awRev

Advance Wars Revolution. The next generation of Advance Wars.

Give it a spin...
AW Revolution  »  Advance Wars 2 Classic Campaign
Advance Wars 1+2: Re-Boot Camp: AW2 Classic Campaign
Drafted by YoyoYoshi for awRev

Whether you're new to Advance Wars in general, came out of Advance Wars knowing only some things, or are a veteran, you will start your Field Training (whether new or once again) in the first mini-campaign of Advance Wars 2 Normal Campaign in Orange Star. Players new to Advance Wars in general may find it a bit overwhelming to go through eight missions knowing everything about the game, so this is where the mini-campaign guide is for. However, the Campaign steps up its difficulty fast, and your paths will vary due to your decisions through the game. A new unit is hidden, as well.

Campaign missions are rated under a point system just like War Room. Out of 300 points, 100 each goes to Speed, Power, and Technique.

The objective of this Classic Campaign Mode Guide is to help you to get past the scenario you're stuck on, but still keep some replay value so you don't completely look at a guide to beat the game. Have fun! Check out Section 8 (Unit Guide) for how to appropriately deploy and use units when the AI deviates from either the turn-by-turn or video strategy examples.

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.

The AI in Advance Wars 2 is also much more randomized and stronger than in the original Advance Wars 2, and will use its intelligence to fight you. It is far more unpredictable than in Advance Wars, so it will be troublesome to know what will happen next, though expert players will have a general idea. The strategies provided by us are simply guidelines to help you through Campaign Mode and War Room mode. No turn-by-turn strategy can be followed perfectly, and that's where you step in, to beat it for yourself.

How to Use This Campaign Guide

Aspects of the guides are turn-by-turn. Since you move units around, here's what certain examples mean:

  • 1S - Move this unit 1 square south.
  • 5SE - Move this unit 5 squares south and 5 squares east.
  • 4NE - Move this unit 4 squares north and 4 squares east.
  • 2N - Move this unit 2 squares north.
  • 3W - Move this unit 3 squares west.
  • 6E - Move this unit 6 squares east.
  • 3NW - Move this unit 3 squares north and 3 squares west.
  • 3SW - Move this unit 3 squares south and 3 squares east.

Literally, N is north, S is south, E is east, and W is west. Have fun!

Key for ASCII Maps

  • A - Airport
  • B - Base
  • * - Black Hole Installation
  • C - City
  • % - Forest
  • H - Headquarters
  • L - Lab
  • $ - Lab Map City
  • M - Missile Silo
  • ^ - Mountain
  • - - Pipe Seem
  •   - Plain
  • P - Port
  • R - Road
  • S - Shoal
  • V - Volcano
  • ~ - Water
  • i - River
  • X - Reef

Categories Under Each Mission

  • COs in Combat
  • Difficulty
  • ASCII Map
  • Mission Briefing
  • Mission Terms
  • Starting Properties
  • Predeployed Units
  • General Strategic Checklist
  • General Strategy
  • Black Hole Strats
  • To S-Rank
  • General Strategy Day
  • CO Day
  • End

Prologue

Sturm is back in Macro Land.

Hawke and Sturm ramble onward on taking Macro Land and Wars World. Cosmo Land was taken in the past, but this is different.

Andy, Sami, and Max (in that order) talk about Black Hole's return. Andy and Max argue over the fact that Wars World has more than one continent, and that Macro Land is not on the same continent. The other armies have also spotted Black Hole forces in their country. Andy seems to like this war to bring the four countries together. Andy runs to the first campaign battle. Here is your first training mission!

Orange Star

The opening Orange Star campaign serves as the training mini-campaign of Advance Wars 2. These missions introduce mechanics, gradually step up the pressure, and include one hidden unit unlock opportunity.

Mission 1: Cleanup

COs in Combat: Andy vs. Flak

Difficulty: *

~~~%     %  = 
~X~iiii%   %= 
~~~   ii%  H= 
^%%    iii  =%
%   ^  % i  = 
=== ^%  %iii=i
^ =      %  = 
  =         = 
==H=======%== 
   % % % %%% %

Mission Briefing: Flak and a space infantry talk on about their failed advance. OS soldier and Nell talk awhile about the OS victory there, and then for Andy to clean up the remaining BH forces. "Take out Black Hole's troops!"

Mission Terms: After Nell's near-victory against Flak, it's time for Andy to gain some experience once more and get used to fighting another war. Take out the two infantry or the HQ to win!

Starting Properties
OS BH Neutral
Cities000
Factories000
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 3 infantry, 1 APC
BH: 2 infantry

General Strategic Checklist
  1. Don't let Black Hole beat you with HQ capture.
    Although it might seem unlikely, watch out for HQ capture. If you're a new gamer, remember that if your HQ is captured, you will lose.
  2. Advance twice as fast with loaded APC.
    APCs travel twice as fast as any infantry, so you should load an infantry in to move units east faster.
  3. Use forest defensive advantage.
    Woods squares (or forest) have more defensive stars and cover than regular roads or even plains. Use them to your advantage when attacking or defending.
  4. Attack in numbers.
    You usually can't kill a unit in a single turn unless it's a lot more powerful. In this case, it's an infantry clash so you should attack from two or even three sides against one infantry.

Black Hole Strats: Flak is not very smart...yet, so he will rush his infantry at you. You should be able to take out both one by one.

To S-Rank: Make sure you attack first by staying out of infantry range, and hurry on with speed and don't take more than 5 days.

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

General Strategy Day 1: Move everything east.

Andy Day 1: Here, you'll have to learn to move units, capture the HQ, and kill infantry, and also how to use an APC. Of course, to AW fans this will be easy, but new AW2 players will need it. Move every infantry 3E. Move APC 3SE. End turn. Nell talks on and on, don't you think? Nell is too excited.

Flak Day 1: He moves his infantry down to meet yours.

General Strategy Day 2: Move everything east.

Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry 3E. Move APC 6E and end turn.

Flak Day 2: Flak moves his two infantry down.

General Strategy Day 3: Take out one BH infantry.

Andy Day 3: OK, now you can surround that front infantry with all three infantry, but do this, so move everything 3E and kill the infantry.

Flak Day 3: Flak is pathetically screwed. He moves his infantry 2W to attack your 8HP infantry and deal 6.

General Strategy Day 4: Destroy the last BH infantry.

Andy Day 4: Flank and kill the final BH infantry to win!

End: Andy has taken back a part of Orange Star captured by Black Hole!

Mission 2: Border Skirmish

COs in Combat: Sami vs. Flak

Difficulty: *

%%~~~~~~%^^   %
%%  i^%  %%HC==
    i%   %%    
    i     %^   
 % %iiii   C^  
%=====C=    ^  
 = %   iiii%%%%
%~    c   i ^^%
=H        i%^^%
         %i%%^%

Mission Briefing: Flak now has tanks against you. You have one of five units. You can take them! Flak talks about how to capture cities. If you're new to AW/AW2, this will help. Nell talks about defensive cover.

Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge.

Starting Properties
OS BH Neutral
Cities121
Factories000
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank
BH: 2 Infantry, 1 APC, 3 Tanks

General Strategic Checklist
  1. Destroy anything that directly threatens you.
    The first tank should be weakened by the mech first time, else you want to get some damage. At the bridge, you'll want to use both artillery and tank, and perhaps your mech, to defend.
  2. Use allied cities as defensive cover and to heal.
    Allied cities, when you station units on them, gain +2HP each turn, as they heal. You might even want to take the neutral city for another healing place.
  3. Hold the bridge!
    If you can't hold the bridge, you'll be flanked. You must hold it with a tank on the allied city.

Black Hole Strats: Flak, as he is the enemy AI, will not look for a nice defensive position, but rather, tries to advance. If you can even hold the bridge, you win.

To S-Rank: Hold your position at the bridge, and use tank and artillery to weaken forces on the bridge. Do not lose a single unit.

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.

General Strategy Day 1: Take out the tank and move east.

Sami Day 1: Click the mech and move it 2N to attack the tank, dealing it 7 and taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move your infantry 3E and begin capturing the city. Sami's infantry are stronger than anyone else's, so she can capture faster. Nell rambles on again. Move your APC 3E 4N. As you see, APCs seem to have gained another square now...

Flak Day 1: He moves in to start capturing your city, and moves in his tank and other infantry units.

General Strategy Day 2: Set up a defensive formation with your tank in front and an artillery in the back, with mech support.

Sami Day 2: Sami and Nell talk about how to heal units in friendly cities. Finish capturing the city, and the crowd goes into uproar. Move your tank 2E and your mech 1NE. Move your artillery 1E to keep a defensive formation at the bridge.

Flak Day 2: BH forces take one of your cities, and his tanks, APC, and infantry come rolling west.

General Strategy Day 3: Deal damage to the front tank.

Sami Day 3: Ok, here's where you use your artillery, don't move it but still click it, and click Fire to take 6 damage on that tank. Move your APC 1S and move your mech 1E.

Flak Day 3: His tanks and infantry move in, but they can't attack as you're in too strong a defensive position.

General Strategy Day 4: Take out two tanks with your artillery and tank.

Sami Day 4: Fire away! Kill the tank with your tank, attack the other tank with your artillery, and finish it by moving your mech 2E. Move your infantry into the APC and move it 1N 3E. Drop south and end.

Flak Day 4: He's screwed. He attacks your infantry on the river which takes 5 damage. The other infantry attacks your mech.

General Strategy Day 5-7: Take out infantry and last APC.

Sami Day 5: Use your artillery to kill the infantry in the east. Move your tank 2E 1N to finish the other one. Move the rest towards last APC.

Flak Day 5: Do nothing.

Sami Day 6: Attack the APC with your tank and infantry.

Flak Day 6: Do nothing.

Sami Day 7: Finish off the APC with your artillery. Good job!

End: Sami has the exact opposite attitude for Flak as for Eagle in AW here. But you won, so who cares? :)

Mission 3: Orange Dawn

COs in Combat: Max vs. Flak

Difficulty: *

     % % %~~~~~
C=H=C====%==% ~
          ~~C ~
^        ~~~=~~
^% ~~~~~~~~~=~~
~~~~      ~%%C~
~~~       %%% ~
~%            ~
^            ^~
^^%  H      ^^~

Mission Briefing: Advancing back through Orange Star on Macro Land against heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is furious and Nell convinces Max to calm down.

Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange Star. He now has tanks, so you'll want to take them out and set up a defensive position at the bridge.

Starting Properties
OS BH Neutral
Cities121
Factories000
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank, 1 Transport Copter, 2 Battle Copters
BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter

General Strategic Checklist
  1. Seize the small four-square island.
    The island gives you a lot of maneuvering room, plus bridge, forest, and city defensive advantage.
  2. Transport Copter should be used for HQ capture if you don't manage to kill all units or see HQ wide open.
    On this mission, later on, Flak will leave his HQ wide open. Therefore, it'd be useful to go for it.
  3. Take out the battle copter!
    Taking out the battle copter will give you total aerial control.
  4. Block bridges!
    Don't let Flak's units swarm you! Guard the bridges!
  5. Have your medium tank in front.
    Your medium tank can withstand more damage than any other of your tanks, so use that.

Black Hole Strats: Flak will move his blundering forces east to meet you. Kill him.

To S-Rank: Take out his battle copter quick and don't lose any units, and use your battle copters to weaken his units.

General Strategy Day 1: Move all units north, taking out the battle copter.

Max Day 1: You've got medium tanks, battle copters, and transport copters now. Max is strong with direct units but weak with indirect, so your artillery can be a bit useless here. You have the upper hand here. Click the SW battle copter and attack the enemy battle copter to the south to deal MAJOR damage. Use your other battle copter to finish it off. Click your artillery and move it 3N 1E. Move your medium tanks 1E 2N. Move your two small tanks to the west and south one square of the medium tank, next to it. Move your infantry into the transport copter and move it 2E 4N onto the sea.

Flak Day 1: Flak says Max reminds him of himself. He moves all his units east.

General Strategy Day 2: Injure a medium tank with your battle copters, and move your land forces past the bridge.

Max Day 2: Nell talks about how to heal battle copters and how to join units, and when to do so. Move in your battle copters to target the eastern medium tank and take off 5HP. Move your medium tank 4N. Move your other small tanks to the south and SE 1 square of it. Move your artillery to the south of that, and end.

Flak Day 2: BH forces move east except for the damaged medium tank.

General Strategy Day 3: Take out a medium tank and a tank.

Max Day 3: Attack with your medium tank the tank left of it and kill it in one move. Move in your left small tank to attack his. Finish off the 5HP medium tank with your two battle copters, move your small tank and artillery 1N, and end turn.

Flak Day 3: He moves his medium tank east.

General Strategy Day 4-5: Destroy the last medium tank to effectively cripple Flak, and then finish the last small tank and infantry.

Max Day 4: With your small tank, finish off the tank next to you, and attack the infantry with your medium tank. Move both battle copters 3E to deal 6 damage on the medium tank. Move your transport copter all the way west. Move in your small tank to attack the infantry, and move your artillery 1N.

Flak Day 4: His medium tank attacks your small tank. You deal 2 damage like he does.

Max Andy 5: Finish off his last two units any way you like.

End: Max and Flak continue to bicker at each other. Nell talks about Speed, Power, and Technique. Max yells that Flak is a dumb name.

OK, from here, you get to choose which part of OS you want to recover. You have three here, all rated **. Move in west (southernmost battlefield).

Mission 4: Flak Attack

COs in Combat: Max vs. Flak

Difficulty: **

  ========C C%%
 H~~~~~~~~~~~%%
~~~~~~~~~~~~~=~
~~~~~~~~~~~~~=~
~~~~~~~~~~~~~=~
~~~~~~~~~  %%$%
~~~~~~~~~%  %=%
~~~ % %      = 
~~%          = 
~%          CHC

Mission Briefing: With bombers and fighters on his side, Flak has a big air force at you. Remember though, you have some anti-aircraft gunners and missiles to down them, and power isn't everything...

Mission Terms: The Orange Star and Black Hole war sets up into the skies above, as Max and Flak's aerial forces clash. Flak arms up his air force with stronger attackers, while Max gets stronger defenses. Make sure that you can repel it and grab the lab map from the neutral city on your island by capturing it.

Starting Properties
OS BH Neutral
Cities221
Factories000
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 1 Infantry, 1 Mech, 1 A-Air, 1 Rocket, 1 Missile, 1 Transport Copter
BH: 1 Infantry, 1 Tank, 4 Battle Copters, 1 Fighter, 2 Bombers

General Strategic Checklist
  1. Protect your missile Day 1 with surrounded A-Air.
    Your missile has some range that your A-Air will never get in taking down planes. Make sure you keep it safe, then move out on Day 2.
  2. Check aerial force range.
    Remember, if you're out of Flak's range he can't attack you...
  3. Grab the lab map!
    The lab map is located on your island's neutral city. Capture it with an infantry or mech and enter the hidden mission of Orange Star!
  4. Take out anything in your path, but aim for bombers first.
    Bombers deal the greatest damage of all of his units, and he has two. Weaken those first, then move on to battle copters, and then, fighters.

Black Hole Strats: Flak will move all his air units south on Day 1 and attack. Make sure you are ready, and counter it with your 4 A-Air and one missile.

To S-Rank: Go defense Day 1, then counterstrike on Day 2 and give yourself a pronounced advantage.

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.

General Strategy Day 1: Take out the battle copter and injure a 2nd one, making sure the A-Air protect the missile and that your other planes are out of range.

Max Day 1: Down the battle copter with your missile. After this, Sami will note the new CO Power star chart, instead of a bar for CO powers. Your battle copter in the sea is doomed. Move it 1W and attack the battle copter to do damage. Move mech 2N to capture city. Move rocket and infantry all the way up.

Flak Day 1: Flak explains how to use stronger aerial units like the fighter and bomber. His fighter takes out your battle copter. His bomber comes in to bomb your anti-air. His other battle copter finishes it. He moves the rest towards you.

General Strategy Day 2: Injure his air force with your four A-Air and one missile.

Max Day 2: Finish capturing the city with your mech as defense against the tank later on, which turns out to be a Black Hole lab that researches new weapons like...*shhh*. Yeah. Move your southern A-Air to take 9 damage off of the bomber and get your CO power ready. You could do that and get the CO Power Max Force or save up for the Super CO Power Max Blast. Save up for now. Take out the battle copter with an A-Air, and down the other bomber. With your missile, down his battle copter.

Flak Day 2: His air force is half down in one day! Flak uses Super Power, Super CO Power Barbaric Blow! His fighter moves towards your battle copter, his bomber does nothing to your missile, and his weakened battle copter does ONE damage to your rocket. Apparently, you took out so much his Super CO Power is useless. His tank moves in to deal 3 damage to your mech, which you deal back. His infantry moves forward.

General Strategy Day 3-4: Use Max Blast and destroy all remaining units with your now superior numbers.

Max Day 3: Max now has his Super Power. Go to the main menu and go down to a 3-star icon called Super. Use Max Blast! Move his A-Airs east and destroy the bomber, the fighter, AND the battle copter. If you must, use your missile to finish the fighter. Destroy the tank with your battle copter. Move everything else north.

Flak Day 3: Do nothing.

Max Day 4: Finish off the last infantry with your battle copter and infantry.

End: Flak still points to the upcoming Black Hole invasion as moral support, and says Sami is Max's girlfriend. Max and Sami argue that Black Hole has no respect.

With your victory, a new mission opens up for you on the island far off. It is a *** mission, so don't go just yet. Instead, move to the mission farthest south and west. This one deals with sea units as well.

Mission 5: Lash Out

COs in Combat: Sami vs. Lash

Difficulty: **

~~~~~~~% %~~ %~
~ B%=== H ==C ~
~ %~~~~% %~~~=~
~=~~~~~SSS~ % C
~=~~~~~~~~~ ==C
~= % ~~~~~~==SS
%=  %~~~~~~~~~~
%=======%%S~~~~
^^^=^^%^%%S~~~~
^^%=^%%^  S~~~~
 C =C C %%S~~~~
 ==H==  %%S~~~~
 =~SSSSSS~~~~~~
 =~~~~~~~~~~~~~

Mission Briefing: Lash has appeared! She taunts Nell, who tells Sami to bring her prisoner alive.

Mission Terms: This is your first timed mission, and you must eliminate Lash's forces through HQ capture or by elimination. Though you may not have Victory March quickly, you should care to advance from both the western and eastern fronts, advancing most forces at the base but keeping an eye towards the HQ.

Starting Properties
OS BH Neutral
Cities303
Factories001
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks, 1 Rocket, 1 Lander, 1 Sub, 1 Cruiser, 1 Battleship
BH: 3 Infantry, 2 A-Air, 1 Rocket, 1 Sub, 1 Cruiser

General Strategic Checklist
  1. Don't let BH beat you with base-built units.
    The bulk of your land forces should take care to eliminate anything Lash builds from this base.
  2. Don't lose your transport copter. You can send it into your cruiser for safety.
    The transport copter is required to be saved, and it might even be useful if you use it right...
  3. Win the naval war.
    You can seize naval advantage early by destroying the sub, cruiser, and even the rocket in the first few days to give your lander a bit of room to land later.
  4. Land forces on the eastern shore to march towards the HQ.
    You can win by HQ capture. Sami has Victory March, and you might even activate it. You'll need to win the naval war before you can do this, though...

Black Hole Strats: Lash will focus early attacks on your transports unless you keep them out of range, so their forces will go and seize power near the base.

To S-Rank: Take out their navy first, then advance on both fronts with superior numbers. Lash just can't deploy fast enough...

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.

General Strategy Day 1: Take out Lash's entire useful naval force but her cruiser. Move remaining units north. Save your T-Copter.

Sami Day 1: Nell notes that a deployment base is near Lash. Nell notes Sami's infantry and transport power as well. You spot that you have a lander here, and a transport copter in trouble. Click the battleship and Nell gives you a short brief. Fire on the rocket to the north and deal it 8 damage. Click your cruiser to get a short brief, then attack Lash's sub. Move your sub 4N 1W and dive after that brief. Move the bottom tank and an APC with a mech into the lander. Click the lander to get a description, then move the lander 5E 2N. Move your other mechs 2N, your tank 5W 1N. Click your rocket and move it 1E 3N. Move your artillery 1W 4N. Remember that you now only have 7 days left to beat this mission. Move your transport copter into your cruiser. End.

Lash Day 1: Lash tells Sami that Flak will be coming on Day 7 to kill Sami's forces. This is the reason why you must win quickly. Lash moves in infantry to capture a base and a city. His A-Air move eastward.

General Strategy Day 2: Move everything north.

Sami Day 2: Nell talks about how sea units sink if they don't have enough fuel. Move your battleship 5N. Move your cruiser 4E...don't drop the transport copter! Move your sub 1NW to finish off hers. Move your lander 1E 3N. Move both mechs 1NW. Move your tank 4N 1W. Move the artillery 2W 3N. Move the rocket 2NW. End turn.

Lash Day 2: She finishes capturing the base and city, and deals 1 damage to your battleship with the rocket. Her A-Air comes west.

General Strategy Day 3: Land on the eastern shore and advance north.

Sami Day 3: Take out the rocket with your battleship, then move your lander 2N 1W. Drop your APC west, and drop your tank north. Rise your sub. In the west, attack the infantry with your tank from the south, move the northern mech 2N, the southern one 2W, and the artillery AND rocket 2N. End turn.

Lash Day 3: She uses her CO Power Terrain Tactics. Her A-Air comes in to attack your artillery. She takes a city in the east and builds an infantry.

General Strategy Phase 4: Advance north on both fronts, using your battleship to help take out the infantry in the east, and your artillery and rocket in the west.

Sami Day 4: Use your rocket to attack the western A-Air, move your artillery 4S, and bring up your mech to take it out. In the east, attack the cruiser with your battleship and finish it with your sub. Drop the transport copter from your cruiser north. Move your tank north to attack the infantry from the north, then move up your APC 1E 4N and drop the mech north. In the west, move your mech 2N and attack the infantry with your tank from where you are.

Lash Day 4: She finishes capturing a city and kills your mech with her A-Air. One infantry moves west, one east to HQ.

General Strategy Day 5-7: Sweep entire BH forces in east and west. West with more firepower, east because there's no BH base there.

Sami Day 5: Use your battleship to attack the infantry blocking the way to the HQ and finish it with your tank. Move your mech back into the APC, and move it onto the HQ, dropping the mech north. In the west, attack the A-Air with your rocket, and use your tank and mech to finish off the infantry. Move your artillery 1N. Move your T-Copter towards HQ. End.

Lash Day 5: Continuing to take cities, the AI takes another one and attacks the APC with her infantry, dealing none.

Sami Day 6: You only have 2 days left, or as Nell says, tomorrow! In the west, take out the Anti-Air with your artillery, and with your rocket and mech, take out the infantry north of you. Attack the infantry with your tank. With your battleship, attack the infantry near you. Take out the infantry next to the HQ by using your tank, and move your APC 5W to block the infantry from going east. Move your mech to start capturing the HQ.

Lash Day 6: The infantry attacks your APC, so she can't build! The other one continues to take a city.

Sami Day 7: You can actually go for elimination now! Take out the infantry with your battleship. Attack the infantry on the deployment base with your rocket, and finish him with your tank.

End: Sami drags a dummy of Lash over. Lash apparently escapes. You won!

With your victory, Orange Star has only two more provinces for you to take back. Select the mission to the southeast (not on the island).

Mission 6: Andy's Time

COs in Combat: Andy vs. Flak

Difficulty: **

%C *** B      B %%
===***===========%
^C *** % C=C   C= 
^^  =     %     =%
^^^== %~~~=~~~  = 
 C%=%% ~~~=~~~% =%
B===%%%~~% ~~~ C= 
  %%  ~~~ B~~~% =%
% %% %~~~C ~~~  =%
~~=~~~~~~~~~~~  =%
~~=~~~~~~~~~~~ C= 
~~%~ ~~%%  %%   =%
~~  %~         C= 
~~C  ============%
~~~~~~  C C   BHB%

Mission Briefing: Lash tells Flak about her new invention, the Black Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he seems be reeling backwards, eh? Commander Andy and Nell notices the giant cannon, and Max argues Andy can't take it, he can with his strength. Andy still is confident, however, and will do it himself.

Mission Terms: Andy's Time introduces you to Lash's new invention, the Black Cannon, which deals five damage to the strongest unit with the most HP in its range, which covers some 82 squares and has 99HP. Ignore it if you can until you attack it.

Starting Properties
OS BH Neutral
Cities318
Factories213
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 1 Infantry, 1 Transport Copter
BH: None

General Strategic Checklist
  1. Stay out of Black Cannon range until you attack it, and when you do, attack from range.
    Although the Black Cannon on this first mission will only attack every few turns, it's to your best interests to stay out of the way, as you can capture the middle base out of Black Cannon range, as well as send rockets to smash it from afar.
  2. Capture the middle and northwest factories.
    Flak is slow and won't reach either base in time if you use your transport copter. It's also a nice way to flank him.
  3. Occupy Flak's factory within several days.
    With your superior property advantage, you should be able to seize control of it so Flak doesn't go slapping you when you attack Lash's Black Cannon.

Black Hole Strats: Flak doesn't get much, so he'll build infantry and small vehicles to attempt to match your superior forces. Chances are he won't last...

To S-Rank: Take both neutral factories over ASAP, and also neutralize Flak's deployment base. Smash BH's small force quickly.

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.

General Strategy Day 1: Move toward central island.

Andy Day 1: You notice you only have 1 infantry and 1 transport copter, but you do get deployment bases to deploy new units. Nell talks on about how to make units. Look around on the map. BH has a base north of you, east of the cannon. The cannon has 99HP and can destroy practically everything; it takes out 5HP from any unit it attacks. Watch out with that. It takes as much damage as a Md Tank, so attacking it with a Md Tank will mean 55% damage, that will take out 55HP from it (so it's not that difficult to eliminate!). There are three bases to the west of both of you. Move the infantry into the transport copter and move it all the way west. Deploy two infantry.

Flak Day 1: The cannon will fire starting Day 2, and Lash tells Flak to advance south.

General Strategy Day 2: Land on central island to grab that base, and move infantry north.

Andy Day 2: Check out the cannon's range, which seems to cover a massive range of about 82 squares! The best you can do right now is avoid being fired upon. Move your T-Copter all the way up and drop to the south onto the base. Move your western infantry to capture the city, and move the other one 3N. Build an infantry in the left base and tank in the right base.

Flak Day 2: An infantry moves SE to take a city. He builds another one.

General Strategy Day 3: Move units north and take middle base.

Andy Day 3: Nell informs you to attack the Black Cannon door. By the looks of it, it's best if you attack with an indirect unit or you'll get blasted. Start capturing base on middle island. Finish capturing other city. Move left infantry 3N, right infantry 2N 1W. Move tank 6N. Make another infantry and another tank. Move T-Copter 2S 4E.

Flak Day 3: He finishes capturing a city, moves infantry, and makes yet another one. Poor guy with no money :)

General Strategy Day 4: Take central island, strike BH units from the south.

Andy Day 4: Finish capturing the base on the central island. Move your northernmost infantry 3N to start capturing the city. Move up your tank 5N 1W to attack the infantry on the city. Move your infantry from 3S of the transport copter and move it 3N into the copter, and move it 3NW. Move your two infantry 3N and tank 6N. Build an APC on the left base and an infantry on the right base.

Flak Day 4: He begins capturing a neutral city, backed by two other infantry. He makes a mech.

General Strategy Day 5: Seize control of the left base to surround the remaining BH forces.

Andy Day 5: Move your transport copter 1W 5N and drop the infantry to the left. Move your northern tank 3W to kill the infantry. Move your other tank 6N. Finish capturing the neutral city on the right side with your infantry. Move the infantry on the central island 3N. Move your left infantry (that is left) 3N and the one east of it 2N 1W. Move your infantry on the right base 2W into the APC. Move the APC 1E 5N, and drop your infantry north. Build nothing.

Flak Day 5: BH units capture ONE city, and another infantry unit is built.

General Strategy Day 6: Close in on the last base and build a rocket.

Andy Day 6: OK, you've at a clear advantage now. Move your infantry west of the T-Copter 2W to begin capturing the base. Move your left tank 1N to attack the infantry on the city, and move your infantry on the middle island 2N to finish that one off. Move your other tank 3W 2N to deal damage to the mech to the left. Build a rocket on the middle island base. Move all infantry except the one just above the APC 3N. Move that last infantry into the APC 5N and drop east. End turn.

Flak Day 6: BH infantry moves 3S to attack your infantry. Another one moves onto a city and attacks another one. A mech moves west and fails to kill your T-Copter.

General Strategy Day 7: Move rocket up, surround BH base with anything you can muster.

Andy Day 7: Move your rocket 3N. Move the infantry above the rocket 1NE to finish off the mech. Finish capturing the top base. Move your bottom 9HP tank 1SE and deal that infantry 6 damage. Finish it with your 4HP infantry without moving from below. Move the infantry below it 3N to attack the infantry on the city. Move the infantry east of the APC 2N to finish it. Attack the infantry on the base with your tank. Move your APC 4N, and your T-Copter 4E 1S. Move your other infantry 3W. Create an artillery on the middle island base.

Flak Day 7: He's doomed. His infantry on the base attacks your T-Copter and does three damage.

General Strategy Day 8: Effectively take the surrounded BH base and build a rocket.

Andy Day 8: Move your rocket 2N 1W. Move your artillery 4N. Your tank west of that enemy infantry should attack it and bring it to 2HP. Move your T-Copter 6W. Move your full health infantry 2W 1N and finish that infantry off. Move your 9HP infantry 2N and capture that enemy base. From your northwest base, move that infantry 1W 2S and build a rocket from there. Move your APC 6W, your 4HP infantry 2N 1W, your other 9HP tank 5W, your 5HP infantry 3W, and your full health infantry 1S to capture the BH city.

Flak Day 8: He has no base or units. Do nothing.

General Strategy Day 9: With your two rockets, destroy the 99HP cannon.

Andy Day 9: With your rocket on the base, attack the cannon down to 44HP. Finish it off with your other rocket. You win!

End: Andy and Flak have a clash of words and then Andy spots Max's tank force. Maybe it'll be helpful?

With most of Orange Star now secure, you have to hop to the last island. Andy will provide you assistance in marching into the mountains to take out that final Black Hole lab.

Mission 7: Test of Time

COs in Combat: Andy vs. Flak

Difficulty: ***

^^^^^^%^% % ^^^=
^^   ========^^=
^    = C  C = ^=
 %   =  SSS = ^=
C    ==^SXS = ^=
^%    =^SSS = %=
^^ ^^^=C===CLC =
      =^~~~ = %=
   %  =^~~~C=C =
HC=====^~~~ = %=

Mission Briefing: This is the first FOW map, but the last Training-type mission. Andy will come here and wipe out Flak's remaining units and lab. You have 7 days to complete this mission. Run like the wind, Andy!

Mission Terms: Now that you've found Black Hole's lab inside Orange Star, you have one week to penetrate it and seize the plans for the new Black Hole unit, the Neotank. This is your first FOW mission.

Starting Properties
OS BH Neutral
Cities343
Factories000
Airports000
Seaports000
Missile Silos000

Predeployed Units:

OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon, 1 A-Air, 1 Tank, 1 Medium Tank, 1 Artillery, 1 Rocket
BH: 2 Infantry, 1 Recon, 1 APC, 1 A-Air, 1 Artillery, 1 Rocket, 1 Lander

General Strategic Checklist
  1. Remember Black Hole has a lander, artillery, and rocket that hides in forest on the eastern half of the map.
    They can snipe you if you don't take them out (exception: lander), and they're just plain annoying...
  2. Infantry on mountains give you +3 vision.
    Your recon can't do all vision...your infantry and mech can give you extra vision.
  3. Move in groups.
    One unit can't take out any unit or army, even your medium tank, as you may be sniped. Move units up together.
  4. Capture the secret lab or destroy all units.
    Instead of taking out all units, you may want to capture the secret lab instead, since you have a time limit...but destroying all units can be easier.

Black Hole Strats: Flak has forces in the north that will attack you, but he'll leave his artillery, rocket, and lander hidden from view and snipe you when he has the chance. Find them and kill them. One is in the north, one is next to the HQ.

To S-Rank: Fog of War makes the mission somewhat more difficult, but you should be able to take out the northern forces with ease and move on.

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.

General Strategy Day 1: Use FOW tactics to uncover the area, then take out an infantry, an APC, and an artillery.

Andy Day 1: Nell rambles on about FOW tactics, and you find yourself spotting only ONE artillery of BH. Select your infantry and move it 2N onto the mountain. Move your A-Air 1E 5N and take out the infantry to the north. In the east, move your mech 1NE. Move your medium tank 3N 2W to weaken that APC 9 damage. Move your tank 1W 4N and attack the artillery from the east. Kill the artillery with your artillery. Move your recon 3NE. Move your APC 2N. Move your rocket 1E 3N. End.

Flak Day 1: His recon attacks your infantry on the mountain, and moves his A-Air to the east of your recon to attack it. His APC moves south.

General Strategy Day 2: Take out remaining unhidden units except a recon.

Andy Day 2: You are informed by Sami that an indirect unit hides in the forest. Nell also points out the reef that you can hide in FOW in. Move your 6HP infantry 1S to kill the 1HP APC. Move your A-Air 1S to attack the recon. Move your recon 2W 1N and move your medium tank 3E 2S to destroy the A-Air. Move your artillery 3E 2N. Move your tank 1S 4E with 5 damage. Finish off that infantry with your rocket. Move your mech into the APC and move your APC 1W of the HQ, and drop your mech on the HQ.

Flak Day 2: Your mech will be attacked by a rocket.

General Strategy Day 3-4: Uncover hidden units, then kill them.

Andy Day 3: Move your mech 2E to reveal the rocket. Move your tank 1S 3E to deal 6 damage to the rocket. Move your A-Air 3S to finish off that recon. Move the damaged infantry 1E 2N. Move your recon 1E 5N into the forest. Move your APC 6N. Move your medium tank 2E 3N. Destroy the lander with your artillery and rockets.

Flak Day 3: He can't do anything.

Andy Day 4: Finish off the rocket with your damaged mech. If it isn't finished, use your tank. Move your mech 2E. Move your medium tank 1E 2N and recon 3E to destroy the last artillery to win!

End: Flak urges everyone into the factory. With the shutting of the final lab and you learning about the new Black Hole unit, the Neotank.

Mission 8: Liberation

COs in Combat: Andy, Max, or Sami vs. Flak

Difficulty: ****

%%% %% % % % % % % %
C==  *******-*******
 B= ***             
C== ***    C C      
 C C***C          %%
   C***C   %%ii=iiii
 %      %i=iii%% C%%
i=iiiiiiii A iiiiiii
 =  ^%%i %%^^%% C% %
^= ^%%%i=iiiiiiiiiii
%=      B %      %% 
B=               %%%
 =C          C B   ^
C================C ^
  % % % % % % % BHB^

Mission Briefing: Flak is surprised by the sight of Adder, who was supposed to invade Gold Comet. With his wordplay, he angers Flak. Here is a factory and base that is the center of the BH war on OS. If you can take this out, victory on BH will be a reality, at least in OS, for now. You have the base advantage here.

Mission Terms: Entering the final mission of the Orange Star Campaign, you hold a disadvantage due to Black Hole's factory, which is given units through a pipeline. You'll want to seize the neutral airport early and smash the pipeline seem.

Starting Properties
OS BH Neutral
Cities2211
Factories312
Airports000
Seaports000
Missile Silos000
General Strategic Checklist
  1. Destroy the pipeline seem for a quicker and easier victory.
    See the weak spot, the pipeline seem, in the pipeline? That's where you should hit it to break the pipeline connection and stop the factory from building more, as well as win the mission.
  2. Take the neutral airport away from BH hands.
    The lone airport is vital if you want to take out the seem fast. Capture the base below it, too, if you don't plan on taking Flak down within first 10 days.
  3. Take lone eastern cities if you have the time.
    The eastern cities will supply that extra 2000 a day you could use.
  4. Block factory from producing units.
    The BH factory can be blocked from cranking any more units out, by blocking the three doors.
  5. Produce an APC and infantry early.
    Use both units to speed to the airport/base.
  6. Seize the west as a diversion.
    This won't really help speed or technique, but if this mission is a bit rough, marching units west and taking that SW neutral base will be useful.

Black Hole Strats: Flak's forces have stepped up a notch, and now uses more indirect units to throw mushrooms on your head. Block the bridges with anything you can, and you'll want to seize the skies even with A-Air and missiles threatening you.

To S-Rank: You'll want to rush and crush the pipeline seem while keeping some strong attacks on units at and near the factory for power.

General Strategy:

You have beaten the Orange Star Campaign!

Blue Moon

Olaf informs Grit that Black Hole forces have attacked Blue Moon. Grit argues that they're only losing the countryside wastelands, which makes Olaf furious. Colin arrives to tell Olaf that he is the new BM CO. Colin seems to call everyone "sir", so Grit tells him not to get worked up. Olaf is furious.

Mission 9: Toy Box

COs in Combat: Olaf vs. Lash

Difficulty: ***

B %=iC ==   % B
=ii=ii^ SSC=Sii
    ^i=   =iiS 
C%^%=% ^i === ^
ii== ^^B  iii%^
C  i==%   i=%  
  ^=== ~ =  =i^
B ~~~=~~~= %BCi
 S~$= %=~^%    
HS~=i~~~~C%^SSH
Starting Properties
BM BH Neutral
Cities007
Factories221
Airports000
Seaports000
Missile Silos000
General Strategic Checklist
  1. Guard the mountain passes.
    If you guard the mountain passes, then Lash is unable to get past. This includes the northwest neutral city with that river pass.
  2. The secret lab map must be taken.
    The secret lab map is found on that small SW island area, the neutral city there in the southwest and closest to enemy HQ other than the one directly above it. Take it to get the hidden Blue Moon mission.
  3. Take the east fast.
    Your side of the map should be taken ASAP so that you have enough cities to solidify your advance towards the neutral middle base.
  4. Smash Lash's units with power.
    When you have more money and props than her, and with the neutral base, start building some stronger units like massed tanks.

Black Hole Strats: Lash will be crossing rivers and mountains to sneak up on your unguarded cities. She'll also build mechs, artillery, and tanks.

To S-Rank: Take the middle factory early and win in 20 or less days to seize a S-Rank, or at least in speed. Don't lose too many units.

General Strategy:

You'll want to beat it in just 16 days. Build infantry only from the right two bases to take cities. Combine when necessary, you don't want to lose more than two units for full technique. Advance with tanks, anti-air, and artillery. This is very effective because Lash builds slow, and you can outnumber them. Just remember to take that southwest city on the island-ish area for the lab map to unlock that mission.

End: Lash leaves and you've won. Olaf's memories come back to him as he looks at his shattered hometown. He promises to avenge Black Hole's actions.

Mission 10: Tanks!!!

COs in Combat: Grit vs. Adder

Difficulty: **

  w%^^%^^%^^%^^
  =%=========%%
  w%=^^^^^^^=%%
  w%===^%^===%M
  w   =^C^=^^%%
=======^=^====%
  w=%^^^=^^^%=%
  w=^C==H=====M
  w=^^^^=^^^%=%
======%^=^====%
  w =^%^C^=^^^^
  w%=^=^%^====M
  w%=^=^^%^^^=%
  w%==========%
  w%%%%%%%%%%M%
Starting Properties
BM BH Neutral
Cities030
Factories000
Airports000
Seaports000
Missile Silos004

Predeployed Units:

BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets
BH: 4 Mech, 4 Recon, 12 Medium Tanks

General Strategy: You have rockets. Grit is awesome with rockets. They fall in a single turn to medium tanks, though.

The mountains are your friend. The mountains will keep your rockets safe from all but mechs, and your recon will be as well. Starting day 2, let your rockets fly some damage onto the medium tanks that advance. When mechs arrive, take them out first, as they can kill your rockets easier. Use your recons as spotters for your rockets and artillery.

Adder's medium tanks are hindered by mountains and are forced to go all the way around to hit anything of yours that they see, so the only thing that will do big damage is mechs and the few medium tanks that may make it to the end.

Missile silos are your friend, too. The missile silos are on your side, so they will be you that fires them as long as the infantry survive going east. Use them to hone down on enemy medium tanks. They have the impact of Sturm's Meteor Strike, except they only do 3 damage. They don't do much damage but they can be useful on medium tanks that really need to be weakened. Aim carefully, they'll even injure your units. No unit will have lower than 1HP, however.

Mission 11: Reclamation

COs in Combat: Colin vs. Lash

Difficulty: **

FF^^^i^^F CCFiFF R 
  F^^i^AF   FiF BRH
   A^i^   ^RRRRRRRR
  F^^iF  ^^RCiiFBRB
 F^^^iFC ^^R ^i  R 
  FF^iF  ^^RB^iF R 
   Fii   ^FR ^iF R 
B   i    ^RR^^iF R 
 BRRRRRRRRR^^^i^FRF
E B iF CCF^^^^i^^A^
Starting Properties
BM BH Neutral
Cities006
Factories331
Airports003
Seaports000
Missile Silos000

General Strategy: With your first Blue Moon mission comes a new CO, Colin. His units are weaker than everyone's, but they're cheaper. You'll want numbers early on, especially with infantry.

Lash will build APC and infantry early on. She'll also rush for both airports and eventually build tanks. Produce infantry early game. As Lash will have lots of infantry as well, beat her with numbers before you move on to tanks and copters.

Take the neutral factory. It's highly unlikely you will want to build units from your HQ bases, so you'd better take one closer to the enemy.

Seize the middle airport. The middle airport gives you a place to build cheap and mobile battle copters to aid your cause. They will be helpful for when you are unable to kill a certain unit in one hit.

You may want to build a medium tank or two to destroy those pesky A-Airs and tanks, but add battle copters as well.

Mission 12: Neotanks?!

COs in Combat: Olaf, Grit, or Colin vs. Flak

Difficulty: ****

^^^%%%%%w % %   %
^B%B C Cw% % CLC 
^%===============
%B=B=C Cw   =   %
% = =   w   =   %
%C=C=   w      %^
% = =  =w   =  %^
%C=C=% %w   =% ^^
^ === %^w%  %^%^^
^%^% ^^^w%^    %^
^%^^M^^%w%  B    
 A^^^M% ww C=C  %
^%^%    %www=ww%%
^%%^        =%www
%           =   %
^M      %%  =   M
 M      %% %=   M
%    B      =   %
%%  ===     =  %%
===B=H=B===C=C%^^
Starting Properties
BM BH Neutral
Cities0113
Factories323
Airports001
Seaports000
Missile Silos008

Predeployed Units:

BH: 2 Medium Tanks, Rocket

General Strategy: Choose Grit. You have bases, but you must win within fifteen days. Lash will take properties in the northwest, then advance from the southwest towards your HQ while sending a few units to stop you from taking the lab.

Missile power is important. Send missiles raining down on Lash's troops near the lab and in the northwest, and don't let the enemy take one. Use an APC to send infantry to capture that neutral base halfway to the lab. It's useful for when you make forces from there. Then build tanks and advance to the northeast to protect infantry to take the lab.

End: With your victory here, the Blue Moon forces will now be able to deploy Neotanks in upcoming missions.

Mission 13: T Minus 15

COs in Combat: Olaf and Andy vs. Flak

Difficulty: ***

^^%  %%   %^^^^  =  %%  %
^%%        %^^^ C=C      
%%%        %%  C==%      
        % %%^% C=========
      ********  C C      
%     *      *%      %% %
***-*-* C==C **-*********
       C****C            
       =****=            
       =****=            
       C****C            
***-*-* C==C **-*********
B%%% C*      *%% %     %%
%%%%% ********%%    ^%   
%%%%%%^%%^%%%      %^^ C 
%%%%%%^%%%%^====   %^^===
   %%%%%%^^^%% =%%  %^=%^
   % %^^^^^^%% ==A=====^^
Starting Properties
BM OS BH Neutral
Cities2085
Factories0010
Airports0001
Seaports0000
Missile Silos0000

Predeployed Units:

Northern Front:
OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber
BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket
BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery

Central Front:
BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile
BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles

Southern Front:
BM: 2 Mech, 3 A-Air, 1 Rocket
BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers

General Strategy: The key points are as follows. First, you should destroy both pipeline seems in the east to provide some aid to the south with Andy's aerial forces. Second, save your Blue Moon infantry and mechs and leave them unhurt before you start taking the eight cities. Flak has powerful units, but doesn't seem to know how to use them. He will move it east, but since he only has three rockets even near the silo, he doesn't really have that much of a chance.

On this mission, Andy should leave one bomber in the north to wipe out everything on the western front, even the missile and artillery by the end with a destroyed seem. Andy should break open the seems to the other two fronts, and fire at will on the southern front. Before Andy's air force arrives in the south, you'll want to block those Neotanks and medium tanks from getting through with Andy's fighter or bomber.

Meanwhile, Olaf should get an A-Air as well to the southern front and make a battle copter and some bombers to eliminate the south, while keeping an eye on firing shots from indirect units onto those Neotanks, with direct support. Take properties and finish by Day 15.

An even quicker way to do it in Day 11 is to advance in the middle while staying out of rocket range. Use medium tanks and normal tanks to attack through the middle, while sending Andy's aircraft from the north to the south to go for total elimination or full city capture in 10-11 days.

Mission 14: Two-Week Test

COs in Combat: Colin vs. Lash

Difficulty: ****

B B C%S~~~~~~~~~~~~~
 H==  S~~~~~~X~~~~~~
B B=C^~~~~~~~~~X~~~~
 B =%%~~~~~~~~~~~~~~
% %C ~~~~~~~~~~~~~~X
SS~ C  C  % %C C C~~
~~~   ^%   C B C C~~
~~~C        ===== ~~
X~~C ^   C B=B=A=B~~
~~~  %      ======~~
~~~%%    C C=A=H=C~~
~X~%%       ======~~
~~~~     C C=B=C=B~~
~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~
Starting Properties
BM BH Neutral
Cities1811
Factories245
Airports002
Seaports000
Missile Silos000

General Strategy:

You must survive for 14 days. Build two infantry on the early turns to take the three bases and the cities near you. Then guard the chokepoint by taking the neutral cities to the south, without advancing past the two mountains. Avoid indirect range at all possible. Defend with infantry on the front lines, not your tanks. Then build one anti-air and as many artillery as you can. Use the artillery units and your rocket to attack from a distance. Prioritize attacking the expensive units to damage and then destroy them. Use the anti-air against any bomber or battle copter that get close.

Take out all you can on defense, but Lash has too many units and too many bases. She'll capture all the neutral bases and properties near here and keep advancing. Do not worry about pushing her back, just take out everything at the chokepoint (two squares wide). You just have to survive for fourteen days.

Mission 15: Nature Walk

COs in Combat: Grit vs. Lash

Difficulty: ****

%%%  ===== % %%
======CCC======
 C C =CHC= C C%
%%   =====     
%%  %  %^ ^ ***
    %%^^^%% ***
 %%% %%  %% ***
%%% ==%C%C===%%
  % =%%% %%^%^^
*** %%%% %% ^%%
***%=%C^^ %%%% 
*** C %CC%C%%%%
^====%% % %%%% 
^^^%======% ***
^^^^%^%=%%% ***
%% %%%%= %  ***
%%======^^%==%^
%==%=%%==%^%^^^
 =% %%% = %=%^^
%=====%=====  %
 =% %%=%%=%%%%%
%=%%% =%%=%  %%
^=========% ^^^
^^^%=%  %=%^^^^
^%% %=%% %=% %^
%%% %==  %=   %
     %=%%%=    
===============
% % % % % % % %
===============
Starting Properties
BM BH Neutral
Cities0113
Factories323
Airports001
Seaports000
Missile Silos008

Predeployed Units:

BM: Two Infantry, 1 Mech, 2 Recon, 2 APC, 1 A-Air, 4 Tank, 1 Medium Tank, 4 Artillery, 2 Rocket
BH: 2 Infantry, 2 Mech, 4 Recon, 6 Tank, 1 Medium Tank, 1 A-Air, 3 Artillery, 1 Rocket

General Strategy:

Lash will make use of her three Black Cannons and units that hide on forest tiles. Take note of the three Black Cannons and their range each turn. Black Cannons do a lot of damage.

As long as you keep your units out of sight, Black Cannons can never attack you. Take cover in forests and make sure no enemy unit sees you. The enemies would have to find you first, and that takes two units. Advance slowly up the forest tiles, but keep your forces close enough together.

Move your recons and tanks first on turns for their higher vision range to reveal enemy units on the roads and elsewhere. Your indirects are powerful. Have them first fire first on enemies, and make sure to keep them alive. Focus on using your CO Power when you get it. You'll also want to save some tanks or a recon for the final assault on the units near the HQ. Sneak a tank, recon, or APC to the HQ through the forests and make it to the HQ.

Mission 16: Factory Blues

COs in Combat: Grit and Max vs. Lash

Difficulty: *****

^^%  % %*% %%   %%
^%  % B - B  % %%%
%    C *** C   %%%
  ^^%%^***^^^ ^  %
^  %%%C***C^%% %%%
^^  %% ***  %%%%% 
 ^ %%%C%%%C %%%%%%
C ^%%%  %% %%%%%  
==C %%% % %%%%%  A
A==%%=%%=%%%==%===
 ^%%% M% C% %% % C
^^%%% % %%%M%%%%%%
^%%% %%C%%%   %%%%
^%% %%     %   % ^
%  %%  %      % ^^
%CC%%        %====
%            C= M%
     B==B==B  =%  
% %   =C C=  %=  ^
====C=B=H=B=C==%^^
Starting Properties
BM OS BH Neutral
Cities10413
Factories3022
Airports0002
Seaports0000
Missile Silos0003

General Strategy: Choose BM Colin and OS Max. Colin has the bases while Sami has the predeployed units. You'll want Colin to take at least one of the two neutral bases. If you can block her factory doors, you will have the advantage as Lash can't build much. Take the left side and smash the pipeline seem.

Lash will capture all the neutral bases and properties near her, then take control over the airports on both sides. She aims to take out Orange Star early so you lose. Her factory also produces many units that will try to kill you. If you have any units blocking her factory doors, she will aim for those first.

Attack north with Max early to reduce the enemy's forces early on, then come in with Olaf. You'll want to keep a defensive wall with weaker units up front and stronger units in the back, meaning that units can't just sneak around your defensive positions. Take airports and missiles and fire missiles on Lash's concentrated forces. Block factory doors when you get there to prevent more factory-produced units. Bring in forces with Olaf like tanks and then smash the pipeline seem with them.

Gold Comet

The Blue Moon Campaign is complete. The war now shifts to Gold Comet.

Mission 17: Silo Scramble

COs in Combat: Kanbei vs. Flak

Difficulty: ***

~~~~~~~~%%  %%       
~~XX~~~~%%C       CHC
~XX~~~~~P============
~~~~~~~~~=~~~~   C=C=
~~~~~X~~~=~~~~P   ===
   ~~~~X~=~~~~~    C 
%  ~~~~X~=~~~~~~ %   
 C%%~~X~SM S~~~~ %^% 
 %%%~~~~CMMB~~X~  ^% 
 C  ~~~~BMMC~~X~M %^ 
    M ~~S MS~~~~%%%^ 
%C   M~~~~=~~X~~%%   
 =%^% ~~~~=~XX~~~~  %
%=%^^%  ~~=~X~~~~~ %%
%= %^^ P~~=~~~~~~~M%%
 =     =  = ~~~~~~~~~
 C C % =  =%~~~X~~~~~
H=B=B======%~~XXX~~X~
Starting Properties
YC BH Neutral
Cities128
Factories222
Airports000
Seaports003
Missile Silos0010

General Strategy: The missile silos in the middle are up for grabs for both sides. Whoever speeds to the middle and grabs them and the bases will have a noticeable advantage over the enemy. Secure the silos in the middle with fast troops, along with the bases there. Build island forces and fire missiles on massed enemy forces. Focus on building tanks, recons, lots of infantry, and of course, battle copters for speed. Have two transport copters around.

Black Hole Strats: Flak will take a seaport and build a lander, but his primary forces will either be in the north or the east, depending on how long it takes to launch two missiles and take those properties. Take the middle island and charge southwest. When you reach the HQ, camp on enemy bases.

To S-Rank: For the first few days, race to the middle to launch those missiles while taking properties and silo attacks on the way.

Mission 18: Showstopper

COs in Combat: Sonja vs. Adder

Difficulty: *****

   %^^^% %S~~~~~~~~~~~~~~~~~~~
 HC ^^%   %SSSSSSS~~~~~~~~~~~~
 C==%^     %%   CC    %PSS~~~~
%  =   %%=*==*=        =  SSSS
^% =^ %% ******   ^    =%     
^^%=     =****=  ^%    = %  ^^
%  =%%   =****= ^^ %   B     %
   =%%   ****** ^%     =      
   ===CC =*==*= %  C=C=====^^^
                      %%  = ^^
   SSSSS    CC ^         CC C%
~~~~~~~~S  % %^^%        CC===
~~~~~~~~~~~~~~~~^%        =B B
~~~~~~~~~~~~~~~~~B========= ==
~~~~~~~~~~~~~~~~~~~~~P   C=B=H

Predeployed Units:

BH: 1 Infantry, 2 Mechs, 4 Recon, 2 Tank, 1 Medium Tank, 1 A-Air, 1 APC, 1 T-Copter, 2 Artillery, 4 Rocket, 5 Battle Copter, 2 Bomber

General Strategy: You basically build a wall of infantry in front, then have tanks, A-Airs, a recon, and artillery behind it to defend the initial attack. The idea is to build cheap units to form a defensive wall. Use tanks for anything that you can't reach, artillery to kill every land unit, two A-Airs to wipe out any sort of air, and infantry for a defensive boundary.

Those early units will easily wipe out his early aerial and land forces, which leaves the northern navy that he has. Use rockets to smash those minicannons from a distance. Just keep both eyes on the neutral bases and don't let Adder take them...you shall take control. Shift your forces westward by Day 12 and capture both ports, building subs to crash his sub-battleship navy on both fronts with help from indirects. Smash the minicannons with medium tanks and rockets, add an A-Air against his random battle copter encounters, and take the southwest city, which is the lab city, to unlock the secret Mission 20.

Mission 19: Sensei's Return

COs in Combat: Sensei vs. Adder

Difficulty: ***

M  BB% % % % %%
 H==========C%~
  % ~~~~~~   ~~
B% ~~~~~~  %~~~
  ~~~~~~ C%~~~~
C ~~~~~ C%~~~~~
C~~~~~  %~~~~~~
C~~~~ A ~~~~~X~
 ~X~~B  %~~~~~~
%~~~~~~~ %~~~~~
%~~~~~~~~ %~~~~
%%~~~X~~~~ C~~~
 %%~~~~~~~~~~~~
%C=%%===H====C 
  %     A B  C 
Starting Properties
YC BH Neutral
Cities128
Factories222
Airports000
Seaports003
Missile Silos0010

General Strategy: As they are also your offensive force, you should land infantry in the eastern peninsula and inch up with battle copter help. Watch out for missiles in the northeast. Your key in the land war in the south, is to grab the neutral base, arm up a tank or two, and advance upward. Though those indirects and infantry hiding in the forest on the western front will stall you, those battle copters will help again.

Mission 20: Sea of Hope

COs in Combat: Sami and Kanbei, Sonja, or Sensei vs. Adder

Difficulty: *****

XX~~~~~~~~~~~X~
X~X~~~C C ~~~~~
~~~~~P D    C~~
~X~~~~C C  ~=~~
~XX~~~~~~~~~=~~
~~XXX~~~~~~~=~X
~~~~~X~~X~~~=~X
~~~~~~~~~XX~=~~
XX~% S~~~~~~ %%
~X~ C   ===  C 
~~~% A  S~~~~~~
~~~S% C S~~~~~~
X~~~~S S~~~X~~~
X~X~~~=~~~~~~~~
~X~~~S C~~~~~~~
~~~~~SC ===  C~
~X~X~~~~~~~~~=~
~~~~~~~~~~~~~=~
~X~~~~~~P ~~~=~
~~XX~~~~ A~~~=~
XX~~~~X~~=~~~=~
~~~~~~~~~=~~~=~
~~~~~~~~~=~~~=~
~~~~~~~~~=~~S=~
~~SSSSSSS=SS%B%
SS%%  %% %%%C C
 A  C B A %% A 
   H B C C C   

General Strategy: Choose Sensei. Be aware of Adder's ability to add one movement quickly with his CO powers. For Sami, attack the most expensive and strongest units you can, as you don't need to kill anything till Adder's Neotanks come. Try to bait the enemy air force to attack your infantry and APCs at the island with the airport and port rather than Sami's battleships. Build a tank in the right base and some infantry for first two days to take props and defend your island. Mostly build battle copters, but make sure to build at least one bomber.

Use your cruiser to destroy all subs and bombers except for the northern sub, and have Sami's aid along with your bombers to smash the battleships. Your battleship will be destroyed eventually, but you'll take out enough units. Grab the northern neutral airport and lure an A-Air with a T-Copter, then smash them with your bombers, out of missile range.

Mission 21: Duty & Honor

COs in Combat: Kanbei vs. Adder

Difficulty: ****

General Strategy:

Speed isn't on your side. The trick is to take out the laser cannons (which attack on every even turn) with a rocket from range, and use mechs to finish them off. Avoid getting hit by the laser cannons before you take them out. Move the tanks eastward as far as you can without having most indirects get the first strike on them. Adder's infantry and mechs will start capturing your cities on Day 5, and finish taking them on Day 11 if you're not careful. Utilize those indirect units and the bridge to your advantage. Stay out of BH indirect range, and use your tanks and Super Power to mow through them when the time comes and you shouldn't really even lose many units.

Remember to join units if the tanks get weakened. They are your major offensive weapon. Decimate those forces at the bridge, and then, after you've had the city situation under control, pull back some tanks to take care of that final Black Hole hold in the south-central portion of the map while also crushing those rockets with rapid-moving tanks. So, take out laser cannons in days 4 and 8, smash their forces from the back then march through and stop BH from taking your final city on Day 11. Advance to the south to take out the remaining units.

Mission 22: A Mirror Darkly

COs in Combat: Sonja vs. Lash

Difficulty: ****

^^%w^^  ^^%= =%^%%
^% w^^  ^^ =H= ^%%
^%ww^  %^^ = = ^ %
% w%^  %^% = = ^  
==w%^ %%^  =C= ^  
C=w^% %%^ C===%^  
 =w^  %^%===^ ^^  
 =w%  ^% =C   ^% C
 ==  %^  =   %^ ==
C=w  ^^ ==^^ ^^ = 
w=w %^  =C^  ^%^= 
    ^^ C^^^ ^^ ^= 
   %^   =^  ^^ %=%
   ^^ ^C=^  ^  %= 
 ^ ^^ ===  ^^   =%
 ^^^% =    ^%   =^
%^^%       ^   ==%
^^%   =   ^^  C=%^
^^%       ^^  ==^^
^^%       ^^  =%^^

Predeployed Units:

YC: 5 Mech, 2 Recon, 2 APC, 3 Tank, 4 Artillery, 9 Rocket
BH: 3 Infantry, 3 Mech, 2 Recon, 2 APC, 4 Tank, 9 Medium Tank, 2 Neotanks, 2 Artillery, 2 Rockets, 2 A-Air

General Strategy:

Move your non-mech units as close to the mountain ranges as possible. Always have a medium tank on the HQ. Hide your HQ rocket on a forest tile and keep your four HQ units at the HQ. With your indirects, prioritize weakening and destroying rockets and artillery first, then weakening the strongest direct units like Neotanks and medium tanks second so they can't do significant damage to your central front medium tanks. The others you can match with your tanks. You'll want to have your indirects firing as much as you can, so move them whenever they can't hit anything.

Don't advance mechs or your central front tanks to the middle till Lash only has a few units left or looks like she has no chance of taking your HQ, which should be somewhere around day 7.

Mission 23: Foul Play

COs in Combat: Sensei vs. Adder

Difficulty: *****

%%% B%%  %%  *    = 
%% %%%%  %%  *   C=C
  %%%        *    = 
%%     %%    *   C=C
%%     %%    *    % 
 %*%*%*%     - B C C
   ^ ^   %   *   %% 
          ** *%  %% 
%   %%^^ %** *% M M 
^% ^^^^^% ** **  ===
  ^^% %%^ **  * C=C%
%C=======C*** *  ===
    =    %*** * A=C%
    =     *** *  ===
==B=H=B %%*** * C=C%
       %%%*** *% ===
*****-*-***** *%%M %
% A   B % %** *%%   
*****-*-***** *%   %
*****-*-***** *   ^^
              *    ^
*****-*-*******   %%
%% %CC%          ^^^
%%                %^
%    %%            %
^%   %%          %^^
^^^       % ^  ^^^^^
^^           %^^% %%
^                %A%
=======C=C=B========

Predeployed Units:

YC: 3 Infantry, 3 T-Copter, 3 B-Copter, 5 Bomber
BH: 3 Infantry, 4 Mech, 2 APC, 1 Recon, 6 Tank, 3 A-Air, 6 Medium Tank, 1 Neotank, 3 Artillery, 4 Rocket, 3 Missile

General Strategy:

Sensei must destroy the three minicannons to win. From the southwest, take out the seems to bring reinforcements from the south to the north. Also you don't have allied cities in the northeast corner for no reason. You will get soldiers from there when you use the CO Power or the Super Power and that'll allow you to access the missiles to fire on Adder's forces.

Don't get fooled by the two-front war. There is really only one. You want your air force to reach your home base ASAP to save it, which means your entire air force except for a bomber should be blowing through the seems. However, since you can't send everything at the seems once, you can use your remaining bombers and battle copters to destroy Adder's land units in the south while you wait.

From that northern base, build artillery and medium tanks and defend at the cities. After your bombers and battle copters arrive, it'll become much easier to fight back. The first CO Power that you should use is a Super CO Power so that you can use those mechs to take out the tanks, rocket, and missile in the northeast and have access to the northeast missiles to fire on the large northwestern force. At the end, build an APC to refuel those bombers, then use them to take out the minicannons after those units are cleared.

Mission 24: The Hunt's End

COs in Combat: Sensei and Max vs. Adder

Difficulty: *****

%%  ======= ^*% %%          B 
A CS~~~~~~~ ^*%**=********   C
 CS~~X~~X~~% ***%*~~~~~ *** B 
~~~~X~~~~~~ P%   B===== ***  C
~~XX~~~~~~~~~~~~SS~~~~~ ***   
S~~~~P  ~~~~~~~~~~~X~X~B***  %
 P~~  ^ C~~X~**~~~~~~~~~~~   %
C ~~ ^^^ S~~~**~~SSSS~X~~~SCC%
HC~~SSS%C S~~~~~~C^^ ~~~XX~==~
B ~~~~S   S~~~~~~ ^^A~~~~~~==~
 B~~~~~~C S~~~~~~SSSS~~~ %%  ~
S~~~~~~~% S~~X~~~~~~~~X~     ~
~~~~~~~~~~~~~~X~~~X~~~~~C   C~
~~~~~~~~~~~~~~~~~X~~~X~~==~~=~
~~~~~~~~~~~~~~~~~~~~~~~~==~~=~
~~~~~~~~~~~~~~~~~~~~~~ %%    %
   ~~~~~~~%% %P   %%B  %%^%%  
CB B %%%%     =      ^^ ^%%% ^
====== =% = ===== =^^^%%%   %^
H CB C C%%C  B  C % %%%%==CC=^

General Strategy: Choose Sensei and Max. There's three minicannons on one island. A minicannon guards the pipeline seem. Adder has 3 bases and close to 4. He also has a pesky factory. Your objective is to take out the pipeline seem with Sensei.

On day 1 as Sensei, build two infantry and an APC to move both infantry towards the port. On day 4, you'll build a lander from that port. Otherwise, on days 1-3, build all infantry with bases for both COs, and starting day 4, use your APC to transport Sensei's infantry eastward. Move all of Sensei's units eastward towards the enemy and towards capturing nearby cities. As you do so, make sure you're generally outside the enemy battleship's range. Max's infantry should be capturing cities as well.

On later turns, continue to build infantry from every base for Sensei. On day 5, move the lander next to the battleship to the east so the battleship can't attack it. On day 6, have Max build a lander to transport two infantry to the northwest island. On day 7, have Sensei build a cruiser and make sure Sensei's lander is within range of Sensei's cruiser. Use Max's lander to transport two infantry to the northwest island to capture the airport and nearby cities, and have Max build a tank.

On day 8, use the cruiser to destroy the first battle copter that attacks the lander, then land both infantry around the central island airport. Lure the second battle copter towards your APC westward and have Sensei build an anti-air from the newly captured base. With Max, transport the tank and other infantry to the northwest island in the next turns.

On day 9, use your two Sensei infantry to attack and destroy the infantry on the central island airport, and move your lander and cruiser closer towards the battle copters so they target the lander. Down south, destroy the battle copter with your anti-air and use your infantry to attack the artillery units. Have Max build two more infantry while Max begins capturing the airport.

On day 10, as Sensei, use your full-HP infantry to begin capturing the airport and your cruiser to destroy one of the two battle copters. Keep using your infantry to attack the artillery units, and have Sensei build an artillery on any turn Sensei can't build an airplane. Up north, move Max's tank eastward to challenge the anti-air, drop off the other infantry, and build a bomber. Adder will likely try to attack the infantry working on the capture.

On day 11, use your cruiser to destroy the remaining battle copter. Use your injured infantry to continue capturing the airport, and move the remaining one north of it to prevent an easy attack. Down south, keep attacking with infantry eastward. Attack eastward with Max's bomber and tank as well.

On day 12, have Sensei finish capturing the airport. The airport will be where you build most of Sensei's air units moving forward towards attacking the pipeline seem. Have Max build a fighter to help protect that bomber on Sensei's future air units.

On day 13, have Sensei build a bomber, and keep fighting with an infantry wall and artillery behind it down south. With Max, keep advancing eastward, avoiding laser cannon and cruiser ranges unless you can strike the cruiser first, and build a tank to challenge the recon that likely gets transported over.

In later days, you want Sensei's bomber to destroy the mini-cannon in front of the pipeline seem and then the pipeline seem. Destroy any anti-air that get in the way, avoid missile ranges, and use Max's units to assist. With Max, build battle copters on future turns and attack cruisers and mini-cannons (and block base). Down south, keep attacking the most expensive units with your artillery and advancing.

For a high point total, watch out on power points and make sure to kill a lot of units in one go with the army that destroys the pipeline seem.

Green Earth

This concludes the Gold Comet Campaign, but the hardest has yet to come.

Mission 25: Sea Fortress

COs in Combat: Eagle vs. Hawke

Difficulty: *****

~~~~~~~~~~~~~X~X~~~~~~~~~~~~~~~~
~~~~~~~X~~~~XX~~~~~~*~~~SSSS~~*~
~~~~~~~~~~~~X~~~~~~~~~~SC  CS~~~
~~~~~~~~~~~~~~~~~~~~~~S******S~~
~~~~~~~~~~~~~~~~~~~~~~C **** C~~
~~~~~~~~~~X~~~~~~~~~~~C **** C~~
~~~~~~~~~X~~~~~~~~~~~~S******S~~
~~~~~~~~~~~~~~~~~~~~~~~SC  CS~~~
~~~~~~~~~X~~~~~~X~~~*~~~SSSS~~*~
~~~~~~~~~~X~~~~~~~~~~~~~~~~~~~~~

General Strategy: You'll need to destroy all 8 cannons. On Day 1, move everything as far up as you can east, but avoiding getting in fighter range. On the same day Hawke will run into your trap. On Day 2, use fighters against fighters, cruisers and battle copters on battle copters (to weaken battle copters and kill two of them) on Day 2. Hawke then uses his Super CO Power.

Prepare a formation outside submarine-cruiser range on Day 3 for the assault on Day 4, in which you will use your Super CO Power. Have bombers in front, followed by battle copters and then fighters. Destroy the front four minicannons and with Super CO Power, weaken the front two minis on the island. Then pull back and combine two 5+5 HP units. By now, 4 minis are destroyed, 2 are weakened (Day 4 and 5). On Day 5, aim your bombers ready to aim at the final minicannons. Kill the front ones, then the back ones. Just don't lose more than 2 units for full technique.

Mission 26: Drake's Dilemma

COs in Combat: Drake vs. Hawke

Difficulty: ****

%==================%
==C     B  C    MC==
=% %  %  %%    %  A=
C==  ~~~~~~~~~S % =C
%%= ~~~~~~~~~~~S  = 
%%=%~~~~~~~~~X~~S%=^
  = ~~~X~~X~~~~~S =%
% =~~~X~~~~~~~~~S==^
  =~~~~~~~~M%S~~S% ^
  =~~~~~~~PMAS~~S=^^
 %=%~X~~X~ MS~~~S=^^
 %=%~~~~~~SS~~~~S% ^
 ^= ~~X~~~~~~~X~S= %
%^==~~~~~~~~~~~~S= ^
 ^%=~~~~X~~~~~~S%=% 
 %^=^~~~~~X~SSS%C= C
%===^^% ~~~S=====%% 
 =%^^^C  ~~ =%% B%%C
C=C %^===~~~=^^   % 
======= ~~X~P ^^^  M
%       ~~~~%% ^^  B
  C   C  ~S=%%  ^% =
 ***C*** ~S=  C %^ =
 *** ***S~S==C======
 ***C***%~S    C=  %
  C^^^C^%~~SS   =  M
  %%%%%%%~X~~S C=C %
 %SSSSSSS~~X~S  =   
%P~~~~~~~~XX~S B=B  
S~~~~XX~~~~~~~~ =  %
~~~~X~~~S   B== H  ^
Black Hole units to beware of
  • Western side of Lake: Recon, Rocket
  • Northern side of Lake: 2 Recon, Artillery
  • Northeast side of Lake: Artillery, 2 Rockets, Recon

General Strategy:

With Drake, you want to dive your subs and move your battleships south on reefs. Watch out for the range of the Black Cannons, which extend to just south of the island next to Drake's naval units. Also watch out for rockets around the southern part of the lake in particular.

In the Re-Boot Camp version, you'll want to stay out of range of two rockets that are on two forest tiles. One is two squares east of the eastern Black Cannon, while another is two squares south. You can use your subs to spot them, and 1-2 battleships south to take the rockets and Black Cannons. You'll also need to damage a lot of Drake's units with the remaining 2-3 battleships so that you can get the full power rating. You can also bring your lander down after you clear this path if you want to transport some land units over to the Black Cannons.

With Kanbei, your goal is to stem the tide of Hawke's forces, with a recon for vision, infantry as front line troops, and artillery for defense.

Mission 27: Sinking Feeling

COs in Combat: Jess vs. Lash

Difficulty: ******

~~~~~~~~~~S ========
X~~~~~~~~~SC=C A%   
~~~~~~X~~~SC===C====
~~~~X~~~~~~~SSSS~  %
~~~~~~~~~~~~~~~~~SSS
~~~~~~~~~~~~~~~~~~~~
 S~~~~~~~~~~~~~~SC=C
C ~~~~~~~~~~~~~S  = 
 P~~~~~~~C===C=*====
C ~~~~~~~=***=~   ^=
 S~~~~~~~=***E~   %=
~~~~~~~~~=***=~  ^%=
X~~~~~~~~C===C=*  %=
~~~~~~~~~~~~~~~= %%=
~~~~~~~~~~~~~~~= ^^=
~~~~~~~~~~~X~~~=%^=B
~~~~~~~XX~~~~~S=^^= 
~~~XX~~~~X~~~~ =%%= 
~~~~~~~~~~~~SS =  =^
SSS~~~~~~~~S   ====^
% % ~~~~~~       =^^
  C C C P C C iii=ii
==============iC B C
=  C C   %%ii=i  % %
H   % %  %%i%  C C C

General Strategy:

As long as you pay more attention to keeping your initial predeployed forces alive to lure aircraft to destroy, and keep on churning in aircraft, you will be able to sink the nine unfueled battleships fast enough. Bring a lander to capture those northwest island properties, including the lab city (southern of the two cities).

On land, be in a defensive format with medium tanks in front and artillery plus rockets just behind for protection for the initial assault, then flank and take them out. Also remember to keep two A-Air at the top of the continental region to keep those damned bombers away. Take the bases, then build indirect units like artillery and battleships from your bases and port respectively to take out the battleships. Do not lose more than 6 units for full technique. Build units at the end so you don't lose technique. For full speed, win in 15 days.

Mission 28: Danger Times Nine

COs in Combat: Jess, Eagle, or Drake vs. Hawke

Difficulty: ******

~~~~~~~~~~~* *C^^
~~~~~~~~~~~* * L^
~~~~~~~~~~~* *C  
~X~~~~~~~~~* *** 
~~X~X~SSSSS*     
~~~~~S%%  ^**C   
~~~~%%     %-%%  
~~~~   ***  *%%* 
 P    %*%** **** 
%=A B  ** *      
 ==C ^%%* *-* C ^
%%=   ^%*   *   %
%%= C   -B  *% %%
 ==     **A * C  
 =C C C  *  *% %^
%=====  ^*  *% ^^
%=C=H=C ^*CC*^B^^

General Strategy: You must take enemy lab in a 10-day limit, which means that you must win in 9. You can use Jess for the better vehicles, or Eagle for his improved battle copters and Lightning Strike Super CO Power ability.

This is a Fog of War map. Black Hole has three battle copters coming from the north, a tank, a recon, and a hidden rocket. Build an anti-Air (or two) and battle copter as your first units out of your westernmost base, and an infantry (to capture the airport) and a recon (for vision) as your first two out of the central base. Don't build from the right base until you can bring units from the west. Don't lose more than two units for a full technique score.

Mission 29: To The Rescue

COs in Combat: Eagle vs. Adder

Difficulty: *****

% %  i   %^^^^^^^^%=%^^i %%%
 H=B i%% C  %^^% ===^^^i %%%
%=====%%==========     =B%% 
 A=iii%  =    =   ^  %%i===%
% =i %   C    C%^    %%iC =%
  =i%*%^^ ^^^^^^%^^  iiiii= 
  =i %^^^%^^^^^%*%   = %%i= 
  =i ^^^^%^^^^^^%   %i %%i=C
%%=i ^^%       ^^   %i   i= 
%%==C^^ ^====C ^^   iiC Ci=C
ii=i ^^ =  ^^= ^^ C i==A i= 
%%= %^^ = ^^ = ^^%  i=%  i=%
%%=C^^^ =^^  = ^^^ %~=^% i= 
===^^^^ C====C ^^^ ii=^^ ==%
=C=^%%%%      %^^^ i%=^^ i=%
=A=C ^^^^^^^^^^^^% ==B^^ i=%
=== %^^^^^^^^^^^%*%i %^^ i=%
   %*%^%^^%^^^% %% i %^^ i=%
%^  %     A========= ^^% == 
^^%                i ^%  i=%
^^%                i  %  i=%
^%%     ~~     %%  i  %  i= 
%=======~~^    %%% i     i= 
 =AC%%B=~%^%       i C   i=i
======== ^^^ C====C=========
 =CC%%C= %^^%      i C =BB A
======== %^^^   ^  i %%= ===
 % % % % ^^^^ ^%^^%i %%=A=H 

Predeployed Units:

GE: 1 Infantry, 1 APC, 1 Recon, 2 A-Air, 1 Transport Copter, 3 Battle Copters, 2 Fighters, 2 Bombers
OS: 3 Mechs, 1 APC, 1 A-Air, 1 Missile, 1 Rocket
BH: 2 Infantry, Too many other units to name

General Strategy: 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'll want to race through the enemy lines to save Sami, while avoiding the laser cannons which fire every day as well as the anti-airs (check cannon fire range every turn). Save your bombers to attack mini-cannons and to keep spending your money building planes.

On day 1, move all of Eagle's units westward, but make sure to avoid the ranges of the two eastern laser cannons and the anti-air. Build two infantry. With Sami, move the mechs and APCs towards the cities, where they can heal and be better defended.

On day 2, send Eagle's forces west to destroy most of Adder's southern forces. Do not advance on the laser cannons yet. Instead, following the unit matchups, use your fighters against Adder's bombers, use your anti-airs and battle copters against the battle copters, and use your bombers against the anti-air. You can make use of your CO Power on this turn. When you do so, make sure your units avoid the range of the eastern cannons, missile (you can put one unit in missile range and be okay), and rocket. Meanwhile, Adder will bring a bomber over to begin the assault on Sami. Therefore, it would be better if Adder attacks a unit that's not the anti-air or missile. Keep in mind that Adder can extend his movement range with the Sidewinder ability (+2 movement).

On day 3, send Eagle's direct units north to destroy the missile and rocket. Advance your fighters and bombers as far as north as they can without being in Laser Cannon range, to begin assisting Sami. Build a battle copter. Meanwhile, use Sami's anti-air and missile to begin taking down Adder's bomber and then battle copters, in that order.

On day 4, have Eagle's fighters focus on attacking Adder's air force, prioritizing fighters and bombers, and then focusing on battle copters next. Move all of Eagle's units north or northwest, and keep building battle copters whenever you have money to build them that you move towards the central battleground. Then use Sami's anti-air/missile, whatever you have left, to attack any fighters or bombers. Use Sami's mechs the rest of the way to attack any units that get in range of your mechs on the cities.

From day 5 onward, use Eagle's fighters to attack Adder's remaining air units, and Eagle's bombers and battle copters to attack any remaining land units attacking Sami. From this point onward, use one turn to get two bombers within range of the northeast missile and cannon, then attack both on the same turn. Then focus on using Eagle's bombers and battle copters to attack the northern defenses consisting of the missile, anti-air, and rockets. This will allow Eagle to damage the northwest cannon unharmed, and you can sneak some battle copters over to damage the southwest cannon. You should win by around day 8.

Mission 31: Rain of Fire

COs in Combat: Jess vs. Hawke

Difficulty: *****

 C iB C  %% %  C %%i  B  
C=======================H
 =%i    % ^^^^C C  i  B=B
i=ii %  ^^^^^^^%%  i%  = 
i=B %^^^^^^^^^^^^  iiiB=C
i=  ^^^^^^VVVV^^^^%  i = 
i=% ^^^^^^VVVV^^^^^^ i =C
i=% %^^^^^VVVV^^^^^  i = 
i=   ^^^^^VVVV^^^^^^ i = 
i=%  ^^^^^^^^^^^^^^^ i =%
i=%%   %^^^^^^^%^%^% i = 
i=iiiii %^^^^^      ii =%
B=B CCi    C CC     i C= 
 =======================%
H B C i %% % %% %% BiC C%

General Strategy:

This mission has a volcano. Your main focus of attack should be from the north. The south has a lot of mechs which will take time to dislodge.

Grab the northern bases ASAP, and take out the mechs up in the mountains. Use mostly tanks, adding in a couple of medium tanks. Build 4 infantry and one APC the first two days and watch for the volcano pattern. Stall down the Black Hole forces at your HQ but make no major effort in the south. The north is where you will advance.

Remember to capture the city on your home island. The initial two mechs and recon are killed/weakened with the A-Air and tank. Remember that you can manipulate the volcano pattern by luring units into the lava. Anyways, the southern path doesn't require a lot of defense because Hawke can't easily launch an offensive. The southern tank should actually retreat to the northwest base where a medium tank and tank can combat Black Hole on roughly equal ground. If they retreat from lack of fuel, that's the time to destroy them.

Join units if they get injured badly, and keep around an A-Air on the northern front to kill pesky mechs and infantry. Once you've reached the river in the north, use Overdrive and attack past it. TANKS are key, I repeat. Bring along that A-Air and the two APCs (and infantry) to capture cities and eventually, the bases and HQ itself.

Continue making tanks or Medium tanks (depending on funds) every turn from the closer northwest base. By Day 15, start building infantry from other bases so you won't lose too much Technique points, and to defend your HQ island. Once you get the chance, make a major push with those tanks in the north and seize the HQ by blocking all the bases...advance at the bottom for more power. Hawke will not be able to stem the invasion, and you can beat him in some 17-18 days.

Mission 32: Great Sea Battle

COs in Combat: GE CO + OS CO + YC CO vs. Hawke

Difficulty: *******

====== %M~~SB   MS~~~~~~^%      CAC   
=BCB~~CC=====*** =========C===  ****  
=C~~~~~~~~~S=***%=======^ B**= *** *  
=H~~~ C======*** S~~~~~~~^ **= ***C*-*
=~~~%^%~~~~SC % CS~~%% ~~^P**B ***= * 
=~~%M%~~X~~~~~~~~~~~%% ~~~~**= ***= * 
=~~C ~~~~~~~~~X~SS~~C C S~~**====== CC
%S~~=~~~~^^ S~~S**S~~   S~~***********
C ~~=~~~~^ AS~~S**S~~ C%S~~***********
CCSS %%S~~P ^~~~~SS~~~~ %S~~~~~~~  ACB
CCSS%A%S~~ ^^~~~~~X~~~~~~~~~~~~~~%   %
C ~~S%%S~~~~~~~~~~~~~~~~~~~X~~~~~~~=~~
%S~~~~=~~~~~~~~~~~~~X~S ~CS~X~S%%   ~X
~~~~~~=~~~~~~~~~~~~~X~A~~~ ~~~S MCB ~X
~X~~SC%S~~~~~~~~~~SS~~ ~~~A~X~~=~~=~~~
~~~~~~=~X~~~~~~~~S**S~SC~ S~~S%***%S~~
%%%~~~=~~~~~~~~~~S**SX~~~~~~~S%***%S~~
C=C=C===P~~~~~X~~~SS~~~~~~X~~S%***%S~X
 =====% %~~~~~~~~~~~~~~XX~~~~S*%%%*S~~
%=B B   %~~~~~~~~~~~~~~~~~~~~~SSSSS~~~
 =      MS~~~~~~~~~~~~~~~~~~~~~~~~~~SS
%= A % %%S~~~~~~~~~X~~~~~~~~~~~~~~~S%C
C=SSSSSSS~~~~~~~~~~~~~~~~~~~~~~~~~% CM
 HS~~~~~~~~X~~~SCCCCS~~~~~~~~~~~~% ~~~
C=S~~~X~~~~~~~S=====%~~~~~~~~~~~~ B=C 
%=S~~~~X~~X~~~S=B%H=P~~~~~~~~~~~~PM~%^

General Strategy:

Choose Eagle, Max, and Sensei (or Kanbei), in that order. You can avoid fighting in the sea entirely and just focus on winning on the northern land front with Max and Eagle, and on taking the central-east island with Sensei.

With all three COs, build infantries over the first several days. On days that you can afford to purchase more units, have Eagle build battle copters (with one transport copter) and Max build tanks (and later anti-airs when Eagle's battle copters and bombers arrive). Have Max capture the six cities directly to the south and the two cities to the east of Max's base. With Eagle, capture all cities on Eagle's home island and the neutral properties to the north. With Kanbei, capture all four neutral cities. Meanwhile, have Sensei get two infantry to the southeast island. Delay the use of your missiles to target only the most expensive land and expensive air units (e.g. Neotanks, medium tanks, rockets, and bombers).

With Max, advance with your tanks, plus 1-4 anti-air units against Hawke's battle copters, bombers, and fighters. Max should build from both bases for every single turn in the game. With Eagle, advance with battle copters and the predeployed tank and mech. Keep in mind the unit matchups, particularly against anti-air and aircraft, and watch out for the northern Black Cannon attacking any of Eagle's non-infantry units in range.

Meanwhile, with Sensei, build an artillery and drop it off to the southwest of the southeast mini-cannon and within range of the Black Cannon, which you'll use to destroy both the artillery and the southeast mini-cannon. Afterwards, send the lander back to the southeast island and transport two medium tanks over to take out Hawke's forces, particularly the mechs. Then use your lander to bring over infantry units to capture all those eastern properties. Sensei can build whatever direct land units at this point until advancing to the pipe to tackle Hawke's primarily mech army, with building one anti-air helpful for any air units that arrive.

After Max and Eagle have control of the bridges west of the northern Black Cannon island, have Eagle save money for one turn. Eagle will use that money to build a bomber from his newly captured neutral airport and destroy the northern Black Cannon so you can move units south of the Black Cannon too, not just north of it. With Sensei, use the artillery to back up your medium tank as a second strike as you advance towards Hawke's base to take it.

As you take the northern Black Cannon, and you capture more properties, Hawke will have a lot of bombers, fighters, and battle copters. You should start building more anti-airs for Max and fighters for Eagle to win air supremacy. That will allow you to hold the northern Black Cannon island.

As you prepare to cross the bridges towards Hawke's factory, Hawke will try to capture the central island airports. Instead of those battle copters previously, have Eagle build a mix of mostly fighters and some bombers to maintain your new air supremacy. With Eagle, transport infantry to capture the next neutral airport to the east that's now free to take. Max should continue to build a mix of anti-air, tanks, and medium tanks. On the central-east island, Sensei should build medium tanks and artillery to maintain supremacy over the island chain as Sensei advances towards Hawke's remaining base in the northeast, with artillery units chipping away at units to allow your medium tanks to KO Hawke's units across the last bridge.

As Sensei moves towards taking Hawke's airport and base in the northeast, have Kanbei build a rocket to target the mini cannon from distance. Eagle should take out some of the northern mini-cannons and take fighter supremacy above the island south of the bridges in the advance. Once Max and Eagle are able to advance across the bridges, your focus should be on building fighters and bombers (Eagle), medium tanks and anti-air (Max), and rockets to target the factory builds and damage without destroying the pipeline seem (Sensei). Have Sensei build sub and bombers too.

Have Max take the base and airport just across the bridges so he can build the final units needed to destroy the pipeline seem. Destroy the pipeline with Sensei for the highest speed but lowest power, Eagle for medium speed and medium power, or Max for slowest speed and highest power.

Black Hole

The Green Earth Campaign is complete. The final battles now move to Black Hole itself.

Mission 33: Hot Pursuit

COs in Combat: Any three COs vs. Sturm

Difficulty: *******

~~~S * * *** *** *** * * ~~~~~
~X~S * * *** *** *** * * ~~X~~
X~XS * * *** *** *** * * ~X~~X
~X~~~* **           ** * ~~XX~
XXX~~*  *-**-**-**-**  * ~XX~X
~X~X~***              ** S~~X~
X~~~~S*              **  S~X~X
X~~~~S****-**-**-**-***  S~~~X
~SS~~S %  *  *  *  *  %  S~SS~
~C S~~                  ~~S C~
~   ~~  %===========    ~~  P~
~SPB====%=%    %   =%%====B  ~
~~~~~~ = = CCC CCC%=  = ~~SSS~
X~~~~~B=CB=========BC =B~~~~~~
~~~~~~ ==CC       CC=== ~~X~~~
 P ~~  =    C A C    =  ~X~~ A
   ~~CCCCCC=======CCCCCC~~~BB 
H=B=B=======B H B============H

General Strategy:

You'll need to take out the 3 Black Cannons. I suggest a combo of Grit, Andy, and Jess, in that order. BM gets 12 properties, while OS and GE get 10.

Use a combo of Grit in the middle, with Andy and Eagle in the left and right. This being one of the rougher missions, you'll need Grit to consistently build infantry or artillery (use up all funds each turn, or get close) if you want to survive. Infantry first turn, as you'll want all 5 bases churning everything. After you eliminate about half of the forces that fight Grit, have him a medium tank so he won't lose, that will stay out of artillery range, just in case you do lose all your units.

Andy should take out everything below the Black Cannons on his side, including the navy. Eagle has an easier time as she has one more base. Mass artillery as well, and have a few tanks to eliminate Sturm's army there, ignoring his navy. Eagle's units should aid Grit after about 10 days and send him out of that miserable battle alive. If he wins, so does Jess. After you're ready, bombard those Black Cannons with all you have, may it be rockets, artillery, or air. Win in 23 days.

Mission 34: Final Front

COs in Combat: BM CO (Colin) + OS CO (Max) + GE CO (Eagle) vs. Sturm

Difficulty: ********

 M **  %* M*=*C*****=*M *   ** M 
   ** M *M=*=*C*****=*=M* M **   
 M %*   **=*=*C*****=*=**   *  M 
         *=*=*C*****=*=*   %     
   *      =*=*=***=*=*=      *   
   **   ****=*=***=*=****   **   
   **%% ******=***=******   **   
   **%% **=============**   **   
*****   **A=B=B===B=B=A**%  *****
   **   **=============**%  **   
   **   --A=B=C=C=C=B=A--   --   
   --%  **=============**   --   
   ** % **-****   ****-** % **   
B=A**** **-****   ****-** ****A=B
 = ****   %***%   %***%   **** = 
%====*    %***%   %***%    *==== 
%%  =  *  %***%   %***%  *  =   %
*-**= **    C       C    ** =**-*
C C*= ***-*-***   ***-*-*** =*C C
   *= ***-*-***   ***-*-*** =*   
   *====                 ====* %%
%% *%%B= %%    %   %%    =B% * %%
 % ***C=  %^%~~=~~% ^%   =C***   
 % %%%%  %~~~~~=~~~~~^%%  %%% %  
% % %%%   ~~~~C C ~~~~ %   %%   %
  %%      ~~~~ B B~~~~%  %       
    % % %B%~~~=~=~~~~~%B%%     C 
A  C   % %% %~=~=~~~%%     %%%% A
 B  %  B     %%  %%%%%%  B% C==B 
H====%%%=   %%% %% %%%% =%%%%^%=H
 B C%%% =      C C      =% %%^%B 
A  %% %%==%%%C%==%=C=%=%% %% %% A
^^   % %%  ^%  BHB %%          ^%
%==C==   ^%^    =  %%     %==C==^
%=  %=   %^^% A===A  ^%^   =  %= 
%C A C %%^^^%   =    %%^^ %C A C%
 =   ======= ==C=C==========  %=%

General Strategy:

A Deathray is present on this map, which fires every 7 days and deals 5 damage to all allied units in its path. You have a 30-day limit.

Choose Eagle (middle), Max (left), and Kanbei (right). Eagle should be your primary offensive force, while Max and Kanbei provide support and defensive stability.

At the start of the mission, build infantry on each side to capture cities and increase income. Prioritize expanding your economy early so that you can transition into air units later.

Your primary objective is to push toward and destroy the Deathray rather than defending extensively. Sturm is not aggressive enough early on to require full defensive play, so you can focus on advancing.

After the first Deathray cycle, begin transitioning into bombers and fighters, primarily from Eagle. Continue building air units consistently, as they are the most effective way to break through and reach the Deathray.

Max and Kanbei should primarily hold their positions and protect their sides, but can assist opportunistically. Once Eagle’s air force is established, use it to push forward aggressively toward the Deathray.

As you advance, continue capturing properties when possible to maintain income. Focus on maintaining momentum rather than overcommitting to defense.

On the final turns, you may build additional units as needed to support your Technique score.