombers.
End:
Sonja finds out about the Neotank plans, and Sami thanks Kanbei quickly and leaves without revealing herself. Victory it is!
Mission 24: The Hunt's End
CO Matchup: Sensei and Max vs. Adder
Difficulty: *****
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Mission Briefing
Hawke arrives to ask how Adder is doing. Adder becomes very self-conscious at his losing streak and promises that they will take YC soon. Adder knows that Hawke is there to replace him, so he must win. You as YC shall not let him. Sonja finds the BH factory there and promises to take it down. Olaf arrives to aid Yellow Comet. Choose Sensei and Max.
Mission Terms
Destroy the pipe seam.
General Strategy
There's three minicannons on one island, and another guards the pipe seam. Adder has multiple bases and a factory. With Max, capture your island quickly, then secure the airport and nearby cities. Use that to build a bomber, then a fighter, then mass bombers. Use them to destroy cannons, naval units, anti-airs, and missiles. Build a bomber force of 2–4 to strike the cannon guarding the seam.
For Sensei, build a mixed army with infantry and three artillery early, but rely mainly on tanks and medium tanks to push forward. Keep one or two A-Airs for support. Use subs to bait naval units and support with artillery. For higher score, aim to destroy multiple units in single turns for power rating.
Turn by Turn 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.
Max Day 1: Build infantry. Move to capture properties on island.
Sensei Day 1: Build infantry and begin advancing ground forces.
Adder Day 1: Moves forces toward center and prepares defenses.
Max Day 2–5: Capture all island properties quickly. Secure airport and cities. Begin saving for bomber production.
Sensei Day 2–5: Move tanks and artillery forward carefully. Avoid overextending. Start engaging enemy indirect units.
Midgame:
Max begins producing bombers and eventually a fighter for protection. Use bombers to eliminate anti-airs, cruisers, and cannons. Sensei pushes with tanks and medium tanks while artillery supports from behind. Maintain A-Air coverage.
Late Game:
Once cannons and major threats are cleared, gather bomber force and strike the cannon guarding the seam. Destroy it, then destroy the seam itself to win. Expect to possibly lose a bomber, but it will not affect Technique score significantly.
End:
You win, and Adder blames the weather. YC COs celebrate with Olaf's help. Nell informs Kanbei that Hawke is threatening Green Earth, leading into the next campaign.
This concludes the Yellow Comet Campaign.
Green Earth Mini-Campaign
Drake seems to have a face problem here...even after hearing Allied victories over Black Hole in western countries, Green Earth is still half occupied by Black Hole forces under their best commander, Hawke. Jess comes in and asks if they're counterattacking. Eagle and Drake are not land masters, so Jess's return from training is much needed for GE. Eagle doesn't care for "Red"'s help and would rather do it himself, but Drake notices that with all three fronts covered as them three, they can take back GE. Choose the northwest mission with Eagle versus Hawke first.
Mission 25: Sea Fortress
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Mission Briefing: Hawke asks Adder if the fortress is readying, along with minicannons. Adder says it's true. Hawke also learns that only a GE air force is coming. Eagle asks all to take out the fortress. A GE pilot reports that it is no good cause Hawke has too much A-Air. Eagle learns that Black Hole knew about him coming, and notes that they could let BH take the factory, or suffer heavy casualties taking it. The GE pilot decides to go, as he remembers Eagle told him that they mustn't lose. Another pilot agrees. Aim for the minicannons and "Let's give them a show of power they won't soon forget!"
General Strategy: You'll need to destroy all 8 cannons. On Day 1, move everything as far up as you can east, but avoiding getting in fighter range. On the same day Hawke will run into your trap. On Day 2, use fighters against fighters, cruisers and battle copters on battle copters (to weaken battle copters and kill two of them) on Day 2. Hawke then uses his Super CO Power.
Prepare a formation outside submarine-cruiser range on Day 3 for the assault on Day 4, in which you will use your Super CO Power. Have bombers in front, followed by battle copters and then fighters. Destroy the front four minicannons and with Super CO Power, weaken the front two minis on the island. Then pull back and combine two 5+5 HP units. By now, 4 minis are destroyed, 2 are weakened (Day 4 and 5). On Day 5, aim your bombers ready to aim at the final minicannons. Kill the front ones, then the back ones. Just don't lose more than 2 units for full technique.
Turn by Turn 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.
Eagle Day 1: Look east. You have eight battle copters, four fighters, and six bombers. He has six battle copters, four fighters, two cruisers, four A-Air, and four missiles, as well as eight minicannons. Move middle two battle copters 5E. Move all other battle copters 6E. Move middle four bombers 7E. Move the side two 6E. Move top and bottom fighters 8E. Move next to top fighter 7E 2N, and the next to bottom fighter 7E 2S.
Hawke Day 1: Send front fighters 9W, send front battle copters 6W, send back fighters and battle copters in a crazy 1N, all the way W formation. Cruisers move 6W.
Eagle Day 2: Here, the fighters are nearby. Move top fighter 5E and take out the battle copter south of you. Move bottom fighter 4E and take out the battle copter to the north. Move 2nd to top fighter 2E 1S to attack that fighter, and move the 2nd to bottom fighter 2E 1N to do the same. Move bottom two copters to take out Hawke's copter, then use the 2nd and 3rd highest copters to take out his northern one. With your remaining 4 battle copters, surround the four fighters so they can't get out. Move your non-middle 2 bombers 7E except for the north one which should move 6E 1N. Move the last two bombers 5E.
Hawke Day 2: Attack battle copters to the left with both fighters to deal 4 damage each. Fighters, battle copters, and the bombers move up westward.
Eagle Day 3: Use top and bottom bombers to bomb down both front cannons from the left. (Northern one 7E, southern one 1S 6E) Finish off both weakened fighters with same fighters from the right. Move northern no damaged fighter 5E 1S to attack it. Move your southern fighter 5E to attack his. Move the now southern bomber 1E. Move the top one 2N 1E, and the middle two 3E. Move middle two battle copters 5E. Move top battle copter 4E 1N. Move the left remaining top copter 5E 1N. Move the one directly right 5E 1S. Move the bottom copter 4E 1N. You have two battle copters to move. Move the left one 6E and the east one 5E 1N. End.
Hawke Day 3: Cannons hit closest bombers to 7HP. Black Storm, dealing 4 damage this first time. Fighter moves to take out one battle copter and injure the other. Your battle copters move up, one injuring another copter. Northern cruiser takes out bomber, southern cruiser takes out battle copter. Take out the northern cruiser
Eagle Day 4: You now have an air force of (and HPs at):
Battle Copters: 2, 3, 4, 4, 8, 8
Fighters: 6, 6, 6, 7
Bombers: 5, 8, 8, 8, 8
Send top two fighters to take out top fighter, then use one fighter to attack the bottom fighter. Bomb the northern cruiser with your 8HP bomber, staying out of range. In the south, use two 8HP bombers to take out the cruiser. Move up remaining fighter to attack the full health battle copter in the north instead of finishing 1HP on the final fighter, and use a 4HP copter to weaken that to 1HP. Use your two 8HP battle copters to finish off the bottom one. Move your other forces out of missile, A-Air, and cannon range and prepare to advance now that you have Lightning Strike, but don't actually use it yet.
Hawke Day 4: With fighter, deal 1 damage to battle copter. Send 3HP cruiser down to take out 3HP battle copter. Move up northern missile.
Eagle Day 5: Move units in this formation:
North: 8HP bomber, 7HP bomber, 8HP battle copter, 4HP battle copter, 3HP battle copter, 7HP fighter, 5HP fighter
South: 8HP bomber, 7HP bomber, 5HP bomber, 6HP battle copter, 2HP battle copter, 6HP fighter, 6HP fighter
Eagle Day 6+: Prepare to launch your attack in this order in upcoming days: Take out western A-Air, missiles, then western cannons, then move to back cannons, take out those, and take out A-Air. Then take out the cannons near them to win.
End: Move to the eastern mission with Jess.
Mission 26: Sinking Feeling
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Mission Briefing: Hawke wants Lash to finish repairs on the battleships within 30 days. Lash says it'll take 17 days. The southernmost city on the western island contains the lab map. Jess notes that although she has few troops, she can't lose time before the repairs are complete.
General Strategy:
As long as you pay more attention to keeping your initial predeployed forces alive to lure aircraft to destroy, and keep on churning in aircraft, you will be able to sink the nine unfueled battleships fast enough. Bring a lander to capture those northwest island properties, including the lab city (southern of the two cities).
On land, be in a defensive format with medium tanks in front and artillery plus rockets just behind for protection for the initial assault, then flank and take them out. Also remember to keep two A-Air at the top of the continental region to keep those damned bombers away. Take the bases, then build indirect units like artillery and battleships from your bases and port respectively to take out the battleships. Do not lose more than 6 units for full technique. Build units at the end so you don't lose technique. For full speed, win in 15 days.
Turn by Turn 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.
Jess Day 1: Move NE mech 1NE to take port. Move western infantry 2W 1N into APC and move APC 5E, drop south. Move other infantry 3E, and southern mech 2E. Move northern medium tank 5E, southern medium tank 1N 4E. Move western artillery 1N 4E. Move eastern artillery 5E. Move rocket 1N 4E. Move northern tank 1N 4E. Move recon 3E. Move western A-Air 4E 2N. Move southern tank 1N 4E. Move last A-Air 1NE.
Lash Day 1: Lash and her lieutant talk, and Lash declares a counterattack despite repairs going on without hurting repairs. Move down 2 infantry, mech, 4 tanks, artillery, A-Air, 2 medium tanks, and rocket. Move 2 infantry on northeast island 3W.
Jess Day 2: Finish capturing port with your northern mech. Move NE medium tank 1N 3E, and other medium tank 1N 4E. Move southern mech 2E. Move eastern infantry 1S. Move northern tank 2E, southern tank 3E. Move recon 2E. Move left artillery 2E. Move northern A-Air 1E. Move southern A-Air 1SE.
Lash Day 2: Move down entire land unit force, then start capturing NE airport. Start taking GE city with infantry.
Jess Day 3: Move southern mech 2N to attack tank. Use rocket to attack medium tank. Southern medium tank 2N to take out medium tank. Move unmoved medium tank 2NE to weaken tank. Move northern mech 2E to attack tank. Move top A-Air 5E 1N to take out mech to east. Move northern tank 5E 1N to attack A-Air. Move other A-Air 1N 5E to attack infantry. Build a battleship from port. Move both artillery 2E 1N. Move southern infantry 2E. Move southern tank 3N 1E to take out tank. Move northern infantry 2E. Move recon 3N 2E to take out infantry. Move APC 4E 2S.
Lash Day 3: Finish taking cities in south, move down tanks to attack A-Air, tank, and recon. Move down medium tank, rocket, infantry towards base.
Jess Day 4: Move up battleship 3N 2E. Move rocket 5E. Build a lander. Move full HP northern mech 2W into lander. Move left tank 1S 2E to attack tank. Attack 4HP tank with tank to the right. Move northern medium tank 1N 2E to weaken tank. Move southern medium tank 1N 3E to destroy tank to the right. Move 3HP A-Air 1N. Move southern full HP A-Air 2N to destroy tank to the right. Move 6HP southern mech 1E to destroy A-Air. Move recon 2E 3N. Move northern artillery 2NE. Move southern artillery 3E 2N. Move bottom infantry 1E into APC, and move APC 3E 2N and drop west. Move top infantry 2E.
Lash Day 4: Prime Tactics. Lash will now start taking cities, move infantry to take base, move rocket 1E, and threaten you with medium tank that destroys 2HP tank.
Jess Day 5: Move battleship 5N. Attack medium tank with rocket. Destroy it with other two artillery. Move northern medium tank 4E 1N. Move southern medium tank 5E. Move recon 5E. Move lander 3NW. Move full HP southern A-Air 5E 1S. Move 8HP tank 2N 4E. Move 3HP A-Air 5E 1S. Move southern infantry 1SE. Move 6HP mech 1N. Move APC 1E 2S.
Lash Day 5: Finish taking two cities and factory. Destroy 8HP recon.
Jess Day 6: Overdrive. Lander 6N. Attack NE battleship with battleship. Move 8HP tank 3N 1E to weaken rocket. Move 3HP A-Air 3N 2E to attack rocket. Move full HP A-Air 1E 3S to weaken artillery. Move southern medium tank 4N to destroy infantry that took base. Move APC 6N 1E. Move northern artillery 1N 6E. Move rocket 4N. Move northern medium tank 2N 1E. Move southern artillery 1N 5E. Move mech 2E. Move bottom infantry 3E to take city, top infantry 2E to take base.
Lash Day 6: Attack tank with minicannon. Make battle copter and move battle copter. Build bomber.
Jess Day 7: Weaken NE battleship to 1 with battleship. Move lander 2N 4W to drop mech north. Continue taking base and finish taking city. Destroy artillery with A-Air. Move eastern medium tank 5N. Move western medium tank 1E 4N. Move 3HP A-Air 5N. Move 5HP tank 3N. Move APC 3N 1E onto base. Shift both artillery 1E 3N. Move rocket 2E 1N. Move mech 1NE. Build a battleship.
Lash Day 7: Move down battle copter and bomber.
Jess Day 8: Finish taking SE base. Move southern infantry 2E to take that city. Move bottom full HP A-Air 4N. In the northwest, move mech that landed 1N to capture port. With 1st battleship, attack NW battleship. Move lander 6E. Move southeast map mech 2N. Attack minicannon with rocket. Move southern medium tank 1S 3W to destroy minicannon. Transfer northern medium tank 2N 3W to attack minicannon. Move 3HP A-Air 4N 2W. Move APC 2W 4S. Move southern artillery 1N onto base. Move tank 2W 3N. Move last artillery 2N. Move newly built battleship 3N 2E.
Lash Day 8: Northern minicannon attacks southern medium tank, battle copter destroys tank, bomber attacks northern artillery. Joins NW and NE battleships to form 6HP.
Jess Day 9: Attack NE joined battleship to 2HP with northern battleship. Finish capturing NW port. Move lander 4S 2E. Finish taking SE city. Move southern battleship 4N 1E. Move rocket 4N. Destroy northern minicannon with northern medium tank. Move 7HP medium tank 5W to attack SC (south-central) battleship. Move 8HP mech 2N. Move other infantry 3N into APC. Move northern artillery 3W 1N. Shift southern artillery 5N. Move APC 4N 2E and drop south. Move A-Air 4N. Move 3HP A-Air 1E 3S and deal a few damage on the bomber before falling. Build a battleship from southern port.
Lash Day 9: Prime Tactics. Move down new bomber to destroy northern medium tank. Destroy artillery with battle copter, move loaded transport copter down, destroy other artillery with bomber and battle copter.
Jess Day 10: Attack SE battleship with rocket. Overdrive. Move NW island mech 1SW to start capturing lab city. Move 7HP medium tank 1E 4N to attack NE battleship to 1HP. Destroy SE battleship with SE battleship. Attack SW battleship with NW battleship. Move lander 1N 5E. Move southern battleship 3N 2E. Move A-Air 4N to destroy 8HP bomber. Move APC 1N. Move northern infantry 1N to start taking base. Move SE infantry 2N to take city in the southeast. Build A-Air from SE base. Move way eastern mech 2N.
Lash Day 10: Destroy rocket with bomber and battle copter. Weaken APC with battle copter. Join battleships to 6 left.
Jess Day 11: Move northern A-Air 3W to weaken bomber. Finish taking BH base. Finish taking lab city and SE city. "Hm? A lab..." Move southern A-Air 5N 1E. Move southernmost battleship 4N. Weaken SW battleship with one battleship. Attack NC battleship with another battleship and 7HP medium tank 1W. Move mech 1N.
Lash Day 11: Move 2HP bomber up. Destroy mech. Attack infantry that took BH base, move transport copter with infantry to SE base.
Jess Day 12: Move mech on NW island 2N to grab that final city. Build a battleship from that port on the island. With THREE full HP battleships, destroy SW and CW (central-west, the one above SW battleships) with 7HP medium tank help, which moves 2SW to wipe it out. Move northern A-Air 3N to wipe out fleeing bomber. Move southern A-Air 1W 3S to eliminate T-Copter. Move SE infantry 1W to attack infantry on your base. Move 7HP infantry 1N into APC and move APC 6N, dropping north. Build an A-Air from new base taken from BH.
Lash Day 12: Prime Tactics. Start taking base, destroy SE infantry and weaken a battleship with two battle copters. Build T-Copter and prepare to load it with infantry.
Jess Day 13: On NW island, finish taking city with mech. Move that NW island port battleship 5E. As Lash only has three battleships left, prepare to win in two more days. Destroy NE battleship with both full HP battleships and 7HP battleship. Move 7HP medium tank 2SE to attack SC battleship. Move southeast A-Air 1S to weaken infantry taking base. Move newly built A-Air from eastern base 2W 4S. Build A-Air from eastern base. Move 8HP northern A-Air 6S.
Lash Day 14: Weaken 7HP battleship to 4HP, load T-Copter with infantry southward. Build a bomber.
Jess Day 14: Overdrive! With SE A-Air, destroy infantry just below. Use the one just 2N from it 3S 2E to destroy battle copter. Move eastern base A-Air 4W 2S. Move 8HP A-Air 6N to destroy T-Copter with infantry. Move 4HP APC 1N 4W. Move NW battleship 2E 3S. Destroy central battleship with other two full HP battleships in range. Attack SC battleship to 6HP with 4HP battleship and 7HP tank. Build two A-Air and one cruiser from NW port.
Lash Day 14: Attack APC with bomber (bait), attack battleship with battle copter. Build a T-Copter.
Jess Day 14: Move northern 8HP A-Air 1N to weaken bomber. Destroy last battleship with any combo.
End:
"Commander, the enemy battleships have all been sunk." Jess tells everyone to retreat after their victory because more BH forces will win. Nice going...victory! Lash no longer feels it's like a game, so it's timeyou take her seriously? "They just sank my boats and took off? I...am...so...angry!!!"
Four new missions open up here. Move to the southern mission with Drake.
Mission 27: Drake's Dilemma
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Mission Briefing: Hawke has a Black Cannon now, and Hawke seems to be the only one that takes any allied country seriously. Drake, who is spotted with his navy at a small southern island, debates whether to take out the Black annon head-on or to seize the HQ. Eagle comes in through a transmitter and learns of Drake's dilemma, but that Yellow Comet troops are on their way, led by Kanbei. Take out both Black Cannons here with Kanbei's aid. Drake and Kanbei together shall take out Hawke, right?
Black Hole units to beware of:
Western side of Lake: Recon, Rocket
Northern side of Lake: 2 Recon, Artillery
Northeast side of Lake: Artillery, 2 Rockets, Recon
General Strategy:
With Drake, you want to dive your subs and move your battleships south on reefs. Watch out for the range of the Black Cannons, which extend to just south of the island next to Drake's naval units. Also watch out for rockets around the southern part of the lake in particular.
In the Re-Boot Camp version, you'll want to stay out of range of two rockets that are on two forest tiles. One is two squares east of the eastern Black Cannon, while another is two squares south. You can use your subs to spot them, and then two of your battleships south to take the rockets and Black Cannons. You'll also need to damage a lot of Drake's units so that you can get the full power rating. You can also bring your lander down after you clear this path if you want to transport some land units over to the Black Cannons.
With Kanbei, your goal is to stem the tide of Hawke's forces, with a recon for vision, infantry as front line troops, and artillery for defense.
Turn by Turn 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.
Drake Day 1: Move bottom sub 1E 5S and dive to spot one infantry, two artillery, and two rockets. With northeast battleship, attack the rocket you spot to the east. Move southern battleship 1S. Move subs all the way south and dive. Move everything else either south and out of range (do not venture out of central of lake as you will be sniped on), or onto reefs. So cruisers should all be on subs, while battleships are just around lake. Build an infantry in SE base near Kanbei. End.
Kanbei Day 1: Build two infantry.
Hawke Day 1: Move infantry east to take city, move units south. From the south, move units north.
Drake Day 2: Move dived subs down. Hawke has no navy. Start sending battleships into reefs over to cannon. Must be in reef or don't go into cannon change, except for dived subs. Move battleships down. Don't worry about air either, he only has a few battle copters. Move bottom infantry 1N 2E to take base. Make a recon.
Kanbei Day 2: Move both infantry 2N to take two cities. Build two more infantry.
Hawke Day 2: Hawke notices the YC Army and reminds you of missile targeting cannons, which could be useful. Move land units up, which don't do a damn to you.
Drake Day 3: Move down subs. Continue moving battleships down with reefs. Finish capturing southeast base. Move recon 1N 5E. Build another infantry.
Kanbei Day 3: Finish capturing two cities. Move other two infantry 1E 2N. Build a tank in left base, infantry in right base.
Hawke Day 3: Move around pointless land units. One recon manages to hit YC infantry.
Drake Day 4: Move bottom dived sub west. Move sub spotting rocket to the left on forest 2S. Move lowest battleship 1W 5S. With next two battleships, take out western rocket. In southeast, move recon 2E 5N to attack his recon. Move infantry east.
Kanbei Day 4: Move tank up to kill weakened recon. Get missile and fire at rocket and units nearby, using eastern rocket as leftest target. Move up infantry, start taking another city.
Hawke Day 4: Attack GE recon, fire missile at YC forces, move forces south at Kanbei, attack infantry with recon, all other actions unknown.
Drake Day 5: Build APC in SE base. With bottom battleship, fire at the eastern cannon and deal it 55% damage. Weaken artillery, finish off eastern rocket with back battleships. Move up recon into forest. Move infantry east. Move running out of fuel subs to shoal of GE SE island.
Kanbei Day 5: Build tank from western base. Weaken recon with tank. Finish capturing city. Build recon from eastern base.
Hawke Day 5: Black Wave. -1HP on all enemy units. Kill 2HP infantry with 3HP recon. Watch eastern cannon get destroyed.
Drake Day 6: Destroy eastern cannon with battleship. Heal two dived subs at bottom with APC. Move down all fuel-dying dived subs down except for top one which moves north. Can't fire with no subs with top battleships. Move 4HP recon in the east to 1E of attacking battleship, 2E of evil rocket. Move fueled dived sub up.
Kanbei Day 6: With two tanks, kill and weaken recon. Bring up other recon. Start capturing another city.
Hawke Day 6: Destroy a YC infantry, weaken a GE infantry.
Drake Day 7: Move bottom battleship 4S 1E into reef. Fuel two more dying dived subs in bottom. Fuel dying sub in north. Keep moving that one oldest fueled dived sub north. Take out one artillery and weaken the other with battleships. Move down top battleship but keep out of cannon/artillery range. Build rocket from NE base from bottom.
Kanbei Day 7: Combine 1+1=2HP infantry. Finish capturing city. Take out two recon with two tank. Build tank in eastern base.
Hawke Day 7: Move down recon, surprise Kanbei with medium tank attacking tank, A-Air to surround it. Move random other land units.
Drake Day 8: Move bottom battleship 6W. Move subs for vision. Take out recon with one battleship. Move other two south but out of range of artillery fire. Move rocket east onto YC HQ.
Kanbei Day 8: Look at newly built Hawke Neotank. Retreat all you can into forest or south. Build nothing.
Hawke Day 8: Continue taking south. Recon takes out GE infantry. Neotank takes out tank. A-Air takes out GE infantry, moving it on eastern YC base.
Drake Day 9: Attack western cannon with southern battleship. Move northern battleship east. Use other two battleships to weaken a medium tank and artillery. Attack A-Air with rocket. Use Tsunami. Move recon 3N to take out artillery.
Kanbei Day 9: Use 6HP tank to take out A-Air on base. Move up tank to take out 9HP recon. Build a medium tank from eastern base.
Hawke Day 10: Take out recon, weaken northern battleship, move Neotanks at Kanbei and attack a tank with Neotank.
Drake Day 11: Attack western cannon to 1HP. Use battleship to weaken medium tank. Build rocket in NE base.
Kanbei Day 11: Move 8HP tank 2E into forest.
Hawke Day 11: On his last day, he uses Black Wave. -1HP on all your units. Continue taking props, advancing at Kanbei with Neotanks and taking out rocket on YC HQ. Continue making useless units.
Drake Day 12: Kill the western cannon with your battleship to win!
End:
Hawke seems to not care too much about the Black Cannons, but suggests a retreat. Drake thanks Kanbei for the reinforcements, although Kanbei really didn't matter on this mission except for some power. Kanbei and Drake agree to work together when they storm Black Hole.
You now have four missions to choose from. Three are *****, one is ****. Take the northeast **** one with Jess.
Mission 28: Rain of Fire
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Mission Briefing:
Lash tells Hawke that Flak wants to talk to him about launching an attack at a volcano, with Hawke annoyingly finishing all of Flak's comments about it being dangerous and it's why they're doing it. The new volcano terrain disrupts air currents. Lava pours out as well. Flak questions Hawke to save himself as the mission begins with "The lava's going to make little people pancakes! Tee hee hee!" Maybe like Lash herself? :P Anyway, go on into the mission. Green Earth notices they can't go air with the volcano nearby, so Jess takes the ground combat forces, even with Eagle's yelling. Drake defends Jess, and Eagle blames "letting off steam."
General Strategy:
This mission has a volcano. Your main focus of attack shold be from the north. The south has a lot of mechs which will take time to dislodge.
Grab the northern bases ASAP, and take out the mechs up in the mountains. Use mostly tanks, adding in a couple of medium tanks. Build 4 infantry and one APC the first two days and watch for the volcano pattern. Stall down the Black Hole forces at your HQ but make no major effort in the south. The north is where you will advance.
Remember to capture the city on your home island. The initial two mechs and recon are killed/weakened with the A-Air and tank. Remember that you can manipulate the volcano pattern by luring units into the lava. Anyways, the southern path doesn't require a lot of defense because Hawke can't easily launch an offensive. The southern tank should actually retreat to the northwest base where a medium tank and tank can combat Black Hole on roughly equal ground. If they retreat from lack of fuel, that's the time to destroy them.
Join units if they get injured badly, and keep around an A-Air on the northern front to kill pesky mechs and infantry. Once you've reached the river in the north, use Overdrive and attack past it. TANKS are key, I repeat. Bring along that A-Air and the two APCs (and infantry) to capture cities and eventually, the bases and HQ itself.
Continue making tanks or Medium tanks (depending on funds) every turn from the closer northwest base. By Day 15, start building infantry from other bases so you won't lose too much Technique points, and to defend your HQ island. Once you get the chance, make a major push with those tanks in the north and seize the HQ by blocking all the bases...advance at the bottom for more power. Hawke will not be able to stem the invasion, and you can beat him in some 17-18 days.
End:
Hawke notes that they made it this far so he retreats. Jess tells a soldier in the field that she is proud of their efforts to take out BH there. Eagle snaps at Jess and leaves. Drake talks to Jess for a little. "Looks like I survived another day." Your victory opens up the final mission of the Green Earth campaign, but don't go there yet, of course. You'd skip a lot...so choose the northeast mission with CO select. This is the GE NeoTank mission.
Mission 29: Danger x9
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General Strategy: You must take enemy lab in a 10-day limit, which means that you must win in 9. You can use Jess for the better vehicles, or Eagle for his improved battle copters and Lightning Strike Super CO Power ability.
This is a Fog of War map. Black Hole has three battle copters coming from the north, a tank, a recon, and a hidden rocket. Build an anti-Air (or two) and battle copter as your first units out of your westernmost base, and an infantry (to capture the airport) and a recon (for vision) as your first two out of the central base. Don't build from the right base until you can bring units from the west. Don't lose more than two units for a full technique score.
Turn by Turn 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.
GE COs talk about taking the lab, and notice huge BH contingent. You must take enemy lab in a 10-day limit, which means you must win in 9.
Jess Day 1:
Northern Sea: Move battleship 3N 1E. Move cruiser 3N 1E.
Western Front: Move western recon 5N. Move medium tank 5N. Move eastern recon 4N. Move A-Air 5N. Make tank.
Central Front: Make one infantry.
Eastern Front: Make one recon.
Hawke Day 1: Move mech 1NE out of view, move up tank and recon on western front, move up tank and A-Air on eastern front, move up battle copters.
Jess Day 2:
Western Front: Move up medium tank 3N 1E to attack tank. Move western recon 3N 1E. Move eastern recon 2N. Move A-Air 1N 2E to attack mech. Move base-built tank 3N 1E to take out 1HP tank. Make infantry.
Northern Sea: Move battleship 2E into other reef. Move cruiser 1SE into reef.
Central Front: Start capturing airport.
Eastern Front: Move recon 1NW into forest. Build a medium tank.
Hawke Day 2: Move 1HP recon north, attack recon with recon, move up A-Air and tank scarred by view of medium tank, move battle copters to attack medium tank and tank, take out recon with 3rd battle copter, 4th attacks infantry on base. Move down medium tank on eastern front.
Jess Day 3:
Central Front: Finish taking airport.
Northern Sea: Move cruiser 2E 1S to take out battle copter to the east. Attack recon from 9 to 1HP with battleship.
Western Front: Use A-Air to attack up to take out the battle copter. Move recon 1E 2N to take out the mech. Move medium tank 2NE. Move 6HP infantry 1NE to take out 1HP recon. Move 5HP tank 3E 2N to attack APC. Build A-Air.
Eastern Front: Move medium tank 1W 2N to attack his medium tank from the west. Move recon 3N. Build an APC.
Hawke Day 3: Black Wave. -1HP off all units, healing 1HP on his. Finish infantry with battle copter, weaken recon with other. Move tank. Attack medium tank with medium tank from 1S. Move medium tank to recon. Move west/east artillery and rocket.
Jess Day 4:
Northern Sea: Attack tank with battleship. Move cruiser 2N 3E.
Western Front: Move newly built A-Air 3N 1E to take out battle copter. Move medium tank 2E to take out tank. Attack APC with weakened tank. Move recon 1E 2N to attack the same one. Move other A-Air 2N to take out final battle copter.
Eastern Front: Move APC 1N. Attack weakened medium tank with weakened medium tank. Move recon 2SE. Build medium tank.
Hawke Day 4: Attack APC with A-Air and weakened medium tank. Take out recon with medium tank. Move down units.
Jess Day 5: Overdrive.
Southeast Front: Take out 2HP medium tank with 3HP medium tank from north. Move APC 2N 1E to spot medium tank. Move full health medium tank 1N to take out medium tank. Build APC.
Northern Sea/Land Fronts: Move battleship 1N 4E. Move cruiser 3E. Move top A-Air 6E 2S. Move 6HP medium tank 2E 3S to weaken rocket. Move other A-Air 5E. Take out APC to the west with tank. Move recon 2S 3E.
Hawke Day 5: Attack A-Air with rocket, take out APC with medium tank in SE.
Jess Day 6:
Northern Sea: Move cruiser 1N, battleship 2E.
Northern Front: Take out rocket with medium tank. Move recon 2SE. Move 9HP A-Air 2S 3E to attack artillery. Move 4HP tank 3SE. Move other A-Air to south of artillery and attack it.
Southeast Front: Attack medium tank with medium tank. Move 3HP medium tank 2NE. Move APC 2N 1W. Build infantry from base.
Central Front: Move 9HP infantry 1N. Build a bomber.
Hawke Day 6: Take out A-Air and recon.
Jess Day 7:
Central Front: Move bomber 1E 2N and bomb pipeline seem. Build a recon.
Main Front: Move up 8HP medium tank to attack medium tank and weaken it to 1HP. Move 6HP medium tank 4E to attack infantry. Move 9HP A-Air 3W to attack seem. Move 3HP medium tank 2N to finish medium tank. Move 4HP tank 2S 3E. Move infantry 3N to capture city. Move APC 2NE. Build medium tank from SE base.
Hawke Day 7: Black Wave. -1HP all units. Take out 4HP tank with rocket. Use other unit to attack medium tank. Move infantry into forest.
Jess Day 8: Take out seem with A-Air. Move 3HP medium tank 1W. Move bomber 2N 4E. Move 6HP medium tank 2NE to attack rocket. Move 2HP medium tank 1S. Move recon 2NE. Move 8HP infantry 1NE. Move newly built medium tank 5N. Continue taking city with 9HP infantry. Build a rocket from SE base.
Hawke Day 8: Kill 3HP medium tank with rocket, attack 4HP medium tank with artillery. Move 5HP infantry SE to attack 9HP infantry and get hurt.
Jess Day 9: One day left, Jess! Use 4HP medium tank to finish off rocket above. Move recon 1N 3E. Defeat infantry with infantry. Move bomber 1NE to finish off bomber and win!
End: GE forces discover plans for the Neotank. Eagle wants them, but Jess tells Eagle to let her have them as she is the ground expert of GE. An argument occurs between "Red" (Jess) and Eagle. "I'll be happy if these help allied lives."
Mission 30: To The Rescue
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Mission Briefing:
Lash builds another laser cannon for Adder, and with Flak's help, attempt to neutralize Orange Star forces in Green Earth diverting Black Hole forces and give Green Earth much needed supply. Adder remarks that they would ask Sami for a surrender first and convince Sami to join the dark side. Sami asks OS forces to hold on till Eagle arrives. OS soldier comes to Sami talking about the surrender, and Sami quickly rejects it out of hand. GE soldier tells Eagle about the OS surrender negotiation which Sami won't sign, and Eagle believes Sami is leading the OS forces. Sami's response seems to be what Eagle likes, and Eagle is ready to save Sami's flanked forces and take out Adder out of Green Earth once-and-for-all. Eagle asks to take the HQ or take out a cannon.
Predeployed Units:
GE: 1 Infantry, 1 APC, 1 Recon, 2 A-Air, 1 Transport Copter, 3 Battle Copters, 2 Fighters, 2 Bombers
OS: 3 Mechs, 1 APC, 1 A-Air, 1 Missile, 1 Rocket
BH: 2 Infantry, Too many other units to name
General Strategy:
You'll want to race through the enemy lines to save Sami, while avoiding the laser cannons which fire every day as well as the anti-airs (check cannon fire range every turn). Save your bombers to attack mini-cannons and to keep spending your money building planes.
On day 1, move all of Eagle's units westward, but make sure to avoid the ranges of the two eastern laser cannons and the anti-air. Build two infantry. With Sami, move the mechs and APCs towards the cities, where they can heal and be better defended.
On day 2, send Eagle's forces west to destroy most of Adder's southern forces. Do not advance on the laser cannons yet. Instead, following the unit matchups, use your fighters and against Adder's bombers, use your anti-airs and battle copters against the battle copters, and use your bombers against the anti-air. You can make use of your CO Power on this turn. When you do so, make sure your units avoid the range of the eastern cannons, missile (you can put one unit in missile range and be okay), and rocket. Meanwhile, Adder will bring a bomber over to begin the assault on Sami. Therefore, it would be better if Adder attacks a unit that's not the anti-air or missile. Keep in mind that Adder can extend his movement range with the Sidewinder ability (+2 movement).
On day 3, send Eagle's direct units north to destroy the missile and rocket. Advance your fighters and bombers as far as north as they can without being in Laser Cannon range, to begin assisting Sami. Build a battle copter. Meanwhile, use Sami's anti-air ant missile to begin taking down Adder's bomber and then battle copters, in that order.
On day 4, have Eagle's fighters focus on attacking Adder's air force, prioritizing fighters and bombers, and then focusing on battle copters next. Move all of Eagle's units north or northwest, and keep building battle copters whenever you have money to build them that you move towards the central battleground. Then use Sami's anti-air/missile, whatever you have left, to attack any fighters or bombers. Use Sami's mechs the rest of the way to attack any units that get in range of your mechs on the cities.
From day 5 onward, use Eagle's fighters to attack Adder's remaining air units, and Eagle's bombers and battle copters to attack any remaining land units attacking Sami. From this point onward, use one turn to get two bombers within range of the northeast missile and cannon, then attack both on the same turn. Then focus on using Eagle's bombers and battle copters to attack the northern defenses consisting of the missile, anti-air, and rockets. This will allow Eagle to damage the northwest cannon unharmed, and you can sneak some battle copters over to damage the southwest cannon.
End:
It turns out Sami was trying to bring Green Earth supplies, but instead they get surrounded. Eagle doesn't blame Sami, as the OS-GE alliance boosted GE morale. Sami blushes a bit. "I will not permit the enemy a moment of rest!"
Choose southeast mission with Drake's peerless navy with Hawke's air force.
Mission 31: Navy vs. Air
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Predeployed Units:
GE: 2 Infantry, 1 A-Air, 3 Cruisers
BH: 6 Battle Copters
Mission Briefing: Hawke asks if Lash has completed the airport. Lash has, but she wants to add extra options like a self-destruct system. Hawke doesn't care for one. "Tsk! Boooooring!" Hawke asks Lash if it's finished, and it is. Drake's navy is now ready to take on Hawke's air force, which will be quite a task. Drake is informed by a GE soldier that the airport is being finished by BH forces and was just recently known. Drake understands air power is over naval power, which is why Hawke has yet to see action with ANY navy so far except for two cruiers on Eagle's first mission, but the sea dog is ready!
General Strategy:
You start with an anti-air, two infantry, three cruisers, and a lander. On day 1, move an anti-air and infantry into the lander, move your other infantry towards a neutral base, and move your three cruisers northeast. Build two infantry. Hawke will begin moving his battle copters westward.
On day 2, move your three infantry up, and your cruisers and lander to the east. Build an infantry and an anti-air. On day 3, continue capturing the neutral properties. Move your cruisers further east, but keep them out of range of the battle copters. Land your anti-air and infantry. On day 4, use one cruiser to take out a battle copter. Move your anti-air eastward and your infantry eastward to pull battle copters in. Hawke will then attack two of your cruisers.
On day 5, use one anti-air to destroy a battle copter, use your full-HP cruiser to attack a full-health battle copter, and your weakened cruisers to destroy two of the damaged battle copters. By day 6, with the help of your anti-air, you should have destroyed all the battle copters. Start transferring more anti-airs and infantry towards the mainland. Move your cruisers eastward to keep any future battle copters and transport copters. As you do so, stay out of any battle copter range.
From day 6 onward, it shifts from being a predeployed map to being one where you build your own units. Keep transporting anti-airs and infantry with landers to the mainland. You'll want to make use of Drake's Super CO Powers and capture the neutral bases in the middle of the map while advancing with your anti-airs. When Drake starts building tanks, you should also bring tanks into the land war as your anti-airs can't take the tanks head on. Keep building tanks and the occasional medium tank as you advance eastward, and capture the north-central island so that you can deploy a fighter or two. Ultimately, follow the unit matchups at this point while primarily building tanks and you'll come out with the win.
End: "It seems that I underestimated my opponent." Hawke goes to prepare for the final battle against GE, which he says will win. GE soldier tells Drake of the victory, but Drake won somehow, Drake says. Eagle sent his air force, but it seems he sent it too late. Drake is modest and Eagle gives him credit anyway. "Blow me down...We finally won."
Select the red star mission to reach the final battle of the Green Earth Campaign!
Mission 32: Great Sea Battle
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Mission Briefing:
"Lord" Hawke has been informed that GE forces are coming towards BH factory. "Hawke." Sturm has arrived in person to talk to Hawke about his companions' defeats throughout Macro Land. "And here you are, cringing like a dog with a tail between its legs." Sturm orders Hawke to save the factory or he will know no peace and no forgiveness. Hawke can't do much but agree. Eagle and Jess order an attack onto the factory, even with the entire BH forces there. Kanbei arrives to aid GE. Nell arrives as well to help GE. "Blue Moon can't send soldiers, but their support is unwavering." With three countries' forces prepared to liberate Green Earth, it's time you start taking this seriously once again, as this is a ****** mission.
General Strategy:
Choose Eagle, Max, and Sensei (or Kanbei), in that order. You can avoid fighting in the sea entirely and just focus on winning on the northern land front with Max and Eagle, and on taking the central-east island with Sensei.
With all three COs, build infantries over the first several days. On days that you can afford to purchase more units, have Eagle build battle copters (w/ one transport copter) and Max build tanks (and later anti-airs when Eagle's battle copters and bombers arrive). Have Max capture the six cities directly to the south and the two cities to the east of Max's base. With Eagle, capture all cities on Eagle's home island and the neutral properties to the north. With Kanbei, capture all four neutral cities. Meanwhile, have Sensei get two infantry to the southeast island. Delay the use of your missiles to target only the most expensive land and expensive air units (e.g. Neotanks, medium tanks, rockets, and bombers).
With Max, advance with your tanks, plus 1-4 anti-air units (adding more over time) against Hawke's battle copters, bombers, and fighters. Max should build from both bases for every single turn in the game. With Eagle, advance with battle copters and the predeployed tank and mech. Keep in mind the unit matchups, particularly against anti-air and aircraft, and watch out for the northern Black Cannon attacking any of Eagle's non-infantry units in range.
Meanwhile, with Sensei, build an artillery and drop it off to the southwest of the southeast mini-cannon and within range of the Black Cannon, which you'll use to destroy both the artillery and the southeast mini-cannon. Afterwards, send the lander back to the southeast island and transport two medium tanks over to take out Hawke's forces, particularly the mechs. Then use your lander to bring over infantry units to capture all those eastern properties. Sensei can build whatever direct land units at this point until advancing to the pipe to tackle Hawke's primarily mech army, with building one anti-air helpful for any air units that arrive.
After Max and Eagle have control of the bridges west of the northern Black Cannon island, have Eagle save money for one turn. Eagle will use that money to build a bomber from his newly captured neutral airport and destroy the northern Black Cannon so you can move units south of the Black Cannon too, not just north of it (and the north-facing mini-cannon covering part of that island). With Sensei, use the artillery to back up your medium tank as a second strike as you advance towards Hawke's base to take it.
As you take the northern Black Cannon, and you capture more properties, Hawke will have a lot of bombers, fighters, and battle copters. You should start building more anti-airs for Max and fighters for Eagle to win air supremacy. That will allow you to hold the northern Black Cannon island.
As you prepare to cross the bridges towards Hawke's factory, Hawke will try to capture the central island airports. Instead of those battle copters previously, have Eagle build a mix of mostly fighters and some bombers to maintain your new air supremacy. With Eagle, transport infantry to capture the next neutral airport to the east that's now free to take. Max should continue to build a mix of anti-air, tanks, and medium tanks. On the central-east island, Sensei should build medium tanks and artillery to maintain supremacy over the island chain as Sensei advances towards Hawke's remaining base in the northeast, with artillery units chipping away at units to allow your medium tanks to KO Hawke's units across the last bridge.
As Sensei moves towards taking Hawke's airport and base in the northeast, have Kanbei build a rocket to target the mini cannon from distance. Eagle should take out some of the northern mini-cannons and take fighter supremacy above the island south of the bridges in the advance. Once Max and Eagle are able to advance across the bridges (25+ days in), your focus should be on building fighters & bombers (Eagle), medium tanks/anti-air (Max), and rockets to target the factory builds and damage without destroying the pipeline seem (Sensei). Have Sensei build sub/bombers too.
Have Max take the base and airport just across the bridges so he can build the final units needed to destroy the pipeline seem. Destroy the pipeline with Sensei for the highest speed but lowest power, Eagle for medium speed and medium power, or Max for slowest speed and highest power.
End:
You have won! Hawke no longer gives any orders but lets the ground lieutenant choose what to do. Black Hole forces leave. Hawke feels there's still a chance left as he is still alive. The factory is captured, and Eagle is unable to capture Hawke. The Green Earth COs talk, and Nell congrats the GE forces for the victory, but the three countries talk about taking Black Hole's own country in order to win the war that they've finally counterattacked to match Black Hole in. "We did it!"
You have now won the Green Earth Campaign. From here, you move on into Black Hole itself.
Coalition Mini-Campaign
Mission 33: Hot Pursuit
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Mission Briefing:
"Attack the Black Hole citadel!" Here is the first mission you fight Sturm in. Don't spell Strum, please...unless you think it's funny, haha. Sturm is informed by his lieutenant Allied force movements into Black Hole itself. Flak and Adder argue over taking command, but Sturm insists on taking command himself. "You wretches report to the missile platform and assist Lash." They leave, and Sturm is very disappointed with their losses. "When this is finished, I will make...adjustments."
Max tells Sami that this is Sturm's citadel, and Sami says that they pillaged everything from allied countries and have them here. Jess agrees to that, and Andy argues to get back their money here. Nell thinks it got moved. Eagle and Olaf ask why, and Grit thinks the same as Nell. Kanbei comes and asks for a general assault to take out the cannons. Sonja says you must take out the 3 Black Cannons. They will run if you take them out. Sensei agrees, and then they'd find out if that was Sturm's HQ. "That's brilliant, Commander Sonja!" - Colin. Indirect fire is useful here, and using decoys, as well as what COs you use.
I suggest a combo of Andy, Grit, and Jess. OS gets 12 properties, while BM and GE get 10. Don't use YC.
Turn by Turn 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.
Grit Day 1: Build two infantry.
Andy Day 1: Build two infantry.
Jess Day 1: Build two infantry.
Sturm Day 1: Both laser cannons fire and miss. Move down sea units in the west and east (two battleships, two cruisers, two subs).
Grit Day 2: Move both infantry 3N. Build infantry in western base, rocket from eastern base.
Andy Day 2: Move western infantry 3E. Move eastern infantry 2E 1N. Build a rocket from eastern base and infantry from western base.
Jess Day 2: Move both infantry 1S 2W. Build a rocket from western base, infantry from eastern base.
Sturm Day 2: Laser cannon blasts miss. Move down sea units.
Grit Day 3: Move northwest infantry 1N 2W, northeast infantry 1N 2E. Move rocket 4N. Move other infantry 3N. Build a rocket from western base, infantry from eastern base.
Andy Day 3: Move your rocket 2NE. Move northeast infantry 3N to start taking base. Move eastern infantry 1NE, western infantry 3E. Build no more.
Jess Day 3: Move your rocket 1S 4W. Move western infantry 2W 1N. Move central infantry 2W. Move eastern infantry 1S 2W.
Sturm Day 3: Laser cannons miss as always. Move down naval forces.
Grit Day 4: Move northwest infantry 1W to start capturing that base. Move the northeast infantry 1E to start capturing that base. Use top rocket to indirectly attack the minicannon. Move western rocket 4N. Move now northwest infantry 1N 2W. Move southeast infantry 3N.
Andy Day 4: Finish capturing base. Move rocket 3N. Move other two infantry 2N. Build a rocket from western base.
Jess Day 4: Move rocket 3N. Move infantry in the west 3N to take base. Move eastern infantry 3W. Move central infantry 1W 2N. Build a rocket from the eastern base.
Sturm Day 4: Cannon blast nothing. Move down navies.
Grit Day 5: Use eastern rocket to take out minicannon. Finish taking both bases. Move central infantry 2E 1N. Attack minicannon with left rocket. Build a rocket from left base.
Andy Day 5: Use both rockets to weaken sub to 2HP. Move northeast bottom two infantry.
Jess Day 5: Finish taking base. Attack cruiser with western rocket. Move eastern rocket 1S 4W, infantry 2N 1W.
Sturm Day 5: Laser attack nothing. Take out Andy's 1HP rocket with battleship. Move cruisers south (one to attack T-Copter). Dive subs.
Grit Day 6: With western rocket, destroy minicannon. Move infantry on NE base 1E. Build a rocket from NE base. Move medium tank 4N 1W. Move eastern rocket 4E.
Andy Day 6: Attack cruiser with rocket. Move infantry on northern base 1S. Build a rocket from that base.
Jess Day 6: Move infantry on northern base 1W. Build a bomber. Move eastern rocket 1W 3N.
Sturm Day 6: Cannons fire and miss. Move random sea units around, diving and rising subs.
Grit Day 7: With eastern rockets, have one weaken the pipeline seem, the other, the minicannon. Build rocket from NW base. Start taking middle city with infantry. Move both other western rockets 2W.
Andy Day 7: Use both rockets to blast the battleship into the ocean waters.
All Day 7+: From here on, sweep all the way to about Day 18 and by then, devastate all Black Cannons with Grit's superior range when he gets Super Snipe and a ton of rockets.
End:
OK, here we enter the last stage of the war, disarming and defeating Sturm. Move to the last mission, a ******* one.
Mission 34: Final Front
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Mission Briefing:
"CO Select: The final conflict! Stop the enemy's missile from launching!" Sturm asks Lash how long it will take to build the missiles. Lash seems to have a weird mind and picks 3 or 40. Sturm demands it be done in 30 days. A Deathray is invented by Lash as well, which fires on enemy units every 7 days 5 damage on ALL allied troops in the path of the ray. The missile platform is spotted by Andy. "Look at what I've found!" "You...you're Sturm!" "And you're the little girl who likes playing with soldiers."
Sturm notices Sonja again and acknowledges to Nell that they will see their world destroyed by his missiles. Allied forces and Black Hole forces finally meet in the final battle, and Colin is informed of a giant laser blocking the platform. Jess says to weaken his defenses, attack the platform, and stop the launch. Note that you actually have a 30-day limit...
General Strategy:
Choose Colin, Eagle, and then Max, to have Colin in the middle, Eagle in the west, and Max in the east. Make six infantry for each side to capture cities. Make bombers and fighters for everyone that will charge towards the Deathray after Day 14's Deathray attack. ONLY build those until the last day when you should build technique. Do not need to defend base, go for Deathray as Sturm isn't fast enough anyway. Eagle and Max should primarily defend their bases, but Colin's bombers should sweep for the Deathray by Day 19 and win.
End:
An argument arises after the missile platform is inoperable, and Sturm says he will kill everyone there, including himself. Hawke betrays Sturm with Black Storm, and self-proclaims himself commander-in-chief of the Black Hole Army. Hawke wanted to test his power, it seems. Hawke doesn't really care about anything but to get himself something, but Eagle is furious at Hawke's invasion of Green Earth and refuses to let him go. Drake and Colin try to convince that the Allied forces are too weak right now to do anything.
The Black Hole forces under new commander Hawke retreats. Andy says that what've been done to Macro Land was unforgiveable but killing Sturm saved them. The Allied forces will have to be prepared again if Black Hole invades again. But for now, Andy asks for a party and you've won the war-ridden campaign! Max exclaims, "He can keep trying, but he will never beat us!" War World Paper: War is Over! Macro Land is free, but peace is fragile and can be broken again...and the staff credits roll. Good job!