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Advance Wars 1+2: Re-Boot Camp: AW1 Challenge Campaign Walkthrough
Drafted by YoyoYoshi for awRev

This is the full walkthrough for the Advance Wars 1 Challenge Campaign in Advance Wars 1+2: Re-Boot Camp. Challenge Campaign remixes the original campaign maps with stronger enemy forces, altered starting armies, and tighter speed requirements, so many missions that were straightforward in Classic Campaign now require sharper execution, safer positioning, and in many cases a HQ capture route.

These mission notes are designed to help you clear the map you're stuck on while still leaving room for adaptation if the AI behaves differently from the example route. In Re-Boot Camp, the AI can deviate enough that even a strong turn-by-turn plan may need some adjustment on the fly.

In general, these strategies aim to preserve replay value while giving you a reliable path to victory and strong ranks. If the AI breaks formation or attacks in a different order, use the underlying goal of each plan rather than forcing every move exactly.

Caution: Though these guides have been researched extensively for your viewing, and I have tried our best to bring you information that is accurate, I will not assume any liability for any troubles you may encounter on the way through using the guides. Game play tactics, as well as hints and strategies, have been included, but I do not assure complete success. Questions should be directed elsewhere. Some mission tactics require perfect timing and may force you to repeat countless attempts before results are achieved. I am also not responsible for the randomness of the AI which may in turn destroy or alter mission strategies.

Mission 1: Tank Ops!

CO: Nell vs. Olaf
Difficulty: ***

General Strategy: The two infantry from Classic Campaign have become mechs in Challenge Campaign. So you'll have to be a bit more cautious with both your tank and APC.

Move the tank and a mech to the east side, blocking the bridge so your tank can defeat three tanks. Move other units south to prevent your enemy from capturing any neutral city. Check the enemy artillery's attack range so none of your infantry get hit. Move the artillery to the east so that it could help you to take out those tanks.

Keep your tank and APC alive, plus an infantry or mech at full health, so that you can block the bridge with the APC and tank and use the full-health infantry/mech to capture the HQ.

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Mission 2: Copter Tactics!

CO: Nell vs. Olaf
Difficulty: ***

General Strategy: The Challenge Campaign version takes away your T-copter so that you can't transport an infantry unit over to capture Olaf's HQ. In return, you get another battle copter. As is the case with most Challenge Campaign variants, you focus on defending first before you go on the attack.

Take out the battle copter early with your two battle copters. Use your infantry to defend the cities and have an artillery behind to fire on any tank that attacks your infantry. On later turns, use battle copters against the medium tank, infantry against mechs, mechs against tanks, artillery to attack from distance, and tanks to damage all other units.

Make sure to keep your medium tank somewhat shielded until Olaf runs low on medium tanks, and then finish him off.

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Mission 3: Fog of War!

CO: Nell vs. Olaf
Difficulty: ***

General Strategy: The two infantry in Classic Campaign are now mechs, one tank is now a medium tank, and now there's an additional medium tank next to the HQ.

The three hidden units are an artillery (2-3 range) on the forest tile northeast of the HQ, a rocket (3-5 range) on the northern forest tile southeast of the HQ, and a lander on the reef. Stay out of range of the artillery and rocket and lure the medium tank out to attack with your indirects out of their indirect range for the 300-point S-rank.

Then move units next to the artillery and rocket to reveal them, then use tanks to take them out.

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Mission 4: It's War!

CO: Andy vs. Olaf
Difficulty: ****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

Your southern medium tank has been converted to a normal tank from Classic Campaign and Orange Star has confiscated your anti-air. Olaf now has a northern tank converted to a medium tank, and a new southern medium tank. You can hold at the river/bridge in the south for a few turns, but that might cost you too much time for a S-rank. Instead, move your entire army north and go for the HQ capture. Make sure you do not lose your APC so you can go for a HQ capture when you get towards the HQ.

Day 1: Move your entire army as far north/northeast as possible, including moving your southern infantry into your APC and moving it northward. On the way, use your northern tank to attack Olaf's tank from the south.

Day 2: Use your mech to destroy the tank and have your tanks destroy Olaf's artillery. Leave one of your infantry as bait for a tank attack from the south. Continue moving all other units northeast on the way towards the HQ. Throughout this mission, position your artillery behind your infantry and tanks so that they absorb the attacks and allow your artillery to strike back.

Day 3: Use your artillery units to attack the tank and anti-air, and your mech to finish off the tank. Use your attacks to hit Olaf's infantry trying to capture the northwest cities. You can use your APC to lure the anti-air, but remember your APC can only take one hit prior to reaching Olaf's HQ. Do not advance your units into medium tank or southern rocket range.

Day 4: Use your artillery and tank to destroy the anti-air. Use your recon to finish off the infantry and begin capturing the northwest city if you desire. Advance northeast but remain out of northeast medium tank and rocket range.

Day 5: Advance a direct unit (recon or tank) into northeast medium tank range while moving all other units eastward just outside that range and just outside the southern rocket range, and also out of southwest medium tank range. Position your artillery units in positions that can hit anything that attacks your direct unit. Remember to preserve your APC.

Day 6: Have your artillery units weaken the northeast medium tank and then destroy it with another unit, like your mech. Move your foot soldiers and APC towards the HQ but out of both rocket ranges. Now position any remaining tank and recon units as a west/south buffer for your artillery units.

Day 7: Use your artillery units to seriously weaken the advancing southwest medium tank. Advance all other units east but outside the rocket ranges.

Day 8: Finish off the medium tank and now move a foot soldier via APC onto the HQ. Advance all other units (for example a recon) towards the rocket to attack it and be bait for the northeast medium tank.

Day 9: Begin capturing the HQ. Use your APC, recon, and/or tank to block off the infantry from an attack from the northeast medium tank. Olaf will begin capturing your HQ the same turn, so this timing is critical. Assuming your foot soldier does not get attacked, you'll be able to finish capturing the HQ and beat the mission on Day 10.

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Mission 5: Gun Fighter!

CO: Andy vs. Olaf
Difficulty: ****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

On the Challenge Campaign version, Grit packs two more tanks and an artillery west of the mountains. You can generally ignore the two tanks, but pay attention to that artillery. East of the mountains, Olaf has an extra medium tank, an extra rocket, and an extra infantry. You also start without the tank, artillery, or APC. Remember that Grit has +1 range on his indirects and check the indirect ranges each turn.

Focus on defending the first several turns. On Day 1, build one infantry and one tank. On Day 2, build an infantry and artillery, and have an infantry wall in front of the tank. On Day 3, do not attack yet, but build another infantry and artillery and keep that infantry wall in front of the tank.

Keep repeating over the next few days while staying out of artillery range until you have five artillery from the HQ to the bases. As Grit's medium tank and other units arrive, use the artillery to take it out.

After you clear the first medium tank, have at least three tanks and three artillery ready just outside the next rocket's range, then send all of them east at once to target the artillery and two rockets. Grit does not have enough units there to take all six units out. On the next turn, attack Grit's three indirect units with your artillery, then continue the attack with your tanks.

In the final turns, keep building tanks and artillery. Use the tanks to advance on the remaining artillery and three rockets. Bring up the artillery to fire on anything it can reach. Build an APC and bring an infantry over to the HQ to capture it once you have taken those units out.

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Mission 6: Air Ace!

CO: Andy vs. Eagle
Difficulty: ****

General Strategy: On the Challenge Campaign version, you get an extra anti-air, but Eagle gets five more battle copters, another bomber, and another tank.

On turn 1, you can take out the battle copter with your anti-air and use your medium tank to damage Eagle's tank. The unit you must keep alive is your transport copter. That transport copter will allow you to bring an infantry or mech to the HQ.

To get that transport copter there, you need to move your missile and anti-airs eastward and get them in position to down the fighters. Stay primarily on defense the first three turns. Surround your copters with infantry and anti-aircraft from all sides to protect them. There is no airport on the map for you to heal either of your air units.

Build an anti-air on any turn that you can until you get to the final bomber. Meanwhile, target bombers and battle copters first, because you can always surround your planes with your other units to prevent fighters from downing them.

Be sure to take out that last bomber before you land an infantry on the HQ, or the bomber will kill it in a single strike. Then land an infantry on the HQ with the transport copter immediately north of it so that the transport copter absorbs tank strikes that may target the HQ-capturing infantry. Capture the HQ by Day 8 for a perfect speed score.

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Mission 7A: Max Strikes! (Andy)

CO: Andy vs. Olaf
Difficulty: ****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

On the Challenge Campaign version, you only have half your army from Classic Campaign. You start out without your two medium tanks, rocket, two mechs, or second sub. In contrast, Olaf has an extra battleship, two additional medium tanks, and two rockets, plus a tank has become a medium tank and two infantry have become two mechs.

The only strategy that will get you enough speed points involves a HQ capture. To do that, you need to largely take out Olaf's battleship navy to protect a lander that you take to the southeast island, and get infantry past the medium tank and rocket to capture the HQ.

Day 1: Move your sub east and dive. Move your battleship one square south onto the reef. Load one infantry into your APC, then load both the APC and your other infantry into your lander. Move that lander southeast but keep it out of battleship range. On land, move one tank to the western bridge square and an artillery to the left. Build no units.

Day 2: Use your battleship and sub to destroy one battleship, and keep moving your lander further southeast while keeping it out of battleship range. Build no units.

Day 3: Use your sub to attack the southeast-most battleship, move your battleship southeast but out of other battleships' ranges, and move your lander past the battleship west of the shoal but just outside rocket range. That pulls the medium tank off the HQ for an easier attack. On land, use your artillery to attack the tank, move your damaged tank to a city, and move your other tank east of the artillery to attack. Build a sub.

Day 4: Move your newly built sub east. Attack the southeast-most battleship with your eastern sub, move your lander west into damaged battleship attack range but also move a battleship into that range so you can strike the battleship or the medium tank next turn. Again, do the land swap: use your artillery to attack the tank, move your damaged tank to a city, and move your other tank east of the artillery to attack. Use your CO Power at the end to heal your damaged units.

Day 5: Do the tank swap on land. In the sea, move your western sub eastward and again use your eastern sub to destroy the southeast battleship. Use your battleship to damage the medium tank that is now off the HQ. Move your lander closer to the HQ island but keep it out of battleship, rocket, and medium tank range. At this point on land, you can build artillery and infantry for the next few turns to damage the medium tanks that come onto your island. You will not be able to hold on the bridge.

From Day 6 onward, attack what you can on land and consider building an APC to refuel your diving subs. Use your battleship to destroy the medium tank, and your subs to attack battleships. You can drop your lander off on the plains and the infantry on the shoal so that the APC does not get destroyed in one hit. The APC and lander will both be rocket targets. On the next turn, drop off your infantry and start moving towards capturing the HQ.

After this point, start trying to capture the HQ and bring your battleship east and then damage the rocket from afar. At sea, keep destroying battleships and landers so that Olaf cannot bring too many units back to the HQ for defense. On land, use your artillery to target medium tanks and artillery first, and use any tanks or infantry you build to attack everything else. You will eventually overwhelm any units Olaf has left at the HQ and be able to capture it.

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Mission 7M: Max Strikes! (Max)

CO: Max vs. Olaf
Difficulty: ***

General Strategy: In the Challenge Campaign version, you have the same number of units. Olaf has traded in two infantry for two mechs, and added a battleship and a medium tank.

On Day 1, dive your submarines and move up your battleship, but outside of battleship range. On later turns, you will use your diving submarines to attack the three remaining battleships directly, and that battleship to fire from afar. Unlike in Classic Campaign, hold back and stay out of range on day 1 with your land units. On Olaf's Day 1, Olaf will move the battleships and other land units closer to you.

Then, on Day 2, have your medium tank attack the medium tank, and the other two tanks attack Olaf's tanks. Bring the artillery and rocket as far right as you can so that they can fire on enemies on your next turn, ideally the more expensive tank units.

From there, make use of Unit Guide matchups to advance. Build an infantry wall to the right of your artillery to protect them as they advance, attack medium tanks with your medium tank, and use tanks, artillery, and rockets against tanks, artillery, and rockets. From Day 4 onward, move your lander with a mech and APC towards the enemy HQ as an insurance policy if you cannot defeat all enemies. Win in 7 days for a perfect speed score.

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Mission 8A: Max's Folly (Andy)

CO: Max vs. Grit
Difficulty: *****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

On Challenge Campaign, you start with one fewer medium tank and one fewer tank, and your two mechs have become two infantry. In contrast, Grit has upgraded two of his artillery to rockets and one tank to a medium tank, making the HQ defense significantly more perilous.

This is Andy's path, but Max charges in to fight Grit. You cannot let Grit's two infantry take your HQ in the 6-day period or you will lose. Max's two artillery and rocket have limited range (-1), so your goal will be to move those tanks up to attack.

On all days, do your best to check Grit's enhanced rocket and artillery range before moving your tanks up. You will lose a few tanks, but at least you will not face a barrage until you know you can move a few units at a time. You cannot fully avoid the barrage because Grit will hit you with his Sharp Shooter CO Power, but it will allow you to preserve enough tanks to keep advancing. You cannot stay back and wait because Grit's infantry will capture your HQ if you do that.

Day 1: Move all your units northeast and north as far as possible, destroying the artillery and positioning all other units outside of range of the rocket directly to the east of you. Grit will use his rocket to attack the APC and move all other units up.

Day 2: Attack the medium tank with your rockets and move your other units up the road, even into the range of the two rockets on the road, while watching out for the range of the northern rocket. Line up your artillery and rockets so they can also fire on the rockets. Grit will likely choose to prioritize destroying one of your rockets.

Day 3: Use your artillery, rocket, and medium tank to clear the enemy units off the road towards the HQ. Use Max Force for the additional +10 Defense. Use your APC to drop off an infantry onto the mountain range within range of attacking any infantry that tries to capture your HQ. You will need to move a medium tank and tank into Snipe Attack rocket range to ensure that you have one of your tanks or medium tanks get to the HQ, but not so far that they can get hit by rockets on the eastern road.

Day 4: Send your remaining tank to attack and your infantry to destroy the HQ-capturing infantry, and move your other infantry into range to attack the HQ-capturing infantry. At that point, hang back and avoid getting hit by Grit's remaining rockets and artillery in that 6-day period and you will pick up the victory.

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Mission 8M: Sniper! (Max)

CO: Max vs. Grit
Difficulty: *****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

This is a Fog of War mission, so you need to locate hidden units. Use Max and keep in mind that Grit has the +1 attack range on indirects. On Day 1, there is a rocket six squares south of the tank. There is an artillery three squares south and three squares east of the tank. There is also a tank two squares south and four squares east of your tank, plus an anti-aircraft lurking and coming your way later on day 1.

Move your units as far as they can go without being in the rocket's 3-6 range. Use a transport copter to reveal the infantry and a battle copter to damage the infantry.

Your primary goal on the mission is to protect your expensive units: medium tank, rocket, tank, and artillery, and make extensive use of forest tiles unless you are certain you can get past an indirect's range. On Day 2, use your rocket to damage the tank, and your tank to finish it off. Reveal and damage the rocket with your battle copter. On Day 3, destroy the rocket, artillery, and tank, and move your units forward, especially your rocket. Grit will come at you with another anti-air and another artillery.

After you advance past those units, Grit has a rocket on the city behind the mountains again. You will want to locate the missile near or at the blue city in the center-top part of the map, but beware that you can only attack that rocket with a battle copter from the south, not north or west. There is also a new medium tank that was not in the Classic Campaign version. With indirect units, you can use your battle copter or tanks to take the units out, as long as you stay aware of the ranges of the other units.

Meanwhile, you can take a battle copter and transport copter over to the HQ, or do the same with an APC and infantry. When you do so, beware of the rocket, which was previously an artillery in Classic, just east of the HQ. Drop the infantry straight on the HQ and you should be fine. If you are going for a full KO, bring a battle copter to the northeast island to take out the two remaining units, which are now a missile on the forest tile and a rocket on the city rather than just an artillery.

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Mission 9A: Olaf's Navy! (Andy)

CO: Max vs. Olaf
Difficulty: ****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

In the Challenge Campaign version, you should go for the HQ capture. You'll start out with one fewer tank, one fewer recon, and one fewer infantry, and you'll immediately see an additional artillery in the distance on the southern bridge. Do not bother trying to take out Olaf's whole navy or trying to go up to the northern bridge.

Use Max. On Day 1, start by using your tank to destroy the artillery. Put a mech into an APC, and that APC and another mech into the lander, then move it northeast along the bridge as far as you can take it. Move all other units north and northeast along the southern bridge, moving your recon last and keeping your tank east of your recon. Move your battleship south to the reef, and move your sub down to the battleship and dive it. Moving your ships down will lure Olaf's battleships away from the southern bridge. Olaf will then attack your lander with a medium tank.

On Day 2, use your battleship and your sub to target battleships, aiming for the northernmost ones first. Move your tank westward so your medium tank can get to the medium tank. Then use your rocket to attack and your medium tank to destroy the medium tank, or just the medium tank if your rocket is out of range, and advance all your other land forces eastward. Land your APC on the forest tile across the narrow sea, and the mech northward. Olaf will then try to destroy all your naval units.

On Day 3, move your mech up two squares. There is a rocket hidden on the forest tile two squares north of that mech spot, across the river. Keep moving your other units as far as they can go eastward.

On Day 4, use your APC to uncover the rocket, drop off the mech to the right, then use your mech to damage the rocket. Keep moving your remaining units east and north down the road past the battleship ranges towards the HQ. That will also pull Olaf's medium tank off the HQ.

On Day 5, use Max Force and your medium tank to attack Olaf's medium tank. Use your remaining mechs to destroy the rocket and to move towards the HQ. Keep a recon on the southeast forest tile for vision, and move your rocket and tank to the river and bridge to defend around the HQ. At that point, hold at the rivers and capture the HQ and you'll clinch the win.

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Mission 9M: Blizzard Battle! (Max)

CO: Max vs. Olaf
Difficulty: ******

General Strategy: Compared to the Classic Campaign version, you now start with a medium tank, a tank, two infantry, two mechs, and an APC. However, Olaf now has an additional rocket and two mechs west of the river. As with the Classic Campaign version, you want Max's stronger tanks, which is what you need for a faster victory here. You'll need to capture all neutral properties on your side of the river, plus one on the eastern side of the river.

The bigger problem is preventing Olaf from taking any city on your side of the river. On this map, the early mechs and infantry are even more dangerous than the more expensive units. First, focus on taking out the two mechs west of the river. On Day 1, move all units north. This includes picking up a mech and dropping that mech off with an APC near the northwest neutral base. Use your tanks to destroy the artillery and then the rocket, and your mechs to attack the tank, with mechs and infantry attacking the two mechs so they cannot capture anything. The AI tends to prioritize targeting APCs and infantry capturing cities, so use that to your advantage.

Meanwhile, always be thinking about building speedy direct units like tanks. Build infantry only when it does not affect you building a tank on the next turn. After you take out the first two mechs, you must capture the northern base while moving tanks over to both bridges to take out infantry crossing both bridges to take properties. After you secure that position, then you can focus on deploying tanks and infantry and capturing cities as you normally would. If you still have your medium tank, use that to take out the remaining enemy medium tank.

Afterwards, keep moving tanks north and east to defend your side of the bridge and to attack any infantry, tanks, and artillery that may try to cross the river. The easier neutral city to capture will probably be on the northern side. Keep attacking with tanks and pressing forward with infantry on both fronts, secure the bridges, and then take a city on the other side to clinch the victory.

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Mission 10A: Olaf's Sea Strike (Andy)

CO: Max vs. Olaf
Difficulty: ****

General Strategy: On the Challenge Campaign version, you no longer have a 2HP transport copter, and Olaf has more units.

This is primarily a sea map. Use Andy because he has well-balanced naval units out of the Orange Star COs. On Day 1, move your battleships and cruisers to reefs to the east and keep your battleships on reefs on the first several days. Move your northern sub east one, and move your southern sub as far as it can go eastward. Dive both subs. Move a medium tank, tank, and two foot soldiers into the landers.

From Day 2 onward, you'll spot three battleships, a cruiser, and two subs. The matchups are as follows: battleships beat cruisers, cruisers beat subs, and subs beat battleships. Olaf will focus his fire on your cruisers first, and on later days, bring another cruiser and sub to attack. On Day 6, bring your subs back to the HQ to refuel them before you continue to advance with them. You'll need the subs later for vision purposes as you advance on the HQ.

After you clear Olaf's navy following these matchups, advance on the northeast island with the HQ. Olaf has a battleship, lander, medium tank, a tank, two infantry, and two rockets. Olaf's battleship is on a reef northwest of the island as well as rockets on both the northeast forest tile and the southeast forest tile.

As you advance on the HQ, beware of anything that is not on a reef, and count 5 from the rocket to track the rockets' ranges. Reveal both the battleship and the northern rocket by moving a sub next to them. Once the northern rocket has been neutralized, you can bring your subs up so they do not sink due to lack of fuel. Then damage and destroy them with your battleships. After you take both those out and begin weakening Olaf's medium tank with battleships, move in with your lander units and capture the HQ for the win.

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Mission 10M: History Lesson (Max)

CO: Max vs. Grit
Difficulty: ****

General Strategy: In the Challenge Campaign version, you have one fewer submarine, an extra tank, an extra infantry, and two more mechs. Honestly, having the extra units might be an advantage in this version compared to the Classic Campaign version. You can creep up on Grit like Max says, but you'll lose some valuable speed. Instead, you want to go for a HQ capture. To do that, you need to win the naval battle quickly.

Again, remember your naval matchups. Battleships take out cruisers, cruisers take out subs, and subs take out battleships. Move your naval units to the northeast. You should be moving your battleship in particular between reefs so it does not get destroyed by an artillery or rocket north of you. Dive all your subs. Those diving subs can attack a battleship on later turns.

Make sure you've got at least one lander that has infantry or mechs advancing on the HQ. In the meantime, move your recon and tanks up to destroy the tank, artillery, and hidden rocket on the northern forest tile.

Use your naval units to secure a path to the HQ for the HQ capture based on the naval matchups mentioned above. You'll want to, in particular, use your subs to take out a battleship northeast of the HQ so that it cannot fire on your infantry or mech when it takes the HQ. There is an artillery south of the HQ and also a tank and artillery on the central island, but you can largely ignore those as you run to the HQ to capture it for a victory.

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Yellow Comet

The Challenge Campaign continues into Yellow Comet with some of the most punishing maps in the AW1 campaign. These missions demand tighter defensive positioning, better indirect protection, and much less room for error than the Orange Star maps.

Mission 11: Sami's Debut!

CO: Andy vs. Eagle
Difficulty: *****

General Strategy: This is the 3rd hardest mission in the AW1 Challenge Campaign. Compared to the Classic Campaign version, you start out without a bomber, one fewer anti-air, one fewer battle copter, and one fewer transport copter. Eagle only has two battle copters visible at the start rather than the three battle copters and missile in the Classic Campaign.

However, he has a swarm of units defending the HQ, including several additional air units, plus two medium tanks. Your primary objective is to keep your transport copter alive so that you can bring your infantry over to the HQ for a HQ capture. You'll also want to keep your anti-air and missile alive for as long as possible.

This is a Fog of War map, and you'll be going up against Eagle and his Lightning Drive CO power that allows him to attack two times in one turn. Choose Andy so that you can also make use of the indirects. If you are not good at positioning your indirects, use Max instead because Max will have stronger fighters, bombers, and anti-aircraft. You'll want to focus on targeting bombers first.

On Day 1, use your fighter to weaken the remaining battle copter. Do not use your anti-air on day 1 to attack the battle copter, as you'll need it against bombers in later turns. All your vehicles should mostly be following the road to take advantage of the road movement bonus, prioritizing the movement of the missile and anti-air. Move your infantry and mechs upward.

On Day 2, use your missile and then anti-air to destroy the bomber. Keep moving units up carefully by keeping them on forest tiles. Your less expensive units should be further east to absorb any potential surprise air attacks. Your unit matchups for days 3 and 4 are: missile against any planes, fighter against bombers, and anti-air versus planes with an emphasis on fighters and bombers. Target full-HP air units over 2HP units. Be careful to protect your most expensive and useful units as best you can.

Advance units in a group the rest of the way, not letting your easternmost unit get too far from your westernmost unit. As you advance eastward through the forest tiles and towards the river, you'll find even more air units: two battle copters, a bomber, and a fighter south and west of the HQ. Again, use your less expensive units to shield the more expensive units from first attack, and do not get any air unit within 9 squares of that fighter until you advance your remaining units towards the HQ.

As you advance up the road, there is a bomber, battle copter, and medium tank in the southeast. Again, use similar matchups as mentioned earlier to take down the bomber and battle copter, and use your artillery, medium tank, or battle copter on the medium tank. There is another bomber and medium tank defending the HQ. You'll have to take the bomber out. You can lure the medium tank away and send a transport copter or APC to the HQ for an infantry capture, or defeat that as well to win by elimination.

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Mission 12: Kanbei Arrives!

CO: Andy vs. Kanbei
Difficulty: ******

General Strategy: In the Challenge Campaign version, one of your rockets is converted to an artillery. Meanwhile, Kanbei has two more artillery up front and two more tanks in the back.

Use Andy. Sami has weak direct units, and Max has weak indirect units. To defend, you'll need to be able to use both efficiently. On Days 1 and 2, check the ranges of both Kanbei's rockets and make sure you stay out of them. Just outside that range, park your medium tanks at the front so that Kanbei targets them instead of your other units. The idea is that you use the mountain range as a barrier from tanks getting in to attack you.

Move your artillery and rockets as far as you can out of range but with a medium tank, tank, or mech just to the right of them so that Kanbei's units cannot strike them. In the middle of your formation, use infantry then mechs as the priority units to take damage from Kanbei's tanks. If they get injured, send them back to your cities to heal. When doing damage to Kanbei's units, try to destroy 2-3 HP units rather than let them go back to a city to heal. Stay out of rocket range until you destroy all tank offense.

On successive turns, Kanbei's units will start attacking you with tanks, wave by wave, and also move up his artillery. Use your rockets and artillery to attack the enemy units first, then your tanks. Your top targets should be medium tanks, then artillery, then tanks. Stay out of the range of the two rockets until you destroy all the tanks and artillery. If you can hold the line and use your cities and HQ to heal any units that need the healing, you'll eventually wear down Kanbei's forces and take home the win.

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Mission 13: Mighty Kanbei!

CO: Andy vs. Kanbei
Difficulty: *******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

In the Challenge Campaign version, you start out with the same number of units. However, Kanbei has two more tanks, two more rockets, and one more artillery at his HQ that he'll throw at you. And they'll almost all hit you on the eastern front rather than the southern front, and all at once.

On this mission, you'll need to build a lot of indirect units. Don't use Max. Sami is okay, but my recommendation is Andy because his tanks are still decent and he has Hyper Repair as a CO Power. You'll be in control of two bridges. If any units get through the eastern bridge in particular, you're toast. You must block that bridge to limit the number of Kanbei's units that can attack you. The other goal is to protect your rockets as well as the medium tank and artillery that you'll be building and using to fight.

Day 1: Attack the southern tank with your rocket, the eastern tank with your other rocket, and the eastern rocket with your tank. Do not attack the rocket with your infantry. Move both your mech and infantry to the east to help with defense, as you can build infantry on later turns to capture the properties.

Meanwhile, make sure your southern tank doesn't cross the bridge, and that your eastern tank only makes it over once to attack the first time. Build one infantry from the eastern base. If you don't do sufficient damage to Kanbei's rocket, it has a good chance of attacking your rocket on the next turn and wipe out in 3000G in funds, and you need enough funds (16,000G) to build a medium tank from that base on day 2.

Day 2: Build a medium tank from the eastern base and begin capturing the two neutral properties. Pull back your tank behind your infantry on the bridge on the eastern front (infantry as tank fodder next turn), and destroy the rocket with your rocket. On the southern front, destroy the tank with your rocket and use your tank to attack the artillery. Move other non-capturing infantry east.

Day 3: Watch out for enemy rocket ranges. Destroy the southern artillery with your tank and build an APC and infantry with an eye on moving an infantry towards the HQ from the southern front. This HQ capture approach can earn you the victory even if can't hold the eastern front and lose most of your units. Move your western rocket eastward and have your mech be cannon fodder.

Day 4: Continue to watch out for enemy rocket ranges. Pull back your damaged mech, build two artillery, and move back the rocket closest to the action. Moving forward, build artillery on every turn and infantry when you have extra funds.

The key spot to camp your medium tank on day 4 and all future turns is the road, with your weaker units (like your mech or tank) camping on a more fortified forest or city tile. Always leave at least a tank or an infantry between Kanbei and your artillery and rockets. When damaging units, focus on damaging as many units to half-health as possible, and destroying them only when they're 3HP or lower.

Then continue chipping away damage at their artillery, tanks, and medium tanks using your artillery and rockets first, then your tanks. Remember to always look up rocket ranges first. And continue transporting your infantry from the APC over to the HQ - you'll have the chance at a 8-day HQ capture victory because Kanbei doesn't defend his HQ.

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Mission 14: Kanbei's Error?

CO: Max vs. Kanbei
Difficulty: *******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

The Challenge Campaign version introduces Fog of War. You start with an extra anti-air and bomber, but you'll come up against three straight days of air assaults on your home island. Choose Max. He has a weaker missile unit, but he has stronger anti-air and air units than Andy and Sami, and the only way you'll be able to move units to other islands is by air.

On day 1, build two infantry and build an infantry wall (to absorb attacks) on the north side to protect your missile and planes. Kanbei will move a bomber and fighter from the north. Beware of a rocket that can attack from the island to the east that can attack the central-right plains square. Begin using the left infantry to capture the southwest city.

On day 2, play the unit matchups. This means using your missile against the bomber in the sea. Use anti-airs against the fighter and other bomber. Build two more infantry. Continue to set up your infantry/anti-air wall outward as a buffer to any air units trying to get through to attack your air units and anti-air. Beware of the next onslaught of forces, which includes another fighter coming from the east, plus two battle copters from the north.

On day 3, use your missile, anti-air, and fighter to target the fullest HP air units. Build two more infantry and keep an infantry wall to the north and east on your home island to prevent any air units from getting through. There'll be one more battle copter from Kanbei coming.

On day 4, finish off the remaining air units around your home island following the unit matchups above. After you wipe out Kanbei's air force, you must get 15 properties before Kanbei does. So move your bomber and battle copter towards the north-central island. In the upcoming turns, you'll need to damage the infantry on that island to prevent it from taking the 15th property. Build another transport copter and continue capturing properties on your southwest island.

On day 5, move your fighter, bomber, and battle copter towards the northeast island. Begin transporting infantry to the north, northeast, and far northeast of your home islands, and do so every turn from now on. Build more transport copters to get infantry over.

On day 6, use your fighter and battle copter to locate the infantry and use the bomber to heavily damage the infantry so it doesn't capture the 15th city. On future days, use the bomber to destroy the anti-air. If your bomber is out of commission, build another so you can take out the anti-air.

After you clear that and the tank, transport infantry over to take those remaining cities. Meanwhile, use your missile at home to take out any transport copters that may arrive. When you have 3-4 transport copters, you can shift to using a bomber to destroy the anti-air on the southern island and building battle copters and damaging units on the south-central island for extra power points as you take the 15th property on that north-central island.

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Sonja Branch

These missions shift into Sonja's branch, where Fog of War pressure increases and hidden indirects become far more dangerous. Vision management, careful reveals, and protected HQ capture routes matter much more here than in the earlier campaign blocks.

Mission 15: Divide & Conquer!

CO: Max vs. Sonja
Difficulty: *****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

Unlike in the original Advance Wars 1 game, this mission is unlocked without you completing the Kanbei missions in 8, 10, and 12 days respectively. The Challenge Campaign version of this map gives you one fewer tank. This is still a Fog of War map. Keep in mind Sonja gets Enhanced Vision as a CO Power, so having units hidden on forest tiles is not a failsafe strategy.

Play as Max. On day 1, you should reveal the two rockets that can attack your units. There's the one from Classic Campaign, plus one more. For the new left one, move your infantry onto the mountain, then use your western tank to destroy it. On the right side, move your eastern mech up two squares and you'll reveal the other rocket. Use your rocket and then your left mech to destroy the rocket.

On the same turn, on the left side, move your left infantry and start capturing it. Move your artillery to two squares under the city on the right. Meanwhile, move your remaining units, including your medium tank and recon northeast. Specifically, move your tank to the forest tile two tiles north of the APC. Sonja will probably attack your tank on the left with a rocket and on your mech on the right with a tank.

On day 2, on the left, use your artillery to attack their tank. On the right, use your medium tank to destroy the advancing tank from the left. There's an artillery on the forest tile north of the city to your right, but ignore it for now. Move your rocket to the right and keep moving your units north up the forest. Kanbei's two tanks from the north will come south to attack.

On day 3, attack the three tanks who advanced in the east with your rocket, tank, and medium tank. As you keep moving units up, take note of where the two other rockets are. The first is one square to the left and one square to the south of the two cities that are next to each other. As you inch up towards those rockets, keep in mind that you need to move two units over: one to reveal the rocket, and the second to attack the rocket. This means you'll probably need to set up for one turn six squares away from the rocket out of range, and then on the next turn, swarm the rocket with 2+ units.

From day 4 onward, you can begin moving north, but make sure most units remain on forest tiles so Sonja can't attack them. On the left, sneak up towards that western rocket. In terms of that artillery I mentioned earlier, you can use a recon to sneak up on it from the north, and a rocket placed within a range of 4 to attack it. Then take one turn to sneak up on the western rocket and then attack, and do the same with the northern rocket. Also be sure to take out the infantry advancing from the east so it can't capture your HQ.

As you move up to the top, there'll be another mech in the northwest, a medium tank near the HQ to defend it, and an artillery on the middle of three forest tiles next to each other. Use a tank to reveal the artillery and the rocket to destroy it. You can also use the rocket to hit the medium tank from afar, or use your medium tank. Then brring an APC with a mech or infantry over to the HQ to capture it to win the mission.

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Mission 16: Sami Marches On!

CO: Sami vs. Sonja
Difficulty: *****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

You start out with the same number of units as in the Classic Campaign version. However, the northern tank becomes a medium tank, the northern artillery becomes a rocket, there's another battleship, and you immediately have to battle two tanks on the southern island. If Sonja captures the base and port on the northern island, which can happen by day 4, Sonja has her 16 properties and she wins. You need to capture almost all of the properties on the northern and southern island to win.

On day 1, move your submarine slightly eastward above the reef and have it dive, which will reveal the northern medium tank, and move your cruiser to the reef. Protect your landers and use the reefs for cover for your sea units. Use your battleship to fire on the medium tank. Move your medium tank and tank to the southwest corner of the northern island, and a mech (to east) and infantry (to south) to the port of the southern island.

Move your APC off the shoal spot so you can move your rocket onto that space. Move units towards the shoal. Build two mechs from the bases next to your HQ and transporting them over with your landers to the northern and southern islands so that you can keep capturing properties. Kanbei moves up with his battleship, cruiser, and tank westward.

On day 2, use your rocket to attack the medium tank or lander, if it is in range. Destroy Kanbei's cruiser with your battleship. Move your diving sub eastward to attack the battleship. Move your cruiser to the next eastern reef. If you've destroyed the medium tank because it got in range, in the north, use your medium tank and tank to destroy the infantry capturing the neutral base (or at least damage it, if the medium tank wasn't in rocket range. In the south, use your mech to attack the tank and use your infantry to attack the infantry. Move your landers back to the home island. Build two mechs.

On day 3, use Double Time, move your tank to uncover the hidden rocket on the left of the two forest tiles next to each other, and move your battleship as far east as possible, which will put the battleship in position to attack units on both sides of the sea. Use the cruiser to damage the sub, then the sub to destroy the battleship. Move your rocket down one square to have better aim at the southern island. Drop off four mechs on the southern island. In the south, attack with units that you have. Build two mechs.

By day 4, use your battleship and tank to destroy the northern rocket, and your cruiser to finish off the sub. Use your southern mechs to attack enemy tanks and the infantry that could start to capture neutral properties. Attack whatever units you can attack. Bring your landers back to load up more infantry. Prepare to move a rocket and mech to the southern island, and an infantry and mech to the northern island to start capturing properties. Build two more mechs. In the south, Sonja will start bringing her artillery, rocket, recon, tank, and medium tank to try to capture the southern island.

On later days, the battle then shifts to the southern island. Keep an eye on the captured property count up top. If Sonja is at 15 captured properties, you should target infantry that are trying to capture cities as the priority. Advance mechs eastward to attack. Use your rocket and battleship to damage and destroy units in range, prioritizing cruisers, rockets, and medium tanks. If any more subs arrive, use your cruiser and sub to attack it. Remember to refuel your naval units with an APC.

Keep building mechs from every base unless you need to buy something more expensive (e.g. lander, sub) for a specific purpose. Mechs are cheap and work to Sami's strengths. Keep moving mechs to the northern and southern islands to capture properties and to fight on the southern front. You can use an artillery from the northeast base after you capture it to destroy the northeast battleship that's originally out of your vision range. Eventually, you'll have enough mechs to overpower the enemies and win.

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Mission 17: Sonja's Goal!

CO: Andy vs. Sonja
Difficulty: *******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

On the Challenge Campaign version, you start with the same number of units, but there are more of Sonja's units lurking. For example, there's now a bomber in the northwest, there's an additional battle copter in the east, and the southeast artillery is now a rocket.

On day 1, move your cruiser to the reef to uncover the submarine. Then attack the submarine with your battleship and move your submarine to the left of the cruiser and dive to uncover the rocket. Move your lander up to the northern island and drop off a rocket on the forest tile and an anti-air on the shoal. Down south on day 1, move your remaining units eastward in a group, including your missile as far east as possible. Drop off the mech with the transport copter onto the mountain.

On day 2, Sonja will reveal a northwest bomber. Use your anti-air to damage it and if possible. Use your battleship to damage the rocket and your rocket to destroy it. Move your cruiser to the right of the battleship and your submarine towards the same direction. Move your lander back southwest to avoid a potential submarine attack. Move your lander to the southwest. In the south, use your missile to destroy the battle copter and move your units forward a few squares, and with your cheaper units further north/east. Your air units and medium tank should be behind that wall. At the end of day 2, Sonja will bring a battleship, cruiser, and sub out west, and a bomber and battle copter down south.

On day 3, use your battleship and rocket to destroy the cruiser, your cruiser to destroy the damaged bomber, and your submarine to attack the battleship. In the north, move your anti-air up but keeping it within the rocket's range. In the south, move your missile up and use your battle copter to damage the enemy battle copter, and keep your front line units with missile range. Sonja will likely use a submarine to attack your lander, and also bring up a tank in the southeast.

On day 4, use your cruiser to attack the submarine, and your submarine to sink the battleship. Use your missile to destroy the bomber, your battle copter to destroy Sonja's, and your medium tank to destroy the tank. Now move up your other units via the forest/reef tiles in the sea, north and southeast, and drop off a mech in a transport copter on the next mountain to the east to uncover the hidden rocket.

On day 5, use your rocket and anti-air to damage and then destroy the northern tank - Sonja will send one more tank later and you can destroy it with your rocket. In the southeast, use your battle copter to damage the rocket and a mech to damage it. Move your submarine to the southeast to refuel it the next turn. On remaining turns, move your submarine up for vision purposes.

On remaining turns, destroy the tank with your rocket. Pay attention to where the sub is going. Use your lander to reveal it and your cruiser to destroy it. As you move units up in the east, you'll encounter two mechs and a rocket that's on a forest tile just below a mountain on a part of the island that juts out. Land wall your air units as you move up so they don't get taken out by the new fighter plane before you see it. You can wall it off, or use an air unit as a lure towards your cruiser or missile to attack it.

Keep advancing your units up towards the northeast HQ, which will be defended by a medium tank. Use your battle copter and medium tank to take it out. If you've kept your transport copter alive, you can move an infantry or mech up to capture the HQ to secure the win. Alternatively, take out the aforementioned units out for a full KO.

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Drake Branch

This section emphasizes naval dominance, fuel management, and property control. Submarine usage, reef positioning, and transport timing become critical for both survival and objective completion.

Mission 18A: Captain Drake! (Andy)

CO: Andy vs. Drake
Difficulty: ******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

In the Challenge Campaign version, you start out without a rocket. Meanwhile, Drake starts out with an additional battleship and a second infantry on the central island.

You need to capture 12 properties to win. You'll need to capture all properties on the northwest island, central island, northeast island, and southeast island, probably in that order.

On day 1, move one sub south as far as you can go, and one sub east (but avoiding sub range), and dive both. You need to make sure that Drake doesn't kill your submarines and lander with Drake's submarine and battleship or else you won't be able to transport infantry to capture the central island. Meanwhile, move your medium tank, tank, and artillery southward to secure the island. Build two infantry on day 1.

Keep building infantry from both bases for the next few days.

On days 2 and 3, use your submarines to damage the battleships, and the enemy submarine when it gets in reach (day 3). On day 3, move your two infantry from your lander over to attack Drake's two infantry already on the central island. On the next two turns, move two more infantry over to win the infantry battle and then capture the cities in the middle.

On the turns after that, move infantry to the northeast island to prevent Drake from capturing those cities, and bring a tank or two over as well.

On the mainland, capture cities with the infantry that you build. With your other units, watch out for that range on that southern battleship and rocket. Do not immediately advance to the southwest island until you clear the indirect units Drake moves up to attack. You can hold your ground at the north-south bridge, or let Drake move indirects up the bridge and take Drake in open battle with your tanks, infantry, artillery, and even mechs.

In later days, use your APC (or build another one if it's destroyed) so you can refuel your submarines so they don't sink. At the same time, keep building infantry, which will assist you with capturing more properties. If you have additional money, build more tanks and advance them southward to hold the southeast island.

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Mission 18M: Captain Drake! (Max)

CO: Max vs. Drake
Difficulty: ******

General Strategy:

You start out with the same number of units as in Classic Campaign. The enemy has 3 subs, 2 cruisers, and 4 battleships, which is one more battleship.

Be sure to dive all four subs on day 1. Move a rocket and an infantry in your lander, dropping the rocket north and infantry west on the southern beach. This lander will get destroyed by a new battleship added to the Challenge Campaign version.

Move your left and right subs towards the middle. Move all other units south for one turn, but no ships other than subs as far as your rocket.

For the naval war, the key is remembering your matchups and attacking with the right units. Battleships and rockets beat cruisers. Cruisers beat submarines, but submarines can take out weakened cruisers. Submarines beat battleships, and battleships can also attack battleships.

Hold your ground on day 2 and then attack on days 3-5 when most of Drake's remaining units arrive (one sub arrives from the northeast). You'll find the last battleship southwest of the HQ, and the last sub southeast of the HQ.

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Mission 18S: Captain Drake! (Sami)

CO: Sami vs. Drake
Difficulty: ********

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

You start out with the same number of units as in Classic Campaign, plus one cruiser. However, Drake has significantly more naval units and land units. For the first eight days or so, you will have to play defense on the northern half of the island. Conserve your most expensive units, make sure Drake doesn't take any neutral cities north of the mountains, and use infantry and mechs to absorb Drake's attacks.

This is a capture 15 properties mission. On the central island, you must capture every neutral property north of the mountain range, plus one south of the mountains. To capture the final city, you'll need to have battlefield supremacy on both land and sea. Keep in mind that this also works in reverse: if Drake captures even one city north of the mountain range, you lose.

On day 1, land two infantry up north with one lander. Unlike in the Classic Campaign version, only land units on the four northern shoal tiles, not the two southern shoal tiles. If you land anything on the southern shoal tiles, a rocket will fire on your units and damage them. Instead, land your medium tank east on the forest tile and the rocket north. Generally, keep your best land units on forest tiles and keep them alive, or at least keep them far enough north that they won't get struck easily. You can wall off your most expensive land units with cheaper infantry or mechs.

In the early days, stay on defense. Use your naval units in a way that follows the unit matchups: battleships to attack cruisers, cruisers to attack subs, and subs (dive on day 3) to attack battleships. Make use of defensive reefs for your cruisers and battleship.

From the south, Drake will arrive with a cruiser and battleship, then a submarine. Start with one sub and one cruiser in the south, placing your battleship on a middle reef. Do NOT move naval units past the four reefs that you're closest to before you wipe out Drake's three southern units. That'll be day 5 or so.

From the north/east, Drake will arrive with a cruiser, then a battleship, then another battleship, and eventually a sub. Start with one cruiser and one sub in the north. Eventually you'll want to shift your second sub northward to assist with taking on the northern battleships that arrive later. Those northern/eastern battleships will make it difficult for you to build expensive land units for a while.

Meanwhile, Drake will have a rocket camped out four squares south of the southwest city north of the mountains. Drake will likely advance northward with a tank, then a medium tank, another tank, and then two artillery and keep bringing up more medium tanks. Build infantry and mechs (mostly mechs) from both bases on just about every turn and just focus on attacking anything that gets close.

As mentioned before, keep your rocket, medium tank, and tank generally out of battleship range and on forest tiles, or at least out of enemy range. Use them to fight back only when it is safe to do so, while primarily attacking with your rocket and mechs. You should also use your mechs to capture properties. Beware of Drake trying to take the final city north of the mountains.

Use your APC to refuel your subs, and also mechs that you build later. Keep your cruisers out of battleship range. After you eliminate Drake's southern navy, move your southern sub and cruiser north/east to fight the northern battleships and sub. After you capture the eastern port, build two subs, dive them, and take them southward. You'll use these subs to eliminate the eastern battleship on a southern reef that will otherwise make it difficult for you to capture one of the southern cities. Meanwhile, march your mech army across the mountains and capture the final city to earn the victory.

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Mission 19A: Naval Clash! (Andy)

CO: Andy vs. Drake
Difficulty: ******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

In the Challenge Campaign version, you start out with the same number of units, but Drake has more units. Immediately on day 1, Drake has one more battleship and a cruiser in sight, and one of the tanks becomes a medium tank. Two of the battleships will get in the way of you getting landers over in the north, so your goal is to weaken those battleships first and foremost.

This pits Andy versus Drake in a mission where you must keep a missile unit from being killed for 10 days. The key to this one is to retreat your landers, missile and three weaker land units, plus your battleship and northern submarine, ASAP, while keeping your remaining units alive for as long as possible to do enough damage to get a high score.

On day 1, use your rocket and eastern sub to destroy one of the two battleships. Move your tanks, recon, and missiles into the landers. Move the landers and northern sub northeast, as far as you can take them while keeping them outside of battleship range. Move your western battleship north.

On day 2, use your rocket and southern sub to damage another battleship. Use your medium tank to attack the medium tank. Move your sub to the third reef to the west. Move your battleship as far east as possible. Don't move your landers until they get out of battleship range.

On day 3, try to destroy two units in one turn. One possibility is to use your battleship, rocket, and medium tank to destroy a battleship or medium tank. Move landers east but out of battleship range or onto a reef. Drake will start moving his two eastern subs towards you.

On day 4, move your sub below that reef and dive, then battleship to the reef. Keep moving the landers east as far as it can go, toward the shoals. Move your battleship to a reef and dive your sub.

Then on day 5, land your lander units onto the shoal, with the idea of taking out the tank in future turns.

For days 5-9, try to destroy as many sea units as you can, with your battleship attacking first and your sub attacking second. Eventually, you may need to retreat all your sea units eastward, but as long as you stay alive until day 10, you'll pick up the win.

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Mission 19M: Naval Clash! (Max)

CO: Max vs. Drake
Difficulty: ******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

You start with the same number of units as in the Classic Campaign version. This mission forces you to use your direct units wisely. They've added a medium tank up north. The tank next to the HQ is now also upgraded to a medium tank.

On day 1, move your first sub east to dive next to the reef, and move the other southeast to attack the hidden battleship. Move the battleship and cruiser eastward. Move your medium tank towards your lander. Meanwhile, there's a battleship between the reef and the southeastern cities. Don't move any units past the two forest tiles near you that are just below that cruiser and sub. Drake will come at you with a battleship, diving sub, and a tank from the north, with a cruiser on the way from the north as well that will arrive the end of day 2.

On day 2, use your battleship to attack Drake's battleship and your full HP sub to destroy it. After using Max Power, use your damaged sub to destroy the battleship and your cruiser to destroy the sub. Up north, transport your medium tank across the narrow sea. Meanwhile, in the south, move up your units, starting with one tank for the increased vision and then using your other tank to destroy the tank that's there. Move your other units east, with at least two units east of your rocket. Drake will attack with the medium tank in the north, and bring down a medium tank in the east.

On day 3, move your weakened sub up, then use your battleship and medium tank to destroy the medium tank. In the south, use your rocket to damage the medium tank, then surround it with your other units as you move them east and then north.

From day 4 onward, use the sea unit matchups to win the naval war. Use your battleship against the cruiser, the cruiser against the sub, and the subs against the northern battleship. In the north, use your medium tank to damage the tank. In the south, use your rocket to further damage the medium tank. Continue moving your land units up the road in the east. Use two tanks back to back to kill the mech and then the rocket guarding it from the north.

As you move your southern units up the eastern coast, you'll find a medium tank next to the HQ. Use your battleship, medium tank, or rocket to take the medium tank out. You can also move an APC with an infantry or mech to the HQ to complete a HQ capture for the win.

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Mission 19S: Naval Clash! (Sami)

CO: Sami vs. Drake
Difficulty: *******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

You start out with the same number of units in Challenge Campaign, but there are more enemy units lurking in the shadows. This is a difficult Fog of War mission. Your goal is to take out Drake's naval units before you attempt an amphibious landing of troops, because if you lose either lander, you automatically lose.

First, you want to have your battleship and cruiser on reef tiles when possible so Drake's subs and battleships don't go after those units in the open water. Move your cruiser east on day 1 so that it can attack Drake's submarine from the south later.

Meanwhile, on day 1 on land, move your recon to the northeast tile and rocket onto your northeast city. This puts the rocket in position on future turns to fire at Drake's naval units. At the end of day 1, Drake will bring a cruiser from the west, and a battleship and sub from the east.

On day 2, use your battleship to attack the cruiser, but keep your submarine in place to prepare for the advancing battleship. Move your recon out of battleship range as well.

On day 3, use your rocket (or sub) and battleship to damage the battleship, have your sub destroy the weakened cruiser (or have the rocket attack the cruiser if the battleship is out of range), and use one of your landers to reveal the sub and then attack it with your cruiser.

On day 4, destroy the sub and battleship, then move your sub towards the northeast reef. You can eventually move a naval unit next to the northeast reef to show you the location of Drake's remaining battleship. You'll have to take that battleship out with your sub before you can land units from a lander on the easternmost beach.

On day 5, move your cruiser to reveal the battleship, then attack it with your sub. Move your battleship to the reef. Drake has one more sub that he'll reveal at this time.

On day 6, use your battleship (and cruiser if needed) to destroy the sub, your sub to attack the battleship. After you do clear the seas of Drake's two subs, cruiser, and two battleships (weakened 2nd OK), you can begin landing units on the eastern beach on day 6.

Bring a rocket and your four tanks. (Drop off rocket westmost part of eastern beach. Bring tanks west to reveal rocket/med tank to fire from distance with battleship and tank).

Have one of those units be an APC so you can refuel your sub, and try to keep that APC alive to refuel your other naval units as well. Your diving sub can be used like a recon to show what units are on shore, with two exceptions. You can also actually land your recon for vision, or a rocket on that side so they can be used in your westward offensive.

Drake's a bit better armed this time. He still has the rocket (3-5 range) on the forest tile southwest of the HQ, but his artillery on the forest tile to the east of the HQ is now a rocket (3-5 range). Drake also has a medium tank and a tank that will come at you once you get within range. And Drake also has one more medium tank stationed on the forest tile to the southeast of the eastern rocket.

That's where your battleship and your rocket can do damage from a distance. Ultimately, it'll be beneficial for you to bring an APC and a foot soldier over to the HQ to capture it for the win. Keep in mind that you can hide units in the forests to avoid them being attacked if you need them to stay alive.

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Eagle Branch

This branch introduces heavy air combat pressure, Fog of War complications, and strict unit preservation requirements. Anti-air positioning, missile coverage, and controlled HQ capture timing become critical.

Mission 20A: Wings of Victory! (Andy)

CO: Andy vs. Eagle
Difficulty: ******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

The Classic Campaign version of this map didn't have Fog of War, while the Challenge Campaign version does. This is close to Sami's Classic Campaign version of this map. Except you're playing as Andy, Eagle doesn't have a northeast bomber, and Eagle has a tank near the HQ.

You'll want to keep your two fighters, bomber, transport copter, and infantry or mech alive so you can go for a HQ capture.

On day 1, move all your units northward, with a focus on moving your rocket and missile as far north as possible. That will give both units a chance to attack Eagle's advancing units in upcoming turns.

On day 2, place your land units to the right of your air units. When Eagle's fighters come, that'll protect your air units mentioned above from being seriously damaged by Eagle's air units.

On day 3, you can use your missile, anti-air, and protected fighters to largely wipe out Eagle's fighters and bombers. Afterwards, ideally after you've refueled those units with your APC, you'll want to move your air units up eastward along the top of the map, where none of Eagle's anti-aircraft can damage them.

You'll want to locate and attack the missile that is two squares south of the HQ on the forest tile. The missile will have a range of 3-5 around that forest tile, so count accordingly so no fighter or bomber gets within that range.

Then use your bomber to attack the missile at least once. There is one bomber at the bottom right and there's a tank southwest of the HQ. You'll want to take both down.

As you take at least one shot at those units, you can land your mech in the forest tile just northwest of the HQ, and after that, you can move your mech the two squares to the HQ to capture the HQ in two turns.

In the meantime, you want to have your land units hang back so that they are in a defensive position near the cities (which you've hopefully captured) so that they can better defend and heal themselves. Your rocket can attack from afar, your battle copter can do damage as long as there's no anti-air in the vicinity, and your remaining units can chip away some damage.

You'll want to do that to get both a good power and technique score. And be sure to watch out for Eagle's infantry sneakily walking towards the HQ - make sure that infantry doesn't capture your HQ while you're not paying attention.

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Mission 20M: Wings of Victory! (Max)

CO: Max vs. Eagle
Difficulty: *******

Perfect S-Rank: 6 Days

General Strategy: The Classic Campaign version was a version without the Fog of War, while the Challenge Campaign version has Fog of War, which significantly increases the difficulty level.

Move units with greater vision (e.g. missile, battle copter, and tank) first on every turn, and keep in mind the unit matchups. Prioritize the use of fighters against fighters, then bombers, then battle copters. Prioritize your bombers in destroying anti-air, then medium tanks, then everything else.

On day 1, in the north, start by moving your tank northeast to reveal enemy units first, and use your medium tank to destroy Eagle's tank. In the south, move your missile three squares to the east possible to reveal Eagle's medium tank. Move one fighter north of the missile. Use one fighter to damage Eagle's fighter, and the other to destroy Eagle's bomber (after moving your battle copter to north of the bomber). Then use your bomber to destroy Eagle's medium tank. Meanwhile, move all your other units eastward, keeping your battle copter just out of range of Eagle's battle copter but within range of the missile, and walling off your anti-air the best you can so you can use it against bombers later.

Eagle will move many of his units westward and destroy your battle copter. In the north, Eagle will bring a bomber and an anti-air, and then as you keep moving towards the northeast, a second bomber and a battle copter. There will be two infantry in the north, plus two tanks as you advance further east. Don't use air units in the north until you've taken out that anti-air.

In the south, Eagle will bring two fighters, a bomber, and two battle copters. Use the unit matchups: missiles and anti-air vs. air units, fighters vs. bombers and battle copters, bombers vs. land units. Proceed in that order because your less mobile land units can't reach as many units, while your air units can.

After the first three turns, you can move aggressively. The final two units you'll likely reach will be a tank in the east and a bomber in the southeast that you'll need to take out with an anti-air or a fighter.

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Mission 20S: Wings of Victory! (Sami)

CO: Sami vs. Eagle
Difficulty: ********

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

This is the hardest version of the Wings of Victory mission in the entire game, and harder than Andy's Challenge Campaign version. You still start out with the same number of units, but Eagle sends several more units at you. You'll want to keep your two fighters, bomber, transport copter, and infantry or mech alive so you can go for a HQ capture.

On day 1, move all your units northward, with a focus on moving your rocket and missile as far north as possible. That will give both units a chance to attack Eagle's advancing units in upcoming turns. Do not advance your recon too far. On Challenge Campaign, Eagle has two tanks immediately within range on day 1.

On day 2, place your weaker land units to the right of your air units. When Eagle's fighters come, that'll protect your air units mentioned above from being seriously damaged by Eagle's air units. Eagle brings a third tank on day 2.

On day 3, you can use your missile, anti-air, and protected fighters to largely wipe out Eagle's two fighters and three bombers (one more). On day 3, Eagle brings another anti-air and medium tank.

On day 4, Eagle will bring a third bomber, a medium tank, and anti-air. Afterwards, ideally after you've refueled those units with your APC, you'll want to move your air units up eastward along the top of the map, where none of Eagle's anti-aircraft can damage them.

On day 5, Eagle will bring two more anti-airs and a tank, and reveal an artillery. Eagle then brings two more medium tanks and another anti-air around day 7.

Starting on day 6, with your air units, you'll want to locate and attack the missile that is two squares south of the HQ on the forest tile. The missile will have a range of 3-5 around that forest tile, so count accordingly so no fighter or bomber gets within that range.

Then use your bomber to attack the missile at least once. There is one bomber at the top right of the screen, and one bomber at the bottom right. You want to attack each of them at least once.

After you've taken at least one shot at those units, you can land your mech in the forest tile just northwest of the HQ, and after that, you can move your mech the two squares to the HQ to capture the HQ in two turns. Beware of the tank a bit southwest of the HQ that can get within distance with a Lightning Strike.

In the meantime, you want to have your land units hang back so that they are in a defensive position near the cities (which you've hopefully captured) so that they can better defend and heal themselves. Your rocket can attack from afar, your battle copter can do damage as long as there's no anti-air in the vicinity, and your remaining units can chip away some damage.

You'll want to do that to get both a good power and technique score. And be sure to watch out for Eagle's infantry sneakily walking towards the HQ - make sure that infantry doesn't capture your HQ while you're not paying attention.

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Final Campaign Missions

These final missions dramatically increase in difficulty, combining Fog of War, heavy AI pressure, and multi-front engagements. Resource management, positioning discipline, and precise timing become essential for success.

Mission 21A: Battle Mystery! (Andy)

CO: Andy vs. Drake
Difficulty: ******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

You start out with the same number of units in Challenge Campaign, but Drake comes at you with more units. This is another Fog of War map. The lander's position got moved two reefs up and is now within battleship firing distance in the northern sea.

On day 1, load and unload a medium tank (south) and recon (east) on the western shore, and a rocket (on forest) and tank on the eastern shore. Your rocket on the eastern tile will be in prime position to attack any naval units that get close on turn 2. Move your eastern cruiser, subs (dive the subs, eastern sub one step from all the way east), and battleship to the north/east, and keep your western cruiser in the same spot and dive that sub.

On day 2, use your battleship, rocket, and sub to attack the battleship. Use your western lander to reveal the sub, and your cruiser to weaken the western sub. Do not move your eastern sub or cruiser further because of a battleship in the east. Meanwhile, move the medium tank down and have the recon attack the artillery. Meanwhile, your tank on the eastern shore should attack the recon. Move your eastern lander back so they can transport most of your remaining units over. You'll want to move your APC to the eastern shore so that they can refuel your subs later on.

On day 3 in the east, use your battleship to attack the battleship, and your sub to attack the sub. Use your rocket to attack the artillery and your tank to attack the recon. In the west, destroy the sub with your cruiser. For any naval units that remain after turn 3, make use of the unit guide matchups and use your rocket to hit any cruiser that gets in range.

On land, keep advancing your tanks to attack the infantry and any tanks (including one medium tank) that you see, with a focus on going east rather than your eastern units.

After you take out the eastern battleship, sub, and cruiser, race around the northeast island as quickly as you can with your cruisers, subs, and landers. Keep your battleship north of the bridge and place it on the reef. Put your battleship and rocket in range of the reef that's within distance of those two northern islands.

Eventually, you'll want to bring any naval unit down to a lander that is hidden on the northern reef in the eastern sea. Drake has two more cruisers and a sub in that sea. But before they can really pose a threat, you can use your battleship, rocket, and/or diving sub to take out the lander and win the mission.

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Mission 21M: Battle Mystery! (Max)

CO: Max vs. Drake
Difficulty: *****

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

The Classic Campaign version was a version without the Fog of War, while the Challenge Campaign version has Fog of War, two additional cruisers, and a battleship with range that covers the HQ, which significantly increases the difficulty level.

On day 2, make use of the naval unit matchups. Use your cruiser to attack the submarine - you may need your lander with the one mech to reveal the sub. Use your battleship to damage the cruiser and your submarine to destroy it. Land your rocket only on the northwest shore on the same forest tile as the medium tank the previous turn (swap lander positions).

On day 3, move your sub to the northeast to increase vision first. Then use your rocket to damage the tank and move your medium tank up one to a forest tile to avoid the artillery fire from the forest tile. Use your battleship to damage the second cruiser that gets in range. In the south, move your recon to reveal the tank on the forest tile and then use your tank to attack first. Move your APC with an infantry back westward.

On day 4, use your medium tank to destroy the recon. Use your battleship to damage and then your sub to destroy the battleship. Prepare one lander to transport your rocket and mech the next turn - they should be in the lander this turn. Move your other lander back to transport the APC w/ infantry and the other mech. Move your cruiser to the northeast, and destroy the tank in the south.

On day 5, move your sea units towards the HQ, but keep in mind that there's one last battleship (2-6 attack range) on the reef just to the southeast of the HQ. For the same reason, do not immediately advance in the south to attack Eagle's infantry capturing the neutral cities.

On later turns, as you close in on the HQ, drop off your APC at the northeast part of the southern island to refuel your sub. Use one lander to reveal the battleship on the reef near the HQ, then use your sub to attack it. Move your battleship into range to attack the battleship and artillery. In the south, finish off the infantry. In the final turns, use your battleship to attack the artillery and any tanks from a distance, use your subs for vision, and move a lander with a mech (via APC ideal) to capture the HQ for the win. There's also a rocket to the north of the central beach on the northern island if you want to defeat all units.

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Mission 21S: Battle Mystery! (Sami)

CO: Sami vs. Drake
Difficulty: *******

General Strategy:

In the Challenge Campaign version, you start with the same number of units. However, Drake starts with an additional anti-air near your infantry.

You have to relocate the infantry from the eastern island to the southwest island. You'll want to move the infantry north three tiles on turn 1 and send at least one transport copter over to the infantry so you can fly it away the next turn.

Because of all the anti-aircraft, you won't be able to do much with the battle copters on the eastern island short of using it to escort the transport copter out. Take these three copters as far northwest as you can take them, and then you can take the transport copter across the western part of the sea in one go to the southwest island to fully secure the win.

Meanwhile, you have two cruisers, a submarine, and a battleship. Take down the sub on day 1 with your battleship and sub.

On day 2, retreat your naval units to the west out of battleship range and dive your sub. This will give you a better defensive position if you also move your rocket northeast to put it in play.

Take advantage of the unit guide matchups (battleship/rocket/subs vs. battleships, cruisers vs. subs, battleship/rocket vs. cruisers). You should be able to handle the two battleships (one is southeast of your island), three subs, and three cruisers.

Removing the cruisers will make it easier for you to escape with the transport copter and to get a higher power score to get closer to that 300 point S-rank.

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Mission 22: Andy Times Two!

CO: Andy/Sami and Eagle vs. Clone Andy
Difficulty: *******

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

In the Challenge Campaign version, you're missing an APC. Eagle has the same number of units. Meanwhile, Clone Andy has an additional battleship in the eastern sea, an extra tank on the front line, and an extra anti-air and missile at the HQ.

Your goal is to get a transport copter with a mech to the HQ and capture it. As Andy, you even have a decent shot of going for the full KO.

You'll want to dive your sub and then use it to take out the enemy sub and battleship. Your ally, Eagle, will quickly take over the air with his fighters. His bombers will wipe out units on the eastern island to clear your way to the HQ.

You'll want to move that transport copter east turn 1, then north/northeast the next three turns to get your mech to the HQ to capture it in six days. Just make sure to stay out of range of the rocket, and block the bridge with the transport copter so that no tank can attack your mech when it captures the HQ.

Meanwhile, use that lander to move your rocket (drop up) and mech (left onto mountain) up north quickly on day 1. Move your sub three squares to the right and dive it. Move your battleship north to just left of the mountain. Eagle then begins his two-day air blitz of Clone Andy's air force.

On day 2, use your rocket to fire on the artillery. Move the medium tank up north of the rocket, but it should stay out of artillery range. Use your two infantry and mech (move up two squares) to capture cities.

Move your transport copter northeast to the east of the submarine to spot the underwater submarine, which you then attack with your submarine. Destroy the lander with your battleship so that Eagle's full-HP bomber doesn't target the lander, destroys the missile, and is in better position to survive through the turn. Move your lander southeast.

Move your battleship up three squares to be just outside the full-HP battleship and rocket ranges.

On day 3, move your battleship up four squares (into battleship range) so it can attack the rocket the next day. Use your rocket and mech to destroy the advancing tank, and your medium tank to attack the infantry. Move your infantry north.

Use your sub to attack his sub, and move your empty lander east to get in enemy sub range. Move your occupied transport copter north towards the HQ. Eagle will likely use his bomber to damage the battleship.

On day 4, use Hyper Repair. Use your sub to destroy the enemy sub and your battleship to damage the enemy rocket. Do not drop off your mech yet near the HQ because Clone Andy will likely use Hyper Repair the next turn, but keep moving it up.

In the north, use your rocket and medium tank to attack the two medium tanks, and your mech to weaken the anti-air. Move your two infantry north to destroy the weakened infantry. Move your lander back towards your rocket.

On day 5, use your battleship and sub to attack the southern battleship. Move your rocket to the forest tile and the lander next to it, and begin capturing the cities with your infantry. Land the mech on the tile north of the HQ.

If Eagle's fighter is on the bridge blocking Clone Andy's ability to move a medium tank back towards the HQ, you have a clear path for a HQ capture. You can also use the transport copter to block that same bridge as you do the HQ capture.

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Mission 23: Enigma!

CO: Max vs. Sturm
Difficulty: *********

General Strategy:

The Challenge Campaign version starts you with the same number of units, but introduces Fog of War. Play as Max.

This is a huge map. You'll need to gain a lot of ground.

On day 1, move your sub east and dive. Use your lander to drop off an infantry and anti-air on the other shore. You'll use that infantry to capture the north-center base, and your anti-air to attack Sturm's two fighters and bomber.

Also move a transport copter with a mech east and then drop it off the next turn, which you can use to capture properties. Move all other units southward over the first two days.

In successive days, keep your units on forest and reef tiles as you advance to keep your units from being seen from Sturm first.

On day 2, use your lander to reveal the sub and your sub to destroy it. Once you take out the sub, you'll be able to clear every other naval unit from Sturm.

This will eventually include a sub and battleship to the east, plus all the landers that Sturm builds.

Keep in mind that you'll need to either capture the port or build an APC by day 5 to fuel your underwater sub so it doesn't explode.

You might want to consider building a cruiser to take out any air units over the sea, and potentially another sub for the vision and to take out sea units a bit quicker.

In the middle, there are two neutral bases. The southern base is where you'll want to concentrate most of your forces. Again, make use of those forest tiles.

Have 1-2 anti-aircraft following the road eastward at all times to take out any air units that come close, then build a lot of tanks. The tanks will have decent vision and also one-hit KO just about any of Sturm's units because of Max's direct unit advantage.

You have a bit of leeway to get the full number of points in technique, but Sturm's incredible stats will make it difficult for you to keep all your units alive.

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Mission 24: The Final Battle!

COs: 3 COs vs. Sturm
Difficulty: **********
Usable COs: All but Sonja
Left: Max, Olaf, Grit
Center: Andy
Right: Sami, Eagle, Drake, Kanbei
Enemy CO: Sturm

General Strategy:

In the Challenge Campaign version, your COs start with the same units. However, Sturm starts with many more units.

On both the left and the right, Sturm starts with an extra bomber, medium tank, and two infantry. In the middle, Sturm starts with an additional medium tank and five mechs.

Unlike in the original Advance Wars 1 game, you can select which COs you want on the left and right without having gone a certain path through the Challenge Campaign.

My recommendation is Max and Kanbei because their strong direct units will allow you to advance the most quickly against Sturm. You can lose more units than usual and get the maximum technique points, so the key is going to be advancing your direct units as fast as you can towards Sturm.

You'll also want to capture cities to allow for more production from all your bases, and separate your units away from each other a bit so you can avoid Sturm's CO power from taking out too many of your powerful advancing units.

In the middle:

Andy Day 1 - Stay out of range the first day, and build mechs to take damage from Sturm's CO power. Also build regular tanks, anti-air, and medium tanks as needed. He must survive or you will lose. Andy is the most vital CO in the map.

On the left side:

Max - Build tons of medium tanks and a few anti-aircraft to aid Andy! Remember that Max can beat Sturm alone if Sturm is distracted, take advantage of it.

On the right side:

Kanbei - Build medium tanks and a few anti-aircraft to aid the offensive. He is the 2nd strongest tank user to Max.

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Mission 25: Rivals!

CO: Andy vs. Eagle
Difficulty: **********

General Strategy: Be forewarned that the AI does not always act consistently and will not follow this day to day guide perfectly, but if you generally follow most steps, you can just go off the basic idea of the strategy.

The Classic Campaign version of this mission is harder than most Challenge Campaign missions because Eagle starts with a 3:1 funds advantage.

That's just the starting point for the Classic Campaign version. Now, Eagle starts with a massive starting air force of bombers, fighters, and battle copters that will start hitting on day 3.

You also now have to deal with Fog of War, on a map where the AI ignores Fog of War, and where there are no forest tiles to hide in.

Eagle's large air force also allows Eagle to use his back-to-back turns CO Power over and over.

And if you get past his initial forces, Eagle has already taken over most of the neutral properties on the map, putting you at a significant disadvantage compared to even day 1 of the Classic Campaign version.

This is the hardest mission of AW1 Challenge Campaign, and possibly the entire Wars franchise.

You start out with one fewer infantry, one more artillery, one more tank, and one more artillery.

In the first five days, Eagle will likely attack with three bombers, six battle copters, two fighters, and a slew of direct land units (including two medium tanks) as well, so your goal early on is purely defense.

You need to be super familiar with unit guide matchups. If you're not, go review that before you play this mission.

Do not build any units more expensive than a 12,000G unit until the late game.

Build the maximum number of units per turn from your bases through the first twenty or so turns of the mission.

On day 1, build four infantry.

On day 2, have three infantry line up north-to-south over the airports. Build three infantry and a missile.

On the early turns, use the infantry as lures for Eagle to attack them with his air units. Have the tank and artillery hold position at the second southern bridge.

Do not advance any units onto or past the northern bridge for the first five turns, and do not join units until day 5. The goal is to infantry wall your mechs and anti-airs/tanks/artillery so Eagle attacks the infantry units first.

On day 3, use your missile and anti-air to destroy the two advancing battle copters. Destroy the advancing southern tank with your artillery and tank. Build two infantry and an anti-air.

On day 4, use your missile to take out the remaining battle copter. Line up your mechs behind infantry to prepare for the advancing tank on the northern bridge. Destroy the advancing southern anti-air with your artillery and tank. Build a second missile and more infantry.

On day 5, retreat your southern tank and artillery. Use a mech to attack the northern tank and use one of your missiles to attack the bomber, but wall your two anti-airs.

Eagle will use his CO power and then bring another bomber, tank, medium tank, and anti-air in the north, two more battle copters and a fighter from the east, and a medium tank, recon, and bomber from the south.

On day 6, use your two missiles and two anti-airs to destroy most of Eagle's air units, starting with missiles targeting bombers.

Eagle will likely advance with another battle copter and another fighter, and another tank from the south. Build a rocket on a northern base and infantry on remaining bases - you'll want the rocket to target medium tanks.

On day 7 onward, it's harder to follow a step-by-step guide. Eagle will continue to bring his variety of units at you, to include anti-airs, tanks, recons, battle copters, bombers, and fighters in particular.

Work on building a second missile. As you fight through the mission, keep one missile on your HQ, while moving the other up the northern bridges and at a distance to fire at air units that get close.

Keep your artillery in the south to fire on enemies from afar. You can eventually advance with an artillery, anti-air, and an infantry wall down south.

But don't go past the southwest island that Eagle tries to take or you'll be overstretched. Just use an infantry wall to protect those units where possible, and take out the occasional land/air unit that flies over or advances across the southern west-east bridge.

Meanwhile, in the north, bring that second missile north. Keep building infantry, anti-airs, and tanks, making sure you have more anti-airs and tanks where possible.

Tanks and anti-airs backed by rockets and your missile will be how you advance. Focus on taking out bombers, rockets, and battle copters (the more expensive and lethal units) first, then other units.

Build a second rocket to fire on units from afar as you gradually cross the bridges. Don't move the missile or rocket too far forward or they might be vulnerable to an Eagle CO Power.

If you lose that second rocket or second missile, build another one to replace it. Use the unit matchups to keep advancing across the northern bridge.

Do NOT build an air force, as unlike in the Classic Campaign version, in Fog of War, you have no hope of winning in the air until the late game.

As you keep capturing more properties moving eastward, you'll get closer to an equilibrium on funding, but you should continue to primarily build anti-airs and tanks.

In the late game, take the central-north base and begin building at least one transport copter and at least one APC to transport infantry quickly eastward and to refuel your units.

Continue to have anti-airs spaced out in your attack so that if one of Eagle's units arrive, you have an anti-air nearby to take it out.

As you continue to advance across the northern part of the map, you'll eventually get to the HQ and you can get a few infantry over to capture the HQ and beat the mission.

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