Advance Wars: Dark Conflict Walkthrough :
This walkthrough for Advance Wars: Dark Conflict [Nintendo DS] has been posted at 25 May 2010 by gfgbgbjcft and is called "Advance Wars: Days of Ruin FAQ". If walkthrough is usable don't forgot thumbs up gfgbgbjcft and share this with your freinds. And most important we have 9 other walkthroughs for Advance Wars: Dark Conflict, read them all!
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Walkthrough - Advance Wars: Days of Ruin FAQAAA DDDD V V AAA nnnn CCC EEEEE W W W AAA RRRR SSS A A D D V V A A n n C CC E EE W W W A A R R S S A A D D V V A A n n C E W W W A A R R S A A D D V V A A n n C EEE W W W A A RRRR SSS AAAAA D D V V AAAAA n n C E W W W AAAAA R R S A A D D VVV A A n n C CC E EE W W W A A R R S S A A DDDD V A A n n CCC EEEEE WWWWW A A R R SSS DDDD A Y Y SSS OOO FFFF RRR U U I N N D D A A Y Y S O O F R R U U I NN N D D AAAAA Y SSS O O FFF RRR U U I NNNN D D A A Y S O O F R R U U I N NN DDDD A A Y SSS OOO F R R UU I N N ************************** *Advance Wars: Days of Ruin* ************************** ************************** Advance Wars: Days of Ruin FAQ/Walkthrough For Nintendo DS Version 1.5 (4/27/08) Written by Brad Russell "TheGum" Email: lunatic_252000@yahoo.com Website: www.thechaosuniverse.com ************************** Version 1.0 - just completed the game. I repeat, a guide to complete the game only. S ranks where applicable, but that's not the goal of this guide, at least this version. Should be S ranks for all but 7. (2/12/08) Version 1.5 - added CO section, UK translations, and fixed things up a bit after so long. (4/27/08) ***************** Table Of Contents ***************** Use Ctrl + F and type in the code to quick find. Section: Code: 1. A Brief Foreword 2. Controls CON2222 3. Starter Tips TIPS333 4. Walkthrough FAQ4444 (Type "Ch##" to quick find in this guide) Ch01 Days of Ruin Ch02 A Single Life Ch03 Freehaven Ch04 Moving On Ch05 New Allies Ch06 Fear Experiment Ch07 A Kind of Home Ch08 A New Threat Ch09 The Beast Ch10 Almost Home Ch11 A Storm Brews Ch12 History of Hate Ch13 Greyfield Strikes Ch14 A Hero's Farewell Ch15 Icy Retreat Ch16 Hope Rising Ch17 The Creeper Ch18 Panic in the Ranks Ch19 Salvation Ch20 Waylon Flies Again Ch21 Lin's Gambit Ch22 The Great Owl Ch23 Sacrificial Lamb Ch24 Crash Landing Ch25 Lab Rats Ch26 Sunrise 5. Units and Terrain UNIT555 6. Commanding Officers COCO666 7. UK Translations 8. Author Info / Copyright ***************************************************************************** * 1. A Brief Foreword * ***************************************************************************** Advance Wars: Days of Ruin is a great game, so were the last ones, etc., blah blah. It's all good. Game has a good story, not great, but good - had to throw that in there. What I want to say in this foreword is just a love letter to all my readers. I appreciate all the people who use my guides, and even the people that just use bits and pieces of them - don't care for the ones that just use the email address if the answer they search for is in the guide, but oh well. And I especially love the people that visit my website, and I hope to expand it in the near future. I really love those that have used multiple guides from me; like, almost in THAT WAY! I love you all, every one. Some thought that from my Assassin's Creed FAQ section that I hated all my readers. No, it's just that... well you know when... but if... uh, I love you guys - leave it at that. TheGum. ***************************************************************************** * 2. Controls ( CON2222 ) * ***************************************************************************** Stylus - to do everything pretty much, but I use the buttons A - select unit, confirm selections, access pause menu to end turn B - cancel, hold cursor over unit and hold for attack range X - swaps info on top screen Y - voice chat in multiplayer... voice chat? L - scroll through unmoved units, an important button R - zoom Control Pad - move cursor START - toggle mini map, skip dialogue SELECT - pause menu MIC - speak to other players... voice chat? ***************************************************************************** * 3. Starter Tips ( TIPS333 ) * ***************************************************************************** *The terrain is your friend - that is probably the most important tip I can give you. This is where the mechs are great because they can climb mountains. Just know that when you're attacking, or when you're getting within range of an attack, you should set your unit in the best spot. *Quantity over quality - there is little reason to save up your money for the biggest unit possible. The War Tank is nice, but a bunch of normal Tanks can do more damage. Yes, if you are making thousands of dollars, be sure to get what you need. Tanks and AA units and Battle Copters and Infantry should be your normal selections; everything else is case-by-case. *Always know thy enemy's range - try to stay out of striking distance of feared units. *Conservativeness wins again! - that means holding off to strike. Usually pays off in your technique and power scores too. This also ties into building big units too. *Retreat - simple as that. Just retreat your weak units to go get healed. Of course this is only if you care about the score. *Don't spam the field - spamming works in most situations, but sometimes it is best to stock up for a big toy. To build a ton of units is to win early on, but if you see the scales tipping in the enemy's favor, consider holding onto your funds. *Land, sea, and air - you must try to control one before you go after the any others. Yes, tackle all three as you go, but lean slightly toward taking one away from your enemy. The sea is pretty easy to hold, as the naval units are hella expensive. AAGuns are easy to spam to counter the air force. And of course, sea and air units all counter the ground game. *Use the Left button - that is so you don't have units just sitting around. Sitting on funds is okay, but there is absolutely no reason to leave units just sitting. Well, unless they are stuck on an island, literally. ------ Scoring in Advance Wars: Speed - how fast you win, so play with some urgency Power - how many units you kill in one turn, so hold back for a big hit Technique - how few of units you use relative to your enemy, or at least I think that is it Note that you can get very high scores, up to 400 and over. An S rank is anything over 300, so get about 100 in each stat. If all else fails, just win as fast as you can. ***************************************************************************** * 4. Walkthrough ( FAQ4444 ) * ***************************************************************************** Days of Ruin Walkthrough ================== Ch01: Days of Ruin ================== Start by selecting Will, or the new Bike unit to the game, and then move left. Press A or Select, and then select End Turn. Then you get a Tank and Recon. Use the both to hit the enemy Recon. Then kill the other two units. Easy. Just remember to pay attention to the tutorial info on the top screen as you play, unless you've played before. =================== Ch02: A Single Life =================== Move the tank to attack the infantry, then put your infantry on the mountain to finish it off. Move your artillery up right behind the tank. On day 2, move your infantry over to the blinking ruins to advance the story. Then use the artillery to blast second recon, then have the tank shoot the recon right next to it. Day 3, have your artillery shoot the tank, finish off the recon, and leave your infantry be. Day 4, have your artillery shoot the bike, tank engage the other tank, and move your infantry into the road to block the bike. And on day five just finish it off. =============== Ch03: Freehaven =============== Day 1, send both tanks up to attack the two infantry, have your mechs finish them off, and then place your artillery in a little aclove in the mountains. If placed right, the enemy recon can't reach it and the artillery will be covering a good portion of the road. Day 2, use the artillery to attack the recon, finish it off with a tank in the woods, and bring the other tank up, but make sure both tanks are out of range of the enemy tank. Place the mech to the east up one space so that it won't be hit, and move the other up. Day 3, artillery shoot tank, one tank attack recon, mech finishes off same recon, other mech attacks artillery, and other tank attacks the enemy tank from the woods. Day 4, artillery attack artillery, retreat both mechs so you can join them next turn, use one tank to attack a bike and block the road, then use the other to finish off the recon. Day 5, finish off other bike with tanks. =============== Ch04: Moving On =============== Day 1, shoot the flare off as far up as you can (you shoot a flare by not moving the Flare unit). Move both mech units up, then use the artillery to shoot the bike in the woods. Put the tank in the woods and the recon behind the mech on the road. The infantry unit will die, so you can do whatever. Day 2, shoot off another flare, somewhere up, or you could move the flare to a safe wooded area. Move the infantry up and the artillery, both into woods. Use recon to attack damaged enemy unit, then have a mech attack the other one from the mountains. Finish it off with the bike from the space below it. Then move the damaged mech into the woods on its left, then move the tank up and into some woods. Day 3, artillery attack recon and your recon finish off the same enemy recon. Tank to the other recon and finish it off with the bike or mech. ================ Ch05: New Allies ================ Quick Strat ----------- Take the three buildings, be aggressive but smart with your three starting vehicles, bring your mech up, and build tanks once you can. Retreat no one if wounded. Should get an S if aggressive; an A if you play more conservatively. Full Strat ---------- Day 1, mech to capture factory, infantry to the nearby city, and the bike to the far away city. Then move artillery along the road, tank as far as it can go, and the recon east and then north along the road, but short of the other recon's attack range. Day 2, have your recon and tank attack the recon in reach to kill it. Place the artillery behind both units. Finish all your captures. Day 3, artillery attack the tank, tank attack tank, bike attack bike at city, infantry attack other bike, and then retreat recon to city. Build a tank. Day 4, new tank attack recon, old tank attack other tank so that its will be out of range of the incoming mech, use bike and infantry to kill weakest bike, have recon attack capturing bike, have mech finish off recon, and then build another tank. Day 5, mech kill capturing bike, new tank kill enemy infantry (as opposed to killing your own), have bike attack mech, best tank finish off mech, move other tank behind the other tank, and build another tank. FYI, just leave the rest where they are. Day 6, move a full tank to attack the tank that attacked you, finish it off with the mech, move the tanks as close to the artillery as possible, keeping the wounded tank safe, and bring up your new tank. Make another tank and retreat everyone else. Day 7, have a full tank attack the enemy tank, then move your one good tank onto the HQ to attack the artillery north of it, have the other two tanks gang up on the artillery south of the HQ, and then finish off the tank with your mech. Build a tank. Day 8, finish off both artillery. ===================== Ch06: Fear Experiment ===================== *NOTE: This gets you an A, which is good, but I can't find how to get an S rank. I'll try pulling units back instead of being aggressive next time. I WILL make a strat so that you get an S, but later. This will get you through the level with an A, and just beating the level is the goal of the guide now.* Day 1, to the north, have the mech take the factory and the infantry take the city on its left. To the south, have the infantry and bike take a city and move the mech east. Put a tank in the city to the east, place the recon behind it, the artillery behind it, and put the other tank in the wasteland by the recon. Day 2, finish your captures. Artillery attack the enemy tank and finish it off with your wounded tank at the city. Have your recon attack the infantry capturing the city (place it off the road) and use the tank to attack the other infantry nearby. Move the mech east again and end turn. Day 3, to the south, have your bike attack the mech and finish off the bike with the other two, though the bike may have one hp. Move the soldiers to the north east, but have the mech capture the other city. Basically, move the two tanks to attack the enemy tank so that they are both west and south of the tank. Then attack the infantry unit from the road and place the artillery behind the tanks, in the city. Build a bike. Day 4, if the tank ran, chase it down and kill it. Use your artillery and soldiers to kill almost all of the enemy soldiers, using the mech and recon to damage the enemy recon. Again, build another bike. And go east with the other. Just keep your units away from the mech if they are weak. Build a bike. Day 5, retreat your artillery to a city in the northwest corner. Use your mech and recon and maybe a bike to finish off the enemy recon by your factory area. Finish off the other mech. If you have a good tank (4-5 hp), use it to pester the other recon, and try to block the road if you can; hopefully you have the enemy recon on the west rather than retreating east. Build nothing. Day 6, should be able to merge your mechs. Try to eliminate the recon, but probably not, so try to attack from its east side so it can't retreat as well. Capture the two central cities and build nothing again. I hope your artillery is still sitting on a city and healing. Send no one east to grab those other two cities, just ignore them. Day 7, finish your captures, buy a tank, and finish off the recon (I can only hope). That's about all you can do, and move your tank toward your easternmost city. Day 8, retreat anything west. Your artillery should be full, and if not, just move it onto the woods area by your one city. Position your mech and tank onto both of the central cities, and place whatever else in between your artillery and the enemy. Also, build an Anti-Tank. Day 9, kill the Medium Tank if you can, however you can, and then rearrange your line so that new bullet shields are protecting the artillery. Move your new Anti-Tank (AT) behind the artillery. And probably can't build anything, so don't. Day 10, try to kill the other MTank, but it most likely has 1hp. Again, just rearrange your line so that the War Tank can't touch your artillery and your AT. Move the AT as close as you can, just behind your units on the touching the MTank. Build either a tank or AT, your call. Day 11, just kill the WTank. ==================== Ch07: A Kind of Home ==================== *NOTE: Sans a single unit dying, or perhaps one day too many, you'll get darn close to an S rank with this. Maybe don't send the BCopter anywhere.* Day 1, mech, bike, and infantry should all capture cities to the south. The Missile to the north should kill the bomber, Anti-Air gun should attack Duster, move the Missile to the south to the space above the Duster, move all other units along the south road, and then build two infantry. Day 2, the Missile should be able to hit a fighter, tank attack recon, eastern- most AAGun should finish off recon, other AAGun should kill Duster, move other Missile to the southern road, push everyone east along the road, but keep the recon and BCopter out of harms way, and build two bikes. Move one infantry along both roads, or whatever, it doesn't matter. Day 3, westernmost Missile should be able to kill Bomber and artillery attack tank. Position the other Missile, AAGun, and recon just out of reach of the enemy Rocket. Send two foot soldiers east, and your bikes up north with one infantry. Build an AAGun. Remember to keep your BCopter safe. Day 4, AAGun attack Duster and recon attack Rocket. Have your bikes up north start capturing, and then position your guys along the south road just outside of the Bomber's range, pretty much ignoring what the Duster may do. Bring forth the new AAGun and have your two infantry along this road capture the two cities. Build another AAGun. Day 5, recon should finish off Rocket. Bikes should capture, and then have your infantry and other bike kill the enemy infantry up here. Send your new AAGun along the north road too. Finish your captures south. Send your BCopter and tank after the enemy mech, and place your artillery behind both. Then place both Missiles just out of the range of the Bomber, but make sure they are as far east as you can get them. Move the eastern AAGun up north, but not as far as it can go, and send the other AAGun east. Build another AAGun. Day 6, the Missiles and AAGun by the Fighter and Bomber should take both out, however you wish but you'll probably use all three units no matter what. The rest is moving your soldiers around to capture and then placing your AA units into position to kill the last few enemy air units. Build two AAGuns for good measure. Day 7, try to finish the fight, but maybe not. Go through the capturing stuff. Move all your remaining units to around the last enemy air unit, no matter what you want to limit its places to hide. And place your Missiles so they cover each other. Build two more AAGuns, or whatever. Day 8, you better win now. ================== Ch08: A New Threat ================== Quick Strat ----------- Keep air units to the north, and capture the northern buildings ASAP. Send attack force down the bridge, but not in range of the artillery. Break through on the fifth day and then start sending everything east. Full Strat ---------- *NOTE: Again, an A rank.* Day 1, load infantry into TCopters. West bike takes westernmost city, and the other bike takes the easternmost city; mech take a city too. BCopter attack enemy infantry to the north, and then bring both TCopters to unload on the city and factory by the river; make sure to place the western TCopter between the two western cities, that's crucial. Recon and tank move down the bridge. Build an infantry. Day 2, send both TCopters to the south base to pick up the new infantry and the mech. Put the tank just out of firing range of the artillery and put the recon behind it. BCopter attack infantry at the neutral city. Finish your captures, but build nothing. Day 3, tank attack the artillery and recon attack mech from the city. BCopter finish off infantry north and unload the one TCopter with the infantry to the north; send the TCopter with the mech toward the mountains, out of the missile's range. Build a tank and end your turn. Day 4, try to finish off artillery, but probably can't. Send you new tank to the bridge with the bike behind it. Build another tank to the south and a recon in the factory up north. Have your infantry north capture cities. Unload mech on mountain so it is not in danger, nor is the TCopter from the missile. Move the BCopter east. Day 5, if the tank still lives, use it to finish off the artillery. Move up both new tanks and build another, but keep your bike where it is. Leave your mech and send its TCopter to be ready to pick up another infantry. Send BCopter and recon at the north base east. Day 6, at northern base, capture factory and pick up the other infantry and move the TCopters east. Tank by the bridge attack the wounded tank, and then move everyone east, just keep the BCopter out of the range of the missile. Build tanks. Day 7, just start killing units, ignoring the missile; use the last new tanks you made to go after the missile. Then build three recons. Day 8, move everyone into position to make the kill next turn. Send about two or three tanks to the missile and send everyone else to the enemy factory. Day 9, kill em. Hopefully this is the last day. =============== Ch09: The Beast =============== Quick Strat ----------- Avoid the missile, bomb the southern enemies, kill all the BCopters, and once the missile and WTank are gone, move in your infantry on the TCopter to capture the enemy HQ by Day 7. Full Strat ---------- Day 1, have your infantry capture cities near them. Move your AAGun up to protect the northern infantry. To the south, select the Rig and start building a temporary airport. To the north, send both Dusters to attack BCopters, then send the Fighter after the Duster. To the south, bomb a tank and a rocket, then attack a copter with your Fighter, and then move your Duster to finish off the rocket; and keep all out of the missile's range. Day 2, finish your captures. To the north, kill the BCopters with all three of your units up there. To the south, send one Bomber to bomb the enemy AAGun, which should be able to stay out of the missile's range. Bomb the infantry, kill a copter with your Fighter, and another with your Duster. Build a BCopter. Day 3, send your northern infantry south, ignoring the city in the corner. Load your other infantry into the TCopter and send it toward the enemy HQ. With your southern air units, kill both BCopters near your Rig. Bomb the missile and the enemy mech. Send your other fighter south and have your two Dusters attack the rocket. Build a BCopter. Day 4, bomb the missile and the WTank. Kill the last BCopter and then combine your two northern Dusters. No use chasing down the other ground enemies, just move your TCopter with the infantry toward the HQ. Build a Bomber. Send your BCopters to the enemies in the northern corner and have your other infantry capture a city. Day 5, BCopters and Bombers head for corner enemies. Kill the WTank, refuel a Bomber with the Rig, place the Dusters so they block the road of the northern enemies, and unload the infantry near the HQ. Build a BCopter and you're done. Day 6, start torturing the northern enemies and move your Bombers close. Build another BCopter and start capturing the HQ. Day 7, kill as many as you can and end this battle. ================= Ch10: Almost Home ================= Quick Strat ----------- Claim the center buildings and start pumping out BCopters and tanks. Use your missile and fighter to hold off the enemy air units. Make a stand at the center area, and once they come for you, strike back. Use the BCopters to attack the WTank and tanks to fend off the AAGuns. Full Strat ---------- *NOTE: This aggressive strategy seems to only get an A ranking, but my first score was an S. So ignore this advice and play more conservatively if you want an S. I'll fix it in the next update.* Day 1, retreat your three units to the east, but one will still die; move them all as far west as you can. Have your bike capture the airport, move your missile below the mountain, load the other two foot soldiers into the transport vehicles and move them east, and move all the other east too. Build an infantry and that's it. I would recommend moving your air units closer, but you can leave them alone this turn as a different tactic. Day 2, maybe send your first infantry to the city up north, or any other building. Capture airport, start on factory, and start on a city. Position your units so that the missile is safe no matter what, and go ahead and keep the rest out of harm's way too. Build a tank and move your air units closer. Day 3, the enemy should have tried to attack, so now you should strike back. Just keep your captures going and make sure your missile and fighter are covering each other and protected. Send your TCopter back to the first factory to pick up a new infantry unit you will build now. Also build a BCopter at the new airport. Put the rig in front of the missile in case your factory- capturing unit gets iced next turn, but it shouldn't. And you should be able to start three new captures, so do it. Day 4, finish your captures, which should be everything west of the mountains in the center. Move everything east, keeping the missile and fighter by the mountains. Remember, use your tanks to attack his AAGuns, and your AAGun attack his air units; bring everyone else up as well. Build another BCopter at the center airport. Day 5, use one of your BCopters to attack the artillery to the south, and then send your new one to attack a foot soldier. Tanks to AAGuns, AAGun on AAGun, Dusters on BCopters, and everything else move east. Build a BCopter and tank at your center base. Skoot your missile and fighter up a bit. Day 6, tank on AAGun, fresh BCopter on recon, and use another BCopter to finish off artillery. The rest is just skillfully positioning the rest, and finally using the fighter to attack the enemy BCopter. Just build another tank and BCopter. Don't let anyone die needlessly, and get your northern infantry into position to get on a TCopter and make a run for the HQ. Day 7, you should finally be able to clear the enemy skies, so that means retreat your Duster and fighter. Three full BCopters are enough to kill the WTank. Then just get everyone into position as you clear out the weakest units. Again, build a BCopter and tank. Day 8, at this point you are sending BCopters after foot soldiers and tanks after AAGuns. Capture any enemy buildings you can, and try to get you one infantry flown into the HQ. Build tanks if your funds don't allow a copter and tank. Retreat all anti-air units and use the rig to fuel planes low on fuel - don't send them to airports. Day 9, the infantry at the HQ can attack other soldiers if you want. Use your BCopters to kill soldiers and your tanks to kill the AAGuns. Should be able to win this fight today or tomorrow. =================== Ch11: A Storm Brews =================== Quick Strat ----------- Move rocket to land to the south, and use it to attack the Cruiser and then the land units. Clog the land units in the narrow strip, use your Gunboats to finish off the others, and use that one rig to resupply your boats. Get one of your soldiers to head for the HQ as a fall-back plan. Full Strat ---------- Day 1, have two of your Gunboats attack the enemy Gunboat. Load the infantry into the other, load the mech and rocket into one Lander, and the other two units in the other Lander. Use the rig to refuel one of the Gunboats. Unload the rocket and mech onto the land to the south; unload the rocket to the north of the city. Day 2, use the rocket on the enemy Cruiser. Then follow it up with an attack from your Gunboat with the infantry inside. Capture the city with the mech and then unload the other Lander on the same land; move the empty Lander north, with the intent of swinging around this same chunk of land. Move another Gunboat near the rig to supply it. Keep everyone out of reach of the enemy Gunboats and end turn. Day 3, move the rocket to the spot east of the city. Tank attack recon and then move the MTank behind your tank. Move the Gunboat with the infantry inside to the beach on the land with the rig, but the beach on the side facing the enemy, so you can refuel it with your rig. Move your other healthy Gunboat with ammo into range of your rocket so that the enemy Gunboat will get hit if it attacks; leave the other Gunboat out of the enemy's range. Position both Landers on the eastern beaches of both chunks of land. Day 4, have rockets attack MTank, move mech toward the beach to its east, retreat tank to city, and then kill recon with MTank. Your northernmost Gunboat that just unloaded the infantry should be able to attack one Gunboat while avoiding the enemy artillery. Then attack other Gunboat with yours. Load that one infantry onto the Lander and head for the enemy HQ. Move your other Lander to pick up the mech next turn. Get your other Gunboat into position to strike. Day 5, rocket attack MTank, MTank fire on artillery, move up your tank, kill the combined enemy Gunboat with yours, and then unload your infantry near the HQ. Do whatever else. Day 6, attack rig with rocket, kill artillery, and then kill rig to win. ===================== Ch12: History of Hate ===================== Quick Strat ----------- Just play conservatively. Lure a BShip with yours and then start attacking. Needs to be won in five days for a good rank. Full Strat ---------- *NOTE: So close to an S. I got it my first game, but I don't know how. This will get you a 290 easy, but probably one day too many. Consider just keeping everything away from the enemy and force them to come for you. I think one cruiser should be sent northward a bit.* Day 1, your ally will handle the gunboat to the north, so ignore it. Check the range of the enemy cruiser and attack the Battleship with your BCopter. Have your BShip bomb the gunboat, then finish it with a cruiser. Move up your other cruiser. Send your northern sub onto the reef and dive it; move your other sub up one space and dive it. Build Temp Ports and send your lander east as a blocker so your Duster can move east. Day 2, finish your Temp Ports and retreat your gunboats west to get fueled up. Move the lander north of the southern sub, then the other sub should be right behind the lander, put cruisers out of bomber range, and then keep your air units out of the fighter's range. Move your BShip onto the reef. You're playing it safe here. Day 3, now, if you remember that the sub attacked the lander, have your duster attack the bomber from that spot. Send one sub after the BShip and a gunboat to finish it off. Finish the enemy sub with your last one, and then kill the bomber with your other cruiser. Send your other gunboat directly east, and then send your copter toward the other gunboat in the corner. Day 4, focus your attacks on the enemies to the south, the one cruiser and the gunboat. Bomb the cruiser with your weak BShip, attack it with your gunboat, then with your fresh cruiser, and then finish it with your weak cruiser. Have your subs finish off the BShip too, from it's sides. Then send your other gunship to refuel. Day 5, start on the cruiser. Bomb it from far away, send your gunboat after it, and then gang up on it with your subs and weak cruiser. Use your fresh cruiser to kill the fighter. Move your BCopter closer and combine your gunboats. Day 6, finish the fight. ======================= Ch13: Greyfield Strikes ======================= Quick Strat ----------- Ignore the enemy movement to the west, just make your goal the enemy HQ north of your base. Speed alone will get you an S rank. Full Strat ---------- *NOTE: Greyfield seems to halt the units you have the most of, or just the units closest to the enemy.* Day 1, load the infantry into your gunboats, and unload each on the islands. Send you BShip to take out the enemy gunboat to the north and have your Carrier follow behind it (don't build nothing). Send all your other sea units west, and move your lander to the beach on the north of your island. You can have you rig make a Temp Port if you want. Build two tanks. Day 2, BShip attack MTank. Send your sub and cruiser west, out of the reach of the enemy BShip and dive the sub. Move your Carrier behind the mountain island near the BShip. Have your infantry capture cities. Load your two tanks onto the lander and take it north. Send one gunboat with your cruiser and sub, out of attack range, and then send your other gunboat back to your base island. Build an infantry. Day 3, finish your captures. BShip finish off the MTank, then unload your tanks on the beach near the HQ. Load your infantry onto gunboat and send it toward the HQ. Build one seaplane at your Carrier. To the west, send your gunboat onto a reef and then move up the sub just a bit, but leave your cruiser where it is. *NOTE: Maybe building two infantry on day 3 would result in infantry being halted instead of tanks.* Day 4, have your infantry on the islands capture a port and a city. Send your sub and cruiser after the lander. Your tanks should be stalled, so send your lander south and unload your gunboat so the infantry is protected. Build a seaplane, tank, and infantry. BShip bomb one missile. Day 5, BShip attack AAGun, one seaplane kill wounded missile, the other seaplane kill the AAGun, have tanks kill the missile, and send your infantry for the HQ. Finish your captures. Load your infantry onto the rig, and load the rig and tank onto the lander. Send your sub after the BShip, do whatever with your gunboat, and move up your Carrier. Day 6, have your sub finish off the BShip, then get your island infantry to capture whatever. Send your tanks after soldiers, load your seaplanes onto the Carrier, BShip attack AAGun, and start capturing the HQ. Send your lander north, move your Carrier west a bit and out of range, and build a BShip. Day 7, tank attack the AAGun, unload your lander and get your BShip by the rig, and then attack and kill as many units as you can. Capture the HQ. ======================= Ch14: A Hero's Farewell ======================= Quick Strat ----------- Oddly, you must start off in a conservative mode, then switch to aggressive in an instant. You could maybe send your units into the fray before the plasma is derailed, or you can wait for a bomber, but you have to be aggressive at some point. You need to use your sea units to take out the BShip and carrier, maybe with the hopes of bringing your rig north to refuel the sub before it runs out of gas. The end game is using a carrier of your own and everything else. Full Strat ---------- Day 1, send your sea units north first. Send your infantry to the east directly to its east. Send all your soldiers east too, the mech in the rig should end on the factory, the bike along the road, and the infantry start capturing a city. Rockets attack the tank and send everything else east. Build a gunboat and an infantry. Day 2, send you sea units into position so they are not bombarded by the BShip, and dive the sub. Send the infantry to capture airport in the corner of the map, careful not to fire at the shard. Mech capture factory, bike take city two spaces left of factory, and infantry finish its capture. Then move the rocket, missile, and artillery as far up the road as you can, then position everyone else around them. You can use your BCopters to attack the enemy mech, just be cautious of the enemy BCopter on approach. Have your rig refuel your rocket a |
